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From perlman@turing.acm.org Wed Nov  2 00:41:27 2005 -0500
Date: Wed, 2 Nov 2005 00:41:26 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: "Gary Perlman @ Yahoo" <garyperlman@yahoo.com>
Subject: gcd
Message-ID: <Pine.LNX.4.44.0511020041130.9110-100000@turing.acm.org>
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Listing of files in this pack:
  gcd-am.db
  gcd-br.db
  gcd-brm.db
  gcd-bw.db
  gcd.cgi
  gcd-ci.db
  gcd.db
  gcd-dd.db
  gcd-gj.db
  gcd-hp.db
  gcd.ksh
  gcd-rahf.db
  gcd-tt.db
fpack:!@#$%^&*(): gcd-am.db
%notes
ANGLOMAN ... Making the World Safe for Apostrophes! 
Mark Shainblum (writer), Gabriel Morrissette (art) 
foreword by Terry Mosher (as Aislin) 
NuAge Editions, Canada 
1st printing November 1995 
ISBN 0-921833-44-X 
6"x9" perfect binding, glossy colour cover, B&W interior 
%==========================================================================
%title Angloman
%publisher NuAge Editions
%type Cover
%gcd http://www.comics.org/details.lasso?id=258634
%cover http://www.comics.org/graphics/covers/14946/400/14946_4_001.jpg
%pages 68
%thumb http://perlypalms.com/comics/thumbnails/angloman-1.jpg
%cbz http://perlypalms.com/comics/archives/angloman-1.cbz
%date 1995-12-01
%number 1
%featureStory 
%characters 
Angloman; West Island Lad; Poutinette
%indexernotes 
Tagline is "Making the World safe for Apostrophes!"
Angloman was published shortly after the Quebec succession referendum
of October 30, 1995, in which the No votes surpassed the Oui votes by about 1%.
%price 9.95
%credits Art: Gabriel Morrissette
%catalog gcd

%title Foreword
%pages 1
%type Letter
%synopsis 
%indexernotes 
%featureStory Angloman
%characters 
%credits Letter: Terry Mosher (as Aislin)

%title Officially Registered Superheroes
%pages 4
%type Story
%synopsis 
%indexernotes 
Other characters include:
Major Westmount (Sworthington-McGill)
%featureStory Angloman
%characters 
Angloman (Eaton M. McGill);
West Island Lad (Jason Nirvana);
Poutinette (Th&eacute;rese Papineau);
The Northern Magus (Pierre Trudeau, Canadian Prime Minister);
Power Chin (Brian Mulroney, Canadian Prime Minister);
Le Capitaine Souche (Jacques Parizeau, Premier of Quebec);
Blocman (Lucien Bouchard, Founder of the Bloc Qu&eacute;becois)
Super Mario Boy (Mario Dumont, Leader of the Action D&eacute;mocratique provincial party);
Canada!Man (Jean Chr&eacute;tien, Canadian Prime Minister);
Dr. No;
Bob Ray;
Sgt. Preston of the Loonies 
%credits Story: Mark Shainblum
Art: Gabriel Morrissette

%title Prologue
%pages 1
%type Story
%synopsis 
Quebec City has lost the 2002 Winter Olympics.
They have already lost their beloved Nordiques.
Montreal shall learn what humiliation really means.
%indexernotes 
This page is a prologue to the next story.
%featureStory Angloman
%characters 
%credits Story: Mark Shainblum
Art: Gabriel Morrissette

%title A Legend is Born
%pages 8
%type Story
%synopsis 
From his Fortress of Two Solitudes
in the former headquarters of the Sunlife Assurance Company,
Angloman drags West island Lad to battle a unilingual robotic menace
destroying the Big O (Olympic Stadium).
With Poutinette, the robots are defeated,
but paperwork from <i>La R&eacute;gie des superh&eacute;ros et pouvoirs surhumains</i>
may do in our heroes.
%indexernotes 
%featureStory Angloman
%characters Angloman; West Island Lad; Poutinette
%credits Story: Mark Shainblum
Art: Gabriel Morrissette

%title Boys' Night Out
%pages 8
%type Story
%synopsis 
The Northern Magus is taunting Power Chin,
threatening Westmount.
%indexernotes 
%featureStory Angloman
%characters Angloman; Anglohound; Pierre Trudeau (as Northern Magus);
Brian Mulroney (as Power Chin); Ronald Reagan (as Ronnie Raygun);
Nancy Reagan (as Mommy Raygun)
%credits Story: Mark Shainblum
Art: Gabriel Morrissette

%title Banzai Dude!
%pages 8
%type Story
%synopsis 
On patrol in NDG, West Island Lad is attacked by the NDG Ninja
(formerly the Snowdon Ninja, until he moved).
%indexernotes 
%featureStory West Island Lad
%characters 
Angloman; West Island Lad; NDG Ninja; Keanu Reeves
%credits Story: Mark Shainblum
Art: Gabriel Morrissette

%title Slaves of the Ice Queen
%pages 8
%type Story
%synopsis 
A "Quarters" restaurant opens next to La Princess de la Petate.
Poutine discovers that Claudine and Ren&eacute; plan to enslave
the world with junk food and junk music.
Poutinette uses cholesterol with success against everyone
but even her poutine does not work on the Ice Queen,
who does not gain weight.
Poutinette finally defeats Quebec's Princess of Pop
by pointing out that she sings in English almost all the time
and has become...an anglophone.
%indexernotes 
Poutine (POO-TEEN) is made from French fries, cheese curds, and gravy.
Nickels is a chain of restaurants owned by C&eacute;line Dion.
%featureStory Poutinette
%characters Poutinette;
C&eacute;line Dion (as Claudine Dionne);
Ren&eacute; Ang&eacute;lil (as Ren&eacute; Diabolin);
%credits Story: Mark Shainblum
Art: Gabriel Morrissette
Inker: Michel Lacombe

%title A Question of Danger
%pages 4
%type Story
%synopsis 
The Hellish Rockers are causing problems and our superheroes disagree
about how to deal with them.
%indexernotes 
%featureStory Capitaine Souche
%characters Capitaine Souche; Bloc Man; Super Mario Boy; Dr. No; Canada!Man; Bob Ray
%credits Story: Mark Shainblum
Art: Gabriel Morrissette
Inker: Michel Lacombe

%title Future...imparfait
%pages 14
%type Story
%synopsis 
Capitaine Souche has a flashback to a traumatic childhood experience
in a department store: in Eaton's, people spoke English.
The Angry Anglo goes crazy about street name changes (St. James to St. Jacques,
and Dorchester! Dorchester!),
but Angloman calms him with the Richlergun.
The Northern Magus sends them all back to 1948
where Angloman gives Eaton's employees French lessons,
but Major Westmount and Capitaine Catholique argue against bilingualism,
but the future has been changed.
%todo ident Capitaine Catholique
%indexernotes 
%featureStory Angloman
%characters 
Angloman; Capitaine Souche; West Island Lad; Angry Anglo; Northern Magus;
Major Westmount; Capitaine Catholique
%credits Story: Mark Shainblum
Art: Gabriel Morrissette
Inker: Eric Theriault
Background Inker: Michel Lacombe

%title 
%pages 1
%type Pinup
%synopsis 
%indexernotes 
%featureStory Angloman
%characters Angloman
%credits Art: Gabriel Morrissette

%notes
ANGLOMAN 2 Money, Ethnics, Superheroes 
Mark Shainblum (writer), Gabriel Morrissette (art), Eric Theriault 
NuAge Editions, Canada 
1st printing November 1996 
ISBN 0-921833-50-4 
6"x9" perfect binding, glossy colour cover, B&W interior 
%==========================================================================
%title Angloman
%publisher NuAge Editions
%type Cover
%gcd http://www.comics.org/details.lasso?id=258635
%cover http://www.comics.org/graphics/covers/14946/400/14946_4_002.jpg
%pages 68
%thumb http://perlypalms.com/comics/thumbnails/angloman-2.jpg
%cbz http://perlypalms.com/comics/archives/angloman-2.cbz
%date 1996-12-06
%number 2
%featureStory 
%characters 
Angloman; West Island Lad; Poutinette
%todo regie robot (from Cavendish Mall)
%indexernotes 
Money, Ethnics, Superheroes
%price 9.95
%credits Art: Gabriel Morrissette
%catalog gcd

%title Where Red Tape Dwells
%pages 6
%type Story
%synopsis 
Angloman has received notice that his superhero permit expires today.
At the R&eacute;gie, Angloman learns that Captain Lenoxville is moving to Toronto.
Angloman's secret identity is compromised by the R&eacute;gie.
%indexernotes 
%featureStory Angloman
%characters Angloman; Captain Lenoxville; Angry Anglo
%credits Story: Mark Shainblum
Art: Gabriel Morrissette

%title Crisis at the Cavendish Mall
%pages 10
%type Story
%synopsis 
At the Shmall, a robot from la R&eacute;gie informs Matzogirl
that she must translate her name to French,
but she claims to have an exemption.
%indexernotes 
Introducing Matzoh Girl - Defender of Cote St. Luc 
%featureStory West Island Lad
%characters West Island Lad; Matzohgirl
%credits Story: Mark Shainblum
Art: Gabriel Morrissette

%title I Love You, I Kiss You, I Eat Your Brain!
%pages 9
%type Story
%synopsis 
Dodo, a psychic on channel 10, wants to take over.
%indexernotes 
%featureStory Poutinette
%characters Poutinette; Doc Suzuki, JoJo Savard (psychic, as DoDo)
%credits Story: Mark Shainblum
Art: Gabriel Morrissette

%title One is Too Many
%pages 3
%type Story
%synopsis 
Mackenzie King holds a seance and summons Hitler instead of Roosevelt.
Hitler possesses the body of Maurice Duplessis and a great darkness falls on Quebec
until Major Westmount can catch up with him.
%indexernotes 
%featureStory Angloman's father, Major Westmount
%characters Mr. Sworthington-McGill;
Maurice Duplessis; Prime Minister Mackenzie King; Adolf Hitler
%credits Story: Mark Shainblum
Art: Gabriel Morrissette
Eric Theriault (signed)

%title Just a brief reminder
%pages 2
%type Story
%synopsis 
Story of cooperation.
%indexernotes 
%featureStory Angloman
%characters Angloman; West Island Lad; Poutinette;
Angry Anglo; Dr. No; Canada!Man
%credits Story: Mark Shainblum
Art: Gabriel Morrissette

%title Gilles and the Giant Oppressor
%pages 2
%type Story
%synopsis 
Gilles, a boy, looks for the giant evil English oppressors
that his grandfather told him about.
%indexernotes 
%featureStory Angloman
%characters Angloman; Anglodog
%credits Story: Mark Shainblum
Art: Gabriel Morrissette

%title The Q Files
%pages 8
%type Story
%synopsis 
Capitaine Souche looks back on the October 30, 1995 referendum.
%indexernotes 
%featureStory Capitaine Souche
%characters Capitaine Souche; Ethnoman; Partitionman; Blocman;
Capitaine Centaur; Capitaine Hardliner; Overreaction-man; Capitaine Panique
%credits Story: Mark Shainblum
Art: Gabriel Morrissette

%title Invasion of the Anglo Snatchers!
%pages 18
%type Story
%synopsis 
Everyone is moving to Toronto!
Angloman and Poutinette take the 401 and find Montrealers saying "Toronto is good."
Will all be assimilated by the Torontorg?
Can bagels and smoked meat help?
%indexernotes 
%featureStory Angloman
%characters Angloman; Poutinette; Donutmaster;
West Island Lad; Matzohgirl;
Conrad Blackutus; Barbara Amielus; Don Cherryus
%credits Story: Mark Shainblum
Art: Gabriel Morrissette

%title [22 Weeks on the Montreal Gazette Bestseller List]
%pages 1
%type Ad
%synopsis 
%indexernotes 
Ad for Angloman 1 with snippets from The Montreal Gazette and La Presse.
%featureStory Angloman
%characters 
%credits Story: Mark Shainblum
Art: Gabriel Morrissette

fpack:!@#$%^&*(): gcd-br.db
%==========================================================================
%number 1
%type Cover
%gcd http://www.comics.org/details.lasso?id=228851
%cover http://www.comics.org/graphics/covers/11369/400/11369_4_001.jpg
%thumb http://perlypalms.com/comics/thumbnails/1970-charlton-br-1.jpg
%cbz http://perlypalms.com/comics/archives/1970-charlton-br-1.cbz
%FeatureStory Bullwinkle and Rocky
%title Bullwinkle and Rocky
%Series 1970 Series - Charlton, July 1970, coverprice .15 , 36 pages.
%date 1970-07
%pages 36
%format Color; Standard US; saddle-stitched; Newsprint
%publisher Charlton
%credits
%CoverCredits
%CoverFeature Bullwinkle and Rocky
%characters
Bullwinkle; Rocky
%Genre funny animal; satire
%IndexerNotes
Bullwinkle, carrying fishing gear, gets into a rowboat being steadied by Rocky. Approved by the Comics Code Authority. (c) P.A.T. Ward 1970. Free! Mini-Poster!
%Editor ?
%jobno 744-770
%Indexer
Gary Perlman
%contents
1.  They Lost Their Marbles
2.  First or Worst Aid
3.  I'll String Along With You
4.  Bullwinkle and Rocky Pin-Up Page
5.  The Same Routine!
%catalog gcd

%title They Lost Their Marbles
%type Story
%pages 9
%jobno D-195
%FeatureStory Bullwinkle and Rocky
%credits
%Synopsis
An ancient tomb has been reassembled in a museum, but two assistants and valuable jewels are missing. Could two agents of a foreign power be involved?
%characters
Bullwinkle; Rocky; Boris; Natasha
%Genre funny animal

%title First or Worst Aid
%type Text-Story
%pages 1
%credits
%Synopsis
Three anecdotes of how students would respond in an emergency.
%IndexerNotes
includes one picture

%title I'll String Along With You
%type Story
%pages 6
%jobno D-249
%FeatureStory Bullwinkle and Rocky
%credits
%Synopsis
Bullwinkle flies a kite and while he and Rocky are airborne, he bumps into some fiendish friends.
%characters
Bullwinkle; Rocky; Boris; Natasha
%Genre funny animal

%title Bullwinkle and Rocky Pin-Up Page
%type Pinup
%pages 1
%jobno D-250
%FeatureStory Bullwinkle and Rocky
%credits
%characters
Bullwinkle; Rocky
%Genre funny animal

%title The Same Routine!
%type Story
%pages 5
%jobno D-341
%FeatureStory Bullwinkle and Rocky
%credits
%Synopsis
Boris dreams of getting rid of moose and squirrel.
%characters
Bullwinkle; Rocky; Boris; Natasha
%Genre funny animal

%==========================================================================
%number 2
%type Cover
%gcd http://www.comics.org/details.lasso?id=169420
%cover http://www.comics.org/graphics/covers/11369/400/11369_4_002.jpg
%thumb http://perlypalms.com/comics/thumbnails/1970-charlton-br-2.jpg
%cbz http://perlypalms.com/comics/archives/1970-charlton-br-2.cbz
%FeatureStory Bullwinkle and Rocky
%title Bullwinkle and Rocky
%Series 1970 Series - Charlton, September 1970, coverprice .15 , 36 pages.
%date 1970-09
%pages 36
%format Color; Standard US; saddle-stitched; Newsprint
%publisher Charlton
%credits
%CoverCredits
%CoverFeature Bullwinkle and Rocky
%characters
Bullwinkle; Rocky; Boris; Natasha
%Genre funny animal
%IndexerNotes
A bull charges Bullwinkle who is dressed as a matador in a bullfighting ring. Rocky watches in horror but Boris and Natasha are enjoying the scene. Approved by the Comics Code Authority.
%Editor ?
%jobno 744-970
%Indexer
Gary Perlman
%contents
1.  Take Your Time!
2.  Rocky's Puzzlement
3.  All Balled Up!
4.  Color, Count, and Follow the Dots...
5.  ["To all my friends..."]
6.  The Monster of Buttercup Flats!
7.  Shemsha the Sun
8.  A Slip in Plans
%catalog gcd

%title Take Your Time!
%type Story
%pages 8
%jobno D-453
%FeatureStory Bullwinkle and Rocky
%credits
%Synopsis
Rocky and Bullwinkle solve the mystery of the haunted clock and find a fortune for a clock shop owner.
%characters
Bullwinkle; Rocky; Boris; Natasha
%Genre funny animal
%IndexerNotes
A boy in the story looks a lot like Mr. Peabody's boy Sherman, but the character is unrelated.

%title Rocky's Puzzlement
%type Activity
%pages 1
%jobno D-455
%FeatureStory Rocky
%credits
%Synopsis
Optical illusion.
%characters
Rocky
%Genre funny animal

%title All Balled Up!
%type Story
%pages 5
%jobno D-472
%FeatureStory Bullwinkle and Rocky
%credits
%Synopsis
Rocky and Bullwinkle are bowling and are joined by two sinister characters.
%characters
Bullwinkle; Rocky; Boris; Natasha
%Genre funny animal
%IndexerNotes
A character in the story looks a lot like Dudley Do-Right, but the character is unrelated.

%title Color, Count, and Follow the Dots...
%type Activity
%pages 2
%jobno D-454
%FeatureStory Bullwinkle and Rocky
%credits
%Synopsis
See Rocky and Bullwinkle's new pet.
%characters
Bullwinkle; Rocky
%Genre funny animal

%title ['To all my friends...']
%type Pinup
%pages 1
%FeatureStory Rocky
%credits
%Synopsis
Friendly words from a flying squirrel.
%characters
Rocky
%Genre funny animal

%title The Monster of Buttercup Flats!
%type Story
%pages 3
%jobno D-463
%FeatureStory Supersnoot
%credits
%Synopsis
Horrible Hairy Harry is after Supersnoot the police dog.
%characters
Supersnoot

%title Shemsha the Sun
%type Text-Story
%pages 1
%credits
%Synopsis
Story of the origin of celestial bodies.

%title A Slip in Plans
%type Story
%pages 6
%jobno D-526
%FeatureStory Bullwinkle and Rocky
%credits
%Synopsis
Boris has escaped from prison and he and Natasha are on a crime spree.
%characters
Bullwinkle; Rocky; Boris; Natasha
%Genre funny animal

%==========================================================================
%number 3
%type Cover
%gcd http://www.comics.org/details.lasso?id=169421
%cover http://www.comics.org/graphics/covers/11369/400/11369_4_003.jpg
%thumb http://perlypalms.com/comics/thumbnails/1970-charlton-br-3.jpg
%cbz http://perlypalms.com/comics/archives/1970-charlton-br-3.cbz
%FeatureStory Bullwinkle and Rocky
%title Bullwinkle and Rocky
%Series 1970 Series - Charlton, November 1970, coverprice .15 , 36 pages.
%date 1970-11
%pages 36
%format Color; Standard US; saddle-stitched; Newsprint
%publisher Charlton
%CoverCredits
Paul Fung, Jr. (signed) 
%CoverFeature Bullwinkle and Rocky
%characters
Bullwinkle; Rocky
%Genre funny animal; satire
%IndexerNotes
Rocky sledding; Bullwinkle skiing, his antlers get stuck between two evergreens; sign reads "Winter Sports at Your Favorite Summer Resort"
%Editor ?
%jobno 744-1170
%Indexer
Gary Perlman
%contents
1.  Sales Appeal
2.  Bullwinkle and Rocky
3.  Bullwinkle's Corny Corner
4.  One Giant Step
5.  Flight Lesson
6.  The First Man
7.  Go for Broke!
8.  Things are Looking Up
9.  Moose in Distress
%catalog gcd

%title Sales Appeal
%type Story
%pages 2
%jobno D-752
%FeatureStory Bullwinkle and Rocky
%credits
Paul Fung, Jr. [as P.F.]
%Synopsis
Rocky gives Bullwinkle advice about how to sell his car to Boris.
%characters
Rocky; Bullwinkle; Boris
%Genre funny animal
%IndexerNotes
P.F. on fender of car in first frame

%title Bullwinkle and Rocky
%type Story
%pages 1
%jobno D-760
%FeatureStory Bullwinkle and Rocky
%credits
Paul Fung, Jr. [as P.F.]
%Synopsis
Rocky asks Bullwinkle for directions.
%characters
Rocky; Bullwinkle
%Genre funny animal
%IndexerNotes
P.F. on wall of second frame

%title Bullwinkle's Corny Corner
%type Story
%pages 1
%jobno D-749
%FeatureStory Bullwinkle and Rocky
%credits
Paul Fung, Jr. [as P.F.] 
%Synopsis
Characters tell corny jokes.
%characters
Rocky; Bullwinkle; Natasha; Boris
%Genre funny animal
%IndexerNotes
P.F. on wall next to Natasha

%title One Giant Step
%type Story
%pages 3
%jobno D-713
%FeatureStory Bullwinkle and Rocky
%credits
%Synopsis
Bullwinkle mistakenly rides a rocket.
%characters
Bullwinkle
%Genre funny animal

%title Flight Lesson
%type Story
%pages 6
%jobno D-714
%FeatureStory Bullwinkle and Rocky
%credits
Paul Fung, Jr. [as P.F.] 
%Synopsis
Bullwinkle accidentally starts a plane and is joined by Boris and Natasha.
%characters
Bullwinkle; Natasha; Boris; Rocky
%Genre funny animal; satire
%IndexerNotes
P.F. on hangar

%title The First Man
%type Text Article
%pages 1
%credits
%Synopsis
Legend of how the first man was placed on Earth.

%title Go for Broke!
%type Story
%pages 8
%jobno D-666
%FeatureStory Bullwinkle and Rocky
%credits
%characters
Rocky; Bullwinkle; Boris; Snidely Whiplash; Natasha
%Genre funny animal; satire
%IndexerNotes
A lot of violence for R&B.

%title Things are Looking Up
%type Story
%pages 1
%jobno D-528
%FeatureStory Bullwinkle and Rocky
%credits
%Synopsis
Everyone wonders what Bullwinkle is looking at.
%characters
Rocky; Bullwinkle; Boris; Natasha
%Genre funny animal; satire

%title Moose in Distress
%type Text-Story
%pages 3
%jobno D-442
%credits
%Synopsis
Some rangers help a moose.

%==========================================================================
%number 4
%type Cover
%gcd http://www.comics.org/details.lasso?id=169422
%cover http://www.comics.org/graphics/covers/11369/400/11369_4_004.jpg
%thumb http://perlypalms.com/comics/thumbnails/1971-charlton-br-4.jpg
%cbz http://perlypalms.com/comics/archives/1971-charlton-br-4.cbz
%FeatureStory Bullwinkle and Rocky
%title Bullwinkle and Rocky
%Series 1970 Series - Charlton, January 1971, coverprice .15 , 36 pages.
%date 1971-01
%pages 36
%format Color; Standard US; saddle-stitched; Newsprint
%publisher Charlton
%CoverCredits
Paul Fung, Jr. (signed) 
%CoverFeature Bullwinkle and Rocky
%characters
Bullwinkle; Rocky; Boris
%Genre funny animal; satire
%IndexerNotes
Bullwinkle passes a football to an airborne Rocky, watched with hatred by a grounded Boris.
%Editor ?
%jobno 744-171
%Indexer
Gary Perlman
%contents
1.  We Haunted Hams
2.  Bullwinkle and Rocky's Drawing Lesson
3.  Bullwinkle's Funny Corner
4.  Bad Breath
5.  Kids, Color Our Pal
6.  The Rebels
7.  Monkey Business
8.  Kids, Color this Page
9.  Snowed In!
%catalog gcd


%title We Haunted Hams
%type Story
%pages 10
%jobno D-959
%FeatureStory Bullwinkle and Rocky
%credits
Paul Fung, Jr.
%Synopsis
Boris and Natasha cause problems for some actors.
%characters
Bullwinkle; Rocky; Boris; Natasha
%Genre funny animal

%title Bullwinkle and Rocky's Drawing Lesson
%type Activity
%pages 1
%jobno D-1038
%FeatureStory Boris
%credits
%Synopsis
Learn to draw Boris using a grid
%characters
Boris
%Genre funny animal

%title Bullwinkle's Funny Corner
%type Story
%pages 1
%jobno D-1039
%FeatureStory Bullwinkle and Rocky
%credits
Paul Fung, Jr.
%Synopsis
Characters tell jokes
%characters
Bullwinkle; Rocky; Boris; Natasha
%Genre funny animal; jokes

%title Bad Breath
%type Text-Story
%pages 1
%credits
%indexernotes B&W

%title Kids, Color Our Pal
%type Activity
%pages 2
%jobno D-1043
%FeatureStory Bullwinkle and Rocky
%indexernotes B&W
%credits
%Synopsis
Rocky reacts to Bullwinkle's music
%characters
Rocky; Bullwinkle
%IndexerNotes
single frame on 2 pages

%title The Rebels
%type Story
%pages 3
%jobno D-865
%credits
%Synopsis
A misbehaving boy is taught a lesson by his toys.
%Genre humor

%title Monkey Business
%type Story
%pages 1
%jobno D-1040
%FeatureStory Bullwinkle and Rocky
%credits
Paul Fung, Jr.
%Synopsis
Bullwinkle breaks the rules at the zoo.
%characters
Rocky; Bullwinkle
%Genre funny animal

%title Kids, Color this Page
%type Activity
%pages 1
%jobno D-1041
%FeatureStory Bullwinkle and Rocky
%indexernotes B&W
%credits
%Synopsis
Bullwinkle and Boris box, with Rocky as referee; Natasha cheers
%characters
Natasha; Bullwinkle; Boris; Rocky

%title Snowed In!
%type Story
%pages 6
%jobno D-1037
%FeatureStory Bullwinkle and Rocky
%credits
Paul Fung, Jr.
%Synopsis
Bullwinkle and Rocky are snowed in.
%characters
Bullwinkle; Rocky
%Genre funny animal

%==========================================================================
%number 5
%type Cover
%gcd http://www.comics.org/details.lasso?id=169423
%cover http://www.comics.org/graphics/covers/11369/400/11369_4_005.jpg
%thumb http://perlypalms.com/comics/thumbnails/1971-charlton-br-5.jpg
%cbz http://perlypalms.com/comics/archives/1971-charlton-br-5.cbz
%FeatureStory Bullwinkle and Rocky
%title Bullwinkle and Rocky
%Series 1970 Series - Charlton, March 1971, coverprice .15 , 36 pages.
%date 1971-03
%pages 36
%format Color; Standard US; saddle-stitched; Newsprint
%publisher Charlton
%CoverCredits
Paul Fung, Jr. 
%CoverFeature Bullwinkle and Rocky
%characters
Bullwinkle; Rocky
%Genre funny animal; satire
%Editor ?
%jobno 744-371
%Indexer
Gary Perlman
%contents
1.  The Frivolous Fish
2.  Kids, Color this Page
3.  The Time Saver
4.  The Golf Game
5.  Penny Pinching Papa
6.  [Bullwinkle and Rocky Fan Club]
7.  [Boris Badinov and Natasha]
8.  Snow Poke!
9.  Hare Raising Story!
10.  [Color This]
11.  Iron Out Your Troubles
12.  Kids! Color this Page Fuzzy!
%indexerNotes A flying Rocky helps Bullwinkle ski on snow like a water skier by pulling a trapeze.
%catalog gcd


%title The Frivolous Fish
%type Story
%pages 8
%jobno D-1229
%FeatureStory Bullwinkle and Rocky
%credits
Paul Fung, Jr. (signed) 
%Synopsis
Rocky and Bullwinkle help solve a mystery at the seaquarium.
%characters
Boris; Rocky; Bullwinkle; Snidely Whiplash
%Genre funny animal; satire
%IndexerNotes
signed on last page

%title Kids, Color this Page
%type Activity
%pages 1
%jobno D-1337
%FeatureStory Bullwinkle
%indexernotes B&W
%credits
%Synopsis
Bullwinkle has lost his golf ball

%title The Time Saver
%type Story
%pages 1
%jobno D-1338
%FeatureStory Bullwinkle and Rocky
%credits
Paul Fung, Jr. 
%Synopsis
Bullwinkle gets lost taking a short cut.
%characters
Rocky; Bullwinkle
%Genre funny animal

%title The Golf Game
%type Story
%pages 4
%jobno D-1339
%FeatureStory Rocky
%credits
%Synopsis
Rocky plays golf
%characters
Rocky; Boris; Natasha
%Genre funny animal

%title Penny Pinching Papa
%type Text-Story
%pages 1
%indexernotes B&W
%credits

%title [Bullwinkle and Rocky Fan Club]
%type Ad
%pages 1
%FeatureStory Bullwinkle and Rocky
%credits
%Synopsis
Get a t-shirt or sweatshirt with official ring and membership card.
%characters
Rocky; Bullwinkle

%title [Boris Badinov and Natasha]
%type Pinup
%pages 1
%jobno D-751
%FeatureStory Boris and Natasha
%credits
%characters
Boris; Natasha

%title Snow Poke!
%type Story
%pages 1
%jobno D-1321
%FeatureStory Rocky
%credits
Paul Fung, Jr.
%Synopsis
Rocky shovels snow off his roof.
%characters
Rocky
%Genre funny animal

%title Hare Raising Story!
%type Story
%pages 1
%jobno D-1322
%FeatureStory Bullwinkle and Rocky
%credits
Paul Fung, Jr. 
%Synopsis
Rocky tries his hand at magic.
%characters
Rocky; Bullwinkle
%Genre funny animal

%title [Color This]
%type Activity
%pages 1
%jobno D-1323
%FeatureStory Bullwinkle and Rocky
%credits
Paul Fung, Jr. 
%Synopsis
Rocky takes a picture of Bullwinkle on a bucking bronco.
%characters
Bullwinkle; Rocky

%title Iron Out Your Troubles
%type Story
%pages 5
%jobno D-1324
%FeatureStory Bullwinkle and Rocky
%credits
Paul Fung, Jr. 
%Synopsis
Rocky and Bullwinkle are asked to help solve an epidemic of mysterious robberies.
%characters
Rocky; Bullwinkle; Boris; Natasha
%Genre funny animal

%title Kids! Color this Page Fuzzy!
%type Activity
%pages 1
%jobno D-277
%indexernotes B&W
%credits
%Synopsis
kids, dogs, need coloring
%Genre humor

%==========================================================================
%number 6
%type Cover
%gcd http://www.comics.org/details.lasso?id=169424
%cover http://www.comics.org/graphics/covers/11369/400/11369_4_006.jpg
%thumb http://perlypalms.com/comics/thumbnails/1971-charlton-br-6.jpg
%cbz http://perlypalms.com/comics/archives/1971-charlton-br-6.cbz
%FeatureStory Bullwinkle and Rocky
%title Bullwinkle and Rocky
%Series 1970 Series - Charlton, June 1971, coverprice .15 , 36 pages.
%date 1971-06
%pages 36
%format Color; Standard US; saddle-stitched; Newsprint
%indexerNotes Bullwinkle is dressed as a magician and makes Rocky fly out of a top hat.
%publisher Charlton
%CoverCredits
Paul Fung, Jr. 
%CoverFeature Bullwinkle and Rocky
%characters
Bullwinkle; Rocky
%Genre funny animal
%Editor ?
%jobno 744-571
%Indexer
Gary Perlman
%contents
1.  Gold Giving Gadget!!
2.  A Tail of Spring!!
3.  Kids, Color This Page!
4.  Some Smiles
5.  Wanted
6.  A Big Rumble
7.  Pssst!
%catalog gcd

%title Gold Giving Gadget!!
%type Story
%pages 9
%jobno D-1474
%FeatureStory Bullwinkle and Rocky
%credits
Paul Fung, Jr. 
%Synopsis
Rocky and Bullwinkle get involved with an inventor of a gold-making machine.
%characters
Rocky; Bullwinkle; Boris
%Genre funny animal

%title A Tail of Spring!!
%type Story
%pages 4
%jobno D-1532
%FeatureStory Bullwinkle and Rocky
%credits
Paul Fung, Jr. 
%Synopsis
Aliens try to study earthlings.
%characters
Bullwinkle; Rocky
%Genre funny animal
%IndexerNotes
second to last frame is signed Paul Fung Jr.

%title Kids, Color This Page!
%type Activity
%pages 2
%jobno D-1475
%FeatureStory Bullwinkle and Rocky
%credits
Paul Fung, Jr. 
%Synopsis
Bullwinkle is falling to a net held by the others.
%characters
Bullwinkle; Boris; Dudley Do-Right; Snidely Whiplash; Rocky
%IndexerNotes
Single frame on two pages.

%title Some Smiles
%type Text-Story
%pages 1
%indexernotes B&W
%credits

%title Wanted
%type Pinup
%pages 1
%jobno D-1530
%FeatureStory Bullwinkle and Rocky
%credits
%Synopsis
Wanted poster of Rocky and Bullwinkle, from Pottsylvanian Secret Police
%characters
Rocky; Bullwinkle
%Genre funny animal; satire

%title A Big Rumble
%type Story
%pages 7
%jobno D-1529
%FeatureStory Bullwinkle and Rocky
%credits
Paul Fung, Jr. (signed) 
%Synopsis
Rocky and Bullwinkle find themselves in a prehistoric world.
%characters
Rocky; Bullwinkle
%Genre funny animal
%IndexerNotes
signed Paul Fung Jr. on second to last frame

%title Pssst!
%type Story
%pages 1
%credits
Phil Mendez 
%Synopsis
A snake asks a giraffe what's going on.
%Genre sad animal

%==========================================================================
%number 7
%type Cover
%gcd http://www.comics.org/details.lasso?id=169425
%cover http://www.comics.org/graphics/covers/11369/400/11369_4_007.jpg
%thumb http://perlypalms.com/comics/thumbnails/1971-charlton-br-7.jpg
%cbz http://perlypalms.com/comics/archives/1971-charlton-br-7.cbz
%FeatureStory Bullwinkle and Rocky
%title Bullwinkle and Rocky
%Series 1970 Series - Charlton, July 1971, coverprice $0.15 , 36 pages.
%date 1971-07
%pages 36
%format Color; Standard US; saddle-stitched; Newsprint
%publisher Charlton
%CoverCredits
Paul Fung, Jr. (signed) (Pencils)
%CoverFeature Bullwinkle and Rocky
%characters
Bullwinkle; Rocky
%Genre funny animal; satire
%IndexerNotes
Bullwinkle snorkeling above a wave being surfed by Rocky.
%jobno 744-771
%Indexer
Gary Perlman
%contents
1.  The Saga of the Fog Bank!
2.  Gone Ape!
3.  Perico the Parrot
4.  Wotta Voice
5.  Randy
6.  Side-Tracked!!
%catalog gcd

%title The Saga of the Fog Bank!
%type Story
%pages 10
%jobno D-1728
%FeatureStory Bullwinkle and Rocky
%credits
Paul Fung, Jr. (Pencils),
%Synopsis
Rocky and Bullwinkle bail out of their plane and find a jungle with a geyser that spouts silver. Boris and Natasha try to chase them away.
%characters
Rocky; Bullwinkle; Boris; Natasha
%Genre funny animal

%title Gone Ape!
%type Story
%pages 1
%jobno D-1556
%Synopsis
Animals have a silly argument.
%Genre funny animal

%title Perico the Parrot
%type Text-Story
%pages 1
%Synopsis
Parrots are smart.

%title Wotta Voice
%type Story
%pages 1
%jobno D-1462
%credits
Fred Himes ? (Pencils),
%Synopsis
Man looks for a cat
%Genre comedy
%IndexerNotes
signed Himes under job number

%title Randy
%type Story
%pages 2
%jobno D-1768
%credits
Paul Fung, Jr. (Pencils),
%Synopsis
Randy has amusing encounters
%Genre silent comedy
%IndexerNotes
signed Paul Fung Jr. in last panel

%title Side-Tracked!!
%type Story
%pages 8
%jobno D-1769
%FeatureStory Bullwinkle and Rocky
%credits
Paul Fung, Jr. (Pencils),
%Synopsis
Boris and Natasha are directed to obtain moose hairs.
%characters
Bullwinkle; Rocky; Natasha; Boris; Fearless Leader (via radio)
%Genre funny animal
%IndexerNotes
final panel signed Paul Fung Jr.

fpack:!@#$%^&*(): gcd-brm.db
%==========================================================================
%number 1
%type Cover
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%title Bullwinkle and Rocky
%date 1987-11
%pages 36
%publisher Marvel Star
%credits
%characters
Bullwinkle; Rocky
%Genre funny animal; satire
%IndexerNotes
%Editor 

%==========================================================================
%number 2
%type Cover
%gcd http://www.comics.org/details.lasso?id=43967
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%title Bullwinkle and Rocky
%date 1987-11
%pages 36
%publisher Marvel Star
%credits
%characters
Bullwinkle; Rocky
%Genre funny animal; satire
%IndexerNotes
%Editor 

%==========================================================================
%number 3
%type Cover
%gcd http://www.comics.org/details.lasso?id=44214
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%date 1987-11
%pages 36
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Bullwinkle; Rocky
%Genre funny animal; satire
%IndexerNotes
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%==========================================================================
%number 4
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%gcd http://www.comics.org/details.lasso?id=44453
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%title Bullwinkle and Rocky
%date 1987-11
%pages 36
%publisher Marvel Star
%credits
%characters
Bullwinkle; Rocky
%Genre funny animal; satire
%IndexerNotes
%Editor 

%==========================================================================
%number 5
%type Cover
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%title Bullwinkle and Rocky
%date 1987-11
%pages 36
%publisher Marvel Star
%credits
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Bullwinkle; Rocky
%Genre funny animal; satire
%IndexerNotes
%Editor 

%==========================================================================
%number 6
%type Cover
%gcd http://www.comics.org/details.lasso?id=44958
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%title Bullwinkle and Rocky
%date 1987-11
%pages 36
%publisher Marvel Star
%credits
%characters
Bullwinkle; Rocky
%Genre funny animal; satire
%IndexerNotes
%Editor 

%==========================================================================
%number 7
%type Cover
%gcd http://www.comics.org/details.lasso?id=45238
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%title Bullwinkle and Rocky
%date 1987-11
%pages 36
%publisher Marvel Star
%credits
%characters
Bullwinkle; Rocky
%Genre funny animal; satire
%IndexerNotes
%Editor 

%==========================================================================
%number 8
%type Cover
%gcd http://www.comics.org/details.lasso?id=45742
%thumb http://perlypalms.com/comics/thumbnails/1989-star-br-8.jpg
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%title Bullwinkle and Rocky
%date 1987-11
%pages 36
%publisher Marvel Star
%credits
%characters
Bullwinkle; Rocky
%Genre funny animal; satire
%IndexerNotes
%Editor 

%==========================================================================
%number 9
%type Cover
%gcd http://www.comics.org/details.lasso?id=45988
%thumb http://perlypalms.com/comics/thumbnails/1989-star-br-9.jpg
%cover http://www.comics.org/graphics/covers/3405/400/3405_4_09.jpg
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%title Bullwinkle and Rocky
%date 1987-11
%pages 36
%publisher Marvel Star
%credits
%characters
Bullwinkle; Rocky
%Genre funny animal; satire
%IndexerNotes
%Editor 

fpack:!@#$%^&*(): gcd-bw.db
%==========================================================================
%title Bullwinkle
%number 1
%publisher Gold Key
%type Cover
%price 0.12
%gcd http://www.comics.org/details.lasso?id=249230
%cover http://www.comics.org/graphics/covers/1526/400/1526_4_001.jpg
%pages 32
%thumb http://perlypalms.com/comics/thumbnails/1962-goldkey-bw-1.jpg
%cbz http://perlypalms.com/comics/archives/1962-goldkey-bw-1.cbz
%date 1962-11
%job 10013-211
%job 1-628
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters 
Bullwinkle Moose; Boris Badenov
%synopsis 
An elephant and Bullwinkle are mounted above a nervous Boris.
%indexernotes 
Indicia list publisher as K.K.Publications, printed by Western Printing and Lithographing Co.
&copy; 1962 P.A.T.--Ward Productions, Inc.
%catalog gcd

%title Strictly for the Birds
%pages 7
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha
%reprint in <a class=in href="#1976-06.12">Bullwinkle #12 (June 1976)</a>

%title Frozen Feud
%pages 7
%type Story
%synopsis 
%featureStory Dudley Do-Right of the Mounties
%genre satire; sitcom
%characters 
Dudley Do-Right; Inspector Fenwick; Horse; Nell Fenwick; Snidely Whiplash
%reprint in <a class=in href="#1976-06.12">Bullwinkle #12 (June 1976)</a>

%title Horsing Around
%pages 4
%type Story
%synopsis 
Trojan horse
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman; Ulysses
%reprint in <a class=in href="#1977-03.15">Bullwinkle #15 (march 1977)</a>

%title [Oddities]
%pages 1
%type Text-Article
%synopsis 
Interesting facts.
%featureStory Ridiculous, Isn't It?
%characters 

%title Star Billing
%pages 9
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha
%reprint in <a class=in href="#1976-06.12">Bullwinkle #12 (June 1976)</a>

%title Slack Season
%pages 1
%type Story
%synopsis 
%featureStory Bullwinkle
%genre funny animal
%characters Bullwinkle; Rocky

%title Bullwinkle Pin-Up No. 1
%pages 1
%type Pinup
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle Moose; Boris Badenov
%synopsis 
An elephant and Bullwinkle are mounted above a nervous Boris.
%indexernotes Contains artwork from the cover.

%==========================================================================
%title Bullwinkle
%number 2
%publisher Gold Key
%type Cover
%price 0.12
%gcd http://www.comics.org/details.lasso?id=249231
%cover http://www.comics.org/graphics/covers/1526/400/1526_4_002.jpg
%pages 36
%thumb http://perlypalms.com/comics/thumbnails/1963-goldkey-bw-2.jpg
%cbz http://perlypalms.com/comics/archives/1963-goldkey-bw-2.cbz
%date 1963-02
%job 10013-302
%job 2-6211
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters  Bullwinkle; Rocky
%synopsis 
Bullwinkle hovers upside-down over a model train set while Rocky watches.
%indexernotes 
Artwork is duplicated on back cover.
Indicia list publisher as K.K.Publications, printed by Western Printing and Lithographing Co.
&copy; 1962 P.A.T.--Ward Productions, Inc.
%catalog gcd

%title 4. The Hippopotamus
%pages 1
%type Filler
%synopsis 
%featureStory Wild Animals of Africa
%characters 

%title Phantom of the Soap Opera
%pages 8
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha
%reprint in <a class=in href="#1980-02.25">Bullwinkle and Rocky #25 (Gold Key February 1980)</a>

%title Trick or Treat?
%pages 4
%type Story
%synopsis 
%featureStory Dudley Do-Right of the Mounties
%genre satire; sitcom
%characters
Dudley Do-Right; Inspector Fenwick; Snidely Whiplash
%reprint in <a class=in href="#1980-02.25">Bullwinkle and Rocky #25 (Gold Key February 1980)</a>

%title Woodchopper's Ball
%pages 6
%type Story
%synopsis 
%featureStory Fractured Fairy Tales
%genre satire
%characters 

%title Pottsylvanian Pitch
%pages 3
%type Story
%synopsis 
%featureStory Boris and Natasha
%genre sitcom
%characters Boris; Natasha; Fearless Leader (over radio)

%title [Oddities]
%pages 1
%type Text-Article
%synopsis Interesting facts.
%featureStory Ridiculous, Isn't It?
%characters 

%title A Dog's Life
%pages 4
%type Story
%synopsis 
P. T. Barnum
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman; P. T. Barnum; Jenny Lind
%reprint in <a class=in href="#1980-02.25">Bullwinkle and Rocky #25 (Gold Key February 1980)</a>

%title Bat-Ball Batty
%pages 6
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha
%reprint in <a class=in href="#1980-02.25">Bullwinkle and Rocky #25 (Gold Key February 1980)</a>

%title 8. The Lion
%pages 1
%type Filler
%synopsis 
%featureStory Wild Animals of Africa
%characters 

%title Bullwinkle Pin-Up No. 2
%pages 1
%type Pinup
%synopsis 
Bullwinkle hovers upside-down over a model train set while Rocky watches.
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters  Bullwinkle; Rocky
%indexerNotes Contains artwork from the cover.

%==========================================================================
%title Bullwinkle
%number 3
%want ordered mycomicshop $9.80 9/12
%publisher Whitman
%type Cover Reprint
%price 0.15
%gcd http://www.comics.org/details.lasso?id=25016
%cover http://www.comics.org/graphics/covers/1526/400/1526_4_003.jpg
%pages 36
%thumb http://perlypalms.com/comics/thumbnails/1971-whitman-br-3.jpg
%cbz http://perlypalms.com/comics/archives/1971-whitman-br-3.cbz
%date 1972-04
%job 90013-204
%job 3-721
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha; Peabody; Sherman
%synopsis 
%reprint from <a class=from href="gcd.cgi?rahf#1960-08.1128">Dell Four Color #1128 "Rocky and His Friends" (August 1960)</a>
%indexernotes Cover title is "Bullwinkle and Rocky".
%catalog gcd

%title Magnetic Moose
%pages 8
%type Story
%synopsis 
Bullwinkle is wanted on the moon.
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha; Gidney; Cloyd
%reprint from <a class=from href="gcd.cgi?rahf#1960-08.1128">Dell Four Color #1128 "Rocky and His Friends" (August 1960)</a>

%title The Youngest Outlaw
%pages 5
%type Story
%synopsis 
Billy the Kid
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman; Billy the Kid
%reprint from <a class=from href="gcd.cgi?rahf#1960-08.1128">Dell Four Color #1128 "Rocky and His Friends" (August 1960)</a>

%title The Mooseterious Journey
%pages 8
%type Story
%synopsis 
"Moon men, Cloyd and Gidney, have returned to Earth
more determined than ever to carry Bullwinkle back to the Moon and
his adoring fans, the moongirls..."
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha; Gidney; Cloyd
%reprint from <a class=from href="gcd.cgi?rahf#1960-08.1128">Dell Four Color #1128 "Rocky and His Friends" (August 1960)</a>

%title Cinderella
%pages 4
%type Story
%synopsis 
%featureStory Fractured Fairy Tales
%genre satire
%characters Cinderella; Fairy Godmother; Stepsisters
%reprint from <a class=from href="gcd.cgi?rahf#1960-08.1128">Dell Four Color #1128 "Rocky and His Friends" (August 1960)</a>

%==========================================================================
%title Bullwinkle
%number 4
%whitman Whitman and Gold Key comics macth in color and ads except for cover logo and indicia
%publisher Gold Key
%publisher Whitman
%type Cover Reprint
%price 0.15
%gcd http://www.comics.org/details.lasso?id=25259
%cover http://www.comics.org/graphics/covers/1526/400/1526_4_004.jpg
%pages 36
%thumb http://perlypalms.com/comics/thumbnails/1971-goldkey-br-4.jpg
%thumb http://perlypalms.com/comics/thumbnails/1971-whitman-br-4.jpg
%cbz http://perlypalms.com/comics/archives/1971-whitman-br-4.cbz
%date 1972-07
%job 90013-207
%job 4-724
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Sherman
%synopsis 
%indexernotes Cover title is "Bullwinkle and Rocky"
Indicia list publisher as Western Publishing Company.
&copy; 1960 P.A.T.--Ward Productions, Inc.
%reprint from <a class=from href="gcd.cgi?rahf#1960-12/1961-02.1152">Dell Four Color #1152 "Rocky and His Friends" (Dec. 1960-Feb. 1961)</a>
%catalog gcd

%title Moosic Lovers
%pages 8
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha
%reprint from <a class=from href="gcd.cgi?rahf#1960-12/1961-02.1152">Dell Four Color #1152 "Rocky and His Friends" (Dec. 1960-Feb. 1961)</a>

%title When in Rome
%pages 5
%type Story
%synopsis 
Julius Caesar
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman; Julius Caesar
%reprint from <a class=from href="gcd.cgi?rahf#1960-12/1961-02.1152">Dell Four Color #1152 "Rocky and His Friends" (Dec. 1960-Feb. 1961)</a>

%title The Cane Caper
%pages 8
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha
%reprint from <a class=from href="gcd.cgi?rahf#1960-12/1961-02.1152">Dell Four Color #1152 "Rocky and His Friends" (Dec. 1960-Feb. 1961)</a>

%title Jack and His Bean Brain
%pages 4
%type Story
%synopsis 
Variation of "Jack and the Beanstalk"
%featureStory Fractured Fairy Tales
%genre satire
%characters 
%reprint from <a class=from href="gcd.cgi?rahf#1960-12/1961-02.1152">Dell Four Color #1152 "Rocky and His Friends" (Dec. 1960-Feb. 1961)</a>

%==========================================================================
%title Bullwinkle
%number 5
%want ordered mycomicshop $9.80 9/12
%publisher Whitman
%type Cover Reprint
%price 0.15
%gcd http://www.comics.org/details.lasso?id=249232
%cover http://www.comics.org/graphics/covers/1526/400/1526_4_005.jpg
%pages 36
%thumb http://perlypalms.com/comics/thumbnails/1971-whitman-br-5.jpg
%cbz http://perlypalms.com/comics/archives/1971-whitman-br-5.cbz
%date 1972-10
%todo need month from indicia
%job 90013-209
%job 5-726
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Peabody
%synopsis 
%indexernotes Cover title is "Bullwinkle and Rocky"
Indicia list publisher as Western Publishing Company.
&copy; 1961,1960 P.A.T.--Ward Productions, Inc.
%reprint from <a class=from href="gcd.cgi?rahf#1962-03/07.1311">Dell Four Color #1311 "Rocky and His Friends" (Mar.-May. 1962)</a>
%catalog gcd

%title Underwater Moose
%pages 8
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha
%reprint from <a class=from href="gcd.cgi?rahf#1961-12/1962-02.1275">Dell Four Color #1275 "Rocky and His Friends" (Dec. 1961-Feb. 1962)</a>

%title Crossed Wires
%pages 1
%type Story
%synopsis
Alexander Graham Bell, inventor of the telephone
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman; Alexander Graham Bell
%reprint from <a class=from href="gcd.cgi?rahf#1960-08.1128">Dell Four Color #1128 "Rocky and His Friends" (August 1960)</a>

%title Petty Piracy
%pages 6
%type Story
%synopsis 
Captain Kidd
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman; Captain Kidd
%reprint from <a class=from href="gcd.cgi?rahf#1960-08.1128">Dell Four Color #1128 "Rocky and His Friends" (August 1960)</a>
%indexerNotes Includes reference to "WAY-BACK MACHINE"

%title [Oddities]
%pages 1
%type Text-Article
%synopsis Interesting facts.
%featureStory Frivolous Facts
%characters 

%title The Jaywalker
%pages 1
%type Story
%synopsis 
%featureStory Bullwinkle
%genre funny animal
%characters Bullwinkle; Rocky
%reprint from <a class=from href="gcd.cgi?rahf#1960-08.1128">Dell Four Color #1128 "Rocky and His Friends" (August 1960)</a>

%title Noose for a Moose
%pages 8
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha; Fearless Leader
%reprint from <a class=from href="gcd.cgi?rahf#1961-12/1962-02.1275">Dell Four Color #1275 "Rocky and His Friends" (Dec. 1961-Feb. 1962)</a>

%==========================================================================
%title Bullwinkle
%number 6
%publisher Gold Key
%type Cover
%price 0.15
%gcd http://www.comics.org/details.lasso?id=249233
%cover http://www.comics.org/graphics/covers/1526/400/1526_4_006.jpg
%job 90013-301
%pages 52
%thumb http://perlypalms.com/comics/thumbnails/1972-goldkey-br-6.jpg
%cbz http://perlypalms.com/comics/archives/1972-goldkey-br-6.cbz
%date 1973-01
%job 90013-301
%job 6-7210
%datenote January (from cover) 1972 from idicia copyright but must be 1973 if January
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Dudley Do-Right
%synopsis 
%indexernotes Cover title is "Bullwinkle and Rocky".
Flag adds to title "Featuring Dudley Do-Right".
Indicia list publisher as Western Publishing Company.
&copy; 1972,1962 P.A.T.--Ward Productions, Inc.
Includes 16-page fun catalog (extra ads).
%catalog gcd

%title Matador Moose
%pages 9
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha; Fearless Leader
%reprint from <a class=from href="gcd.cgi?rahf#1962-07/09.01-090-209">Dell "Bullwinkle" #01-090-209 (July-September 1962)</a>

%title The Shoemaker and the Elves...?
%pages 4
%type Story
%synopsis 
%featureStory Fractured Fairy Tales
%genre satire
%characters 
%reprint from <a class=from href="gcd.cgi?rahf#1962-07/09.01-090-209">Dell "Bullwinkle" #01-090-209 (July-September 1962)</a>

%title Vocational Therapy
%pages 8
%type Story
%synopsis 
%featureStory Dudley Do-Right of the Mounties
%genre satire; sitcom
%characters Dudley Do-Right; Inspector Fenwick; Horse; Nell Fenwick; Snidely Whiplash
%reprint from <a class=from href="gcd.cgi?rahf#1962-10.1">Rocky and his Fiendish Friends #1 (October 1962)</a>

%title Fling, Fling the Banjoes
%pages 4
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha; Inspector Fenwick
%notes not a reprint?

%==========================================================================
%title Bullwinkle
%number 7
%whitman Whitman and Gold Key comics macth in color and ads except for cover price/logo and indicia
%publisher Gold Key
%publisher Whitman
%type Cover
%price 0.20 Gold Key; 0.15 Whitman
%gcd http://www.comics.org/details.lasso?id=249234
%cover http://www.comics.org/graphics/covers/1526/400/1526_4_007.jpg
%pages 36
%thumb http://perlypalms.com/comics/thumbnails/1973-goldkey-br-7.jpg
%thumb http://perlypalms.com/comics/thumbnails/1973-whitman-br-7.jpg
%cbz http://perlypalms.com/comics/archives/1973-whitman-br-7.cbz
%date 1973-04
%todo have gold key version for month, but not shown
%job 90013-304
%job 7-731
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Dudley Do-Right
%synopsis 
%indexernotes Cover title is "Bullwinkle and Rocky"
Indicia list publisher as Western Publishing Company.
&copy; 1973,1962 P.A.T.--Ward Productions, Inc.
%catalog gcd

%title Muscle Bound Moose
%pages 8
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha; Ivan Hoodnik; Fearless Leader (over radio)
%reprint from <a class=from href="gcd.cgi?rahf#1962-03/07.1311">Dell Four Color #1311 "Rocky and His Friends" (Mar.-May. 1962)</a>

%title Hansel and Pretzel
%pages 5
%type Story
%synopsis 
%featureStory Fractured Fairy Tales
%genre satire
%characters
%reprint from <a class=from href="gcd.cgi?rahf#1962-10.1">Rocky and his Fiendish Friends #1 (October 1962)</a>

%title Roll Call
%pages 8
%type Story
%synopsis 
%featureStory Dudley Do-Right
%genre satire; sitcom
%characters Dudley Do-Right; Inspector Fenwick; Nell Fenwick; Snidely Whiplash

%title April Schnauzers
%pages 4
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha; Aesop

%==========================================================================
%title Bullwinkle
%number 8
%publisher Gold Key
%type Cover
%price 0.20
%gcd http://www.comics.org/details.lasso?id=249235
%cover http://www.comics.org/graphics/covers/1526/400/1526_4_008.jpg
%pages 36
%thumb http://perlypalms.com/comics/thumbnails/1973-goldkey-br-8.jpg
%cbz http://perlypalms.com/comics/archives/1973-goldkey-br-8.cbz
%date 1973-07
%job 90013-307
%job 8-734
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Dudley Do-Right
%synopsis 
%indexernotes Cover title is "Bullwinkle and Rocky"
%catalog gcd

%title Something's Afoot
%pages 8
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha; Fearless Leader

%title A Dud Ringer
%pages 5
%type Story
%synopsis 
%featureStory Dudley Do-Right
%genre satire; sitcom
%characters Dudley Do-Right; Inspector Fenwick; Nell Fenwick; Snidely Whiplash

%title Dudley Do-Wrong
%pages 6
%type Story
%synopsis 
%featureStory Dudley Do-Right
%genre satire; sitcom
%characters Dudley Do-Right; Inspector Fenwick; Snidely Whiplash

%title Pie in the Spy
%pages 6
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha; Fearless Leader

%==========================================================================
%title Bullwinkle
%number 9
%whitman Whitman and Gold Key comics macth in color and ads except for cover logo and indicia
%publisher Gold Key
%type Cover
%price 0.20
%gcd http://www.comics.org/details.lasso?id=249236
%cover http://www.comics.org/graphics/covers/1526/400/1526_4_009.jpg
%pages 36
%thumb http://perlypalms.com/comics/thumbnails/1973-goldkey-br-9.jpg
%cbz http://perlypalms.com/comics/archives/1973-goldkey-br-9.cbz
%date 1973-10
%job 90013-310
%job 9-737
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Dudley Do-Right
%synopsis 
%indexernotes Cover title is "Bullwinkle and Rocky"
%catalog gcd

%title Dog-Gone Death Ray
%pages 7
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha; Professor Ludwig Lampwick

%title Stolen Luck
%pages 6
%type Story
%synopsis 
%featureStory Dudley Do-Right
%genre satire; sitcom
%characters Dudley Do-Right; Inspector Fenwick; Horse; Nell Fenwick; Snidely Whiplash

%title Sea, Se&ntilde;or
%pages 5
%type Story
%synopsis 
Sir Francis Drake
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman; Sir Francis Drake

%title Hold the Mustard!
%pages 7
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha; Fearless Leader

%==========================================================================
%title Bullwinkle
%number 10
%publisher Gold Key
%type Cover
%price 0.20
%gcd http://www.comics.org/details.lasso?id=249237
%cover http://www.comics.org/graphics/covers/1526/400/1526_4_010.jpg
%pages 52
%thumb http://perlypalms.com/comics/thumbnails/1974-goldkey-bw-10.jpg
%cbz http://perlypalms.com/comics/archives/1974-goldkey-bw-10.cbz
%date 1974-01
%job 90013-401
%job 10-7310
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Dudley Do-Right
%synopsis 
%indexernotes Cover title is "Bullwinkle and Rocky".
Includes 16-page fun catalog (extra ads).
%catalog gcd

%title Twinkle, Twinkle, Little Star
%pages 7
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha; Fearless Leader

%title The Mad Blue Yonder
%pages 6
%type Story
%synopsis 
%featureStory Dudley Do-Right
%genre satire; sitcom
%characters Dudley Do-Right; Inspector Fenwick; Snidely Whiplash

%title Tinsel Townski
%pages 5
%type Story
%synopsis 
Russia
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman; Catherine the Great; Potemkin
%indexerNotes Includes a reference to "WAYBACK MACHINE"

%title Come Clean
%pages 7
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha; Fearless Leader

%==========================================================================
%title Bullwinkle
%number 11
%publisher Gold Key
%type Cover
%price 0.20
%gcd http://www.comics.org/details.lasso?id=249238
%cover http://www.comics.org/graphics/covers/1526/400/1526_4_011.jpg
%pages 36
%thumb http://perlypalms.com/comics/thumbnails/1974-goldkey-br-11.jpg
%cbz http://perlypalms.com/comics/archives/1974-goldkey-br-11.cbz
%date 1974-04
%job 90013-404
%job 11-741
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Dudley Do-Right
%synopsis 
%indexernotes Cover title is "Bullwinkle and Rocky"
%catalog gcd

%title Mastermind Moose
%pages 7
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha

%title Pie-Yi-Yi
%pages 6
%type Story
%synopsis 
%featureStory Dudley Do-Right
%genre satire; sitcom
%characters Dudley Do-Right; Horse; Nell Fenwick; Snidely Whiplash

%title Rebel Rousers
%pages 5
%type Story
%synopsis 
George Washington
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman; George Washington; Hessians

%title A Signal Discovery
%pages 7
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha; Fearless Leader

%==========================================================================
%title Bullwinkle
%number 12
%publisher Gold Key
%type Cover
%price 0.25
%gcd http://www.comics.org/details.lasso?id=29904
%cover http://www.comics.org/graphics/covers/1526/400/1526_4_012.jpg
%pages 36
%thumb http://perlypalms.com/comics/thumbnails/1976-goldkey-br-12.jpg
%cbz http://perlypalms.com/comics/archives/1976-goldkey-br-12.cbz
%date 1976-06
%job 90013-606
%job 12-763
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Dudley Do-Right; Snidely Whiplash; Peabody; Sherman
%synopsis 
%indexernotes Cover title is "Bullwinkle and Rocky"
%reprint from Gold Key "Rocky and His Fiendish Friends" #4 (June 1963),
with adaptations,
part of which is based on Bullwinkle #2 (February 1963)
%catalog gcd

%title Strictly for the Birds
%pages 7
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha
%reprint from <a class=from href="#1962-11.1">Bullwinkle #1 (November 1962)</a>

%title Frozen Feud
%pages 7
%type Story
%synopsis 
%featureStory Dudley Do-Right
%genre satire; sitcom
%characters Dudley Do-Right; Inspector Fenwick; Horse; Nell Fenwick; Snidely Whiplash
%reprint from <a class=from href="#1962-11.1">Bullwinkle #1 (November 1962)</a>

%title The Owl and the Pussycat
%pages 5
%type Story
%synopsis 
%featureStory Boris and Natasha
%genre sitcom; satire
%characters Bullwinkle; Rocky; Boris; Natasha
%reprint from <a class=from href="gcd.cgi?rahf#1962-05/07.01530-207">Dell 01-530-207 "Bullwinkle Mother Moose Nursery Pomes" (May-July 1962)</a>

%title Horsing Around
%pages 4
%type Story
%synopsis 
Trojan horse
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman; Ulysses
%reprint from <a class=from href="#1962-11.1">Bullwinkle #1 (November 1962)</a>

%==========================================================================
%title Bullwinkle
%number 13
%publisher Gold Key
%type Cover
%price 0.25
%gcd http://www.comics.org/details.lasso?id=249239
%cover http://www.comics.org/graphics/covers/1526/400/1526_4_013.jpg
%pages 36
%thumb http://perlypalms.com/comics/thumbnails/1976-goldkey-br-13.jpg
%cbz http://perlypalms.com/comics/archives/1976-goldkey-br-13.cbz
%date 1976-09
%job 90013-609
%job 13-766
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha
%synopsis 
%indexernotes Cover title is "Bullwinkle and Rocky"
%catalog gcd

%title Sneezy Does It
%pages 7
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha; Fearless Leader
%indexernotes Fearless leader has portrait on wall of "Your Loving Teacher",
who looks like Adolf Hitler.

%title The Abominable Snowman
%pages 5
%type Story
%synopsis 
%featureStory Dudley Do-Right
%genre satire; sitcom
%characters Dudley Do-Right; Inspector Fenwick; Nell Fenwick; Snidely Whiplash

%title No Flies on Him
%pages 6
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha

%title Heavens to Betsy
%pages 5
%type Story
%synopsis 
Betsy Ross creates the first American flag
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman; Betsy Ross

%==========================================================================
%title Bullwinkle
%number 14
%publisher Gold Key
%type Cover
%price 0.30
%gcd http://www.comics.org/details.lasso?id=249240
%cover http://www.comics.org/graphics/covers/1526/400/1526_4_014.jpg
%pages 36
%thumb http://perlypalms.com/comics/thumbnails/1976-goldkey-br-14.jpg
%cbz http://perlypalms.com/comics/archives/1976-goldkey-br-14.cbz
%date 1976-12
%job 90013-612
%job 14-769
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha
%synopsis 
%indexernotes Cover title is "Bullwinkle and Rocky"
%catalog gcd

%title Sub-Moose
%pages 5
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha

%title President Moose
%pages 8
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha

%title The Blue Wolf Blues
%pages 5
%type Story
%synopsis 
%featureStory Dudley Do-Right
%genre satire; sitcom
%characters Dudley Do-Right; Inspector Fenwick; Horse; Nell Fenwick; Snidely Whiplash

%title Anyone for Polo?
%pages 5
%type Story
%synopsis Marco Polo
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman; Marco Polo

%==========================================================================
%title Bullwinkle
%number 15
%want ordered mycomicshop $2.45 9/12; mile high $8.40
%publisher Whitman
%type Cover
%price 0.30
%gcd http://www.comics.org/details.lasso?id=249241
%cover http://www.comics.org/graphics/covers/1526/400/1526_4_015.jpg
%pages 36
%thumb http://perlypalms.com/comics/thumbnails/1977-whitman-br-15.jpg
%cbz http://perlypalms.com/comics/archives/1977-whitman-br-15.cbz
%date 1977-03
%job 90013-703
%job 15-7612
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha
%synopsis 
%indexernotes Cover title is "Bullwinkle and Rocky"
%catalog gcd

%title Moosic Lovers
%pages 8
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha
%reprint from <a class=from href="gcd.cgi?rahf#1960-12/1961-02.1152">Dell Four Color #1152 "Rocky and His Friends" (Dec. 1960-Feb. 1961)</a>

%title Petty Piracy
%pages 6
%type Story
%synopsis 
Captain Kidd
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman; Captain Kidd
%reprint from <a class=from href="gcd.cgi?rahf#1960-08.1128">Dell Four Color #1128 "Rocky and His Friends" (August 1960)</a>
%indexerNotes Includes reference to "WAY-BACK MACHINE"

%title Star Billing
%pages 9
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha
%reprint from <a class=from href="#1962-11.1">Bullwinkle #1 (November 1962)</a>

%==========================================================================
%title Bullwinkle
%number 16
%publisher Whitman
%type Cover
%price 0.30
%gcd http://www.comics.org/details.lasso?id=249242
%cover http://www.comics.org/graphics/covers/1526/400/1526_4_016.jpg
%pages 36
%thumb http://perlypalms.com/comics/thumbnails/1977-whitman-br-16.jpg
%cbz http://perlypalms.com/comics/archives/1977-whitman-br-16.cbz
%date 1977-06
%job 90013-706
%job 16-773
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha
%synopsis 
%indexernotes Cover title is "Bullwinkle and Rocky"
%catalog gcd

%title Shrink Fast, Mr. Moose
%pages 11
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha; Fearless Leader

%title Cinder-Person
%pages 6
%type Story
%synopsis 
%featureStory Fractured Fairy Tales
%genre satire
%characters 

%title Deadly Dudley
%pages 6
%type Story
%synopsis 
%featureStory Dudley Do-Right
%genre satire; sitcom
%characters Dudley Do-Right; Inspector Fenwick; Horse; Nell Fenwick; Snidely Whiplash

%==========================================================================
%title Bullwinkle
%number 17
%want ordered mile high $12.00 9/12
%publisher Whitman
%type Cover
%price 0.30
%gcd http://www.comics.org/details.lasso?id=249243
%cover http://www.comics.org/graphics/covers/1526/400/1526_4_017.jpg
%pages 36
%thumb http://perlypalms.com/comics/thumbnails/1977-whitman-br-17.jpg
%cbz http://perlypalms.com/comics/archives/1977-whitman-br-17.cbz
%date 1977-09
%job 90013-709
%job 17-776
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris
%synopsis 
%indexernotes Cover title is "Bullwinkle and Rocky"
%catalog gcd

%title Astro-Nuts
%pages 8
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha

%title The Snide Piper of Hamilton (Ontario)
%pages 5
%type Story
%synopsis 
%featureStory Dudley Do-Right
%genre satire; sitcom
%characters 
Dudley Do-Right; Inspector Fenwick; Horse; Snidely Whiplash

%title No Moose is Good Moose
%pages 5
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha

%title Tea for the General
%pages 5
%type Story
%synopsis Mary Lindley Murray serves tea to delay the British and
allow American Revolutionaries to pass by New York safely.
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman; Mary Lindley Murray

%==========================================================================
%title Bullwinkle
%number 18
%publisher Gold Key
%type Cover
%price 0.30
%gcd http://www.comics.org/details.lasso?id=249244
%cover http://www.comics.org/graphics/covers/1526/400/1526_4_018.jpg
%pages 36
%thumb http://perlypalms.com/comics/thumbnails/1977-goldkey-br-18.jpg
%cbz http://perlypalms.com/comics/archives/1977-goldkey-br-18.cbz
%date 1977-12
%job 90013-712
%job 18-779
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha
%synopsis 
%indexernotes Cover title is "Bullwinkle and Rocky"
%catalog gcd

%title Mind Power
%pages 6
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha

%title Got the Message?
%pages 6
%type Story
%synopsis 
%featureStory Dudley Do-Right
%genre satire; sitcom
%characters 
Dudley Do-Right; Inspector Fenwick; Horse; Nell Fenwick; Snidely Whiplash

%title Don't Bug Me
%pages 6
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha

%title Give Me Credit
%pages 5
%type Story
%synopsis 
Ben Franklin
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman; Ben Franklin

%==========================================================================
%title Bullwinkle
%number 19
%publisher Gold Key
%type Cover
%price 0.35
%gcd http://www.comics.org/details.lasso?id=249245
%cover http://www.comics.org/graphics/covers/1526/400/1526_4_019.jpg
%pages 36
%thumb http://perlypalms.com/comics/thumbnails/1978-goldkey-br-19.jpg
%cbz http://perlypalms.com/comics/archives/1978-goldkey-br-19.cbz
%date 1978-03
%job 90013-803
%job 19-7712
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Boris
%synopsis 
%indexernotes Cover title is "Bullwinkle and Rocky"
%catalog gcd

%title Custard's Last Stand
%pages 7
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha; Fearless Leader

%title Roman Through the Alps
%pages 5
%type Story
%synopsis Hannibal crossing the Alps
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman; Hannibal

%title Seer Sucker
%pages 5
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha

%title It's a Mod, Mod World
%pages 6
%type Story
%synopsis 
Rumpelstiltzkin
%featureStory Fractured Fairy Tales
%genre satire
%characters Rumpelstiltzkin

%==========================================================================
%title Bullwinkle
%number 20
%publisher Gold Key
%type Cover
%price 0.40
%gcd http://www.comics.org/details.lasso?id=249246
%cover http://www.comics.org/graphics/covers/1526/400/1526_4_020.jpg
%pages 36
%thumb http://perlypalms.com/comics/thumbnails/1979-goldkey-br-20.jpg
%cbz http://perlypalms.com/comics/archives/1979-goldkey-br-20.cbz
%date 1979-04
%job 90013-904
%job 20-792
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Gidney; Cloyd
%synopsis 
%indexernotes Cover title is "Bullwinkle and Rocky".
Gidney is the moonman with the moustache.
%catalog gcd

%title Magnetic Moose
%pages 8
%type Story
%synopsis 
Bullwinkle is wanted on the moon.
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha; Gidney; Cloyd
%reprint from <a class=from href="gcd.cgi?rahf#1960-08.1128">Dell Four Color #1128 "Rocky and His Friends" (August 1960)</a>

%title Petty Piracy
%pages 6
%type Story
%synopsis 
Captain Kidd
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman; Captain Kidd
%reprint from <a class=from href="gcd.cgi?rahf#1960-08.1128">Dell Four Color #1128 "Rocky and His Friends" (August 1960)</a>
%indexerNotes Includes reference to "WAY-BACK MACHINE"

%title The Mooseterious Journey
%pages 8
%type Story
%synopsis 
"Moon men, Cloyd and Gidney, have returned to Earth
more determined than ever to carry Bullwinkle back to the Moon and
his adoring fans, the moongirls..."
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha; Gidney; Cloyd
%reprint from <a class=from href="gcd.cgi?rahf#1960-08.1128">Dell Four Color #1128 "Rocky and His Friends" (August 1960)</a>

%==========================================================================
%title Bullwinkle
%number 21
%want ordered tomics.com 9/12 $8
%publisher Whitman
%type Cover
%price 0.40
%gcd http://www.comics.org/details.lasso?id=249247
%cover http://www.comics.org/graphics/covers/1526/400/1526_4_021.jpg
%pages 36
%thumb http://perlypalms.com/comics/thumbnails/1979-whitman-br-21.jpg
%cbz http://perlypalms.com/comics/archives/1979-whitman-br-21.cbz
%date 1979-06
%job 90013-906
%job 21-794
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky
%synopsis 
%indexernotes Cover title is "Bullwinkle and Rocky"
%catalog gcd

%title Moosic Lovers
%pages 8
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha
%reprint from <a class=from href="gcd.cgi?rahf#1960-12/1961-02.1152">Dell Four Color #1152 "Rocky and His Friends" (Dec. 1960-Feb. 1961)</a>

%title Fulton's Folly
%pages 6
%type Story
%synopsis Robert Fulton, credited with inventing the steamboat
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman; Robert Fulton
%reprint from <a class=from href="gcd.cgi?rahf#1960-12/1961-02.1152">Dell Four Color #1152 "Rocky and His Friends" (Dec. 1960-Feb. 1961)</a>

%title The Cane Caper
%pages 8
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha
%reprint from <a class=from href="gcd.cgi?rahf#1960-12/1961-02.1152">Dell Four Color #1152 "Rocky and His Friends" (Dec. 1960-Feb. 1961)</a>

%==========================================================================
%title Bullwinkle and Rocky
%number 22
%publisher Gold Key
%type Cover
%price 0.40
%gcd http://www.comics.org/details.lasso?id=249373
%cover http://www.comics.org/graphics/covers/14402/400/14402_4_022.jpg
%pages 36
%thumb http://perlypalms.com/comics/thumbnails/1979-goldkey-br-22.jpg
%cbz http://perlypalms.com/comics/archives/1979-goldkey-br-22.cbz
%date 1979-08
%job 90013-908
%job 22-796
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha
%synopsis 
%indexernotes 
Starting with this issue, indicia show "Bullwinkle and Rocky".
%reprint from Gold Key "Rocky and His Fiendish Friends" #5 (September 1963)
%catalog gcd

%title Bullwinkle Revere's Ride
%pages 7
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Peabody; Sherman; Rocky; Boris (as Redcoat)
%reprint from Rocky and His Fiendish Friends #5 (September 1963)

%title Alaska Highwayman
%pages 5
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Boris; Natasha; Inspector Fenwick; Dudley Do-Right;
Snidely Whiplash; Nell Fenwick; Horse
%reprint from Rocky and His Fiendish Friends #5 (September 1963)

%title The Village Blocksmith
%pages 3
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris
%reprint from Rocky and His Fiendish Friends #5 (September 1963)

%title Barbara Frisky
%pages 7
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha;
Peabody; Sherman; Dudley Do-Right
%reprint from Rocky and His Fiendish Friends #5 (September 1963)

%==========================================================================
%title Bullwinkle and Rocky
%number 23
%publisher Gold Key
%type Cover
%price 0.40
%gcd http://www.comics.org/details.lasso?id=249374
%cover http://www.comics.org/graphics/covers/14402/400/14402_4_023.jpg
%pages 36
%thumb http://perlypalms.com/comics/thumbnails/1979-goldkey-br-23.jpg
%cbz http://perlypalms.com/comics/archives/1979-goldkey-br-23.cbz
%date 1979-10
%job 90013-910
%job 23-798
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky
%synopsis 
%indexernotes 
%reprint from <a class=from href="gcd.cgi?rahf#1962-03/07.1311">Dell Four Color #1311 "Rocky and His Friends" (Mar.-May. 1962)</a>
%catalog gcd

%title Muscle Bound Moose
%pages 8
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha; Ivan Hoodnik; Fearless Leader (over radio)
%todo
%reprint from <a class=from href="gcd.cgi?rahf#1962-03/07.1311">Dell Four Color #1311 "Rocky and His Friends" (Mar.-May. 1962)</a>

%title Cotton Pickin' Inventor
%pages 6
%type Story
%synopsis 
Eli Whitney, inventor of the cotton gin
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman; Eli Whitney
%indexerNotes Reference to "WAY-BAC"
%reprint from <a class=from href="gcd.cgi?rahf#1962-03/07.1311">Dell Four Color #1311 "Rocky and His Friends" (Mar.-May. 1962)</a>

%title The Wishing Fish
%pages 4
%type Story
%synopsis 
%featureStory Fractured Fairy Tales
%genre satire
%characters 
%reprint from <a class=from href="gcd.cgi?rahf#1962-03/07.1311">Dell Four Color #1311 "Rocky and His Friends" (Mar.-May. 1962)</a>
%Notes appears in contents of 1311 but not in comic scan

%title Babe in Troy-Land
%pages 4
%type Story
%synopsis 
Troy
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman; King Prium; Paris; Helen of Troy
%reprint from <a class=from href="gcd.cgi?rahf#1962-03/07.1311">Dell Four Color #1311 "Rocky and His Friends" (Mar.-May. 1962)</a>

%==========================================================================
%title Bullwinkle and Rocky
%number 24
%want ordered mile high 9/12 $18.20
%publisher Whitman
%type Cover
%price 0.40
%gcd http://www.comics.org/details.lasso?id=249375
%cover http://www.comics.org/graphics/covers/14402/400/14402_4_024.jpg
%pages 36
%thumb http://perlypalms.com/comics/thumbnails/1979-whitman-br-24.jpg
%cbz http://perlypalms.com/comics/archives/1979-whitman-br-24.cbz
%date 1979-12
%job 90013-912
%job 24-7910
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky
%synopsis 
%indexernotes 
%reprint from <a class=from href="gcd.cgi?rahf#1961-09/11.1208">Dell Four Color #1208 "Rocky and His Friends" (Sept.-Nov. 1961)</a>
%catalog gcd

%title Moose Goes West
%pages 9
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha
%reprint from <a class=from href="gcd.cgi?rahf#1961-09/11.1208">Dell Four Color #1208 "Rocky and His Friends" (Sept.-Nov. 1961)</a>

%title The Soda Baron
%pages 2
%type Story
%synopsis 
%featureStory Boris and Natasha
%genre sitcom
%characters Boris; Natasha
%reprint from <a class=from href="gcd.cgi?rahf#1961-09/11.1208">Dell Four Color #1208 "Rocky and His Friends" (Sept.-Nov. 1961)</a>

%title Knock, Knock
%pages 3
%type Story
%synopsis 
Beethoven
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman; Beethoven
%reprint from <a class=from href="gcd.cgi?rahf#1961-09/11.1208">Dell Four Color #1208 "Rocky and His Friends" (Sept.-Nov. 1961)</a>

%title Million-Dollar Moose
%pages 8
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha
%reprint from <a class=from href="gcd.cgi?rahf#1961-09/11.1208">Dell Four Color #1208 "Rocky and His Friends" (Sept.-Nov. 1961)</a>

%==========================================================================
%title Bullwinkle and Rocky
%number 25
%want ordered mile high 9/12 $5.80
%publisher Whitman
%type Cover Reprint
%price 0.40
%gcd http://www.comics.org/details.lasso?id=249376
%cover http://www.comics.org/graphics/covers/14402/400/14402_4_025.jpg
%pages 36
%thumb http://perlypalms.com/comics/thumbnails/1980-whitman-br-25.jpg
%cbz http://perlypalms.com/comics/archives/1980-whitman-br-25.cbz
%date 1980-02
%job 90013-002
%job 25-7912
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle
%synopsis 
%indexernotes 
%reprint from <a class=from href="gcd.cgi?rahf#1962-07/09.01-090-209">Dell "Bullwinkle" #01-090-209 (July-September 1962)</a>
%catalog gcd

%title Phantom of the Soap Opera
%pages 8
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha
%reprint from <a class=from href="#1963-02.2">Bullwinkle #2 (February 1963)</a>

%title Trick or Treat?
%pages 4
%type Story
%synopsis 
%featureStory Dudley Do-Right of the Mounties
%genre satire; sitcom
%characters 
Dudley Do-Right; Inspector Fenwick; Snidely Whiplash
%reprint from <a class=from href="#1963-02.2">Bullwinkle #2 (February 1963)</a>

%title A Dog's Life
%pages 4
%type Story
%synopsis 
P. T. Barnum
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman; P. T. Barnum; Jenny Lind
%reprint from <a class=from href="#1963-02.2">Bullwinkle #2 (February 1963)</a>

%title Bat-Ball Batty
%pages 6
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha
%reprint from <a class=from href="#1963-02.2">Bullwinkle #2 (February 1963)</a>

fpack:!@#$%^&*(): gcd.cgi
#! /bin/ksh

web=true

PATH="/home/perlman/bin:$PATH"
alldbs="gcd-*.db"
if test "$QUERY_STRING"
then
	set -- `echo $QUERY_STRING | sed 's/+/ /g'`
	db="gcd-$1.db"
	scope=$2
	links="<a class=button href=\"gcd.cgi\">ALL</a>"
else
	db="$alldbs"
	links="<b>ALL</b>"
fi
# db=gcd-hp.db

meta=gcd.db

echo "Content-type: text/html"
echo ""

# construct links for top and bottom
for i in $alldbs
do
	name=`echo $i | sed -e 's/gcd-//' -e 's/.db//'`
	NAME=`echo $name | tr a-z A-Z`
	title=`sssearch name=$name $meta | ssformat -t "%title (%publisher)"`
	# echo "<div>name='$name' i='$i' db='$db'</div>"
	if test "$i" = "$db"
	then
		links="$links
			| <a class=nobutton title=\"$title\" nhref=\"gcd.cgi?$name\"><b>$NAME</b></a>"
	else
		links="$links 
			| <a class=button title=\"$title\" href=\"gcd.cgi?$name+$scope\">$NAME</a>"
	fi
done

function countem
{
echo "<pre class=count>"
issues=`sssearch type=cover $* |
	sscount | sed -e '/recs/d' -e 's/- *//'`
stories=`sssearch -r type=cover $* | 
	sscount | sed -e '/recs/d' -e 's/- *//'`
gcd=`sssearch catalog=gcd $* | 
	sscount | sed -e '/recs/d' -e 's/- *//'`
echo "issues: $issues    gcd catalog: $gcd   stories: $stories"
echo "</pre>"
}

function toc
{
toc='<nobr><a href="#%date.%number" title="%publish %date">%title #%number</a></nobr>&nbsp;-'
echo "<font size=2><ol>"
sssearch type=cover $* |
	ssformat -t "$toc"
echo "</ol></font>"
}

h='<tr valign=top bgcolor="#CCCCCC">
	<th align=left>&nbsp;</th>
	<th align=left>Title</th>
	<th align=left><span class=synopsis>Synopsis</span>/<span class=characters>Characters</span>/<span class=notes>Notes</span></th>
</tr>'

t='<tr class="%type" valign=top>
	<td >
			<a test="%date.%number" href="#%date.%number" name="%date.%number" title="Bookmark"
			><img src="%thumb" border=0 height=100 title="Cover %title #%number (%date)" alt=Cover></a>
	</td>
	<td title="%type Title">
		<nobr test="%feature"><i>%feature</i></nobr>
			<div>
			<b>%title</b>
			<span test="%number" title="Number">%number</span>
			<span test="%type">(%type)</span>
			</div>
		<nobr title=Publisher><b>%publisher</b></nobr>
		<div test="%theme" class=theme title="Theme">theme: %theme</div>
		<div test="%genre" title="Genre">genre: %genre</div>
		<div test="%date" title=Date>date: %date</div>
		<div test="%price" title=Price>price: %price</div>
		<div test="%job" title="Job #">job: %job</div>
		<div test="%pages" title=Pages>pages: %page</div>
	</td>
	<td>
		<div title=Synopsis>%synopsis</div>
		<div class=characters title=Characters>%characters</div>
		<pre class=credits test="%credits" title=Credits>%credits</pre>
		<div class=notes title=Notes>%indexernotes</div>
		<div class=reprint test="%.4reprint" title="Reprint">Reprinted: %reprint</div>
		<a class=button target=new title="view splash page for story" href="%splash">SPLASH</a>
		<a class=button target=new title="link to Grand Comic Book Database" href="%gcd">GCD</a>
		<a class=button target=new title="link to Grand Comic Book Database cover" href="%cover">COVER</a>
		<a class=button target=new title="link to Oddball Comics article" href="%oddball">ODDBALL</a>
		<a class=button target=new title="link to Adobe Acrobat version" href="%pdf">PDF</a>
		<a class=button target=new title="link to Comic Book Zip File" href="%cbz">CBZ</a>
		<a class=button target=new title="link to text at Project Gutenberg" href="%gutenberg">TEXT</a>
		<a class=button target=new title="link to Website" href="%website">WEBSITE</a>
	</td>
</tr>'

echo '<style type="text/css">
<!--
	body {font-family: sans-serif}
	th {font-size: 10pt; border: 1px solid #FFFFFF}
	td {font-size: 10pt; border: 1px solid #FFFFFF}
	.notes {color: green}
	.cover {background: #DDDDFF}
	.in {background: #FFFF99}
	.from {background: #99FF99}
	.story {background: #EEFFEE}
	.credits {color: magenta; margin-top: 0; margin-bottom: 0; font-family: sans-serif }
	.count {color: gray; margin-top: 0; margin-bottom: 0; font-family: sans-serif }
	.reprint {color: purple}
	.theme {color: green}
	.characters {color: brown}
	.button {background: #006666; color: #FFFFFF;
		padding: 0 2px 0 2px; border: 1px solid #CCCCFF;
		font-family: Arial,sans-serif; font-weight: bold 
		}
	.nobutton { padding: 0 2px 0 2px; border: 1px solid black; 
		background: #FFFFFF; color: black;
		font-family: Arial,sans-serif; font-weight: bold 
		}
	:hover {background: #CCFFFF; color: blue; border: 1px solid blue}
	h2 {background: lightblue}
-->
<SCRIPT language=JavaScript1.1>
<!--
function popup(name, href) {
    var options = 'width=500,height=500,left=50,top=50,resizable=yes,scrollbars=yes,menubar=no,status=no,toolbar=no,location=no';
    popupwin = window.open ('', name, options);
    popupwin.location.href = href;
    popupwin.focus();
}
// -->
</SCRIPT>
</style>'

if test "$web"
then
	echo "<div><tt>$links</tt></div>"
fi

for i in $db
do
	name=`echo $i | sed -e 's/gcd-//' -e 's/.db//'`
	title=`sssearch name=$name $meta | ssformat -t "%title (%publisher)"`
	echo "<h2>$title</h2>"
	# description
	sssearch name=$name $meta | ssformat -t "<p>%desc <ul>%links</ul>"
	countem $i
	toc $i
	echo '<p><table border=1 cellpadding=2 cellspacing=0>'
	echo "$h"
	sssearch "type=($scope)" $i |
		ssformat -t "$t" |
			sed -e '/href=""/d' -e '/<img src=""/d' -e '/test=""/d' 
	echo "$h"
	echo "</table></p>"
done

if test "$web"
then
	echo "<div><tt>$links</tt></div>"
	countem $db
fi

fpack:!@#$%^&*(): gcd-ci.db
%==========================================================================
%title Gullivers Travels
%credits Jonathan Swift
%publisher Classics Illustrated
%gutenberg http://www.gutenberg.org/etext/829
%type Cover
%gcd http://www.comics.org/details.lasso?id=5389
%cover http://www.comics.org/graphics/covers/266/400/266_4_0016A.jpg
%pages 52
%thumb http://perlypalms.com/comics/thumbnails/016.jpg
%cbz   http://perlypalms.com/comics/archives/016.cbz
%date 
%number 016

%==========================================================================
%title Mysterious Island
%credits Jules Verne
%gutenberg http://www.gutenberg.org/etext/8993
%gutenberg http://www.gutenberg.org/etext/1268
%publisher Classics Illustrated
%type Cover
%gcd http://www.comics.org/details.lasso?id=125622
%cover http://www.comics.org/graphics/covers/266/400/266_4_0034A.jpg
%pages 52
%thumb http://perlypalms.com/comics/thumbnails/034.jpg
%cbz   http://perlypalms.com/comics/archives/034.cbz
%date 
%number 034

%==========================================================================
%title Twenty-Thousand Leagues Under the Sea
%credits Jules Verne
%publisher Classics Illustrated
%gutenberg http://www.gutenberg.org/etext/164
%gutenberg http://www.gutenberg.org/etext/2488
%type Cover
%gcd http://www.comics.org/details.lasso?id=125476
%cover http://www.comics.org/graphics/covers/266/400/266_4_0047A.jpg
%pages 
%thumb http://perlypalms.com/comics/thumbnails/047.jpg
%cbz   http://perlypalms.com/comics/archives/047.cbz
%date 
%number 047

%==========================================================================
%title Around the World in Eighty Days
%credits Jules Verne
%publisher Classics Illustrated
%gutenberg http://www.gutenberg.org/etext/103
%type Cover
%gcd http://www.comics.org/details.lasso?id=125498
%cover http://www.comics.org/graphics/covers/266/400/266_4_0069A.jpg
%pages 
%thumb http://perlypalms.com/comics/thumbnails/069.jpg
%cbz   http://perlypalms.com/comics/archives/069.cbz
%date 
%number 069

%==========================================================================
%title From the Earth to the Moon
%credits Jules Verne
%publisher Classics Illustrated
%gutenberg http://www.gutenberg.org/etext/83
%type Cover
%gcd http://www.comics.org/details.lasso?id=125534
%pages 
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%cbz   http://perlypalms.com/comics/archives/105.cbz
%cover http://www.comics.org/graphics/covers/266/400/266_4_0105A.jpg
%date 
%number 105

%==========================================================================
%title War of the Worlds
%credits H. G. Wells
%publisher Classics Illustrated
%gutenberg http://www.gutenberg.org/etext/36
%type Cover
%gcd http://www.comics.org/details.lasso?id=11826
%cover http://www.comics.org/graphics/covers/266/400/266_4_0124A.jpg
%pages 52
%thumb http://perlypalms.com/comics/thumbnails/124.jpg
%cbz   http://perlypalms.com/comics/archives/124.cbz
%date 
%number 124

%==========================================================================
%title The Time Machine
%credits H. G. Wells
%publisher Classics Illustrated
%gutenberg http://www.gutenberg.org/etext/35
%type Cover
%gcd http://www.comics.org/details.lasso?id=125561
%cover http://www.comics.org/graphics/covers/266/400/266_4_0133A.jpg
%pages 52
%thumb http://perlypalms.com/comics/thumbnails/133.jpg
%cbz   http://perlypalms.com/comics/archives/133.cbz
%date 
%number 133

%==========================================================================
%title Journey to the Center of the Earth
%credits Jules Verne
%publisher Classics Illustrated
%gutenberg http://www.gutenberg.org/etext/3748
%type Cover
%gcd http://www.comics.org/details.lasso?id=125566
%cover http://www.comics.org/graphics/covers/266/400/266_4_0138A.jpg
%pages 
%thumb http://perlypalms.com/comics/thumbnails/138.jpg
%cbz   http://perlypalms.com/comics/archives/138.cbz
%date 
%number 138

%==========================================================================
%title The First Men in the Moon
%credits H. G. Wells
%publisher Classics Illustrated
%gutenberg http://www.gutenberg.org/etext/1013
%type Cover
%gcd http://www.comics.org/details.lasso?id=14402
%cover http://www.comics.org/graphics/covers/266/400/266_4_0144A.jpg
%pages 52
%thumb http://perlypalms.com/comics/thumbnails/144.jpg
%cbz   http://perlypalms.com/comics/archives/144.cbz
%date 
%number 144

%==========================================================================
%title Off on a Comet
%credits Jules Verne
%publisher Classics Illustrated
%gutenberg http://www.gutenberg.org/etext/1353
%type Cover
%gcd http://www.comics.org/details.lasso?id=125576
%cover http://www.comics.org/graphics/covers/266/400/266_4_0149A.jpg
%pages 
%thumb http://perlypalms.com/comics/thumbnails/149.jpg
%cbz   http://perlypalms.com/comics/archives/149.cbz
%date 
%number 149

%==========================================================================
%title The Invisible Man
%credits H. G. Wells
%publisher Classics Illustrated
%gutenberg http://www.gutenberg.org/etext/5230
%type Cover
%gcd http://www.comics.org/details.lasso?id=15363
%cover http://www.comics.org/graphics/covers/266/400/266_4_0153A.jpg
%pages 52
%thumb http://perlypalms.com/comics/thumbnails/153.jpg
%cbz   http://perlypalms.com/comics/archives/153.cbz
%date 
%number 153

%==========================================================================
%title The Food of the Gods
%credits H. G. Wells
%publisher Classics Illustrated
%gutenberg http://www.gutenberg.org/etext/11696
%type Cover
%gcd http://www.comics.org/details.lasso?id=125586
%cover http://www.comics.org/graphics/covers/266/400/266_4_0160A.jpg
%pages 
%thumb http://perlypalms.com/comics/thumbnails/160.jpg
%cbz   http://perlypalms.com/comics/archives/160.cbz
%date 
%number 160

fpack:!@#$%^&*(): gcd.db
%name hp
%title Herbie Popnecker
%Publisher ACG
%desc 
<div align=center>
<img height=150 src="http://perlypalms.com/herbie/images/masthead.jpg" alt="Make Way for the Fat Fury... HERBIE">
</div>
Herbie is one of the oddest superheroes of all time.
After some introductory appearances in Forbidden Worlds
(and a cameo appearance in Unknown Worlds),
the original Herbie series was published by AGC (American Comics Group).
It was written and edited by Richard E. Hughes
(under the pseudonym Shane O'Shea) and illustrated by Ogden Whitney.
<div align=center>
<img height=150 src="http://perlypalms.com/herbie/images/herbie.jpg" title="Herbie Popnecker">
	&nbsp;
<img height=150 src="http://perlypalms.com/herbie/images/fat-fury.jpg" title="Fat Fury">
</div>
%links   
	<li><a href="http://en.wikipedia.org/wiki/Herbie_Popnecker">Wikipedia: Herbie Popnecker</a>
	<li><a href="http://users.rcn.com/aardy/comics/awards/alley.shtml">Alley award</a>
		winner for Best Humor Comic Book
		<a href="http://users.rcn.com/aardy/comics/awards/alley64.shtml">1964</a>
		and
		<a href="http://users.rcn.com/aardy/comics/awards/alley65.shtml">1965</a>
	<!--
	<li><a href="http://perlypalms.com/herbie/herbie.htm">PerlyPalms Archive (based on DarkMark)</a>
	-->
	<li><a href="http://darkmark6.tripod.com/herbie.html">DarkMark Summaries: Herbie Comics</a>
	<li><a href="http://www.internationalhero.co.uk/f/fatfury.htm">International Catalogue of Superheroes: Fat Fury</a>
	<li><a href="http://www.ramonschenk.nl/acg/">Ramon Schenk: ACG - American Comics Group</a>
	<li><a href="http://www.amazon.com/gp/product/0313296782/">Forbidden Adventures</a> by Michael Vance (amazon.com scan)
	<li>Don Markstein Toonopedia:
			<a href="http://www.toonopedia.com/herbie.htm">Herbie</a>
				and
			<a href="http://www.toonopedia.com/fatfury.htm">Fat Fury</a>
	<li>"<a href="http://perlypalms.com/herbie/1989-PopneckerPapers.pdf"
		>The Popnecker Papers: A Herbie History</a>," by Bob Hughes,
		provides more background on Herbie.
	<li><a href="http://perlypalms.com/herbie/">Gary Perlman: Herbie Examples</a>
	<li><a href="http://perlypalms.com/comics/herbie.htm">Herbie Scans</a>
	<li><a href="http://perlypalms.com/herbie/pix.pl?titles">Herbie Splash Pages</a>

%name am
%title Angloman
%publisher NuAge Editions
%links
   <li><a href="http://www.northguard.com/angloman/">Angloman Website</a>

%name brm
%title Bullwinkle and Rocky
%publisher Marvel Star
%links

%name dd
%title Dudley Do-Right
%publisher Charlton
%links
   <li><a href="http://www.comics.org/covers.lasso?SeriesID=12812">1970 Charlton Dudley Do-Right Series in GCD</a>
   <li><a href="http://bullwinkle.toonzone.net/">Hokey Smoke! Rocky & Bullwinkle</a>
   <li><a href="http://www.everwonder.com/david/bullwinkle/">Sounds, Pictures, Cartoons, Videos</a>
   <li><a href="http://en.wikipedia.org/wiki/The_Rocky_and_Bullwinkle_Show">Wikipedia</a>
   <li><a href="http://www.toonopedia.com/rockbull.htm">Toonopedia</a>
	<li><a href="http://perlypalms.com/comics/bullwinkle.htm">Jay Ward Scans</a>

%name bm
%title Bullwinkle and Rocky
%publisher Marvel
%links
   <li><a href="http://www.comics.org/covers.lasso?SeriesID=3405">1987 Marvel B&R Series in GCD</a>
	<li><a href="http://perlypalms.com/comics/bullwinkle.htm">Jay Ward Scans</a>

%name br
%title Bullwinkle and Rocky
%publisher Charlton
%links
   <li><a href="http://bullwinkle.toonzone.net/">Hokey Smoke! Rocky & Bullwinkle</a>
   <li><a href="http://www.everwonder.com/david/bullwinkle/">Sounds, Pictures, Cartoons, Videos</a>
   <li><a href="http://en.wikipedia.org/wiki/The_Rocky_and_Bullwinkle_Show">Wikipedia</a>
   <li><a href="http://www.toonopedia.com/rockbull.htm">Toonopedia</a>
	<li><a href="http://perlypalms.com/comics/bullwinkle.htm">Jay Ward Scans</a>

%name bw
%title Bullwinkle (and Rocky)
%publisher Gold Key
%links
   <li><a href="http://www.comics.org/series.lasso?seriesid=1526">1962 Gold Key B&R Series in GCD</a>
   <li><a href="http://bullwinkle.toonzone.net/">Hokey Smoke! Rocky & Bullwinkle</a>
   <li><a href="http://www.everwonder.com/david/bullwinkle/">Sounds, Pictures, Cartoons, Videos</a>
   <li><a href="http://en.wikipedia.org/wiki/The_Rocky_and_Bullwinkle_Show">Wikipedia</a>
   <li><a href="http://www.toonopedia.com/rockbull.htm">Toonopedia</a>
	<li><a href="http://perlypalms.com/comics/bullwinkle.htm">Jay Ward Scans</a>

%name gj
%title George of the Jungle
%publisher Gold Key
%links
   <li><a href="http://www.comics.org/covers.lasso?SeriesID=12813">1969 Gold Key George of the Jungle Series in GCD</a>
	<li><a href="http://perlypalms.com/comics/bullwinkle.htm">Jay Ward Scans</a>

%name rahf
%title Rocky and his Friends
%publisher Dell
%links
   <li><a href="http://bullwinkle.toonzone.net/">Hokey Smoke! Rocky & Bullwinkle</a>
   <li><a href="http://www.everwonder.com/david/bullwinkle/">Sounds, Pictures, Cartoons, Videos</a>
   <li><a href="http://en.wikipedia.org/wiki/The_Rocky_and_Bullwinkle_Show">Wikipedia</a>
   <li><a href="http://www.toonopedia.com/rockbull.htm">Toonopedia</a>
	<li><a href="http://perlypalms.com/comics/bullwinkle.htm">Jay Ward Scans</a>

%name tt
%title Tom Terrific!
%publisher Pines
%links
   <li><a href="http://www.toonopedia.com/terrific.htm">Toonopedia</a>
   <li><a href="http://www.bcdb.com/cartoons/20th_Century_Fox/TerryToons/Tom_Terrific/">Big Cartoon Database
   <li><a href="http://www.imdb.com/title/tt0283224/">Internet Movie Database
   <li><a href="http://www.comics.org/covers.lasso?SeriesID=12509">1957 Pines Series in GCD</a>
	<li><a href="http://perlypalms.com/comics/tom-terrific.htm">Tom Terrific Scans</a>

%name ci
%title Classics Illustrated
%publisher Classics
%links
	<li><a href="http://perlypalms.com/comics/classics.htm">Classics Illustrated Scans</a>

fpack:!@#$%^&*(): gcd-dd.db
%==========================================================================
%number 1
%title Dudley Do-Right
%series 1970 Series - Charlton, August 1970, coverprice .15 , 36 pages.
%date 1970-08
%pages 36
%gcd http://www.comics.org/details.lasso?id=229840
%cover http://www.comics.org/graphics/covers/12812/400/12812_4_001.jpg
%thumb http://perlypalms.com/comics/thumbnails/1970-charlton-dd-1.jpg
%cbz http://perlypalms.com/comics/archives/1970-charlton-dd-1.cbz
%format Color; Standard US; saddle-stitched; Newsprint; bi-monthly series
%publisher Charlton
%CoverCredits
Frank Johnson (signed) 
%CoverFeature Dudley Do-Right
%characters
Dudley Do-Right; Nell Fenwick
%Genre humor
%Editor ?
%jobno 740-870
%Indexer Gary Perlman
%type Cover
%FeatureStory Dudley Do-Right
%contents
1.  Flicker Rock
2.  Kids! Color Dudley's Tiny Reward
3.  Kids! Color Snidely Deceptive
4.  Trouble Time
5.  Dudley Do-Right Pin-Up Page
6.  Bucky Beaver Tells It Like It Is!
7.  Mechanical Mountie
%catalog gcd

%title Flicker Rock
%type Story
%pages 11
%jobno D-396
%FeatureStory Dudley Do-Right
%credits
%Synopsis
Snidely flicks Flicker Rock onto Dudley, who begins to hear hallucinations.
%characters
Snidely Whiplash; Homer; Dudley Do-Right; Horse; Inspector Fenwick; Nell Fenwick
%Genre humor
%IndexerNotes
Based on episode #25 "Flicker Rock" from the TV series.

%title Kids! Color Dudley's Tiny Reward
%type Activity
%pages 1
%jobno D-248
%FeatureStory Dudley Do-Right
%credits
%indexernotes B&W
%characters
Dudley Do-Right; Inspector Fenwick
%Genre humor

%title Kids! Color Snidely Deceptive
%type Activity
%pages 1
%jobno D-247
%FeatureStory Dudley Do-Right
%credits
%characters
Dudley Do-Right; Horse; Snidely Whiplash
%Genre humor

%title Trouble Time
%type Text-Story
%pages 1
%credits

%title Dudley Do-Right Pin-Up Page
%type Pinup
%pages 1
%jobno D-272
%FeatureStory Dudley Do-Right
%credits
%characters
Dudley do-Right; Horse
%Genre humor

%title Bucky Beaver Tells It Like It Is!
%type Story
%pages 4
%jobno D-210
%Synopsis
Teaches about beavers.

%title Mechanical Mountie
%type Story
%pages 7
%jobno D-258
%FeatureStory Dudley Do-Right
%credits
%Synopsis
Snidely invents a mechanical Dudley and swaps him for the real Mountie.
%characters
Snidely Whiplash; Homer; Dudley Do-Right; Nell Fenwick; Inspector Fenwick
%Genre humor
%IndexerNotes
Based on episode #24 "Mechanical Dudley" from the TV series. Feature name for this story is "Dudley Do-Right of the Royal Canadian Mounties".

%==========================================================================
%number 2
%title Dudley Do-Right
%series 1970 Series - Charlton, October 1970, coverprice .15 , 36 pages.
%date 1970-10
%pages 36
%gcd http://www.comics.org/details.lasso?id=229841
%cover http://www.comics.org/graphics/covers/12812/400/12812_4_002.jpg
%thumb http://perlypalms.com/comics/thumbnails/1970-charlton-dd-2.jpg
%cbz http://perlypalms.com/comics/archives/1970-charlton-dd-2.cbz
%format Color; Standard US; saddle-stitched; Newsprint; bi-monthly series
%publisher Charlton
%CoverCredits
Frank Johnson (signed) 
%CoverFeature Dudley Do-Right
%characters
Dudley Do-Right; Snidely Whiplash
%Genre humor
%Editor ?
%jobno 740-1070
%Indexer Gary Perlman
%type Cover
%FeatureStory Dudley Do-Right
%contents
1.  C.O.D.
2.  S.W.M.P.
3.  Twinkles, Winkles & Tinkles
4.  Meet Twiggy the Fox
5.  Kids! Color Dudley's Drop on Snidely!
6.  Not Very Stable
%catalog gcd

%title C.O.D.
%type Story
%pages 7
%jobno D-451
%FeatureStory Dudley Do-Right
%credits
%Synopsis
Snidely has acquired the mortgage to the post and is foreclosing.
%characters
Inspector Fenwick; Dudley D-Right; Horse; Snidely Whiplash; Nell Fenwick
%Genre humor
%IndexerNotes
Based on episode #4 "Morgagin' the Mountie Post" from the TV series.

%title S.W.M.P.
%type Story
%pages 5
%jobno D-521
%FeatureStory Dudley Do-Right
%credits
%Synopsis
Snidely is creating the Snidely Whiplash Mounted Police to compete with the R.C.M.P. His plans are foiled when Dudley infiltrates.
%characters
Snidely Whiplash; Inspector Fenwick; Dudley Do-Right; Horse
%Genre humor
%IndexerNotes
Based on episode #10 "Snidely Mounted Police" from the TV series.

%title Twinkles, Winkles & Tinkles
%type Text-Story
%pages 1
%credits

%title Meet Twiggy the Fox
%type Story
%pages 4
%jobno D-322
%credits
Nicholas Alascia
%Synopsis
Learn about foxes.

%title Kids! Color Dudley's Drop on Snidely!
%type Activity
%pages 1
%jobno D-519
%FeatureStory Dudley Do-Right
%indexernotes B&W
%characters
Dudley Do-Right; Snidely Whiplash
%Genre humor

%title Not Very Stable
%type Story
%pages 7
%jobno D-485
%FeatureStory Dudley Do-Right
%credits
%Synopsis
Snidely captures Dudley's horse, Nell, the Inspector, and Mounties, to lure Dudley into a trap.
%characters
Snidely Whiplash; Dudley Do-Right; Horse; Inspector Fenwick; Nell Fenwick
%Genre humor
%IndexerNotes
Based on episode #5 "Trap Bait" from the TV series.

%==========================================================================
%number 3
%title Dudley Do-Right
%series 1970 Series - Charlton, December 1970, coverprice .15 , 36 pages.
%date 1970-12
%pages 36
%gcd http://www.comics.org/details.lasso?id=229842
%cover http://www.comics.org/graphics/covers/12812/400/12812_4_003.jpg
%thumb http://perlypalms.com/comics/thumbnails/1970-charlton-dd-3.jpg
%cbz http://perlypalms.com/comics/archives/1970-charlton-dd-3.cbz
%format Color; Standard US; saddle-stitched; Newsprint; bi-monthly series
%publisher Charlton
%CoverCredits
Frank Johnson (signed) 
%CoverFeature Dudley Do-Right
%characters
Dudley Do-Right; Snidely Whiplash
%Genre humor
%Editor ?
%jobno 740-1270
%Indexer Gary Perlman
%type Cover
%FeatureStory Dudley Do-Right
%contents
1.  Top Secret!
2.  Mountie Nell
3.  Kids - Color Dudley Honest!
4.  [Foiled Again!]
5.  Who for the Zoo?
%catalog gcd

%title Top Secret!
%type Story
%pages 10
%jobno D-870
%FeatureStory Dudley Do-Right
%credits
%Synopsis
Inspector Fenwick wants something kept a secret from Snidely.
%characters
Dudley Do-right; Inspector Fenwick; Nell Fenwick; Snidely Whiplash
%Genre humor
%IndexerNotes
Based on episode #35 "Top Secret" from the TV series.

%title Mountie Nell
%type Story
%pages 9
%jobno ?
%FeatureStory Dudley Do-Right
%credits
%Synopsis
Nell and Dudley switch roles and Nell always gets her man.
%characters
Nell Fenwick; Dudley Do-Right; Snidely Whiplash; Homer; Horse; Inspector Fenwick
%Genre humor
%IndexerNotes
Based on episode #34 "Trading Places" from the TV series.

%title Kids - Color Dudley Honest!
%type Activity
%pages 2
%jobno D-486
%FeatureStory Dudley Do-Right
%indexernotes B&W
%characters
Dudley Do-Right; Snidely Whiplash
%Genre humor

%title [Foiled Again!]
%type Activity
%pages 1
%jobno D-869
%FeatureStory Dudley Do-Right
%indexernotes B&W
%characters
Dudley Do-Right; Snidely Whiplash; Nell Fenwick; Horse
%Genre humor

%title Who for the Zoo?
%type Text-Story
%pages 1
%credits

%==========================================================================
%number 4
%title Dudley Do-Right
%series 1970 Series - Charlton, February 1971, coverprice .15 , 36 pages.
%date 1971-02
%pages 36
%gcd http://www.comics.org/details.lasso?id=229843
%cover http://www.comics.org/graphics/covers/12812/400/12812_4_004.jpg
%thumb http://perlypalms.com/comics/thumbnails/1971-charlton-dd-4.jpg
%cbz http://perlypalms.com/comics/archives/1971-charlton-dd-4.cbz
%format Color; Standard US; saddle-stitched; Newsprint; bi-monthly series
%publisher Charlton
%CoverCredits
Frank Johnson (signed) 
%CoverFeature Dudley Do-Right
%characters
Dudley Do-Right; Snidely Whiplash
%Genre humor
%Editor ?
%jobno 740-271
%Indexer Gary Perlman
%type Cover
%FeatureStory Dudley Do-Right
%contents
1.  That's Show Biz!
2.  The Hole in the Sand
3.  Neat Knitting!
4.  ["Don't Look a Gift Horse in the Face?]
5.  Kids! Color Nell's Good-Bye to Dudley Happy!
6.  Kids! Color Snidely's Gift Explosive!
7.  Dudley Interrupted!
%catalog gcd

%title That's Show Biz!
%type Story
%pages 10
%jobno D-1144
%FeatureStory Dudley Do-Right
%credits
%Synopsis
Dudley and Snidely get into show business and are joined by Nell and her father.
%characters
Dudley Do-Right; Snidely Whiplash; Inspector Fenwick; Homer; Nell Fenwick
%Genre humor
%IndexerNotes
Based on episode #16 "Lure of the Footlights" from the TV series.

%title The Hole in the Sand
%type Text-Story
%pages 1
%credits

%title Neat Knitting!
%type Story
%pages 9
%jobno D-1145
%FeatureStory Dudley Do-Right
%credits
%Synopsis
Bored, Nell knits sweaters for everyone, even Snidely.
%characters
Inspector Fenwick; Dudley Do-Right; Nell Fenwick; Snidely Whiplash; Homer; Horse
%Genre humor
%IndexerNotes
Based on episode #17 "Bullet-Proof Suit" from the TV series.

%title ["Don't Look a Gift Horse in the Face?]
%type Pinup
%pages 2
%jobno D-914
%FeatureStory Dudley Do-Right
%credits
%characters
Snidely Whiplash; Horse
%Genre humor

%title Kids! Color Nell's Good-Bye to Dudley Happy!
%type Activity
%pages 1
%jobno D-912
%FeatureStory Dudley Do-Right
%indexernotes B&W
%characters
Dudley Do-Right; Horse; Nell Fenwick
%Genre humor

%title Kids! Color Snidely's Gift Explosive!
%type Activity
%pages 1
%jobno D-913
%FeatureStory Dudley Do-Right
%indexernotes B&W
%characters
Snidely Whiplash; Dudley Do-Right
%Genre humor

%title Dudley Interrupted!
%type Pinup
%pages 1
%jobno D-520
%FeatureStory Dudley Do-Right
%credits
%characters
Dudley Do-Right; Nell Fenwick; Inspector Fenwick
%Genre humor

%==========================================================================
%number 5
%title Dudley Do-Right
%series 1970 Series - Charlton, April 1971, coverprice .15 , 36 pages.
%date 1971-04
%pages 36
%gcd http://www.comics.org/details.lasso?id=229844
%cover http://www.comics.org/graphics/covers/12812/400/12812_4_005.jpg
%thumb http://perlypalms.com/comics/thumbnails/1971-charlton-dd-5.jpg
%cbz http://perlypalms.com/comics/archives/1971-charlton-dd-5.cbz
%format Color; Standard US; saddle-stitched; Newsprint; bi-monthly series
%publisher Charlton
%CoverCredits
Frank Johnson (signed) 
%CoverFeature Dudley Do-Right
%characters
Dudley Do-Right; Snidely Whiplash
%Genre humor
%Editor ?
%jobno 740-471
%Indexer Gary Perlman
%type Cover
%FeatureStory Dudley Do-Right
%contents
1.  My Friend Benny!
2.  Kids! Color Snidely Off Key
3.  $10,000 Annual Sled-Pullin' Contest
4.  Faithful Readers, Color Dudley's Faithful Dog Faithful!
5.  Twinkles, Winkles & Tinkles
6.  Git Outa My Lake!
%catalog gcd

%title My Friend Benny!
%type Story
%pages 10
%jobno D-1316
%FeatureStory Dudley Do-Right
%credits
%Synopsis
A new man, Benedict Arnold, joins the Mounties and cases go unsolved.
%characters
Snidely Whiplash; Dudley Do-Right; Nell; Horse; Inspector Fenwick
%Genre humor
%IndexerNotes
Based on episode #28 "Robbing Banks" from the TV series.

%title Kids! Color Snidely Off Key
%type Activity
%pages 1
%jobno D-1317
%FeatureStory Dudley Do-Right
%indexernotes B&W
%characters
Snidely Whiplash
%Genre humor

%title $10,000 Annual Sled-Pullin' Contest
%type Story
%pages 9
%jobno D-1315
%FeatureStory Dudley Do-Right
%credits
%Synopsis
Snidely wins the dog sled-pullin' contest every year with his elephant Spot. Can Dudley win with his "dog" Wolf?
%characters
Snidely Whiplash; Inspector Fenwick; Dudley Do-Right; Nell Fenwick
%Genre humor
%IndexerNotes
Based on episode #29 "Skagway [sic] Dog Sled-Pulling Contest" from the TV series.

%title Faithful Readers, Color Dudley's Faithful Dog Faithful!
%type Activity
%pages 1
%jobno D-1318
%FeatureStory Dudley Do-Right
%indexernotes B&W
%characters
Dudley Do-Right
%Genre humor

%title Twinkles, Winkles & Tinkles
%type Text-Story
%pages 1
%credits

%title Git Outa My Lake!
%type Story
%pages 3
%jobno D-937
%credits
%Synopsis
Beavers build a dam.

%==========================================================================
%number 6
%title Dudley Do-Right
%series 1970 Series - Charlton, June 1971, coverprice .15 , 36 pages.
%date 1971-06
%pages 36
%gcd http://www.comics.org/details.lasso?id=229845
%cover http://www.comics.org/graphics/covers/12812/400/12812_4_006.jpg
%thumb http://perlypalms.com/comics/thumbnails/1971-charlton-dd-6.jpg
%cbz http://perlypalms.com/comics/archives/1971-charlton-dd-6.cbz
%format Color; Standard US; saddle-stitched; Newsprint; bi-monthly series
%publisher Charlton
%CoverCredits
Frank Johnson (signed) 
%CoverFeature Dudley Do-Right
%characters
Dudley Do-Right; Horse
%Genre humor
%IndexerNotes
Cover indicates "All NEW Stories and Art" but main stories are based on stories from the TV series.
%Editor ?
%jobno 740-671
%Indexer Gary Perlman
%type Cover
%FeatureStory Dudley Do-Right
%contents
1.  Out of Uniform
2.  Kids! Color Snidely's Friend Skinny!
3.  Boners, Moaners, and Groaners
4.  Tag Sale!
5.  In Toronto
6.  Kids! Color Nell's Hat Pretty!
%catalog gcd

%title Out of Uniform
%type Story
%pages 11
%jobno D-1499
%FeatureStory Dudley Do-Right
%credits
%Synopsis
Dudley is swimming and Snidely steals his uniform, knowing that no Mountie can appear out of uniform.
%characters
Dudley Do-Right; Snidely Whiplash; Homer; Nell Fenwick; Inspector Fenwick
%Genre humor
%IndexerNotes
Based on episode #15 "Out of Uniform" from the TV series.

%title Kids! Color Snidely's Friend Skinny!
%type Activity
%pages 1
%jobno D-1527
%FeatureStory Dudley Do-Right
%indexernotes B&W
%characters
Snidely Whiplash; Homer
%Genre humor

%title Boners, Moaners, and Groaners
%type Text-Story
%pages 1
%credits

%title Tag Sale!
%type Pinup
%pages 2
%jobno D-1319
%FeatureStory Dudley Do-Right
%credits
%characters
Dudley Do-Right
%Genre humor

%title In Toronto
%type Story
%pages 10
%jobno D-1528
%FeatureStory Dudley Do-Right
%credits
%Synopsis
Snidely steals a prize painting from a museum in Toronto.
%characters
Snidely Whiplash; Dudley Do-Right; Inspector Fenwick
%Genre humor
%IndexerNotes
Based on episode #23 "Stolen Art Masterpiece" from the TV series.

%title Kids! Color Nell's Hat Pretty!
%type Story
%pages 1
%jobno D-1526
%FeatureStory Dudley Do-Right
%indexernotes B&W
%characters
Dudley Do-Right; Nell Fenwick
%Genre humor

%==========================================================================
%number 7
%Title Dudley Do-Right
%series 1970 Series - Charlton, August 1971, coverprice .15 , 36 pages.
%date 1971-08
%pages 36
%gcd http://www.comics.org/details.lasso?id=229846
%cover http://www.comics.org/graphics/covers/12812/400/12812_4_007.jpg
%thumb http://perlypalms.com/comics/thumbnails/1971-charlton-dd-7.jpg
%cbz http://perlypalms.com/comics/archives/1971-charlton-dd-7.cbz
%format Color; Standard US; saddle-stitched; Newsprint; bi-monthly series
%publisher Charlton
%CoverCredits
Frank Johnson (signed) 
%CoverFeature Dudley Do-Right
%characters
Dudley Do-Right
%Genre humor
%IndexerNotes
Cover indicates "All NEW Stories and Art" but main stories are based on stories from the TV series.
%Editor ?
%jobno 740-871
%Indexer Gary Perlman
%type Cover
%FeatureStory Dudley Do-Right
%contents
1.  Niagara Falls
2.  Kids! Color this Canadian Sunset Beautiful!
3.  "B" is for Bottles!
4.  The Iron Horse Bridge
%catalog gcd

%title Niagara Falls
%type Story
%pages 12
%jobno D-1763
%FeatureStory Dudley Do-Right
%credits
%Synopsis
Niagara Falls has been dammed by Snidely Whiplash.
%characters
Dudley Do-Right; Snidely Whiplash; Inspector Fenwick; Nell Fenwick
%Genre humor
%IndexerNotes
Based on episode #31 "Niagara Falls" from the TV series.

%title Kids! Color this Canadian Sunset Beautiful!
%type Activity
%pages 1
%jobno D-1766
%FeatureStory Dudley Do-Right
%indexernotes B&W
%characters
Dudley Do-Right; Nell Fenwick
%Genre humor

%title "B" is for Bottles!
%type Text-Story
%pages 1
%FeatureStory Hobby House
%credits

%title The Iron Horse Bridge
%type Story
%pages 10
%jobno D-1710
%FeatureStory Dudley Do-Right
%credits
%Synopsis
The railway needs a bridge and Snidely builds one, but it explodes.
%characters
Snidely Whiplash; Dudley Do-Right; Horse; Inspector Fenwick
%Genre humor
%IndexerNotes
Based on episode #30 "Canadian Railway's Bridge" from the TV series.

fpack:!@#$%^&*(): gcd-gj.db
%==========================================================================
%number 1
%gcd http://www.comics.org/details.lasso?id=229847
%thumb http://perlypalms.com/comics/thumbnails/1968-gj1.jpg
%cbz http://perlypalms.com/comics/archives/1968-george-jungle.cbz
%cover http://www.comics.org/graphics/covers/12813/400/12813_4_001.jpg
%title George of the Jungle
%featurestory George of the Jungle
%type Cover
%pages 32
%Series 1969 Series - Gold Key, [February 1969], coverprice .15 , 32 pages.
%date 1969-02
%format Color; Standard US; saddle-stitched; Newsprint
%publisher Gold Key
%CoverCredits
%CoverFeature George of the Jungle
%characters
George of the Jungle; Ape; Shep; Ursula
%Genre humor
%IndexerNotes
Feb. 1969 date is based on Overstreet guide; copyright in comic is 1968. Subtitled: with Tom Slick and Super Chicken. Stories are based on the TV series.
%Editor ?
%jobno 10234-902
%Indexer Gary Perlman
%contents
1.  The Provider
2.  Witch Doctor
3.  The Stolen State
4.  Monster Rally
5.  300-Pound Pearl
6.  Mini-Comics
7.  Huckle Time
8.  Home Improvement
9.  [George Takes a Shower]
%oddball http://www.comicbookresources.com/columns/oddball/index.cgi?date=2004-01-14
%catalog gcd

%title The Provider
%type Story
%pages 1
%FeatureStory George of the Jungle
%credits
%indexernotes B&W
%Synopsis
George gets some coconuts for Ursula.
%characters
George of the Jungle; Ursula
%Genre humor

%title Witch Doctor
%type Story
%pages 8
%FeatureStory George of the Jungle
%credits
%characters
George of the Jungle; Ape; Shep; Ursula; Dr. Kilimando
%Genre humor
%IndexerNotes
Based on "The Malady Lingers On", episode #3 from the TV series.

%title The Stolen State
%type Story
%pages 6
%FeatureStory Super Chicken
%credits
%Synopsis
Rhode Island is being held for ransom. Fred prepares the super sauce to transform Millionaire Playboy Henry Cabot Henhouse III into Super Chicken and the two fly off in the Super Coop to save the day.
%characters
Super Chicken; Fred
%Genre humor
%IndexerNotes
Based on "One of Our States is Missing", episode #1 from the TV series.

%title Monster Rally
%type Story
%pages 5
%FeatureStory Tom Slick
%credits
%Synopsis
Tom Slick is racing his Thunderbolt Grease Slapper in the Transylvanian Alps.
%characters
Tom Slick; Marigold; Granny
%Genre humor
%IndexerNotes
Based on "Tom Slick and the Monster Rally", episode #2 from the TV series.

%title 300-Pound Pearl
%type Story
%pages 7
%FeatureStory George of the Jungle
%credits
%Synopsis
George helps the Sultan of Lotsamoola recover his prized pearl.
%characters
George of the Jungle; Ape; Ursula
%Genre humor
%IndexerNotes
Based on "The Sultan's Pearl", episode #1 from the TV series.

%title Mini-Comics
%type Filler
%pages 1
%credits
%Synopsis
two short sight gags
%Genre humor

%title Huckle Time
%type Filler
%pages 1
%credits
%Synopsis
4 single-frame cartoons
%Genre humor

%title Home Improvement
%type Story
%pages 1
%FeatureStory George of the Jungle
%credits
%indexernotes B&W
%Synopsis
George wants to make a penthouse, but after a mishap, lowers his expectations.
%characters
George of the Jungle; Ape
%Genre humor

%title [George Takes a Shower]
%type Pinup
%pages 1
%FeatureStory George of the Jungle
%credits
%Synopsis
Shep the elephant gives George a shower.
%characters
George of the Jungle; Shep, Ape, Ursula
%Genre humor
%IndexerNotes
back cover; same art as front cover

%==========================================================================
%number 2
%gcd http://www.comics.org/details.lasso?id=229848
%cover http://www.comics.org/graphics/covers/12813/400/12813_4_002.jpg
%thumb http://perlypalms.com/comics/thumbnails/1969-george-jungle.jpg
%cbz http://perlypalms.com/comics/archives/1969-george-jungle.cbz
%featurestory George of the Jungle
%type Cover
%pages 36
%title George of the Jungle
%Series 1969 Series - Gold Key, October 1969, coverprice .15 , 36 pages.
%date 1969-10
%format Color; Standard US; saddle-stitched; Newsprint
%publisher Gold Key
%CoverCredits
%CoverFeature George of the Jungle
%characters
George of the Jungle; Ape; Ursula
%Genre humor
%IndexerNotes
Oct. 1969 date is based on Overstreet guide. Subtitled: with Tom Slick and Super Chicken. Stories are based on the TV series.
%Editor ?
%jobno 10234-910
%Indexer Gary Perlman
%contents
1.  A Revolting Development
2.  The Astounding Dr. Gizmo
3.  Porpoise
4.  The Marsh Dwellers
5.  Blimps Away!
6.  A Tough Nut to Crack
7.  Post
%catalog gcd

%title A Revolting Development
%type Story
%pages 8
%FeatureStory George of the Jungle
%credits
%Synopsis
Jerry Mander, a land developer, evicts George for the benefit of civilization. George goes to the local witch doctor with explosive results.
%characters
George of the Jungle; Ape, Ursula
%Genre humor
%IndexerNotes
Based on "The Forest's Prime Evil", episode #16 from the TV series.

%title The Astounding Dr. Gizmo
%type Story
%pages 6
%FeatureStory Super Chicken
%credits
%Synopsis
Dr. Gizmo, the world's trickiest crook, uses devices for crime, but he is outsmarted by Super Chicken.
%characters
Super Chicken; Fred
%Genre humor
%IndexerNotes
Based on "Dr. Gizmo", episode #16 from the TV series.

%title Porpoise
%type Text Article
%pages 1
%FeatureStory Keys of Knowledge
%credits

%title The Marsh Dwellers
%type Text Article
%pages 1
%FeatureStory Prehistoria
%credits

%title Blimps Away!
%type Story
%pages 5
%FeatureStory Tom Slick
%credits
%Synopsis
Tom races his converted Thunderbolt Grease Slapper in a balloon race. Clutcher races the Skyhooker while the Baron cheats.
%characters
Tom Slick; Marigold; Granny; The Baron; Clutcher
%Genre humor
%IndexerNotes
Based on "The Badyear Blimp", episode #16 from the TV series.

%title A Tough Nut to Crack
%type Story
%pages 7
%FeatureStory George of the Jungle
%credits
%Synopsis
A big game hunter wants to add an ape man to his trophy collection. The hunter steals George's valuables and George is forced to give him three shots to win back his most prized possession.
%characters
George of the Jungle; Ape; Ursula
%Genre humor
%IndexerNotes
Based on "A Man for All Hunting Seasons", episode #15 from the TV series.

%title Post
%type Text Article
%pages 1
%FeatureStory Picture Dictionary
%indexernotes B&W

fpack:!@#$%^&*(): gcd-hp.db
%todo http://www.comics.org/admin/system/modules/site.lasso?mode=index&type=indexing&IssueID=
%todo perl script to convert regular speech to Herbie s/I am// s/the// "I am here to get the money" -> "Here to get money"
%todo Make pic of Herbie #53 with Herbie shrugging in Herbie the lovebug
%todo breakthough + breakout of shell (and jails?)
%==========================================================================
%title Forbidden Worlds
%publisher ACG
%type Cover
%gcd http://www.comics.org/details.lasso?id=14745
%todo http://www.comics.org/admin/system/modules/site.lasso?mode=index&type=indexing&IssueID=14745
%cover http://www.comics.org/graphics/covers/837/400/837_4_073.jpg
%pages 36
%ident FW 073
%holdings VG VG VG- VG- GD+
%ldr VG- wedmay22 $31 2005-09-17
%thumb http://perlypalms.com/comics/thumbnails/fw073.jpg
%cbz http://perlypalms.com/comics/archives/fw073.cbz
%pdf http://perlypalms.com/herbie/documents/1958-12-fw-073.pdf
%small 1958-12-fw-073.jpg
%large 1958-fw-073.jpg
%date 1958-12
%number 73
%series intro
%images _FW073
%adverts 2
%document 1958-12-fw-073.pdf
%document 1958-12-fw-073.cbz
%issue Forbidden Worlds No. 73 (December 1958)
%featureStory 
%characters 
%synopsis WWII pilot clinging to a mast of a pirate ship // Ogden Whitney (signed)
%indexernotes Approved by the Comics Code Authority.
Tagline is "Stories of Strange Adventure"
%price 0.10
%catalog gcd

%title Herbie's Quiet Saturday Afternoon!
%pages 8
%type Story
%splash http://perlypalms.com/herbie/titles/fw073.jpg
%number 
%credits 
Story: Richard Hughes (assumed)
Art: Ogden Whitney (signed)
%synopsis 
Herbie's father thinks his son will never amount to anything or do
anything.  Herbie goes to the zoo where he takes on a tiger.  Then, he
saves Senator Stevens who is lost at sea.  Finally, he stops an alien
invasion.  
%indexernotes 
This story is the first appearance of Herbie and features his
peculiar way of flying and his ability to talk to animals and aliens. 
Herbie looks and talks differently in this pre-Herbie series story. 
Herbie's pants are a slightly different blue than the rest of the Herbie stories.
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; Mrs. Popnecker
%reprint in <a class=in href="#1967-02.23">Herbie #23 (ACG February 1967)</a>;
<a class=in href="#1990-02.02">Herbie #2 (A-plus Feburary 1990)</a>

%==========================================================================
%title Forbidden Worlds
%publisher ACG
%type Cover
%gcd http://www.comics.org/details.lasso?id=16123
%todo http://www.comics.org/admin/system/modules/site.lasso?mode=index&type=indexing&IssueID=16123
%cover http://www.comics.org/graphics/covers/837/400/837_4_094.jpg
%pages 36
%ident FW 094
%holdings FN VG GD FR FR
%LDR FN "12/27" written at top, some pages detached from staples
	GD eBay jhcomics $30 for 14 & VG #114 for $16 books 2004-11-17
	FR eBay semi-coverless
%trail ebay bigmick 9/19 $11 -> Montreal
%thumb http://perlypalms.com/comics/thumbnails/fw094.jpg
%cbz http://perlypalms.com/comics/archives/fw094.cbz
%pdf http://perlypalms.com/herbie/documents/1961-03-fw-094.pdf
%small 1961-03-fw-094.jpg
%large fw094.jpg
%date 1961-03
%number 94
%series intro
%images _FW094
%adverts 2
%document 1961-03-fw-094.pdf
%document 1961-03-fw-094.cbz
%issue Forbidden Worlds No. 94 (March-April 1961)
%featureStory 
%characters 
%synopsis Green alien looks at a hand-sized human through an optical device // Ogden Whitney (signed)
%price 0.10
%indexernotes Bottom of page notes return of Herbie: "He's back again!
Herbie Popnecker, the world's strangest boy, tackles the supernatural, in...
'Herbie and the Spirits!'"
%catalog gcd

%title Herbie and the Spirits!
%pages 12
%type Story
%splash http://perlypalms.com/herbie/titles/fw094.jpg
%theme Unknown
%synopsis 
Herbie is the new kid in school.  He proves his bravery by going to a
haunted house.  Supernatural beings (a witch, a ghost, a creep, and
Frankenstein) cause havoc, but prove to be no match for Herbie, his
lollipops, or his magic.
%indexernotes 
Herbie looks and talks differently in this pre-Herbie series story. 
In this story, Herbie's pants are brown;
in all other original stories, they were blue.
%featureStory Herbie
%characters Herbie Popnecker; Mrs.Popnecker; Pincus Popnecker
%reprint in <a class=in href="#1966-04.17">Herbie #17 (ACG April 1966)</a>;
<a class=in href="#1990-01.01">Herbie #1 (A-plus January 1990)

%==========================================================================
%title Unknown Worlds
%publisher ACG
%type Cover
%gcd http://www.comics.org/details.lasso?id=17284
%todo http://www.comics.org/admin/system/modules/site.lasso?mode=index&type=indexing&IssueID=17284
%cover http://www.comics.org/graphics/covers/1460/400/1460_4_20.jpg
%pages 36
%ident UW 20
%holdings FN FN VG VG
%LDR VG ebay thriftadelic 2004-11-05 $20
	FN ebay greenteam 2004-09-23 $12.50 sent to virginia
	VG chijae 2005-09-25 8.16
%thumb http://perlypalms.com/comics/thumbnails/uw020.jpg
%pdf http://perlypalms.com/herbie/documents/1961-12-uw-20.pdf
%small 1961-12-uw-020.jpg
%large uw20.jpg
%date 1961-12
%number 20
%series intro
%images _UW20
%adverts 2
%price 0.10
%document 1961-12-uw-20.pdf
%document 1961-12-uw-20.cbz
%issue Unknown Worlds No. 20 (December 1961 / January 1962)
%featureStory 
%characters 
%synopsis Tiger magically fades as it attacks a woman // Ogden Whitney (signed)
%catalog gcd

%title 1,000 Years Ago... In 1962!
%pages 14
%type Story
%number 
%synopsis 
%splash http://perlypalms.com/herbie/titles/uw20.jpg
%indexernotes 
This is a science fiction story in which Herbie makes a brief
appearance as a boy scout. He is not in character and has no special powers.
The story is credited to Shane O'Shea (Richard E. Hughes)
and art to Ogden Whitney,
both of whom are pictured by their names
on the splash page.
Since Hughes wrote all ACG stories,
pictures of any pseudonyms were made up,
but the drawing of Whitney is thought to be accurate.
%featureStory Herbie
%characters Herbie Popnecker
%reprint in <a class=in href="#1996.1">Return of Herbie (Avalon Communications 1996)</a>

%==========================================================================
%title Forbidden Worlds
%publisher ACG
%type Cover
%gcd http://www.comics.org/details.lasso?id=17533
%todo http://www.comics.org/admin/system/modules/site.lasso?mode=index&type=indexing&IssueID=17533
%cover http://www.comics.org/graphics/covers/837/400/837_4_110.jpg
%pages 36
%ident FW 110
%holdings FN VG+ VG VG VG- GD
%LDR FN eBay dodofive $13.26 2005-01-11
	GD ebay pcgataylor 2004-10-14 $30 for 110 116 & 6 more
	VG- lonestar $10 2004-11-27 Ricky Clark written on cover, poor print job
	VG eBay jhcomics $30 for 14 & VG #114 for $16 books 2004-11-17
	VG+ chijae 2005-09-25 13.63
%thumb http://perlypalms.com/comics/thumbnails/fw110.jpg
%cbz http://perlypalms.com/comics/archives/fw110.cbz
%pdf http://perlypalms.com/herbie/documents/1963-03-fw-110.pdf
%small 1963-03-fw-110.jpg
%large fw110.jpg
%date 1963-03
%number 110
%price 0.10
%series intro
%images _FW110
%adverts 4
%document 1963-03-fw-110.pdf
%document 1963-03-fw-110.cbz
%issue Forbidden Worlds No. 110 (March-April 1963)
%featureStory 
%characters 
%synopsis Ghost in crystal ball and Herbie's hand // Ogden Whitney (assumed)
%indexernotes Cover notes: "He's back folks!
The world's strangest hero -- in an action packed thriller you'll never forget!
Look...here's just one of the menaces Herbie comes up against!"
Tagline is "Stories of Strange Adventure"
%catalog gcd

%title Herbie and the Sneddiger's Salad Oil
%pages 10
%type Story
%theme space
%splash http://perlypalms.com/herbie/titles/fw110.jpg
%number 
%featureStory Herbie
%characters Herbie Popnecker; Mrs. Popnecker; Frankenstein; Lionosaurs
%synopsis
Aliens from space have stolen Earth's entire supply of
Sneddiger's Salad Oil, and Herbie's mother needs a bottle.
%indexernotes Noted as one of Editor's top 20 stories in
Forbidden Worlds #114 (September 1963, before the Herbie series started).
%todo 110-07 comet

%==========================================================================
%title Forbidden Worlds
%publisher ACG
%type Cover
%gcd http://www.comics.org/details.lasso?id=17851
%todo http://www.comics.org/admin/system/modules/site.lasso?mode=index&type=indexing&IssueID=17851
%cover http://www.comics.org/graphics/covers/837/400/837_4_114.jpg
%pages 36
%ident FW 114
%holdings VG+ VG VG VG GD
%LDR VG had for many years
	VG ebay yorkiefund 2004-10-29 $16.50 sticker on cover, crease
	VG had for many years
	VG+ eBay jhcomics $30 for 14 & VG #114 for $16 books 2004-11-17
	GD chijae 2005-09-25 8.00
%thumb http://perlypalms.com/comics/thumbnails/fw114.jpg
%cbz http://perlypalms.com/comics/archives/fw114.cbz
%pdf http://perlypalms.com/herbie/documents/1963-09-fw-114.pdf
%small 1963-09-fw-114.jpg
%large fw114.jpg
%date 1963-09
%number 114
%series intro
%images _FW114
%adverts 3
%document 1963-09-fw-114.pdf
%issue Forbidden Worlds No. 114 (September 1963)
%featureStory Herbie
%characters Herbie Popnecker
%synopsis Merangans throwing spears at Herbie // Ogden Whitney (signed)
%indexernotes Masthead of comic is "Forbidden Worlds presents Herbie".
This is the first comic featuring Herbie on the cover.
%done stare p5 melts sign letters
%oddball http://www.comicbookresources.com/columns/oddball/index.cgi?date=2003-07-21
%catalog gcd

%title A Little Fat Nothing Named Herbie!
%pages 14
%type Story
%splash http://perlypalms.com/herbie/titles/fw114.jpg
%theme patriot
%number 
%indexernotes 
%featureStory Herbie
%synopsis 
JFK and Adlai Stevenson need Herbie's help in Africa.
Jackie Kennedy swoons as Herbie visits the Whitehouse.
In the African province of Meranga,
Herbie faces the god, Karod,
who Herbie defeats by summoning the animals of the jungle.
%characters Herbie Popnecker; Pincus Popnecker; Mrs. Popnecker;
John F. Kennedy; Jacqueline Kennedy; Adlai Stevenson

%==========================================================================
%title Forbidden Worlds
%publisher ACG
%type Cover
%gcd http://www.comics.org/details.lasso?id=17962
%todo http://www.comics.org/admin/system/modules/site.lasso?mode=index&type=indexing&IssueID=17962
%cover http://www.comics.org/graphics/covers/837/400/837_4_116.jpg
%pages 36
%ident FW 116
%holdings VG+ VG VG VG VG GD VG
%culled FR
%LDR FR had for many years
	VG+ ebay dtacoll 2004-09-25 $20.00
	VG ebay pcgataylor 2004-10-14 $30 for 110 116 & 6 more
	VG ebay Iccomics 2004-11-09 $6
	GD ebay drj60sman 2005-01-22 $8.99
	GD chijae 2005-09-25 7.77 subscription crease
%thumb http://perlypalms.com/comics/thumbnails/fw116.jpg
%cbz http://perlypalms.com/comics/archives/fw116.cbz
%pdf http://perlypalms.com/herbie/documents/1963-09-fw-116.pdf
%small 1963-11-fw-116.jpg
%large fw116.jpg
%date 1963-11
%number 116
%done jewish jack benny p5 bottom so who needs show business?
%series intro
%images _FW116
%adverts 5
%document 1963-09-fw-116.pdf
%issue Forbidden Worlds No. 116 (November-December 1963)
%featureStory Herbie
%characters Herbie Popnecker; Elizabeth Taylor
%synopsis Herbie and Miss Baylor (as Cleopatra) // Ogden Whitney (assumed)
%indexernotes Masthead of comic is "Forbidden Worlds presents Herbie".
This is the final appearance of Herbie on a Forbidden Worlds cover;
Herbie gets his own series in April 1964.
%oddball http://www.comicbookresources.com/columns/oddball/index.cgi?date=2002-07-19
%catalog gcd

%title Herbie Goes to the Devil!
%pages 13
%type Story
%splash http://perlypalms.com/herbie/titles/fw116.jpg
%theme Unknown dad
%number 
%synopsis 
Satan is getting fewer souls every year so he boasts that he
will deliver a randomly chosen one: Herbie's.
Herbie agrees to a deal with the Devil to help his dad,
and after consultation on contracts, Herbie reluctantly agrees to go to Hades.
Hades would never be the same!
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; Mrs. Popnecker;
Satan; Miss Baylor (Elizabath Taylor); Frankenstein; Dracula
%indexernotes 
On page 2, Satan chooses soul by throwing a dart at a map.
The map implies that Herbie lives in the midwest USA,
in Nebraska or Kansas.
On page 10, Herbie's stare melts Frankenstein and Dracula,
during which the two plead for help;
their words are too small for the balloons and in a different lettering style,
suggesting that different words were changed at the last minute.
%extra
<br>Supporting Characters: Mr. and Mrs. Pincus Popnecker (last appearance
for both in issue #114; both next appear in HERBIE #1)
<br>Intro: Miss Baylor (only appearance)
<br>Villains: Satan and his accountant, the Satan Security
Force, various imps (first and only appearance for all), Frankenstein,
Dracula (both melt in this story)
<br>Synopsis: The devil is running behind and looking for a soul to steal,
but faces difficulties when he chooses Herbie for a target.
%comment VG+ ebay dtacoll 9/7 $15, VG+ ebay dtacoll 9/23 $20 -> Montreal

%==========================================================================
%title Herbie
%publisher ACG
%type Cover
%pages 36
%ident Herbie 01
%holdings FN VG VG VG
%culled FR
%LDR VG had for long time
	FN ebay mkconan 42.02 with #2 2004-10-20 received
	VG had for many years
	fr had for long time
%thumb http://perlypalms.com/comics/thumbnails/herbie01.jpg
%cbz http://perlypalms.com/comics/archives/herbie01.cbz
%pdf http://perlypalms.com/herbie/documents/1964-04-herbie-01.pdf
%small 1964-04-herbie-01.jpg
%large 01.jpg
%date 1964-04
%number 1
%gcd http://www.comics.org/details.lasso?id=18305
%todo http://www.comics.org/admin/system/modules/site.lasso?mode=index&type=indexing&IssueID=18305
%cover http://www.comics.org/graphics/covers/1638/400/1638_4_01.jpg
%series herbie
%images 01
%adverts nonono
%document 1964-04-herbie-01.pdf
%issue Herbie No. 1 (April-May 1964)
%featureStory Herbie
%characters Herbie Popnecker; George Washington
%synopsis Herbie tows George Washington and his troops across the Delaware. // Ogden Whitney (signed)
%indexernotes 
First comic devoted to Herbie.
Masthead reads "Make Way for the Fat Fury..." and Herbie's physique
is worked into the R in HERBIE.
%catalog gcd

%title Herbie and the Dragon's Tears!
%pages 13
%type Story
%splash http://perlypalms.com/herbie/titles/01a.jpg
%theme patriot time
%number 
%synopsis 
President Johnson needs Herbie's help to beat Russia into space.
Herbie goes back in time to Medieval England.
He gets into a magic contest with Merlin the Magician
before pursuing his real goal of bringing back
the base for a miraculous rocket fuel: dragon's tears.
%indexernotes 
First story in which Herbie travels in time.
%todo Herbie gets a dragon in at least one other story.
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; Mrs. Popnecker;
President Lyndon Johnson; Ladybird Johnson; Nikita Khrushchev;
Abraham Lincoln; George Washington; King Arthur; Merlin; Sir Lancelot;
Guinevere; Jimmy Durante
%summary 
<br>Supporting Characters: Mr. and Mrs. Pincus Popnecker (last appearance
for both in FORBIDDEN WORLDS #116)
<br>Intro: Lyndon Johnson (next appears in issue #3), Lady Bird Johnson,
George Washington, Abraham Lincoln, King Arthur, Queen Guinevere, Lancelot,
Merlin
<br>Cameo appearance: Jimmy Durante
<br>Villains: Nikita Khruschev (first appearance; next appears
in issue #7), Communists
<br>Synopsis: In order to beat the Commies in the space race, President
Johnson assigns Herbie to find the crucial ingredient for a powerful rocket
fuel: dragon's tears.

%title Rocket #1352 Does Not Answer
%pages 1
%type Story
%number 
%genre science fiction
%synopsis 
%featureStory 
%characters 
%indexernotes 

%title The Triumph of Eibreh Rekcenpop
%pages 2
%type Text-Story
%number 
%synopsis 
Eibreh Rekcenpop helps out Pincus Popnecker's favorite football team,
the New York Giants, beat the Green Bay Packers 4,236 to 0.
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker
%indexernotes 
Eibreh Rekcenpop is Herbie Popnecker, backwards.
This is the first of three text stories to appear in Herbie comics.
%extra
<br>Supporting Character: Pincus Popnecker
<br>Intro: Coach Allie Sherman (only appearance), New York Giants, Green
Bay Packers (both next appear in issue #9)
<br>Comment: This is a text story.
<br>Synopsis: To keep his father's beloved New York Giants from losing
a big game, Herbie goes out for the team.

%title Herbie Beards Castro!
%pages 12
%type Story
%splash http://perlypalms.com/herbie/titles/01b.jpg
%theme patriot
%done jewish 4 fight-schmight 8 forbidden-schmidden
%todo fancy-schmancy Rostein http://www.phrases.org.uk/bulletin_board/5/messages/1009.html
%number 
%synopsis 
Herbie's family goes to Florida to see Sonny Liston box.
Herbie ends up boxing Liston to help win money to the ransom
of the kidnapped head of the Cuban underground.
Ultimately, Herbie has to go to Cuba to rescue the prisoner personally.
%todo dad does not recognize herbie disguised as a boxer - R&B
%indexernotes 
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; Mrs. Popnecker;
Sonny Liston; Fidel Castro; Satan
%extra
<br>Supporting Characters: Mr. and Mrs. Pincus Popnecker
<br>Intro: Juan Buanana, Pablo Popsicle, Sonny Liston (only
appearance for all)
<br>Villains: Fidel Castro (first and only appearance),
Communists
<br>Synopsis: Herbie helps liberate a political prisoner in Castro's Cuba,
even though he has to fight Sonny Liston to do it.

%==========================================================================
%title Herbie
%publisher ACG
%type Cover
%gcd http://www.comics.org/details.lasso?id=18408
%todo http://www.comics.org/admin/system/modules/site.lasso?mode=index&type=indexing&IssueID=18408
%cover http://www.comics.org/graphics/covers/1638/400/1638_4_02.jpg
%pages 36
%ident Herbie 02
%holdings FN FN VG VG VG
%LDR VG had for long time
	VG
	FN ebay mkconan 42.02 with #2 2004-10-20 recevied
	FN ebay mikmakmok 12.49 2004-10-17
%thumb http://perlypalms.com/comics/thumbnails/herbie02.jpg
%pdf http://perlypalms.com/herbie/documents/1964-06-herbie-02.pdf
%cbz http://perlypalms.com/comics/archives/herbie02.cbz
%small 1964-06-herbie-02.jpg
%large 02.jpg
%date 1964-06
%number 2
%series herbie
%images 02
%adverts 5
%document 1964-06-herbie-02.pdf
%issue Herbie No. 2 (June-July 1964)
%featureStory Herbie
%characters Herbie Popnecker
%synopsis
Herbie and police walking through newspaper // Ogden Whitney (signed)
%catalog gcd

%title Herbie and the Purloined Pops!
%pages 12
%type Story
%splash http://perlypalms.com/herbie/titles/02a.jpg
%theme pops
%number 
%synopsis 
The Man in the Cloak is stealing all the lollipops so Herbie investigates.
Closing in on the gangster, Herbie is mistaken for the villain
and is questioned by a Senate committee that sends him to jail.
To set things straight, Herbie breaks out of jail,
tracks and stares down the real criminal into confessing.
%indexernotes 
On page 8, the writers for Horrible Science Fiction
discuss a plot much like a typical Herbie scene.
Perhaps Richard Hughes is depicted as the writer pitching the story.
%featureStory Herbie
%characters Herbie Popnecker
%extra
<br>Intro: Sen. McClellan (only appearance)
<br>Villains: The Man in the Cloak and his gang (first and only appearance
for all)
<br>Synopsis: After Herbie is mistaken for a notorious lollipop thief,
he is arrested and questioned before a Senate investigations committee.

%title Lollipop Astronaut
%pages 2
%type Text-Story
%number 
%theme space
%todo two headed; boy scout knots
%synopsis 
Dad gets Herbie onto a mission to Planet Fink.
Problem is, there are only officers and Herbie is the crew.
Herbie bails out the mission over and over,
but never receives credit.
Herbie's father is resigned to the fact that his son is a Little Fat Nothing,
and that's all he'll ever be.
%genre satire
%indexernotes 
"Through space he trudged" is how Herbie's flying is described.
(p.1, column 2, halfway down).
After Herbie fights a five-mile-long serpent,
it is "neatly tied up in the best Boy Scout knots
that Herbie Popnecker could remember."
This ties into Herbie's cameo appearance as a Boy Scout in Unknown Worlds #20
(December 1961).
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; General Merton Boop
%extra
<br>Supporting Characters: Mr. and Mrs. Pincus Popnecker
<br>Intro: Gen. Merton Boop (only appearance)
<br>Comment: This is a text story.
<br>Synopsis: Herbie is included among a crew of astronauts bound for the
planet Fink.


%title What You Need is a Girl, Herbie!
%pages 12
%type Story
%splash http://perlypalms.com/herbie/titles/02b.jpg
%theme love
%synopsis 
Herbie decides to get a girlfriend.
A beauty uses Herbie to make her boyfriend jealous.
Herbie wants to impress her and
goes back in time to get her a pet dinosaur,
Cinderella's glass slippers,
and Marie Antoinette's jewels,
only  to find out that he is unwanted.
Fortunately, there's always lollipops.
%todo Time travel, dinosaur/dragon
%indexernotes 
When looking over the field,
Herbie dislikes any traits like his (fat, glasses).
To get Cinderella's shoes,
Herbie uses a magic lollipop to enlarge a Mother Goose book
that he walks into.
The story contains a parody of the mirror scene from
I Love Lucy with Lucy and Harpo Marx,
only with Herbie and Marie Antoinette.
%classic Lucy and Harpo
%featureStory Herbie
%characters Herbie Popnecker; Cinderella; Marie Antoinette; George Washington
%extra
<br>Supporting Characters: Mr. and Mrs. Pincus Popnecker
<br>Intro: Cinderella, her fairy godmother, the Giant (from Jack and the
Beanstalk), Marie Antoinette, Louella, Alexander Bimble
(only appearance for all)
<br>Synopsis: A pretty girl sets her sights on Herbie, but insists on gifts
that tax even his powers.

%==========================================================================
%title Herbie
%publisher ACG
%type Cover
%gcd http://www.comics.org/details.lasso?id=18518
%todo http://www.comics.org/admin/system/modules/site.lasso?mode=index&type=indexing&IssueID=18518
%cover http://www.comics.org/graphics/covers/1638/400/1638_4_03.jpg
%pages 36
%ident Herbie 03
%holdings FN VG VG VG
%culled FR
%LDR VG- ebay fevrish $10.50 2004-10-10 folded pages
	FR moldy rusty
%thumb http://perlypalms.com/comics/thumbnails/herbie03.jpg
%pdf http://perlypalms.com/herbie/documents/1964-08-herbie-03.pdf
%cbz http://perlypalms.com/comics/archives/herbie03.cbz
%small 1964-08-herbie-03.jpg
%large 03.jpg
%date 1964-08
%number 3
%series herbie
%images 03
%adverts 6
%document 1964-08-herbie-03.pdf
%issue Herbie No. 3 (August 1964)
%featureStory Herbie
%characters Herbie Popnecker
%synopsis Herbie walking away from two scoundrels hanging on a skyscraper // Ogden Whitney (signed)
%indexernotes 
This cover is the first time Herbie says the whole phrase
"You want I should bop you with this here lollipop?"
%catalog gcd


%title Herbie and the Loch Ness Monster!
%pages 12
%type Story
%splash http://perlypalms.com/herbie/titles/03a.jpg
%theme patriot
%todo hohum 3a2
%number 
%synopsis 
While visiting his grandfather
(who is an older version of Herbie),
Herbie hears a radio news report of a rampage by the Loch Ness Monster.
Herbie walks across the Atlantic Ocean floor to meet Churchill
and offer his help.
Herbie visits the Unknown to find the monster's weaknesses,
only to find that it's won the championship for tough monsters for 400 years.
Still, it's no contest and Queen Elizabeth knights Herbie the Duke of Popnecker.
%indexernotes 
Grandpa appears in #3, #18, and #22
and is one of many characters who happen to look just like Herbie.
Because Herbie has lookalike ancestors on both parent's sides,
it is unknown if Grandpa is Herbie's mother's or father's father.
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; Mrs. Popnecker; Grandpa;
Winston Churchill; Loch Ness Monster; Queen Elizabeth II
%extra
<br>Supporting Characters: Mr. and Mrs. Pincus Popnecker, Mr. Popnecker
(Herbie's grandfather; first appearance; next appears in issue #22)
<br>Intro: Winston Churchill (only appearance), Queen Elizabeth
(next appears in issue #22)
<br>Villain: The Loch Ness Monster (first and only appearance)
<br>Synopsis: Winston Churchill assigns Herbie the task of subduing the
Loch Ness Monster.


%title Herbie's Typical Tuesday
%pages 1
%type Text-Story
%number 
%synopsis 
Herbie is resting and overhears that his mother let the car roll into a lake;
Herbie gets it out and dries it with a searching look.
Later, he learns that his father has bought land to build a gold course,
unfortunately with a mountain on it; Herbie uses a cinnamon lollipop
to take care of the problem.
%indexernotes 
"Plop, plop, plop" is how he is described walking down stairs.
Later: "he plodded heavily up into the air, stifling a yawn.
Plop, plop, plop -- that was he trudging through the sky."
The story contains details on the properties of different flavors:
"Orange. Okay for sudden death.
Lemon. Best for mayhem.
Lime. For large elephants or small dinosaurs.
Chocolate. For riots and public disturbances.
Grape. Best for giants and runaway horses.
Butterscotch. For rebellious armies....
Cinnamon -- for bopping tough mountains!"
%featureStory Herbie
%characters Herbie Popnecker; Mrs. Popnecker; Pincus Popnecker
%extra
<br>Supporting Characters: Mr. and Mrs. Pincus Popnecker
<br>Comment: This is a text story.
<br>Synopsis: Herbie destroys a mountain which had the audacity to locate
itself atop some land his father had bought.


%title Popnecker Saves the Poorhouse!
%pages 12
%type Story
%splash http://perlypalms.com/herbie/titles/03b.jpg
%theme dad
%number 
%synopsis 
Herbie's father collects a fortune for the poorhouse
only to have it stolen by scoundrels.
Herbie saves the day.
%indexernotes 
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; Mrs. Popnecker;
President Lyndon Johnson; Cary Grant; Doris Day
%extra
<br>Supporting Characters: Mr. and Mrs. Pincus Popnecker
<br>Intro: Cary Grant, Doris Day (only appearance for both)
<br>Other Character: Lyndon Johnson (last appearance in issue #1)
<br>Villains: Tinkleberry, Obsendorfer (first and only appearance for both)
<br>Synopsis: When crooks steal a poorhouse fund collected by his father,
Herbie goes into action.

%==========================================================================
%title Herbie
%publisher ACG
%type Cover
%gcd http://www.comics.org/details.lasso?id=18579
%todo http://www.comics.org/admin/system/modules/site.lasso?mode=index&type=indexing&IssueID=18579
%cover http://www.comics.org/graphics/covers/1638/400/1638_4_04.jpg
%pages 36
%ident Herbie 04
%holdings VG VG VG VG
%LDR VG ebay fevrish $8.50 2004-10-10
	VG chijae 2005-09-25 5.50 stamp on front cover
%trail lonestar mycomicshop.com $34.20
%thumb http://perlypalms.com/comics/thumbnails/herbie04.jpg
%pdf http://perlypalms.com/herbie/documents/1964-09-herbie-04.pdf
%cbz http://perlypalms.com/comics/archives/herbie04.cbz
%small 1964-09-herbie-04.jpg
%large 04.jpg
%date 1964-09
%number 4
%series herbie
%images 04
%adverts 2
%document 1964-09-herbie-04.pdf
%issue Herbie No. 4 (September 1964)
%featureStory Herbie
%characters Herbie Popnecker; Marshal Wyatt Earp
%synopsis Herbie and Wyatt Earp in gunfight // Ogden Whitney (signed)
%catalog gcd


%title Big Fat Mess at the Okay Corral!
%pages 15
%type Story
%synopsis 
Herbie goes back in time to get the shotgun Doc Holliday used
in the Battle of the Okay Corral.
%indexernotes 
Traveling back in time, Herbie gets stuck around his house
and sees himself as a baby, being adored by his parents;
Herbie head looks the same, with bowl haircut, glasses, those eyes,
and he is sucking on a lollipop.
%featureStory Herbie
%characters Herbie Popnecker; Mrs. Popnecker; Pincus Popnecker; Marshal Wyatt Earp; Doc Holliday
%splash http://perlypalms.com/herbie/titles/04a.jpg
%theme time helper
%done jewish p2 reduce, re-shmuce
%done p9 shrug p10 shrug
%reprint in <a class=in href="#1991-04.04">Herbie #4 (A-plus April 1990)</a>;
<a class=in href="#1992-02.02">Herbie #2 (Dark Horse February 1992)</a>


%title Professor Flipdome's Screwy Machine!
%pages 9
%type Story
%splash http://perlypalms.com/herbie/titles/04b.jpg
%theme flipdome
%done p2 shrug p9 shrug
%done jewish p4 so? p7 you're not such a much
%synopsis 
Herbie's neighbor, Professor Flipdome, transports Herbie and his father
to Miniturea, where everyone has a miniature twin, even Herbie.
%indexernotes 
This is the first story featuring Herbie's eccentric neighbor, Professor Flipdome.
He is featured in Herbie #4, #9, and #20,
makes a cameo appearance in #15, and is mentioned in #19.
%credits
There is no box of credits on the splash page,
but the frame is signed by Ogden Whitney.
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; Mrs. Popnecker; Professor Flipdome
%extra
%reprint in <a class=in href="#1991-05.05">Herbie #5 (A-plus May 1990)</a>;
<a class=in href="#1992-01.01">Herbie #1 (Dark Horse January 1992)</a>

%==========================================================================
%title Herbie
%publisher ACG
%type Cover
%gcd http://www.comics.org/details.lasso?id=18642
%todo http://www.comics.org/admin/system/modules/site.lasso?mode=index&type=indexing&IssueID=18642
%cover http://www.comics.org/graphics/covers/1638/400/1638_4_05.jpg
%pages 36
%ident Herbie 05
%holdings VG VG VG GD
%culled FR
%thumb http://perlypalms.com/comics/thumbnails/herbie05.jpg
%pdf http://perlypalms.com/herbie/documents/1964-10-herbie-05.pdf
%cbz http://perlypalms.com/comics/archives/herbie05.cbz
%small 1964-10-herbie-05.jpg
%large 05.jpg
%date 1964-10
%number 5
%series herbie
%images 05
%adverts 3
%document 1964-10-herbie-05.pdf
%issue Herbie No. 5 (October-November 1964)
%featureStory Herbie
%characters Herbie Popnecker
%synopsis Herbie in turban and not much else charms a cobra as an officer looks on // Ogden Whitney (signed)
%catalog gcd


%title Sahib Herbie!
%pages 13
%type Story
%splash http://perlypalms.com/herbie/titles/05a.jpg
%theme helper
%done jewish p1 read-schmead p3 so show me p11 so I'll protect you
%done shrug p3 p13
%number 
%synopsis 
At school, Herbie is assigned to report on his biggest adventure.
He is then called to the United Nations by Secretary-General U Thant
to stop a Communist threat to India through the Principality of Hanki-Panki.
Herbie catches a rocket to China, drops worms (left over from fishing)
into Mao's mouth,
and uses his many abilities
(including his legendary allure to women)
to stop communism from getting a foothold,
When he returns to his class, Herbie reports that he is too fat to have adventures.
%indexernotes 
%featureStory Herbie
%characters Herbie Popnecker; U Thant; Mao Tse-Tung
%extra
<br>Supporting Characters: Mr. and Mrs. Pincus Popnecker
<br>Intro: U Thant, Moitle (only appearance for both)
<br>Villains: Lastoza, two spies (first and only appearance for all), Mao
Tse-Tung (first appearance;&nbsp; next appears in issue #7),
Communists
<br>Synopsis: The Secretary-General of the United Nations gives Herbie
his latest assignment: stop a Red Casanova from romancing the princess
of an Indian country.


%title Herbie, Boy 'Beetle!'
%pages 10
%type Story
%splash http://perlypalms.com/herbie/titles/05b.jpg
%theme helper
%done shrug p3
%number 
%synopsis 
Popcorn is making movie-goers whistle from their ears.
Herbie's investigation leads him to a Beetles concert,
and Herbie becomes a rock star (Eibreh Rekcenpop),
who even Herbie's mother thinks is divine.
Herbie finds out that a jealous man with a red nose is
breaking up performances with Martin and Sinatra with special popcorn.
%credits
There is no box of credits on the splash page,
but the frame is signed by Ogden Whitney.
%indexernotes 
To look like the famous mop-tops,
Herbie wears a mop-top, with a prominent metal clip.
Eibreh Rekcenpop is Herbie Popnecker, backwards.
%featureStory Herbie
%characters Herbie; Pincus Popnecker; The Beatles (as the Beetles);
Dean Martin; Frank Sinatra
%extra
<br>Supporting Character: Pincus Popnecker
<br>Intro: The Beetles (the Beatles), Dean Martin, Frank Sinatra
(only appearance for all)
<br>Villain: A red-nosed man (first and only appearance)
<br>Synopsis: Strange popcorn causes people to whistle out of their ears,
and Herbie goes undercover as a pop star to investigate.

%==========================================================================
%title Herbie
%publisher ACG
%type Cover
%gcd http://www.comics.org/details.lasso?id=18773
%todo http://www.comics.org/admin/system/modules/site.lasso?mode=index&type=indexing&IssueID=18773
%cover http://www.comics.org/graphics/covers/1638/400/1638_4_06.jpg
%pages 36
%ident Herbie 06
%holdings VG VG VG VG
%culled FR
%LDR VG
	VG
	FN ebay mikmakmok 10.50 2004-10-17
	FR
	VG chijae 2005-09-25 10.53
%trail MetropolisComics.com, NostaligiaZone.com
%thumb http://perlypalms.com/comics/thumbnails/herbie06.jpg
%pdf http://perlypalms.com/herbie/documents/1964-12-herbie-06.pdf
%cbz http://perlypalms.com/comics/archives/herbie06.cbz
%small 1964-12-herbie-06.jpg
%large 06.jpg
%date 1964-12
%number 6
%series herbie
%images 06
%adverts 3
%document 1964-12-herbie-06.pdf
%issue Herbie No. 6 (December 1964 / January 1965)
%featureStory Herbie
%characters Herbie Popnecker; Ticklepuss
%synopsis Herbie, in caveman garb, being dragged by his hair into cave by Ticklepuss,
his female twin // Ogden Whitney (signed)
%done shrug on cover 06
%catalog gcd


%title A Caveman Named Herbie!
%pages 12
%type Story
%splash http://perlypalms.com/herbie/titles/06a.jpg
%theme time
%todo enumerated 6a2
%synopsis 
Herbie's teacher says that cavemen were stupid, but Herbie disagrees.
An actor thinks cavemen had slicked-back hair and wore monocles,
but Herbie thinks that is not authentic.
He goes back in time to prove his point
and meets Ticklepuss, a female version of Herbie.
Herbie takes Ticklepuss' brother, Bumbum, back to the present
and proves himself right.
Herbie's teacher falls in love with Bumbum,
and Herbie has a nightmare about being chased by Ticklepuss.
%indexernotes 
Ticklepuss returns in Herbie #10 (June-July 1965).
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; Eva Gardner; Gregory Peck;
Ticklepuss
%extra
<br>Supporting Characters: Mr. and Mrs. Pincus Popnecker
<br>Intro: Miss Marleybone, Trelawney Hambone, Bibblesniffer, Bumbum, Ava
Gardner, Gregory Peck (only appearance for all), Ticklepuss
(next appears in issue #10)
<br>Synopsis: Herbie goes back to caveman times to prove that primitive
man wasn't so dumb after all.
%done jewish? p2 business-schmizness
%done jewish? "Lousy drape... Crummy material... What schlock joint you buy?"
while feeling fabric
%done p.4 shrug


%title Space-Age Herbie!
%pages 11
%type Story
%splash http://perlypalms.com/herbie/titles/06b.jpg
%theme space
%todo interesting 6b8
%synopsis 
Herbie's father opens a balloon company,
but his balloons do not fly.
Herbie gets a job with Dr. Dimwit,
who has discovered Planet Percival,
where lollipops have uplifting powers. 
%indexernotes 
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; Mrs. Popnecker; Dr. Dimwit
%reprint in <a class=in href="#1991-06.06">Herbie #6 (A-plus June 1991)</a>;
<a class=in href="#1999.1">Spaced Out Herbie (Avalon Communications 1999)</a>

%==========================================================================
%title Herbie
%publisher ACG
%type Cover
%gcd http://www.comics.org/details.lasso?id=18927
%todo http://www.comics.org/admin/system/modules/site.lasso?mode=index&type=indexing&IssueID=18927
%cover http://www.comics.org/graphics/covers/1638/400/1638_4_07.jpg
%pages 36
%ident Herbie 07
%holdings VG VG VG
%culled FR
%LDR fr ebay damond555 5.00 2004-10-30 sent to virginia
	VG ebay  bongomania 27.00 (#7 #12) 2004-11-27 sent to virginia
%trail MetropolisComics.com
%thumb http://perlypalms.com/comics/thumbnails/herbie07.jpg
%cbz http://perlypalms.com/comics/archives/herbie07.cbz
%pdf http://perlypalms.com/herbie/documents/1965-02-herbie-07.pdf
%small 1965-02-herbie-07.jpg
%large 07.jpg
%date 1965-02
%number 7
%series herbie
%images 07
%adverts 3
%document 1965-02-herbie-07.pdf
%issue Herbie No. 7 (February 1965)
%featureStory Herbie
%characters Herbie Popnecker
%synopsis Herbie slicing pants off of pirates // Ogden Whitney (assumed)
%done shorts
%catalog gcd


%title Good Old Peepwhistle!
%pages 13
%type Story
%splash http://perlypalms.com/herbie/titles/07a.jpg
%theme college
%number 
%synopsis 
After graduation from P.S. 45, Herbie sets his sights on
his father's old school, Peepwhistle Prep.
Herbie pledges his father's fraternity,
Tappa Kegga Koke, and passes all the tests,
but is still not admitted.
With Peepwhistle Prep in financial ruin,
Herbie helps them strike it rich with oil.
%characters Herbie Popnecker; Pincus Popnecker; Harry S Truman,
Mr. Owl; Mrs. Popnecker; Nikita Khruschev; Mao Tse-Tung
%indexernotes 
Page 4 contains a reference to Herbie Popneckner,
an error attributed in #13 "Here's Herbie!" (letters) to
"crazy mixed-up letterer Ed Hamilton".
(Ed Hamilton is listed as an ACG letterer 1961-62 on
p. 136 of "Forbidden Adventures" by Michael Vance.)
%Credits 
Story: Shane O'Shea, who else?
Art: Ogden Whitney, of course!
This is the first issue in which the credits are spiced up.
%featureStory Herbie
%extra
<br>Supporting Characters: Mr. and Mrs. Pincus Popnecker
<br>Intro: Harry S Truman, Mr. Owl, Tappa Kegga Koke fraternity,
Pug Madden (only appearance for all)
<br>Villains: Nikita Khruschev (last appearance in issue #1; last appearance),
Mao Tse-Tung (between issues #5 / 16)
<br>Synopsis: Herbie tries to enroll in his father's old prep school and
pledge a fraternity.

%title High Spirits!
%pages 11
%type Story
%splash http://perlypalms.com/herbie/titles/07b.jpg
%theme Unknown
%number 
%synopsis 
The Unknown is over-crowded
and four inhabitants come down to Earth to haunt a mansion,
just purchased by Herbie's dad.
Herbie takes care of them one by one.
%indexernotes 
%Credits
Story: Real funny, by Shane O'Shea /
Art: Ogden Whitney (How that man can draw!)
%featureStory Herbie
%characters Herbie Popnecker;
Jow Gidgy; Hortense McWitch; Eric the Red; Catain Skullbones;
Pincus Popnecker; Mrs. Popnecker; Herbert Hoover;
%extra
<br>Supporting Characters: Mr. and Mrs. Pincus Popnecker, a Grim Reaper
<br>Intro: J. Edgar Hoover (next appears in issue #10), Hepzibah
(only appearance)
<br>Villains: Joe Gidgy, Hortense McWitch, Eric the Red, Captain Skullbones
(first and only appearance for all)
<br>Synopsis: Four ghosts are forced out of the Unknown by population problems,
haunt a castle, and face the wrath of Herbie.
%done jewish p3 bargain-schmargain
%done shrug p4, p11
%todo 7b7 enumerated list
%todo Dad does not notice powers  7b07   R&B

%==========================================================================
%title Herbie
%publisher ACG
%type Cover
%gcd http://www.comics.org/details.lasso?id=18994
%todo http://www.comics.org/admin/system/modules/site.lasso?mode=index&type=indexing&IssueID=18994
%cover http://www.comics.org/graphics/covers/1638/400/1638_4_08.jpg
%pages 36
%ident Herbie 08
%holdings FN VG+ VG VG-
%LDR VG ebay
	VG ebay dgretz55 $12.00 (+ Dells) 2004-10-26 spine roll
%trail Iccomics ebay $46
%thumb http://perlypalms.com/comics/thumbnails/herbie08.jpg
%cbz http://perlypalms.com/comics/archives/herbie08.cbz
%pdf http://perlypalms.com/herbie/documents/1965-03-herbie-08.pdf
%small 1965-03-herbie-08.jpg
%large 08.jpg
%date 1965-03
%number 8
%series herbie
%images 08
%adverts 5
%document 1965-03-herbie-08.pdf
%document 1965-03-herbie-08.cbz
%issue Herbie No. 8 (March 1965)
%featureStory Herbie
%characters Herbie Popnecker (as Fat Fury)
%synopsis Fat Fury in flight // Ogden Whitney (signed)
%oddball http://www.comicbookresources.com/columns/oddball/index.cgi?date=2004-03-29
%catalog gcd


%title Make Way for the Fat Fury!
%pages 15
%type Story
%splash http://perlypalms.com/herbie/titles/08a.jpg
%theme fat fury
%todo liberty 8a14
%done p10 water rat
%synopsis 
The giant Mr.  Horrible is a one-man crime wave, leaving Senator
Goldwater and President Johnson at wits end.  To help out, Herbie
enrolls in a superhero school to become a licensed costume hero.  Herbie
did not graduate, and when his father threatened to become a costume
hero, Herbie created the Fat Fury.  Not a licensed, graduate hero, but
he'd do.  He wore red flannel underwear, a blue cape, a blue mask and a
plunger on his head.  The Fat Fury rescues the Statue of Liberty and
defeats Mr.  Horrible. 
%indexernotes 
Origin of the Fat Fury.
Story title matches the tagline at top of Herbie comic covers.
%featureStory Herbie
%characters Herbie Popnecker; Fat Fury; Pincus Popnecker; Mrs. Popnecker
%reprint in <a class=in href="#1990-01.01">Herbie #1 (A-plus January 1990)</a>;
<a class=in href="#1992-01.01">Herbie #1 (Dark Horse January 1992)</a>;
<a class=in href="#1998.1">Fat Fury Special #1 (Avalon Communications 1998)</a>


%title George Washington's Teeth!
%pages 9
%type Story
%splash http://perlypalms.com/herbie/titles/08b.jpg
%theme time
%done butt 8b6
%done jewish p7 bagel & lox
%synopsis 
Herbie goes back in time to settle a dispute about how the US Revolutionary War started.
%indexernotes 
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; George Washington; Paul Revere
%reprint in <a class=in href="#1990-02.02">Herbie #2 (A-plus February 1990)</a>;
<a class=in href="#1992-02.02">Herbie #2 (Dark Horse February 1992)</a>

%==========================================================================
%title Herbie
%publisher ACG
%type Cover
%gcd http://www.comics.org/details.lasso?id=19062
%todo http://www.comics.org/admin/system/modules/site.lasso?mode=index&type=indexing&IssueID=19062
%cover http://www.comics.org/graphics/covers/1638/400/1638_4_09.jpg
%pages 36
%ident Herbie 09
%holdings FN FN VG VG
%culled FR
%LDR VG+ ebay fevrish $7 2004-10-10
%thumb http://perlypalms.com/comics/thumbnails/herbie09.jpg
%cbz http://perlypalms.com/comics/archives/herbie09.cbz
%pdf http://perlypalms.com/herbie/documents/1965-04-herbie-09.pdf
%small 1965-04-herbie-09.jpg
%large 09.jpg
%date 1965-04
%number 9
%series herbie
%images 09
%adverts 2
%document 1965-04-herbie-09.pdf
%issue Herbie No. 9 (April-May 1965)
%featureStory Herbie
%characters Herbie Popnecker
%synopsis Herbie playing football // Ogden Whitney (signed)
%catalog gcd


%title Lookit All the Herbies!
%pages 13
%type Story
%splash http://perlypalms.com/herbie/titles/09a.jpg
%theme flipdome
%todo interesting 9a13
%todo 9a12 breakout
%todo Duplicated Herbies get intro trouble - #9a - copied in Calvin & Hobbes?
%synopsis 
Herbie's neighbor, Professor Flipdome, creates the Automatic Imitator, which creates many duplicates of Herbie.
Swami O'Toole breaks out of prison and tries to use Herbie's love of lollipops
against him, but Herbie's doubles come to the rescue.
%indexernotes 
%Credits
Story: An O'Shea blue plate special /
Art: Whitney ... Real classy like
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; Mrs. Popnecker; Professor Flipdome
%extra
%reprint in <a class=in href="#1991-05.05">Herbie #5 (A-plus May 1991)</a>


%title Only Robin Hood Can Help You, Herbie!
%pages 11
%type Story
%splash http://perlypalms.com/herbie/titles/09b.jpg
%theme dad time
%number 
%synopsis 
Herbie's dad thinks Herbie is a great archer and enters him in the Robin Hood Tournament.
Herbie goes back in time to get Robin Hood's bow.
%indexernotes 
%credits Great Plot by Shane O'Shea /
Cool Art by Ogden Whitney
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; Mrs. Popnecker;
Sheriff of Nottingham;
Little John; Maid Marian; Robin Hood;
Friar Tuck (Herbie look-alike);
Satan; Witch
%extra
<br>Supporting Characters: Mr. and Mrs. Pincus Popnecker
<br>Intro: Robin Hood, Little John, Maid Marian, Friar Tuck (only appearance for all)
<br>Villains: Sheriff of Nottingham and his men, a witch
(first and only appearance for all), Satan
<br>Synopsis: To acquire a perfectly balanced bow, Herbie goes back to
Robin Hood's time.
%done jewish 9b01 good-schmood 9b04 fight-schmight
%todo 9b3 sure stepped into it this time expressions
%done shorts 9b10 - new

%==========================================================================
%title Herbie
%publisher ACG
%type Cover
%gcd http://www.comics.org/details.lasso?id=19193
%todo http://www.comics.org/admin/system/modules/site.lasso?mode=index&type=indexing&IssueID=19193
%cover http://www.comics.org/graphics/covers/1638/400/1638_4_10.jpg
%pages 36
%ident Herbie 10
%holdings FN FN VG VG
%LDR FN ebay fevrish $7 2004-10-10
%thumb http://perlypalms.com/comics/thumbnails/herbie10.jpg
%cbz http://perlypalms.com/comics/archives/herbie10.cbz
%pdf http://perlypalms.com/herbie/documents/1965-06-herbie-10.pdf
%small 1965-06-herbie-10.jpg
%large 10.jpg
%date 1965-06
%number 10
%series herbie
%images 10
%adverts 5
%document 1965-06-herbie-10.pdf
%issue Herbie No. 10 (June-July 1965)
%featureStory Herbie
%characters Herbie Popnecker (as Fat Fury)
%synopsis Fat Fury riding bomb // Ogden Whitney (signed)
%oddball http://www.comicbookresources.com/columns/oddball/index.cgi?date=2003-07-25
%catalog gcd


%title Plump Lump vs. Black Whack!
%pages 16
%type Story
%splash http://perlypalms.com/herbie/titles/10a.jpg
%theme dad fat fury
%number 
%synopsis 
Herbie's dad has fallen on hard times, so Herbie gets him a job
selling bowling balls.
Problem is, the bowling balls hypnotize people into giving up their money,
but not Herbie.
Herbie's dad is arrested as the mastermind,
but the Fat Fury clears his name by finding the real Black Whack.
%indexernotes 
%Credits
Story: "Stranger, The Name's Shane O'Shea!"
Art: "Just Li'l Ol' Me -- Ogden Whitney!"
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; Mrs. Popnecker; Black Whack;
J. Edgar Hoover; Fat Fury
%extra
<br>Supporting Characters: Mr. and Mrs. Pincus Popnecker (Pincus's first
name revealed in this story)
<br>Intro: Sgt. McShane, King Neptune (only appearance for
both)
<br>Other Character: J. Edgar Hoover (last appearance in issue #7; last
appearance)
<br>Villains: The Black Whack (Diddlehoffer) and his gang (first and only
appearance for all)
<br>Synopsis: Herbie gets his dad a job manufacturing bowling balls, which
a criminal genius turns into tools of hypnotism.


%title Ticklepuss Rides Again!
%pages 9
%type Story
%splash http://perlypalms.com/herbie/titles/10b.jpg
%theme dad time
%synopsis 
Herbie has a nightmare of the return of Ticklepuss, his stone age female
double.  His dad buys a house next to an excavation that opens up an old
cave with a pterodactyl and a cave girl. 
%indexernotes 
Ticklepuss first appeared in "A Caveman Named Herbie" in Herbie #6 (January 1965) and is one of the only repeat characters besides Herbie's immediate family.
%Credits
Wotta Story! ... Shane O'Shea and What Art! ... Ogden Whitney
%featureStory Herbie
%characters Herbie Herbie Popnecker; Pincus Popnecker; Mrs. Popnecker; Ticklepuss
%reprint in <a class=in href="#1992-02.02">Herbie #2 (Dark Horse February 1992)</a>

%==========================================================================
%title Herbie
%publisher ACG
%type Cover
%gcd http://www.comics.org/details.lasso?id=19337
%todo http://www.comics.org/admin/system/modules/site.lasso?mode=index&type=indexing&IssueID=19337
%cover http://www.comics.org/graphics/covers/1638/400/1638_4_11.jpg
%pages 36
%ident Herbie 11
%holdings FN FN VG VG
%LDR FN ebay docscomics 2004-10-10 $15.50 
%thumb http://perlypalms.com/comics/thumbnails/herbie11.jpg
%cbz http://perlypalms.com/comics/archives/herbie11.cbz
%pdf http://perlypalms.com/herbie/documents/1965-08-herbie-11.pdf
%small 1965-08-herbie-11.jpg
%large 11.jpg
%date 1965-08
%number 11
%series herbie
%images 11
%adverts 5
%document 1965-08-herbie-11.pdf
%issue Herbie No. 11 (August 1965)
%featureStory Herbie
%characters Herbie Popnecker
%synopsis Herbie riding sea serpent before Columbus's boats // Ogden Whitney (signed)
%oddball http://www.comicbookresources.com/columns/oddball/index.cgi?date=2004-01-23
%catalog gcd

%title Beware of the B-Bomb, Buster!
%pages 15
%type Story
%splash http://perlypalms.com/herbie/titles/11a.jpg
%theme patriot
%number 
%synopsis 
Secrete agent X-413&frac12; has stolen the plans to the B-bomb,
which gets its mighty power from beans.
LBJ and Adlai Stevenson enlist the help of Herbie,
who gets on the trail of Lovely Horowitz.
To explain his absence,
Adlai Stevenson tells Herbie's dad he will be at a camp
for little fat nothings.
%indexernotes 
Includes a 4th-wall-breaking recounting of American history by Herbie's dad
in which Herbie climb's into the story's thought balloon
while an appreciative statue of Abraham Lincoln looks on.
%classic 4th wall history
%Credits 
Story: -Writ by Shane O'Shea (who admits he's scared of Herbie) /
Art: - Drew by Ogden Whitney (who won't admit it, but is even scareder!)
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; Mrs. Popnecker;
Abraham Lincoln; President Lyndon Johnson; Adlai Stevenson;
Lovely Horowitz; Mr. Periwinkle; Charles de Gaulle
%extra
<br>Supporting Characters: Mr. and Mrs. Pincus Popnecker
<br>Other Characters: Lyndon Johnson (between issues #8 / 16), Adlai Stevenson
(last appearance in FORBIDDEN WORLDS #114; last appearance)
<br>Intro: Charles De Gaulle (next appears in issue #18)
<br>Cameo appearance: Abraham Lincoln
<br>Villains: Secret Agent X-413 &frac12;, Lovely Horowitz (first and only
appearance for both)
<br>Synopsis: President Johnson calls upon Herbie to recover from an enemy
spy the dreaded B-Bomb, a weapon powered by beans.

%title Christopher Columbus Popnecker!
%pages 10
%type Story
%splash http://perlypalms.com/herbie/titles/11b.jpg
%theme time money
%synopsis 
Herbie goes back in time to get Christopher Columbus' autograph.  Herbie
learns that the world is not round, after all, but still helps Columbus
discover America. 
%indexernotes 
%Credits
Crazy story by Shane O'Shea /
Art even crazier... Ogden Whitney
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; Christopher Columbus; Queen Isabella
%todo enumerated list 11b6
%reprint in <a class=in href="#1990-01.01">Herbie #1 (A-plus january 1990)</a>;
<a class=in href="#1998-12.1">Time Traveler Herbie (Avalon Communications December 1998)</a>

%==========================================================================
%title Herbie
%publisher ACG
%type Cover
%gcd http://www.comics.org/details.lasso?id=19411
%todo http://www.comics.org/admin/system/modules/site.lasso?mode=index&type=indexing&IssueID=19411
%cover http://www.comics.org/graphics/covers/1638/400/1638_4_12.jpg
%pages 36
%ident Herbie 12
%holdings FN VG VG GD
%culled FR
%LDR GD ebay  bongomania 27.00 (#7 #12) 2004-11-27 sent to virginia
%thumb http://perlypalms.com/comics/thumbnails/herbie12.jpg
%cbz http://perlypalms.com/comics/archives/herbie12.cbz
%pdf http://perlypalms.com/herbie/documents/1965-09-herbie-12.pdf
%small 1965-09-herbie-12.jpg
%large 12.jpg
%date 1965-09
%number 12
%series herbie
%images 12
%adverts nonono
%document 1965-09-herbie-12.pdf
%issue Herbie No. 12 (September 1965)
%featureStory Herbie
%characters Herbie Popnecker (as Fat Fury)
%synopsis Fat Fury and gorilla in tunnel of love // Ogden Whitney (signed)
%oddball http://www.comicbookresources.com/columns/oddball/index.cgi?date=2003-07-23
%catalog gcd


%title Good Gosh, the Gorilla!
%pages 16
%type Story
%splash http://perlypalms.com/herbie/titles/12a.jpg
%theme helper fat fury
%number 
%synopsis 
Chick Beeple's circus is being attacked by a gorilla.
Herbie wants to repay an old favor and the Fat Fury is soon there to help.
%done shrug 12a11 new
%indexernotes 
Shows flashback to Herbie as a baby being given a lollipop pacifier.
%featureStory Herbie
%characters Herbie Popnecker; Mrs. Popnecker; Chick Beeple; Fat Fury; Mr. Molecule
%done herbie lookalike fat felicia 12a16 - already in 12a08
%extra
<br>Supporting Characters: Mr. and Mrs. Pincus Popnecker
<br>Intro: Chick Beeple, Mr. Molecule, the Human Skeleton, Big Boy, Man
From Mars, Fat Felicia (only appearance for all)
<br>Villain: The Gorilla (first and only appearance)
<br>Synopsis: The Fat Fury goes to the circus to capture an escaped gorilla.
%todo ho hum 12a10

%title Pincus Popnecker, Private Eye!
%pages 10
%type Story
%splash http://perlypalms.com/herbie/titles/12b.jpg
%theme dad helper
%number 
%synopsis 
Someone's stealing all the fat in town
and Herbie's dad becomes a private eye to solve the crime and get the reward.
%indexernotes 
%Credits
Art: Ogden (himself) Whitney /
Story: adapted from the first prize fan story
submitted Richard Roesberg of New Jersey.
In the Here's Herbie! section,
the top three prize winners are listed,
along with the next five winners of a subscription.
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; Mrs. Popnecker
%extra
<br>Comment: Adapted from an idea submitted by contest First Prize Fan Story Award! winner Richard Roesberg, 21 Gainor Avenue, Maple Shade, N.J.
<br>Supporting Characters: Mr. and Mrs. Pincus Popnecker
<br>Intro: Officer Killarney, Dino Dinosaur, Old King Cole (only appearance
for all)
<br>Villains: The Fat-Thief and his gang (first and only appearance for
all)
<br>Synopsis: A mysterious thief has been stealing fat all over town, and,
with a huge reward for the crook's capture, Herbie's father decides to
become a private eye and track him down.

%==========================================================================
%title Herbie
%publisher ACG
%type Cover
%gcd http://www.comics.org/details.lasso?id=19489
%todo http://www.comics.org/admin/system/modules/site.lasso?mode=index&type=indexing&IssueID=19489
%cover http://www.comics.org/graphics/covers/1638/400/1638_4_13.jpg
%pages 36
%ident Herbie 13
%holdings VG VG GD
%culled FR FR
%LDR VG- ebay fevrish $7.50 2004-10-10 "K" on cover, folded pages
	GD pages separated
%thumb http://perlypalms.com/comics/thumbnails/herbie13.jpg
%cbz http://perlypalms.com/comics/archives/herbie13.cbz
%pdf http://perlypalms.com/herbie/documents/1965-10-herbie-13.pdf
%small 1965-10-herbie-13.jpg
%large 13.jpg
%date 1965-10
%number 13
%series herbie
%images 13
%adverts 2
%document 1965-10-herbie-13.pdf
%issue Herbie No. 13 (October/November 1965)
%featureStory Herbie
%characters Herbie Popnecker
%synopsis Herbie in mountie uniform holding musket at walrus // Ogden Whitney (signed)
%oddball http://www.comicbookresources.com/columns/oddball/index.cgi?date=2001-01-08
%catalog gcd

%title Pirate Gold!
%pages 13
%type Story
%splash http://perlypalms.com/herbie/titles/13a.jpg
%theme dad money time
%synopsis 
Herbie's father wants to be president of the Men's Club, and
fund-raising looks like the way to get there.  Herbie helps him set up a
concession to sell fake pirate gold at the town charity fair, but needs
to go back in time to get real gold when the fake gold does not sell. 
%indexernotes 
%Credits
Story: Shane (wotta writer) O'Shea /
Art: Ogden (wotta artist) Whitney
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; Mrs. Popnecker
%done jewish 13a10 pieces-schmieces
%todo interesting 13a8
%reprint in <a class=in href="#1990-03.03">Herbie #3 (A-plus March 1990)</a>;
<a class=in href="#1998-12.1">Time Traveler Herbie (Avalon Communications December 1998)</a>


%title The Hard Day of Murgatroyd Minch!
%pages 2
%type Story
%synopsis 
A skinny fan wants to be just like Herbie.
%indexernotes 
%featureStory Herbie
%characters Herbie Popnecker; Murgatroyd Minch
%reprint in <a class=in href="#1990-02.02">Herbie #2 (A-plus February 1990)</a>;
<a class=in href="#1998.1">Fat Fury Special (Avalon Publications 1998)</a>


%title Mom's New Coat!
%pages 10
%type Story
%splash http://perlypalms.com/herbie/titles/13b.jpg
%theme mom helper
%number 
%synopsis 
Herbie's mom wants a new coat, but Herbie has no money.
He goes up north to find a fur coat.
%done that face 13b02
%indexernotes 
Technically, there are no penguins in the arctic.
%Credits
Story masterpiece by Shane O'Shea /
Beautiful-type art by Ogden Whitney
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; Mrs. Popnecker
%extra
<br>Supporting Characters: Mr. and Mrs. Pincus Popnecker
<br>Intro: Jack Frost (only appearance)
<br>Villain: A penguin (first and only appearance)
<br>Synopsis: Herbie's mom can't afford a new fur coat, so he goes up north
to bag one straight from the source.
%done error arctic penguins error 13b9

%==========================================================================
%title Herbie
%publisher ACG
%type Cover
%gcd http://www.comics.org/details.lasso?id=19638
%todo http://www.comics.org/admin/system/modules/site.lasso?mode=index&type=indexing&IssueID=19638
%cover http://www.comics.org/graphics/covers/1638/400/1638_4_14.jpg
%pages 36
%ident Herbie 14
%holdings FN FN VG VG GD
%culled FR
%LDR FN- ebay fevrish $10.50 2004-10-10 cover stained
	FN ebay comicsarchives $6 2005-07-29
%trail ebay daddlywood 9/20 $5
%thumb http://perlypalms.com/comics/thumbnails/herbie14.jpg
%cbz http://perlypalms.com/comics/archives/herbie14.cbz
%pdf http://perlypalms.com/herbie/documents/1965-12-herbie-14.pdf
%small 1965-12-herbie-14.jpg
%large 14.jpg
%date 1965-12
%number 14
%series herbie
%images 14
%adverts nonono
%document 1965-12-herbie-14.pdf
%issue Herbie No. 14 (December 1965 / January 1966)
%featureStory Herbie
%characters Herbie Popnecker (as Fat Fury); Magicman; Nemesis
%synopsis Magicman, Nemesis, and Herbie // Ogden Whitney (signed)
%oddball http://www.comicbookresources.com/columns/oddball/index.cgi?date=2004-03-30
%catalog gcd


%title Gangway For the Three Musketeers!
%pages 14
%type Story
%splash http://perlypalms.com/herbie/titles/14a.jpg
%theme fat fury
%done magic 14a9
%number 
%synopsis 
Roderick Bump is an unsuccessful scientist who,
after blowing up 327 homes of his parents,
goes out to make his living.
He creates defective superheroes:
Moronman, Garbageman, Halfaman, Monkeyman, Pigman, Pizzaman, and Frogman
who unleash a crime wave.
Nemesis is called from the Adventures into the Unknown
and Magicman from Forbidden Worlds,
but they are quickly frozen solid.
The Fat Fury comes to the rescue
and the superheroes combine forces.
%indexernotes 
%featureStory Herbie
%characters Herbie Popnecker; Magicman; Nemesis; Fat Fury;
Pincus Popnecker; Mrs. Popnecker;
Frankenstein; Dracula; Tillie; Hortense
%extra
<br>GS: Magicman, Nemesis (form the Three Musketeers with the Fat Fury
for this story only)
<br>Supporting Characters: Mr. and Mrs. Pincus Popnecker
<br>Cameo appearance: The Skyman
<br>Intro: Mr. and Mrs. Wellington Bump (in flashback; only appearance
for both)
<br>Villains: Roderick Bump, Moronman, Garbageman, Halfaman, Monkeyman,
Pigman, Pizzaman, Frogman (first and only appearance for all)
<br>Synopsis: A horde of moronic "super-heroes" is plaguing the city with
thefts, and only the combined forces of Nemesis, Magicman, and the Fat
Fury can stop them.
%todo dad does not notice herbie is floating on air 14a14 R&B
%done error thud with wrong person 14a12

%title Herbie Claus is Coming to Town!
%pages 12
%type Story
%splash http://perlypalms.com/herbie/titles/14b.jpg
%theme helper
%synopsis 
Santa is injured but Herbie comes to the rescue
and delivers all the presents.
%indexernotes 
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; Mrs. Popnecker; Santa Claus; Cassius Clay; Elizabeth Taylor
%credits
Story: Shane O'Shea Claus /
Art: Ogden Whitney Claus
%done error arctic penguins error 14b4
%reprint in <a class=in href="#1990-03.03">Herbie #3 (A-plus March 1990)</a>

%==========================================================================
%title Herbie
%publisher ACG
%type Cover
%gcd http://www.comics.org/details.lasso?id=19801
%todo http://www.comics.org/admin/system/modules/site.lasso?mode=index&type=indexing&IssueID=19801
%cover http://www.comics.org/graphics/covers/1638/400/1638_4_15.jpg
%pages 36
%ident Herbie 15
%holdings VG+ VG VG GD
%LDR VG+ ebay fevrish $7.50 2004-10-10
%trail NostalgiaZone.com $20
%thumb http://perlypalms.com/comics/thumbnails/herbie15.jpg
%cbz http://perlypalms.com/comics/archives/herbie15.cbz
%pdf http://perlypalms.com/herbie/documents/1966-02-herbie-15.pdf
%small 1966-02-herbie-15.jpg
%large 15.jpg
%date 1966-02
%number 15
%series herbie
%images 15
%adverts 2
%document 1966-02-herbie-15.pdf
%issue Herbie No. 15 (February 1966)
%featureStory Herbie
%characters Herbie Popnecker
%synopsis Herbie (in tortoise shell) being spit out by dinosaur // Kurt Schaffenberger (assumed)
%catalog gcd


%title Call Me Schlemiehl!
%pages 17
%type Story
%splash http://perlypalms.com/herbie/titles/15a.jpg
%theme college
%number 
%synopsis 
Herbie meets Pud Bimbo, Dad's old roommate at Peepwhistle Prep,
who reveals that Herbie's father was once a little fat nothing like Herbie.
Dad challenges Pud, and the two compete at athletics (Dad, with Herbie's help).
%indexernotes 
Schlemiel is German for "fool".
Schlemiel or shlemiel is Yiddish for a dolt who is a habitual bungler,
an inept, clumsy person.
%reference
http://www.translation-services-usa.com/languages/yiddish.shtml
http://en.wikipedia.org/wiki/Yiddish_words_and_phrases_used_by_English_speakers
%featureStory Herbie
%characters Herbie Popnecker; Hubert Humphrey; Pincus Popnecker; Mrs. Popnecker
%extra
<br>Supporting Characters: Mr. and Mrs. Pincus Popnecker (both also appear
in flashback, their earliest chronological appearances, preceding their
introductions in FORBIDDEN WORLDS #74; origin details revealed)
<br>Intro: Dean Whiffenpoofsky (only appearance), Hubert Humphrey
(next appears in issue #18)
<br>Villains: Pud Bimbo, Wowser (a dog; first and only appearance for both)
<br>Synopsis: Herbie vows to help out his dad, who is being shown up by
an old athletic classmate of his.
%done jewish story title
%done 15a10 warn-schwarn
%todo comet 15a16

%title Herbie Goes Nap-Happy!
%pages 9
%type Story
%splash http://perlypalms.com/herbie/titles/15b.jpg
%theme Unknown
%number 
%synopsis 
Herbie, a mortal, is not supposed to be getting magical lollipops from the Unknown.
To get rid of him,
Herbie is slipped a time lollipop that does not require a grandfather clock,
but unknown to him, it's a one-way time lollipop.
When Herbie goes back in time to Napoleon,
it takes some ingenuity and patience to get back.
%indexernotes 
%featureStory Herbie
%characters Herbie Popnecker; Professor Flipdome; Pincus Popnecker; Mrs. Popnecker;
Josephine, Napoleon Bonaparte
%extra
<br>Supporting Characters: Mr. and Mrs. Pincus Popnecker, Prof. Flipdome
(next appears in issue #20)
<br>Intro: A Sauerkrautian, Josephine, Napoleon Bonaparte (only appearance for all)
<br>Villain: New Unknown director (first and only appearance)
<br>Comment: This story reveals that Herbie gets his super-power pops from
the Unknown.
<br>Synopsis: Herbie gets sent back in time to Napoleon's France by a one-way
time lollipop.
%done swinging napoleon 15b06
%reprint in <a class=in href="#1998-12.1">Time Traveler Herbie (Avalon Communications December 1998)</a>

%==========================================================================
%title Herbie
%publisher ACG
%type Cover
%gcd http://www.comics.org/details.lasso?id=19868
%todo http://www.comics.org/admin/system/modules/site.lasso?mode=index&type=indexing&IssueID=19868
%cover http://www.comics.org/graphics/covers/1638/400/1638_4_16.jpg
%pages 36
%ident Herbie 16
%holdings FN FN VG VG
%culled FR
%LDR FN ebay aacards 2004-10-14 $15
	VG gift from Sandy
	VG ebay neatstuffstuff 5.50 2004-10-14
	FR ebay moldy rusty cover-torn-off
%thumb http://perlypalms.com/comics/thumbnails/herbie16.jpg
%cbz http://perlypalms.com/comics/archives/herbie16.cbz
%pdf http://perlypalms.com/herbie/documents/1966-03-herbie-16.pdf
%small 1966-03-herbie-16.jpg
%large 16.jpg
%date 1966-03
%number 16
%series herbie
%images 16
%adverts 2
%document 1966-03-herbie-16.pdf
%document 1966-03-herbie-16.cbz
%issue Herbie No. 16 (March 1966)
%featureStory Herbie
%characters Herbie Popnecker (as Fat Fury); Foo-Manchoo
%synopsis Foo-Manchoo vs. Fat Fury // Ogden Whitney (signed)
%oddball http://www.comicbookresources.com/columns/oddball/index.cgi?date=2004-04-02
%catalog gcd


%title Don't Mess Around With the Fat Fury!
%pages 16
%type Story
%splash http://perlypalms.com/herbie/titles/16a.jpg
%theme patriot fat fury
%number 
%synopsis 
Red China has sent a two-headed spy to destroy arsenals,
steal military secrets, and worse.
The Fat Fury meets his toughest opponent ever.
%indexernotes 
Story ends with note of a future story that never happened:
"Oh-oh... Foo-Manchoo still lives!
and he's due back in a future issue in a scream story you'll never forget!"
%featureStory Herbie
%characters Herbie Popnecker; Mao Tse-Tung; Foo-Manchoo;
Pincus Popnecker; Mrs. Popnecker; Fat Fury
%done 16a-07 fat like water rat
%done 16a15 spinning
%todo patriotic 16a16 liberty
%todo 16b03 sense of honor
%todo enumerated 16a13 16a01
%todo bird outfit
%todo 16a14 breakout
%extra
<br>Supporting Characters: Mr. and Mrs. Pincus Popnecker
<br>Villains: Mao Tse-Tung (last appearance in issue #7; last appearance),
Foo-Manchoo (first and only appearance), Communists
<br>Synopsis: When the Communist Chinese send a two-headed spy to ferret
out military secrets, America calls in its foremost cold warrior to counter
him: the Fat Fury.


%title It's Love, Lover!
%pages 9
%type Story
%splash http://perlypalms.com/herbie/titles/16b.jpg
%theme love
%synopsis 
Hepzibah Higgins won Herbie in a raffle and intends to marry him.
The skinny buck-toothed woman has big plans but Herbie is scared by her.
Herbie does all he can to find an honorable way out,
but it is not until she falls for another that Herbie is set free.
Then, too late, Herbie finds out she is a lollipop heiress.
%indexernotes 
%Credits
Shane O'Shea wrote dis, and
Ogden Whitney drewed it!
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; Mrs. Popnecker; Hepzibah Higgins; Richard Burton; President Lyndon Johnson
%extra
<br>Supporting Characters: Mr. and Mrs. Pincus Popnecker
<br>Intro: Hepzibah Higgins, Gilmartin (a gorilla), Richard Burton
(only appearance for all)
<br>Other Character: Lyndon Johnson (between issues #11 / 18)
<br>Synopsis: Herbie finds himself the target of Hepzibah Higgins, a girl
who is madly in love with him, even though he isn't with her.
%future 1966-03-herbie-16

%==========================================================================
%title Herbie
%publisher ACG
%type Cover
%gcd http://www.comics.org/details.lasso?id=19942
%todo http://www.comics.org/admin/system/modules/site.lasso?mode=index&type=indexing&IssueID=19942
%cover http://www.comics.org/graphics/covers/1638/400/1638_4_17.jpg
%pages 36
%ident Herbie 17
%holdings FN FN VG+ VG VG GD
%LDR FN ebay fevrish $6.25 2004-10-10
	FN ebay batcavephil $45 for 4 2004-11-23
	VG+ ebay comicsarchives $6 2005-07-29
%trail Lonestar mycomicshop.com $16.50, ebay daddlywood 9/20 $5
%thumb http://perlypalms.com/comics/thumbnails/herbie17.jpg
%cbz http://perlypalms.com/comics/archives/herbie17.cbz
%pdf http://perlypalms.com/herbie/documents/1966-04-herbie-17.pdf
%small 1966-04-herbie-17.jpg
%large 17.jpg
%date 1966-04
%number 17
%series herbie
%images 17
%adverts 3
%document 1966-04-herbie-17.pdf
%issue Herbie No. 17 (April-May 1966)
%featureStory Herbie
%characters Herbie Popnecker
%synopsis Indian medicine man doing rain dance to drench Herbie in pilgrim's
outfit // Kurt Schaffenberger (assumed)
%catalog gcd


%title Popnecker the Pilgrim!
%pages 13
%type Story
%splash http://perlypalms.com/herbie/titles/17a.jpg
%theme mom time helper
%synopsis 
Herbie's family owes money dating back to the Mayflower.  Herbie travels
back in time to set things straight. 
%indexernotes 
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; Mrs. Popnecker;
Myles Standish; John Alden; Priscilla Mullins
%todo bird costume
%reprint in <a class=in href="#1990-02.02">Herbie #2 (A-plus February 1990)</a>


%title Herbie and the Spirits!
%pages 12
%type Story
%splash http://perlypalms.com/herbie/titles/17b.jpg
%theme Unknown
%synopsis 
Herbie is the new kid in school.  He proves his bravery by going to a
haunted house.  Supernatural beings (a witch, a ghost, a creep, and
Frankenstein) cause havoc, but prove to be no match for Herbie, his
lollipops, or his magic.  
%indexernotes 
Herbie looks and talks differently in this pre-Herbie series story. 
%reprint from
<a class=from href="#1961-03.94"
	>Forbidden Worlds #94 (March-April 1961)</a>, with commentary
%featureStory Herbie
%characters Herbie Popnecker; Mrs.Popnecker; Pincus Popnecker

%==========================================================================
%title Herbie
%publisher ACG
%type Cover
%gcd http://www.comics.org/details.lasso?id=20077
%todo http://www.comics.org/admin/system/modules/site.lasso?mode=index&type=indexing&IssueID=20077
%cover http://www.comics.org/graphics/covers/1638/400/1638_4_18.jpg
%pages 36
%ident Herbie 18
%holdings FN VG VG VG VG
%LDR FN ebay mikmakmok 11.50 2004-10-17
	FN- ebay fevrish $10 2004-10-10
%thumb http://perlypalms.com/comics/thumbnails/herbie18.jpg
%cbz http://perlypalms.com/comics/archives/herbie18.cbz
%pdf http://perlypalms.com/herbie/documents/1966-06-herbie-18.pdf
%small 1966-06-herbie-18.jpg
%large 18.jpg
%date 1966-06
%number 18
%series herbie
%images 18
%adverts 2
%document 1966-06-herbie-18.pdF
%issue Herbie No. 18 (June-July 1966)
%featureStory Herbie
%characters Herbie Popnecker (as Fat Fury)
%synopsis Fat Fury vs. Fat Fury robot on top of hot-air balloon // Kurt Schaffenberger (assumed)
%indexernotes 
%oddball http://www.comicbookresources.com/columns/oddball/index.cgi?date=2004-03-31
%catalog gcd


%title Calling All Cars! Bring In Fat Fury!
%todo http://www.comics.org/admin/system/modules/site.lasso?mode=index&type=indexing&IssueID=20077
%pages 13
%type Story
%splash http://perlypalms.com/herbie/titles/18a.jpg
%theme pops fat fury
%synopsis 
Question Mark uses machines for every type of crime,
but the Fat Fury foils his efforts.
After 10,416 curses, Question Mark uses
his Locate Things Machine to find the Fat Fury
and his Source of His Powers Machine to discover
that his Destroying All Lollipops machine will disable his adversary.
Then Question Mark unleashes a Fat Fury (Phony Phat Phury) robot that everyone mistakes
for our hero.
Without his lollipops, the Fat Fury is helpless,
but for the aid of a mouse he helped early in the story.
%indexernotes 
%credits
Story: That O'Shea Brat.
Art: Mrs. Whitney's Boy Ogden.
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; Mrs. Popneker;
Hubert Humphrey; Lyndon Johnson; Grandpa (Herbie's grandfather,
speaking to Herbie from a painting); Fat Fury
%extra
<br>Supporting Characters: Mr. and Mrs. Pincus Popnecker
<br>Other Characters: Lyndon Johnson (last appearance in issue #16), Hubert
Humphrey (last appearance in issue #15)
<br>Cameo appearance: Mr. Popnecker (Herbie's grandfather)
<br>Villains: The Question Mark and his gang (first and only appearance
for all), Robot Fat Fury (first appearance; destroyed in this story)
<br>Synopsis: The Fat Fury's reputation is tarnished by a robot double
of himself created by a criminal scientist who also has it in for lollipops.
%reprint in <a class=in href="#1998.1">Fat Fury Special #1 (Avalon Communications 1998)</a>


%title Clear the Road For Skinny!
%pages 13
%type Story
%splash http://perlypalms.com/herbie/titles/18b.jpg
%theme patriot dad
%synopsis 
Herbie's father feels like a failure because he can't get Herbie to lose
weight.  Herbie enlists the help of President Johnson and Vice President
Humphrey who call his father to Washington.  Herbie's father can't
understand why everyone seems to know Herbie: Governor Nelson
Rockefeller, President Charles de Gaulle, and Queen Elizabeth.  Johnson
appoints Herbie's dad Ambassador to Hongadingia, with his first big job
to end a war between the Hissians and the Pigturtles.  Herbie becomes
skinny after he is bit by a Hissian and his father becomes fat after he
is bit by a Pigturtle. 
%indexernotes 
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; Lyndon Johnson; Hubert Humphrey; Nelson Rockefeller; Charles de Gaulle; Queen Elizabeth II; Mrs. Popnecker
%credits Credits are read by snake:
Read this goofy story by Shane O'Shea...
and dig the crazy Ogden Whitney pictures!
%todo 18b1 dad dreams of althletic Herbie, with lollipop
%reprint in <a class=in href="#1991-04.04">Herbie #4 (A-plus April 1990)</a>

%==========================================================================
%title Herbie
%publisher ACG
%type Cover
%gcd http://www.comics.org/details.lasso?id=20219
%todo http://www.comics.org/admin/system/modules/site.lasso?mode=index&type=indexing&IssueID=20219
%cover http://www.comics.org/graphics/covers/1638/400/1638_4_19.jpg
%pages 36
%ident Herbie 19
%holdings FN VG VG VG VG GD FR
%LDR FN ebay comicsarchives $7 2005-07-29
	VG ebay mikmakmok 10.50 2004-10-17
	VG ebay batcavephil $45 for 4 2004-11-23 nick on cover not FN
%trail Iccomics $5
%thumb http://perlypalms.com/comics/thumbnails/herbie19.jpg
%cbz http://perlypalms.com/comics/archives/herbie19.cbz
%pdf http://perlypalms.com/herbie/documents/1966-08-herbie-19.pdf
%small 1966-08-herbie-19.jpg
%large 19.jpg
%date 1966-08
%number 19
%series herbie
%images 19
%adverts 7
%document 1966-08-herbie-19.pdf
%issue Herbie No. 19 (August 1966)
%featureStory Herbie
%characters Herbie Popnecker; Cleopatra
%synopsis Herbie, Cleopatra, and mummy // Kurt Schaffenberger (assumed)
%indexernotes 
%oddball http://www.comicbookresources.com/columns/oddball/index.cgi?date=2003-07-24
%catalog gcd


%title Race Through Space!
%pages 14
%type Story
%splash http://perlypalms.com/herbie/titles/19a.jpg
%theme space
%synopsis 
To win money to build a swimming pool, Herbie gets his father to enter a
space race.  When Herbie finds that his neighbor, Professor Flipdome is
away, he builds his own rocket and gets his animal friends to power it. 
Herbie races Black Bumby, who does his best to stop Herbie's rocket. 
%indexernotes 
%Credits
Story: The stupendous O'Shea /
Art: The miraculous Whitney
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker
%done jewish 19a11 walk-schmawk
%todo enumerated 19a4
%todo 19a07 comet
%reprint in <a class=in href="#1991-06.06">Herbie #6 (A-plus June 1991)</a>;
<a class=in href="#1999.1">Spaced Out Herbie (Avalon Communications 1999)</a>


%title Egyptian Conniption!
%pages 11
%type Story
%splash http://perlypalms.com/herbie/titles/19b.jpg
%theme dad time helper
%number 
%synopsis 
Herbie's dad loves Elizabeth Taylor as Cleopatra
and tells Herbie to get her.
Herbie hears wrong and goes back in time to get the real Cleopatra,
who falls in love with Dad.
%indexernotes 
Herbie sends Cleopatra back to her time by placing a lollipop-sucking dummy of her beloved
in the time-traveling grandfather clock.
Herbie never uses that clock again,
but does travel in time with another clock (#21) and with a super special time lollipop
that makes a propeller "sprong" out of his head (#23).
The story ends with Dad winking at Herbie,
which may be the most positive father-son gesture in the series.
%Credits
Story: Shane (Frankenstein) O'Shea /
Art: Ogden (Dracula) Whitney
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; Cleopatra; Mrs. Popnecker
%extra
<br>Supporting Characters: Mr. and Mrs. Pincus Popnecker
<br>Cameo appearance: Richard Burton, Elizabeth Taylor (in Cleopatra)
<br>Intro: Cleopatra, Mark Anthony (only appearance for both)
<br>Villains: Mummies (first and only appearance)
<br>Synopsis: When Pincus Popnecker falls in love with Elizabeth Taylor,
Herbie mistakenly goes back to ancient Egypt to fetch Cleopatra for him.
%todo interesting 19b3
%done 19b02 sleeping while eating
%done jewish lock stock and bagel 19b10
%todo animals atack

%==========================================================================
%title Herbie
%publisher ACG
%type Cover
%gcd http://www.comics.org/details.lasso?id=20297
%todo http://www.comics.org/admin/system/modules/site.lasso?mode=index&type=indexing&IssueID=20297
%cover http://www.comics.org/graphics/covers/1638/400/1638_4_20.jpg
%pages 36
%ident Herbie 20
%holdings VG VG VG
%trail NostalgiaZone.com, Lonestar mycomicshop.com $16.50
%thumb http://perlypalms.com/comics/thumbnails/herbie20.jpg
%cbz http://perlypalms.com/comics/archives/herbie20.cbz
%pdf http://perlypalms.com/herbie/documents/1966-09-herbie-20.pdf
%small 1966-09-herbie-20.jpg
%large 20.jpg
%date 1966-09
%number 20
%series herbie
%images 20
%adverts 4
%document 1966-09-herbie-20.pdf
%issue Herbie No. 20 (September 1966)
%featureStory Herbie
%characters Herbie Popnecker (as Fat Fury); Dracula
%synopsis Fat Fury flying into oven as Dracula holds door open // Kurt Schaffenberger (assumed)
%indexernotes 
%oddball http://www.comicbookresources.com/columns/oddball/index.cgi?date=2004-04-01
%catalog gcd


%title Pass a Piece of Pizza, Please!
%pages 14
%type Story
%splash http://perlypalms.com/herbie/titles/20a.jpg
%theme Unknown fat fury
%number 
%synopsis 
On a suggestion by Herbie,
the Grim Reaper sends Dracula down to Earth as a good will ambassador.
After striking out with full-blooded women and having blood drawn
instead of deposited at the blood bank,
Dracula finds that what he really wants is pizza
(although his staff prefer bagels).
Only the Fat Fury can stop them.
%done jewish bagels 20a07 20a12
%indexernotes 
%credits Story: Masterpiece by Shane O'Shea!
Art: Stroke of Genius by Ogden Whitney!
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; Grim Reaper; Dracula; Fat Fury
%extra
<br>Supporting Characters: Mr. and Mrs. Pincus Popnecker, a Grim Reaper
<br>Villains: Dracula (probable first and only appearance for this character),
a witch, and another Grim Reaper (first and only appearance for both)
<br>Synopsis: Dracula comes from the Unknown to Earth, develops a taste
for pizza, and runs into the Fat Fury.


%title Adventure at the Center of the Earth!
%pages 12
%type Story
%splash http://perlypalms.com/herbie/titles/20b.jpg
%theme flipdome
%credits 
Story: You were expecting Hemingway?
Art: Rembrandt it ain't!
%synopsis 
Herbie's teacher Dr. Plumduffle is in danger of being forced to retire because he can't handle Butch Nelson. Herbie goes with his neighbor, Professor Flipdome, to the center of the earth in the professor's Squirm-Worm. After some misdirections, including Hades, they make it to the center where they find that there is an exact fire-breathing duplicate for everyone on the surface. Herbie returns with Dr. Plumduffle's duplicate, who teaches Butch Nelson a lesson.
%indexernotes 
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; Mrs. Popnecker; Professor Flipdome; Satan
%reprint in <a class=in href="#1991-05.05">Herbie #5 (A-plus May 1991)</a>

%==========================================================================
%title Herbie
%publisher ACG
%type Cover
%gcd http://www.comics.org/details.lasso?id=20386
%todo http://www.comics.org/admin/system/modules/site.lasso?mode=index&type=indexing&IssueID=20386
%cover http://www.comics.org/graphics/covers/1638/400/1638_4_21.jpg
%pages 36
%ident Herbie 21
%holdings FN VG VG GD
%culled 
%LDR VF ebay comicsarchives $7 2005-07-29
	FN ebay rockwellna 2004-09-21 $15
	GD star collection spine roll, cover chips, loose staples
%thumb http://perlypalms.com/comics/thumbnails/herbie21.jpg
%cbz http://perlypalms.com/comics/archives/herbie21.cbz
%pdf http://perlypalms.com/herbie/documents/1966-10-herbie-21.pdf
%small 1966-10-herbie-21.jpg
%large 21.jpg
%date 1966-10
%number 21
%series herbie
%images 21
%adverts 4
%document 1966-10-herbie-21.pdf
%issue Herbie No. 21 (October-November 1966)
%featureStory Herbie
%characters Herbie Popnecker
%synopsis Alligator football player kicking football with Herbie inside // Ogden Whitney (signed)
%oddball http://www.comicbookresources.com/columns/oddball/index.cgi?date=2003-11-03
%catalog gcd


%title Yay, Team!
%pages 14
%type Story
%splash http://perlypalms.com/herbie/titles/21a.jpg
%theme college
%number 
%synopsis 
Herbie goes out for the Hassenpfeffer High football team,
because Dad has locked up his lollipops.
%indexernotes 
%credits
Story: Amazing O'Shea /
Art: Wonderful Whitney
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; Mrs. Popnecker
%extra
<br>Supporting Characters: Mr. and Mrs. Pincus Popnecker
<br>Intro: Coach Bumpo
<br>Villain: Murgatroyd Wumpus (first and only appearance)
<br>Synopsis: Even Herbie's presence on a football team doesn't guarantee
them a win against the crooked machinations of Murgatroyd Wumpus, but the
Plump Lump still has a plan.
%todo interesting 21a07

%title A Viking To Your Liking!
%pages 12
%type Story
%splash http://perlypalms.com/herbie/titles/21b.jpg
%theme dad helper time Unknown
%number 
%credits
Story: O'Shea /
Art: Whitney
%synopsis 
Herbie's dad opens a roadside museum, but it's haunted by a Viking,
Eric Shapiro.
Herbie goes back in time to
find out who made the Eric betray his shipmates.
Herbie bops the culprit with his lollipop.
%indexernotes 
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; Mrs. Popnecker;
Eric Shapiro; Mrs. Shapiro (a Herbie look-alike)
%extra
<br>Supporting Characters: Mr. and Mrs. Pincus Popnecker
<br>Intro: Eric Shapiro, Mrs. Shapiro, King Nincompoop of England (only
appearance for all)
<br>Synopsis: Herbie goes back in time to liberate a Viking ghost from
his curse.
%done shrug 21b01 21b12
%done jewish eric shapiro 21b04
%done bopping 21b10

%==========================================================================
%title Herbie
%publisher ACG
%type Cover
%gcd http://www.comics.org/details.lasso?id=20544
%todo http://www.comics.org/admin/system/modules/site.lasso?mode=index&type=indexing&IssueID=20544
%cover http://www.comics.org/graphics/covers/1638/400/1638_4_22.jpg
%pages 36
%ident Herbie 22
%holdings FN VG VG VG VG
%culled FR
%LDR fr Iccomics $5 part missing from back cover
	FN ebay batcavephil $45 for 4 2004-11-23
	VG VeeGee comics 2005-06-20 $9
%thumb http://perlypalms.com/comics/thumbnails/herbie22.jpg
%cbz http://perlypalms.com/comics/archives/herbie22.cbz
%pdf http://perlypalms.com/herbie/documents/1966-12-herbie-22.pdf
%small 1966-12-herbie-22.jpg
%large 22.jpg
%date 1966-12
%number 22
%series herbie
%images 22
%adverts 5
%document 1966-12-herbie-22.pdf
%issue Herbie No. 22 (December 1966 / January 1967)
%featureStory Herbie
%characters Herbie Popnecker (as Fat Fury); Magical Moe
%synopsis Fat Fury upsetting Magical Moe on flying bike // Kurt Schaffenberger (assumed)
%catalog gcd


%title Just Like Magic!
%pages 15
%type Story
%splash http://perlypalms.com/herbie/titles/22a.jpg
%theme pops fat fury
%number 
%credits
Story: O'Shea /
Art: Whitney
%synopsis 
Magical Moe has arrived by bicycle from space and is wreaking havoc.
When the Fat Fury tries to take him on, Magical Moe learns that
he can take away the special properties of lollipops
to disable the Fat Fury.
Herbie goes to the Unknown with help from his animal friends
and enrolls in the Academy of Magic and Hocus-Pocus.
Herbie receives only half a diploma and returns to Earth
where Fat Fury is half successful with his magic.
Unable to stop Magical Moe,
the plump lump drops in at a museum where he sees ancient lollipops,
including hard-to-get cinnamon,
a flavor so rare that Magical Moe had not removed its powers.
Revived (even fatter and more furious than ever),
the Fat Fury allega-poops it to Magical Moe.
%indexernotes 
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; Mrs. Popnecker; Fat Fury;
Grandpa; Professor Frankenstein
%extra
<br>Supporting Characters: Mr. and Mrs. Pincus Popnecker, Mr. Popnecker
(last appearance in issue #3; last appearance)
<br>Intro: Joe Jackson, Prof. Frankenstein (only appearance for both)
<br>Villains: Magical Moe, a gang of crooks, Bibbledorferians (first and
only appearance for all)
<br>Synopsis: When Magical Moe, a sorcerer from outer space, menaces Earth,
the Fat Fury goes to the Unknown for a quick crash course in magic.


%title Almost a King!
%pages 11
%type Story
%splash http://perlypalms.com/herbie/titles/22b.jpg
%theme patriot helper love
%number 
%synopsis 
Noodleman, Squarehead, and the Sheik invade a European country
and Herbie is sent to defend it.
After Herbie saves Ruritania,
its Queen tricks Herbie into signing a marriage contract.
Herbie tries everything to make himself unattractive,
but it is only a new suitor who lets Herbie off the hook.
%indexernotes 
%credits
Story: One-Horse O'Shea /
Art: Jitney McWhitney
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker;
Noodleman; Squarehead; Sheik;
President Lyndon Johnson; Vice-President Hubert Humphrey;
Ben Franklin; Queen Elizabeth II; Prince Philip; Charles de Gaulle
%extra
<br>Supporting Characters: Mr. and Mrs. Pincus Popnecker
<br>Intro: Queen of Ruritania (only appearance)
<br>Other Characters: Lyndon Johnson, Hubert Humphrey (as voices), Charles
De Gaulle (last appearance for all in issue #18; last appearance for all),
Queen Elizabeth (last appearance in issue #3; last appearance)
<br>Villains: Noodleman, the Square-Head, the Shiek (first and only appearance
for all)
<br>Synopsis: Herbie must save the Queen of Ruritania from a trio of villains.
%done jewish 22b10 herbie-schmerbie

%==========================================================================
%title Herbie
%publisher ACG
%type Cover
%gcd http://www.comics.org/details.lasso?id=20713
%todo http://www.comics.org/admin/system/modules/site.lasso?mode=index&type=indexing&IssueID=20713
%cover http://www.comics.org/graphics/covers/1638/400/1638_4_23.jpg
%pages 36
%ident Herbie 23
%holdings FN VG VG VG VG
%culled FR
%LDR FR reader bought from place in ontario
	FN ebay mikmakmok 11.50 2004-10-17
	FN ebay batcavephil $45 for 4 2004-11-23
	VG VeeGee comics 2005-06-20 $9
%thumb http://perlypalms.com/comics/thumbnails/herbie23.jpg
%cbz http://perlypalms.com/comics/archives/herbie23.cbz
%pdf http://perlypalms.com/herbie/documents/1967-02-herbie-23.pdf
%small 1967-02-herbie-23.jpg
%large 23.jpg
%date 1967-02
%number 23
%series herbie
%images 23
%adverts 2
%document 1967-02-herbie-23.pdf
%document 1967-02-herbie-23.cbz
%issue Herbie No. 23 (February 1967)
%featureStory Herbie
%characters Herbie Popnecker
%synopsis Herbie in boxing match with bear // Kurt Schaffenberger (assumed)
%indexernotes 
%oddball http://www.comicbookresources.com/columns/oddball/index.cgi?date=2003-07-22
%catalog gcd


%title Can You Bear It?
%pages 17
%type Story
%splash http://perlypalms.com/herbie/titles/23a.jpg
%theme lollipops time helper
%number 
%synopsis 
Herbie receives some odd lollipops and his father tries one,
only to be motivated to take away all Herbie's lollipops.
Herbie escapes with his lollipop cabinet
and hides in a bear cage at the zoo.
The next day, the bear's miserable
because bears are portrayed negatively.
Herbie uses magic to allega-poop himself into a story book,
but finds that bears deserve their image.
He goes back in time to set up some positive images.
%indexernotes 
Last Herbie story by Hughes and Whitney.
%credits 
Story: O'Shea? Oh, sure!
Art: Whitney? Every little bitney!
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; Goldilocks; David; Goliath
%extra
<br>Supporting Characters: Pincus Popnecker (next appears in FLAMING CARROT
#31), Mrs. Pincus Popnecker (next appears in HERBIE (3rd series) #1)
<br>Intro: A bear, Old Woman Who Lived In a Shoe, Jack, the Giant (in the
Beanstalk), Goldilocks, Three Bears, David (only appearance
for all)
<br>Villains: Goliath, St. George's dragon (only appearance
for all)
<br>Comment: Sometime after this story, Herbie teams up with the Flaming
Carrot to battle Mr. Chicken Pants in FLAMING CARROT #31.
<br>Synopsis: Herbie undertakes a mission through history to rehabilitate
the reputation of bears.
%todo 23a03 Dad does not notice powers 
%classic three stooges routines with bears

%title Herbie's Quiet Saturday Afternoon!
%pages 8
%type Story
%splash http://perlypalms.com/herbie/titles/23b.jpg
%number 
%synopsis 
Herbie's father thinks his son will never amount to anything or do
anything.  Herbie goes to the zoo where he takes on a tiger.  Then, he
saves Senator Stevens who is lost at sea.  Finally, he stops an alien
invasion.  
%indexernotes 
This story is the first appearance of Herbie and features his
peculiar way of flying and his ability to talk to animals and aliens. 
Herbie looks and talks differently in this pre-Herbie series story. 
%reprint from Herbie's first appearance in
<a class=from href="#1958-12.73">Forbidden Worlds #73 (December 1958)</a>, with commentary
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; Mrs. Popnecker
%credits No credits listed but frame is signed by Ogden Whitney.

%==========================================================================
%title Herbie
%publisher A-plus
%type Cover
%ident APL 01
%holdings FN FN
%pages 52
%small 
%large 1990-apl-01.jpg
%date 1990-01
%number 01
%series aplus
%gcd http://www.comics.org/details.lasso?id=49063
%todo http://www.comics.org/admin/system/modules/site.lasso?mode=index&type=indexing&IssueID=49063
%cover http://www.comics.org/graphics/covers/4307/400/4307_4_001.jpg
%thumb http://perlypalms.com/herbie/thumbnails/1990-apl-01.jpg
%images APL01
%adverts nonono
%document nonono
%issue Herbie No. 1 (A+ Series) (1990)
%featureStory Herbie
%characters Herbie Popnecker
%indexernotes 
Color cover art is signed Trina Robbins '90 for Ogden Whitney
(artist for original Herbie series) 
Consists of black+white reproductions of the original artwork
%synopsis Herbie walking on air, carrying Batman and Spiderman's costumes //Trina Robbins
%catalog gcd


%title Herbie and the Spirits!
%pages 12
%type Story
%synopsis 
Herbie is the new kid in school.  He proves his bravery by going to a
haunted house.  Supernatural beings (a witch, a ghost, a creep, and
Frankenstein) cause havoc, but prove to be no match for Herbie, his
lollipops, or his magic.
%indexernotes 
Herbie looks and talks differently in this pre-Herbie series story. 
%reprint from
<a class=from href="#1966-04.17">Herbie #17 (April-May 1966)</a>,
which was a reprint with commentary from 
<a class=from href="#1961-03.94">Forbidden Worlds #94 (March-April 1961)</a>.
%featureStory Herbie
%characters Herbie Popnecker; Mrs.Popnecker; Pincus Popnecker


%title Make Way for the Fat Fury!
%pages 15
%type Story
%synopsis 
The giant Mr.  Horrible is a one-man crime wave, leaving Senator
Goldwater and President Johnson at wits end.  To help out, Herbie
enrolls in a superhero school to become a licensed costume hero.  Herbie
did not graduate, and when his father threatened to become a costume
hero, Herbie created the Fat Fury.  Not a licensed, graduate hero, but
he'd do.  He wore red flannel underwear, a blue cape, a blue mask and a
plunger on his head.  The Fat Fury rescues the Statue of Liberty and
defeats Mr.  Horrible. 
%indexernotes 
Origin of the Fat Fury.
Story title matches the tagline at top of Herbie comic covers.
%reprint from 
<a class=from href="#1965-03.8">Herbie #8 (March 1965)</a>
%featureStory Herbie
%characters Herbie Popnecker; Fat Fury; Pincus Popnecker; Mrs. Popnecker

%title Christopher Columbus Popnecker!
%pages 10
%type Story
%synopsis 
Herbie goes back in time to get Christopher Columbus' autograph.  Herbie
learns that the world is not round, after all, but still helps Columbus
discover America. 
%indexernotes 
%reprint from
<a class=from href="#1965-08.11">Herbie #11 (August 1965)</a>
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; Christopher Columbus; Queen Isabella

%==========================================================================
%title Herbie
%publisher A-plus
%type Cover
%pages 52
%ident APL 02
%holdings FN FN
%small 
%large 1990-apl-02.jpg
%date 1990-02
%number 02
%series aplus
%gcd http://www.comics.org/details.lasso?id=49308
%cover http://www.comics.org/graphics/covers/4307/400/4307_4_002.jpg
%thumb http://perlypalms.com/herbie/thumbnails/1990-apl-02.jpg
%images APL02
%adverts nonono
%document nonono
%issue Herbie No. 2 (A+ Series) (1990)
%featureStory Herbie
%characters Herbie Popnecker
%indexernotes 
Consists of black+white reproductions of the original artwork
%synopsis 
Herbie, dressed as Uncle Sam, points at the reader with one hand and
holds a patriotic lollipop in the other. 
%catalog gcd


%title Herbie's Quiet Saturday Afternoon!
%pages 8
%type Story
%number 
%synopsis 
Herbie's father thinks his son will never amount to anything or do
anything.  Herbie goes to the zoo where he takes on a tiger.  Then, he
saves Senator Stevens who is lost at sea.  Finally, he stops an alien
invasion.  
%indexernotes 
This story is the first appearance of Herbie and features his
peculiar way of flying and his ability to talk to animals and aliens. 
Herbie looks and talks differently in this pre-Herbie series story. 
%reprint from an annotated reprint of Herbie's first appearance in
<a class=from href="#1958-12.73">Forbidden Worlds #73 (December 1958)</a>.
Annotated and first reprinted in
<a class=from href="#1967-02.23">Herbie #23 (February 1967)</a>,
the final issue from the original series. 
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; Mrs. Popnecker


%title Popnecker the Pilgrim!
%pages 13
%type Story
%synopsis 
Herbie's family owes money dating back to the Mayflower.  Herbie travels
back in time to set things straight. 
%indexernotes 
%reprint from 
<a class=from href="#1966-04.17">Herbie #17 (April-May 1966)</a>
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; Mrs. Popnecker

%title George Washington's Teeth!
%pages 9
%type Story
%synopsis 
Herbie goes back in time to settle a dispute about how the US Revolutionary War started.
%indexernotes 
%reprint from 
<a class=from href="#1965-03.8">Herbie #8 (March 1965)</a>
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; George Washington; Paul Revere

%title The Hard Day of Murgatroyd Minch!
%pages 2
%type Story
%synopsis 
A skinny fan wants to be just like Herbie.
%indexernotes 
%reprint from 
<a class=from href="#1965-10.13">Herbie #13 (October 1965)</a>
%featureStory Herbie
%characters Herbie Popnecker


%==========================================================================
%title Herbie
%publisher A-plus
%type Cover
%ident APL 03
%pages 52
%holdings FN FN
%small 
%large 1990-apl-03.jpg
%date 1990-03
%number 03
%series aplus
%gcd http://www.comics.org/details.lasso?id=49412
%cover http://www.comics.org/graphics/covers/4307/400/4307_4_003.jpg
%thumb http://perlypalms.com/herbie/thumbnails/1990-apl-03.jpg
%images APL03
%adverts nonono
%document nonono
%issue Herbie No. 3 (A+ Series) (1990)
%featureStory Herbie
%characters Herbie Popnecker
%indexernotes 
Consists of black+white reproductions of the original artwork
%synopsis Cover shows Herbie, dressed in pirate garb, holding a lollipop menacingly.
%catalog gcd

%title Pirate Gold!
%pages 13
%type Story
%synopsis 
Herbie's father wants to be president of the Men's Club, and
fund-raising looks like the way to get there.  Herbie helps him set up a
concession to sell fake pirate gold at the town charity fair, but needs
to go back in time to get real gold when the fake gold does not sell. 
%indexernotes 
%reprint from 
<a class=from href="#1965-10.13">Herbie #13 (October 1965)</a>
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; Mrs. Popnecker

%title Herbie Claus is Coming to Town!
%pages 12
%type Story
%synopsis 
Santa is in trouble, but Herbie comes to the rescue.  Santa is injured
and Herbie has to deliver all the presents,including a very special last
present. 
%indexernotes 
%reprint from 
<a class=from href="#1965-12.14">Herbie #14 (December 1965-January 1966)</a>
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; Mrs. Popnecker; Santa Claus; Cassius Clay; Elizabeth Taylor

%title [Yipe! There's Life on the Moon!]
%pages 12
%type Story
%synopsis 
%indexernotes 
%reprint from?
%featureStory Cookie
%characters 

%title Someone to Watch Over You!
%pages 8
%type Story
%synopsis 
%indexernotes 
%reprint from Forbidden Worlds (American Comics Group, 1951 series) #41 (February 1956)
%featureStory
%characters 

%==========================================================================
%title Herbie
%publisher A-plus
%type Cover
%ident APL 04
%holdings FN FN
%pages 52
%small 
%large 1991-apl-04.jpg
%date 1991-04
%number 04
%series aplus
%gcd http://www.comics.org/details.lasso?id=226253
%cover http://www.comics.org/graphics/covers/4307/400/4307_4_004.jpg
%thumb http://perlypalms.com/herbie/thumbnails/1991-apl-04.jpg
%images APL04
%adverts nonono
%document nonono
%issue Herbie No. 4 (A+ Series) (1991)
%featureStory Herbie
%characters Herbie Popnecker
%indexernotes 
Consists of black+white reproductions of the original artwork
%synopsis Fat Plains Drifter:
Cover shows Herbie, dressed as a high plains drifter, sucking on a lollipop. 
%catalog gcd


%title Big Fat Mess at the Okay Corral!
%pages 15
%type Story
%synopsis 
Herbie goes back in time to get the shotgun Doc Holliday used
in the Battle of the Okay Corral.
%indexernotes 
Traveling back in time, Herbie gets stuck around his house
and sees himself as a baby, being adored by his parents;
Herbie head looks the same, with bowl haircut, glasses, those eyes,
and he is sucking on a lollipop.
%featureStory Herbie
%characters Herbie Popnecker; Mrs. Popnecker; Pincus Popnecker; Marshal Wyatt Earp; Doc Holliday
%reprint from 
<a class=from href="#1964-09.4">Herbie #4 (September 1964)</a>


%title Clear the Road For Skinny
%pages 13
%type Story
%synopsis 
Herbie's father feels like a failure because he can't get Herbie to lose
weight.  Herbie enlists the help of President Johnson and Vice President
Humphrey who call his father to Washington.  Herbie's father can't
understand why everyone seems to know Herbie: Governor Nelson
Rockefeller, President Charles de Gaulle, and Queen Elizabeth.  Johnson
appoints Herbie's dad Ambassador to Hongadingia, with his first big job
to end a war between the Hissians and the Pigturtles.  Herbie becomes
skinny after he is bit by a Hissian and his father becomes fat after he
is bit by a Pigturtle. 
%indexernotes 
%reprint from 
<a class=from href="#1966-06.18">Herbie #18 (June 1965)</a>
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; Lyndon Johnson; Hubert Humphrey; Nelson Rockefeller; Charles de Gaulle; Queen Elizabeth II; Mrs. Popnecker

%==========================================================================
%title Herbie
%publisher A-plus
%type Cover
%ident APL 05
%pages 52
%holdings FN FN
%small 
%large Image00.jpg
%date 1991-05
%number 05
%series aplus
%gcd http://www.comics.org/details.lasso?id=226254
%cover http://www.comics.org/graphics/covers/4307/400/4307_4_005.jpg
%thumb http://perlypalms.com/herbie/thumbnails/1991-apl-05.jpg
%images APL05
%adverts nonono
%document 1991-05-herbie.pdf
%issue Herbie No. 5 (A+ Series) (1991)
%featureStory Herbie
%characters Herbie Popnecker
%indexernotes 
This issue features back+white reprints of Herbie stories with Herbie's neighbor,
Professor Flipdome. 
%synopsis 
Cover shows the Fat Fury, sitting on a pile of lollipops, shrugging characteristically.
// HBender 91. 
%catalog gcd


%title Professor Flipdome's Screwy Machine!
%pages 9
%type Story
%synopsis 
Herbie's neighbor, Professor Flipdome, transports Herbie and his father
to Miniturea, where everyone has a miniature twin, even Herbie.
%indexernotes 
%reprint from 
<a class=from href="#1964-09.4">Herbie #4 (September 1964)</a>
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; Mrs. Popnecker; Professor Flipdome
%extra

%title Lookit All the Herbies!
%pages 13
%type Story
%synopsis 
Herbie's neighbor, Professor Flipdome, creates the Automatic Imitator, which creates many duplicates of Herbie.
%indexernotes 
%reprint from 
<a class=from href="#1965-04.9">Herbie #9 (April-May 1965)</a>
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; Mrs. Popnecker; Professor Flipdome
%extra

%title Adventure at the Center of the Earth
%pages 12
%type Story
%synopsis 
Herbie's teacher Dr. Plumduffle is in danger of being forced to retire because he can't handle Butch Nelson. Herbie goes with his neighbor, Professor Flipdome, to the center of the earth in the professor's Squirm-Worm. After some misdirections, including Hades, they make it to the center where they find that there is an exact fire-breathing duplicate for everyone on the surface. Herbie returns with Dr. Plumduffle's duplicate, who teaches Butch Nelson a lesson.
%indexernotes 
%reprint from 
<a class=from href="#1966-09.20">Herbie #20 (September 1966)</a>
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; Mrs. Popnecker; Professor Flipdome

%==========================================================================
%title Herbie
%publisher A-plus
%type Cover
%ident APL 06
%holdings FN FN
%pages 52
%small 
%large 1991-apl-06.jpg
%date 1991-06
%number 06
%series aplus
%gcd http://www.comics.org/details.lasso?id=226255
%cover http://www.comics.org/graphics/covers/4307/400/4307_4_006.jpg
%thumb http://perlypalms.com/herbie/thumbnails/1991-apl-06.jpg
%images APL06
%adverts nonono
%document nonono
%issue Herbie No. 6 (A+ Series) (1991)
%featureStory Herbie
%characters Herbie Popnecker
%indexernotes 
This issue features two black+white reprints of Herbie in space.
Herbie, disguised as Star Trek's Mr. Spock,
using one hand to hold a lollipop and the other to give the Vulcan sign
for "Live Long and Prosper".
Difficult to read name in lower left of cover; may be "David & Dan Day." 
%synopsis Herbie as Mr. Spock from Start Trek
%catalog gcd


%title Race Through Space!
%pages 14
%type Story
%synopsis 
To win money to build a swimming pool, Herbie gets his father to enter a
space race.  When Herbie finds that his neighbor, Professor Flipdome is
away, he builds his own rocket and gets his animal friends to power it. 
Herbie races Black Bumby, who does his best to stop Herbie's rocket. 
%indexernotes 
%reprint from 
<a class=from href="#1966-08.19">Herbie #19 (August 1966)</a>
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker


%title Space-Age Herbie!
%pages 11
%type Story
%synopsis 
Herbie's father opens a balloon company,
but his balloons do not fly.
Herbie gets a job with Dr. Dimwit,
who has discovered Planet Percival,
where lollipops have uplifting powers. 
%indexernotes 
%reprint from 
<a class=from href="#1964-12.6">Herbie #6 (December 1964-January 1965)</a>
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; Mrs. Popnecker; Dr. Dimwit

%==========================================================================
%title Herbie
%publisher Dark Horse
%type Cover
%ident DH 01
%holdings FN FN
%pages 40
%gcd http://www.comics.org/details.lasso?id=71234
%cover http://www.comics.org/graphics/covers/4538/400/4538_4_001.jpg
%thumb http://perlypalms.com/herbie/images/DH01/Herbie01.jpg
%pdf http://perlypalms.com/herbie/documents/1992-01-herbie-01.pdf
%small 
%large Herbie01.jpg
%date 1992-01
%number 01
%series darkhorse
%images DH01
%adverts nonono
%document 1992-01-herbie-01.pdf
%document 1992-01-herbie-01.cbz
%issue Herbie No. 1 (Dark Horse Series) (October 1992)
%featureStory Herbie
%characters Herbie Popnecker
%indexernotes 
Consists of one new story by John Byrne and two reprints from the
original series, with new colors by James Brown.  Editor for this issue:
Mike Richardson.  Page count includes 36 pages plus Dr. Giggles center
poster.  Cover price $2.50 U.S., $3.00 Canadian
%synopsis Fat Fury sitting on Earth covered with lollipops in shape of USA //John Byrne
%catalog gcd


%title The Most Beautiful Mom in the World!
%pages 8
%type Story
%number 
%synopsis 
Mom takes on a career in television commercials and is sorely missed.
%indexernotes 
Colors different from original series.  Herbie wears purple pants.  Dad
calls Herbie "fat little nothing" instead of "little fat nothing". 
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; Mrs. Popnecker
%extra
<br>Artist: John Byrne
<br>Writer: John Byrne
<br>Supporting Characters: Pincus Popnecker (last appearance in FLAMING
CARROT #31; next appears in HERBIE (4th series) #1), Mrs. Pincus Popnecker
(last appearance in HERBIE #23; next appears in HERBIE (4th series) #1)
<br>Intro: Pierre Paulo Pastrami (only appearance)
<br>Comment: This issue is in the 3rd series, published by Dark Horse Comics.
<br>Synopsis: Mrs. Popnecker gets chosen by a producer to star in a series
of TV commercials, leaving Pincus and Herbie with the housework...and desperation.
%credits
Artist and writer: John Byrne

%title Make Way for the Fat Fury!
%pages 15
%type Story
%number 
%synopsis 
The giant Mr.  Horrible is a one-man crime wave, leaving Senator
Goldwater and President Johnson at wits end.  To help out, Herbie
enrolls in a superhero school to become a licensed costume hero.  Herbie
did not graduate, and when his father threatened to become a costume
hero, Herbie created the Fat Fury.  Not a licensed, graduate hero, but
he'd do.  He wore red flannel underwear, a blue cape, a blue mask and a
plunger on his head.  The Fat Fury rescues the Statue of Liberty and
defeats Mr.  Horrible. 
%indexernotes 
Origin of the Fat Fury.
Story title matches the tagline at top of Herbie comic covers.
%reprint from 
<a class=from href="#1965-03.8">Herbie #8 (March 1965)</a>
%featureStory Herbie
%characters Herbie Popnecker; Fat Fury; Pincus Popnecker; Mrs. Popnecker


%title Professor Flipdome's Screwy Machine!
%pages 9
%type Story
%synopsis 
Herbie's neighbor, Professor Flipdome, transports Herbie and his father
to Miniturea, where everyone has a miniature twin, even Herbie.
%indexernotes 
%reprint from 
<a class=from href="#1964-09.4">Herbie #4 (September 1964)</a>
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; Mrs. Popnecker; Professor Flipdome
%extra

%==========================================================================
%title Herbie
%publisher Dark Horse
%type Cover
%ident DH 02
%holdings FN FN
%gcd http://www.comics.org/details.lasso?id=71235
%cover http://www.comics.org/graphics/covers/4538/400/4538_4_002.jpg
%thumb http://perlypalms.com/herbie/thumbnails/1992-dh-02.jpg
%pages 36
%small 
%large DH02.jpg
%date 1992-02
%number 02
%series darkhorse
%images DH02
%adverts nonono
%document nonono
%document 1992-02-herbie-02.pdf
%issue Herbie No. 2 (Dark Horse Series) (1992)
%featureStory Herbie
%characters Herbie Popnecker
%indexernotes 
Consists of reprints of three stories from the original series, newly
colored by James Brown.  Editor for this issue: Mike Richardson. 
%synopsis Herbie dressed as a western sheriff // Jorge Pacheco
%catalog gcd


%title Big Fat Mess at the Okay Corral!
%pages 15
%type Story
%synopsis 
Herbie goes back in time to get the shotgun Doc Holliday used
in the Battle of the Okay Corral.
%indexernotes 
Traveling back in time, Herbie gets stuck around his house
and sees himself as a baby, being adored by his parents;
Herbie head looks the same, with bowl haircut, glasses, those eyes,
and he is sucking on a lollipop.
%featureStory Herbie
%characters Herbie Popnecker; Mrs. Popnecker; Pincus Popnecker; Marshal Wyatt Earp; Doc Holliday
%reprint from 
<a class=from href="#1964-09.4">Herbie #4 (September 1964)</a>


%title George Washington's Teeth!
%pages 9
%type Story
%synopsis 
Herbie goes back in time to settle a dispute about how the US Revolutionary War started.
%indexernotes 
%reprint from 
<a class=from href="#1965-03.8">Herbie #8 (March 1965)</a>
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; George Washington; Paul Revere


%title Ticklepuss Rides Again
%pages 9
%type Story
%synopsis 
Herbie has a nightmare of the return of Ticklepuss, his stone age female
double.  His dad buys a house next to an excavation that opens up an old
cave with a pterodactyl and a cave girl. 
%indexernotes 
Ticklepuss first appeared in "A Caveman Named Herbie" in Herbie #6 (January 1965) and is one of the only repeat characters besides Herbie's immediate family.
%reprint from 
<a class=from href="#1965-06.10">Herbie #10 (June 1965)</a>
%featureStory Herbie
%characters Herbie Herbie Popnecker; Pincus Popnecker; Mrs. Popnecker; Ticklepuss

%==========================================================================
%title Flaming Carrot
%publisher Dark Horse
%type Cover
%ident FC 31
%gcd http://www.comics.org/details.lasso?id=55786
%cover http://www.comics.org/graphics/covers/3740/400/3740_4_31.jpg
%thumb http://perlypalms.com/herbie/thumbnails/1994-10-fc-31.jpg
%pdf http://perlypalms.com/herbie/documents/1994-10-fc-31.pdf
%holdings FN
%pages 36
%LDR FN ebay masterneutron 2004-09-21 $16 signed by Bob Burden sent to Virginia
%small 
%large FC31.jpg
%date 1994-10
%number 31
%series carrot
%images FC31
%adverts nonono
%document 1994-10-fc-31.pdf
%document 1994-10-fc-31.cbz
%issue Flaming Carrot No. 31 (Dark Horse Comics) (1994)
%featureStory Herbie
%characters Herbie Popnecker
%synopsis Herbie walking on air behind Flaming Carrot
%catalog gcd

%title Alas Poor Carrot!
%pages 10
%type Story
%number 
%synopsis 
Herbie's teacher is fired for teaching literary heresy.
Herbie needs to go back in time to show that Shakespeare did not write his plays
and sonnets, but his grandfather clock is not working.
Flaming Carrot has one, though, as does one person on the West Coast.
Herbie and the Flaming Carrot Team up to battle Mr. Chicken Pants.
%indexernotes 
First part of two-part story.
%featureStory Flaming Carrot
%characters Herbie Popnecker; Flaming Carrot; Mr. Chicken Pants; Pincus Popnecker; Father Time; Professor Dogwood
%credits Art/Story: Bob Burden /
Letters: Shannon T. Stewart /
Assistants: Gabrielle Green; John Eaton

%title The Boobs of Avon
%pages 11
%type Story
%number 
%synopsis 
Herbie and the Flaming Carrot go back in time
to find out who wrote Shakespeare's plays and sonnets.
Shakespeare turns out to be an aerobics instructor who goes by the name "Billy Bob" and
who has come up with the ideas for Mr. Ed, Gilligan's Island, and Batman.
Someone must have helped him write his masterpieces.
%indexernotes 
Second part of a two-part story.
%featureStory Flaming Carrot
%characters Herbie Popnecker; Flaming Carrot; Shakespeare; Buddy Hackett; Professor Dogwood
%credits Art/Story: Bob Burden /
Letters: Shannon T. Stewart /
Assistants: Gabrielle Green; John Eaton

%==========================================================================
%title Return of Herbie
%publisher Avalon Comunications
%price US$2.50
%pages 36
%type Cover
%ident ACG 01
%holdings VF
%thumb http://perlypalms.com/herbie/thumbnails/1996-acg-01.jpg
%pdf http://perlypalms.com/herbie/documents/1996-acg-01.pdf
%gcd http://www.comics.org/details.lasso?id=251471
%todo http://www.comics.org/admin/system/modules/site.lasso?mode=index&type=indexing&IssueID=251471
%cover http://www.comics.org/graphics/covers/14572/400/14572_4_001.jpg
%small 
%large RetOfHerbie1.jpg
%date 1996
%number 1
%series acg
%images ACG01
%adverts nonono
%document 1996-acg-01.pdf
%document 1996-acg-01.cbz
%issue Herbie (4th series) No. 1 (1996)
%synopsis Herbie vs. hockey players.
Herbie wears #99, the number worn by Wayne Gretsky
on a jersey with a chess night and a Canadian maple leaf.
The hockey equipment shows several major manufacturers' names:
Sher-wood, Easton, Christian, Cooper.
%featureStory Herbie
%characters Herbie Popnecker
%indexernotes Before publication, this issue was sold as "Herbie Rides Again".
Cover notes: First Issue!
Editor: Rob Brown.
%catalog gcd


%title Pass the Puck, Herbie
%pages 12
%type Story
%number 
%synopsis 
%indexernotes 
In a letter from the editor, Rob Brown,
this story is described as being done by Roger Broughton and Dan and David Day
several years earlier for the unpublished Herbie #3 from Dark Horse.
In this story, Herbie's dad drives a Volkswagen Beetle,
a possible reference to Disney's Herbie, the Love Bug.
Herbie does not abbreviate his speech in this story, shows fear,
and is called "fat little nothing" by his father instead of "little fat nothing".
Herbie talks to a mouse in this story, but when he skates,
he skates on ice instead of on air as in #14's "Herbie Claus is Coming to Town!"
%featureStory Herbie
%characters Herbie Popnecker, Pincus Popnecker; Mrs. Popnecker
%credits Story: Roger Broughton /
Art: Dan Day
%extra
<br>Writer: Roger Broughton
<br>Artist: Dan Day
<br>Supporting Characters: Mr. and Mrs. Pincus Popnecker (last appearance
for both in HERBIE (3rd series) #1; last appearance for both)
<br>Intro: Bud Berry, Miniville Mice (including Tommy; only appearance
for all)
<br>Villains: The Garrison Gorillas (including Crusher Zamboni and Brickhead;
first and only appearance for all)
<br>Comment: This issue is published by America's Comics Group,
not the same ACG that published the original Herbie comics.
<br>Synopsis: Pincus Popnecker is bound and determined to make Herbie into
a hockey star in the worst way, and that's exactly what he does.

%type Story
%title Watch Your Step, Fella!
%indexerNotes Fat character in story walks on air like Herbie.
%pages 8
%reprint from Adventures into the Unknown #149 (June-July 1964),
originally appeared in Forbidden Worlds #51 as "Take it Easy"
(signed by Ogden Whitney)

%title 1,000 Years Ago... In 1962!
%pages 14
%type Story
%number 
%synopsis 
%indexernotes 
This is a science fiction story in which Herbie makes a brief
appearance as a boy scout. He is not in character and has no special powers.
The story is credited to Shane O'Shea (Richard E. Hughes)
and art to Ogden Whitney,
both of whom are pictured by their names
on the splash page.
%reprint from 
<a class=from href="#1961-12.20">Unknown Worlds #20 (December 1961)</a>
%featureStory Herbie
%characters Herbie Popnecker

%==========================================================================
%title Fat Fury Special
%cover http://www.comics.org/graphics/covers/6099/400/6099_4_1.jpg
%thumb http://perlypalms.com/herbie/thumbnails/1998-fat-fury-1.jpg
%publisher Avalon Comunications
%publishinfo 2800 Halpern
St. Laurent, QC H4S 1R2
fax: 514-938-8058 (not st. laurent)
%gcd http://www.comics.org/details.lasso?id=43866
%type Cover
%pages 36
%price US$2.95
%ident ACG 04
%holdings NM
%small 
%large nono
%date 1998
%number 1
%series acg
%images ACG04
%adverts nonono
%document nonono
%issue Fat Fury Special #1
%synopsis Herbie as Fat Fury
%indexernotes Consists of black+white reproductions of the original artwork
%featureStory Herbie
%characters Herbie Popnecker
%catalog gcd

%title Calling All Cars! Bring In Fat Fury!
%pages 13
%type Story
%synopsis 
Question Mark uses machines for every type of crime,
but the Fat Fury foils his efforts.
After 10,416 curses, Question Mark uses
his Locate Things Machine to find the Fat Fury
and his Source of His Powers Machine to discover
that his Destroying All Lollipops machine will disable his adversary.
Then Question Mark unleashes a Fat Fury (Phony Phat Phury) robot that everyone mistakes
for our hero.
Without his lollipops, the Fat Fury is helpless,
but for the aid of a mouse he helped early in the story.
%indexernotes 
%credits
Story: That O'Shea Brat.
Art: Mrs. Whitney's Boy Ogden.
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; Mrs. Popneker;
Hubert Humphrey; Lyndon Johnson; Grandpa (Herbie's grandfather,
speaking to Herbie from a painting)
%reprint from 
<a class=from href="#1966-06.18">Herbie #18 (June 1966)</a>

%title The Hard Day of Murgatroyd Minch!
%pages 2
%type Story
%synopsis 
A skinny fan wants to be just like Herbie.
%indexernotes 
%reprint from 
<a class=from href="#1965-10.13">Herbie #13 (October 1965)</a>
%featureStory Herbie
%characters Herbie Popnecker

%title Make Way for the Fat Fury!
%pages 15
%type Story
%number 
%synopsis 
The giant Mr.  Horrible is a one-man crime wave, leaving Senator
Goldwater and President Johnson at wits end.  To help out, Herbie
enrolls in a superhero school to become a licensed costume hero.  Herbie
did not graduate, and when his father threatened to become a costume
hero, Herbie created the Fat Fury.  Not a licensed, graduate hero, but
he'd do.  He wore red flannel underwear, a blue cape, a blue mask and a
plunger on his head.  The Fat Fury rescues the Statue of Liberty and
defeats Mr.  Horrible. 
%indexernotes 
Origin of the Fat Fury.
Story title matches the tagline at top of Herbie comic covers.
%reprint from 
<a class=from href="#1965-03.8">Herbie #8 (March 1965)</a>
%featureStory Herbie
%characters Herbie Popnecker; Fat Fury; Pincus Popnecker; Mrs. Popnecker


%==========================================================================
%title Time Traveler Herbie
%gcd http://www.comics.org/details.lasso?id=62358
%cover http://www.comics.org/graphics/covers/6102/400/6102_4_1.jpg
%thumb http://perlypalms.com/herbie/thumbnails/1998-acg-02.jpg
%publisher Avalon Comunications
%type Cover
%ident ACG 02
%holdings NM
%pages 36
%featureStory Herbie
%small 
%large 1998-acg-02.jpg
%date 1998-12
%number 1
%series acg
%images ACG02
%adverts nonono
%document nonono
%issue Time Traveler Herbie No. 1 (1999)
%comment Consists of black+white reproductions of the original artwork
%synopsis Herbie as Pirate in Time-Traveling Grandfather Clock // Dan Day '92
%catalog gcd


%title Herbie Goes Nap-Happy!
%pages 9
%type Story
%number 
%synopsis 
Herbie, a mortal, is not supposed to be getting magical lollipops from the Unknown.
To get rid of him,
Herbie is slipped a time lollipop that does not require a grandfather clock,
but unknown to him, it's a one-way time lollipop.
When Herbie goes back in time to Napoleon,
it takes some ingenuity and patience to get back.
%indexernotes 
%reprint from 
<a class=from href="#1966-02.15">Herbie #15 (February 1966)</a>
%featureStory Herbie
%characters Herbie Popnecker; Professor Flipdome; Pincus Popnecker; Mrs. Popnecker;
Josephine, Napoleon Bonaparte


%title Christopher Columbus Popnecker!
%pages 10
%type Story
%synopsis 
Herbie goes back in time to get Christopher Columbus' autograph.  Herbie
learns that the world is not round, after all, but still helps Columbus
discover America. 
%indexernotes 
%reprint from 
<a class=from href="#1965-08.11">Herbie #11 (August 1965)</a>
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; Christopher Columbus; Queen Isabella


%title Pirate Gold!
%pages 13
%type Story
%synopsis 
Herbie's father wants to be president of the Men's Club, and
fund-raising looks like the way to get there.  Herbie helps him set up a
concession to sell fake pirate gold at the town charity fair, but needs
to go back in time to get real gold when the fake gold does not sell. 
%indexernotes 
%reprint from 
<a class=from href="#1965-10.13">Herbie #13 (October 1965)</a>
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; Mrs. Popnecker

%==========================================================================
%title Spaced Out Herbie
%thumb http://perlypalms.com/herbie/thumbnails/1999-acg-03.jpg
%gcd http://www.comics.org/details.lasso?id=251472
%cover http://www.comics.org/graphics/covers/14573/400/14573_4_001.jpg
%publisher Avalon Comunications
%publishinfo 2800 Halpern
St. Laurent, QC H4S 1R2
fax: 514-938-8058 (not st. laurent)
%type Cover
%price US$2.95
%pages 36
%ident ACG 03
%holdings NM
%small 
%large 1999-acg-03.jpg
%date 1999
%number 1
%series acg
%images ACG03
%adverts nonono
%document nonono
%issue Spaced Out Herbie No. 1 (1999)
%synopsis Herbie as Mr. Spock from Star Trek // Dan Day
%indexernotes Consists of black+white reproductions of the original artwork
%featureStory Herbie
%characters Herbie Popnecker
%catalog gcd

%title Space-Age Herbie!
%pages 11
%type Story
%synopsis 
Herbie's father opens a balloon company,
but his balloons do not fly.
Herbie gets a job with Dr. Dimwit,
who has discovered Planet Percival,
where lollipops have uplifting powers. 
%indexernotes 
%reprint from 
<a class=from href="#1964-12.6">Herbie #6 (December 1964-January 1965)</a>
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker; Mrs. Popnecker; Dr. Dimwit

%title Race Through Space!
%pages 14
%type Story
%number 
%synopsis 
To win money to build a swimming pool, Herbie gets his father to enter a
space race.  When Herbie finds that his neighbor, Professor Flipdome is
away, he builds his own rocket and gets his animal friends to power it. 
Herbie races Black Bumby, who does his best to stop Herbie's rocket. 
%indexernotes 
%reprint from 
<a class=from href="#1966-08.19">Herbie #19 (August 1966)</a>
%featureStory Herbie
%characters Herbie Popnecker; Pincus Popnecker

fpack:!@#$%^&*(): gcd.ksh
sssearch type=cover gcd-* | sssearch -r catalog=gcd |
	sssearch -r publish=classics
fpack:!@#$%^&*(): gcd-rahf.db
%==========================================================================
%title Rocky and His Friends
%number 1128
%publisher Dell
%type Cover
%price 0.10
%gcd http://www.comics.org/details.lasso?id=201779
%cover http://www.comics.org/graphics/covers/279/400/279_4_01128.jpg
%done fixed indexing http://www.comics.org/admin/system/modules/site.lasso?mode=index&type=indexing&IssueID=201779
%done fix cover http://www.comics.org/coversubmit/index.lasso?issueid=201779
%pages 36
%thumb http://perlypalms.com/comics/thumbnails/1960-dell-rahf-1128.jpg
%cbz http://perlypalms.com/comics/archives/1960-dell-rahf-1128.cbz
%date 1960-08
%job 
%featureStory Rocky and His Friends
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha; Peabody; Sherman
%synopsis 
Rocky and his friends in a marching band.
%indexernotes First Rocky and His Friends in the Dell Four Color series.
%catalog gcd
%reprint in <a class=in href="gcd.cgi?bw#1972-04.3">Bullwinkle #3 (Gold Key April 1972)</a>

%title Magnetic Moose
%job 1128-608
%pages 8
%type Story
%synopsis 
Bullwinkle is wanted on the moon.
%featureStory Rocky and His Friends
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha; Gidney; Cloyd
%reprint in <a class=in href="gcd.cgi?bw#1972-04.3">Bullwinkle #3 (Gold Key April 1972)</a>;
<a class=in href="gcd.cgi?bw#1979-04.20">Bullwinkle #20 (Gold Key April 1979)</a>

%title The Youngest Outlaw
%pages 5
%type Story
%synopsis 
Billy the Kid
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman; Billy the Kid
%reprint in <a class=in href="gcd.cgi?bw#1972-04.3">Bullwinkle #3 (Gold Key April 1972)</a>

%title [Oddities]
%pages 1
%type Text-Article
%synopsis Interesting facts.
%featureStory Frivolous Facts
%characters 

%title Cinderella
%pages 4
%type Story
%synopsis 
%featureStory Fractured Fairy Tales
%genre satire
%characters Cinderella; Fairy Godmother; Stepsisters
%reprint in <a class=in href="gcd.cgi?bw#1972-04.3">Bullwinkle #3 (Gold Key April 1972)</a>

%title Petty Piracy
%pages 6
%type Story
%synopsis 
Captain Kidd
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman; Captain Kidd
%indexerNotes Includes reference to "WAY-BACK MACHINE"
%reprint in <a class=in href="gcd.cgi?bw#1972-10.5">Bullwinkle #5 (Gold Key October 1972)</a>;
<a class=in href="gcd.cgi?bw#1977-03.15">Bullwinkle #15 (Gold Key March 1977)</a>;
<a class=in href="gcd.cgi?bw#1979-04.20">Bullwinkle #20 (Gold Key April 1979)</a>


%title The Mooseterious Journey
%pages 8
%type Story
%synopsis 
"Moon men, Cloyd and Gidney, have returned to Earth
more determined than ever to carry Bullwinkle back to the Moon and
his adoring fans, the moongirls..."
%featureStory Rocky and His Friends
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha; Gidney; Cloyd
%reprint in <a class=in href="gcd.cgi?bw#1972-04.3">Bullwinkle #3 (Gold Key April 1972)</a>;
<a class=in href="gcd.cgi?bw#1979-04.20">Bullwinkle #20 (Gold Key April 1979)</a>

%title Crossed Wires
%pages 1
%type Story
%synopsis
Alexander Graham Bell, inventor of the telephone
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman; Alexander Graham Bell
%reprint in <a class=in href="gcd.cgi?bw#1972-10.5">Bullwinkle #5 (Gold Key October 1972)</a>

%title The Jaywalker
%pages 1
%type Story
%synopsis 
%featureStory Rocky and His Friends
%genre funny animal
%characters Bullwinkle; Rocky
%reprint in <a class=in href="gcd.cgi?bw#1972-10.5">Bullwinkle #5 (Gold Key October 1972)</a>

%==========================================================================
%title Rocky and His Friends
%number 1152
%publisher Dell
%type Cover
%price 0.10
%gcd http://www.comics.org/details.lasso?id=201830
%cover http://www.comics.org/graphics/covers/279/400/279_4_01152.jpg
%pages 36
%thumb http://perlypalms.com/comics/thumbnails/1960-dell-rahf-1152.jpg
%cbz http://perlypalms.com/comics/archives/1960-dell-rahf-1152.cbz
%date 1960-12/1961-02
%job 1152-6011
%featureStory Rocky and His Friends
%genre funny animal
%characters Rocky; Bullwinkle; Sherman
%synopsis 
Sherman sits at a table while Rocky hangs a jacket on Bullwinkle's antlers,
which are being used as a coat/hat rack.
%indexernotes Part of the Dell Four Color series.
%catalog gcd
%reprint in <a class=in href="gcd.cgi?bw#1972-07.4">Bullwinkle #4 (Gold Key July 1972)</a>

%title Moosic Lovers
%pages 8
%type Story
%synopsis 
%featureStory Rocky and His Friends
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha
%reprint in <a class=in href="gcd.cgi?bw#1972-07.4">Bullwinkle #4 (Gold Key July 1972)</a>;
<a class=in href="gcd.cgi?bw#1977-03.15">Bullwinkle #15 (Gold Key March 1977)</a>;
<a class=in href="gcd.cgi?bw#1979-06.21">Bullwinkle and Rocky #21 (Gold Key June 1979)</a>

%title Fulton's Folly
%pages 6
%type Story
%synopsis Robert Fulton, credited with inventing the steamboat
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman; Robert Fulton
%reprint in <a class=in href="gcd.cgi?bw#1979-06.21">Bullwinkle and Rocky #21 (Gold Key June 1979)</a>

%title Jack and His Bean Brain
%pages 4
%type Story
%synopsis 
Variation of "Jack and the Beanstalk"
%featureStory Fractured Fairy Tales
%genre satire
%characters 
%reprint in <a class=in href="gcd.cgi?bw#1972-07.4">Bullwinkle #4 (Gold Key July 1972)</a>

%title When in Rome
%pages 5
%type Story
%synopsis 
Julius Caesar
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman; Julius Caesar
%reprint in <a class=in href="gcd.cgi?bw#1972-07.4">Bullwinkle #4 (Gold Key July 1972)</a>

%title [Oddities]
%pages 1
%type Text-Article
%synopsis Interesting facts.
%featureStory Frivolous Facts
%characters 
%first It takes a crew of thirty men to paint the Golden Gate Bridge. ...

%title The Cane Caper
%pages 8
%type Story
%synopsis 
%featureStory Rocky and His Friends
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha
%reprint in <a class=in href="gcd.cgi?bw#1972-07.4">Bullwinkle #4 (Gold Key July 1972)</a>;
<a class=in href="gcd.cgi?bw#1979-06.21">Bullwinkle and Rocky #21 (Gold Key June 1979)</a>

%title Bad Timing
%pages 1
%type Story
%synopsis 
Ben Franklin
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman; Ben Franklin
%indexerNotes B&W

%title Short Safari
%pages 1
%type Story
%synopsis 
%featureStory Rocky and His Friends
%genre funny animal
%characters Bullwinkle; Rocky; Boris


%==========================================================================
%title Rocky and His Friends
%number 1166
%publisher Dell
%type Cover
%price 0.15
%gcd http://www.comics.org/details.lasso?id=201837
%cover http://www.comics.org/graphics/covers/279/400/279_4_01166.jpg
%done fix cover http://www.comics.org/coversubmit/index.lasso?issueid=201837
%pages 36
%thumb http://perlypalms.com/comics/thumbnails/1961-dell-rahf-1166.jpg
%cbz http://perlypalms.com/comics/archives/1961-dell-rahf-1166.cbz
%date 1961-03/05
%job 
%featureStory Rocky and His Friends
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Peabody
%synopsis 
Rocky and his friends ride a carousel: Peabody and Boris ride horses,
but Rocky is flying, holding on to Bullwinkle's antlers.
%indexernotes Part of the Dell Four Color series.
%catalog gcd

%title Short Wave Moose
%pages 8
%type Story
%synopsis 
%featureStory Rocky and His Friends
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha

%title Laugh, Clown, Laugh
%pages 5
%type Story
%synopsis 
Henry the Eighth
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman; King Henry the Eighth

%title [Oddities]
%pages 1
%type Text-Article
%synopsis Interesting facts.
%featureStory Frivolous Facts
%characters 
%note They've finally invented a better mousetrap. ...

%title The Ugly Duckling
%pages 4
%type Story
%synopsis 
%featureStory Fractured Fairy Tales
%genre satire
%characters 

%title Them Thar Hills
%pages 6
%type Story
%synopsis 
Hatfields vs. McCoys
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman

%title Incredible Shrinking Moose
%pages 8
%type Story
%synopsis 
%featureStory Rocky and His Friends
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha

%title George Did It
%pages 1
%type Story
%synopsis 
George Washington
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman; George Washington
%indexerNotes B&W

%title Happy Medium
%pages 1
%type Story
%synopsis 
%featureStory Rocky and His Friends
%genre funny animal
%characters Bullwinkle; Rocky

%==========================================================================
%title Rocky and His Friends
%number 1208
%publisher Dell
%type Cover
%price 0.15
%gcd http://www.comics.org/details.lasso?id=201861
%done fix cover http://www.comics.org/coversubmit/index.lasso?issueid=201861
%cover http://www.comics.org/graphics/covers/279/400/279_4_01208.jpg
%pages 36
%thumb http://perlypalms.com/comics/thumbnails/1961-dell-rahf-1208.jpg
%cbz http://perlypalms.com/comics/archives/1961-dell-rahf-1208.cbz
%date 1961-09/11
%job 
%featureStory Rocky and His Friends
%genre funny animal
%characters Bullwinkle; Rocky; Natasha
%synopsis 
Rocky carries one present, but Bullwinkle carries many, in his antlers,
as Natasha looks on.
%indexernotes 
%indexernotes Part of the Dell Four Color series.
Possibly two versions published: one with ad on back cover; one with story.
%catalog gcd
%reprint in <a class=in href="gcd.cgi?bw#1979-12.24">Bullwinkle and Rocky #24 (Gold Key December 1979)</a>

%title Moose Goes West
%pages 9
%type Story
%synopsis 
%featureStory Rocky and His Friends
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha
%reprint in <a class=in href="gcd.cgi?bw#1979-12.24">Bullwinkle and Rocky #24 (Gold Key December 1979)</a>

%title Sword and the Rock
%pages 5
%type Story
%synopsis 
Camelot
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman; Merlin; King Arthur

%title [Oddities]
%pages 1
%type Text-Article
%synopsis Interesting facts.
%featureStory Frivolous Facts
%characters 
%start Down in Alabama one man finally figured out how to keep his lawn neat...

%title The Soda Baron
%pages 2
%type Story
%synopsis 
%featureStory Boris and Natasha
%genre sitcom
%characters Boris; Natasha
%reprint in <a class=in href="gcd.cgi?bw#1979-12.24">Bullwinkle and Rocky #24 (Gold Key December 1979)</a>

%title Prince of Frogs
%pages 4
%type Story
%synopsis 
%featureStory Fractured Fairy Tales
%genre satire
%characters 

%title Knock, Knock
%pages 3
%type Story
%synopsis 
Beethoven
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman; Beethoven
%reprint in <a class=in href="gcd.cgi?bw#1979-12.24">Bullwinkle and Rocky #24 (Gold Key December 1979)</a>

%title Million-Dollar Moose
%pages 8
%type Story
%synopsis 
%featureStory Rocky and His Friends
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha
%reprint in <a class=in href="gcd.cgi?bw#1979-12.24">Bullwinkle and Rocky #24 (Gold Key December 1979)</a>

%title Mistaken Identity
%pages 1
%type Story
%synopsis 
Cave man
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman
%indexerNotes B&W

%title Ankles Away
%pages 1
%type Story
%synopsis 
%featureStory Rocky and His Friends
%genre funny animal
%characters Bullwinkle; Rocky
%indexerNotes Some editions may have shown this page, others,
an ad for 204 Revolutionary War soldiers.

%==========================================================================
%title Rocky and His Friends
%number 1275
%publisher Dell
%type Cover
%price 0.15
%gcd http://www.comics.org/details.lasso?id=16680
%cover http://www.comics.org/graphics/covers/279/400/279_4_01275.jpg
%pages 36
%thumb http://perlypalms.com/comics/thumbnails/1961-dell-rahf-1275.jpg
%cbz http://perlypalms.com/comics/archives/1961-dell-rahf-1275.cbz
%date 1961-12/1962-02
%job 1275-6112
%featureStory Rocky and His Friends
%genre funny animal
%characters Bullwinkle; Rocky
%synopsis 
Rocky flies and takes Bullwinkle's picture holding a flag (Rocky Bullwinkle Moon Expedition)
on the moon.
%indexernotes Part of the Dell Four Color series.
%catalog gcd

%title Underwater Moose
%pages 8
%type Story
%synopsis 
%featureStory Rocky and His Friends
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha
%reprint in <a class=in href="gcd.cgi?bw#1972-10.5">Bullwinkle #5 (Gold Key October 1972)</a>

%title Busy Signal
%pages 6
%type Story
%synopsis 
Sam Morse, inventor of the telegraph
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman; Sam Morse

%title [Oddities]
%pages 1
%type Text-Article
%synopsis Interesting facts.
%featureStory Frivolous Facts
%characters 
%start When two English circus acrobats got married, ...

%title The Interview
%pages 2
%type Story
%synopsis 
%featureStory Boris and Natasha
%genre sitcom
%characters Boris; Natasha

%title Gingerbread Kid
%pages 4
%type Story
%synopsis 
%featureStory Fractured Fairy Tales
%genre satire
%characters 

%title Tea Men
%pages 3
%type Story
%synopsis 
Boston Tea Party
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman

%title Noose for a Moose
%pages 8
%type Story
%synopsis 
%featureStory Rocky and His Friends
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha; Fearless Leader
%reprint in <a class=in href="gcd.cgi?bw#1972-10.5">Bullwinkle #5 (Gold Key October 1972)</a>

%title Food for Thought
%pages 1
%type Story
%synopsis 
Spaghetti
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman; Marco Polo
%indexerNotes B&W

%title Out on a Limb
%pages 1
%type Story
%synopsis 
%featureStory Rocky and His Friends
%genre funny animal
%characters Bullwinkle; Rocky

%==========================================================================
%title Rocky and His Friends
%number 1311
%publisher Dell
%type Cover
%price 0.15
%gcd http://www.comics.org/details.lasso?id=202048
%cover http://www.comics.org/graphics/covers/279/400/279_4_01311.jpg
%pages 32
%thumb http://perlypalms.com/comics/thumbnails/1962-dell-rahf-1311.jpg
%cbz http://perlypalms.com/comics/archives/1962-dell-rahf-1311.cbz
%date 1962-03/07
%job 
%featureStory Rocky and His Friends
%genre funny animal
%characters Rocky; Bullwinkle; Peabody
%synopsis 
Rocky and Peabody sit on swings hanging from Bullwinkle's antlers.
%indexernotes Last Rocky and His Friends in the Dell Four Color series.
%catalog gcd
%reprint in <a class=in href="gcd.cgi?bw#1972-10.5">Bullwinkle #5 (Gold Key October 1972)</a>

%title Muscle Bound Moose
%pages 8
%type Story
%synopsis 
%featureStory Rocky and His Friends
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha; Ivan Hoodnik; Fearless Leader (over radio)
%reprint in <a class=in href="gcd.cgi?bw#1973-04.7">Bullwinkle #7 (Gold Key April 1973)</a>;
<a class=in href="gcd.cgi?bw#1979-10.23">Bullwinkle and Rocky #23 (Gold Key October 1979)</a>

%title Cotton Pickin' Inventor
%pages 6
%type Story
%synopsis 
Eli Whitney, inventor of the cotton gin
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman; Eli Whitney
%indexerNotes Reference to "WAY-BAC"
%reprint in <a class=in href="gcd.cgi?bw#1979-10.23">Bullwinkle and Rocky #23 (Gold Key October 1979)</a>

%title [Oddities]
%pages 1
%type Text-Article
%synopsis Interesting facts.
%featureStory Frivolous Facts
%characters 
%start Pint-sized misers can buy a miniature steel safe, ...

%title Babe in Troy-Land
%pages 4
%type Story
%synopsis 
Troy
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman; King Prium; Paris; Helen of Troy
%reprint in <a class=in href="gcd.cgi?bw#1979-10.23">Bullwinkle and Rocky #23 (Gold Key October 1979)</a>

%title The Wishing Fish
%pages 4
%type Story
%synopsis 
%featureStory Fractured Fairy Tales
%genre satire
%characters 
%Notes appears in contents of 1311 but not in comic scan
%reprint in <a class=in href="gcd.cgi?bw#1979-10.23">Bullwinkle and Rocky #23 (Gold Key October 1979)</a>

%title Egyptian Gyp
%pages 8
%type Story
%synopsis 
%featureStory Rocky and His Friends
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha

%title Shutter Bugged
%pages 1
%type Story
%synopsis 
%featureStory Boris and Natasha
%genre sitcom
%characters Boris; Natasha

%title Talkin' Turkey
%pages 1
%type Story
%synopsis 
Thanksgiving
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman
%indexerNotes B&W

%==========================================================================
%title Bullwinkle and Rocky
%number 1270
%publisher Dell
%type Cover
%price 0.15
%gcd http://www.comics.org/details.lasso?id=202013
%cover http://www.comics.org/graphics/covers/279/400/279_4_01270.jpg
%pages 36
%thumb http://perlypalms.com/comics/thumbnails/1962-dell-br-1270.jpg
%cbz http://perlypalms.com/comics/archives/1962-dell-br-1270.cbz
%date 1962-03
%job 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters 
%synopsis 
%indexernotes Part of the Dell Four Color series.
%catalog gcd

%title Masked Moose
%pages 8
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha

%title Repulsive
%pages 4
%type Story
%synopsis 
Repunzel
%featureStory Fractured Fairy Tales
%genre funny animal
%characters 

%title Sweet Sioux
%pages 4
%type Story
%synopsis Custer's Last Stand
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman; Chief Sitting Bull

%title On the Bleach
%pages 1
%type Story
%synopsis 
%featureStory Boris and Natasha
%genre satire; sitcom
%characters Boris; Natasha

%title [Oddities]
%pages 1
%type Text-Article
%synopsis Interesting facts.
%featureStory Ridiculous, Isn't It?
%characters 
%start A company in Singapore imports fried rice ...

%title Bread Money
%pages 6
%type Story
%synopsis 
%FeatureStory Dudley Do-Right of the Mounties
%genre satire; sitcom
%characters Dudley Do-Right; Inspector Fenwick; Horse; Nell Fenwick; Snidely Whiplash
%indexernotes Dudley is referred to as "DORIGHT" with no hyphen.

%title Fortune Kooky
%pages 8
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha

%title Mountie Music
%pages 1
%type Story
%synopsis 
%FeatureStory Dudley Do-Right of the Mounties
%genre satire; sitcom
%characters Dudley Do-Right; Horse; Nell Fenwick
%indexernotes 
Dudley is referred to as "DORIGHT" with no hyphen.
B&W

%title Pot of Mold
%pages 1
%type Story
%synopsis 
%featureStory Bullwinkle's Corner
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha

%==========================================================================
%title The Bullwinkle Mother Moose Nursery Pomes
%number 01530-207
%publisher Dell
%type Cover
%price 0.15
%gcd 
%catalog 
%pages 36
%thumb http://perlypalms.com/comics/thumbnails/1962-nursery-pomes.jpg
%cbz http://perlypalms.com/comics/archives/1962-nursery-pomes.cbz
%date 1962-05/07
%job 
%featureStory Nursery Pomes
%genre funny animal; satire
%characters 
Bullwinkle
%synopsis 
%indexernotes 
%oddball http://www.comicbookresources.com/columns/oddball/index.cgi?date=2003-04-08

%title Sing a Song of Sixpence
%pages 5
%type Story
%synopsis 
%featureStory Nursery Pomes
%genre funny animal; satire
%characters Bullwinkle; Rocky; Boris; Natasha

%title The Owl and the Pussycat
%pages 5
%type Story
%synopsis 
%featureStory Nursery Pomes
%genre funny animal; satire
%characters Bullwinkle; Rocky; Boris; Natasha
%reprint in <a class=in href="gcd.cgi?bw#1976-06.12">Bullwinkle #12 (Gold Key June 1976)</a>

%title Old Mother Hubbard
%pages 5
%type Story
%synopsis 
%featureStory Nursery Pomes
%genre funny animal; satire
%characters Peabody

%title The House That Jack Built
%pages 5
%type Story
%synopsis 
%featureStory Nursery Pomes
%genre funny animal; satire
%characters Bullwinkle; Rocky; Boris; Natasha

%title Little Miss Muffet
%pages 2
%type Story
%synopsis 
%featureStory Nursery Pomes
%genre funny animal; satire
%characters Boris; Natasha

%title There Was a Crooked Man
%pages 7
%type Story
%synopsis 
%featureStory Nursery Pomes
%genre funny animal; satire
%characters 
Dudley Do-Right; Inspector Fenwick; Horse; Nell Fenwick; Snidely Whiplash

%title Mother Moose Medley
%pages 5
%type Story
%synopsis 
%featureStory Nursery Pomes
%genre funny animal; satire
%characters Bullwinkle; Rocky; Boris; Natasha;
Dudley Do-Right; Horse;
Peabody; Sherman

%title Little Bo-Peep
%pages 1
%type Story
%synopsis 
%featureStory Nursery Pomes
%genre funny animal; satire
%characters 
Dudley Do-Right; Horse; Nell Fenwick; Snidely Whiplash
%indexernotes B&W

%title Old Mother Moose
%pages 1
%type Story
%synopsis 
%featureStory Nursery Pomes
%genre funny animal; satire
%characters Bullwinkle; Boris

%==========================================================================
%title Bullwinkle
%number 01-090-209
%publisher Dell
%type Cover
%price 0.15
%gcd 
%catalog 
%pages 36
%thumb http://perlypalms.com/comics/thumbnails/1962-dell-bw.jpg
%cbz http://perlypalms.com/comics/archives/1962-dell-bw.cbz
%date 1962-07/09
%job 
%featureStory Bullwinkle
%genre funny animal
%characters Bullwinkle
%synopsis 
%indexernotes 
%reprint in <a class=in href="#1980-02.25">Bullwinkle and Rocky #25 (Gold Key February 1980)</a>

%title Matador Moose
%pages 9
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha; Fearless Leader
%reprint in <a class=in href="gcd.cgi?bw#1973-01.6">Bullwinkle #6 (Gold Key January 1973)</a>

%title The Shoemaker and the Elves...?
%pages 4
%type Story
%synopsis 
%featureStory Fractured Fairy Tales
%genre satire
%characters 
%reprint in <a class=in href="gcd.cgi?bw#1973-01.6">Bullwinkle #6 (Gold Key January 1973)</a>

%title In Dutch
%pages 4
%type Story
%synopsis 
Rembrandt
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman; Rembrandt

%title [Oddities]
%pages 1
%type Text-Article
%synopsis Interesting facts.
%featureStory Ridiculous, Isn't It?
%characters 
%start Somebody's gone and figured out ...

%title Poor Man's Policeman
%pages 6
%type Story
%synopsis 
%FeatureStory Dudley Do-Right of the Mounties
%genre satire; sitcom
%characters 
Dudley Do-Right; Inspector Fenwick; Horse; Nell Fenwick; Snidely Whiplash
%indexernotes 

%title Mono Rail Moose
%pages 8
%type Story
%synopsis 
%featureStory Bullwinkle
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha; Fearless Leader (on radio)

%title Straight Shooter
%pages 1
%type Story
%synopsis 
%FeatureStory Dudley Do-Right of the Mounties
%genre satire; sitcom
%characters 
Dudley Do-Right; Inspector Fenwick; Horse
%indexernotes B&W

%title Musically Reclined
%pages 1
%type Story
%synopsis 
%featureStory Bullwinkle
%genre funny animal
%characters Bullwinkle

%==========================================================================
%title Fractured Fairy Tales
%publisher Gold Key
%type Cover
%price 0.12
%pages 36
%gcd 
%catalog 
%thumb http://perlypalms.com/comics/thumbnails/1962-goldkey-fft.jpg
%cbz http://perlypalms.com/comics/archives/1962-goldkey-fft.cbz
%date 1962-10
%job 10022-210
%featureStory Fractured Fairy Tales
%genre satire
%characters 
%synopsis 
%indexernotes 
%oddball http://www.comicbookresources.com/columns/oddball/index.cgi?date=2001-06-12

%title Snow White and the Seven Dwarfs
%pages 7
%type Story
%synopsis 
%featureStory Fractured Fairy Tales
%genre satire
%characters 

%title The Goblins
%pages 1
%type Text-Story
%synopsis 
%featureStory Fractured Fairy Tales
%genre satire
%characters 

%title The Lion and the Aardvark
%pages 6
%type Story
%synopsis 
%featureStory Aesop and Son
%genre satire
%characters Aesop; Son

%title Cinderella
%pages 6
%type Story
%synopsis 
%featureStory Fractured Fairy Tales
%genre satire
%characters 

%title The Fox and the Rabbit
%pages 7
%type Story
%synopsis 
%featureStory Aesop and Son
%genre satire
%characters Aesop; Son

%title The Pied Piper
%pages 5
%type Story
%synopsis 
%featureStory Fractured Fairy Tales
%genre satire
%characters 

%title Little Boy Blue-Note
%pages 1
%type Story
%synopsis 
%featureStory Fractured Fairy Tales
%genre satire
%indexernotes B&W
%characters 

%title Fractured Fairy Tales Pin-Up No. 1
%pages 1
%type Pinup
%synopsis 
%featureStory Fractured Fairy Tales
%genre satire
%indexernotes Artwork from the cover, rearranged
%characters 

%==========================================================================
%title Rocky and His Fiendish Friends
%number 1
%publisher Gold Key
%type Cover
%price 0.25
%gcd http://www.comics.org/details.lasso?id=17207
%cover http://www.comics.org/graphics/covers/1535/400/1535_4_1.jpg
%pages 84
%thumb http://perlypalms.com/comics/thumbnails/1962-goldkey-rahff-1.jpg
%cbz http://perlypalms.com/comics/archives/1962-goldkey-rahff-1.cbz
%date 1962-10
%job 30003-210
%featureStory Rocky and His Fiendish Friends
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha; Fearless Leader;
Dudley Do-Right; Horse; Peabody; Sherman
%synopsis 
%indexernotes 
Cover indicates 80 pages, but that does not count the covers.
Main story continues through comic.

%title Rocky and his Fiendish Friends
%pages 8
%type Story
%synopsis 
%featureStory Rocky and His Fiendish Friends
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha

%title The Thousand Thrones of King Thrup
%pages 4
%type Story
%synopsis 
%featureStory Aesop & Son
%genre satire
%characters 

%title Trouble A-Foot
%pages 8
%type Story
%synopsis 
Pottlylvania 1398
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman; 

%title Down in the Valley
%pages 10
%type Story
%synopsis 
%featureStory Rocky and His Fiendish Friends
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha; Fearless Leader; Jolly Green Midget

%title Vacational Therapy
%pages 8
%type Story
%synopsis 
%featureStory Dudley Do-Right of the Mounties
%genre sitcom
%characters 
Dudley Do-Right; Inspector Fenwick; Horse; Nell Fenwick; Snidely Whiplash
%reprint in <a class=in href="gcd.cgi?bw#1973-01.6">Bullwinkle #6 (Gold Key January 1973)</a>

%title Tee-Vee Jeebees
%pages 4
%type Story
%synopsis Mildew P. Mossback, Pottsylvanian inventor of television
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman; 

%title The Saga of Sasha
%pages 2
%type Text-Story
%synopsis 
%featureStory 
%genre 
%characters 

%title Finksville Fiend
%pages 10
%type Story
%synopsis 
%featureStory Rocky and His Fiendish Friends
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha

%title Return Engagement
%pages 6
%type Story
%synopsis 
%featureStory Dudley Do-Right of the Mounties
%genre sitcom
%characters 
Dudley Do-Right; Inspector Fenwick; Horse; Nell Fenwick; Snidely Whiplash

%title This Space Reserved
%pages 5
%type Story
%synopsis 
%featureStory Rocky and His Fiendish Friends
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha; Fearless Leader

%title Hansel and Pretzel
%pages 5
%type Story
%synopsis 
%featureStory Fractured Fairy Tales
%genre satire
%characters 
%reprint in <a class=in href="gcd.cgi?bw#1973-04.7">Bullwinkle #7 (Gold Key April 1973)</a>

%title Hoosegow Moose
%pages 10
%type Story
%synopsis 
%featureStory Rocky and His Fiendish Friends
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha; Fearless Leader

%title Rocky Pin-Up No. 1
%pages 1
%type Pinup
%synopsis 
%featureStory Rocky and His Fiendish Friends
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha; Fearless Leader;
Dudley Do-Right; Horse; Peabody; Sherman
%indexernotes Front cover as a pinup.

%==========================================================================
%title Rocky and His Fiendish Friends
(Hollywood)
%number 2
%publisher Gold Key
%type Cover
%price 0.25
%gcd http://www.comics.org/details.lasso?id=17317
%cover http://www.comics.org/graphics/covers/1535/400/1535_4_2.jpg
%pages 84
%thumb http://perlypalms.com/comics/thumbnails/1962-goldkey-rahff-2.jpg
%cbz http://perlypalms.com/comics/archives/1962-goldkey-rahff-2.cbz
%date 1962-12
%job 30003-212
%featureStory Rocky and His Fiendish Friends
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha;
Dudley Do-Right; Horse; Nell Fenwick; Snidely Whiplash
%synopsis 
%indexernotes 
Cover indicates 80 pages, but that does not count the covers.
Main story continues through comic.

%title Movie Moose
%pages 8
%type Story
%synopsis 
%featureStory Rocky and His Fiendish Friends
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha

%title [Gingerbread Boy]
%pages 8
%type Story
%synopsis 
%featureStory Fractured Fairy Tales
%genre satire
%characters 

%title The West Virginian
%pages 6
%type Story
%synopsis 
%featureStory Rocky and His Fiendish Friends
%genre funny animal
%characters Boris; Natasha; Fearless Leader

%title Ben Him
%pages 7
%type Story
%synopsis 
Chariot racing in Roman times.
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman; 

%title Your Hollywood Column
%pages 2
%type Text-Story
%synopsis 
%featureStory Rocky and His Fiendish Friends
%genre 
%characters 

%title The Yawn Patrol
%pages 10
%type Story
%synopsis 
%featureStory Rocky and His Fiendish Friends
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha

%title Private Eye
%pages 8
%type Story
%synopsis 
%featureStory Dudley Do-Right of the Mounties
%genre sitcom
%characters 
Dudley Do-Right; Inspector Fenwick; Horse; Nell Fenwick; Snidely Whiplash

%title Football Follies of 1927
%pages 9
%type Story
%synopsis 
%featureStory Rocky and His Fiendish Friends
%genre funny animal
%characters Bullwinkle; Rocky; Boris

%title Old Hat
%pages 10
%type Story
%synopsis 
%featureStory Aesop and Son
%genre satire
%characters 

%title Sheik to Sheik
%pages 11
%type Story
%synopsis 
%featureStory Rocky and His Fiendish Friends
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha

%title Type Casting
%pages 1
%type Story
%synopsis 
%featureStory Bullwinkle
%genre funny animal
%characters Bullwinkle; Rocky

%title Rocky Pin-Up No. 2
%pages 1
%type Pinup
%synopsis 
%featureStory Rocky and His Fiendish Friends
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha;
Dudley Do-Right; Horse; Nell Fenwick; Snidely Whiplash
%indexernotes Front cover as a pinup.

%==========================================================================
%title Rocky and His Fiendish Friends
(Gay Diversions for Reading Amoosement)
%number 3
%publisher Gold Key
%type Cover
%price 0.25
%gcd http://www.comics.org/details.lasso?id=17563
%edit http://www.comics.org/admin/system/modules/site.lasso?mode=index&type=indexing&IssueID=17563
%cover http://www.comics.org/graphics/covers/1535/400/1535_4_3.jpg
%pages 84
%thumb http://perlypalms.com/comics/thumbnails/1963-goldkey-rahff-3.jpg
%done bad cover fixed by resubmission
%cbz http://perlypalms.com/comics/archives/1963-goldkey-rahff-3.cbz
%date 1963-03
%job 30003-303
%featureStory Rocky and His Fiendish Friends
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha;
Dudley Do-Right; Snidely Whiplash;
Peabody; Sherman
%synopsis 
%indexernotes 
Cover indicates 80 pages, but that does not count the covers.

%title The French of Languedoc
%pages 
%type Text-Article
%synopsis France
%featureStory Keys of Knowledge: People of Europe
%genre 
%characters 

%title Way-Out Outfield
%pages 8
%type Story
%synopsis 
%featureStory Rocky and His Fiendish Friends
%genre funny animal; satire
%characters Bullwinkle; Rocky; Boris; Natasha; Fearless Leader

%title A Good Egg
%pages 4
%type Story
%synopsis 
%featureStory Dudley Do-Right of the Mounties
%genre sitcom
%characters 
Dudley Do-Right; Inspector Fenwick; Horse; Nell Fenwick; Snidely Whiplash

%title S'Wonderful, S'Marble-ous
%pages 6
%type Story
%synopsis 
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman; 

%title The Loot Sack
%pages 7
%type Story
%synopsis 
%featureStory Rocky and His Fiendish Friends
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha; Fearless Leader

%title Bulldog's Tale
%pages 1
%type Text-Story
%synopsis 
%featureStory 
%genre 
%characters 

%title Liddle Wolfgang
%pages 4
%type Story
%synopsis 
%featureStory Liddle Wolfgang
%genre sitcom
%characters Liddle Wolfgang

%title Bugged
%pages 6
%type Story
%synopsis 
%featureStory Aesop and Son
%genre satire
%characters 

%title Ping Pong Brawl
%pages 5
%type Story
%synopsis 
%featureStory Rocky and His Fiendish Friends
%genre funny animal
%characters Boris; Natasha; Fearless Leader

%title Indoor Games can be Fun?
%pages 2
%type Story
%synopsis 
%featureStory Rocky and His Fiendish Friends
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha; Fearless Leader;
Dudley Do-Right; Inspector Fenwick; Horse; Nell Fenwick; Snidely Whiplash;
Peabody; Sherman; Aesop; Son

%title To Tee or Not to Tee
%pages 6
%type Story
%synopsis 
%featureStory Rocky and His Fiendish Friends
%genre funny animal
%characters Bullwinkle; Rocky

%title The Ambush
%pages 2
%type Story
%synopsis 
%featureStory Rocky and His Fiendish Friends
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha

%title Mummy Done old Me
%pages 4
%type Story
%synopsis 
%featureStory Liddle Wolfgang
%genre sitcom
%characters Liddle Wolfgang

%title Hockey Stick-Up
%pages 6
%type Story
%synopsis 
%featureStory Dudley Do-Right of the Mounties
%genre sitcom
%characters 
Dudley Do-Right; Inspector Fenwick; Nell Fenwick; Snidely Whiplash

%title Strings Attached
%pages 6
%type Story
%synopsis 
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman; Merlin; King Arthur; Leonardo da Vinci;
Ben Franklin

%title Music Hath Charms
%pages 6
%type Story
%synopsis 
%featureStory Fractured Fairy Tales
%genre satire
%characters 

%title Get the Message
%pages 7
%type Story
%synopsis 
%featureStory Rocky and His Fiendish Friends
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha

%title Fourteen Notches
%pages 1
%type Text-Story
%synopsis 
%featureStory 
%genre 
%characters 

%title The Basques
%pages 1
%type Text-Article
%synopsis Spain
%featureStory Keys of Knowledge: People of Europe
%genre 
%characters 

%title Rocky Pin-Up No. 3
%pages 1
%type Pinup
%synopsis 
%featureStory Rocky and His Fiendish Friends
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha;
Dudley Do-Right; Snidely Whiplash;
Peabody; Sherman
%indexernotes Front cover as a pinup.

%==========================================================================
%title Rocky and His Fiendish Friends
(Business)
%number 4
%publisher Gold Key
%type Cover
%price 0.12
%gcd http://www.comics.org/details.lasso?id=258810
%edit http://www.comics.org/admin/system/modules/site.lasso?mode=index&type=indexing&IssueID=258810
%catalog gcd
%cover http://www.comics.org/graphics/covers/1535/400/1535_4_004.jpg
%pages 36
%thumb http://perlypalms.com/comics/thumbnails/1963-goldkey-rahff-4.jpg
%cbz http://perlypalms.com/comics/archives/1963-goldkey-rahff-4.cbz
%date 1963-06
%job 10064-306
%featureStory Rocky and His Fiendish Friends
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha;
Dudley Do-Right; Snidely Whiplash; Peabody; Sherman
%synopsis 
%indexernotes 
Cover notes: It's a Bare and Bullmoose Market as Rocky and his pals
take a plunge into the Business World!

%title 1. Major Kinds of Trees
%pages 1
%type Text-Article
%synopsis 
%featureStory Keys of Knowledge: Trees
%genre 
%characters 

%title Crumbling Cookies
%pages 7
%type Story
%synopsis 
%featureStory Rocky and His Fiendish Friends
%genre funny animal
%characters Boris; Natasha; Fearless Leader; Prof. Werner Von Crumb

%title Git A Long Little Stogie
%pages 6
%type Story
%synopsis Tobacco
%featureStory Peabody's Improbable History
%genre funny animal; satire
%characters Peabody; Sherman; Sir Walter Raleigh

%title Help Wanted
%pages 1
%type Text-Story
%synopsis 
%featureStory 
%genre 
%characters 

%title Our Lan'n'His Wonderful Lamp
%pages 6
%type Story
%synopsis 
%featureStory Dudley Do-Right of the Mounties
%genre sitcom
%characters 
Dudley Do-Right; Inspector Fenwick; Snidely Whiplash

%title Double-Talkin' Dog
%pages 4
%type Story
%synopsis 
%featureStory Little Wolfgang
%genre sitcom
%characters Little Wolfgang

%title Smart Cookies on Wall Street
%pages 8
%type Story
%synopsis 
%featureStory Rocky and His Fiendish Friends
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha; Fearless Leader

%title 2. Pines
%pages 1
%type Text-Article
%synopsis 
%featureStory Keys of Knowledge: Trees
%genre 
%characters 

%title Rocky Pin-Up No. 4
%pages 1
%type Pinup
%synopsis 
%featureStory Rocky and His Fiendish Friends
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha;
Dudley Do-Right; Snidely Whiplash; Peabody; Sherman
%indexernotes Front cover as a pinup.

%==========================================================================
%title Rocky and His Fiendish Friends
%number 5
%publisher Gold Key
%type Cover
%price 0.12
%gcd http://www.comics.org/details.lasso?id=258811
%edit http://www.comics.org/admin/system/modules/site.lasso?mode=index&type=indexing&IssueID=258811
%cover http://www.comics.org/graphics/covers/1535/400/1535_4_005.jpg
%pages 36
%catalog gcd
%thumb http://perlypalms.com/comics/thumbnails/1963-goldkey-rahff-5.jpg
%cbz http://perlypalms.com/comics/archives/1963-goldkey-rahff-5.cbz
%date 1963-09
%job 10064-309
%featureStory Rocky and His Fiendish Friends
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha
%synopsis 
%indexernotes 

%title 2. The Horse Car
%pages 1
%type Text-Article
%synopsis 
%featureStory Keys of Knowledge: City Transportation
%genre 
%characters 

%title Bullwinkle Revere's Ride
%pages 7
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Peabody; Sherman; Rocky; Boris (as Redcoat)

%title Alaska Highwayman
%pages 5
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Boris; Natasha; Inspector Fenwick; Dudley Do-Right;
Snidely Whiplash; Nell Fenwick; Horse

%title My Creepy Shadow
%pages 2
%type Story
%synopsis 
%featureStory Rocky and His Fiendish Friends
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha

%title [Oddities]
%pages 1
%type Text-Article
%synopsis Interesting facts.
%featureStory Ridiculous, Isn't It?
%characters 
%start A Colorado high school distirbuted a questionnaire...

%title The Goblin Gimmick
%pages 4
%type Story
%synopsis 
%featureStory Liddle Wolfgang
%genre sitcom
%characters Liddle Wolfgang

%title Evictus
%pages 3
%type Story
%synopsis 
%featureStory Rocky and His Fiendish Friends
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha; Captain Peter Peachfuzz

%title The Village Blocksmith
%pages 3
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris

%title Barbara Frisky
%pages 7
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha;
Peabody; Sherman; Dudley Do-Right

%title 26. Weakfish
%pages 1
%type Text-Article
%synopsis 
%featureStory Keys of Knowledge: Fish
%genre 
%characters 

%title Rocky Pin-Up No. 5
%pages 1
%type Pinup
%synopsis 
%featureStory Rocky and His Fiendish Friends
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha;
%indexernotes Front cover as a pinup.

%==========================================================================
%title 3-D Bullwinkle and Rocky
%number 18
%publisher Blackthorne
%type Cover
%price 2.50
%gcd http://www.comics.org/details.lasso?id=233905
%todo http://www.comics.org/admin/system/modules/site.lasso?mode=index&type=indexing&IssueID=233905
%cover http://www.comics.org/graphics/covers/13078/400/13078_4_018.jpg
%pages 36
%catalog 
%thumb http://perlypalms.com/comics/thumbnails/1987-3dbr-1.jpg
%cbz http://perlypalms.com/comics/archives/1987-3dbr-1.cbz
%date 1987-03
%featureStory 3-D Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha
%synopsis 
%indexernotes 

%title The Kirward Derby
%pages 29
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal; satire
%characters Bullwinkle; Rocky; Boris; Natasha; Fearless Leader; Gidney; Cloyd
%indexernotes 

%==========================================================================
%title 3-D Bullwinkle for President
%number 50
%publisher Blackthorne
%type Cover
%price 2.50
%gcd http://www.comics.org/details.lasso?id=233937
%todo http://www.comics.org/admin/system/modules/site.lasso?mode=index&type=indexing&IssueID=233937
%cover http://www.comics.org/graphics/covers/13078/400/13078_4_050.jpg
%pages 36
%catalog 
%thumb http://perlypalms.com/comics/thumbnails/1988-3dbr-2.jpg
%cbz http://perlypalms.com/comics/archives/1988-3dbr-2.cbz
%date 1987-03
%featureStory 3-D Bullwinkle and Rocky
%genre funny animal
%characters Bullwinkle; Rocky; Boris; Natasha
%synopsis 
%indexernotes 

%title "Mr. Moose" Goes to Washington - or - "The Pia Fedora"
%pages 28
%type Story
%synopsis 
%featureStory Bullwinkle and Rocky
%genre funny animal; satire
%characters Bullwinkle; Rocky; Boris; Natasha; Fearless Leader; Captain Peter Peachfuzz; Gidney; Cloyd
%indexernotes 

fpack:!@#$%^&*(): gcd-tt.db
%==========================================================================
%Title Tom Terrific
%featureStory Tom Terrific!
%type Cover
%gcd http://www.comics.org/details.lasso?id=226206
%cover http://www.comics.org/graphics/covers/12509/400/12509_4_001.jpg
%thumb http://perlypalms.com/comics/thumbnails/1957-tt-1.jpg
%cbz http://perlypalms.com/comics/archives/1957-tt-1.cbz
%pages 36
%Number 1
%publisher Pines
%Series 1957 Series - Literary Enterprises, Inc., Summer 1957, coverprice .10 , 36 pages.
%date 1957-06
%CoverFeature Tom Terrific!
%characters
Tom Terrific; Manfred the Wonder Dog
%Genre super hero; humor
%IndexerNotes
Pines Comics logo. Boy's Clubs of America Golden Anniversary Award presented to Pines Comics on cover. Columbia Broadcasting System (CBS) logo on cover as well. Approved by the Comics Code Authority seal on cover. Exclamation point for Tom Terrific is only on the cover. The indicia title reads only as "Tom Terrific".
%Editor ?
%Indexer Gary Perlman
%contents
1.  *No title given or indexed*
2.  Potty O'Paste
3.  The Lost River
4.  Lively Manfred
5.  The Elepharaffe
6.  *No title given or indexed*
7.  The Stolen Circus
8.  *No title given or indexed*
9.  *No title given or indexed*
%catalog gcd

%Title No title given or indexed
%type Story
%pages 1
%FeatureStory Tom Terrific!
%colors None
%credits
%credits ? (Script), ? (Pencils), ? (Inks), None (Colors), ? (Letters).
%Synopsis
Tom and Manfred help Paul Puny get free tickets to the circus.
%characters
Tom Terrific; Manfred the Wonder Dog; Paul Puny
%Genre super hero; humor
%IndexerNotes
Story done in black and white.

%Title Potty O'Paste
%type Story
%pages 7
%FeatureStory Tom Terrific!
%credits
%credits ? (Script), ? (Pencils), ? (Inks), ? (Colors), ? (Letters).
%Synopsis
The world's fastest wallpaper hanger causes problems.
%characters
Tom Terrific; Manfred the Wonder Dog; Potty O'Paste
%Genre super hero; humor

%Title The Lost River
%type Story
%pages 6
%FeatureStory Tom Terrific!
%credits
%credits ? (Script), ? (Pencils), ? (Inks), ? (Colors), ? (Letters).
%Synopsis
Tom and Manfred go fishing, only to find the river has no water. Tom transforms into a helicopter and a cyclone to find a thirsty alligator.
%characters
Tom Terrific; Manfred the Wonder Dog
%Genre super hero; humor

%Title Lively Manfred
%type Text-Story
%pages 2
%FeatureStory Manfred the Wonder Dog
%colors None
%credits
%credits ? (Script), N/A (Pencils), N/A (Inks), None (Colors), Typeset (Letters).
%characters
Tom Terrific; Manfred the Wonder Dog
%Genre humor

%Title The Elepharaffe
%type Story
%pages 8
%FeatureStory Tom Terrific!
%credits
%credits ? (Script), ? (Pencils), ? (Inks), ? (Colors), ? (Letters).
%Synopsis
Tom and Manfred help find an elepharaffe. Tom turns into a spray gun, an airplane, and an alarm clock to bring the animal to the zoo.
%characters
Tom Terrific; Manfred the Wonder Dog; Professor Zookookle
%Genre super hero; humor

%Title No title given or indexed
%type Story
%pages 1
%FeatureStory Tom Terrific!
%credits
%credits ? (Script), ? (Pencils), ? (Inks), ? (Colors), ? (Letters).
%Synopsis
Tom and Manfred are marooned on an island.
%characters
Tom Terrific; Manfred the Wonder Dog
%Genre super hero; humor
The Stolen Circus
%type Story
%pages 8
%FeatureStory Tom Terrific!
%credits
%credits ? (Script), ? (Pencils), ? (Inks), ? (Colors), ? (Letters).
%Synopsis
Tom and Manfred help find the circus' missing animals.
%characters
Tom Terrific; Manfred the Wonder Dog
%Genre super hero; humor

%Title No title given or indexed
%type Story
%pages 1
%FeatureStory Tom Terrific!
%credits
%credits ? (Script), ? (Pencils), ? (Inks), ? (Colors), ? (Letters).
%Synopsis
Manfred watches Tom help an ungrateful cat from a tree.
%characters
Tom Terrific; Manfred the Wonder Dog
%Genre super hero; humor

%Title No title given or indexed
%type Story
%pages 1
%FeatureStory Tom Terrific!
%credits
%credits ? (Script), ? (Pencils), ? (Inks), ? (Colors), ? (Letters).
%Synopsis
Crabby Appleton is a dog catcher, trying to catch Manfred, but Tom gets Crabby arrested.
%characters
Tom Terrific; Manfred the Wonder Dog; Crabby Appleton
%Genre super hero: humor

%==========================================================================
%featureStory Tom Terrific!
%type Cover
%gcd http://www.comics.org/details.lasso?id=226207
%cover http://www.comics.org/graphics/covers/12509/400/12509_4_002.jpg
%thumb http://perlypalms.com/comics/thumbnails/1957-tt-2.jpg
%cbz http://perlypalms.com/comics/archives/1957-tt-2.cbz
%oddball http://www.comicbookresources.com/columns/oddball/index.cgi?date=2001-08-30
%pages 36
%Number 2
%publisher Pines
%Title Tom Terrific
%Series 1957 Series - Literary Enterprises, Inc., Fall 1957, coverprice .10 , 36 pages.
%date 1957-09
%format
Format: Color; Standard Silver Age U.S.; saddle-stitched; glossy cover; Newsprint interior; quarterly series
Â© Literary Enterprises, Inc.  Tom Terrific!
%credits
%CoverCredits
? (Script) ? (Pencils) ? (Inks) ? (Colors) ? (Letters)
%CoverFeature Tom Terrific
%characters
Tom Terrific; Manfred the Wonder Dog
%Genre super hero; humor
%IndexerNotes
Pines Comics logo. Boy's Clubs of America Golden Anniversary Award presented to Pines Comics on cover. Columbia Broadcasting System (CBS) logo on cover as well. Approved by the Comics Code Authority seal on cover. Exclamation point for Tom Terrific is only on the cover. The indicia title reads only as "Tom Terrific".
%Editor ?
%Indexer Gary Perlman
%contents
1.  Tom Terrific's Knowledge Page
2.  Super Wonder Dog
3.  Sufferin' Catfish
4.  Adventure in Time!
5.  [Hi I'm Flebus and I Love to Help People]
6.  A Strange Bath
7.  Tom Terrific's Hippity Hop Game
%catalog gcd

%Title Tom Terrific's Knowledge Page
%type Filler
%pages 1
%FeatureStory Tom Terrific
%credits
%credits ? (Script), ? (Pencils), ? (Inks), ? (Colors), ? (Letters). Edited by ?
%Synopsis
Facts about the shark sucker, whales, the African lung fish, the oyster, the lobster, and the porcupine fish.
%characters

%Title Tom Terrific
%Genre super hero; humor
Super Wonder Dog
%type Story
%pages 8
%FeatureStory Tom Terrific
%credits
%credits ? (Script), ? (Pencils), ? (Inks), ? (Colors), ? (Letters). Edited by ?
%Synopsis
Tom makes some cereal to pep up Manfred, but some mosquitoes eat it, too.
%characters
Tom Terrific; Manfred the Wonder Dog
%Genre super hero; humor

%Title Sufferin' Catfish
%type Story
%pages 7
%FeatureStory Tom Terrific
%credits
%credits ? (Script), ? (Pencils), ? (Inks), ? (Colors), ? (Letters). Edited by ?
%Synopsis
Tom and Manfred are fishing for a prehistoric catfish in the SS CULDESAC. Crabby Appleton, the world's meanest meanie, causes problems.
%characters
Tom Terrific; Manfred the Wonder Dog; Crabby Appleton
%Genre super hero; humor

%Title Adventure in Time!
%type Text-Story
%pages 2
%FeatureStory Tom Terrific
%credits
%credits ? (Script), ? (Pencils), ? (Inks), ? (Colors), ? (Letters). Edited by ?
%Synopsis
Tom takes Manfred back in time to 1709 to warn of a disaster. Crabby Appleton sneaks along for bad measure.
%characters
Tom Terrific; Manfred the Wonder Dog; Crabby Appleton
%Genre super hero; humor

%Title [Hi I'm Flebus and I Love to Help People]
%type Story
%pages 7
%FeatureStory Flebus
%credits
%credits ? (Script), ? (Pencils), ? (Inks), ? (Colors), ? (Letters). Edited by ?
%Synopsis
Flebus gives apples to people, with mixed results. Ends with a 3/4 page joke.
%characters
Flebus
%Genre humor

%Title A Strange Bath
%type Story
%pages 8
%FeatureStory Tom Terrific
%credits
%credits ? (Script), ? (Pencils), ? (Inks), ? (Colors), ? (Letters). Edited by ?
%Synopsis
Crabby gives Tom some doggy wash that shrinks Manfred.
%characters
Tom Terrific; Manfred the Wonder Dog; Crabby Appleton
%Genre super hero; humor

%Title Tom Terrific's Hippity Hop Game
%type Activity
%pages 1
%FeatureStory Tom Terrific
%credits
%credits ? (Script), ? (Pencils), ? (Inks), ? (Colors), ? (Letters). Edited by ?
%Synopsis
Coin tossing game.
%characters
Tom Terrific; Manfred the Wonder Dog; Crabby Appleton
%Genre super hero; humor

%==========================================================================
%featureStory Tom Terrific!
%type Cover
%gcd http://www.comics.org/details.lasso?id=226208
%cover http://www.comics.org/graphics/covers/12509/400/12509_4_003.jpg
%thumb http://perlypalms.com/comics/thumbnails/1957-tt-3.jpg
%cbz http://perlypalms.com/comics/archives/1957-tt-3.cbz
%pages 36
%Number 3
%publisher Pines
%Title Tom Terrific
%Series 1957 Series - Literary Enterprises, Inc., Winter 1958, coverprice .10 , 36 pages.
%date 1958-00
%format
Format: Color; Standard Silver Age U.S.; saddle-stitched; glossy cover; Newsprint interior; quarterly series
Â© Literary Enterprises, Inc.  Tom Terrific!
%credits
%CoverCredits
? (Script) ? (Pencils) ? (Inks) ? (Colors) ? (Letters)
%CoverFeature Tom Terrific
%characters
Tom Terrific; Manfred the Wonder Dog
%Genre super hero; humor
%IndexerNotes
Pines Comics logo. Boy's Clubs of America Golden Anniversary Award presented to Pines Comics on cover. Columbia Broadcasting System (CBS) logo on cover as well. Approved by the Comics Code Authority seal on cover. Exclamation point for Tom Terrific is only on the cover. The indicia title reads only as "Tom Terrific".
%Editor ?
%Indexer Gary Perlman
%contents
1.  ["No greater love hath a boy than for his dog!"]
2.  Pent Up Pals
3.  A Kingly Problem
4.  Foolish Fog
5.  Boodleberry Pie
6.  First Class Villain
7.  ["Tom's little friend has lost his pet rabbit..."]
8.  [Gallant Manfred]
9.  [A Bone for Manfred]
10.  [Feared Dog]
Series info
View covergallery
%catalog gcd

%Title ["No greater love hath a boy than for his dog!"]
%type Story
%pages 1
%FeatureStory Mighty Manfred the Wonder Dog
%colors None
%credits
%credits ? (Script), ? (Pencils), ? (Inks), None (Colors), ? (Letters). Edited by ?
%Synopsis
Tom helps Manfred stay dry in the rain, but suffers an unexpected consequence.
%characters
Tom Terrific; Manfred the Wonder Dog
%Genre super hero; humor

%Title Pent Up Pals
%type Story
%pages 8
%FeatureStory Tom Terrific
%credits
%credits ? (Script), ? (Pencils), ? (Inks), ? (Colors), ? (Letters). Edited by ?
%Synopsis
Tom is not getting mail from his pen pals, so he transforms into a stamp to trace a letter sent to him.
%characters
Tom Terrific; Manfred the Wonder Dog; Crabby Appleton
%Genre super hero; humor

%Title A Kingly Problem
%type Story
%pages 5
%FeatureStory Sick Sick Sidney
%credits
%credits ? (Script), ? (Pencils), ? (Inks), ? (Colors), ? (Letters). Edited by ?
%Synopsis
Sidney the elephant is afraid of mice so he asks the king of beasts for advice.
%characters
Sidney the Elephant; Cleo the Giraffe; Stanley the Lion
%Genre funny animal

%Title Foolish Fog
%type Text-Story
%pages 2
%FeatureStory Tom Terrific
%credits
%credits ? (Script), ? (Pencils), ? (Inks), ? (Colors), ? (Letters). Edited by ?
%characters
Tom Terrific; Manfred the Wonder Dog; Isotope Feeney
%Genre super hero; humor

%Title Boodleberry Pie
%type Story
%pages 7
%FeatureStory Tom Terrific
%credits
%credits ? (Script), ? (Pencils), ? (Inks), ? (Colors), ? (Letters). Edited by ?
%Synopsis
Manfred needs some of his favorite pie to get some energy, but farmer Boodle is out of berries.
%characters
Tom Terrific; Manfred the Wonder Dog
%Genre super hero; humor

%Title First Class Villain
%type Story
%pages 8
%FeatureStory Tom Terrific
%credits
%credits ? (Script), ? (Pencils), ? (Inks), ? (Colors), ? (Letters). Edited by ?
%Synopsis
Crabby just finished a correspondence course on how to be a master of disguise. First he's disguised as a bush, but then he has a more sinister plan.
%characters
Tom Terrific; Manfred the Wonder Dog; Crabby Appleton
%Genre super hero; humor

%Title ["Tom's little friend has lost his pet rabbit..."]
%type Activity
%pages 1
%FeatureStory Puzzle Page
%credits
%credits ? (Script), ? (Pencils), ? (Inks), ? (Colors), ? (Letters). Edited by ?
%characters
Tom Terrific; Manfred the Wonder Dog
%Genre super hero; humor

%Title [Gallant Manfred]
%type Story
%pages 1
%FeatureStory Mighty Manfred the Wonder Dog
%credits
%credits ? (Script), ? (Pencils), ? (Inks), ? (Colors), ? (Letters). Edited by ?
%Synopsis
Manfred is cold, so Tom turns into a blanket, but Manfred finds another use for a blanket.
%characters
Tom Terrific; Manfred the Wonder Dog
%Genre super hero; humor

%Title [A Bone for Manfred]
%type Story
%pages 1
%FeatureStory Mighty Manfred the Wonder Dog
%colors None
%credits
%credits ? (Script), ? (Pencils), ? (Inks), None (Colors), ? (Letters). Edited by ?
%Synopsis
A big bone makes Manfred happy.
%characters
Tom Terrific; Manfred the Wonder Dog
%Genre super hero; humor

%Title [Feared Dog]
%type Story
%pages 1
%FeatureStory Mighty Manfred the Wonder Dog
%credits
%credits ? (Script), ? (Pencils), ? (Inks), ? (Colors), ? (Letters). Edited by ?
%Synopsis
Manfred wants to be a feared dog.
%characters
Tom Terrific; Manfred the Wonder Dog; Crabby Appleton
%Genre super hero; humor

%==========================================================================
%featureStory Tom Terrific!
%type Cover
%gcd http://www.comics.org/details.lasso?id=226209
%cover http://www.comics.org/graphics/covers/12509/400/12509_4_004.jpg
%thumb http://perlypalms.com/comics/thumbnails/1958-tt-4.jpg
%cbz http://perlypalms.com/comics/archives/1958-tt-4.cbz
%pages 36
%Number 4
%publisher Pines
%Title Tom Terrific
%Series 1957 Series - Literary Enterprises, Inc., Spring 1958, coverprice .10 , 36 pages.
%date 1958-03
%format
Format: Color; Standard Silver Age U.S.; saddle-stitched; glossy cover; Newsprint interior; quarterly series
Â© Literary Enterprises, Inc.  Tom Terrific!
%credits
%CoverCredits
? (Script) ? (Pencils) ? (Inks) ? (Colors) ? (Letters)
%CoverFeature Tom Terrific
%characters
Tom Terrific; Manfred the Wonder Dog
%Genre super hero; humor
%IndexerNotes
Pines Comics logo. Boy's Clubs of America Golden Anniversary Award presented to Pines Comics on cover. Columbia Broadcasting System (CBS) logo on cover as well. Approved by the Comics Code Authority seal on cover. Exclamation point for Tom Terrific is only on the cover. The indicia title reads only as "Tom Terrific".
%Editor ?
%Indexer Gary Perlman
%contents
1.  [Toy Mighty Manfred]
2.  Crabby Strikes Out
3.  Weather or Not
4.  [Dog of Courage]
5.  Busy Gandy
6.  The Land of Strange Discoveries
7.  Tusk, Tusk
8.  One Good Whack Deserves Another
9.  [Genuine Picasso]
Series info
View covergallery
%catalog gcd

%Title [Toy Mighty Manfred]
%type Story
%pages 1
%FeatureStory Mighty Manfred the Wonder Dog
%colors None
%credits
%credits ? (Script), ? (Pencils), ? (Inks), None (Colors), ? (Letters). Edited by ?
%Synopsis
Crabby tries to steal Manfred.
%characters
Tom Terrific; Manfred the Wonder Dog; Crabby Appleton
%Genre super hero; humor

%Title Crabby Strikes Out
%type Story
%pages 8
%FeatureStory Tom Terrific
%credits
%credits ? (Script), ? (Pencils), ? (Inks), ? (Colors), ? (Letters). Edited by ?
%Synopsis
Crabby buys the baseball factory and refuses to sell baseballs so no one can play.
%characters
Tom Terrific; Manfred the Wonder Dog; Crabby Appleton
%Genre super hero; humor

%Title Weather or Not
%type Story
%pages 8
%FeatureStory Tom Terrific
%credits
%credits ? (Script), ? (Pencils), ? (Inks), ? (Colors), ? (Letters). Edited by ?
%Synopsis
Manfred's tail predicts a nice day, but Dr. Instant has other ideas.
%characters
Tom Terrific; Manfred the Wonder Dog; Dr. Instant
%Genre super hero; humor

%Title [Dog of Courage]
%type Story
%pages 1
%FeatureStory Mighty Manfred the Wonder Dog
%credits
%credits ? (Script), ? (Pencils), ? (Inks), ? (Colors), ? (Letters). Edited by ?
%Synopsis
Manfred is fooled by Tom once but not twice.
%characters
Tom Terrific; Manfred the Wonder Dog
%Genre super hero; humor

%Title Busy Gandy
%type Text-Story
%pages 2
%FeatureStory Gandy Goose
%credits
%credits ? (Script), ? (Pencils), ? (Inks), ? (Colors), ? (Letters). Edited by ?
%characters
Gandy Goose; Sourpuss
%Genre funny animal

%Title The Land of Strange Discoveries
%type Story
%pages 7
%FeatureStory Tom Terrific
%credits
%credits ? (Script), ? (Pencils), ? (Inks), ? (Colors), ? (Letters). Edited by ?
%Synopsis
Tom and Manfred find a time machine and go back to the Middle Ages, only to find that Crabby Appleton is a mean king.
%characters
Tom Terrific; Manfred the Wonder Dog; Crabby Appleton
%Genre super hero; humor

%Title Tusk, Tusk
%type Story
%pages 6
%FeatureStory Sick Sick Sidney
%credits
%credits ? (Script), ? (Pencils), ? (Inks), ? (Colors), ? (Letters). Edited by ?
%Synopsis
Sidney wants tusks, but then finds they can be a liability.
%characters
Sidney the Elephant; Stanley the Lion; Cleo the Giraffe
%Genre funny animal
%IndexerNotes
Sidney refers to his giraffe friend as Carol, but she is called Cleo in cartoons.

%Title One Good Whack Deserves Another
%type Story
%pages 1
%FeatureStory Gandy Goose
%colors None
%credits
%credits ? (Script), ? (Pencils), ? (Inks), None (Colors), ? (Letters). Edited by ?
%characters
Gandy Goose; Sourpuss; Junior
%Genre funny animal

%Title [Genuine Picasso]
%type Story
%pages 1
%FeatureStory Gaston Le Crayon
%credits
%credits ? (Script), ? (Pencils), ? (Inks), ? (Colors), ? (Letters). Edited by ?
%Synopsis
Gaston thinks he has found a valuable painting.
%characters
Gaston Le Crayon
%Genre humor

%==========================================================================
%featureStory Tom Terrific!
%type Cover
%gcd http://www.comics.org/details.lasso?id=226210
%cover http://www.comics.org/graphics/covers/12509/400/12509_4_005.jpg
%thumb http://perlypalms.com/comics/thumbnails/1958-tt-5.jpg
%cbz http://perlypalms.com/comics/archives/1958-tt-5.cbz
%pages 36
%Number 5
%publisher Pines
%Title Tom Terrific
%Series 1957 Series - Literary Enterprises, Inc., Summer 1958, coverprice .10 , 36 pages.
%date 1958-06
%format
Format: Color; Standard Silver Age U.S.; saddle-stitched; glossy cover; Newsprint interior; quarterly series
Â© Literary Enterprises, Inc.  Tom Terrific!
%credits
%CoverCredits
? (Script) ? (Pencils) ? (Inks) ? (Colors) ? (Letters)
%CoverFeature Tom Terrific
%characters
Tom Terrific; Manfred the Wonder Dog
%Genre super hero; humor
%IndexerNotes
Pines Comics logo. Boy's Clubs of America Golden Anniversary Award presented to Pines Comics on cover. Columbia Broadcasting System (CBS) logo on cover as well. Approved by the Comics Code Authority seal on cover. Exclamation point for Tom Terrific is only on the cover. The indicia title reads only as "Tom Terrific".
%Editor ?
%Indexer Gary Perlman
%contents
1.  [Branded Manfred]
2.  Tom Terrific
3.  Rip Van Manfred
4.  [Oyster Bed]
5.  Crabby's Mean Trick
6.  Playmates
7.  Soap Opera
8.  [Photo for Fans]
9.  [Reducing Machine]
Series info
View covergallery
%catalog gcd

%Title [Branded Manfred]
%type Story
%pages 1
%FeatureStory Mighty Manfred the Wonder Dog
%colors None
%credits
%credits ? (Script), ? (Pencils), ? (Inks), None (Colors), ? (Letters). Edited by ?
%Synopsis
Tom and Manfred visit a ranch where animals are branded.
%characters
Tom Terrific; Manfred the Wonder Dog
%Genre super hero; humor

%Title Tom Terrific
%type Story
%pages 8
%FeatureStory Tom Terrific
%credits
%credits ? (Script), ? (Pencils), ? (Inks), ? (Colors), ? (Letters). Edited by ?
%Synopsis
Crabby runs a bubblegum blowing contest, but with a sinister purpose.
%characters
Tom Terrific; Manfred the Wonder Dog; Crabby Appleton
%Genre super hero; humor

%Title Rip Van Manfred
%type Story
%pages 8
%FeatureStory Tom Terrific
%credits
%credits ? (Script), ? (Pencils), ? (Inks), ? (Colors), ? (Letters). Edited by ?
%Synopsis
Visiting the Dog Hall of Fame, Tom and Manfred find a statue that look like Manfred.
%characters
Tom Terrific; Manfred the Wonder Dog; Professor Puppybreath; Professor Woofnick
%Genre super hero; humor

%Title [Oyster Bed]
%type Story
%pages 1
%FeatureStory Mighty Manfred the Wonder Dog
%credits
%credits ? (Script), ? (Pencils), ? (Inks), ? (Colors), ? (Letters). Edited by ?
%Synopsis
Manfred finds a new place to nap.
%characters
Tom Terrific; Manfred the Wonder Dog
%Genre super hero; humor

%Title Crabby's Mean Trick
%type Text-Story
%pages 2
%FeatureStory Tom Terrific
%credits
%credits ? (Script), ? (Pencils), ? (Inks), ? (Colors), ? (Letters). Edited by ?
%characters
Tom Terrific; Manfred the Wonder Dog; Crabby Appleton
%Genre super hero; humor

%Title Playmates
%type Story
%pages 6
%FeatureStory Sick Sick Sidney
%credits
%credits ? (Script), ? (Pencils), ? (Inks), ? (Colors), ? (Letters). Edited by ?
%Synopsis
Two birds of prey are trying the make a meal of Sidney, While Sidney thinks they are the nicest friends he ever had.
%characters

%Title Sidney the Elephant
%Genre funny animal
Soap Opera
%type Story
%pages 7
%FeatureStory Tom Terrific
%credits
%credits ? (Script), ? (Pencils), ? (Inks), ? (Colors), ? (Letters). Edited by ?
%Synopsis
Until he can blow a square bubble, Bubblehead Billingsley is hoarding all the soap.
%characters
Tom Terrific; Manfred the Wonder Dog; Bubblehead Billingsley
%Genre super hero; humor

%Title [Photo for Fans]
%type Story
%pages 1
%FeatureStory Mighty Manfred the Wonder Dog
%colors None
%credits
%credits ? (Script), ? (Pencils), ? (Inks), None (Colors), ? (Letters). Edited by ?
%Synopsis
Tom figures out how to photograph a sleepy dog.
%characters
Tom Terrific; Manfred the Wonder Dog
%Genre super hero; humor

%Title [Reducing Machine]
%type Story
%pages 1
%FeatureStory Mighty Manfred the Wonder Dog
%credits
%credits ? (Script), ? (Pencils), ? (Inks), ? (Colors), ? (Letters). Edited by ?
%Synopsis
Tom figures needs to get Manfred back in shape for their next glorious adventure.
%characters
Tom Terrific; Manfred the Wonder Dog
%Genre super hero; humor

%==========================================================================
%featureStory Tom Terrific!
%type Cover
%gcd http://www.comics.org/details.lasso?id=226211
%cover http://www.comics.org/graphics/covers/12509/400/12509_4_006.jpg
%thumb http://perlypalms.com/comics/thumbnails/1958-tt-6.jpg
%cbz http://perlypalms.com/comics/archives/1958-tt-6.cbz
%pages 36
%Number 6
%publisher Pines
%Title Tom Terrific
%Series 1957 Series - Literary Enterprises, Inc., Fall 1958, coverprice .10 , 36 pages.
%date 1958-09
%format
Format: Color; Standard Silver Age U.S.; saddle-stitched; glossy cover; Newsprint interior; quarterly series
Â© Literary Enterprises, Inc.  Tom Terrific!
%credits
%CoverCredits
? (Script) ? (Pencils) ? (Inks) ? (Colors) ? (Letters)
%CoverFeature Tom Terrific
%characters
Tom Terrific; Manfred the Wonder Dog
%Genre super hero; humor
%IndexerNotes
Pines Comics logo. Boy's Clubs of America Golden Anniversary Award presented to Pines Comics on cover. Columbia Broadcasting System (CBS) logo on cover as well. Approved by the Comics Code Authority seal on cover. Exclamation point for Tom Terrific is only on the cover. The indicia title reads only as "Tom Terrific".
%Editor ?
%Indexer Gary Perlman
%contents
1.  [Unappreciated Genius]
2.  Go West Young Manfred
3.  The Wild Blue Yonder
4.  Crabby's Strange Pooch
5.  The Big Chance
6.  Manfred's Rapid Taxi
7.  Moon Over Manfred
8.  Mighty Manfred's Problem
9.  [Green Wonder Dog]
Series info
View covergallery
%catalog gcd

%Title [Unappreciated Genius]
%type Story
%pages 1
%FeatureStory Gaston Le Crayon
%colors None
%credits
%credits ? (Script), ? (Pencils), ? (Inks), None (Colors), ? (Letters). Edited by ?
%Synopsis
Gaston gets a job painting for the mayor.
%characters
Gaston Le Crayon
%Genre humor

%Title Go West Young Manfred
%type Story
%pages 8
%FeatureStory Tom Terrific
%credits
%credits ? (Script), ? (Pencils), ? (Inks), ? (Colors), ? (Letters). Edited by ?
%Synopsis
Tom and Manfred go back in time to the wild west.
%characters
Tom Terrific; Manfred the Wonder Dog
%Genre super hero; humor

%Title The Wild Blue Yonder
%type Story
%pages 7
%FeatureStory Tom Terrific
%credits
%credits ? (Script), ? (Pencils), ? (Inks), ? (Colors), ? (Letters). Edited by ?
%Synopsis
The sun is not setting and everything is burning up.
%characters
Tom Terrific; Manfred the Wonder Dog; Mr. Instant
%Genre super hero; humor
%IndexerNotes Idea by Mrs. Laverne Oren

%Title Crabby's Strange Pooch
%type Text-Story
%pages 2
%FeatureStory Tom Terrific
%credits
%credits ? (Script), ? (Pencils), ? (Inks), ? (Colors), ? (Letters). Edited by ?
%characters
Tom Terrific; Manfred the Wonder Dog; Crabby Appleton
%Genre super hero; humor

%Title The Big Chance
%type Story
%pages 6
%FeatureStory Sidney
%credits
%credits ? (Script), ? (Pencils), ? (Inks), ? (Colors), ? (Letters). Edited by ?
%Synopsis
Sidney wants to join the circus.
%characters
Sidney the Elephant; Stanley the Lion; Cleo the Giraffe
%Genre funny animal

%Title Manfred's Rapid Taxi
%type Activity
%pages 1
%FeatureStory Tom Terrific
%credits
%credits ? (Script), ? (Pencils), ? (Inks), ? (Colors), ? (Letters). Edited by ?
%Synopsis
Connect the dots.
%characters
Tom Terrific; Manfred the Wonder Dog
%Genre super hero; humor

%Title Moon Over Manfred
%type Story
%pages 6
%FeatureStory Tom Terrific
%credits
%credits ? (Script), ? (Pencils), ? (Inks), ? (Colors), ? (Letters). Edited by ?
%Synopsis
After the moon's light goes out, Tom and Manfred investigate.
%characters
Tom Terrific; Manfred the Wonder Dog; Mr. Man in the Moon
%Genre super hero; humor

%Title Mighty Manfred's Problem
%type Activity
%pages 1
%FeatureStory Tom Terrific
%colors None
%credits
%credits ? (Script), ? (Pencils), ? (Inks), None (Colors), ? (Letters). Edited by ?
%Synopsis
%IndexerNotes Maze.
%characters
Tom Terrific; Manfred the Wonder Dog; Crabby Appleton
%Genre super hero; humor

%Title [Green Wonder Dog]
%type Story
%pages 1
%FeatureStory Mighty Manfred the Wonder Dog
%credits
%credits ? (Script), ? (Pencils), ? (Inks), ? (Colors), ? (Letters). Edited by ?
%Synopsis
Crabby sprays Manfred with paint, but Tom helps out.
%characters
Tom Terrific; Manfred the Wonder Dog; Crabby Appleton
%Genre super hero; humor

fpack:!@#$%^&*(): 


From perlman@turing.acm.org Wed Nov  2 11:05:02 2005 -0500
Date: Wed, 2 Nov 2005 11:05:02 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: "Gary Perlman @ Yahoo" <garyperlman@yahoo.com>
Subject: birthdays
Message-ID: <Pine.LNX.4.44.0511021104520.24805-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 
X-Keywords:                  
X-UID: 2

January 1 Ian Groper
January 1 Margot Levy Simpson
January 9 Sylvia Orlando
January 12 Mickey Guttman
January 12 Della Druick
January 16 Dan Cohen
January 18 Howard Drabinsky
January 26 Alan Cantor
January 28 Judy-Gail Adelstein
January 31 Judy Freireich
February 1 Carla Boretsky
February 3 Isabel Hornstein
February 6 Howard Gliserman
February 14 Ana Prizant Frackt
February 20 Marc Rodgers
February 27 Lloyd Prizant
February 28 Bernie Lebovits
February 29 Brian Shatsky
March 2 Ken Ostrega
March 11 Steve Libenstein
March 21 Marlene Sprecher-Wolinsky
March 24 Sid Marinoff
March 30 Grace Strusberg
April 3 Brian Marton
April 7 Russell Campbell
April 8 Barbara Shuster
April 9 Bobby Frank
April 11 Rachel Hammer Kent
April 12 Gary Perlman
April 19 Layah Cohen
April 26 Dawn-Marie
April 28 Stephen Grodinsky
April 29 David B. Levine
May 2 Ingrid Corber Hermus
May 2 Iona Corber
May 2 Rena Goldberg
May 5 Aaron Hutman
May 8 Harvey Caspin
May 12 David Fluss
May 14 Stephanie Buchfuhrer Svarc
May 16 Roz Abrams Smith
May 20 Joyce Herling Saifer
May 21 Marilyn Krelenbaum
May 29 Deb Kadaner
May 29 Shelli Wittes Kimmel
May 30 Jacob (Jerry) Potashnik
May 31 Miles Leutner
June 13 Neesa Rakita
June 7 Jo-Anne Wyndham
June 7 Harvey Salzman
June 7 Cheryl Goldsmith
June 8 Howard M. Fox
June 14 Russell Herman
June 18 Mirlla Fuks Lambert
June 18 Louise Elkin
June 21 Carin Smiley
June 30 Les Rubenovitch
July 1 Allan Belzberg
July 2 Bonnie Stein
July 10 Larry Gitnick
July 16 Sam Gonshor
July 17 Patty Shapiro
July 19 Pamela Paris
August 2 Marcia Gilbert
August 4 Harold Gaber
August 6 Bob Kaminsky
August 13 Bruce Tirer
August 18 Jeff Friedman
August 19 Debbie Berlach
August 23 Janice Schachter Lann
August 24 Steven Slavin
September 4 Joy Beiner Ostrega
September 4 Sandy Feldman
September 14 David Segelstein
September 14 Ron Forster
September 15 Maureen Bernstein Blauer
September 16 Roslyn Levitan Berger
September 16 Robert Notkin
September 18 Meyer Nahon
September 21 Glenn Berman
September 22 Robin Baily
September 26 Barbara Raider
September 27 Jerry Wise
September 28 Maureen Rubin
September 29 Michael Shapiro
September 29 Irwin Stermer
September ?? Peter Herman
October 3 Francine Holtznam
October 15 Barry Caplan
October 17 Howard Bloom
October 18 Arlene Slavin
October 20 Joe (Arlene) Schactman Balevi
October 20 Willa Schecter
October 27 Jememy Barry
November 1 Jay Saks
November 1 Sandy Smofsky
November 7 Ivy Merman Shapransky
November 8 Edna Reingewirtz
November 10 Sherry Gleason Hinman
November 12 Joel Rabinowitz 9
November 16 Deborah Lesk MacKinnon
November 17 Ros Schwartz
November 22 Eve (Evelyn) Sadubin Crandall
December 14 Miriam Zehavi
December 15 Leslie Greenfield
December 19 Norm Lundell
December 2 Alvin Fagen
December 3 Mark Richman
December 5 Leesa Berger
December 9 Gail Perzow
December 9 Mayda Klaiman Dubman
December 23 Nancy Klein Brown
December 29 Carin Ungar Gordon
December 29 Sandy Schwartz Dichter
December 30 Ron Edelman
December 31 Sandy Weigens


From perlman@turing.acm.org Tue Nov  8 16:11:44 2005 -0500
Date: Tue, 8 Nov 2005 16:11:43 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: Holger Taschenberger <Holger.Taschenberger@mpi-bpc.mpg.de>
Subject: Re: subject=|STAT request
In-Reply-To: <20051108160016.3FB5.HOLGER.TASCHENBERGER@mpi-bpc.mpg.de>
Message-ID: <Pine.LNX.4.44.0511081611370.8060-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 
X-Keywords:                  
X-UID: 3

Thank you for your interest in |STAT data manipulation and analysis software.

UNIX |STAT for is now (only) available via Web browsers at a secret location.
	http://www.hcibib.org/stat/xyzzy/

To obtain UNIX |STAT files, please follow the instructions at:
	http://www.acm.org/~perlman/stat/#access
There are installation notes (e.g., for Mac OS X and Linux) at:
	http://www.acm.org/~perlman/stat/installation.txt

DOS |STAT executables and documentation are available as a WinZip file:
	http://www.acm.org/~perlman/stat/DOS-STAT.ZIP

HTML documentation is available from the |STAT home page:
	http://www.acm.org/~perlman/stat/

On Tue, 8 Nov 2005, Holger Taschenberger wrote:

> I AGREE TO ADHERE TO THE CONDITIONS OF USING |STAT.
> I AGREE NOT TO SHARE THE |STAT LOCATION WITH OTHERS.
> 


From perlman@turing.acm.org Wed Nov  9 15:04:04 2005 -0500
Date: Wed, 9 Nov 2005 15:04:04 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: Sven Anderson <sanderso@bard.edu>
Subject: Re: |STAT request
In-Reply-To: <200511091046.57151.sanderso@bard.edu>
Message-ID: <Pine.LNX.4.44.0511091503570.12149-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 
X-Keywords:                  
X-UID: 4

Thank you for your interest in |STAT data manipulation and analysis software.

UNIX |STAT for is now (only) available via Web browsers at a secret location.
	http://www.hcibib.org/stat/xyzzy/

To obtain UNIX |STAT files, please follow the instructions at:
	http://www.acm.org/~perlman/stat/#access
There are installation notes (e.g., for Mac OS X and Linux) at:
	http://www.acm.org/~perlman/stat/installation.txt

DOS |STAT executables and documentation are available as a WinZip file:
	http://www.acm.org/~perlman/stat/DOS-STAT.ZIP

HTML documentation is available from the |STAT home page:
	http://www.acm.org/~perlman/stat/

On Wed, 9 Nov 2005, Sven Anderson wrote:

> I AGREE TO ADHERE TO THE CONDITIONS OF USING |STAT.
> I AGREE NOT TO SHARE THE |STAT LOCATION WITH OTHERS.
> 


From perlman@turing.acm.org Fri Nov 11 09:10:12 2005 -0500
Date: Fri, 11 Nov 2005 09:10:09 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: Srinivas Raghavan x53232 <sraghava@qualcomm.com>
Subject: mobile hci conference
In-Reply-To: <4.1.20000403110817.017113d0@adept.qualcomm.com>
Message-ID: <Pine.LNX.4.44.0511110907460.21499-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 
X-Keywords:                  
X-UID: 5

Hi Srini,

It's been a long time. I don't know the last time we communicated.
Did you know we live in my home town Montreal now?

I saw this conference and thought of you:
	http://www.soberit.hut.fi/mobileHCI2006/
and maybe you would want to join their planning group:
	http://www.cis.strath.ac.uk/~mdd/mobilehci/pg/

How are you?

Gary


From perlman@turing.acm.org Fri Nov 11 15:51:05 2005 -0500
Date: Fri, 11 Nov 2005 15:51:04 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: Gary perlman <perlman@turing.acm.org>
Subject: INTERACT
Message-ID: <Pine.LNX.4.44.0511111548590.31995-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 
X-Keywords:                  
X-UID: 6

http://www.idemployee.id.tue.nl/g.w.m.rauterberg/conferences/INTERACT2003/proceedings.html#FP

http://www.springerlink.com/(cid1wbu0ds2hr1552ezknn2l)/app/home/issue.asp?referrer=parent&backto=journal,174,2294;linkingpublicationresults,1:105633,1




From perlman@turing.acm.org Mon Nov 14 09:10:18 2005 -0500
Date: Mon, 14 Nov 2005 09:10:13 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: John Karat <jkarat@us.ibm.com>
cc: director@hcibib.org
Subject: Re: INTERACT Conferences
In-Reply-To: <OFDA59855E.93EEC80C-ON852570B6.006EE8EB-852570B6.006F0A9E@us.ibm.com>
Message-ID: <Pine.LNX.4.44.0511140855580.25943-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 
X-Keywords:                  
X-UID: 7

Hi John,

I have to admit I am getting behind in my HCIBIB hobby,
but the squeaky wheel gets the grease. ;-)

Generally, having the proceedings makes it easier to check information
that is increasingly available online:

http://www.idemployee.id.tue.nl/g.w.m.rauterberg/conferences/INTERACT2003/proceedings.html

http://www.springerlink.com/(cid1wbu0ds2hr1552ezknn2l)/app/home/issue.asp?referrer=parent&backto=journal,174,2294;linkingpublicationresults,1:105633,1

When we moved to Montreal, I donated all the journals and proceedings the HCIBIB had acquired to the new HCI program at SUNY Oswego. I am hesitant to start a new collection, so I'll try to work with what's online.

The larger proceedings have a decreasing presence in the HCIBIB. Interact has not had abstracts since 1990. HFES stopped having them in 1995, and people cared so little that I stopped adding HFES annual meetings the next year; no one has complained, or even mentioned the fact.

But I'll move the Interact proceedings to the top of the list of what there is to do.

Best wishes,

Gary

On Fri, 11 Nov 2005, John Karat wrote:

> Hey Gary;
> 
> I can send you a copy of the INTERACT 2003 proceedings (and maybe even the 
> INTERACT 2005 proceedings) if that would help them get into the HCIBIB 
> abstracts.
> 
> Let me know.
> 
> Cheers;
> John
> 
> John Karat
> jkarat@us.ibm.com
> phone:1-914-784-7832
> fax:1-914-784-6032


From perlman@turing.acm.org Mon Nov 14 09:17:05 2005 -0500
Date: Mon, 14 Nov 2005 09:17:04 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: "Raghavan, Srinivas" <sraghava@qualcomm.com>
Subject: RE: mobile hci conference
In-Reply-To: <7C843433CD8E0B41B473D03388256CB047BAAE@NAEX02.na.qualcomm.com>
Message-ID: <Pine.LNX.4.44.0511140910450.25943-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 
X-Keywords:                  
X-UID: 8

On Fri, 11 Nov 2005, Raghavan, Srinivas wrote:

> Hi Gary,
> Thank you for forwarding this to me. I would like to join the planning
> group. 

Great. I'm glad I passed on the info. 

> It has been a long time but I met someone from Columbus recently who
> told me you had moved to Montreal. I hope you are all doing well. Hope
> your children are doing well, they must be grown up now.

Caroline took a position at McGill where she would have more colleagues.
I telecommute to OCLC from home; it's working out pretty well.
Mark is 12 and George is 8. Their French is getting quite good, although
mine is still rusty because I work from home with people in Ohio.

> We are doing well here by God's grace. I lead an HF team of five for one
> of the divisions here at Qualcomm. We work on mobile and web based b-b
> applications supporting wireless business solutions for the trucking and
> construction industries (not sure if you have heard of OmniTRACS). I
> have been active with HFES in the mobile driver distraction area. We
> have been doing some innovative work in this area but haven't yet
> published. 

Well, get it published quickly, before some idiot on a cell phone
plows into you! :-)

> Sorry I have not been in touch for a long time. I hope to do better in
> the future. 
> 
> Srinivas
> 
> -----Original Message-----
> From: Gary PERLMAN [mailto:perlman@turing.acm.org] 
> Sent: Friday, November 11, 2005 6:10 AM
> To: Raghavan, Srinivas
> Subject: mobile hci conference
> 
> Hi Srini,
> 
> It's been a long time. I don't know the last time we communicated.
> Did you know we live in my home town Montreal now?
> 
> I saw this conference and thought of you:
> 	http://www.soberit.hut.fi/mobileHCI2006/
> and maybe you would want to join their planning group:
> 	http://www.cis.strath.ac.uk/~mdd/mobilehci/pg/
> 
> How are you?
> 
> Gary
> 
> 


From perlman@turing.acm.org Mon Nov 14 13:09:21 2005 -0500
Date: Mon, 14 Nov 2005 13:09:21 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: John Karat <jkarat@us.ibm.com>
Subject: Re: INTERACT Conferences
In-Reply-To: <OF13DC2AA0.3A9B3B35-ON852570B9.004EE391-852570B9.004F1A44@us.ibm.com>
Message-ID: <Pine.LNX.4.44.0511141305360.32012-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 
X-Keywords:                  
X-UID: 9

Hi again,

I do not have page numbers for 2003.

Could you please send me the table of contents:

Gary Perlman
4688 Westmount Ave.
Westmount QC H3Y1X1
Canada

or, scan at 300 dpi and save as images in a zip file and I can do OCR.

I should have the basic bib information for 2005 online later today.

Gary

On Mon, 14 Nov 2005, John Karat wrote:

> Gary;
> 
> Thanks for the response, and discussion.  I was acting as an advocate for 
> INTERACT - and was hoping I could be of assistance in keeping it in HCIBIB 
> (the hci worlds most influential hobby).
> 
> Cheers;
> John
> 
> John Karat
> jkarat@us.ibm.com
> phone:1-914-784-7832
> fax:1-914-784-6032
> To:     John Karat/Watson/IBM@IBMUS
> cc:     director@hcibib.org 
> Subject:        Re: INTERACT Conferences
> 
> 
> Hi John,
> 
> I have to admit I am getting behind in my HCIBIB hobby,
> but the squeaky wheel gets the grease. ;-)
> 
> Generally, having the proceedings makes it easier to check information
> that is increasingly available online:
> 
> http://www.idemployee.id.tue.nl/g.w.m.rauterberg/conferences/INTERACT2003/proceedings.html
> 
> 
> http://www.springerlink.com/(cid1wbu0ds2hr1552ezknn2l)/app/home/issue.asp?referrer=parent&backto=journal,174,2294;linkingpublicationresults,1:105633,1
> 
> 
> When we moved to Montreal, I donated all the journals and proceedings the 
> HCIBIB had acquired to the new HCI program at SUNY Oswego. I am hesitant 
> to start a new collection, so I'll try to work with what's online.
> 
> The larger proceedings have a decreasing presence in the HCIBIB. Interact 
> has not had abstracts since 1990. HFES stopped having them in 1995, and 
> people cared so little that I stopped adding HFES annual meetings the next 
> year; no one has complained, or even mentioned the fact.
> 
> But I'll move the Interact proceedings to the top of the list of what 
> there is to do.
> 
> Best wishes,
> 
> Gary
> 
> On Fri, 11 Nov 2005, John Karat wrote:
> 
> > Hey Gary;
> > 
> > I can send you a copy of the INTERACT 2003 proceedings (and maybe even 
> the 
> > INTERACT 2005 proceedings) if that would help them get into the HCIBIB 
> > abstracts.
> > 
> > Let me know.
> > 
> > Cheers;
> > John
> > 
> > John Karat
> > jkarat@us.ibm.com
> > phone:1-914-784-7832
> > fax:1-914-784-6032
> 
> 
> 


From perlman@turing.acm.org Mon Nov 14 15:33:25 2005 -0500
Date: Mon, 14 Nov 2005 15:33:25 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: John Karat <jkarat@us.ibm.com>
Subject: Re: INTERACT Conferences
In-Reply-To: <OF7F8CAC05.BF56D7F1-ON852570B9.0069ADC4-852570B9.0069C302@us.ibm.com>
Message-ID: <Pine.LNX.4.44.0511141528400.26277-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 
X-Keywords:                  
X-UID: 10

Fresh out of the oven...: http://www.hcibib.org/gs.cgi?word=checked&terms=C.INT.05

Sure, I'll be at CHI in Montreal. I live here, eh?

On Mon, 14 Nov 2005, John Karat wrote:

> Gary;
> 
> Wow.  Thanks.  I have the TOC on its way to you - regular mail.  see you 
> at CHI in Montreal?
> 
> Cheers;
> John
> 
> John Karat
> jkarat@us.ibm.com
> phone:1-914-784-7832
> fax:1-914-784-6032
> To:     John Karat/Watson/IBM@IBMUS
> cc:      
> Subject:        Re: INTERACT Conferences
> 
> 
> Hi again,
> 
> I do not have page numbers for 2003.
> 
> Could you please send me the table of contents:
> 
> Gary Perlman
> 4688 Westmount Ave.
> Westmount QC H3Y1X1
> Canada
> 
> or, scan at 300 dpi and save as images in a zip file and I can do OCR.
> 
> I should have the basic bib information for 2005 online later today.
> 
> Gary
> 
> On Mon, 14 Nov 2005, John Karat wrote:
> 
> > Gary;
> > 
> > Thanks for the response, and discussion.  I was acting as an advocate 
> for 
> > INTERACT - and was hoping I could be of assistance in keeping it in 
> HCIBIB 
> > (the hci worlds most influential hobby).
> > 
> > Cheers;
> > John
> > 
> > John Karat
> > jkarat@us.ibm.com
> > phone:1-914-784-7832
> > fax:1-914-784-6032
> > To:     John Karat/Watson/IBM@IBMUS
> > cc:     director@hcibib.org 
> > Subject:        Re: INTERACT Conferences
> > 
> > 
> > Hi John,
> > 
> > I have to admit I am getting behind in my HCIBIB hobby,
> > but the squeaky wheel gets the grease. ;-)
> > 
> > Generally, having the proceedings makes it easier to check information
> > that is increasingly available online:
> > 
> > 
> http://www.idemployee.id.tue.nl/g.w.m.rauterberg/conferences/INTERACT2003/proceedings.html
> 
> > 
> > 
> > 
> http://www.springerlink.com/(cid1wbu0ds2hr1552ezknn2l)/app/home/issue.asp?referrer=parent&backto=journal,174,2294;linkingpublicationresults,1:105633,1
> 
> > 
> > 
> > When we moved to Montreal, I donated all the journals and proceedings 
> the 
> > HCIBIB had acquired to the new HCI program at SUNY Oswego. I am hesitant 
> 
> > to start a new collection, so I'll try to work with what's online.
> > 
> > The larger proceedings have a decreasing presence in the HCIBIB. 
> Interact 
> > has not had abstracts since 1990. HFES stopped having them in 1995, and 
> > people cared so little that I stopped adding HFES annual meetings the 
> next 
> > year; no one has complained, or even mentioned the fact.
> > 
> > But I'll move the Interact proceedings to the top of the list of what 
> > there is to do.
> > 
> > Best wishes,
> > 
> > Gary
> > 
> > On Fri, 11 Nov 2005, John Karat wrote:
> > 
> > > Hey Gary;
> > > 
> > > I can send you a copy of the INTERACT 2003 proceedings (and maybe even 
> 
> > the 
> > > INTERACT 2005 proceedings) if that would help them get into the HCIBIB 
> 
> > > abstracts.
> > > 
> > > Let me know.
> > > 
> > > Cheers;
> > > John
> > > 
> > > John Karat
> > > jkarat@us.ibm.com
> > > phone:1-914-784-7832
> > > fax:1-914-784-6032
> > 
> > 
> > 
> 
> 
> 


From perlman@turing.acm.org Mon Nov 14 16:16:12 2005 -0500
Date: Mon, 14 Nov 2005 16:16:12 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: John Karat <jkarat@us.ibm.com>
Subject: Re: INTERACT Conferences
In-Reply-To: <OF52752AFA.A8793DEB-ON852570B9.00742BCC-852570B9.00743514@us.ibm.com>
Message-ID: <Pine.LNX.4.44.0511141614030.27814-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 
X-Keywords:                  
X-UID: 11

I believe it may have been the US ambassador to Canada...

when actually, we are a hard-working bunch of moose eaters!

On Mon, 14 Nov 2005, John Karat wrote:

> who ever said that canadians were a lazy bunch of moose eaters?
> 
> john
> 
> John Karat
> jkarat@us.ibm.com
> phone:1-914-784-7832
> fax:1-914-784-6032
> To:     John Karat/Watson/IBM@IBMUS
> cc:      
> Subject:        Re: INTERACT Conferences
> 
> 
> Fresh out of the oven...: 
> http://www.hcibib.org/gs.cgi?word=checked&terms=C.INT.05
> 
> Sure, I'll be at CHI in Montreal. I live here, eh?
> 
> On Mon, 14 Nov 2005, John Karat wrote:
> 
> > Gary;
> > 
> > Wow.  Thanks.  I have the TOC on its way to you - regular mail.  see you 
> 
> > at CHI in Montreal?
> > 
> > Cheers;
> > John
> > 
> > John Karat
> > jkarat@us.ibm.com
> > phone:1-914-784-7832
> > fax:1-914-784-6032
> > To:     John Karat/Watson/IBM@IBMUS
> > cc: 
> > Subject:        Re: INTERACT Conferences
> > 
> > 
> > Hi again,
> > 
> > I do not have page numbers for 2003.
> > 
> > Could you please send me the table of contents:
> > 
> > Gary Perlman
> > 4688 Westmount Ave.
> > Westmount QC H3Y1X1
> > Canada
> > 
> > or, scan at 300 dpi and save as images in a zip file and I can do OCR.
> > 
> > I should have the basic bib information for 2005 online later today.
> > 
> > Gary
> > 
> > On Mon, 14 Nov 2005, John Karat wrote:
> > 
> > > Gary;
> > > 
> > > Thanks for the response, and discussion.  I was acting as an advocate 
> > for 
> > > INTERACT - and was hoping I could be of assistance in keeping it in 
> > HCIBIB 
> > > (the hci worlds most influential hobby).
> > > 
> > > Cheers;
> > > John
> > > 
> > > John Karat
> > > jkarat@us.ibm.com
> > > phone:1-914-784-7832
> > > fax:1-914-784-6032
> > > To:     John Karat/Watson/IBM@IBMUS
> > > cc:     director@hcibib.org 
> > > Subject:        Re: INTERACT Conferences
> > > 
> > > 
> > > Hi John,
> > > 
> > > I have to admit I am getting behind in my HCIBIB hobby,
> > > but the squeaky wheel gets the grease. ;-)
> > > 
> > > Generally, having the proceedings makes it easier to check information
> > > that is increasingly available online:
> > > 
> > > 
> > 
> http://www.idemployee.id.tue.nl/g.w.m.rauterberg/conferences/INTERACT2003/proceedings.html
> 
> > 
> > > 
> > > 
> > > 
> > 
> http://www.springerlink.com/(cid1wbu0ds2hr1552ezknn2l)/app/home/issue.asp?referrer=parent&backto=journal,174,2294;linkingpublicationresults,1:105633,1
> 
> > 
> > > 
> > > 
> > > When we moved to Montreal, I donated all the journals and proceedings 
> > the 
> > > HCIBIB had acquired to the new HCI program at SUNY Oswego. I am 
> hesitant 
> > 
> > > to start a new collection, so I'll try to work with what's online.
> > > 
> > > The larger proceedings have a decreasing presence in the HCIBIB. 
> > Interact 
> > > has not had abstracts since 1990. HFES stopped having them in 1995, 
> and 
> > > people cared so little that I stopped adding HFES annual meetings the 
> > next 
> > > year; no one has complained, or even mentioned the fact.
> > > 
> > > But I'll move the Interact proceedings to the top of the list of what 
> > > there is to do.
> > > 
> > > Best wishes,
> > > 
> > > Gary
> > > 
> > > On Fri, 11 Nov 2005, John Karat wrote:
> > > 
> > > > Hey Gary;
> > > > 
> > > > I can send you a copy of the INTERACT 2003 proceedings (and maybe 
> even 
> > 
> > > the 
> > > > INTERACT 2005 proceedings) if that would help them get into the 
> HCIBIB 
> > 
> > > > abstracts.
> > > > 
> > > > Let me know.
> > > > 
> > > > Cheers;
> > > > John
> > > > 
> > > > John Karat
> > > > jkarat@us.ibm.com
> > > > phone:1-914-784-7832
> > > > fax:1-914-784-6032
> > > 
> > > 
> > > 
> > 
> > 
> > 
> 
> 
> 


From perlman@turing.acm.org Wed Nov 16 14:02:38 2005 -0500
Date: Wed, 16 Nov 2005 14:02:38 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: Hahn Koo <hahnkoo@uiuc.edu>
Subject: Re: Requesting the use of |STAT
In-Reply-To: <c5f3e1f2.5bf30b91.8588700@expms2.cites.uiuc.edu>
Message-ID: <Pine.LNX.4.44.0511161402320.12397-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 
X-Keywords:                  
X-UID: 12

Thank you for your interest in |STAT data manipulation and analysis software.

UNIX |STAT for is now (only) available via Web browsers at a secret location.
	http://www.hcibib.org/stat/xyzzy/

To obtain UNIX |STAT files, please follow the instructions at:
	http://www.acm.org/~perlman/stat/#access
There are installation notes (e.g., for Mac OS X and Linux) at:
	http://www.acm.org/~perlman/stat/installation.txt

DOS |STAT executables and documentation are available as a WinZip file:
	http://www.acm.org/~perlman/stat/DOS-STAT.ZIP

HTML documentation is available from the |STAT home page:
	http://www.acm.org/~perlman/stat/

On Tue, 15 Nov 2005, Hahn Koo wrote:

>    I AGREE TO ADHERE TO THE CONDITIONS OF USING |STAT.
>    I AGREE NOT TO SHARE THE |STAT LOCATION WITH OTHERS.
> 


From perlman@turing.acm.org Mon Nov 21 23:29:12 2005 -0500
Date: Mon, 21 Nov 2005 23:29:11 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: John Karat <jkarat@us.ibm.com>
Subject: Re: INTERACT Conferences
In-Reply-To: <Pine.LNX.4.44.0511140855580.25943-100000@turing.acm.org>
Message-ID: <Pine.LNX.4.44.0511212327120.24445-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: RO
X-Status: A
X-Keywords:                
X-UID: 13

Hi John,

Contents received. Thanks.

http://www.hcibib.org/bibtoc.cgi?file=ftp/INT03*

Gary

On Mon, 14 Nov 2005, Gary PERLMAN wrote:

> Hi John,
> 
> I have to admit I am getting behind in my HCIBIB hobby,
> but the squeaky wheel gets the grease. ;-)
> 
> Generally, having the proceedings makes it easier to check information
> that is increasingly available online:
> 
> http://www.idemployee.id.tue.nl/g.w.m.rauterberg/conferences/INTERACT2003/proceedings.html
> 
> http://www.springerlink.com/(cid1wbu0ds2hr1552ezknn2l)/app/home/issue.asp?referrer=parent&backto=journal,174,2294;linkingpublicationresults,1:105633,1
> 
> When we moved to Montreal, I donated all the journals and proceedings the HCIBIB had acquired to the new HCI program at SUNY Oswego. I am hesitant to start a new collection, so I'll try to work with what's online.
> 
> The larger proceedings have a decreasing presence in the HCIBIB. Interact has not had abstracts since 1990. HFES stopped having them in 1995, and people cared so little that I stopped adding HFES annual meetings the next year; no one has complained, or even mentioned the fact.
> 
> But I'll move the Interact proceedings to the top of the list of what there is to do.
> 
> Best wishes,
> 
> Gary
> 
> On Fri, 11 Nov 2005, John Karat wrote:
> 
> > Hey Gary;
> > 
> > I can send you a copy of the INTERACT 2003 proceedings (and maybe even the 
> > INTERACT 2005 proceedings) if that would help them get into the HCIBIB 
> > abstracts.
> > 
> > Let me know.
> > 
> > Cheers;
> > John
> > 
> > John Karat
> > jkarat@us.ibm.com
> > phone:1-914-784-7832
> > fax:1-914-784-6032
> 


From perlman@turing.acm.org Wed Nov 23 19:57:05 2005 -0500
Date: Wed, 23 Nov 2005 19:56:53 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: saul@ucalgary.ca
Subject: Hi from Montreal
Message-ID: <Pine.LNX.4.44.0511231947100.26715-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 
X-Keywords:                  
X-UID: 14

Hey Saul,

I was just adding some bibs to hcibib.org and saw your name
and I recalled that you went to Wagar. Did you know it closed
last year? They were down to under 300 students and were
sharing the building with another school. Wagar was also
one of the lowest rated schools in Quebec, based on
graduation rates and grades.

Coincidentally, right after moving back, I got involved
with my class reunion at Wagar. We had about 175 attend,
and it was at the school. What an experience! I was the
webmaster and we made a CD with about 3000 artifacts
including the yearbook, almost all class photos back
to kindergarten, and pictures from sweet 16s.

I assume you'll be here for CHI'2006. So far, I've managed
to not be involved in any way!  Wendy Mackay is another
Montrealer (Upper Westmount, you know), but only you and
I may appreciate the implications. Oddly enough, I was
born in Westmount and now we live there, but I'll always
be a Cote-St-Luc-Nick.

Best wishes,

Gary


From perlman@turing.acm.org Wed Nov 23 21:16:10 2005 -0500
Date: Wed, 23 Nov 2005 21:16:09 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: saul@cpsc.ucalgary.ca
Subject: Hi from Montreal
Message-ID: <Pine.LNX.4.44.0511232114530.28110-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 
X-Keywords:                  
X-UID: 15

Hey Saul,

I was just adding some bibs to hcibib.org and saw your name
and I recalled that you went to Wagar. Did you know it closed
last year? They were down to under 300 students and were
sharing the building with another school. Wagar was also
one of the lowest rated schools in Quebec, based on
graduation rates and grades.

Coincidentally, right after moving back, I got involved
with my class reunion at Wagar. We had about 175 attend,
and it was at the school. What an experience! I was the
webmaster and we made a CD with about 3000 artifacts
including the yearbook, almost all class photos back
to kindergarten, and pictures from sweet 16s.

I assume you'll be here for CHI'2006. So far, I've managed
to not be involved in any way!  Wendy Mackay is another
Montrealer (Upper Westmount, you know), but only you and
I may appreciate the implications. Oddly enough, I was
born in Westmount and now we live there, but I'll always
be a Cote-St-Luc-Nick.

Best wishes,

Gary



From perlman@turing.acm.org Thu Nov 24 17:20:01 2005 -0500
Date: Thu, 24 Nov 2005 17:20:00 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: George Andreopoulos <gandreopoulos@attendancemarketing.com>
Subject: Re: A request regarding CHI 2006
In-Reply-To: <BIEFLBIPCNFEHJNCKFCLGEDLCJAA.gandreopoulos@attendancemarketing.com>
Message-ID: <Pine.LNX.4.44.0511241658150.22715-100000@turing.acm.org>
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Hi George,

Although I work for OCLC, I do so from Montreal, and I do not take
off American Thanksgiving.

Perhaps the best resource is the HCI Webliography, a small database
of websites with 1800+ entries with 1000+ email addresses.
I also have georgraphical information on those, so I have
172 records in Canada and states near Quebec. 
Counting email addresses, I am down to 137.
If I include France, I'm back up to 169 email addresses.

If you give me some material, I can send it out to them.

Gary Perlman
514-482-4905

On Thu, 24 Nov 2005, George Andreopoulos wrote:

> Hello Gary,
> 
> Our firm is working with the organizing committee of CHI 2006 in order to market and promote the conference.   We are currently researching new audiences which may not be in the current CHI database to ensure that we can get information about the conference out to as many HCI professionals as possible.
> 
> Looking at the work you have done, I am impressed by the detail of information on the hcibib site.   One thought we had was that each contact you have listed would be a great ambassador to help us "pass the word" about CHI2006.    My question is do you have a list of the contacts (with emails) that appear in the various segments of your library (education, companies, etc).   Our desire would be to contact them and request their assistance in making their peers aware of this key event taking place next April.
> 
> I know it is a holiday today so please feel free to get back to me about this at your earliest convenience.
> 
> Thank You and Regards,
> George Andreopoulos
> Vice President
> Attendance Marketing
> 1 Place Ville Marie, suite 2821
> Montreal, QC  H3B 4R4
> Tel (Direct): 514-886-8325
> Fax (Administration): 514-221-2063 
> Fax (Operations): 514-221-3343
> email: george@attendancemarketing.com
> web: www.attendancemarketing.com
> 
> SUCCESS | THROUGH | ATTENDANCE
> 
> This e-mail may contain confidential and/or privileged information for the sole use of the intended recipient. Any review or distribution by anyone other than the person for whom it was originally intended is strictly prohibited. If you have received this e-mail in error, please contact the sender and delete all copies. Opinions, conclusions or other information contained in this e-mail may not be that of the organization.
> 
> Les renseignements contenus dans le présent message électronique sont confidentiels et concernent exclusivement le(s) destinataire(s) désigné(s).  Il est strictement interdit de distribuer ou de copier ce message.  Si vous avez reçu ce message par erreur, veuillez répondre par courriel à l'expéditeur et effacer ou détruire toutes les copies du présent message.
> 
> 


From perlman@turing.acm.org Thu Nov 24 19:20:38 2005 -0500
Date: Thu, 24 Nov 2005 19:20:38 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: George Andreopoulos <gandreopoulos@attendancemarketing.com>
Subject: RE: A request regarding CHI 2006
In-Reply-To: <BIEFLBIPCNFEHJNCKFCLMEDPCJAA.gandreopoulos@attendancemarketing.com>
Message-ID: <Pine.LNX.4.44.0511241911560.25412-100000@turing.acm.org>
MIME-Version: 1.0
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Yes, born and raised here. I did leave after high school for 30 years, though,
but moved back two years ago when my wife joined the faculty at McGill.
We live near downtown and I can see la PVM from our guest room.

Two other Montrealers are active in HCI: Saul Greenberg, now in Calgary,
and Wendy Mackay, now in Paris. I don't know if they have any ties here.

Gary

On Thu, 24 Nov 2005, George Andreopoulos wrote:

> You're in MONTREAL!!!!   Excellent!!!   We should grab a drink
> together...Our office is in PVM.
> I'll work on getting the material to send out to them and appreciate your
> support.
> 
> FYI... I am meeting with some folks from CRIM next week to talk about local
> support as well.
> 
> 
> George
> 
> -----Original Message-----
> From: Gary PERLMAN [mailto:perlman@turing.acm.org]
> Sent: November 24, 2005 5:20 PM
> To: George Andreopoulos
> Subject: Re: A request regarding CHI 2006
> 
> 
> Hi George,
> 
> Although I work for OCLC, I do so from Montreal, and I do not take
> off American Thanksgiving.
> 
> Perhaps the best resource is the HCI Webliography, a small database
> of websites with 1800+ entries with 1000+ email addresses.
> I also have georgraphical information on those, so I have
> 172 records in Canada and states near Quebec.
> Counting email addresses, I am down to 137.
> If I include France, I'm back up to 169 email addresses.
> 
> If you give me some material, I can send it out to them.
> 
> Gary Perlman
> 514-482-4905
> 
> On Thu, 24 Nov 2005, George Andreopoulos wrote:
> 
> > Hello Gary,
> >
> > Our firm is working with the organizing committee of CHI 2006 in order to
> market and promote the conference.   We are currently researching new
> audiences which may not be in the current CHI database to ensure that we can
> get information about the conference out to as many HCI professionals as
> possible.
> >
> > Looking at the work you have done, I am impressed by the detail of
> information on the hcibib site.   One thought we had was that each contact
> you have listed would be a great ambassador to help us "pass the word" about
> CHI2006.    My question is do you have a list of the contacts (with emails)
> that appear in the various segments of your library (education, companies,
> etc).   Our desire would be to contact them and request their assistance in
> making their peers aware of this key event taking place next April.
> >
> > I know it is a holiday today so please feel free to get back to me about
> this at your earliest convenience.
> >
> > Thank You and Regards,
> > George Andreopoulos
> > Vice President
> > Attendance Marketing
> > 1 Place Ville Marie, suite 2821
> > Montreal, QC  H3B 4R4
> > Tel (Direct): 514-886-8325
> > Fax (Administration): 514-221-2063
> > Fax (Operations): 514-221-3343
> > email: george@attendancemarketing.com
> > web: www.attendancemarketing.com
> >
> > SUCCESS | THROUGH | ATTENDANCE
> >
> > This e-mail may contain confidential and/or privileged information for the
> sole use of the intended recipient. Any review or distribution by anyone
> other than the person for whom it was originally intended is strictly
> prohibited. If you have received this e-mail in error, please contact the
> sender and delete all copies. Opinions, conclusions or other information
> contained in this e-mail may not be that of the organization.
> >
> > Les renseignements contenus dans le présent message électronique sont
> confidentiels et concernent exclusivement le(s) destinataire(s) désigné(s).
> Il est strictement interdit de distribuer ou de copier ce message.  Si vous
> avez reçu ce message par erreur, veuillez répondre par courriel à
> l'expéditeur et effacer ou détruire toutes les copies du présent message.
> >
> >
> 


From perlman@turing.acm.org Thu Nov 24 21:03:57 2005 -0500
Date: Thu, 24 Nov 2005 21:03:57 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: chi2006-chair@acm.org
Subject: chi2006 keynote
Message-ID: <Pine.LNX.4.44.0511242052320.26299-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
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Have you lined up the CHI 2006 keynotes?

If not, I thought I would suggest Steven Pinker.
The main reasons are (1) dynamic speaker,
(2) famous writer, and (3) born and raised in Montreal.

Steven and I went to the same high school, Wagar,
which recently closed due to declining attendance.
He was two years ahead of me, and he was famous even then.
I actually went to a taping of the Reach for the Top
show -- a Canadian GE College Bowl for high schools --
after which his team went to to the Canadian finals,
and lost (listed as the most difficult loss of his life).

I know he has done some thought on UI design,
specifically in the area of graphical design,
although I do not know if he has published it.
He seems like the kind of person who could
speak on HCI from a cognitive science base.

I don't know if he gets back to Montreal at all.
I think his sister, also a psychologist, lives
in Toronto, but he still might want to visit.
April is not the best time of year to visit, though,
but living in Boston, weather may not be a concern
for him.

Just thought I'd throw that out in case you wanted ideas.

Gary Perlman


From perlman@turing.acm.org Fri Nov 25 13:50:33 2005 -0500
Date: Fri, 25 Nov 2005 13:50:33 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: Gary Olson <gmo@umich.edu>
Subject: Re: chi2006 keynote
In-Reply-To: <421aa0da0511250817h2918937m10fc717831d95880@mail.gmail.com>
Message-ID: <Pine.LNX.4.44.0511251348410.10652-100000@turing.acm.org>
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Great. Despite chatting on the phone a few times when in grad school,
I've never met him!

Gary

On Fri, 25 Nov 2005, Gary Olson wrote:

> Thanks for the suggestion.I know Steve -- same graduate school adviser!
> We're in negotations with a couple of prospects, but I'll keep Steve in
> mind. Gary
> 
> On 11/24/05, Gary PERLMAN <perlman@turing.acm.org> wrote:
> >
> > Have you lined up the CHI 2006 keynotes?
> >
> > If not, I thought I would suggest Steven Pinker.
> > The main reasons are (1) dynamic speaker,
> > (2) famous writer, and (3) born and raised in Montreal.
> >
> > Steven and I went to the same high school, Wagar,
> > which recently closed due to declining attendance.
> > He was two years ahead of me, and he was famous even then.
> > I actually went to a taping of the Reach for the Top
> > show -- a Canadian GE College Bowl for high schools --
> > after which his team went to to the Canadian finals,
> > and lost (listed as the most difficult loss of his life).
> >
> > I know he has done some thought on UI design,
> > specifically in the area of graphical design,
> > although I do not know if he has published it.
> > He seems like the kind of person who could
> > speak on HCI from a cognitive science base.
> >
> > I don't know if he gets back to Montreal at all.
> > I think his sister, also a psychologist, lives
> > in Toronto, but he still might want to visit.
> > April is not the best time of year to visit, though,
> > but living in Boston, weather may not be a concern
> > for him.
> >
> > Just thought I'd throw that out in case you wanted ideas.
> >
> > Gary Perlman
> >
> 
> 
> 
> --
> Gary M. Olson
> Paul M. Fitts Professor of Human-Computer Interaction
> School of Information
> University of Michigan
> 1075 Beal Avenue
> Ann Arbor, Michigan 48109-2112
> e-mail: gmo@umich.edu
> phone: 734 763-5644
> fax: 734 647-8045
> 


From perlman@turing.acm.org Sat Nov 26 00:52:00 2005 -0500
Date: Sat, 26 Nov 2005 00:52:00 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: Jerry John <charmbsd@yahoo.com>
Subject: Re: |STAT request
In-Reply-To: <20051126052357.80914.qmail@web31915.mail.mud.yahoo.com>
Message-ID: <Pine.LNX.4.44.0511260051450.11473-100000@turing.acm.org>
MIME-Version: 1.0
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Thank you for your interest in |STAT data manipulation and analysis software.

UNIX |STAT for is now (only) available via Web browsers at a secret location.
	http://www.hcibib.org/stat/xyzzy/

To obtain UNIX |STAT files, please follow the instructions at:
	http://www.acm.org/~perlman/stat/#access
There are installation notes (e.g., for Mac OS X and Linux) at:
	http://www.acm.org/~perlman/stat/installation.txt

DOS |STAT executables and documentation are available as a WinZip file:
	http://www.acm.org/~perlman/stat/DOS-STAT.ZIP

HTML documentation is available from the |STAT home page:
	http://www.acm.org/~perlman/stat/

On Fri, 25 Nov 2005, Jerry John wrote:

>   
> I AGREE TO ADHERE TO THE CONDITIONS OF USING |STAT.
>    I AGREE NOT TO SHARE THE |STAT LOCATION WITH OTHERS.
>  
> 
> 		
> ---------------------------------
>  Yahoo! Music Unlimited - Access over 1 million songs. Try it free.


From perlman@turing.acm.org Sat Nov 26 01:27:24 2005 -0500
Date: Sat, 26 Nov 2005 01:27:24 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: Saul Greenberg <saul.greenberg@ucalgary.ca>
Subject: RE: Hi from Montreal
In-Reply-To: <200511252313.jAPNDAQ21718@smtp2.ucalgary.ca>
Message-ID: <Pine.LNX.4.44.0511260052570.11473-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
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On Fri, 25 Nov 2005, Saul Greenberg wrote:

> Hey Gary
> Nice to hear from you! What brought you back to Montreal? I don't actually
> know what you are doing these days... its been too many years.

My wife got a Canada Chair at McGill, and she has more colleagues here,
including U de M. I still work at OCLC.org in Ohio, but I telecommute.
Negligible travel and lots of e-mail. Montreal... Quebec... It's still
crazy here, but it's familiar... home.

> I didn't know that Wagar closed. Given that the school was large in my time,
> it's a surprise! Where do all the kids in the neighborhood go today, or has
> CSL become a retirement mecca meaning no kids?

CSL is more built up, with lots of large apartment buildings around the
Cavendish Mall. The population is older and more diverse, but still
very Jewish. Bialic is a private Jewish school that has taken over
much of the population that would have gone to Wagar. Westminster
Elementary is now in the French School Board. The PSBGM (Protestant
School Board of Greater Montreal, remember?) is no more, replaced
by the EMSB (English Montreal School Board), and incorporating the
English Catholic School Board (e.g., Marymount High School, with its Boys
and Girls entrances). The EMSB is in decline, although the same is true
of the French schools. Two unions, maybe more, are on strike periodically,
and I don't think our younger son has had a five-day school week this year.
On the plus side, he speak French nicely.

> Its interesting thinking back to those days. My life took a big turn at
> University, and as a result I am not in touch with a single person from my
> high school and younger days. This is mostly due to my high interest in
> outdoor activities, which wasn't shared by any of my high school buddies. I
> do often wonder what has happened to everyone. I'll check the web site!

I was always in touch with a few people from high school. And I did not care
to keep in though with most. Still, after 1200 hours a year in the same room
with these kids, I really wanted to know how they turned out. To plan the
reunion, we made a yahoo group, and the month before the reunion, posted
2500 messages! Besides that, we had an online form people could fill out
to provide their coordinates, short histories, even high school crushes.
If I were more of a psychologist, I'd do some memory studies on the
whole experience. Very deep memories there.

You know this site, http://wagaralumni.com/ I see you are in it, but for the
class of 1969.

See you at CHI....

> Thanks,
> saul
> 
> 
> 
> -----Original Message-----
> From: Gary PERLMAN [mailto:perlman@turing.acm.org] 
> Sent: Wednesday, November 23, 2005 7:16 PM
> To: saul@cpsc.ucalgary.ca
> Subject: Hi from Montreal
> 
> Hey Saul,
> 
> I was just adding some bibs to hcibib.org and saw your name
> and I recalled that you went to Wagar. Did you know it closed
> last year? They were down to under 300 students and were
> sharing the building with another school. Wagar was also
> one of the lowest rated schools in Quebec, based on
> graduation rates and grades.
> 
> Coincidentally, right after moving back, I got involved
> with my class reunion at Wagar. We had about 175 attend,
> and it was at the school. What an experience! I was the
> webmaster and we made a CD with about 3000 artifacts
> including the yearbook, almost all class photos back
> to kindergarten, and pictures from sweet 16s.
> 
> I assume you'll be here for CHI'2006. So far, I've managed
> to not be involved in any way!  Wendy Mackay is another
> Montrealer (Upper Westmount, you know), but only you and
> I may appreciate the implications. Oddly enough, I was
> born in Westmount and now we live there, but I'll always
> be a Cote-St-Luc-Nick.
> 
> Best wishes,
> 
> Gary
> 
> 


From perlman@turing.acm.org Sun Nov 27 14:49:05 2005 -0500
Date: Sun, 27 Nov 2005 14:49:05 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: msfadmin@hq.acm.org
Subject: unable to access PDF in ACM DL
Message-ID: <Pine.LNX.4.44.0511271447010.3201-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 
X-Keywords:                  
X-UID: 22

I think ACM security does more to stop subscribers from getting at content than thieves.

Anyway, for this item: http://doi.acm.org/10.1145/1013115.1013116

Here is the message I got after I put in my password:

Error Occurred While Processing Request
Error Diagnostic Information
Oracle Error Code = 1

ORA-00001: unique constraint (MSF.AUTHSES_PK) violated 



SQL = "Insert into authorized_sessions (token,id,client_no,ip) values('36971762','61438886','2463016','66.131.103.91')"

Data Source = "PORTALMSF"


The error occurred while processing an element with a general identifier of (CFQUERY), occupying document position (1271:5) to (1271:67) in the template file F:\WWWROOT\PORTAL\V6\POPLOGIN.CFM.


Date/Time: 11/27/05 14:50:25
Browser: Mozilla/4.0 (compatible; MSIE 6.0; Windows NT 5.1; SV1; .NET CLR 1.1.4322)
Remote Address: 66.131.103.91
HTTP Referer: https://portal.acm.org/poplogin.cfm?dl=GUIDE&coll=GUIDE&comp_id=1013116&want_href=delivery%2Ecfm%3Fid%3D1013116%26type%3Dpdf&CFID=61438886&CFTOKEN=36971762&td=1133120828749
Query String: dl=GUIDE&coll=GUIDE&comp_id=1013116&want_href=delivery%2Ecfm%3Fid%3D1013116%26type%3Dpdf&CFID=61438886&CFTOKEN=36971762&td=1133120828749

 


 Please inform the site administrator that this error has occurred (be sure to include the contents of this page in your message to the administrator).



From perlman@turing.acm.org Sun Nov 27 20:16:18 2005 -0500
Date: Sun, 27 Nov 2005 20:16:18 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: "Gary Perlman @ Yahoo" <garyperlman@yahoo.com>
Subject: bu hcibib
Message-ID: <Pine.LNX.4.44.0511272016050.32658-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 
X-Keywords:                  
X-UID: 23

Listing of files in this pack:
  INT87c.BA
  INT87d.BA
  INT87e.BA
  INT90a.BA
  INT90b.BA
  INT90c.BA
  INT90d.BA
  INT90e.BA
  BIT23.BA
  HCI19.BA
  IWC16.BA
  TOCHI11.BA
  IJHCI16.BA
  IJHCI17.BA
  IJHCI18.BA
  IJHCS61.BA
  IJHCS63.BA
  IJHCS62.BA
  INT03.B
  TOIS22.BA
  TOIS23.BA
  INTER11.BA
  IWC17.BA
  JCSCW13.BA
  doit
  ASSETS04.BA
  ASSETS05.BA
  CC05.BA
  CUU2003.BA
  RCS
  INTER12.B
  DIS04.BA
  UIST04.BA
  UIST05.BA
  IUI05.BA
  IUI02.BA
fpack:!@#$%^&*(): INT87c.BA
%M C.INT.87.489 8/3/91 PT
%P 489-495
%D 1987
%B INTACT87
%S 3. Human-Computer Interface Design:
3.1 Human-Computer Interface Design
%T Evaluating User Interface Complexity
%A John Karat
%A Richard Fowler
%A Mary Gravelle
%* (c) Copyright 1987 IFIP
%X This paper presents an attempt to utilize a formal model in the study of
user interface development.  A study was conducted to examine learning
and performance differences between a command language and a direct
manipulation system.  Subjects initially unfamiliar with computer systems
learned file management functions and carried out a series of tasks on one
of the systems.  Experimental results point out large differences in performance
between the command language and direct manipulation systems which
favor direct manipulation.  Formal models of the knowledge required to use
the systems were developed following the framework suggested by Kieras and
Polson [1].  There are difficulties in mapping predictions from the formal
models to the experimental data for the systems involved.  Analysis suggests
that inability of the formal model to predict error data was a basic problem
with the formal analysis.

%M C.INT.87.497 8/3/91 PT
%P 497-503
%D 1987
%B INTACT87
%S 3. Human-Computer Interface Design:
3.1 Human-Computer Interface Design
%T Are 'Programming Plans' Psychologically Real -- Outside Pascal?
%A D. J. Gilmore
%A T. R. G. Green
%* (c) Copyright 1987 IFIP
%X The program plan (Spohrer et al, 1985) has been widely accepted as a description of
programming knowledge.  This paper presents an empirical test of their psychological
reality and the first comparison of plan structures across languages.
   Subjects with 2-3 years' programming experience attempted to find deliberately
introduced bugs of four types, one of which was bugs in plans.  Graphic cues were used
to highlight plan structures and/or control structures in a fully crossed design. 
Highlighting control structures improved the detection of control bugs in both Pascal and
Basic, but only Pascal programmers benefitted from the highlighting of plan structures,
showing an increase in the detection of plan bugs.
   We conclude that the 'plan' is a good description of Pascal programming knowledge. 
Can it be that Basic programmers do not use plans?  That would be surprising because
the structure of the programs was the same.  We suggest that Basic programmers may
use plans, but that the Basic notation is less "role-expressive", making it harder to identify
plans and process them mentally.  Research on other programming languages (eg.
Prolog) is urgently needed if we are to confirm the plan as psychologically real.

%M C.INT.87.505 8/3/91 PT
%P 505-511
%D 1987
%B INTACT87
%S 3. Human-Computer Interface Design:
3.1 Human-Computer Interface Design
%T Workshop Programming of Numerical Controls
%A G. Pritschow
%A R. Viefhaus
%* (c) Copyright 1987 IFIP
%X N/A

%M C.INT.87.513 8/3/91 PT
%P 513-518
%D 1987
%B INTACT87
%S 3. Human-Computer Interface Design:
3.1 Human-Computer Interface Design
%T Which Task in Which Representation on What Kind of Interface
%A Monika Gerstendorfer
%A Gabriele Rohr
%* (c) Copyright 1987 IFIP
%X For human-computer interface design it seems important to know more about
the characteristics of tasks.  The characteristics of a task have implications for
how information should be represented on a user-interface.  This would especially
help in the discussion about designing graphical interfaces with direct
manipulation or with natural language command structure and query.  The lack
of clear concepts of task parameters at this time makes the discussion difficult. 
An approach for determining task characteristics will be presented and first
empirical proofs will be discussed with respect to consequences for user-interface
design.

%M C.INT.87.521 8/3/91 PT
%P 521-528
%D 1987
%B INTACT87
%S 3. Human-Computer Interface Design:
3.2 Interface Design of Application Programmes
%T Report Generation Using a Visual Programming Interface
%A Tim Dudley
%* (c) Copyright 1987 IFIP
%X Command language interfaces are not always the most appropriate tool at the initial stages
of report design.  A loosely constrained graphical notation can be much more useful. 
Visual programming techniques introduced on the Xerox Star, and popularized by the
Apple Lisa and the Macintosh, have now made the use of such a graphical notation
much more feasible.  Also, the direct manipulation techniques described by Shneiderman
are now viable because of the wide-spread availability of bit-mapped graphics screens and
pointing devices such as the mouse.
   This paper briefly discusses visual programming concepts, and then describes the
implementation of a visual programming interface (VPI) for a 4GL report writer.  The basis
for the design is an object-action syntax.  A set of icons was designed which represent
atomic report entities, and a graphic editor built to manipulate these entities into a report
structure.  Attribute sheets associated with each of the report entities allow definition of the
report entities to the data dictionary.  A menu bar controls menus of all possible actions to
be performed on the objects.  A facility to switch easily between the graphical and textual
representation of the report is provided, with direct manipulation editing available in both
representations.  Modifications made in one representation are automatically reflected in the
other.
   The combination of the VPI with a 4GL makes the design and modification of reports
remarkably straightforward, and suitable both for end users and application programmers.

%M C.INT.87.529 8/3/91 PT
%P 529-533
%D 1987
%B INTACT87
%S 3. Human-Computer Interface Design:
3.2 Interface Design of Application Programmes
%T An Object Oriented Extension Language for Integrating Disparate Applications
%A Kee Hinckley
%* (c) Copyright 1987 IFIP
%X Much of the work in user-interface design has concentrated on developing a consistent and friendly
interface to particular applications.  While this is appropriate in some environments, a broader
problem concerns unifying interfaces to multiple applications, often from different vendors, whose
interface designers were not working in concert.  In a multi-window/multi-processing system, the user
may be presented with different programs utilizing different user paradigms and requiring different
methods to perform similar tasks.
   QUICHE (Quick User Interface and Command Handling Extension) is an extension language based on
the Icon [1] programming language.  Like Lisp-style EMACS [2] extension languages, it can be used
to define key bindings.  Unlike those extensions, QUICHE is not bound to any particular application,
can easily make system calls and invoke programs, and can call entry points in the program it is
extending, either directly or through a trait binding mechanism.  It is this latter ability that makes
QUICHE an ideal means of unifying application interfaces.
   Traits are defined for applications such as window managers, debuggers and editors.  Each trait
encapsulates a set of basic operations that will be available in any instance of an object.  The existence
of a standard set of traits allows the interface designer to tailor interfaces that provide consistency
across multiple applications, and to easily modify or add features to a set of applications.  In addition,
QUICHE can also extend applications which do not themselves support any traits.  A manager can be
written in QUICHE that, instead of calling the application, inserts the commands corresponding to a
call as though the user had entered them.

%M C.INT.87.535 8/3/91 PT
%P 535-540
%D 1987
%B INTACT87
%S 3. Human-Computer Interface Design:
3.2 Interface Design of Application Programmes
%T Human Computer Interaction -- A Framework for Analysis
%A J. Kirakowski
%A J. Good
%* (c) Copyright 1987 IFIP
%X This paper presents a framework within which the dialogue between computer and
human can be described.  It is specifically designed to assist the psychological
investigation of users' responses to adaptable and adaptive interfaces.  As a
descriptive tool it is theoretically neutral, and makes no assumptions about user
intention or performance.  However, it does have prescriptive implications for the
design of interactive systems.
   A unit of human-computer communication is defined, and thence a way of
characterising this unit from the point of view of the system being interfaced
with; the actions open to the user; and the linkage between these
characterisations.  This linkage can be considered as a transformation of user
actions to system directives.  The paper argues that understanding this linkage,
which up to now has largely been ignored or taking for granted, is crucial to our
understanding of the psychological effects of an "adaptable interface".
   The paper presents a brief comparison with other interface construction
methodologies and tools, and clarifies a characterisation of the system modularity
which will be necessary in order to implement what are known as 'intelligent
front ends' or resident knowledge-based assistants and help facilities.

%M C.INT.87.541 8/3/91 PT
%P 541-546
%D 1987
%B INTACT87
%S 3. Human-Computer Interface Design:
3.2 Interface Design of Application Programmes
%T Designing a User-Oriented Interface to a Document Management System
%A A. Lesniewski
%A H. Rossler
%A P. Szabo
%A K.-H. Jerke
%* (c) Copyright 1987 IFIP
%X The significance of human computer interfaces with respect to the usefulness
and effectiveness of a system is widely accepted.  The most obvious directions
used in building acceptable interfaces are based on the concept of object orientation
and direct manipulation of visually presented objects.  However the presentation
of, and access to visual objects as well as performing actions on them can be
crucial to the interaction style.  In this paper an attempt is made to introduce some
technical terms and to use them in formulating an appropriate conceptual model.  The
aim is to explore and evaluate the advantages of such direct manipulation.

%M C.INT.87.549 8/4/91 PT
%P 549-554
%D 1987
%B INTACT87
%S 3. Human-Computer Interface Design:
3.3 Natural Language Dialogues
%T The Man-Machine Interface: The Natural Language Barrier
%A J. E. Grace
%* (c) Copyright 1987 IFIP
%X With the increasing use of computers in diverse applications it is becoming apparent
that a major consideration in system design must be the methods of interaction between
user and machine, especially when the user may not be formally trained as a Computer
Scientist.  The ideal situation would be the use of a Natural Language to communicate
directly with the computer.
   Although the ultimate goal of Natural Language communication between user and computer
would be via the spoken word, this paper will not consider speech comprehension and its
associated problems, but will focus on written language and more specifically written
English, although the problems and approaches referred to here are relevant to the
speech problem and may be adapted to languages apart from English.
   This paper will discuss some of the systems developed to process Natural Language text,
and will proceed to examine the major stumbling blocks to be overcome: lexical
analysis, dealing with idioms, syntax analysis, semantic analysis, resolution of global
and local ambiguity, processing pronoun referents, ellipsis, and the need for the
construction and maintenance of a body or world and "general" knowledge to allow
contextual understanding and pragmatic analysis.

%M C.INT.87.555 8/4/91 PT
%P 555-560
%D 1987
%B INTACT87
%S 3. Human-Computer Interface Design:
3.3 Natural Language Dialogues
%T The Natural Language Metaphor: An Approach to Avoid Misleading Expectations
%A Andreas Kohl
%A Walter Rupietta
%* (c) Copyright 1987 IFIP
%X Natural language is often used as a query language for data bases. 
Up to now only subsets with restricted syntax and vocabulary in
definite domains are implemented (often as prototypes).  In spite of
such restrictions, these query interfaces create a "natural language
metaphor", which supports, but may mislead users.
   To overcome these problems, we investigate whether we may preserve
the natural language metaphor, but prevent the user of misapplying
it.  Our approach is to specify the global metaphor in a set of more
exact analogies and to supplement natural language input by other
interaction techniques such as menus or direct manipulation.
   We do not stress the problems of natural language processing, but
concentrate on the relevant metaphors.  Our investigation is connected
with the development of a natural language query prototype
system for knowledge bases in the office domain.

%M C.INT.87.561 8/4/91 PT
%P 561-566
%D 1987
%B INTACT87
%S 3. Human-Computer Interface Design:
3.3 Natural Language Dialogues
%T What Do Users Say to their Natural Language Interface?
%A William C. Ogden
%A Ann Sorknes
%* (c) Copyright 1987 IFIP
%X A controlled laboratory study was conducted to evaluate a natural language database query
program.  Our research goal was to assess how well a commercially available natural language
interface would meet the needs of a database questioner who had no formal query training.  The
interface was evaluated by observing seven subjects as they learned and used the product. 
Results show that the interface had a difficult time understanding the subjects.  Only 28% of
their first questions resulted in a correct result and 16% of the problems were thought to have
been correctly answered by the subject but in fact had not.  These results are comparable to
results of evaluations of other natural language products and suggest that natural-language-interface
users will need to be trained.

%M C.INT.87.567
%P 567-570
%D 1987
%B INTACT87
%S 3. Human-Computer Interface Design:
3.3 Natural Language Dialogues
%T Language Acquisition by Example in a Natural Language Consultation System
%A Thomas Knopik
%* (c) Copyright 1987 IFIP
%X One of the difficult problems in expanding knowledge-based consultation systems is in specifying
and entering the necessary linguistic knowledge for the natural language interface.  A new approach
to a part of this problem is the acquisition of lexical data for verbs by examples; i.e. by
natural-language questions similar to those asked by the user during the consultation dialogue.

%M C.INT.87.573 8/4/91 PT
%P 573-579
%D 1987
%B INTACT87
%S 3. Human-Computer Interface Design:
3.4 Evaluation of Input Devices
%T The Effects of Various Types of Speech Output on Listener Comprehension Rates
%A T. Moody
%A M. Joost
%A R. Rodman
%* (c) Copyright 1987 IFIP
%X This paper reports the results of a study that investigated the effects of varying speech
signals, passages, and questions on listener comprehension rates.  The passages and
comprehension questions used were taken from sample tests of the High School
Equivalency Examination, the Scholastic Aptitude Test, and the Graduate Record
Examination.  These passages were then recorded using four speech output types:
synthesized speech, digitized speech at a rate of 9600 bps, digitized speech at a rate of
2400 bps, and natural (human) speech.  A reading group was also used in this study for
control purposes.  Results indicated statistically significant differences in
comprehension rates between the natural speech group and the synthesized and 2400
bps digitized speech groups.  Significant passage and question type effects were also
found.  These results and the voice output guidelines derived from this study are
discussed in this paper.

%M C.INT.87.581 8/4/91 PT
%P 581-585
%D 1987
%B INTACT87
%S 3. Human-Computer Interface Design:
3.4 Evaluation of Input Devices
%T Optimal Size and Spacing of Touch Screen Input Areas
%A Russell A. Benel
%A Brian C. Stanton
%* (c) Copyright 1987 IFIP
%X Touch sensitive displays have been implemented commonly as the simple interface
to menu systems in information kiosks, but have the potential for use as the
main interface to complex systems.  The human factors necessary to design an
optimal touch sensitive human computer interface have not been derived from an
extensive base of empirical research.  The available standards appear to have been
developed originally for mechanical pushbutton switches.  Two experiments were
designed to evaluate the adequacy of the current standards for defining the size
and spacing of the touch areas.  The first experiment employed a Fitts' Law
paradigm to evaluate distance, size and touch accuracy.  The second employed a
telephone-type touch entry keypad allowing input speed and accuracy to be evaluated
with the differing size and spacing.  Active touch areas were manipulated
in conjunction with the variations in size and spacing.  The results of these
experiments are compared to the existing standards and the validity of the current
standards are discussed.

%M C.INT.87.587 8/4/91 PT
%P 587-592
%D 1987
%B INTACT87
%S 3. Human-Computer Interface Design:
3.4 Evaluation of Input Devices
%T Which Input Device Should be Used with Interactive Video?
%A Cathy Thomas
%A Steve Milan
%* (c) Copyright 1987 IFIP
%X Two experiments and a literature review were carried out to attempt to
establish which devices were optimum for entering information into a computer
when using an interactive video system.  Subjects performed different types of
task using a number of different input devices.  Measures of time, errors and
subjective preference were used for evaluation.  The results indicated that
devices involving direct manipulation interfaces are superior.

%M C.INT.87.593 8/4/91 PT
%P 593-595
%D 1987
%B INTACT87
%S 3. Human-Computer Interface Design:
3.4 Evaluation of Input Devices
%T Gestures as a Means for the Blind to Interact with a Computer
%A Gerhard Weber
%* (c) Copyright 1987 IFIP
%X A new input channel in man-computer communication especially for blind computer users is
opened.  Fingers are used to form gestures on a touch sensitive input device.  An implementation
in a computer-aided dialogue to recognize gestures is described.

%M C.INT.87.599 8/4/91 PT
%P 599-604
%D 1987
%B INTACT87
%S 3. Human-Computer Interface Design:
3.5 Pictorial Information Presentation
%T An Investigation into Business Information Presentation at Human-Computer
Interfaces
%A Paul Booth
%A Chris Fowler
%A Linda Macaulay
%* (c) Copyright 1987 IFIP
%X Many commercial software packages aimed at the business community advertise graphical data
presentation as a selling point.  However, the general growth in the use of information display techniques
in I.T. systems has not been matched by a proper consideration of their effects and at the moment, the
evidence regarding display format preference is somewhat contradictory.  An experiment is reported
which was concerned with information display format (i.e: graphical and tabular) preference at the
human-computer interface.  Subjects from both business and non-business backgrounds performed a
decision-making task after completing the visualiser-verbaliser and conceptual tempo cognitive style tests. 
The results suggested that the visualiser-verbaliser and conceptual tempo cognitive style dimensions are
unlikely to be of use in predicting display format preference at the human-computer interface.  Moreover,
there were indications that individuals will use information in both graphical and tabular formats
regardless of their own stated preferences.  Nevertheless, as stated display format preferences were
widely dispersed, it is suggested that users of computer systems should be allowed to choose the format
in which information is presented.

%M C.INT.87.605 8/4/91 PT
%P 605-609
%D 1987
%B INTACT87
%S 3. Human-Computer Interface Design:
3.5 Pictorial Information Presentation
%T Pictorial Communication with Computers
%A Philip Barker
%A Mohsen Najah
%A Karim Manji
%* (c) Copyright 1987 IFIP
%X Human-computer interaction involves the movement of information between a human and
a computer by means of suitably designed interface systems.  Conventional interfaces
for the transmission of text and other basic forms of data are now well established. 
Increasingly, various types of pictorial interface are being used to fabricate 'user
friendly' dialogues with computers.  This paper describes some approaches to human-computer
communication via the use of conventional paper-based pictorial forms.  Some
attempts at evaluating end-user reactions to the use of this type of interface are
described.

%M C.INT.87.611 8/4/91 PT
%P 611-616
%D 1987
%B INTACT87
%S 3. Human-Computer Interface Design:
3.5 Pictorial Information Presentation
%T The Use of Structural Displays to Facilitate Learning
%A L. Fitzgibbon
%A J. Patrick
%* (c) Copyright 1987 IFIP
%X Whilst there is evidence concerning the effect of various types of display on
performance in human-computer interaction, there is little similar research
investigating effects upon learning.  This paper examines how the learner
might be provided with displays which develop appropriate mental models prior
to or during the learning process.
   Two experiments are described which investigate the effect of providing the
learner with a display of the functional and procedural structure of a
computer-based text editing task.  In Experiment 1 this structural display is
presented either prior to or after a series of learning modules concerning the
criterion editing task.  The results indicate that the structural display is
of benefit generally, and more so when presented in advance of the learning
material, as indicated by a reduction in errors and time to complete the
criterion task.  The same effect is found in Experiment 2 using a more complex
editing task.  The facilitating effect of the structural display is enhanced
further when it is also available during the learning process.  Generally the
structural display appears to influence the encoding or assimilation of
information which has to be learned.

%M C.INT.87.617 8/4/91 PT
%P 617-622
%D 1987
%B INTACT87
%S 3. Human-Computer Interface Design:
3.5 Pictorial Information Presentation
%T Optimal Organizations Guided by Cognitive Networks and Verified by
Eyemovement Analyses
%A Kenneth R. Paap
%A Ronald W. Noel
%A James E. McDonald
%A Renate J. Roske-Hofstrand
%* (c) Copyright 1987 IFIP
%X Lee and MacGregor (1985) presented an analysis of search time that suggests that the optimal
number of options per menu panel, over a wide range of conditions, is in the range of only four to
eight.  We have extended their analysis to cases when the options on each menu panel can be
organized into meaningful categories (Paap & Roske-Hofstrand, 1986).  Under the assumption that
users can restrict their search to the relevant category, the extended model predicts optimal sizes
that are much larger: 16 to 78 options per panel.  Organizing items into categories will produce
faster search times than alphabetical orderings (McDonald, Stone, & Liebelt, 1983).  However, the
magnitude of the benefit is likely to depend upon the degree to which organization of the database
corresponds to the user's conceptual organization.  For the past several years we have been
developing a formal method for knowledge elicitation and representation that derives cognitive
networks from rating and/or sorting judgments and applies these cognitive organizations to the
design of human-computer interfaces.  In this paper we show how the cognitive networks, in
conjunction with a Category Quality metric, can be used to organize the options for a menu-driven
interface.  The method is validated through an eye movement analysis that permits overall search
time to be decomposed into several processing components.

%M C.INT.87.625 8/4/91 PT
%P 625-630
%D 1987
%B INTACT87
%S 3. Human-Computer Interface Design:
3.6 Graphics in Human-Computer Interaction
%T Attraction and Distraction by Text Colours on Displays
%A F. L. van Nes
%A J. F. Juola
%A R. J. A. M. Moonen
%* (c) Copyright 1987 IFIP
%X The effect of colour differences on visual searching in videotex displays has been
investigated in several experiments, including one with accurate measurements of eye
movements.
   Subjects had to search for specific target words on display pages with normal text in
one, two or four colours.  The target-word colour was either known or unknown to the
subjects.  Objective and subjective data from the experiments show the existence of two
basic visual search modes in tasks of this type.  The results of the reported research
show the extent to which colour may attract or, alternatively, distract the reader's
eyes while he/she is reading or searching a text.
   Some practical conclusions are drawn for information presentation on multicolour text
displays.

%M C.INT.87.631 8/4/91 PT
%P 631-636
%D 1987
%B INTACT87
%S 3. Human-Computer Interface Design:
3.6 Graphics in Human-Computer Interaction
%T Graphical Tools for Description of Dynamic Models -- Problems and Prospects
%A Mikael Kindborg
%A Anita Kollerbaur
%* (c) Copyright 1987 IFIP
%X The use of graphical interfaces has given a large group of non-computer experts
access to a powerful tool.  Graphics have also been used in interactive environments
that aid non-programmers in describing dynamic models
   Most existing graphical programming systems employ graphical formalisms developed
within computer science.  This is unfortunate because representations like flowcharts,
state diagrams, constraint networks etc, tend to be hard to understand for non-specialists.
   In this paper we will examine some of the problems of graphical programming for
users who are not computer specialists.  Further, we will discuss how dynamic information
is communicated in well known media like books, comics and film.  Of particular
interest is the static representation of time in comics.  Finally, a novel
approach to the design of pictorial simulation languages based on comics will be
presented and discussed.

%M C.INT.87.637 8/4/91
%P 637-642
%D 1987
%B INTACT87
%S 3. Human-Computer Interface Design:
3.6 Graphics in Human-Computer Interaction
%T User Interfaces to a Medical Archiving and Communication System
%A Manfred Ludtke
%A Ivar Nackunstz
%* (c) Copyright 1987 IFIP
%X The design of Viewing Stations emerging in digital radiology has to take account of the
difficulties of non-technical users, pressure from routine work, complex dependencies with other
working places and the need for compatibility with older systems.  Philips Medical Systems has
undertaken laboratory studies comprising two Viewing Stations for a PACS environment, one
being a rapid prototype, and a Radiology Information System.  These studies address questions of
interaction syntax and the conceptual model of a user.  A desk/lightbox metaphor is successfully
applied to the viewing station design.

%M C.INT.87.643 8/4/91 PT
%P 643-647
%D 1987
%B INTACT87
%S 3. Human-Computer Interface Design:
3.6 Graphics in Human-Computer Interaction
%T An Abstract Model for Interactive Pictures
%A Vincent Quint
%A Irene Vatton
%* (c) Copyright 1987 IFIP
%X This paper presents the user interface tool kit developed for Grif, an interactive system for structured
document manipulation.  We focus on those concepts which led to the design of this package and to their
application in a document production system.
   The tool kit provides features which allow display of the visual aspect of documents and which handle user
interaction.  Most of these features are based on an abstract description of the pictures to be displayed and
through which the user interacts with the application.  Pictures are described in terms of boxes defined through
position and dimension constraints.  It is shown that this representation leads to device independence, user
tailorability and a high level of interactivity.

%M C.INT.87.651 8/4/91 PT
%P 651-656
%D 1987
%B INTACT87
%S 3. Human-Computer Interface Design:
3.7 Learning and Training
%T Learning a Computer System by Unassisted Exploration
%A Jean-Marc Robert
%* (c) Copyright 1987 IFIP
%X The goal of this paper is to investigate the dynamics of exploration as a learning mode for
computers and eventually improve system explorability.  An experiment was conducted on learning
a computer system by unassisted exploration.  Five subjects with previous computer knowledge
explored a system for two hours.  Their verbal comments were recorded, and the session was
videotaped and timestamped.  The main results show that the exploratory process may be
decomposed into a series of work episodes which in turn may be broken into chunks of behavioral
and cognitive activity.  A chunk is centered on some task and thus includes a goal, reasoning modes,
a strategy, difficulties (frequently), and an outcome.  This paper examines that way goals are set,
the strategies and reasoning modes that are involved in exploration, and factors responsible for
transitions from one chunk to another.  Recommendations for improving the explorability of
computer systems are proposed.
%K Exploration, Learning, Learning by doing, User interface, Cognitive
ergonomics, Human-computer interaction, Human factors

%M C.INT.87.657 8/4/91 PT
%P 657-662
%D 1987
%B INTACT87
%S 3. Human-Computer Interface Design:
3.7 Learning and Training
%T How to Use Plan Recognition to Improve the Abilities of the Intelligent Help
System SINIX Consultant
%A Matthias Hecking
%* (c) Copyright 1987 IFIP
%X On the average, users of complex computer systems (e.g. UNIX, SINIX, TEX) use only 40% of all
functions available.
   In order to improve this situation, intelligent help systems offer the passive capability of responding
to natural-language questions.  But, this is only then sufficient if the user is familiar with the underlying
concepts involved.
   To make sure the user is aware of these unknown concepts, the help system must be an active one.  The
system has to closely examine the typed-in commands in order to infer the underlying goals of the users
non-verbal activities.
   In this paper, a brief preliminary survey of the intelligent help system SINIX Consultant (SC) is given,
concentrating mainly on explaining the realized plan recognizer REPLIX and its employment within
the SC system.  Especially the following questions and the solutions are discussed:
 * how to model inserted sub-plans and overlapping plans,
 * how to treat commands which don't belong to any plan (ignore commands),
 * how to use interrupt commands for plan focusing,
The paper concludes with the presentation of an extensive example.

%M C.INT.87.663
%P 663-668
%D 1987
%B INTACT87
%S 3. Human-Computer Interface Design:
3.7 Learning and Training
%T Designing Systems for Training and Decision Aids: Cognitive Task Analysis
as a Prerequisite
%A Renan Samurcay
%A Janine Rogalski
%* (c) Copyright 1987 IFIP
%X The general aim of this study is to define the characteristics of a system designed
to aid users both in decision making and training, in situations which share certain
properties with supervisory control tasks.  It focuses on the Method for Tactical
Reasoning (MTR), which is a guideline for defining and reaching an optimal target
state in complex situations concerning public safety.  The method is analyzed within
the Rasmussen's framework.  This theoretical examination suggests that the computer
and the operator should act serially.  Observations of safety officers during
training in MTR provided data on mental strategies and required background knowledge. 
These finding are discussed in terms of the definition of properties of
computer-based training systems.

%M C.INT.87.669 8/4/91 PT
%P 669-674
%D 1987
%B INTACT87
%S 3. Human-Computer Interface Design:
3.7 Learning and Training
%T Trend Presentation on VDT as a Decision Aid to Operators
%A Ted N. White
%A Pedro van der Meijden
%* (c) Copyright 1987 IFIP
%X The paper discusses the results of five trend experiments.  Different forms of
trend presentation, based on changing the time and amplitude scale of the
trend, are investigated.  The prediction accuracy of the subjects is measured,
statistically tested and thereafter compared with the ratings of the subjects
perceived performance.  Moreover, the prediction strategy is investigated.

%M C.INT.87.677 8/4/91 PT
%P 677-682
%D 1987
%B INTACT87
%S 3. Human-Computer Interface Design:
3.8 Graphical Workstations
%T An Interactive 3D-Graphics User Interface for Engineering Design
%A Andreas Brunn
%A Klaus Lay
%A Uwe Rettich
%* (c) Copyright 1987 IFIP
%X An interactive 3D-graphics user interface for the design and layout of
production systems was developed at the Fraunhofer Institut fur Arbeitswirtschaft
und Organisation (IAO).  Qualities like uniformity, openness of the system and
software ergonomical criteria like flexibility, good handling and userfriendliness
played an important role during the design of the interface.  The graphic
manipulations are based on objects which are built up with primitives
(for example cubes, cylinders, prisms) or which can be transmitted from
CAD-systems.  Different windows which show the actual layout on the screen can be
defined, modified or deleted.  The user can choose between 2D- and 3D-representation
(hidden surface or wire-frame model).  The movements of objects within
one arrangement are shown in all corresponding views on the screen simultaneously. 
Menus are guiding the user within the system.  Input facilities are
the mouse and the keyboard.  Help functions are providing additional
information about graphic objects and about all available functions.  An application
of the 3D-graphics user interface is shown at the example of a robot simulation
program.

%M C.INT.87.683 8/4/91 PT
%P 683-688
%D 1987
%B INTACT87
%S 3. Human-Computer Interface Design:
3.8 Graphical Workstations
%T A Framework for Comparing Systems with Visual Interfaces
%A Ted Selker
%A Cathy Wolf
%A Larry Koved
%* (c) Copyright 1987 IFIP
%X A computer program presents its capabilities and domain of application through a user
interface.  With the advent of inexpensive graphics hardware, systems with visual user
interfaces are proliferating.  New interface technologies offer opportunities for improving the
usability of programs.  It is important to understand how to employ these new techniques in
the design of better user interfaces.  A review and comparison of visual interfaces prompted
the need for a vocabulary and systematic framework to describe them.  This paper presents
a framework developed for describing and comparing visual user interfaces.
   Communication between computers and humans has often been described in linguistic terms. 
This paper uses the term visual language to refer to the systematic use of visual presentation
methods to convey meaning to a user.  The framework includes a description of the interface
in terms of the elements, operators and syntax of an interface language, the rationale
governing the use of visual elements, the power of the language, interface characteristics such
as the interaction style and input/output device dependencies, and the domain and purpose
of the application.
   The framework has been useful in identifying important differences between visual interfaces
and has provided a vocabulary for the discussion of visual language.  Elements of the
framework are illustrated with examples from existing systems.

%M C.INT.87.689 8/4/91 PT
%P 689-694
%D 1987
%B INTACT87
%S 3. Human-Computer Interface Design:
3.8 Graphical Workstations
%T Linking Multiple Program Views Using a Visual Cache
%A Charles Wiecha
%A Max Henrion
%* (c) Copyright 1987 IFIP
%X To reduce disorientation in Demos, a non-procedural decision support system, we have built a
graphical interface to display models as a hierarchical set of node and arc diagrams.  Through
empirical studies on user interactions with the diagrams we develop the idea of a visual cache. 
A visual cache can improve access to information on a display screen by organizing multiple
views to take advantage of locality in a user's patterns of information search and exploration. 
The notion of the visual cache may be a useful principle in designing graphic interfaces to avoid
disorientation.

%M C.INT.87.695 8/4/91 PT
%P 695-700
%D 1987
%B INTACT87
%S 3. Human-Computer Interface Design:
3.8 Graphical Workstations
%T A Structural Model for Hierarchically Describing Human-Computer Dialogue
%A Deborah Hix
%A H. Rex Hartson
%* (c) Copyright 1987 IFIP
%X A variety of "dialogue models" has sprung into existence over the last decade in response to the need for organizing
the process of human-computer dialogue development.  Structural models describe the generic process of
human-computer interaction, and can be used to guide a dialogue developer in constructing the dialogue.  The
dialogue transaction model presented in this paper is such a structural, descriptive model.  It identifies linguistic
objects in the behavioral domain, and defines linguistic processing of those objects in the constructional domain of
the dialogue.  This paper presents the model, how it was derived, and how it is used to describe human-computer
dialogues.

%M C.INT.87.703 8/7/91 PT
%P 703-708
%D 1987
%B INTACT87
%S 3. Human-Computer Interface Design:
3.9 User Differentials
%T Multi-Level User Interfaces: Software Tools and an Application
%A J. Kraak
%* (c) Copyright 1987 IFIP
%X Multi-level user interfaces are appropriate for systems with different types
of users.  Differences in system knowledge and task structure are of great
importance to the design of software tools for these interfaces. 
The general purpose toolkit DIALOOG supports the implementation of common
alphanumeric dialog types, suited to beginners as well as experts.  Interfaces
for different task structures can be made by the User Interface Management
System COMMAND.  The three-level interface of the graphing system KOMPLOT
illustrates the multi-level interface approach, which makes interactive
software accessible to a wide range of users.

%M C.INT.87.709 8/7/91 PT
%P 709-714
%D 1987
%B INTACT87
%S 3. Human-Computer Interface Design:
3.9 User Differentials
%T Gender and Cognitive Style Differences at the Human-Computer Interface
%A C. J. H. Fowler
%A D. Murray
%* (c) Copyright 1987 IFIP
%X Over the past decade the computer user community has become increasingly heterogeneous.  Computers
are now much more widely available and are to be found in most schools and places of work.  In response
to the greater variety of user, designers have become more concerned with the issue of usability.  This has
led to a growing need for a fuller understanding of the significant differences between users and user
groups so that attempts can be made to accommodate these differences in the design of future systems. 
Two possibly important sources of variation between users are sex and cognitive style.  This paper aims
to explore these two concepts, to discuss some of their implications for system design and to finally
highlight those aspects which may require further investigation.

%M C.INT.87.715 8/7/91 PT
%P 715-722
%D 1987
%B INTACT87
%S 3. Human-Computer Interface Design:
3.9 User Differentials
%T Levels of Adaptivity in Interface Design
%A P. A. Totterdell
%A M. A. Norman
%A D. P. Browne
%* (c) Copyright 1987 IFIP
%X The term adaptation has been used variously to describe computer systems which are personalisable by either
designer or user, systems which fixedly change in response to user or application features and to systems
which assess the value of their changes.  This paper attempts to identify a coherent framework into which
these seemingly disparate systems can be mapped.  The foundation for the framework originates from the
observation that adaptation relates a system to its environment.  A number of levels of adaptivity are revealed
by using a model of the computational strategies which can be applied in playing game theory's prisoners
dilemma.  Sufficiency and boundedness are introduced as key concepts.  The levels are reinterpreted by
looking at an account of adaptation in evolution.  The adaptivity argument is then discussed in the context of
explanation types in science and in particular Bechtel's realistic-intentional approach.  Some design
methodology principles for adaptive systems are suggested with Dennett's notional worlds as a first step in
the design.  Finally, the paper identifies a taxonomy for adaptive systems and reviews the state of the art in
computer adaptive systems with respect to the taxonomy.

%M C.INT.87.723 8/7/91 PT
%P 723-728
%D 1987
%B INTACT87
%S 3. Human-Computer Interface Design:
3.9 User Differentials
%T Adaptability and Tailorability in NoteCards
%A Randall H. Trigg
%A Thomas P. Moran
%A Frank G. Halasz
%* (c) Copyright 1987 IFIP
%X NoteCards is an information structuring system
developed in the Intelligent Systems Lab at Xerox
PARC.  A major design goal has been that
NoteCards be an adaptable system, that is, tunable
or customizable by users for particular applications
and styles of use.  In this paper, we describe four
ways that a system can be adaptable: (1) it can have
a flexible underlying conceptual model, (2) its
behavior can be parametrized, (3) it can be
integratable with other facilities, and (4) it can be
tailorable, i.e. users themselves can add new
functionality.  We discuss the adaptability of
NoteCards according to each of the above criteria. 
Finally, an example of large scale tailoring in
NoteCards is presented.

%M C.INT.87.731 8/7/91 PT
%P 731-737
%D 1987
%B INTACT87
%S 3. Human-Computer Interface Design:
3.10 Techniques of Dialogue Design
%T Structured Command Interaction Based on a Grammar Interpreting Synthesizer
%A Sten Minor
%* (c) Copyright 1987 IFIP
%X This paper describes a generic user interface for command interaction based on a grammar
interpreting synthesizer.  The interpretive approach facilitates interactive modifications of the
command grammar which is useful both for design and personalization of the command interface
for a specific application.
   A brief description of the underlying synthesizer is given.  The command grammars are described
and the consequences for the interaction are examined.  Two approaches for integrating the
command interface with an application are given together with a discussion of the applicability of
each approach.  An example of the interaction style in a command synthesizer is given and the
relation with other styles of interaction is discussed.  The possibility to personalize the interface by
modifying the grammars is examined and some directions for future work are given.
%K Software engineering, Tools and techniques, User interfaces,
Human-computer interaction, Interaction techniques, Command grammars,
Adaptable user interfaces, Synthesizers

%M C.INT.87.739 8/7/91 PT
%P 739-744
%D 1987
%B INTACT87
%S 3. Human-Computer Interface Design:
3.10 Techniques of Dialogue Design
%T Executable Specifications as an Aid to Dialogue Design
%A Heather Alexander
%* (c) Copyright 1987 IFIP
%X Designing the user interface is still an experimental craft, primarily because it is difficult to
be precise and objective about what constitutes a "good" design.  Consequently, interface
designers need to be able to experiment with different ideas, subjecting those ideas to
user evaluation at an early stage in the process.  This paper uses techniques from
software engineering to formalise and prototype user interface designs.

%M C.INT.87.745 8/7/91 PT
%P 745-750
%D 1987
%B INTACT87
%S 3. Human-Computer Interface Design:
3.10 Techniques of Dialogue Design
%T Dialogue Issues for Interactive Recovery -- An Object-Oriented Framework
%A Martin Rathke
%* (c) Copyright 1987 IFIP
%X This paper describes an application independent
framework for interactive recovery in computer-based
dialogues using an object-oriented programming language. 
The implemented system allows an application
programmer to specify methods to save system states
efficiently and to return to prior system states.  System
states may be defined for single objects or groups
of objects or for the total world of the underlying
application.  Transitions between system states may be
defined in a state-oriented manner, i.e. by changes of
values of state-variables, or in a function-oriented
manner, i.e. by transition functions.  All system states
may be recovered and analyzed with the support of a
visualization tool in a window-based system.
   The advantage for the application programmer using
this framework is that he only has to specify descriptions
of methods for recovery (a classification of
undo-methods) but doesn't actually have to implement
algorithms to restore prior system states.

%M C.INT.87.751 8/7/91 PT
%P 751-756
%D 1987
%B INTACT87
%S 3. Human-Computer Interface Design:
3.10 Techniques of Dialogue Design
%T IMAGES -- An Object Oriented UIMS
%A Luis Pinto Simoes
%A Jose Alves Marques
%* (c) Copyright 1987 IFIP
%X This paper presents the architecture and functionality of an object
oriented UIMS for a multimedia workstation which is being developed on
the SOMIW project (Esprit 367).  The internal architecture of the UIMS
is described along with the functionality of the main components.  A
two level hierarchic control was adopted, where each application is
managed by a delegate UIMS that communicates with the central UIMS. 
Applications, according to the object-oriented paradigm, are composed
of several cooperating objects which implement the lexical and
syntactical level of the dialogue.  Finally the interface generator is
described.  It provides the applications programmer with a simple tool
for specifying and prototyping the interaction with the user.

%M C.INT.87.759 8/7/91 PT
%P 759-764
%D 1987
%B INTACT87
%S 3. Human-Computer Interface Design:
3.11 Display Systems
%T An Approach Towards a Truly High-Level and Integrated User-Computer Interface
%A Dietrich W. Paul
%A Hans R. Wiehle
%* (c) Copyright 1987 IFIP
%X A further raising of the conceptual and linguistic level of the user-computer
interface is suggested.  This allows, to a high degree, the incorporation of the user's
technical terminologies.  The necessity of both consistent modes of working and of
ready-to-use environments for the user's various tasks yields and demands an
architectural model of the complete user-computer interface.  This finally requires
advanced cognitive models of the user and intense efforts at standardization.  This
paper holds that these challenges must be embraced urgently and demonstrates how
this could be done.  Sect. 1 presents this approach and its embedding into the setting
of the actual situation of application oriented data processing.  Sect. 2 presents
a worked example in user oriented high-level problem solving.  Sect. 3 outlines
basic requirements and concepts towards such an architectural model.

%M C.INT.87.765 8/7/91 PT
%P 765-770
%D 1987
%B INTACT87
%S 3. Human-Computer Interface Design:
3.11 Display Systems
%T Human Factors Research in Remote Display Systems
%A Denise C. R. Benel
%A Walter T. Talley
%A John D. Addington
%* (c) Copyright 1987 IFIP
%X The U.S. Postal Service processes millions of mail pieces daily using sorting
machines that have poor ergonomic design, suboptimal throughput, and associated
operator fatigue.  Two experiments are discussed on display imaging requirements
conducted as part of the research leading to the envisioned new generation of sorting
machines that will digitally capture a mail piece image, route it to an operator who
views the image on a CRT screen and keys in the destination code which controls the
sorting of the mail piece.

%M C.INT.87.771 8/7/91 PT
%P 771-776
%D 1987
%B INTACT87
%S 3. Human-Computer Interface Design:
3.11 Display Systems
%T Viewing Geometry of Single or Multiple Screen Displays with Planar or Curved
Surface
%A Georg Geiser
%* (c) Copyright 1987 IFIP
%X The viewing geometry of single or multiple screen display systems determines the
observer area and observer space.  Screens with convex curvature have considerably
smaller observer area, whereas concave screens have a substantially increased
observer area compared with the planar screen.  Furthermore concave screens show a
more uniform brightness with less annoyance due to reflection.  Besides rules for
the arrangement of screens, it is concluded that the feasibility of concave screens
is to be investigated.

%M C.INT.87.777 8/7/91 PT
%P 777-781
%D 1987
%B INTACT87
%S 3. Human-Computer Interface Design:
3.11 Display Systems
%T Some Theses on Undo/Redo Commands
%A Klemens Waldhor
%* (c) Copyright 1987 IFIP
%X UNDO/REDO are important components of software systems which claim to
be easy to use.  Different aspects and requirements such as different
kinds of users are discussed.  It will be shown that an UNDO/REDO
component should contain more than only enable the user to undo his
operations.  The user needs sophisticated support to work easy and time
effective with such a component.

fpack:!@#$%^&*(): INT87d.BA
%M C.INT.87.787 8/9/91 pt
%P 787-792
%D 1987
%B INTACT87
%S 4. Impact of Computers on Human Behavior:
4.1 Impact of Computers on Human Behavior
%T Technology Assessment Concerning Impacts of Information Systems
%A Hans-J. Bullinger
%A Klaus Kornwachs
%* (c) Copyright 1987 IFIP
%X Technology Assessment has become an important tool to describe, predict
and to anticipate the possible control of the development of
information techniques.  Particularly the design, structure and
potential use of Expert Systems has given rise to an impact on social,
organizational and technological level.  The aspects of users competence
and future developments of man-machine interfaces are discussed
and some consequences are shown.

%M C.INT.87.793 8/9/91 pt
%P 793-797
%D 1987
%B INTACT87
%S 4. Impact of Computers on Human Behavior:
4.1 Impact of Computers on Human Behavior
%T Getting the Baby into the Bathwater: Putting Organizational Planning into
the Systems Design Process
%A Susan M. Dray
%* (c) Copyright 1987 IFIP
%X It is a truism that "people problems" are the major determinants of system success
or failure.  However, planning for the human and organizational changes which
accompany technical change is still more the exception than the rule in many
places.  We have been working to change that at Honeywell since 1984, when we were
first commissioned by our CEO to look at the impact of technology on the
Corporation's culture.  Since that time, we have been deeply involved designing a
way to modify the traditional systems development process in order to incorporate
proactive planning for human and organizational impacts of new information
technology.  The result is a methodology called DELTA (for Delivering Education to
Leverage Technology Application).  This paper discusses the way in which we
designed this new methodology and will describe it, giving examples of its use
from the consulting we have done.
   DELTA is based on the assumption that to be fully successful, technology
implementation requires input from three perspectives: Business, Technical and
Organizational.  A major benefit has been the increased cooperation between
professional communities which previously were unaccustomed to working together. 
By taking a systemic approach to technical system development, we feel that it is
far more likely that human and organizational issues will be addressed
proactively.

%M C.INT.87.799 8/9/91 pt
%P 799-803
%D 1987
%B INTACT87
%S 4. Impact of Computers on Human Behavior:
4.1 Impact of Computers on Human Behavior
%T Factory Workers and the Language Barrier - Making Computers a Tool Rather
than a Nuisance
%A H. Weule
%A L. Loffler
%A Th. Selinger
%* (c) Copyright 1987 IFIP
%X In a field, where efficiency can be measured in
terms of profit, user acceptance is of vital
importance when it comes to introducing new
systems.  Too often, a new system fails or proves
too costly to be desired when it takes special
skill to communicate with the computer.
   Using a computer by non-professionals, such as
shop workers in a factory, may call for a wildly
different philosophy for the human interface.
   One one hand, it cannot be expected from the
workers to undergo special training in the basics
of data processing.  In a time where hardware
and software are making giant progress it
should much rather be expected that computers
adjust themselves to the level of their user. 
On the other hand, the degree of efficiency
gained when really putting computers to work on
the factory floor, could be immense.
   In this paper, the programming of numerically
controlled (NC) tool machines is taken as an
example to discuss a number of aspects and
possible improvements.

%M C.INT.87.805 8/9/91 pt
%P 805-811
%D 1987
%B INTACT87
%S 4. Impact of Computers on Human Behavior:
4.1 Impact of Computers on Human Behavior
%T Social Evaluation of the User Interface: Who Does the Work and Who Gets the
Benefit?
%A Jonathan Grudin
%* (c) Copyright 1987 IFIP
%X When an application requires the involvement of several users, evaluating its functionality and
interface becomes more complex: that which benefits one user might not benefit another.  An
application program written to support cooperative work may present a systematic imbalance in
the efforts required of and benefits obtained by different categories of user.  Such imbalances
may affect the acceptance and use of a product in unforeseen ways.  The collective benefit to
the group may be difficult to measure, and even if established, may be difficult to communicate
effectively to those who do not benefit directly.  In weighing a potential development project,
decision-makers may be inordinately influenced by the attractiveness of the system to managers
such as themselves, and not perceive that the requisite cooperation of other users of the
application will not be forthcoming when those users do not benefit equally.  In the absence of
careful analysis, decisions to build unworkable systems are not only possible, but likely.  These
points are elaborated through the examination of several multi-user application areas in the
context of evolving technology trends, organizational practices, and social tendencies.

%M C.INT.87.815 8/9/91 pt
%P 815-820
%D 1987
%B INTACT87
%S 4. Impact of Computers on Human Behavior:
4.2 Organizational Issues of Computer Use
%T New Technology and Job Satisfaction -- A Case Study of Travel Agents
%A Howard Kahn
%* (c) Copyright 1987 IFIP
%X Reports field research to determine whether a) the amount of time spent using a
computer system and b) the amount of the job the computer system can do, are related
to the user's perceptions of job satisfaction and the perceived job characteristics. 
The Hackman-Oldham Job Diagnostic Survey was used with 185 Travel Trade employees. 
Results suggest that perceived job satisfaction increases while the job's motivating
characteristics vary with the amount of time spent using the computer system; and
that perceived job satisfaction is unchanged while the job's motivating characteristics
vary with the amount of the job the computer system can do.  A number of other
results are noted, together with the implications for management.

%M C.INT.87.821 8/9/91 pt
%P 821-825
%D 1987
%B INTACT87
%S 4. Impact of Computers on Human Behavior:
4.2 Organizational Issues of Computer Use
%T Comparative Factors in User Acceptance of Office Automation
%A Joan M. Straub
%A John R. Straub
%* (c) Copyright 1987 IFIP
%X In a published study conducted by the authors in the early
1970's, evidence was found that user acceptance of computers into
an organization was dependent upon how the users perceived the
probability of ultimate self-enhancement of their occupational
status as a result of the new technology.  Current studies by the
authors based on companies installing new hardware systems and
related software (office automation and personal computer
systems) indicate that high acceptance for new technologies
continues to correlate most positively with intangible rewards,
including, but not limited to, perceptions of job enhancement and
increased self esteem.  Other phases of office automation
involving user control of the physical environment (ergonomic
workstations, etc.) become effective tools for acceptance when
they too can be perceived by users as occupational role
enhancements.

%M C.INT.87.827 8/9/91 Pt
%P 827-832
%D 1987
%B INTACT87
%S 4. Impact of Computers on Human Behavior:
4.2 Organizational Issues of Computer Use
%T Research on the Use of Computer Based Message Systems in Organizations --
The Swedish IDAK-Project
%A Hans Kohler
%* (c) Copyright 1987 IFIP
%X The multi-disciplinary project IDAK focused on the use of computer based
message systems in some Swedish places of work.  It showed that
horizontal and diagonal contacts were expanded by the use of the message
systems and that there is a potential for more trade union contact
through the systems.  An important general property of message systems is
the power to make communication objective.  This gives new possibilities
for the understanding of organizations.  It is possible to use message
systems for organizational development, but there is a need for social
learning and users must develop a new communicative competence.  The
collective time dimension can collapse and social dynamic processes can
take over.  One basic problem is to balance the power of the sender and
the power of the receiver of any message.

%M C.INT.87.833 8/9/91 pt
%P 833-837
%D 1987
%B INTACT87
%S 4. Impact of Computers on Human Behavior:
4.2 Organizational Issues of Computer Use
%T Automated Monitoring, Feedback, and Rewards: Effects on Workstation
Operators' Performance, Satisfaction, and Stress
%A Delbert M. Nebeker
%* (c) Copyright 1987 IFIP
%X The effects of automated computer monitoring were examined in a simulated organization.  Twenty-four
computer workstation operators worked under various conditions over a nine week period.  Individual
keystrokes per hour, productive time and performance against standards were monitored by their computers. 
Feedback reports on performance and incentives earned were available on demand at their consoles. 
Effects of different levels of standard difficulty and incentives are reported for performance,
satisfaction and stress.

%M C.INT.87.841 8/9/91 pt
%P 841-846
%D 1987
%B INTACT87
%S 4. Impact of Computers on Human Behavior:
4.3 Novice Training and Learning
%T From Novice to Expert User: A Transfer of Learning Experiment on Different
Interaction Modes
%A Norbert A. Streitz
%A Will A. C. Spijkers
%A Lidewij L. van Duren
%* (c) Copyright 1987 IFIP
%X In a transfer of learning experiment (40 subjects in a 4 group
between subjects design) the question was investigated whether in
text-editing prior experience with menu selection affected the
subsequent learning of a control command language in comparison
with learning the command language from the beginning.  A 2x2
factorial design was used where the factors were presence vs.
absence of prior experience and type of help device (menus vs. a
help window belonging to the command language).
   Experienced users can reach a high speed using the control command
language.  But for novices, who do not yet have available the
necessary knowledge, interaction speed is very slow.  They are
better off with menu selection, because this dialogue mode
requires hardly any memorization of commands.  However, if those
users have no reason to remember anything, do they have to start
from "scratch" when they want to use the command language.
   From the four groups of novices two groups gained prior experience
with either menu selection or the control command language by
editing several texts.  The other two groups did not take part in
the initial interaction.  This was followed by the learning part,
in which texts were edited using the command language only, but
with menus or the help window as help devices.  For all groups
acquisition curves for a limited set of codes were assessed, and
they were tested on their overview over the whole range of
available commands.
   It appeared that novices using menu selection gain a better notion
of the total range of commands than novices using a command
language.  Contrary to an often made assumption that prior
experience with menu selection interferes with subsequent learning
of control commands, we found no negative or positive transfer.

%M C.INT.87.847 8/10/91 pt
%P 847-854
%D 1987
%B INTACT87
%S 4. Impact of Computers on Human Behavior:
4.3 Novice Training and Learning
%T The Trouble with UNIX: Initial Learning and Experts' Strategies
%A Anker Helms Jorgensen
%* (c) Copyright 1987 IFIP
%X UNIX Mail is an electronic mail system in world-wide use.  Like UNIX
it is claimed to have serious shortcomings in terms of usability. 
This paper reports on an investigation of the learnability of UNIX
Mail.  In addition, differences in the learning strategies of computer
scientists and clerical staff were investigated.
   Two studies were conducted: The first was restricted to basic
UNIX Mail features while the second included advanced features as
well as a few UNIX features.  Fifteen subjects, unfamiliar with
UNIX Mail, solved simple message handling tasks in UNIX Mail while
"thinking-aloud".
   The users experienced difficulties in nearly all areas, e.g.
underlying mail concepts, dialogue, e.g., lack of feedback and
phrasing of messages, confounding of modes, scope rules, help
facilities and documentation.
   The causes of the difficulties are discussed and general
implications for design of electronic message systems are proposed. 
Complementing the investigation of learnability, two expert users
of UNIX Mail were interviewed on their views on the usability of
the system.

%M C.INT.87.855 8/10/91 pt
%P 855-859
%D 1987
%B INTACT87
%S 4. Impact of Computers on Human Behavior:
4.3 Novice Training and Learning
%T Impact of Feedback Content in Initial Learning of an Office System
%A Jean McKendree
%A John M. Carroll
%* (c) Copyright 1987 IFIP
%X The ability to discriminate between correct and incorrect behavior is essential for
learning to take place.  This is usually accomplished via feedback from the
environment.  However, there has been little systematic work on principles of feedback
in order to promote optimal acquisition of new skills.  The study presented in this paper
investigated different types of feedback content in the context of an on-line learning-by-doing
tutorial for an office management system.  The results suggest that blocking of
errors by means of a "scenario machine" is a somewhat beneficial type of feedback, but
that including positive content can make learning even more efficient.  Feedback about
the goals of tasks or the steps necessary to perform typical tasks were found to
promote faster learning and better performance on tasks when informative feedback was
withdrawn.  Implications for design and analysis of interfaces are discussed.

%M C.INT.87.861 8/10 91 pt
%P 861-867
%D 1987
%B INTACT87
%S 4. Impact of Computers on Human Behavior:
4.3 Novice Training and Learning
%T Conceptual Models in Training Novice Users
%A Maung K. Sein
%A Robert P. Bostrom
%A Lorne Olfman
%* (c) Copyright 1987 IFIP
%X Research findings provide ample support for the notion that providing a
conceptual model of a system aids novice users in building mental models.  Two types of
conceptual models have been proposed: Analogical models and abstract models.  It is
argued that abstract conceptual models will provide more flexible mental models because
they are more flexible representations.  Individual differences must be considered as
moderating variables in this analysis.  A laboratory experiment was conducted to
compare analogical and abstract models.  Graduate business students were trained in the
use of the filing capabilities of an electronic mail system.  The findings of this
study indicate that abstract conceptual models may indeed provide more flexible mental
models for novice users of electronic mail, and that individual differences (in this
case, visual ability), do affect the formulation of mental models.
%K Abstract models, Analogical models, Conceptual models, Electronic mail,
Individual differences, Mental models, Novice users, Software training, Visual ability

%M C.INT.87.871 8/10/91 pt
%P 871-878
%D 1987
%B INTACT87
%S 4. Impact of Computers on Human Behavior:
4.4 User Needs
%T Customizing Help Systems to Task Structures and User Needs
%A Rainer Lutze
%* (c) Copyright 1987 IFIP
%X A systematic approach is presented for deducing the necessary features of a help system
and its implementation complexity from an analysis of the task to be solved by an
application system and its anticipated user group.  By an analysis of the task structure
with respect to the user group, first the necessary help services to be offered are
determined.  This is done by attaching help services to points within the space of possible
task structures spanned by action preparation and execution on one side and motivation and
execution control on the other side.  A classification of the user group will advise the
depth of the necessary processing of help requests, focusing on information, consultation
or recommendation services.  From these two information sources, the corresponding software
technology of the help system and the necessary constraints on the application system can
be extracted.  Help systems will be categorized with respect to their passive or active
activation mode on one side, and their static or dynamic behavior on the other side.  As a
result, the costs of the help system and the chances for its realization in a
short-term, medium-term or long-term time horizon can be roughly estimated.

%M C.INT.87.879 8/10/91 pt
%P 879-884
%D 1987
%B INTACT87
%S 4. Impact of Computers on Human Behavior:
4.4 User Needs
%T Computerizing Data Presentation and Analysis
%A M. Corbett
%A J. Kirakowski
%* (c) Copyright 1987 IFIP
%X Many aspects of the computerisation of tasks require serious consideration by the
human factors specialist.  Among them is the issue of the cognitive impact on the
user of 'computerizing' a data presentation and analysis task.
   Askwall (1984) has demonstrated that global measures are not sufficiently
sensitive to isolate differing patterns of performance.  In her experiment
overall measures of time were spent on different aspects of the task.
   The effects of computerization in the present paper are examined by comparing Ss
performance on an interactive computer program with that of Ss who received a
similarly informative series of displays on slides.  As predicted from Askwall,
users of the computer differed from those using slides in the way in which they
approached the task.  This further confirms that global performance measures may
not indicate any differences but the differences are more likely to be found in
the types of display that are used to obtain the solution.  By content analysing
Ss' verbal protocols, we can begin to understand what sorts of changes and shifts
of emphasis are necessary in order to 'computerize' this sort of task effectively.

%M C.INT.87.885
%P 885-890
%D 1987
%B INTACT87
%S 4. Impact of Computers on Human Behavior:
4.4 User Needs
%T The Role of the System Image in Intelligent User Assistance
%A James R. Miller
%A William C. Hill
%A Jean McKendree
%A Michael E. J. Masson
%A Brad Blumenthal
%A Loren Terveen
%A Jay Zaback
%* (c) Copyright 1987 IFIP
%X Many researchers have demonstrated the ways in which well-designed graphical interfaces
allow users to acquire conceptual models of the interfaces and the application programs behind
these interfaces.  It is also clear that the users' models are initially flawed and incomplete, and
the problems that users have with these systems revolve around the misconceptions and
alternate conceptualizations in these models.  Our work indicates that graphical interfaces may
be especially sensitive to misconceptions, and that advisory systems for these kinds of systems
must anticipate and resolve such problems.  In particular, they must be able to understand
alternative conceptual models of the system, and may need to diagnose and remediate these
misconceptions.  We will describe our work on direct manipulation interfaces and intelligent
advisory systems, focusing on the problems people encounter when using interfaces and the
ways in which our advisor's design is being driven by the properties of graphical interfaces.

%M C.INT.87.891 8/10/91 pt
%P 891-896
%D 1987
%B INTACT87
%S 4. Impact of Computers on Human Behavior:
4.4 User Needs
%T Transfer of Learning in the Real World
%A Mary Beth Rosson
%A Nancy L. Grischkowsky
%* (c) Copyright 1987 IFIP
%X Twenty-one users of two existing procedural formatting systems were studied during a week-long course on a
new tag-based system.  Users' performance on class exercises was monitored, and subjective reactions were
assessed at several points in the process.  Users were classified along two experience dimensions: formatting
history, and intensity of use.  Our analyses revealed that heavier users of the existing systems made more errors
on the exercises; particularly common were omitted and extraneous commands.  We also found that attitudes
of the participants diverged over the five-day period as a function of formatting history, with the more sophisticated
users becoming more negative, and the more casual users more positive.

%M C.INT.87.899 8/10/91 pt
%P 899-904
%D 1987
%B INTACT87
%S 4. Impact of Computers on Human Behavior:
4.5 Cognitive Aspects of Information Retrieval
%T Software for Reading Text on Screen
%A D. J. Pullinger
%A T. I. Maude
%A J. Parker
%* (c) Copyright 1987 IFIP
%X N/A

%M C.INT.87.905 8/10/91 pt
%P 905-910
%D 1987
%B INTACT87
%S 4. Impact of Computers on Human Behavior:
4.5 Cognitive Aspects of Information Retrieval
%T A Humanised Interface to an Electronic Library
%A I. D. Benest
%A G. Morgan
%A M. D. Smithurst
%* (c) Copyright 1987 IFIP
%X This paper describes a library metaphor which closely models the mechanisms for conventional searching,
acquiring and reading of paper documents and is based on the premise that models which already are well
learnt will be easier to use when similarly presented on-line.  The model for manipulating the library catalogues
described in this paper is based upon a dictionary metaphor that is an extension of the more general book
metaphor.  The book metaphor provides an open book presentation, with animated page turning across the
screen and all the functionality that would be provided by a real book.  It is argued that this interface greatly
eases the use of a computerised library as it is based upon established and intuitively obvious concepts, and
implicitly conveys cues with which the human user is already familiar.

%M C.INT.87.911 8/10/91 pt
%P 911-916
%D 1987
%B INTACT87
%S 4. Impact of Computers on Human Behavior:
4.5 Cognitive Aspects of Information Retrieval
%T Comparing Words and Icons as Cue Enrichers in an Information Retrieval Task
%A M. W. Lansdale
%A M. Simpson
%A T. R. M. Stroud
%* (c) Copyright 1987 IFIP
%X Cue enrichment is a process whereby computer based information is associated with additional
cues which can be remembered and used in retrieval.  In this respect, it has become
particularly fashionable to consider the use of visiospatial information such as shapes, colours and
locations.  This study aimed to look at the memorability of these cues, and to make a formal comparison
with keywords used in the same way.  Both methods were studied under conditions in
which the enriching cues were assigned automatically by the system, and in which the user
selected them explicitly.  Little difference was found between the verbal and visual cues in terms
of their overall memorability, but interesting qualitative differences emerged, both between the
visual and verbal modes and between the different dimensions of the visual and verbal cues.

%M C.INT.87.917 8/10/91 pt
%P 917-921
%D 1987
%B INTACT87
%S 4. Impact of Computers on Human Behavior:
4.5 Cognitive Aspects of Information Retrieval
%T Advanced Organizers in Computer Instruction Manuals: Are They Effective?
%A Barbee T. Mynatt
%A Katherine N. Macfarlane
%* (c) Copyright 1987 IFIP
%X An important issue in writing computer instruction manuals is how to effectively present the semantic
material.  Research on instructional methods has suggested that advance organizers (e.g., metaphors)
can be an effective tool in teaching certain types of material in some situations.  In many cases, teaching
computer skills satisfies these criteria.  In our research, beginning programming students were trained
on a programming concept.  A session involved reading an instruction manual and entering lines of
source code into an interactive system.  One group was given a metaphorical advanced organizer prior
to training.  A control group read a passage on computer history prior to training.  The groups did not
differ on training task performance.  However, the advanced organizer group did better overall on tests
of near and far transfer, and did proportionately better on the far transfer test of their semantic
knowledge.  Factors relating to when to use an advanced organizer are discussed.

%M C.INT.87.925 8/10/91 pt
%P 925-929
%D 1987
%B INTACT87
%S 4. Impact of Computers on Human Behavior:
4.6 User's Language
%T Digressional vs. Semantic Subordination: On the Role of Menu Structure
for Users' Understanding of a Human-Computer Dialogue
%A Kerstin S. Eklundh
%* (c) Copyright 1987 IFIP
%X The design of a human-computer dialogue must be based on a structural analysis of the activity in
which the computer system is to be used.  In this paper it is argued that one should distinguish
between two basic types of operations in the consideration of embedding of operations in a
human-computer dialogue, and thus e.g. in the design of menus: 1) "digressive" operations, 2)
operations which are semantically subordinated with respect to the current activity.  In many
systems, these two types of operations are treated as equivalent and appear in the same menu.  With
reference to two earlier studies of menu-based interaction, and on the basis of some research on
human-to-human dialogues, it is claimed that users' understanding of modes can be expected to be
substantially different in these two types of embedding in a dialogue, and that digressive operations
are the ones that should preferably be implemented in a "modeless" fashion.

%M C.INT.87.931 8/10/91 pt
%P 931-936
%D 1987
%B INTACT87
%S 4. Impact of Computers on Human Behavior:
4.6 User's Language
%T Who's the Boss: Talking to Your Computer in the AI Age
%A Kenneth H. Abrams
%* (c) Copyright 1987 IFIP
%X Software user interfaces that mimic humans can have problems of unrealistic expectation
and command ambiguity.  It is proposed that such systems adopt human roles with limited
responsibility that will maintain user expectation at a level that can be satisfied, and
that implicit requests be avoided.

%M C.INT.87.937 8/10/91 pt
%P 937-942
%D 1987
%B INTACT87
%S 4. Impact of Computers on Human Behavior:
4.6 User's Language
%T A Summary of Experimental Research on Command-Selection Aids
%A Jay Elkerton
%A Robert C. Williges
%* (c) Copyright 1987 IFIP
%X Two experiments were conducted to assess and improve novice performance in hierarchical file
search.  In the first experiment, half of the novices were performing like experienced subjects,
using search procedures that exploited the structure of the file hierarchy for efficient
information retrieval.  Other slower novices used time consuming scrolling strategies and
appeared unfamiliar with the file hierarchy.  In the second experiment, command-selection aids
improved the search performance and strategies of slow novices when the underlying
command-selection models were not unduly complicated (i.e., frequency profiles and search
plans) and did not introduce a highly interactive, mixed-initiative dialogue.

%M C.INT.87.943 8/10/91 pt
%P 943-948
%D 1987
%B INTACT87
%S 4. Impact of Computers on Human Behavior:
4.6 User's Language
%T Developing Exploratory Strategies in Training: The General Approach and a
Specific Example for Manual Use
%A Rigas Wendel
%A Michael Frese
%* (c) Copyright 1987 IFIP
%X Exploration is an important factor in learning how to use a computer.  In
manual construction, exploratory behaviors can be supported (e.g., by
modularity and task orientation) and necessitated (e.g., by presenting a
random sequence of information modules).  In an experiment with 21
subjects, it was shown that the principles of manual construction advanced
here led to better performance in comparison to a commercial manual.  The
exploratory manual was successful in inducing exploratory behavior.

fpack:!@#$%^&*(): INT87e.BA
%B INTACT87
%D 1987
%M C.INT.87.953 8/11/91 pt
%P 953-957
%S 5. Forefront Systems and Techniques:
5.1 From the User's Point of View
%T GIOTTO, An Intelligent User-Assistance
%A Grazia Butera
%A Francesco Pastore
%* (c) Copyright 1987 IFIP
%X The application of AI techniques to the management of a documentation
base is a relatively new domain for AI.  This paper outlines the
problem of simulating, as far as possible, the human approach
when it needs to store or retrieve information according to the
semantics, supplying an intelligent help to the user when he is
looking for some information, but he don't know exactly what.

%B INTACT87
%D 1987
%M C.INT.87.959 8/11/91 pt
%P 959-964
%S 5. Forefront Systems and Techniques:
5.1 From the User's Point of View
%T Catalogues: A Metaphor for Computer Application Delivery
%A Stuart K. Card
%A D. Austin Henderson, Jr.
%* (c) Copyright 1987 IFIP
%X This paper presents the mail-order catalogue as a metaphor for the delivery of application
software in an integrated work environment.  It also describes, Catalogue, an adjunct to the
Rooms multiple virtual workspace environment, which employs this metaphor.  This mechanism
can be used (1) to give users "instant starts" by letting the users select a standard setup, (2) to
allow users to assemble their own environment from standard components, (3) to parameterize a
standard component, and (4) to load applications ready to run.

%B INTACT87
%D 1987
%M C.INT.87.965 8/11/91 pt
%P 965-971
%S 5. Forefront Systems and Techniques:
5.1 From the User's Point of View
%T Volunteering Information -- Enhancing the Communication Capabilities
of Knowledge-Based Systems
%A Gerhard Fischer
%A Curt Stevens
%* (c) Copyright 1987 IFIP
%X Cooperative problem solving systems support the solution of tasks which cannot be solved by the human
or the computer alone.  These systems need to be knowledge-based and require flexible communication
paradigms allowing natural communication with both experts and novice users of the system.  Natural
communication (quite different from natural language) has to support mixed-initiative dialogues where
information can be volunteered by the system and the user.
   In this paper, we present prototypical systems which assist users in rebooting a computer.  REBOOTER is a
rule-based system which guides the user with a strongly system-directed dialogue through this task.  The
use of this system has shown that the communication paradigm was too narrow to make it a worthwhile
tool (especially for the expert user).  The SYSTEMS ASSISTANT tries to overcome the noted shortcomings by
allowing the users to interact with the system in a mixed-initiative dialogue, to volunteer information and to
deviate from the system generated discourse structure.

%B INTACT87
%D 1987
%M C.INT.87.973 8/11/91 pt
%P 973-978
%S 5. Forefront Systems and Techniques:
5.1 From the User's Point of View
%T TaskMapper
%A John M. Carroll
%A Richard E. Herder
%A Don Sawtelle 3d
%* (c) Copyright 1987 IFIP
%X This is a description of a prototype office information system called TaskMapper.  The key interface idea in
TaskMapper is to display the user's activity as a path in a two dimensional map.  Thus instead of working with
a "messy desk", the user works with a task-oriented layout of recently accessed data.  The key system idea in
TaskMapper is to represent applications as views on collections of objects drawn from a single database. 
Instead of working with separate bundles of function and data ("applications") that must communicate
constantly to provide even the appearance of integration, the user defines and works with relevant subsets of
a single database.

%B INTACT87
%D 1987
%M C.INT.87.981 8/11/91 pt
%P 981-987
%S 5. Forefront Systems and Techniques:
5.2 From the Designer's Point of View
%T Application Modelling for the Provision of an Adaptive User Interface:
A Knowledge Based Approach
%A E. Adhami
%A D. P. Browne
%A S. K. Mitra
%* (c) Copyright 1987 IFIP
%X In developing interactive computer systems, the logical separation of
the user interface from the application software is a well recognised
design principle.  The building of adaptive user interfaces requires
this separation to be maintained during the specification and implementation
stages.  Maintaining this separation places special requirements
on the communication between the user interface and the application
software.  This paper discusses the role of application modelling
and knowledge based system approach for supporting these requirements. 
The design and implementation of an application model for constructing
an exemplar adaptive user interface are presented and conclusions are
drawn regarding the potential benefits of application modelling.

%B INTACT87
%D 1987
%M C.INT.87.989 8/11/91 pt
%P 989-995
%S 5. Forefront Systems and Techniques:
5.2 From the Designer's Point of View
%T A Formal Design Methodology for End-User Interfaces -- A Small Case Study
Based on UNICON
%A H. E. Bez
%A D. J. Cooke
%* (c) Copyright 1987 IFIP
%X A unified design methodology [3] currently under study is applied to a small system developed some
years ago at L.U.T. [7].  Although simple, the system has been exploited commercially and hence provide
a realistic test vehicle for the new methodology.  We show how a full formal description of the required
interface is evolved by graphical and algebraic means and how it can be 'exercised' by logic
programming tools in order to permit the specification to be tested by the system designer.  The
resulting specification can be used to verify implementations or as starting point for the application of
transformational techniques aimed at producing a procedural realisation of the system.  The relationship
between our approach and other methodologies is also considered.

%B INTACT87
%D 1987
%M C.INT.87.997 8/11/91 pt
%P 997-999
%S 5. Forefront Systems and Techniques:
5.2 From the Designer's Point of View
%T Computer Aided Ergonomics Design -- A Program for Suitable Control Locations
%A Markku Mattila
%A Markku Leppanen
%* (c) Copyright 1987 IFIP
%X Computer Aided Design (CAD) has several advantages over the traditional design process. 
These advantages may be utilized also when ergonomics and safety are designed.  The aim of
this paper is i) to describe three CAD-programs with respect to ergonomics in the design
of work systems and ii) to present some experiences of the new possibilities offered by
CAD to ergonomic and safety improvements in design.  The CAD-programs developed and tested
in this study are concerning recommended location areas for controls, evaluation of
control locations and 3-dimensional man-model.  CAD-programs for ergonomic analysis are
giving to the designer a new tool to insure the high-quality of ergonomic design.

%B INTACT87
%D 1987
%M C.INT.87.1001 8/11/91 pt
%P 1001-1006
%S 5. Forefront Systems and Techniques:
5.2 From the Designer's Point of View
%T Algorithms to Transform the Formal Specification of a User-Computer Interface
%A James D. Foley
%A Won Chul Kim
%A Christina A. Gibbs
%* (c) Copyright 1987 IFIP
%X N/A

%B INTACT87
%D 1987
%M C.INT.87.1007 8/11/91 pt
%P 1007-1012
%S 5. Forefront Systems and Techniques:
5.2 From the Designer's Point of View
%T The Role of the Dialogue System in a User Interface Management System
%A J. L. Alty
%A J. Mullin
%* (c) Copyright 1987 IFIP
%X The respective roles of the Dialogue Controller and Application Model in a User
Interface Management System are discussed in the context of a process control
application, and application dependent and independent aspects of the dialogue
are identified.  A multi-channel dialogue controller is proposed which allows
concurrent interaction on the interface and dialogues are implemented as a set
of dialogue assistants.  Application independent assistants control the transfer
of information and application dependent assistants implement the task-orientated
conversations.  As far as possible the design of an assistant is independent of
any other.  This eases problems in dialogue design and allows assistants to be defined
in a specification language which can be analysed for appropriate properties. 
Assistants can be constructed using a number of paradigms.  An event-driven network
approach is given as an example.  A possible object-orientated approach is briefly
outlined.

%B INTACT87
%D 1987
%M C.INT.87.1015 8/11/91 pt
%P 1015-1020
%S 5. Forefront Systems and Techniques:
5.3 Advances in Design Techniques
%T A Requirements Specification for Next-Generation CAD Systems
%A Phil John
%* (c) Copyright 1987 IFIP
%X Current CAD systems suffer from a number of deficiencies.  They are typically
draughting tools, not design systems, and as such are the logical outcome of
bottom-up design, based on assumptions that are no longer sufficient for current
manufacturing industry.  Instead, by starting from the context in which CAD
systems will be used, it is possible to derive a requirements specification that
reflects the needs of the organisation.  The outcome of this approach is that a
great extension is needed to the functionality of CAD systems, and some of the
resulting research problems that must be solved before viable systems can be
built are outlined.  These problems include a discussion of the sorts of
organisations in which such CAD systems could be embedded with some chance of
efficient use.

%B INTACT87
%D 1987
%M C.INT.87.1021 8/11/91 pt
%P 1021-1026
%S 5. Forefront Systems and Techniques:
5.3 Advances in Design Techniques
%T Human Factors in Computer Vision Systems: Design of an Interactive User
Interface
%A Volker Haarslev
%* (c) Copyright 1987 IFIP
%X A new approach for engineering the user interfaces of image sequence analysis systems is presented. 
This approach is based on a cognitive model of potential users and on a systematic evaluation of the
man-machine communication aspects of image sequence analysis systems.  We developed an adaptive
user interface for a class of image sequence analysis systems using a data flow architecture.  The user
interface offers an object-oriented interaction model and allows the direct manipulation of graphical
representations of system components.  Finally, a corresponding prototype system is described which
has been implemented in the programming language Ada.

%B INTACT87
%D 1987
%M C.INT.87.1027 8/11/91 pt
%P 1027-1032
%S 5. Forefront Systems and Techniques:
5.3 Advances in Design Techniques
%T The Basis for User-Oriented, Context Sensitive Functions
%A James A. Carter, Jr.
%A Michael Schweighardt
%* (c) Copyright 1987 IFIP
%X N/A

%B INTACT87
%D 1987
%M C.INT.87.1033 8/11/91 pt
%P 1033-1038
%S 5. Forefront Systems and Techniques:
5.3 Advances in Design Techniques
%T A New Model for Separable Interactive Systems
%A Gilbert Cockton
%* (c) Copyright 1987 IFIP
%X Separating the user interface from the 'rest of the application' is a key goal in interactive systems design. 
The required separation goes beyond software modularity and entails user interfaces and application
functions which are both unconstrained by each other's design features.  Yet two components which know
nothing of each other cannot communicate without an intermediary.  A two component interactive system
must compromise on separability.
   A new three component model is presented.  A linkage component passes user interface information to
application functions and returns application function results to the user interface.  The second component,
the user interface can have a truly generic core.  Reconfiguration requires no direct knowledge of
application functions.  The third component, the non-interactive core, provides the application's
functionality.  Inter-component relationships are explored to identify user interface features which constrain
non-interactive core design and vice-versa.

%B INTACT87
%D 1987
%M C.INT.87.1041 8/11/91 pt
%P 1041-1046
%S 5. Forefront Systems and Techniques:
5.4 Advances in Rapid Prototyping
%T A Blackboard Architecture for the Realization of Software-Ergonomic Demands
%A Helmut Balzert
%* (c) Copyright 1987 IFIP
%X A flexible software architecture is necessary in order to allow the adaptation of the
human-computer-interface as well as the application systems to the wishes and abilities of
the individual user.  The blackboard concept used for the realization of expert systems was
modified and extended for the human-computer-interface and the application systems.  There
is a separate blackboard for the I/O layer, for the dialog layer, for the application
systems and for the information & consulting system.  The blackboards communicate with each
other by tasks.  Each blackboard consists of one control part and one domain part.  The
following knowledge bases have been grouped to the domain part: knowledge about each
domain area, user model, user intentions, established conventions, system intentions and
self-model.  One knowledge source contains local control knowledge, the other contains
global control knowledge.  The latter controls the strategy to activate one of the existing
tasks.  The architecture was evaluated in two exemplary implementations.

%B INTACT87
%D 1987
%M C.INT.87.1047 8/11/91 pt
%P 1047-1052
%S 5. Forefront Systems and Techniques:
5.4 Advances in Rapid Prototyping
%T Constructive Formal Specifications for Rapid Prototyping
%A Rainer Gimnich
%A Jurgen Ebert
%* (c) Copyright 1987 IFIP
%X The approach presented here suggests a way to translate software specifications into
an operational form which can be used as a prototype, for revising the requirements,
and for testing purposes by relating it to the actual implementation developed later.

%B INTACT87
%D 1987
%M C.INT.87.1053 8/11/91 pt
%P 1053-1058
%S 5. Forefront Systems and Techniques:
5.4 Advances in Rapid Prototyping
%T Rapid Prototyping of Man-Machine Interfaces for Telecommunications Equipment
Using Interactive Animated Computer Graphics
%A D. T. Henskes
%A J. C. Tolmie
%* (c) Copyright 1987 IFIP
%X The concept of Rapid Prototyping can be extended from software development support to simulation
of man-machine interfaces.  This approach will help meeting the challenge imposed on telecommunications
engineering by the evolution of an European broadband network system with its
subsequent need for highly acceptable user services.  Animated computer graphics is a cost
effective way for introducing simulation into the earliest possible phase of the design cycle.

%B INTACT87
%D 1987
%M C.INT.87.1059 8/11/91 pt
%P 1059-1063
%S 5. Forefront Systems and Techniques:
5.4 Advances in Rapid Prototyping
%T Evaluation of Rapid Prototyping Methodology in a Human Interface
%A J. R. Harris
%A D. W. Parker
%* (c) Copyright 1987 IFIP
%X When designing a custom-built system for a prospective user, they need to understand and relate to the
Requirements Specification in sufficient detail to imagine how they will use the system.  This has led to
the notion of "show don't tell", needing a quick working prototype.  Rapid prototyping has been
shown to be an essential tool for participative system design.
   We present experiences in developing a prototype for the human interface for a database containing
surveillance records for handicapped children, which will be used by clinicians and administrators in a
Health Board Authority.  The user requirements were: regular assessment of a child's condition;
monitoring of the child's access to, and take up of, certain special services needed; and easy
compilation of figures relating to the health of the children.  We describe the types of changes required
by the user in the early phases of the prototype and the limitations which should be imposed on the
extent of the rapid prototyping technique.  We also discuss the contributions to understanding of the
exact needs of the user and how iterative design methodologies achieve those needs.  We highlight the
benefits that speed and low investment of effort have on the design process.

%B INTACT87
%D 1987
%M C.INT.87.1067 8/11/91 pt
%P 1067-1073
%S 5. Forefront Systems and Techniques:
5.5 Advances in Knowledge Based Systems
%T Design and Implementation of Direct Manipulative and Deictic User Interfaces
to Knowledge Based Systems
%A K. H. Hanne
%A A. Grable
%* (c) Copyright 1987 IFIP
%X The basic ideas for the design and the implementation of a direct (graphical) manipulation interface
system are described.  Architecture and structure are based on layered models.  The system allows the
inclusion of deictic / natural language references to objects represented on the screen.  The system was
developed and implemented on Sun workstations in 'C' and 'Prolog' under the operating system Unix,
providing a set of modules and a communication layer for combined interfaces.  Two applications, a
direct manipulative interface to an expert system and a form query system allowing natural language /
direct manipulation interaction, are described.

%B INTACT87
%D 1987
%M C.INT.87.1075 8/11/91 pt
%P 1075-1080
%S 5. Forefront Systems and Techniques:
5.5 Advances in Knowledge Based Systems
%T X-AiD: An Adaptive and Knowledge-Based Human-Computer Interface
%A Christoph G. Thomas
%A Gert M. Kellermann
%A Hans-Werner Hein
%* (c) Copyright 1987 IFIP
%X A system will be introduced which realizes an application independent human-computer interface.  Its
surface offers the users an integrated and extendable structure of icons, windows, menus, natural
text, universal operations, and special services.  The system X-AiD is designed using AI techniques.
   The interface operates based on declarative knowledge.  X-AiD represents common sense about "working
with a computer" in general, expert knowledge about the supported applications behind it, and collected
knowledge about each of its users.  Knowledge is described using the representation language HAL.  HAL
enables comfortable declaration of object schemes with multiple inheritances and extensive
default-handling.  All HAL objects may contain specialized rulesets related to human-computer
interaction topics (e.g. syntax, semantics, display).
   The system is prepared to work in a "learning by being used"-mode where it memorizes protocols about
all occurring actions, including UNDO and REDO operations.  Later on it analyses those protocols
extracting frequent "plans of action" which the specific user mainly followed.  This learned knowledge is
applied vice versa to aid this user e.g. by preparing for him situation-dependent menus and objects for
him down the mainstream of his work or explaining to him his dialog state and how he got there.
   The working prototype will be presented on a Symbolics 3620 during the conference.

%B INTACT87
%D 1987
%M C.INT.87.1081 8/11/91 pt
%P 1081-1087
%S 5. Forefront Systems and Techniques:
5.5 Advances in Knowledge Based Systems
%T Metrics for the Building, Evaluation and Comprehension of Self-Regulating
Adaptive Systems
%A Dermot P. Browne
%A Robert Trevellyan
%A Peter Totterdell
%A Mike Norman
%* (c) Copyright 1987 IFIP
%X Experiences gained during the production of adaptive systems have demonstrated
the need for a set of terms by which elements of the system can be referenced. 
Among these elements are the data being monitored and generated for purposes of
user modelling and the control of system behaviour.  These data elements,
referred to as metrics, are categorised and described in order to provide a
terminology that has proved useful during the design, build and evaluation of
adaptive systems.  The descriptive power afforded by these metrics is discussed
by drawing on an example of building a self-regulating adaptive system.

%B INTACT87
%D 1987
%M C.INT.87.1089 8/11/91 pt
%P 1089-1093
%S 5. Forefront Systems and Techniques:
5.5 Advances in Knowledge Based Systems
%T The Graphical Representation of Knowledge as an Interface to Knowledge Based
Systems
%A Ray McAleese
%* (c) Copyright 1987 IFIP
%X This paper reports on a technique for portraying the detail and the extent of
knowledge on a graphical interface.  Research has centered on concept maps
which derive from ideas such as "hypertext".  Such maps represent the structure
and inter-connections between concept labels in knowledge structures.  A "map"
is a bounded view of one aspect of the overall knowledge-data structure.  A map
is a synonym for a browser.  Users can decompress (expand) or compress (reduce
to a minimal level) concept relationships based on selection criteria.  This
map metaphor is based on cognitive theory that supports the representation of
knowledge.  In knowledge elicitation the chosen interface gives the expert a
network metaphor of their knowledge.  Each concept (concept label) can be seen
as a label with a finite set of links.  As the knowledge structure grows a
variety of browsers allow the user to see all or part of the knowledge base. 
Users can select a topic label as the starting point for a browser, define its
limits and specify the type of links (relationships) to be included.  Such an
interface is a powerful tool as it uses the human eye, which has under used
channel capacity, to process complex data structures.  The system has been
implemented on a workstation which allows multiple windows in a WIMP environment. 
Knowledge can be entered at any level, compressed (top to down) or decompressed
(bottom to up).  The system (called KIM: Knowledge and Information Mapping)
keeps integrity between different views.  The paper reports on user trials with
the system.  It suggests that problems can arise when the user can not easily
reconcile different views and perspectives.  The paper highlights the importance
of "terrain knowledge" of knowledge based systems (global views), in addition to
"street knowledge" (local views).

%B INTACT87
%D 1987
%M C.INT.87.1097 8/17/91 pt
%P 1097-1100
%S 5. Forefront Systems and Techniques:
5.6 Novel Application Systems
%T Computer Aided Architectural Design Work
%A Lars Kjelldahl
%A Jerker Lundequist
%* (c) Copyright 1987 IFIP
%X This paper deals with the relation between the architect as a
professional CAD (Computer Aided Design) system user
and the problems of interactive computer graphics. 
Considerable efforts in R&D are today aimed at looking at
how the interaction of professional users with graphic
workstations should be designed, to present these users
with efficient tools, good working conditions and a choice
of ways of using their professional skills.
   The rapid development of computer graphics has created
new conditions for design work.  The new technology with
single user work stations, high resolution screens,
efficient tools of interaction, bitmapping, windowing,
video input, laser scanning and so on, entails new
possibilities for the design professions.  Research efforts in
the area of man-machine interaction supported by this new
technology, involves by necessity several disciplines:
computer science, cognitive psychology, linguistics,
graphics, esthetics, and design methodology.
   In our everyday language the meaning of the term "design"
is vague and complex.  Here we use the term "design" as a
synonym for "artifact determination".  Before the actual
production of an artifact can start, it is necessary to
determine its properties - of function, form, structure,
durability, cost of production and maintenance, as well as
to estimate the economic or ecological consequences which
will follow.  The designer and his client have to determine
the properties of the artifact (for example, buildings,
consumer goods, machinery, abstract or concrete systems,
graphics, that is, all kinds of artifacts or systems of
artifacts).

%B INTACT87
%D 1987
%M C.INT.87.1101 8/17/91 pt
%P 1101-1106
%S 5. Forefront Systems and Techniques:
5.6 Novel Application Systems
%T Research on Model Based Document Processing System DARWIN
%A Miwako Doi
%A Mika Fukui
%A Isamu Iwai
%* (c) Copyright 1987 IFIP
%X This paper describes a newly developed automatic document architecture extraction
system with a document entity model.  Hierarchical and anaphoric structural knowledge
for chapter and anaphora is represented as a grammar in the document entity model. 
Automatic document architecture extraction is the first phase of a model based document
processing system, DARWIN (Document Architecture Realization for Well-Informed
INterface).  The purpose of DARWIN is to provide a natural and comfortable
document processing environment for both authors and readers.  Two other models, an
author model and a reader model, are going to be embedded.  Experimental results have
shown that the automatic document architecture extraction system is sufficiently
powerful to detect hierarchical and anaphoric structures.  This paper is structured and
formatted by the current DARWIN system, in which a simple reader model is
implemented.

%B INTACT87
%D 1987
%M C.INT.87.1107 8/17/81 pt
%P 1107-1113
%S 5. Forefront Systems and Techniques:
5.6 Novel Application Systems
%T How Do We Distinguish the Hyper from the Hype in Non-Linear Text?
%A William P. Jones
%* (c) Copyright 1987 IFIP
%X The good news is that non-linear or hypertext systems may dramatically increase the accessibility of
information.  The bad news is that this increased accessibility may magnify further an already severe
problem of selection.  Whether we are sending or receiving a body of information, we must take steps to
distinguish its components on the basis of their potential importance or relevance.  Current hypertext
efforts have focused on the development of tools giving users direct control over the formation and
traversal of links connecting units of information in a network structure.  Such tools place considerable
power and a considerable burden in the hands of the users.  Information must be initially organized in
ways that prove useful later on; links leading to relevant information must subsequently be distinguished
from a potentially large number of others.  These activities may be very difficult to accomplish in an
expanding knowledge base.  In this article we look at potential selection in hypertext and we
examine some of the ways in which these problems may be remedied.

fpack:!@#$%^&*(): INT90a.BA
%M C.INT.90.xvii 11/91 gp
%B INTACT90
%D 1990
%T Preface
%A Brian Shackel
%P xvii-xviii
%X N/A

%M C.INT.90.xix 11/91 ht
%B INTACT90
%D 1990
%T Has Done Better -- The Efforts of the '80s in HCI
%A Gilbert Cockton
%P xix-xxvi
%X Readers who begin with this introduction and read systematically through all the papers in order will
be taken from psychology and mathematics, via design, prototyping, evaluation, interaction
techniques and styles, system construction tools and interactive technologies (with real examples all
the way) to specific case studies in knowledge-based systems, computer-supported co-operative
work, tutoring systems, hypertext journals, aircraft maintenance systems, software engineering and
programming.  Even though there are uncovered topics and perspectives in these proceedings, the
richness of HCI as an area of study and practice should be apparent.
%K Human computer interaction, Multidisciplinary, Interdisciplinary
%* (c) Copyright 1990 IFIP

%M C.INT.90.xxix 11/91 ht
%B INTACT90
%D 1990
%S Invited Papers
%T SIOIS -- Standard Interfaces or Interface Standards
%A Tom Stewart
%P xxix-xxxiv
%X National Standards have often acted as barriers to trade, requiring
manufacturers not only to produce national variants of products but
also to undergo costly and time-consuming certification and testing
procedures.  After 1992, national standards in Europe will be
replaced by European Standards, providing manufacturers with a
single European market for their products.  In the user interface
area, and in many other areas also, European standards do not yet
exist and so the European Committee for Standardisation (CEN) plans
to adopt International Standards, wherever possible.  The purpose of
this paper is to provide an update on the activities of the
committees working at the European and the International levels to
create user interface standards.
%* (c) Copyright 1990 IFIP

%M C.INT.90.xxxv 2/13/92 lms
%B INTACT90
%D 1990
%S Invited Papers
%T Empirical Studies of the Software Design Process
%A Bill Curtis
%P xxxv-xl
%X Empirical research on software development has shown that the design phase exercises extreme leverage
over project outcomes.  This paper reviews research performed at MCC on the design process and proposes
several research questions whose answers are crucial to improving productivity and quality.  One implication
of these results is that project outcomes are largely determined before a project begins.  (As is the author's
habit, the talk at INTERACT'90 may differ substantially from this paper).
%* (c) Copyright 1990 IFIP

%M C.INT.90.3 11/91 ht
%B INTACT90
%D 1990
%S Foundations: Educational and Social Issues
%T Why, What and How? Issues in the Development of an HCI Training Course
%A Jenny Preece
%A Laurie S. Keller
%P 3-7
%X Lack of tradition in teaching HCI and the multi-disciplinary nature of
the subject creates challenging problems for those developing a
curriculum to teach it.
   In this paper we discuss the development of a postgraduate course for
practicing professionals in industry and commerce.  The course is
taught by distance teaching, which means that students study texts
integrated with other media on their own.
   Three questions are considered: why we teach HCI, what we teach and
how we teach.  In addition, we discuss how problems arising from the
multi-disciplinary nature of HCI pervaded course development and how
the development process itself resembled user-centred HCI design
practices.
%* (c) Copyright 1990 IFIP

%M C.INT.90.9 11/91 ht
%B INTACT90
%D 1990
%S Foundations: Educational and Social Issues
%T University Education on Human-Computer Interaction -- The Dutch Situation
%A Gerrit C. van der Veer
%A Ted N. White
%P 9-13
%X N/A
%* (c) Copyright 1990 IFIP

%M C.INT.90.15 11/91 ht
%B INTACT90
%D 1990
%S Foundations: Educational and Social Issues
%T Information Processing, Context and Privacy
%A Alan Dix
%P 15-20
%X This paper is about an old concept, data processing, but one that has taken on new meaning with the increasing
complexity and interconnection of systems and the burgeoning of expert systems and connectionism.  Classical information
theory has been found to be inadequate even in the relatively formal context of security, but this inadequacy is
intensified when we consider more human issues like privacy.  Further, writers like Suchman and Winograd &
Flores emphasise context in understanding communication and information.  Relating these issues to a simple information
life-cycle, this paper questions how we can retain an understanding of human issues when interacting with
such complex systems.
%K Information theory, Information processing, Privacy, Formal analysis
%* (c) Copyright 1990 IFIP

%M C.INT.90.21 11/91 ht
%B INTACT90
%D 1990
%S Foundations: Educational and Social Issues
%T Mac-Thusiasm: Social Aspects of Microcomputer Use
%A Matthew R. Jones
%P 21-26
%X The success of the Apple Macintosh computer is normally ascribed to the quality of its user interface.  This
paper presents evidence from interviews with Macintosh users of the importance of social and organisational
factors in influencing their choice of microcomputer and their pattern of, and attitude to, computer use.  Many
of the users held strongly positive views about the Macintosh computer and some possible reasons for this
enthusiasm are discussed.
%* (c) Copyright 1990 IFIP

%M C.INT.90.29 11/91 ht
%B INTACT90
%D 1990
%S Foundations: Cognitive Ergonomics
%T GOMS Meets the Phone Company:
Analytic Modeling Applied to Real-World Problems
%A Wayne D. Gray
%A Bonnie E. John
%A Rory Stuart
%A Deborah Lawrence
%A Michael E. Atwood
%P 29-34
%X GOMS analyses were used to interpret some perplexing data from a field evaluation of two telephone
operator workstations.  The new workstation is ergonomically superior to the old and is preferred
by all who have used it.  Despite these advantages telephone operators who use the new workstation are
not faster than those who use the old but are, in fact, significantly slower.  This bewildering result makes
sense when seen with the aid of GOMS.  With GOMS we can see that very few of the eliminated key-strokes
or ergonomic advantages affect tasks that determine the operator's work time.  Indeed, GOMS
shows that some presumed procedural improvements have the contrary effect of increasing the time an
operator spends handling a phone call.  We concluded that if GOMS had been done early on, then the task,
not the workstation, would have been redesigned.
%* (c) Copyright 1990 IFIP

%M C.INT.90.35 11/91 ht
%B INTACT90
%D 1990
%S Foundations: Cognitive Ergonomics
%T The Effects of Task Structure and Social Support on Users' Errors
and Error Handling
%A Michael Frese
%A Felix C. Brodbeck
%A Dieter Zapf
%A Jochen Prumper
%P 35-41
%X The relationship of four organizational variables-job complexity, job discretion, social
climate, and the organization of the computer advisory service-with number and type of errors
and use of support facilities was studied in a field observational study.  198 subjects from 12
different public and private companies in the southern part of the Federal Republic of Germany
(secretaries, typists, specialists, low level managers) were observed for 2 hours while they used
computers during their work.  They also filled out a questionnaire (N=232).  There were a number
of small but significant and practically important relationships, e.g. errors pertaining to conscious
strategies happened more often in more complex jobs.  Perceived support by supervisors and co-workers
was related to whether these people were asked in case of an error.  Decentralized advisory
services were preferred and used more often by users than centralized services.
%* (c) Copyright 1990 IFIP

%M C.INT.90.43 11/91 ht
%B INTACT90
%D 1990
%S Foundations: Cognitive Ergonomics
%T What Kind of Errors Do Unix Users Make?
%A James H. Bradford
%A William D. Murray
%A T. T. Carey
%P 43-46
%X ABSTRACT.  This paper describes a large scale analysis of user error in the Unix environment.  Over
300,000 commands were logged containing approximately 16,000 errors.  The errors detected included
various kinds of token entry problems, mode errors, keyboard errors and grammatical mistakes.  The
relative frequency of each type is presented.  The paper concludes with a discussion of a number of
improvements that could be made to the Unix csh command interface.
%* (c) Copyright 1990 IFIP

%M C.INT.90.47 11/91 ht
%B INTACT90
%D 1990
%S Foundations: Cognitive Ergonomics
%T ECM: A Scheme for Analysing User-System Errors
%A Paul A. Booth
%P 47-54
%X This paper addresses the question of how best to consider and eliminate the
errors that occur during human-computer interaction.  Firstly, a distinction
is drawn between human errors and user-system errors.  A further distinction
is then made between different types of user-system error; mapping mismatches
and incongruity mismatches.  Following this, a classification scheme
(an Evaluative Classification of Mismatch, ECM), for analysing user-system
errors, is defined, and a study into its usefulness reported.  A system that had
been refined using ECM was shown to be significantly better, in terms of
time, errors and user attitude ratings, than both the original system and a
system that had been refined without using ECM.  The results of this study
suggest that schemes for analysing user-system errors can play a significant
role in improving the performance of human-computer systems.
%* (c) Copyright 1990 IFIP

%M C.INT.90.55 11/91 ht
%B INTACT90
%D 1990
%S Foundations: Cognitive Ergonomics
%T How Learner Characteristics Can Mediate the Effects of Giving
Conceptual Details During Training
%A Elizabeth J. Lloyd
%P 55-60
%X Giving a conceptual model has often been hypothesized to aid learning and subsequent
use of computerized devices, but scant attention has been paid to the role of learner
characteristics in mediating this training outcome.  An experiment was conducted to
investigate such aspects further.  Two groups of computer-naive subjects were taught to
use a text editing system.  One group was taught by procedures alone; the other group
also received procedures, but in addition was given concurrent conceptual information. 
The results demonstrated that giving conceptual details during training may not be
universally beneficial; overall, there were no great performance differences between the
two groups.  However, when learner characteristics were examined, it was found that
certain individual characteristics interacted with training type to determine the learning
outcome.  The results imply that conceptual training is only efficacious for certain people,
and that it may be possible to predict who those people will be.
%* (c) Copyright 1990 IFIP

%M C.INT.90.61 11/91 ht
%B INTACT90
%D 1990
%S Foundations: Cognitive Ergonomics
%T Influencing Behaviour Via Device Representation; Decreasing
Performance by Increasing Instruction
%A Simon C. Duff
%A Philip J. Barnard
%P 61-66
%X Several studies including those of Duff (1989) suggest that prior knowledge
plays a crucial role in learning operating procedures and problem solving with
computer based systems.  This paper tests a counter-intuitive prediction derived
from Barnard's (1987) Cognitive Task Analysis.  The analysis predicts that the
advantageous effects of device knowledge can be offset by providing users with
additional procedural instructions during the learning phase.  Experimental
evidence in support of this prediction comes from users learning to control a
simple laboratory application.
%* (c) Copyright 1990 IFIP

%M C.INT.90.67 11/91 ht
%B INTACT90
%D 1990
%S Foundations: Cognitive Ergonomics
%T Pop-Up Windows and Memory for Text
%A Heather A. Stark
%P 67-72
%X This study investigates the effect of pop-up windows in hypertext on readers' memory.  One group of
readers read "plain" descriptions of properties for sale in conventional linear format.  Another group read
descriptions with the same content, but with some sentences ("new details" about the property) in pop-up
windows.  Readers judged the suitability of these properties for clients, and then were tested on their
memory for property features.  For the pop-up group, pop-up property features were recognized more
quickly than main text features, and the description they came from was identified more quickly.  These
sets of features did not differ significantly for the plain group.  Pop-ups may be useful ways to emphasize
information.
%* (c) Copyright 1990 IFIP

%M C.INT.90.73 11/91 ht
%B INTACT90
%D 1990
%S Foundations: Cognitive Ergonomics
%T Two Ways to Fill a Bath, With and Without Knowing It
%A Anne Ankrah
%A David M. Frohlich
%A G. Nigel Gilbert
%P 73-78
%X It is generally thought that direct manipulation interfaces are those based on some clear metaphor for
interaction which encourages the user to draw an analogy between the machine and some familiar situation. 
In this paper we challenge this view by showing how it is possible to vary metaphor and directness of
manipulation independently in interface design, and that the influence of these factors on usability is not
simple.  We report findings from an experiment in which 40 users were presented with the same process
control task through four different interfaces incorporating different combinations of the two factors.  The
task was based on the familiar situation of filling a bath.
%* (c) Copyright 1990 IFIP

%M C.INT.90.79 11/91 ht
%B INTACT90
%D 1990
%S Foundations: Cognitive Ergonomics
%T The Cognitive Dimension of Viscosity: A Sticky Problem for HCI
%A T. R. G. Green
%P 79-86
%X `Cognitive dimensions' are features of interactive systems considered as information structures, capturing
significant commonalities across many types of system.  Examples include the presence of asymmetric
dependencies; consistency in the command language; and viscosity, or resistance to local change, the
subject of this paper.  In viscous systems users need many `internal tasks' to accomplish one `external
task' of adding, removing, or altering a plan-level component.  Opportunistic planning can be thwarted by
undue viscosity.  Two types are distinguished: Knock-On viscosity, where a goal-related action violates a
notational constraint, and requires additional, non-goal-related actions to rectify the problem; and
Repetitiousness viscosity, where to achieve a single goal many individual actions are required.  Examples
of viscosity from many areas are given and some solutions are noted.
%* (c) Copyright 1990 IFIP

%M C.INT.90.87 11/91 ht
%B INTACT90
%D 1990
%S Foundations: Cognitive Ergonomics
%T The Role of Games and Cognitive Models in the Understanding of
Complex Dynamic Systems
%A Rod Rivers
%P 87-92
%X Computers are being applied to increasingly complex real time monitoring and control tasks.  What
is the best way to develop this type of computer application?  This paper argues that the
development of games can reveal a great deal about the complexity of the application, its users and
the circumstances in which it will be operated.  The development of a game plays a similar role to
the development of a prototype or simulation in identifying the most critical factors pertinent to a
design.  However, developing a game often focuses more attention on the user, his tasks, strategies
and learning.  Cognitive modelling techniques are especially relevant to understanding the user and
contribute to the development of games and to understanding the very nature of complexity.
%* (c) Copyright 1990 IFIP

%M C.INT.90.93 11/91 ht
%B INTACT90
%D 1990
%S Foundations: Cognitive Ergonomics
%T Implications of Computer Games for System Design
%A Lisa Neal
%P 93-99
%X Computer games "hold an inexplicable fascination for many people" [Rich 83] and they often provide striking examples
of highly motivating activities [Malone 80].  We present a empirical study of game use, focusing on features
of games, such as feedback, help, and levels of difficulty, which significantly influence the interaction with a user. 
We discuss the implications of this research for improving the design of systems, showing that systems not
designed for entertainment can benefit from the features incorporated into computer games.
%* (c) Copyright 1990 IFIP

%M C.INT.90.101 11/91 ht
%B INTACT90
%D 1990
%S Foundations: Cognitive Ergonomics
%T A Study of Measures for Research in Hypertext Navigation
%A D. G. Hendry
%A T. T. Carey
%A S. T. TeWinkel
%P 101-106
%X The research described here investigated the strategies people use to navigate a hypertext
document in reading comprehension tasks.  We present the results from experiments where people
were initially instructed to browse and later to study a document containing expository information
on 35 mm. cameras.  The users interacted with the document through one of two presentation
methods: traditional page sequences or access by hypertext links.  A variety of measures were used
to illuminate users' navigation strategies: Each of these measures contributes in a different way to
our overall understanding of users' navigation (and raises additional questions).
%* (c) Copyright 1990 IFIP

%M C.INT.90.107 11/91 ht
%B INTACT90
%D 1990
%S Foundations: Cognitive Ergonomics
%T Mental Effort and Task Performance: Towards a Psychophysiology of
Human Computer Interaction
%A David Wastell
%P 107-112
%X Empirical methods play an important role in the science of HCI.  The limitations of introspective
and behavioural techniques are discussed, using mental workload as an example. 
The case is argued for a psychophysiological approach to the study of HCI (i.e. the interlocking
study of behaviour, experience and bodily processes), adducing as evidence two
field studies in which physiological measures played a decisive role.  A laboratory study is
described in which a physiological measure of mental effort is used to resolve the confounding
of effort and cognitive demands inherent in performance measures of workload. 
The psychophysiological perspective broadens the scope of HCI to include such issues as
stress and job design.  The paper concludes with a discussion of the possible influence of
psychophysiological thinking upon the design of systems for supporting co-operative work.
%* (c) Copyright 1990 IFIP

%M C.INT.90.115 11/91 ht
%B INTACT90
%D 1990
%S Foundations: User Modelling
%T A Knowledge Analysis of Interactivity
%A Richard M. Young
%A Andrew Howes
%A Joyce Whittington
%P 115-120
%X Most existing techniques for predicting users' behaviour do not cope well with
highly interactive computer usage, such as is typically found with workstations or
personal computers.  This paper explores the interactivity inherent in a simple task
on an Apple Macintosh computer.  An analysis of the knowledge required for
performing the task provides the basis for understanding how internal knowledge
and information present in the display are combined to guide the behaviour of
users spanning the spectrum of expertise from novice to expert.
%* (c) Copyright 1990 IFIP

%M C.INT.90.121 11/91 ht
%B INTACT90
%D 1990
%S Foundations: User Modelling
%T User's Command Line Reference Behaviour: Locality versus Recency
%A Alison Lee
%A Frederick H. Lochovsky
%P 121-128
%X The techniques of working set calculation and locality set determination from computer
memory management research are applicable to HCI research.  Working sets
can be used to analyze the recency characteristic (favouring recent interactions)
and locality sets can be used to analyze the locality characteristic (clustering of
interactions) in user behaviour.  We present two computer simulation studies and
their results.  The first study found that locality exists in users' command line references. 
The second study found evidence to suggest that the locality characteristic
is better at predicting candidates for recurrence than the recency characteristic. 
Both of these results have positive implications for the design of tools that allow
users to reuse their past interactions.
%* (c) Copyright 1990 IFIP

%M C.INT.90.129 11/91 ht
%B INTACT90
%D 1990
%S Foundations: User Modelling
%T An Investigation into Quantitative User Modeling of User
Interactions for the Purpose of Predicting User Expertise
%A R. Spall
%A R. Steele
%P 129-134
%X This paper examines the topic of Quantitative User Modelling.  After initial definitions and background work, the potential of
computable Quantitative User Models is explored, with particular emphasis given to their application to Intelligent Interfaces. 
Finally, an example Quantitative User Model is presented in order to highlight the pertinent issues which need to be addressed
within this field.  This work forms part of an SERC sponsored Research Project being pursued at Sheffield City Polytechnic, which
is concerned with the implementation of a complete Object Oriented UIMS.
%* (c) Copyright 1990 IFIP

%M C.INT.90.135 11/91 ht
%B INTACT90
%D 1990
%S Foundations: User Modelling
%T Constraints in Design: Towards a Methodology of Psychological Analysis
Based on AI Formalisms
%A Francoise Darses
%P 135-139
%X More and more CAD systems are founded on a constraint posting approach.  In order to know
whether such an approach is compatible with the cognitive activity of the designers, this paper
focuses on the crucial role of constraint in the cognitive processes of design.  We first highlight how
the notion of constraint is referred to in the psychological models of design.  A constraint posting
approach for design is used to set up a specific methodology of analysis.  Based on AI formalisms,
this methodology has to be enlarged to give an account of some psychological characteristics of the
designers activity.  An empirical assessment of the method has been conducted in the domain of
computer network design.  The results highlight that half of the activity of the experts can be
understood in terms of constraint posting.  Moreover, we show that the ability to handle the
constraints differs, depending on the level of expertise of the designers and according to the nature of
the constraints.  But above all, this assessment lays down the limits and the benefits of the
methodology.  It sketches the directions in which the method will have to be enlarged.
%* (c) Copyright 1990 IFIP

%M C.INT.90.143 11/91 ht
%B INTACT90
%D 1990
%S Foundations: Formal Methods
%T Agents: Communicating Interactive Processes
%A Gregory D. Abowd
%P 143-148
%X In this paper we extend the theory of communicating interactive processes based on the formalisms of CSP
and Z first presented by Sufrin and He.  We then use this theory to show how specifications of complex interactive
systems are composed from smaller and simpler components.  The theory provides a formal foundation for the
investigation of multiagent models and allows the precise formulation of design principles for the development of
interactive systems.  We view an interactive system as a closed collection of communicating interactive processes, or
agents.  An agent can represent both an application and its users.  We develop an example of a mouse and keyboard
input to a simple display manager.  This will serve as a small but realistic example to explain the features of the
model.
%K Interaction model, Formal methods, Software architecture
%* (c) Copyright 1990 IFIP

%M C.INT.90.149 11/91 ht
%B INTACT90
%D 1990
%S Foundations: Formal Methods
%T Pattern Recognition and Interaction Models
%A Janet Finlay
%A Michael Harrison
%P 149-154
%X Human Computer Interaction can usefully be described in terms of a sequence of user and system events.  A priori
traces of such event sequences, as specified by a mathematical model, can be used in the evaluation of interactive
systems by contrasting them to a posteriori traces of actual user behaviour.  We use pattern recognition techniques
to automate this comparison, identifying points in the interaction where a user's behaviour is sub-optimal.  We
describe work in this area relating to a bibliographic database system.
%* (c) Copyright 1990 IFIP

%M C.INT.90.155 11/91 ht
%B INTACT90
%D 1990
%S Foundations: Formal Methods
%T Formal Analysis of Co-Operative Problem Solving Dialogues:
Tools and Techniques
%A P. Jeremaes
%P 155-161
%X We are developing task specific theories of co-operative problem solving and using these
theories to derive methods for engineering knowledge-based systems which support
co-operative human-computer interaction.  Research to date has concentrated on the
collection of empirical data to support the hypothesis that co-operativity in this
context is warranted and to develop our initial theories of co-operative interaction. 
This paper presents an overview of the role that formal tools and techniques have played
in helping to analyse that data and in formulating tentative theories of co-operation.
%* (c) Copyright 1990 IFIP

%M C.INT.90.163 11/91 ht
%B INTACT90
%D 1990
%S Foundations: Formal Methods
%T ETAG: Extended Task Action Grammar --
A Language for the Description of the User's Task Language
%A Michael J. Tauber
%P 163-168
%X N/A
%* (c) Copyright 1990 IFIP

%M C.INT.90.169 11/91 ht
%B INTACT90
%D 1990
%S Foundations: Formal Methods
%T ETAG -- Some Applications of a Formal Representation of the User Interface
%A Gerrit C. van der Veer
%A Diederik Broos
%A Kenneth Donau
%A Mark J. Fokke
%A Felix Yap
%P 169-174
%X Based on the theoretical work described in the contribution by M.J. Tauber (this Volume), we conducted several studies
aiming at the application of the ETAG formalism.  We concentrated on 3 aspects of user interface design and analysis:
 * The application of ETAG based evaluation methods for the analysis of existing systems from the point of view of
   learnability and usability;
 * Formal representation methods like ETAG based formalisms, for the analysis and formal description of user's
   tasks;
 * The use of ETAG and related formalisms for the design of user interface modules (automatic generation of on-line
   manual and help text, and modules for answering users' questions about the system).
%* (c) Copyright 1990 IFIP

%M C.INT.90.175 11/91 ht
%B INTACT90
%D 1990
%S Foundations: Formal Methods
%T What is Inconsistency?
%A Phyllis Reisner
%P 175-181
%X One of the basic tenets of interface design is that an interface should be consistent. 
However, the meaning of the term remains elusive.  Recently, there have been
several attempts to represent inconsistency formally.  A goal of such representation
is to identify the inconsistency automatically.  This paper (1) shows how each new
formalism has increased our understanding of the nature of inconsistency, by
expressing assumptions that had been hidden in earlier ones, (2) argues that none
of the current formalisms will be able to identify consistency reliably because of an
assumption that is still missing, and (3) presents a formal framework, APT, which
includes the missing assumption.  APT (Agent Partitioning Theory) is used to
explain why user errors - a result of inconsistency - occur.
%* (c) Copyright 1990 IFIP

fpack:!@#$%^&*(): INT90b.BA
%M C.INT.90.185 11/91 ht
%B INTACT90
%D 1990
%S Design: Theories, Methods and Tools: Studies and Analyses of Design
%T Looking HCI in the I
%A Stephen J. Payne
%P 185-191
%X Despite its name, the field of human-computer interaction has not devoted much research attention
to the nature of interaction.  This paper begins such an effort by focussing on the role of the user
interface as a resource for action.  A simple notation for describing human-computer interactions,
based on Clark and Schaefer's (1987, 1989) theory of conversational contributions is motivated and
described.  Interaction trees allow descriptions that expose the role of the device's detailed output
dynamics in user activity.
%* (c) Copyright 1990 IFIP

%M C.INT.90.193 11/91 ht
%B INTACT90
%D 1990
%S Design: Theories, Methods and Tools: Studies and Analyses of Design
%T Qualitative Artifact Analysis
%A Wendy A. Kellogg
%P 193-198
%X The psychology of HCI in the 1990s will be concerned with embodied cognition and action:
helping us understand real people acting in real situations, and doing so in a way that
enhances existing design practice.  One proposal for meeting these objectives is qualitative
artifact analysis: specifically, creating psychological design rationales by extracting claims
from scenarios of use.  I describe our method for doing this and its key requirements, and
suggest how artifact analyses of this kind can serve to cumulate knowledge about usability
in a form useful for design.  A critical requirement for deriving benefit from analyses of
human-machine interaction is expressing understandings and usability outcomes in terms of
the artifact's design.  In support of this, I reconsider an example of the analysis of situated
action from the point of view of artifact analysis.
%* (c) Copyright 1990 IFIP

%M C.INT.90.199 11/91 ht
%B INTACT90
%D 1990
%S Design: Theories, Methods and Tools: Studies and Analyses of Design
%T Redesign by Design
%A Rachel K. E. Bellamy
%A John M. Carroll
%P 199-205
%X The evolution of HCI technology has been characterized by the task-artifact cycle, raising the
question how do artifacts change tasks?  In answer we have started to analyze personal redesigns
of Smalltalk/V tools, to understand how and why the programming environment and the tasks it
supports evolve.  We interviewed designers working with Smalltalk/V, and asked them to describe
their personal redesigns of the system tools (browsers, inspectors etc.), motivations for redesign, and
typical scenarios of use before and after redesign.  We found that designers do consider usability
issues, but sometimes not all the usability strengths and weaknesses of existing interface techniques
and of their redesigns.  We show how psychological claims analysis can support and guide such
redesign work.
%* (c) Copyright 1990 IFIP

%M C.INT.90.207 11/91 ht
%B INTACT90
%D 1990
%S Design: Theories, Methods and Tools: Studies and Analyses of Design
%T What Rationale is There in Design?
%A Allan MacLean
%A Victoria Bellotti
%A Richard Young
%P 207-212
%X Design Rationale is a framework for locating a proposed design within a design space.  It
incorporates an explicit representation of design Options, and an explicit representation of
Criteria for choosing among the Options.  This paper explores the relationship between
Design Rationale and design practice.  It uses Design Rationale as a way of analysing the
content of a design session to help us understand requirements for future ways of
improving the design process.
%* (c) Copyright 1990 IFIP

%M C.INT.90.213 11/91 ht
%B INTACT90
%D 1990
%S Design: Theories, Methods and Tools: Studies and Analyses of Design
%T A Framework for Assessing Applicability of HCI Techniques
%A Victoria M. E. Bellotti
%P 213-218
%X The findings from three studies of applied and commercial design practice provide the basis
for a framework for assessing the applicability of HCI analytic techniques.  This framework
embodies an explicit view of the design process, HCI oriented design roles, and a scoping
matrix designed to represent breadth of a design or evaluative approach.  These components
assist in the identification of a list of desirable features for more applicable techniques,
derived from interviews with practising HCI specialists in commercial software houses.
%* (c) Copyright 1990 IFIP

%M C.INT.90.219 11/91 ht
%B INTACT90
%D 1990
%S Design: Theories, Methods and Tools: Studies and Analyses of Design
%T Obstacles to User Involvement in Interface Design in Large Product
Development Organizations
%A Jonathan Grudin
%P 219-224
%X Development of an "off-the-shelf" product typically starts with a product idea and limited knowledge of the
eventual users.  Since the functionality is partially predefined, the most natural focus for user involvement
in design is the human-computer interface.  However, large product development organizations contain
inherent obstacles to involving existing or potential users even in interface design.  Formed before the
human-computer interface attained its present prominence, their organizational structures and development
processes have evolved with minimal consideration of the particular needs of interface development.  This
paper outlines the problems in achieving and benefiting from user involvement in design that stem from
typical divisions of responsibility and development processes.  While overcoming such organizational
constraints may ultimately require organizational change, those working within such an organization must
be aware of the problems and constantly seek constructive paths around them.
%* (c) Copyright 1990 IFIP

%M C.INT.90.225 11/91 ht
%B INTACT90
%D 1990
%S Design: Theories, Methods and Tools: Studies and Analyses of Design
%T Integrating Human Factors with Structured Analysis and Design Methods:
An Enhanced Conception of the Extended Jackson System Development Method
%A K. Y. Lim
%A J. B. Long
%A N. Silcock
%P 225-230
%X The potential benefits of integrating Human Factors (HF) with structured analysis and design methods have been described previously,
along with an initial conception for integration instantiated using the Jackson System Development (JSD) method (termed JSD*). 
Based on a case-study test, the initial conception has been enhanced by further extensions and developments of its HF design stream
(termed JSD*(HF)) and these are reported in this paper.  The case-study which involves the re-design of a recreational facility booking
system (RFBS) is used to illustrate the enhanced conception.  It is concluded that the conception shows promise.  Future developments
of JSD*(HF) are also proposed.
%* (c) Copyright 1990 IFIP

%M C.INT.90.233 11/91 ht
%B INTACT90
%D 1990
%S Design: Theories, Methods and Tools:
Users, Tasks and Organizations: Requirements and Analysis
%T An Investigation of User Requirements for Broadband Communications in the
Automotive Industry
%A S. E. Powrie
%A C. E. Siemieniuch
%P 233-238
%X This paper discusses a user-centred research methodology for the investigation of the role for multimedia
integrated broadband communications (IBC) in the automobile industry.  The derivation of a
comprehensive user requirements set is described, key requirements outlined and the usefulness of the
methodology itself considered.
%* (c) Copyright 1990 IFIP

%M C.INT.90.239 11/91 ht
%B INTACT90
%D 1990
%S Design: Theories, Methods and Tools:
Users, Tasks and Organizations: Requirements and Analysis
%T Bridging the Gap Between Task Design and Interface Design
%A W. Dzida
%A R. Freitag
%A C. Hoffmann
%A W. Valder
%P 239-245
%X "Work context" is an ergonomic and technical concept for user interface development. 
Essentially, interface development is taken to mean more than screen layout,
explanatory dialogue or something like that; it is the user's way of performing a task
which is developed.  Software developers are the particular user target group.  For the
technical and ergonomic ideas to become illustrated, the prototype of a user interface
-- called ERGO-Shell -- has been constructed.  The shell assists the user to apply a
plan-oriented style of dialogue in that the system provides facilities for work
preparations in complex task settings.  Thus, ERGO-Shell enables the user to interact
with the system on a demanding level.
%* (c) Copyright 1990 IFIP

%M C.INT.90.247 11/91 ht
%B INTACT90
%D 1990
%S Design: Theories, Methods and Tools:
Users, Tasks and Organizations: Requirements and Analysis
%T Supporting a Humanly Impossible Task: The Clinical Human Computer Environment
%A B. Horan
%A A. L. Rector
%A E. L. Sneath
%A C. A. Goble
%A T. J. Howkins
%A S. Kay
%A W. A. Nowlan
%A A. Wilson
%P 247-252
%X Medicine has proved a fruitful field for developing knowledge based systems.  Paradoxically, the
General Practice medical environment has a number of characteristics which make the introduction of
such systems difficult.  Attempts to produce systems for other professional users -- e.g. architects,
lawyers, and executives -- have had somewhat similar experiences.  However, doctors work under
severe time pressure in a complex social environment.  The neatly confined problems most tractable to
expert systems have limited relevance to doctors' decision making in practical situations.  Furthermore,
doctors already have a well developed system of sharing expertise.
   Extensive user centred design studies have led us to propose an alternative model for augmenting
doctors' performance.  Rather than an expert system, we propose an intelligent human-computer
environment for maintaining medical records and `throwing light' on the complex data of patient histories.
%* (c) Copyright 1990 IFIP

%M C.INT.90.253 11/91 ht
%B INTACT90
%D 1990
%S Design: Theories, Methods and Tools:
Users, Tasks and Organizations: Requirements and Analysis
%T An Analysis of the Circuit Design Process for a Complex Engineering
Application
%A Lynne Colgan
%A Maddy Brouwer-Janse
%P 253-258
%X An approach for improving human-computer interaction in a complex engineering domain is
presented.  A multi-disciplinary team addresses the issue of finding an appropriate environment
for analogue circuit optimisation.  This environment has to bridge the gap between users in the
electrical engineering field and numerical techniques.  Our solution is to adopt a long term
system-design approach integrating cycles of prototyping with user evaluations.  This approach
highlights the conflict between designing a controlled psychological experiment from which
conclusions can be drawn with statistical confidence, and a practical, incremental system
development.  The general philosophy of the approach is to enlist users tackling realistic
problems in everyday settings.
%* (c) Copyright 1990 IFIP

%M C.INT.90.259 11/91 ht
%B INTACT90
%D 1990
%S Design: Theories, Methods and Tools:
Users, Tasks and Organizations: Requirements and Analysis
%T Designers-Identified Requirements for Tools to Support Task Analyses
%A Hilary Johnson
%A Peter Johnson
%P 259-264
%X The authors are presently developing tools to enable software designers to carry out task
analyses (TA).  The tools will support a methodology comprising techniques for carrying out
task analyses and will also take account of integrating the resulting TA information into system
design.  To support integration and to identify the requirements for TA tools, a group of
designers were surveyed.  The survey identified whether designers believe TA would be of use
to them and also how, why and where TA might contribute to design.  The designers' views of
desired characteristics of TA tools, was also sought.  This paper outlines the results of this
small, detailed survey of what designers want, need and expect from TA tools.
%* (c) Copyright 1990 IFIP

%M C.INT.90.265 11/91 ht
%B INTACT90
%D 1990
%S Design: Theories, Methods and Tools:
Users, Tasks and Organizations: Requirements and Analysis
%T An Application of Task Analysis to the Development of a Generic Office
Reference Model
%A Jill Hewitt
%A John Hobson
%A John Sapsford-Francis
%P 265-269
%X The roles of task analysis in the software engineering life cycle are considered, and a method is
described which is suitable for capturing the high level communication tasks in offices.  The
contribution of this method to the building of a generic office model and its role in the
generation of scenarios for future early requirements analysis are discussed.
%* (c) Copyright 1990 IFIP

%M C.INT.90.271 11/91 ht
%B INTACT90
%D 1990
%S Design: Theories, Methods and Tools:
Users, Tasks and Organizations: Requirements and Analysis
%T Memory-Cognition-Action Tables: A Pragmatic Approach to Analytical Modelling
%A Brian Sharratt
%P 271-275
%X Current analytical models have a number of practical problems -- they use complex
notations, produce very detailed task descriptions and tend to be difficult to use for
anything other than small examples.  This paper describes a simple analytical model
based on multi-columned tables, called Memory-Cognition-Action (MCA) tables which
is used to address these problems.  The paper concentrates on the production of MCA
tables and the analytic metrics derived from these tables.  The metrics cover task
complexity, cognitive processing and task consistency and can be used to locate potential
user problems in the task structure.  Features of the MCA tables such as their extendability,
reusability and handling of task closure are discussed.
%* (c) Copyright 1990 IFIP

%M C.INT.90.277 11/91 ht
%B INTACT90
%D 1990
%S Design: Theories, Methods and Tools:
Users, Tasks and Organizations: Requirements and Analysis
%T Analysing Focused Interview Data with Task Analysis for Knowledge Description
(TAKD)
%A Dan Diaper
%P 277-282
%X While Task Analysis for Knowledge Descriptions (TAKD) is now a reasonably well established
task analysis method, its use to date, in the published literature, has been principally concerned
with the analysis of observational data from task performance exercises.  The paper describes
the use, in an industrial context, of TAKD to organise data from interviews, albeit where there
was a focus on the interviewees' tasks and subtasks.
%K Task analysis, Interview data, Automatic test equipment
%* (c) Copyright 1990 IFIP

%M C.INT.90.283 11/91 ht
%B INTACT90
%D 1990
%S Design: Theories, Methods and Tools:
Users, Tasks and Organizations: Requirements and Analysis
%T A Plan & Goal Based Method for Computer-Human System Design
%A Daniel R. Sewell
%P 283-288
%X A methodology for designing computer-human systems based on explicitly representing the user's
hierarchical plan and goal structure is presented.  The methodology provides an advance over traditional
task-analytic methods by providing representational structure that captures both causal relationships of the
operational domain and cognitive states of the system user.  The plan-goal graph representation maps
directly to system functions and actions, aiding both design and implementation of the system.  This
methodology is illustrated with a review of a recent application to designing an information retrieval and
analysis system for system designers attempting to access and apply human performance information to
design problems.
%* (c) Copyright 1990 IFIP

%M C.INT.90.289 11/91 ht
%B INTACT90
%D 1990
%S Design: Theories, Methods and Tools:
Users, Tasks and Organizations: Requirements and Analysis
%T The Use of Task Allocation Charts in System Design: A Critical Appraisal
%A W. K. Ip
%A L. Damodaran
%A C. W. Olphert
%A M. C. Maguire
%P 289-294
%X The design of IT systems has traditionally failed to take account of the job design
requirements of end users, resulting in negative and unplanned effects on user
acceptability and system efficiency.  A technique based on the idea of Task Allocation
Charts was developed to enable job design issues to be represented and considered in
the early stages of IT system design.  This attempts to address the problems of
Requirements Capture and the limitations of traditional Systems Analysis in identifying
job requirements in system specification.  A description of the notation and usage of the
charts is followed by a critical appraisal of their application in a real design situation. 
The paper concludes with proposals of future research and the development of a CASE
tool to support the technique.
%* (c) Copyright 1990 IFIP

%M C.INT.90.295 11/91 ht
%B INTACT90
%D 1990
%S Design: Theories, Methods and Tools:
Users, Tasks and Organizations: Requirements and Analysis
%T The Development of Tools to Assist in Organisational Requirements Definition
for Information Technology Systems
%A S. D. P. Harker
%A C. W. Olphert
%A K. D. Eason
%P 295-300
%X The 5-year CEC ESPRIT II Project 2301, begun in January 1989, aims to create a methodology
called ORDIT (Organisational Requirements Definition for Information Technology
systems) which will enable those engaged in systems analysis and design to identify and
address organisational requirements.  The methodology will use concepts at the
organisational and work role levels of description to represent these requirements, and will
also provide a variety of tools (including software tools) for using this representation as a
simulator to explore the implications of systems at various stages in their development. 
This paper discusses the concepts which underpin the Project, the emerging methodology,
and prototype tools.
%* (c) Copyright 1990 IFIP

%M C.INT.90.303 11/91 ht
%B INTACT90
%D 1990
%S Design: Theories, Methods and Tools: Prototyping
%T Hypermedia as Communication and Prototyping Tools in the Concurrent Design of
Commercial Airplane Products
%A Elfriede Hofer
%A Frank Ruggiero
%P 303-308
%X This paper discusses the utility of hypermedia technology as a communications and
prototyping tool for a "concurrent" or "integrated" product design approach.  This design
approach uses multifunction teams, called Design-Build-Support Teams (DBST's), with
members from the design, manufacturing, and customer service disciplines working
together from the outset to communicate effectively and produce a robust design -- one
which requires a minimum of change throughout the product's full life cycle.  Examples of
hypermedia-based simulation applications from the commercial airplane domain are
discussed.  These applications include a B747-400 full-flight simulator instructor control
station, an animated simulation of the B737-300 airplane pneumatic system and a user interface
prototype of an avionic module.
%* (c) Copyright 1990 IFIP

%M C.INT.90.309 11/91 ht
%B INTACT90
%D 1990
%S Design: Theories, Methods and Tools: Prototyping
%T An Object-Oriented Framework for Prototyping User Interfaces
%A Peter Windsor
%P 309-314
%X We have developed a software framework for prototyping user interfaces combining the
technology of user interface management systems and window system toolkits.  The architecture
provides: support for the overall structure of the interface, the means to define and control the
dialogue at high and low levels and control over the fine details of presentation and interaction
style.  The design is object-oriented and achieves great flexibility through inheritance and
polymorphism.  The framework has been used to produce operational prototypes as part of the
requirements analysis for a new workstation for the Oceanic Air Traffic Control Centre.
%* (c) Copyright 1990 IFIP

%M C.INT.90.315 11/91 ht
%B INTACT90
%D 1990
%S Design: Theories, Methods and Tools: Prototyping
%T Paper versus Computer Implementations as Mockup Scenarios for Heuristic
Evaluation
%A Jakob Nielsen
%P 315-320
%X A taxonomy of the various forms of scenarios in the user interface field is given,
including a discussion of different forms of mockups.  A single interface design for a
videotex system was implemented as a mockup in two different mediums: As a
paper mockup and as a running prototype using HyperCard.  These two versions of
the same design were then subjected to heuristic evaluation by two similar groups of
evaluators.  Both versions contained the same fifty usability problems, but there were
great differences in the types of problems found by the two groups of evaluators. 
This indicates that the medium in which a design is presented will have a major
impact on what kind of usability problems can be discovered using heuristic
evaluation.
%* (c) Copyright 1990 IFIP

%M C.INT.90.323 11/91 ht
%B INTACT90
%D 1990
%S Design: Theories, Methods and Tools: Evaluation
%T Evaluating the Usability of User Interfaces: Research in Practice
%A Arja Vainio-Larsson
%P 323-328
%X A prototype for a network operation and control system has been evaluated as part
of a study on methods for evaluating usability.  Interviews, direct observations,
video recordings and thinking aloud techniques has been employed to collect
information from users.  Additionally a checklist was used as a guide for an expert
assessment of the prototype.  The methods were chosen on the basis of suitability for
data collection in a field study.  The approach generated considerable amounts of
data, and several usability problems were identified.  However, analysis and
compilation of the data was time consuming, difficulties were also encountered in
feeding back the results of the evaluation into the design process.  Since evaluation
is more than merely an exercise in data collection these issues must also be
considered in selection of evaluation methods.
%* (c) Copyright 1990 IFIP

%M C.INT.90.329 11/91 ht
%B INTACT90
%D 1990
%S Design: Theories, Methods and Tools: Evaluation
%T Evaluating Evaluation: A Case Study of the Use of Novel and Conventional
Evaluation Techniques in a Small Company
%A Jonathan Crellin
%A Thomas Horn
%A Jenny Preece
%P 329-335
%X During recent co-operative working with an industrial partner, a number of usability evaluation techniques
were compared in an evaluation of seven interface prototypes.  A detailed real-time software log
of the interaction was recorded and video and audio records of the interactions were kept. 
Additionally, a novel experience elicitation technique, based on knowledge elicitation techniques was
used.  Keystroke and BNF analyses were also prepared.  This material has allowed a comparison of
the different methods to be made, and recommendations as to their use to be drawn up.
%* (c) Copyright 1990 IFIP

%M C.INT.90.337 11/91 ht
%B INTACT90
%D 1990
%S Design: Theories, Methods and Tools: Evaluation
%T Integrated Office Software Benchmarks: A Case Study
%A James R. Lewis
%A Suzanne C. Henry
%A Robert L. Mack
%P 337-343
%X In this paper we present a case study of a benchmark evaluation of integrated office systems. 
The case study includes developing scenarios, benchmark measures, and quantitative and
qualitative analysis of user performance and user problems.  We studied two systems, one
loosely integrated windowing environment and one more tightly integrated (with respect to
consistent graphical interface style).  Multivariate analyses showed that significant differences
were attributable to performance/analytical variables and to patterns of error impact
classifications, but not to subjective ratings.  Somewhat surprisingly, users experienced serious
problems with the seemingly more integrated (consistent) system largely because of a
handful of serious problems.  This was taken as evidence that improvement of the poorer
performing system should be based primarily on an analysis of errors.  Some examples are
presented to indicate the potential diagnostic value of analyzing of problems and the development
of testable behavioral objectives from benchmark measures.
%* (c) Copyright 1990 IFIP

%M C.INT.90.345 11/91 ht
%B INTACT90
%D 1990
%S Design: Theories, Methods and Tools: Evaluation
%T Comparative Study of Geometry Specification Capabilities of Geometric
Modelling Systems
%A K. Case
%A B. S. Acar
%P 345-350
%X This paper describes experimentation carried out with a novel computer aided design system
which uses 'manufacturing features' as the principal method by which the designer specifies the
geometric part of design.  The approach has been experimentally compared with the more
traditional methods of two dimensional computer aided draughting and solids modeling.  With
skilled industrially-based design engineers such a features approach compares well with the
other methods in terms of the user time and the accuracy and completeness of the final models.
   Learning studies in the new technique and a large scale attitude survey are also briefly
described.
%* (c) Copyright 1990 IFIP

%M C.INT.90.351 11/91 ht
%B INTACT90
%D 1990
%S Design: Theories, Methods and Tools: Evaluation
%T Cost-Benefit Analysis of Iterative Usability Testing
%A Clare-Marie Karat
%P 351-356
%X A methodology for computing the value of iterative usability work is presented using data from
a series of three usability tests of a software application.  The cost-benefit analysis methodology
provides software development managers a basis for making pragmatic decisions about human
factors work.  The projected dollar value of the reduction in end user time on an application
task based on data from the first to the third test is compared to the costs of the usability work. 
The analysis of initial end user application use shows a two dollar return on every dollar invested
in usability project activities and highlights sources of additional savings.  Two methodological
techniques employed during the iterative usability testing are highlighted and the
decision process concerning use of these techniques for human factors, software development
schedule, and economic reasons is discussed.
%* (c) Copyright 1990 IFIP

%M C.INT.90.357 11/91 ht
%B INTACT90
%D 1990
%S Design: Theories, Methods and Tools: Evaluation
%T Usability Statements and Standardisation -- Work in Progress in ISO
%A John Brooke
%A Nigel Bevan
%A Fred Brigham
%A Susan Harker
%A David Youmans
%P 357-361
%X This paper describes work in progress in Working Group 5 of the International Organisation for
Standardisation Technical committee 159 subcommittee 4 (ISO TC159/SC4/WG5).  While many
standards are concentrating on what guidelines can be given regarding the design of user interfaces
and dialogues, subgroup 2 of TC159/SC4/WG5 is taking a holistic approach to the issue of
the usability of products.  A standard is being developed which will specify how producers and
consumers of products may communicate with each other about the usability of products.
%* (c) Copyright 1990 IFIP

%M C.INT.90.365 11/91 ht
%B INTACT90
%D 1990
%S Design: Theories, Methods and Tools: Design and Evaluation Tools
%T Supporting Effective and Efficient Design Meetings
%A John Karat
%A John Bennett
%P 365-370
%X We present a description of the methodology employed in our evolving user-centered design
framework.  Our experience suggests that the quality of human-computer-interaction (HCI)
supported by a system design will be strongly influenced by the insight generated in design
work at early stages of development.  Our methodology focuses on creating a shared vision and
working environment within the design team for productive action on system objectives, constraints,
resources, and proposed designs.  Two aspects of the methodology which we focus on
are use of the walls of a "design room" to hold representation of the design-in-progress, and
fostering collaboration through discussions by team members with different skills and perspectives. 
Our experience indicates that the framework and techniques used within it are generally
applicable, but that successful use requires attention to characteristics of each particular
design project and group.
%* (c) Copyright 1990 IFIP

%M C.INT.90.371 11/91 ht
%B INTACT90
%D 1990
%S Design: Theories, Methods and Tools: Design and Evaluation Tools
%T The HUFIT Planning Analysis and Specification Toolset
%A Bronwen Taylor
%P 371-376
%X The Planning Analysis and Specification (PAS) Toolset has been developed to
improve the requirements capture and specification of IT products.  The tools are
structured techniques which help to develop User and Task information into
appropriate product requirements specifications.  They have been developed
iteratively, in collaboration with product Planners, Marketeers, Developers and
Testers in large European IT manufacturers for use by these groups in the planning of
generic IT products.  The tools present a user-centred approach to design with a
number of beneficial features: they improve communication in design teams,
structure and support design decisions about user needs and record information for
reference by other participants in the design process.  Experience in training designers
and human factors practitioners in the use of the tools has confirmed the usefulness
of this approach.
%* (c) Copyright 1990 IFIP

%M C.INT.90.377 11/91 ht
%B INTACT90
%D 1990
%S Design: Theories, Methods and Tools: Design and Evaluation Tools
%T The HUFIT Functionality Matrix
%A Bernard J. Catterall
%P 377-381
%X The Functionality Matrix, part of the HUFIT Planning Analysis and
Specification Toolset for IT Product Designers, cross references user
requirements information with the technical proposal in a first-pass
assessment procedure which seeks to arrive at an enhanced functional
specification.  In business terms, the Matrix provides an explicit mechanism
for assessing user and task-related issues within the context of the other
business trade-offs which are made during real product development.
%* (c) Copyright 1990 IFIP

%M C.INT.90.383 11/91 ht
%B INTACT90
%D 1990
%S Design: Theories, Methods and Tools: Design and Evaluation Tools
%T Task-Based User Interface Development Tools
%A Peter Johnson
%A Emma Nicolosi
%P 383-387
%X The generation of design ideas can be facilitated by user/task analysis.  Task analysis can influence the design of functionality,
dialogue and presentation characteristics of user interfaces.  A case history of designing a user interface to a CAD system using
Knowledge Analysis of Tasks (KAT) is reported.  Methods and tools to assist designers in carrying out user/task analysis have
been developed and are described.  These include a hypercard task simulation tool (DETAIL) and a task based prototyping tool
which allows user interfaces to be developed from task analysis data.
%K Task analysis, Prototyping and simulation tools, Computer aided design
%* (c) Copyright 1990 IFIP

%M C.INT.90.389 11/91 ht
%B INTACT90
%D 1990
%S Design: Theories, Methods and Tools: Design and Evaluation Tools
%T PROTEUS: An Approach to Interface Evaluation
%A Jonathan Crellin
%P 389-394
%X PROTEUS is a number of software tools which allow the implementation of an iterative, user centred
approach to software (particularly interface) design, using rapid prototyping.  The tools allow automated
collection of questionnaire data, logging of system usage, and the central technique which is
the collection of a qualitative representation of users perception of an interface design space, using the
Construct Elicitation System.  This data is fed back to the designer, and increases understanding user
needs in relation to an interface.  The paper describes the development of PROTEUS as an integrated
evaluation tool, and reports on some of the empirical work underlying the approach embodied by
PROTEUS, including its integration into the design of a small but real system.
%* (c) Copyright 1990 IFIP

%M C.INT.90.395 11/91 ht
%B INTACT90
%D 1990
%S Design: Theories, Methods and Tools: Design and Evaluation Tools
%T A Knowledge-Based Tool for User Interface Evaluation and its Integration in a
UIMS
%A Jonas Lowgren
%A Tommy Nordqvist
%P 395-400
%X This paper describes and discusses a knowledge-based user interface evaluation tool, based
on the critiquing paradigm.  The tool uses knowledge acquired from experts and from collections
of guidelines to evaluate a formal description of a user interface design, generating comments
as well as suggesting improvements.
   After describing the system architecture and reporting some experiences, the paper focuses
on the possibility of incorporating a knowledge-based design tool in a User Interface Management
System (UIMS), making it possible to give constructive advice to the designer as well as
comments.  We report some preliminary results from a project aimed at this integration.
%* (c) Copyright 1990 IFIP

%M C.INT.90.401 11/91 ht
%B INTACT90
%D 1990
%S Design: Theories, Methods and Tools: Design and Evaluation Tools
%T Monitoring and Analysis of Hypermedia Navigation
%A Diana Kornbrot
%A Miles Macleod
%P 401-406
%X The use of an interaction monitoring tool in conjunction with commercial spreadsheet and statistical packages is
described.  The tool was used to monitor and analyse M.Sc. students' use of a hypermedia system with multiple
navigation structures to study course content.  The final product of the analysis is a description of the navigation
routes and methods used by individual students to acquire information from the courseware.  Post hoc, students
were clearly separable into those who performed relatively more, and those who performed relatively less, actions
per minute.  These two groups were also different in terms of their use of the available navigation structures and
the content they chose to visit.  The role of high level monitoring tools and associated analysis packages in
evaluating hypermedia material, and in answering questions about human learning, is discussed.
%* (c) Copyright 1990 IFIP

%M C.INT.90.407 11/91 ht
%B INTACT90
%D 1990
%S Design: Theories, Methods and Tools: Design and Evaluation Tools
%T Towards an Evaluation Planning Aid: A Feasibility Study in Modelling
Evaluation Practice Using a Blackboard Framework
%A Ian Denley
%A John Long
%P 407-413
%X This paper assesses the feasibility of the blackboard architecture as an organisational schema with which to
model evaluation practice, and to provide an initial input to the development of an evaluation planning aid
for practitioners.  The paper illustrates the potential of a blackboard framework as a structure for making
explicit the classes of knowledge used by human factors practitioners in the evaluation of interactive
human-computer systems.  A number of case histories of evaluation practice are modeled in terms of the
framework, and provide examples of its applicability.  It is concluded that the blackboard architecture has
potential as a structure with which to model evaluation practice.
%* (c) Copyright 1990 IFIP

%M C.INT.90.415 11/91 ht
%B INTACT90
%D 1990
%S Design: Theories, Methods and Tools: Design and Evaluation Tools
%T Providing Intrinsic Support for User Interface Monitoring
%A Jolly Chen
%P 415-420
%X Effective user interface evaluation requires unobtrusive recording of dialogue data.  This paper
examines how dialogue information can be acquired from monitoring the communication channels
between different linguistic levels in the user interface model.  Adding built-in monitoring mechanisms
to the architecture permits recording of dialogue information not otherwise accessible from
low level input recording techniques.  Intrinsic support also allows an application program to be
monitored without modifying the application source code.  Enhancements have been made to the
Xt Intrinsics architecture as a sample implementation of this approach.
%* (c) Copyright 1990 IFIP

fpack:!@#$%^&*(): INT90c.BA
%M C.INT.90.423 11/91 ht
%B INTACT90
%D 1990
%S Detailed Design: Menus
%T Are All Menus the Same? -- An Empirical Study
%A Zsuzsanna Mills
%A Martin Prime
%P 423-427
%X In the "direct manipulation" style of interacting with computers pop-up menus are becoming
increasingly popular.  The present study looks at the speed and accuracy of six different menu
styles falling into two main groups, "moving" and "static" menus.  After an initial "ballistic
response task", subjects carried out a block of 15 selections with each menu style.  The order of
the menu styles was randomly varied for each subject to counter-balance possible "fatigue" and
practice effects over subjects.  The order of the items on the menus was also randomised to force
subjects to use visual search at each trial rather than relying on their memory of the item's
position from previous trials.  The analysis of the response latencies for menu item selection
indicates a clear performance advantage with static menus.  There was no interaction between
"skill level", determined by the ballistic response task, and performance on the menu selection
task.  The fastest and least error prone amongst the menu styles proved to be the circular menu.
%* (c) Copyright 1990 IFIP

%M C.INT.90.429 11/91 ht
%B INTACT90
%D 1990
%S Detailed Design: Menus
%T Pull-Down, HoldDown, or StayDown? A Theoretical and Empirical
Comparison of Three Menu Designs
%A Miles Macleod
%A Penelope Tillson
%P 429-434
%X Pull-down menus can be cumbersome to use when making multiple choices, as they become hidden after
each choice.  They may also be criticized for paucity of feedback about choices made.  This paper
considers two alternative designs, which help overcome these shortcomings: a menu which can be set to
stay visible until closed by the user; and a menu which can be held in view while required, by pressing a
'hold' key.  The user actions required by these design alternatives are evaluated theoretically, with the help
of user action notations, and predictions generated about some aspects of usability.  The implementation
in HyperCard of working, self-monitoring prototypes is described.  An empirical comparison for
usability of the implemented designs is reported, where the StayDown and HoldDown menus were found
to be significantly faster than a pull-down menu for making multiple choices, and to be subjectively
preferred, especially for their enhanced feedback about currently chosen attributes.
%* (c) Copyright 1990 IFIP

%M C.INT.90.435 11/91 ht
%B INTACT90
%D 1990
%S Detailed Design: Menus
%T The Use of Guidelines in Menu Interface Design:
Evaluation of a Draft Standard
%A Flavio de Souza
%A Nigel Bevan
%P 435-440
%X This paper reports a case study of the evaluation of the effectiveness of a draft standard
containing human factors guidelines for menu interface design.  Three designers were given a
week to study the guidelines, before spending a day using the guidelines to redesign a menu
interface.  They were asked to justify their design in terms of the guidelines.  The designers made
errors or had difficulties with 91% of the guidelines.  The cause of the errors and difficulties was
analysed, which enabled recommendations for improvements to be made.  Despite the difficulties
with interpretation of the guidelines, the resulting interfaces only violated an average of 11% of
the guidelines which could be assessed.  It is concluded that it was difficult for the designers to
integrate detailed design guidelines with their existing experience.
%* (c) Copyright 1990 IFIP

%M C.INT.90.441 11/91 ht
%B INTACT90
%D 1990
%S Detailed Design: Menus
%T Decision Track: A Formalism for Menu Structure and User's
Selection Behaviour
%A William Edmondson
%P 441-446
%X The paper presents a new notational formalism designed to permit the recording of sequences of selections,
and also to express the space of possible selections, in menu-based interfaces.  The fundamental insight is
that when people make selections from a menu they do so as part of a process of decision making; selections
are organized into sequences, and it is these which characterize the expression of decisions.  It is intended
that the notation will be used as the output of task analysis and as the input to both the formalism of Lean
Cuisine (Apperley & Spence, 1989), and the formalism of User Action Notation (Siochi & Hartson, 1989). 
Decision Track is one of the formalisms in the proposed framework for Systematic Menu Design
(Edmondson and Spence, 1990).
%* (c) Copyright 1990 IFIP

%M C.INT.90.449 11/91 ht
%B INTACT90
%D 1990
%S Detailed Design: Graphical and Iconic Interfaces
%T A Three-State Model of Graphical Input
%A William A. S. Buxton
%P 449-456
%X A model to help characterize graphical input is presented.  It is a refinement of a model first
introduced by Buxton, Hill and Rowley (1985).  The importance of the model is that it can
characterize both many of the demands of interactive transactions, and many of the capabilities
of input transducers.  Hence, it provides a simple and usable means to aid finding a match
between the two.
   After an introduction, an overview of approaches to categorizing input is presented.  The
model is then described and discussed in terms of a number of different input technologies and
techniques.
%* (c) Copyright 1990 IFIP

%M C.INT.90.457 11/91 ht
%B INTACT90
%D 1990
%S Detailed Design: Graphical and Iconic Interfaces
%T Iconic Interfacing:
The Role of Icon Distinctiveness and Fixed or Variable Screen Locations
%A Alison J. K. Green
%A Philip J. Barnard
%P 457-462
%X This study examined the ease with which icons differing in visual distinctiveness
are learned and searched in either fixed or variable screen locations.  Previous
research by Arend, Muthig and Wandmacher [4] found that with random arrays,
abstract icons were searched faster than representational icons.  The present
experiment manipulated the degree of locational ambiguity within arrays of
abstract and representational icons in order to identify general principles
governing the learning and searching of icon arrays.  Results clearly show that
differences between search times for abstract and representational icons are
substantially reduced with arrays in which the position of all icons remained
fixed.  These and more detailed findings are used to frame constraints which may
be governing cognitive activity in search and select tasks.
%* (c) Copyright 1990 IFIP

%M C.INT.90.463 11/91 ht
%B INTACT90
%D 1990
%S Detailed Design: Graphical and Iconic Interfaces
%T Where to Draw the Line with Text:
Some Claims by Logic Designers about Graphics in Notation
%A M. Petre
%A T. R. G. Green
%P 463-468
%X Is graphical notation really superior to text, or just different?  This paper reports observations of
professional hardware designers and considers claims they make about graphics and text on a
variety of issues: overviews, zooming, adjacency, detail, viscosity, searching, and space consumption. 
This paper concludes that the key factor in choosing between graphics and text is the accessibility
of information demanded by the user's task.
%* (c) Copyright 1990 IFIP

%M C.INT.90.469 11/91 ht
%B INTACT90
%D 1990
%S Detailed Design: Graphical and Iconic Interfaces
%T The Power of Parameterizable Objects in Modern User Interfaces
%A Franz Penz
%A Manfred Tscheligi
%A Gunter Haring
%A Martina Manhartsberger
%P 469-472
%X Design alternatives for modern object based user interfaces are presented trying to reach a
second generation of enjoyable graphical user interfaces.  The objects are designed following
the real life paradigm, yielding to intuitive human computer associations.  Objects are parameterized
to give the user some possibilities to adjust his operating environment, according to
his special needs.  Menus, highly used in traditional user interfaces, are superfluous in our
introduced system.
%* (c) Copyright 1990 IFIP

%M C.INT.90.473 11/91 ht
%B INTACT90
%D 1990
%S Detailed Design: Graphical and Iconic Interfaces
%T Alternative Bases for Comprehensibility and Competition for
Expression in an Icon Generation Tool
%A Stephen W. Draper
%A Kevin W. Waite
%A Philip D. Gray
%P 473-477
%X We have constructed an icon generation tool (called "Iconographer"), as reported in a
companion paper [1].  It can be regarded as possessing multiple inheritance of research
areas: either as a user interface management system (UIMS) narrowly specialised on
iconic presentation, or as a data visualisation package specialised to apply to user
interfaces.  There are similarly contrasts in whether the icons are hand drawn or generated,
and in the sources of knowledge which users bring to bear in interpreting graphics:
resemblance to known objects (e.g. little drawings of printers), or comparison with the
other icons in view and with axes and keys drawn on the background.  The work of Gaver
and J. J. Gibson suggests the possibility of a closer synthesis of these approaches.
   The information competing for expression comes from several distinct general sources. 
We distinguish three: the central arena of system objects offering system properties such
as file size, the semantic arena of concepts coded by the user such as "all files to do with
my current project", and the articulatory arena concerned with interactive properties such as
"this object may be clicked on".
%* (c) Copyright 1990 IFIP

%M C.INT.90.479 11/91 ht
%B INTACT90
%D 1990
%S Detailed Design: Graphical and Iconic Interfaces
%T Integrating Natural Language and Graphics in Dialogue
%A John Lee
%A Henk Zeevat
%P 479-484
%X Natural interfaces to "intelligent" systems have much to gain from the integration of natural language
and graphics.  Neither medium is sufficient alone.  Experience in the development of an integrated
interface (the ACORD demonstrator system) indicates that graphical visualisation must include syntactic
specifications of interactions and their semantic interpretations.  These issues are discussed in the context
of moves towards unifying the specifications of graphical interactions and natural language sentences in
a single formalism.
%* (c) Copyright 1990 IFIP

%M C.INT.90.485 11/91 ht
%B INTACT90
%D 1990
%S Detailed Design: Graphical and Iconic Interfaces
%T Semantics and Graphical Information
%A Ewan Klein
%A Luis A. Pineda
%P 485-491
%X N/A
%* (c) Copyright 1990 IFIP

%M C.INT.90.493 11/91 ht
%B INTACT90
%D 1990
%S Detailed Design: Graphical and Iconic Interfaces
%T Using Depictive Queries to Search Pictorial Databases
%A Stephen Charles
%A Stephen Scrivener
%P 493-498
%X This paper argues that pictorial databases are becoming, and will continue to be, important in
information systems because pictures can be used to depict information which is difficult to
describe or perhaps incomprehensible in non-pictorial form.  It follows that when searching for a
picture the user might find it easier to depict the query by means of a picture.  This paper
describes a method for searching pictorial databases where the user essentially constructs a
sketch (which combines depiction and description) of the target picture.
%* (c) Copyright 1990 IFIP

%M C.INT.90.499 11/91 ht
%B INTACT90
%D 1990
%S Detailed Design: Graphical and Iconic Interfaces
%T HyperBliss: A Blissymbolics Communication Enhancement Interface
and Teaching Aid Based on a Cognitive-Semantographic Technique
with Adaptive-Predictive Capability
%A Ami Shalit
%A David A. Boonzaier
%P 499-503
%X Blissymbolics is a semantically-based graphic language.  It is internationally accepted as a
comprehensive and effective alternative communication system for severely disabled people.  A new
approach to the selection of Blissymbols has been implemented as a HyperCard application for
the Apple Macintosh computer.  The result is a user interface designed to enhance communication
through Blissymbolics and facilitate the learning thereof.  Following an introduction to the context
within which HyperBliss has been developed, some of the features which are unique to this
programme are illustrated and discussed.
%K Blissymbolics, User interface design, Augmentative and alternative communication,
Semantics, Graphic language, Special education
%* (c) Copyright 1990 IFIP

%M C.INT.90.505 11/91 ht
%B INTACT90
%D 1990
%S Detailed Design: Graphical and Iconic Interfaces
%T A Cognitive Approach to the Definition and Evaluation of a
Standard for Naval Tactical Display Symbology
%A John Campion
%A Martin A. Brockett
%A Dan Martin
%A Michele Rate
%P 505-512
%X A cognitive approach to systematically and objectively defining and evaluating options for a
standardised coding scheme for naval tactical displays was described and illustrated through the
partial development of a method.  The method comprises three parts; a consideration of the
process of defining the standard, an evaluation framework for the coding schemes which
considers system effectiveness and the general nature of command level tasks associated with
tactical displays, and a task model derived from analysis of a typical display user's task.  The
model was used to interpret data from an experimental study, also based on this task.
%* (c) Copyright 1990 IFIP

%M C.INT.90.513 11/91 ht
%B INTACT90
%D 1990
%S Detailed Design: Graphical and Iconic Interfaces
%T An Electronic Book: APTBook
%A Mitsumasa Miyazawa
%A Kaoru Kinoshita
%A Minoru Kobayashi
%A Teruo Yokoyama
%A Yutaka Matsushita
%P 513-519
%X This paper describes an electronic book named APTBook in which we can leaf through the pages of it,
furthermore we can either paste it with a memopad, or make a dog-ear, underlines.  Since this APTBook is
realized by the hierarchical data structure in which the more upper layer has the more rough information, the
system can show many pages in a short time by using the animation of leafing through the pages.  Furthermore,
we can access a page in which a photograph is located in the upper-right corner by an access method similar to
the memory structure of human being based on spatial location, nevertheless existing electronic media cannot
manage it.
   Thus by, using APTBook, we can access the data without using database access based on keywords.
%* (c) Copyright 1990 IFIP

%M C.INT.90.521 11/91 ht
%B INTACT90
%D 1990
%S Detailed Design: Graphical and Iconic Interfaces
%T "Good" Graphic Interfaces for "Good" Idea Organizers
%A Kozo Sugiyama
%A Kazuo Misue
%P 521-526
%X "Good" graphic interfaces are indispensable for "good" idea organizers to
arrange and organize lots of segments of information.  We analyse the KJ
Method, an idea organizing method famous in Japan, and consider graphic
interface aspects of human-computer interactions.  Some novel techniques such
as automatic graph drawing, incremental editing, fisheye, diagram-document
conversion etc. are presented.  These techniques are useful also for browsers
of hypertexts, collaborative work and so on.
%* (c) Copyright 1990 IFIP

%M C.INT.90.529 11/91 ht
%B INTACT90
%D 1990
%S Detailed Design: User Support
%T Help Systems: An Information-Sharing Approach
%A Masayuki Kurisaki
%P 529-534
%X Although the knowledge-based approach has allowed the development of extensive help systems,
it seems impossible to build a complete knowledge base for a large complex system such
as an operating system, in advance.  This paper describes the need for and the basic design
of a help system which asks other users for help when it encounters an unknown situation. 
Only frequently asked questions and their solutions are stored in the initial state.  However,
a user can ask any question and is almost guaranteed to receive an answer even if it comes
later by electronic mail.  The collected solutions are kept in the knowledge base for future
use.  The system is intended to help non-expert programmers find a UNIX command or get
advice from other users who belong to the same working group.  The knowledge base of the
system is regarded as an extension of the human memory shared by a group of users.
%* (c) Copyright 1990 IFIP

%M C.INT.90.535 11/91 ht
%B INTACT90
%D 1990
%S Detailed Design: User Support
%T End-User Dialogue Context Management of Office Automation Systems
%A Gang Lu
%A Claude Vanneste
%A Martin Ader
%P 535-541
%X Office work is characterized by concurrency and exception handling.  While switching
frequency back and forth between many concurrent activities, the office worker finds it difficult
to manage dialogue context, (i.e., to restore quickly dialogue context regarding his current
activity, manipulate numerous objects belonging to different activities on the limited size screen,
coordinate the execution of all concurrent activities, and so on).  Based on field observation we
analyze the multiple activity characteristics of office work concerning dialogue context management. 
We postulate the requirements for an office automation system to assist end users in overcoming
the difficulty of dialogue context management.  Finally, we describe how a prototype
office automation system IWS can partially meet these requirements, and propose future research
directions.
%K User interface, Dialogue management, Office automation, End-user assistance,
Multiple activity environment, Object-oriented systems
%* (c) Copyright 1990 IFIP

%M C.INT.90.543 11/91 ht
%B INTACT90
%D 1990
%S Detailed Design: User Support
%T Current Approaches & New Guidelines for Undo Support Design
%A Yiya Yang
%P 543-548
%X Task-oriented commands cause essential steps in performing tasks within a system's scope whereas
support-oriented commands inform a user about appropriate task-oriented commands, facilitate user-computer
interactions or assure the integrity of a user's work.  An undo capability is a support-oriented
command facility which allows a user to reverse the effects of commands.  It supports the fallible and fickle
nature of users.  In this paper major current undo support facilities are reviewed and critically compared. 
Design guidelines for undo support derived from a research project which prototyped sophisticated undo
support in a widely used editing environment are then formulated.
%* (c) Copyright 1990 IFIP

%M C.INT.90.549 11/91 ht
%B INTACT90
%D 1990
%S Detailed Design: User Support
%T Interface Usability Engineering Under Practical Constraints:
A Case Study in the Design of Undo Support
%A Yiya Yang
%P 549-554
%X Employing usability engineering methods during interface design contributes to making the final
product more usable.  However, although classical evaluation methods are scientifically sound and
can be effectively used for usability engineering, they are not practical, because system
developers see them as too time consuming, expertise intensive and expensive to apply.  Finding
usability engineering methods, which can be applied under the practical constraints of time, cost
and available expertise that normally shape interface development, is an important challenge for
HCI.  This paper discusses a project which shows how inexpensive and practical usability
engineering methods can be employed during interface development to enhance its usability
using the design of undo support as a case study.
%* (c) Copyright 1990 IFIP

%M C.INT.90.555 11/91 ht
%B INTACT90
%D 1990
%S Detailed Design: User Support
%T State versus History in User Interfaces
%A W. B. Cowan
%A M. Wein
%P 555-560
%X Recent growth in window-oriented user interfaces with the implied evolution of interaction styles has led
to two distinct approaches to user interfaces.  The older style is terminal oriented and can be characterized
as history-based: the current state of the system is inferred by the user from his or her knowledge of the
sequence of previous commands.  The newer window-oriented style is state-based in that the current state
of the system is displayed in the window or the dialog box.  Many interfaces attempt to combine elements
from the two styles.  This paper discusses the distinctive characteristics of each interface style, considering
particularly user requirements that are inconsistent with the conceptual organization of the interface.  We
conclude that the two styles provide an almost non-overlapping set of capabilities, and that the choice of
interface should be determined by the user's task requirements.  The inevitable desire to encompass all
capabilities in one interface demands significant generalization of the interface metaphor.
%* (c) Copyright 1990 IFIP

%M C.INT.90.561 11/91 ht
%B INTACT90
%D 1990
%S Detailed Design: User Support
%T The Personal Touch: A Study of User's Customization Practice
%A Anker Helms Jorgensen
%A Allan Sauer
%P 561-565
%X Modern computer systems provide a rich variety of customization features that allow individual users to
tailor the systems to their own needs.  Although these features have existed for many years, very little is
known about their actual use.  This paper reports three studies of users' customization practice.  The users
ranged from fairly dp-naive professionals using pc's to experienced systems programmers using mainframe
systems.  About half of the experienced users applied the customization features and the other half had
tried them, whereas the novice users had not used them at all.  The changes made in the systems were
mainly related to appearance, such as screen colour changed due to personal preferences or visual
handicaps, and to task tailoring, such as redefinition of function keys and start-up functions.  The satisficing
principle explains the cases where the features are not used.  The results indicate that user experience play
an important role in customization practice.
%* (c) Copyright 1990 IFIP

%M C.INT.90.567 11/91 ht
%B INTACT90
%D 1990
%S Detailed Design: User Support
%T Inferring Task Structures from Interaction Protocols
%A Franz Schiele
%A H. Ulrich Hoppe
%P 567-572
%X Powerful multi-purpose software may be used for an unforeseeable variety of tasks.  To redesign, or to dynamically
adapt such systems to the users' specific task requirements, new task structures must be inferred from
the users' actual use of the system.  An inductive method for inferring task schemata from protocols of user
input has been explored, using different heuristics to filter out implausible task structures.  An empirical study
in the domain of file-handling tasks provides evidence for its ability to acquire meaningful task schemata.
%* (c) Copyright 1990 IFIP

%M C.INT.90.573 11/91 ht
%B INTACT90
%D 1990
%S Detailed Design: User Support
%T An Adaptive System Developer's Tool-Kit
%A David Benyon
%A Dianne Murray
%A Frances Jennings
%P 573-577
%X Adaptive systems share some characteristics with other knowledge-based systems, but differ in other
important respects.  In particular, adaptive systems require a comprehensive model of the system
users and have to make inferences not just about the domain, but also about the users' knowledge of
the domain.  This paper describes the design of a User Modelling Shell -- a system designed to meet
the needs of adaptive system developers.  The paper outlines the architecture of the system and the
reasons for the chosen design and illustrates these principles with examples from an application of the
system.
%* (c) Copyright 1990 IFIP

%M C.INT.90.581 11/91 ht
%B INTACT90
%D 1990
%S Detailed Design: Hypermedia
%T Roles for Tables of Contents as Hypertext Overviews
%A T. T. Carey
%A W. T. Hunt
%A A. Lopez-Suarez
%P 581-586
%X Hypertext documents can provide increased access to information.  However, users can experience
disorientation as they jump between units in a document.  This "lost in hypertext" phenomena is often
thought of as a way-finding problem, to be solved by overviews of navigational structure.  But we argue
that it is often a problem of making sense of the document when the access sequence does not reflect its
organizational structure, so that overviews must preserve and extend the user's organizational view.
   The paper describes a prototype overview aid, TableView, for users of hypertext systems.  Extensions to
traditional tables of contents allow TableView to integrate several roles for hypertext navigation aids.  We
discuss application of TableView for an online help system, and future extensions to incorporate additional
overview roles.
%* (c) Copyright 1990 IFIP

%M C.INT.90.587 11/91 ht
%B INTACT90
%D 1990
%S Detailed Design: Hypermedia
%T Navigation in Hypertext: A Critical Review of the Concept
%A Andrew Dillon
%A Cliff McKnight
%A John Richardson
%P 587-592
%X With the advent of hypertext it has become widely accepted that the departure from the so-called
"linear" structure of paper increases the likelihood of readers or users becoming lost. 
In this paper we will discuss this aspect of hypertext in terms of its validity, the lessons to
be learned from the psychology of navigation and the applicability of the navigation
metaphor to the hypertext domain.
%* (c) Copyright 1990 IFIP

%M C.INT.90.593 11/91 ht
%B INTACT90
%D 1990
%S Detailed Design: Hypermedia
%T Combining Hypermedia Browsing with Formal Queries
%A K.-H. Jerke
%A P. Szabo
%A A. Lesch
%A H. Rossler
%A T. Schwab
%A J. Herczeg
%P 593-598
%X This paper describes a system for retrieving and presenting multimedia objects (e.g. text, picture,
graphic, video and audio) that are organized in an information network.  The system combines the
approaches of hypertext and formal query: at any time the user can express his intentions both by
a formal query or navigate through the information space according to the hypertext paradigm.
%* (c) Copyright 1990 IFIP

%M C.INT.90.601 11/91 ht
%B INTACT90
%D 1990
%S Detailed Design: Construction Tools
%T An Experiment in Interactive Architectures
%A Ernest Edmonds
%A Noriko Hagiwara
%P 601-606
%X The paper considers the interactive architecture known as the "Seeheim Model".  A problem which
emerged with that model as direct manipulation became more important is identified.  A solution to
the problem was proposed which involved the introduction of active objects in place of the
application interface model.  This proposal was evaluated by constructing a direct manipulation
graphical interface using that architecture.  Certain problems were encountered which were solved
by modifying the architecture again.  The paper describes the experiment and its results.  A new
interactive architecture is presented and its relationship to the source models demonstrated.
%* (c) Copyright 1990 IFIP

%M C.INT.90.607 11/91 ht
%B INTACT90
%D 1990
%S Detailed Design: Construction Tools
%T SCENARIOO: A New Generation UIMS
%A Brigitte Roudaud
%A Valerie Lavigne
%A Olivier Lagneau
%A Earl Minor
%P 607-612
%X UIMS technology and tools are still an evolving research area in the domain of human computer
interaction.  Although some techniques are today well defined, the user interface designer still has
few tools to prototype, develop, debug, and assess a user interface.  SCENARIOO [1] is a rich UIMS
which provides many of these tools.  SCENARIOO allows the user interface designer to prototype,
develop, test and debug a user interface, either in a simulated or true application environment, with
one or multiple running applications.  It provides interactive graphical editors for development of
each part of the user interface (presentation, dialogue control), and automatically generates the code
of the final program.  Thus, the interface designer can concentrate on good interface design, not
programming details.  Here we describe SCENARIOO.
%* (c) Copyright 1990 IFIP

%M C.INT.90.613 11/91 ht
%B INTACT90
%D 1990
%S Detailed Design: Construction Tools
%T MUD: Multiple-View User Interface Design
%A David England
%P 613-618
%X The communication and visibility of information in a software engineering project is essential.  In the
user interface component of a project these needs are even more acute.  This arises from the increasing
underlying complexity of user interfaces and the multi-disciplinary nature of the teams required for
their construction.  This paper describes MUD, a Multiple-view User interface Design tool.  This tool
follows the hypertext paradigm by providing integrated, multiple instances of tools and browsers with
which to view the attributes and relationships of a user interface.  The base views include: end-user
views, geometric views, structure views and object behaviour views.
%K User interface design, Rapid prototyping, Hypertext
%* (c) Copyright 1990 IFIP

%M C.INT.90.619 11/91 ht
%B INTACT90
%D 1990
%S Detailed Design: Construction Tools
%T PENGUIN: A Language for Reactive Graphical User Interface Programming
%A Sue-Ken Yap
%A Michael L. Scott
%P 619-624
%X PENGUIN is a grammar-based language for programming graphical user interfaces.  Code for each thread of control in a
multi-threaded application is confined to its own module, promoting modularity and reuse of code.  Networks of PENGUIN
components (each composed of an arbitrary number of modules) can be used to construct large reactive systems with
parallel execution, internal protection boundaries, and plug-compatible communication interfaces.  We argue that the
PENGUIN building-block approach constitutes a more appropriate framework for user interface programming than the
traditional Seeheim Model.  We discuss the design of PENGUIN and relate our experiences with applications.
%* (c) Copyright 1990 IFIP

%M C.INT.90.625 11/91 ht
%B INTACT90
%D 1990
%S Detailed Design: Construction Tools
%T Petri Net Objects for the Design, Validation
and Prototyping of User-Driven Interfaces
%A Remi Bastide
%A Philippe Palanque
%P 625-631
%X Petri Net Objects (P.N.O.) are a high-level, object-structured dialect of Petri nets, primarily devised
for the design of parallel systems.  We show how this formalism can be used for the specification
and design of event-driven interfaces, through the use of a real-life example.  We then discuss the
potential for dialogue validation, integration in UIMS and prototyping offered by this model.
%K User interface design, High level Petri nets, Prototyping, Validation, Object
oriented software design
%* (c) Copyright 1990 IFIP

%M C.INT.90.633 11/91 ht
%B INTACT90
%D 1990
%S Detailed Design: Construction Tools
%T An Object-Oriented UIMS for Rapid Prototyping
%A Yen-Ping Shan
%P 633-638
%X User interface management systems (UIMSs) that support rapid prototyping often suffer from the
limited range of interfaces that they can produce and the lack of support for the connection between
the produced interface and its underlying application.  This paper discusses a Mode Development
Environment (MoDE) that addresses these problems.
%* (c) Copyright 1990 IFIP

%M C.INT.90.639 11/91 ht
%B INTACT90
%D 1990
%S Detailed Design: Construction Tools
%T Do-It-Yourself Iconic Displays:
Reconfigurable Iconic Representations of Application Objects
%A Philip D. Gray
%A Kevin W. Waite
%A Stephen W. Draper
%P 639-644
%X It is often a major programming task to associate user interface objects with
the application objects they are to represent.  This discourages the
exploration of alternative representations.  In this paper we describe the
architecture and interface of Iconographer, a system which enables iconic
representations of (sets of) application objects to be specified in a highly
interactive manner.  At its heart is a direct manipulation "switchboard" by
which attributes of application objects may be mapped on to icon attributes
with a resultant change in the display.
%* (c) Copyright 1990 IFIP

%M C.INT.90.645 11/91 ht
%B INTACT90
%D 1990
%S Detailed Design: Construction Tools
%T Localisation of Application Knowledge in Incremental
Development of User Interfaces
%A Philip D. Gray
%A Catherine A. Wood
%A Alistair C. Kilgour
%P 645-650
%X Localisation of application knowledge in user interface management systems may usefully be categorised with
respect to two orthogonal dimensions: the horizontal dimension (the separation of application dependencies from
dialogue control) and the vertical dimension (separation into task-related substructures).
   We discuss the relation of these issues to user interface development in the context of the Chimera User Interface
Management System, which supports both dimensions of modularisation by a dynamically reconfigurable linkage
component encapsulating local application knowledge.
%* (c) Copyright 1990 IFIP

%M C.INT.90.651 11/91 ht
%B INTACT90
%D 1990
%S Detailed Design: Construction Tools
%T A UIMS for Knowledge Based Interface Template Generation and Interaction
%A Christian Martin
%P 651-657
%X A knowledge based UIMS that exploits the semi-structured nature of office objects and tasks to generate
flexible, user-adapted dialogue is presented.  To produce interface templates for a broad range of
interactive applications the conceptual structure of the application data and abstract dialogue objects
serve as the elements of a frame-like representation of the user interface.  This description is refined by a
dialogue manager that evaluates rules for presentation and user preferences.  A refined interface frame
which is still independent of underlying I/O-tools, is mapped to the most suitable classes of the toolkit in
the preferred environment (e.g. Andrew or OSF/Motif) by a generation component.  The dialogue design
process is illustrated for a multimedia editor application.
%* (c) Copyright 1990 IFIP

%M C.INT.90.659 11/91 ht
%B INTACT90
%D 1990
%S Detailed Design: Construction Tools
%T Incorporating Metaphor in Automated Interface Design
%A Brad Blumenthal
%P 659-664
%X Metaphoric interface design is a useful technique for making computer applications easier to learn and use.  The MAID
system uses a knowledge-based description of computer applications and real-world entities to automatically produce interface
designs with metaphoric characteristics.  MAID employs two strategies for producing metaphoric human interfaces: one imports
characteristics such as appearance, relative size, etc. into the application, the other imports new objects suggested by the
metaphor.  MAID has been implemented and some results of its design runs are presented.
%* (c) Copyright 1990 IFIP

fpack:!@#$%^&*(): INT90d.BA
%M C.INT.90.667 11/91 ht
%B INTACT90
%D 1990
%S Interactive Technologies and Techniques: Input
%T The Role of Visual and Kinesthetic Feedback in the Prevention of Mode Errors
%A Abigail J. Sellen
%A Gordon P. Kurtenbach
%A William A. S. Buxton
%P 667-673
%X The use of visual and kinesthetic feedback in preventing mode errors was investigated.  Mode errors were defined
in the context of text editing as attempting to issue navigation commands while in insert mode, or attempting to insert
text while in command mode.  Twelve novices and twelve expert users of the Unix-based text editor vi performed
a simple text editing task in conjunction with a distractor task in four different conditions.  These conditions
consisted of comparing the use of keyboard versus foot pedal for changing mode, crossed with the presence
or absence of visual feedback to indicate mode.  Both visual and kinesthetic feedback were effective in reducing
mode errors, although for experts visual feedback was redundant given that they were using a foot pedal.  Other
measures of system usability indicate the superiority of the use of a foot pedal over visual feedback in delivering
system state information for this type of task.
%* (c) Copyright 1990 IFIP

%M C.INT.90.675 11/91 ht
%B INTACT90
%D 1990
%S Interactive Technologies and Techniques: Input
%T Windows on Tablets as a Means of Achieving Virtual Input Devices
%A Ed Brown
%A William A. S. Buxton
%A Kevin Murtagh
%P 675-681
%X Users of computer systems are often constrained by the limited number of physical devices at their
disposal.  For displays, window systems have proven an effective way of addressing this problem.  As
commonly used, a window system partitions a single physical display into a number of different virtual
displays.  It is our objective to demonstrate that the model is also useful when applied to input.
   We show how the surface of a single input device, a tablet, can be partitioned into a number of virtual input
devices.  The demonstration makes a number of important points.  First, it demonstrates that such
usage can improve the power and flexibility of the user interfaces that we can implement with a given set
of resources.  Second, it demonstrates a property of tablets that distinguishes them from other input devices,
such as mice.  Third, it shows how the technique can be particularly effective when implemented
using a touch sensitive tablet.  And finally, it describes the implementation of a prototype an "input window
manager" that greatly facilitates our ability to develop user interfaces using the technique.
   The research described has significant implications on direct manipulation interfaces, rapid prototyping,
tailorability, and user interface management systems.
%* (c) Copyright 1990 IFIP

%M C.INT.90.683 11/91 ht
%B INTACT90
%D 1990
%S Interactive Technologies and Techniques: Input
%T Building Adaptive Interfaces with Neural Networks:
The Glove-Talk Pilot Study
%A S. Sidney Fels
%A Geoffrey E. Hinton
%P 683-688
%X A multilayer neural network can learn complicated mappings from inputs to outputs.  After learning a
mapping from a set of training examples, the network can generalize to new cases.  Although the learning can
be slow, the network runs extremely rapidly once it has learned so it can be used for real-time applications. 
To illustrate the potential of this technology for adaptive interfaces, we used a VPL DataGlove connected
to a DECtalk speech synthesizer via five neural networks to implement a hand gesture to speech system. 
Using minor variations of the standard back-propagation learning procedure, the complex mapping of hand
movements to speech is learned using data obtained from a single "speaker" in a simple training phase. 
With a 203 gesture-to-word vocabulary, the wrong word is produced less than 1% of the time, and no
word is produced about 7% of the time.  Adaptive control of the speaking rate and word stress is also
available.  The training times and final performance speed are improved by using small, separate networks
for each naturally defined subtask.  The system demonstrates that neural networks can be used to develop
the complex mappings required in a high bandwidth interface that adapts to the individual user.
%* (c) Copyright 1990 IFIP

%M C.INT.90.689 11/91 ht
%B INTACT90
%D 1990
%S Interactive Technologies and Techniques: Input
%T FINGER -- A Language for Gesture Recognition
%A Gerhard Weber
%P 689-694
%X We report on the development of a new kind of interaction for blind users.  The
interaction centers around our large, touch-sensitive tactile pin-matrix device. 
The fingers of the blind user are used for reading and simultaneously for specifying
input in the form of gestures.
   We developed and implemented the language FINGER on a SUN workstation in
C for describing gestures.  Human-computer interaction based on finger-movements
is thus formalized with FINGER.  This formalization allows describing gestures
in a textual notation, thereby providing a solid basis for their design. 
Furthermore, FINGER enables gestures to be adapted to the individual user by
transformations of their textual representations.
%* (c) Copyright 1990 IFIP

%M C.INT.90.695 11/91 ht
%B INTACT90
%D 1990
%S Interactive Technologies and Techniques: Input
%T A Virtual Stereographic Pointer for a Real Three Dimensional Video World
%A Paul Milgram
%A David Drascic
%A Julius Grodski
%P 695-700
%X A brief overview is given of a new display concept, involving superimposition of computer stereographic images
onto a real world stereoscopic video display.  The aim of the current system is to supply the user with a
computer generated "virtual probe", for exploring, making measurements, and enhancing images within a real
three dimensional video world.  Development of the system is discussed, together with its capabilities and a
number of practical considerations for its use.  Although originally developed as an enhancement for telerobotic
control only, use of the technology is predicted for a wide variety of novel multimedia applications.
%* (c) Copyright 1990 IFIP

%M C.INT.90.701 11/91 ht
%B INTACT90
%D 1990
%S Interactive Technologies and Techniques: Input
%T Force-to-Motion Functions for Pointing
%A Joseph D. Rutledge
%A Ted Selker
%P 701-706
%X A pointing device which can be operated from typing position avoids time loss and distraction.  We
have built and investigated force-sensitive devices for this purpose.  The critical link is the force-to-motion
mapping.  We have found principles which enable a force joystick to match the function and
approach the performance of a mouse in pure pointing tasks, and to best it in mixed tasks, such as
editing.  Examples take into account task, user strategy and perceptual-motor limitations.
%* (c) Copyright 1990 IFIP

%M C.INT.90.707 11/91 ht
%B INTACT90
%D 1990
%S Interactive Technologies and Techniques: Input
%T Keyboard Layout for Occasional Users
%A Nicolas Marmaras
%A Kostas Lyritzis
%P 707-712
%X The present study is a first attempt to solve the problem of keyboard
layout for occasional users of computer-based systems.  Sixty subjects,
all customers of a department store, divided in four groups, have been
asked to type a short phrase on specially tailored keyboards.  The
keyboard arrangements tested were the alphabetical-diagonal, the
alphabetical-horizontal, the standard greek keyboard which is similar
to the QWERTY layout, and a new alternative greek keyboard designed for
typists.  The obtained results showed that the alphabetical-diagonal
arrangement achieved better typing speed rates, and that the
differences between typing rates achieved with the other three layouts
are practically insignificant.
%* (c) Copyright 1990 IFIP

%M C.INT.90.715 11/91 ht
%B INTACT90
%D 1990
%S Interactive Technologies and Techniques: Output
%T The Simulation of a Large Image Terminal Using Heath Robinson Techniques
%A J. R. Harris
%A M. B. Harris
%A D. Th. Henskes
%P 715-720
%X A non-existent large image terminal with screen diagonal of one metre was simulated using various
software and hardware techniques.  Groups of non-computer scientists were used to evaluate its potential. 
This information is being used as vital input to the hardware design definition phase for a new generation
of interactive terminals.  The users were lecturers and students from a university languages department,
and the information content was based on their normal classes.  The software was developed on an Apple
Macintosh IIX and the hardware was prepared from various items, including mirrors and string.  We
show that it is possible to have limited realistic interaction; to get a close proximity to the predicted visual
effect; and to use real users in appropriate realistic scenarios.
%* (c) Copyright 1990 IFIP

%M C.INT.90.721 11/91 ht
%B INTACT90
%D 1990
%S Interactive Technologies and Techniques: Output
%T Evaluation of Flat Panel Display Properties on a
High Fidelity Display Simulator
%A Gerd Spenkelink
%A Henk Van Spijker
%A Ted White
%P 721-724
%X A dynamic high fidelity simulator of Flat Panel Displays (FPD's) was built in the Esprit project
"Modelling and simulation of modern display technologies under office work conditions".
   Research methods using both experimental and subjective techniques have been developed and used
for the purpose of simulator validation and the evaluation of FPD properties with respect to task
performance and display acceptability for users.
   The research methods can provide a valuable contribution to a better understanding of display quality
and the results may be used in the design of FPD's and display fonts as well as in the development of
ergonomic standards and guidelines for these new display technologies.  The methods are also suitable for
research outside this specific application field.
%* (c) Copyright 1990 IFIP

%M C.INT.90.725 11/91 ht
%B INTACT90
%D 1990
%S Interactive Technologies and Techniques: Output
%T Colour Model Integration and Visualisation
%A Peter A. Rhodes
%A M. Ronnier Luo
%A Stephen A. R. Scrivener
%P 725-728
%X Colour is an increasingly important element of human-computer interfaces and yet is difficult to
control for a variety of reasons.  In this paper, the most frequently used colour models are
described and discussed.  It is argued that no single model is going to be suitable for all
applications.  A system is proposed comprising a set of colour models that are integrated via
mappings to and from the international standard colorimetric CIE XYZ System.  The paper
describes the models implemented to date in a system that allows interactive colour specification
and communication.
%* (c) Copyright 1990 IFIP

%M C.INT.90.729 11/91 ht
%B INTACT90
%D 1990
%S Interactive Technologies and Techniques: Output
%T On the Visibility of Character Features on a VDU
%A D. Bosman
%A T. N. White
%P 729-734
%X The legibility of characters depends on several factors, in the first place on
the visibility of specific character features.  Small character features may be
difficult to perceive, even under supra-threshold conditions.  Visibility of
features is here taken as the probability that the corresponding amounts of
light energy produce signals which can be interpreted by the brain.  Therefore
brightness, not luminance, determines perception.  Early visual processing is
modelled as a mapping of the character spatial luminance distribution into
local brightness variations, measured in equal intervals.  This is the basis
for calculating visibility probability estimates of features of the presented
characters and symbols.  Influence on visibility is discussed of several common
describing factors, such as average brightness, line separation, stroke width,
active area and blur.
%* (c) Copyright 1990 IFIP

%M C.INT.90.735 11/91 ht
%B INTACT90
%D 1990
%S Interactive Technologies and Techniques: Output
%T Auditory Icons in Large-Scale Collaborative Environments
%A William W. Gaver
%A Randall B. Smith
%P 735-740
%X We discuss the potential for auditory icons to address several common problems in large-scale,
multiprocessing, and collaborative systems.  These problems include those of
confirming user-initiated actions, providing information about ongoing processes or system
states, providing adequate navigational information, and signalling the existence and
activity of other users who may be working in a part of the system that is not visible.  We
provide several examples of useful auditory icons drawn from a large, shared, multitasking
environment called SharedARK, and discuss their implications for other systems.
%* (c) Copyright 1990 IFIP

%M C.INT.90.741 11/91 ht
%B INTACT90
%D 1990
%S Interactive Technologies and Techniques: Output
%T Interactive Scientific Visualization: An Assessment of a
Virtual Reality System
%A Philip J. Mercurio
%A Thomas D. Erickson
%P 741-745
%X A virtual reality system, consisting of a head-mounted stereoscopic display and a computer-interfaced glove,
was assessed by examining interaction with a 3-D model of the human brain.  Interactions were recorded on
videotape.  Non-trivial user interface issues were identified, ranging from constraints imposed by the nature
of the wearable interface hardware, to the choice of gestures for controlling the interaction, to problems with
a metaphor used in the interface.  Some possible solutions are discussed.  Sound solutions to these
problems, coupled with increases in the computational power of the underlying hardware, are needed for
virtual reality to realize its immense potential for scientific visualization.
%* (c) Copyright 1990 IFIP

%M C.INT.90.747 11/91 ht
%B INTACT90
%D 1990
%S Interactive Technologies and Techniques: Output
%T A Browser for Dynamic Multimedia Documents
%A Suresh Anupindi
%P 747-751
%X A model for audio dominated multimedia documents is presented.  Such documents are active
and dynamic because of their audio content.  However, revision of information is difficult
because of the dynamic nature.  We present static and dynamic scanning techniques which
allow reviewing and describe a browser which employs these techniques.  We also describe a
method for customizing the presentation of dynamic documents using trails.
%* (c) Copyright 1990 IFIP

%M C.INT.90.755 11/91 ht
%B INTACT90
%D 1990
%S Interactive Technologies and Techniques: Speech and Natural Language
%T An Investigation into the Use of Error Recovery Dialogues in a
User Interface Management System for Speech Recognition
%A Mary Zajicek
%A Jill Hewitt
%P 755-760
%X Experiments were carried out to assess new users' attitudes to different versions of a speech input
word processing system providing different error recovery strategies.  While they preferred a simple
error message to none at all, a more complex recovery dialogue lead to decreased satisfaction with the
system.  This paper describes the experiments carried out and explores possible reasons for the
results.
%* (c) Copyright 1990 IFIP

%M C.INT.90.761 11/91 ht
%B INTACT90
%D 1990
%S Interactive Technologies and Techniques: Speech and Natural Language
%T Feedback Requirements for
Automatic Speech Recognition in Control Room Systems
%A C. Baber
%A R. B. Stammers
%A R. G. Taylor
%P 761-766
%X Previous research into feedback requirements for users of ASR
has tended to concentrate on verbal feedback: presented via text or
via synthetic speech.  In control room systems, auditory feedback
is not viable for ASR, and textual feedback is potentially problematic. 
To counter these problems, feedback could be presented using symbols
on existing displays.  In this study, textual and symbolic feedback are
compared for an error detection task, one of the prime uses of feedback
for ASR.  It was found that although performance using symbolic
feedback did improve over time, it was significantly lower than that
for textual feedback.  Further, the type of symbol used also effected
performance.  Therefore for error detection at least, textual feedback
is preferable to symbolic feedback.  However, the role of symbolic
feedback in more direct task control is yet to be explored.
%* (c) Copyright 1990 IFIP

%M C.INT.90.767 11/91 ht
%B INTACT90
%D 1990
%S Interactive Technologies and Techniques: Speech and Natural Language
%T Spoken Language Interaction in a Spreadsheet Task
%A Alexander I. Rudnicky
%A Michelle Sakamoto
%A Joseph H. Polifroni
%P 767-772
%X To study the spoken language interface in the context of a complex problem-solving task, we had
a group of users perform a spreadsheet task, alternating voice and keyboard input.  A total of 40
tasks were performed by each participant, the first thirty in a group (over several days), the
remaining ones a month later.  The voice spreadsheet program used in this study was extensively
instrumented to provide detailed information about the components of the interaction.  These
data, as well as analysis of the participants' utterances and recognizer output, provide a fairly
detailed picture of spoken language interaction.
%* (c) Copyright 1990 IFIP

%M C.INT.90.773 11/91 ht
%B INTACT90
%D 1990
%S Interactive Technologies and Techniques: Speech and Natural Language
%T Case Study of Development of a User Interface for a
Voice Activated Dialing Service
%A Deborah Lawrence
%A Rory Stuart
%P 773-777
%X A user interface for a Voice Activated Dialing service was designed and evaluated. 
The service will use speaker dependent recognition technology based in the telephone
network to allow users to place a call by saying a name into a regular touch tone or
rotary telephone.  The interface was designed iteratively in three design-evaluation
cycles, each with 20 subjects selected to represent the population of adult telephone
users.  Evaluations examined user errors, task completion, names used, recognition
performance, responses to Likert-like questionnaires rating the interface, and
responses to open-ended questions.  A comparison was made of design variations
(alternative menus, access methods, and voice- vs. tone-prompts), and of usability of the
interface with different types of telephones.  Subjects had little difficulty understanding
and following the prompted procedures for adding, erasing, reviewing and voice-dialing
names.  Few errors were common across subjects.  However there were several types of
user difficulty in interacting with the recognizer, and the human factors of
human-recognizer interaction is discussed.
%* (c) Copyright 1990 IFIP

%M C.INT.90.779 11/91 ht
%B INTACT90
%D 1990
%S Interactive Technologies and Techniques: Speech and Natural Language
%T A Voice Recognition Interface for a Telecommunications
Basic Business Group Attendant Console
%A Ismail Sola
%A Don Shepard
%P 779-785
%X The Human Machine Interface (HMI) Group at NEC America has designed a voice recognition interface for the
Basic Business Group (BBG) Attendant Console.  The personal computer (PC) based console provides call processing
services to telephone operating company Business Group customers.  Voice recognized commands have been
implemented to facilitate more effective and efficient call processing.  An experimental analysis is presented which
shows the effectiveness of the voice interface in this product.
%* (c) Copyright 1990 IFIP

%M C.INT.90.787 11/91 ht
%B INTACT90
%D 1990
%S Interactive Technologies and Techniques: Speech and Natural Language
%T Observations on Using Speech Input for Window Navigation
%A Chris Schmandt
%A Debby Hindus
%A Mark S. Ackerman
%A Sanjay Manandhar
%P 787-793
%X We discuss the suitability of speech recognition for navigating within a window system and we
describe Xspeak, an implementation of voice control for the X Window System.  We made this
interface available to a number of student programmers, and compared the use of speech and a
pointer for window navigation through empirical and observational means.  Our experience
indicates that speech was attractive for some users, and we comment on their activities and
recognition accuracy.  These observations reveal pitfalls and advantages of using speech input in
windows systems.
%* (c) Copyright 1990 IFIP

%M C.INT.90.795 11/91 ht
%B INTACT90
%D 1990
%S Interactive Technologies and Techniques: Speech and Natural Language
%T The Design and Implementation of a Context Sensitive
Natural Language Interface to Management Information
%A Alan Burton
%A Anthony P. Steward
%P 795-800
%X Natural Language Interfaces (NLIs) make database (DB) query easier for infrequent
computers.  Interfaces to management information are particularly problematical
because of the unpredictability of queries.  This paper describes ATMI a context
sensitive NLI to a working Oracle DB in a managerial environment.  We discuss why
context free grammars cannot provide an adequate model of the range of English which
needs to be covered.  A knowledge based approach which enables pronouns and other
ambiguous terms to be resolved intelligently is described.  Our current system
demonstrates the feasibility of this approach.
%* (c) Copyright 1990 IFIP

%M C.INT.90.801 11/91 ht
%B INTACT90
%D 1990
%S Interactive Technologies and Techniques: Speech and Natural Language
%T Recent Approaches to Natural Language Generation
%A Lee Feder
%P 801-805
%X An HCI system can produce speech or text output
if it is coupled with a language generation component. 
Such a module should be capable of producing
reliable text that uses the resources of the language
to produce the best description of the data in
the current context.  Past language generators have
been criticised on several counts, and developments
are underway to improve the situation.  This paper
examines the criticisms, and their implications for
HCI systems.  We look at the new approaches, and
present our own solutions.
%* (c) Copyright 1990 IFIP

fpack:!@#$%^&*(): INT90e.BA
%M C.INT.90.809 11/91 ht
%B INTACT90
%D 1990
%S Applications and Case Studies: Knowledge-Based Systems
%T User Centered Explanations in Knowledge Based Systems
%A Klemens Waldhor
%A Hans Anschutz
%P 809-814
%X One advantage of expert systems is the ability to explain its reasoning process.  Many commercial
systems support explaining only at rule trace level.  Knowledge engineers understand such
explanations; the everyday user who is not expert in that area is confused.  Our approach allows
the definition of user centered explanations and justifications by knowledge engineers.  These
explanations and justifications of conclusions are adapted to the way the user solves problems by
cutting off irrelevant details and presenting only main steps in the reasoning process.  A
sophisticated user interface allows the user to ask questions about the system behaviour in various
ways.
%* (c) Copyright 1990 IFIP

%M C.INT.90.815 11/91 ht
%B INTACT90
%D 1990
%S Applications and Case Studies: Knowledge-Based Systems
%T Intelligent User Interface for a Conventional Program
%A J. Junger
%A G. Bouma
%P 815-820
%X In this paper we describe an intelligent user interface to CHEMSIM, a mathematical
simulation program.  The interface is added to the already existing and completed
program as a separate front-end.  In this paper three aspects of the interface will be
described: the task model represented as a hierarchical tree, the use of the tree for
knowledge-representation and the graphical component.  The choice of an object-oriented
approach enables including in the class definitions both task aspects and
domain knowledge aspects, and this way integrating the two.  This approach
simplifies the architecture as well.  In addition, the same hierarchical tree
representation is used also for the graphical component consisting of windows,
menus and icons.  The dynamic icons, governed by rules give the user direct feedback
on his/her actions and help.
%* (c) Copyright 1990 IFIP

%M C.INT.90.821 11/91 ht
%B INTACT90
%D 1990
%S Applications and Case Studies: Knowledge-Based Systems
%T Knowledge Acquisition and Hypertext in Manufacturing
%A S. M. Hajsadr
%A A. P. Steward
%P 821-826
%X The particular nature of manufacturing knowledge is proposed and
the demands that this nature places on a company are outlined.  To
respond to this situation many companies have instituted problem
solving teams that gather, organise and consolidate worthwhile
knowledge.  To assist this process in a particular company we have
designed two software tools; one is based on an expert system shell
and the other on hypertext.  These tools are available to machine
operators in the company to browse or to contribute to the
knowledge.  The forms of these tools are described and the
advantages of hypertext as being closer to production knowledge is
discussed.  We finally suggest that the benefits of the rule-based
approach can be embedded in hypertext.
%* (c) Copyright 1990 IFIP

%M C.INT.90.827 11/91 ht
%B INTACT90
%D 1990
%S Applications and Case Studies: Knowledge-Based Systems
%T Knowledge Based User Interfaces for Scientific Programs
%A Henk J. Van Zuylen
%A Herman Gerritsen
%P 827-832
%X In a pilot study, a knowledge based support system has been
developed for a scientific computer program.  Some interesting
phenomena have been observed during this process.  The need for a
non-linear development process could be shown.  The development of
a knowledge based support system for this complicated application
program resulted in a specification of a system that could be
considered as a user interface.  The approach to use knowledge
elicitation to get a user interface design showed to have some
useful possibilities.
%* (c) Copyright 1990 IFIP

%M C.INT.90.835 11/91 ht
%B INTACT90
%D 1990
%S Applications and Case Studies: Computer Supported Co-operative Work
%T Concurrent Editing: The Groups Interface
%A Judith S. Olson
%A Gary M. Olson
%A Lisbeth A. Mack
%A Pierre Wellner
%P 835-840
%X We review aspects of systems built for group work that allow real-time, concurrent
editing of a single work object.  Existing systems vary in both what group functions they
offer users (e.g., whether simultaneous editing is possible or it must proceed one by one)
and how these functions appear in the user interface (e.g. what signals are given to the
user that the window is public or private).  Design alternatives suggested by existing
systems are analyzed in terms of their value for various phases of group work and their
support for individuals' needs in coordinating their work.
%* (c) Copyright 1990 IFIP

%M C.INT.90.841 11/91 ht
%B INTACT90
%D 1990
%S Applications and Case Studies: Computer Supported Co-operative Work
%T Characteristics of Well-Designed Electronic Communications Systems
%A Patrick A. Holleran
%A Richard W. Haller
%P 841-847
%X Software designed to facilitate communication among people has tremendous potential to improve the quality
and consequences of human cooperative effort.  The success of integrated electronic communications systems
depends on both the usability and functionality of the software.  The present paper briefly discusses
both general principles of software design and those specifically relevant to communications systems.  It offers
recommendations for the design of communications systems which will optimize the accessibility, usability
and utility of this software.
%* (c) Copyright 1990 IFIP

%M C.INT.90.849 11/91 ht
%B INTACT90
%D 1990
%S Applications and Case Studies: Computer Supported Co-operative Work
%T Process Modelling and CSCW: An Application of IPSE Technology to Medical
Office Work
%A Janet Maresh
%A David Wastell
%P 849-852
%X An Integrated Process Support Environment (IPSE) refers to a work environment (typically
software development) in which the cooperative activities of men and machines are coordinated
by a computer system according to a formally defined schema.  In this paper we demonstrate
the use of the process modelling language PML (developed in the Alvey-supported
IPSE 2.5 project) to represent the cooperative structure of work underlying the administration
of hospital outpatients activity.  The semantics of PML and the methodology of process
modelling are discussed and consideration is given to the implications of IPSE technology
for the design of office systems.
%* (c) Copyright 1990 IFIP

%M C.INT.90.853 11/91 ht
%B INTACT90
%D 1990
%S Applications and Case Studies: Computer Supported Co-operative Work
%T Tools that Support Human-Human Communication in the Automated Office
%A I. D. Benest
%A D. Dukic
%P 853-859
%X This paper reports on the progress made so far on the development of a new office automation
environment.  Such an environment must support the technical access to the very large quantities of
information available in an office.  It must also provide instinctive mechanisms that offer both casual and
formal access to that information.  It attempts to widen the keyhole effect that is present in other office
information systems, and also imposes a surreptitiously managed work environment.  This contribution
describes a set of tools (for example electronic mail and computer conferencing) developed to support
human-human cooperative work in this automated office.
%* (c) Copyright 1990 IFIP

%M C.INT.90.863 11/91 ht
%B INTACT90
%D 1990
%S Applications and Case Studies: Applications
%T Smartwriter: A Tool-Based Wordprocessor for Adult Literacy Students
%A David Ellis
%A Jane Horton
%A Philip Black
%P 863-868
%X This paper describes the design and development of a computer-based Literacy Tutor
centred on a mouse-driven wordprocessor.  The appropriateness of the design for
literacy students is emphasised; the design objectives being simplicity and
consistency rather than the implementation of a large collection of 'interesting'
features.  A novel tool-based approach has been adopted for the wordprocessor and
associated learning modules.  The suitability of using an object-oriented design
methodology for this research project is clearly demonstrated.  The subsequent
development of the system for profoundly deaf students further exposes the
advantages of this approach.  Both systems have been evaluated in the field.
%* (c) Copyright 1990 IFIP

%M C.INT.90.869 11/91 ht
%B INTACT90
%D 1990
%S Applications and Case Studies: Applications
%T The Interface to a Hypertext Journal
%A Annette Simpson
%P 869-874
%X This paper reports some of the findings of a study comparing two interfaces to a hypertext database
of academic journal articles.  The design of the interface to the individual articles was derived from
the results of previous studies by the author.  The aim of the present investigation was to determine
whether those features found to assist readers in navigating through, and extracting information
from, individual journal articles were of benefit when applied to the interface to a database of such
articles.  The influence of interface type on readers' ability to locate the information required to
answer two essay-type questions was examined.  Performance, both in terms of the amount of
information located and the efficiency with which it was located, was significantly better when
using an interface containing these features as compared to an interface whose features were derived
from the paper medium.
%* (c) Copyright 1990 IFIP

%M C.INT.90.875 11/91 ht
%B INTACT90
%D 1990
%S Applications and Case Studies: Applications
%T A Fisheye Presentation Strategy: Aircraft Maintenance Data
%A Deborah A. Mitta
%P 875-880
%X A computer interface that presents information in a usable format will typically improve the quality
of human-computer interaction (HCI).  One presentation technique recently developed as a means
of enhancing the quality of HCI is known as the fisheye lens viewing strategy.  This paper will
discuss an application of the fisheye lens viewing strategy to the presentation of aircraft
maintenance data.  The research results presented in this paper will demonstrate that the fisheye
strategy, through its ability to prioritize interface information, can be used as a mechanism for
filtering details of maintenance data.
%* (c) Copyright 1990 IFIP

%M C.INT.90.881 11/91 ht
%B INTACT90
%D 1990
%S Applications and Case Studies: Applications
%T Supporting Exploratory Learning
%A Andrew Howes
%A Stephen J. Payne
%P 881-885
%X This paper introduces the notion of a Learning Support Environment (LSE),
which is a collection of tools designed to support exploratory learning of
computer applications.  An implementation of an LSE for a particular interactive
device is motivated in terms of an analysis of the cognitive problems faced by the
exploratory learner.  The implementation includes four support tools; a
Task-action Trace, a Metaphor Micro-world, an Animation Machine and a Buddy
Learner.
%* (c) Copyright 1990 IFIP

%M C.INT.90.887 11/91 ht
%B INTACT90
%D 1990
%S Applications and Case Studies: Applications
%T Application of Cognitive Modeling and Knowledge Measurement in Diagnosis and
Training of Complex Skills
%A Yan M. Yufik
%P 887-892
%X We discuss an innovative approach to the design of intelligent training
systems (ITS), integrating methods of Artificial Intelligence, Cognitive
Modeling and Hypermedia New ITS will facilitate personalized training in
complex technical domains, and will support a. acquisition of expert domain
models, b. simulation of expert strategies of models manipulation, c.
analysis and visualization of models structure, and d. quantitative comparison
of students and expert models.  The advantage of the proposed approach
is the underlying semiformal format of domain knowledge representation
which is both cognitively compatible and computer executable. 
The paper starts by defining the problem of knowledge measurement and
transfer in complex interactive tasks, and then discusses ITS architecture
and training methods.
%* (c) Copyright 1990 IFIP

%M C.INT.90.895 11/91 ht
%B INTACT90
%D 1990
%S Applications and Case Studies: Software Development
%T Software Reusability: Delivering Productivity Gains or Short Cuts
%A Alistair Sutcliffe
%A Neil Maiden
%P 895-901
%X It has been claimed that software reuse can produce considerable productivity gains in system
development.  Although much software engineering research has been undertaken to deliver
reusability in CASE tools there is little knowledge about how system developers actual reuse
specifications.  This paper reports practical research into reuse scenarios based on providing
analogous specifications for systems analysts.  The results are encouraging for reuse but caution
that reuse may also create mistakes in specifications by erroneous transfer of knowledge.
%* (c) Copyright 1990 IFIP

%M C.INT.90.903 11/91 ht
%B INTACT90
%D 1990
%S Applications and Case Studies: Software Development
%T A Project-Orientated View of CSCW
%A N. R. Seel
%A G. N. Gilbert
%A M. E. Morris
%P 903-908
%X Project Support Environments (PSEs), a type of computer supported cooperative work (CSCW) system, are
examined in terms of the management forms which their designs appear to assume.  Data-oriented PSEs can be
seen as aiming to support management by direct authority.  Process-oriented PSEs are aligned to the exercise of
technical authority.  However, much of the work of the 'professional communities' found in organisations is
conducted, not under either of these two more traditional forms of management, but under a pluralist form, in
which professionals are given a degree of responsible autonomy.  Neither data- nor process-oriented PSEs are well
suited to this management form. 
The characteristics of a PSE designed to support professional communities are outlined.  Such a PSE, a
'Professional Community Support' system, needs to provide resources for negotiated cooperation in order to
support what is argued to be the key activity of professionals -- issue handling.  These resources must be designed
to support explicitly both globally and locally managed interactions, with it being possible to embed either within
the other.
%* (c) Copyright 1990 IFIP

%M C.INT.90.909 11/91 ht
%B INTACT90
%D 1990
%S Applications and Case Studies: Software Development
%T Satisfying the Need to Know: Interpersonal Information Access
%A Robert E. Kraut
%A Lynn A. Streeter
%P 909-915
%X We examine the ability of traditional and computer-based communication technologies
to spread organizational and task knowledge in large scale software development
environments.  It is our contention that the principal problems in software development
are social and organizational, rather than cognitive.  We review: (1) factors that make
improving software development formidable, and (2) technological aids and project
management methods that have been tried as possible "solutions," (3) a survey we are
conducting on coordination techniques in large projects and conclude by (4) discussing
candidate information/communication technologies to support coordination.
%* (c) Copyright 1990 IFIP

%M C.INT.90.917 11/91 ht
%B INTACT90
%D 1990
%S Applications and Case Studies: Software Development
%T ConversationBuilder: An Open Architecture for Collaborative Work
%A Simon M. Kaplan
%P 917-922
%X Software process support tools of necessity be highly tailorable to mesh with the culture of, and tools used
by, groups of programmers.  They must also support the activities of groups in a natural and integrated
manner.  The ConversationBuilder is an 'open' tool in which provides support for cooperative, goal-directed
group activities such as the software process.
%* (c) Copyright 1990 IFIP

%M C.INT.90.925 11/91 ht
%B INTACT90
%D 1990
%S Applications and Case Studies: Programming
%T Learning to Program in Another Language
%A Jean Scholtz
%A Susan Wiedenbeck
%P 925-930
%X Our objective in this study was to examine how programmers go about learning new programming languages
and to identify which areas of program development presented difficulties.  Verbalizations from think aloud
protocols were classified as one of five kinds of knowledge: syntax, semantics, strategic planning, tactical planning,
and implementation planning.  Implementation planning occupied over 50 percent of subjects' efforts,
irrespective of language and level of expertise.  Difficulties in a dissimilar language were due to subjects'
failure to construct appropriate tactical plans.  In a similar language difficulties centered on subjects' inability
to locate appropriate constructs.
%* (c) Copyright 1990 IFIP

%M C.INT.90.931 11/91 ht
%B INTACT90
%D 1990
%S Applications and Case Studies: Programming
%T {Upsi}{pi}ADAPT{epsi}{rho} -- Individualizing Hypertext
%A Heinz-Dieter Bocker
%A Hubertus Hohl
%A Thomas Schwab
%P 931-936
%X {Upsi}{pi}ADAPT{epsi}{rho} is an adaptive Hypertext system that offers individualized access to and presentations
of tutorial information.  Depending on the user's current knowledge state which is represented
in a dynamic user model, it identifies and suggests nodes of the network of tutorial topics which may
serve as starting points for a succeeding browsing session.  Within this browser, the presentation of
tutorial information is determined by the data contained in the user model.  During the browsing
session, the sequence of knowledge units explored by the user is analyzed to infer the user's current
knowledge state and maintain the user model.
%* (c) Copyright 1990 IFIP

%M C.INT.90.937 11/91 ht
%B INTACT90
%D 1990
%S Applications and Case Studies: Programming
%T Minimalist Planning Tools in an Instructional System for Smalltalk
Programming
%A Mark K. Singley
%A John M. Carroll
%P 937-944
%X We describe the design of an instructional system for Smalltalk that attempts to reify
students' goals and plans through the application of minimalist planning dialogues. 
Minimalist planning dialogues are sparse in that the planning knowledge is not stated
explicitly but rather is imbedded into the structure of a planning "tool."  They are situated
in that the planning tools are fully integrated into the physical problem space and in essence
provide an elaborated view of that space.  We contrast our system with other current
attempts at reifying students' goals and plans and sketch out problems and prospects for
future work.
%* (c) Copyright 1990 IFIP

%M C.INT.90.945 11/91 ht
%B INTACT90
%D 1990
%S Applications and Case Studies: Programming
%T Why Program Comprehension is (or is Not) Affected by Surface Features
%A Barbee T. Mynatt
%P 945-950
%X The literature contains a variety of conflicting reports on the effect of various surface features such as
variable naming style, indenting and commenting on program comprehension.  In some cases these
features appear to aid comprehension as intended, and in other cases they do not.  Studies done at
Bowling Green State University, reported here, have likewise shown conflicting outcomes. 
Pennington's (1987) model of programmer comprehension based on text structure knowledge is used
to reconcile many of the results.  According to her model different levels of knowledge, ranging from
operational to functional, are extracted during comprehension.  It was hypothesized that poor variable
names would affect a programmer's comprehension of function, but would not affect the other sorts of
knowledge.  An experiment comparing comprehension of programs using either meaningful or
nonsense variable names found the predicted result.  The implications of the results vis-a-vis the true
effects of surface features are discussed.
%* (c) Copyright 1990 IFIP

%M C.INT.90.951 11/91 ht
%B INTACT90
%D 1990
%S Applications and Case Studies: Programming
%T The Generalized Unification Parser: Modelling the Parsing of Notations
%A T. R. G. Green
%A Andrea Borning
%P 951-957
%X Experienced readers of notations pick out structures such as 'plans' or 'cliches'.  It
has been claimed that these are easier to perceive in some notations than others,
making some notations more 'role-expressive'.  We present a computational model
of parsing, derived from a natural language parsing model, which has been applied
to programming cliches and is capable of using typographical features as parsing
aids.  Preliminary results suggest that languages where cliche-structures are marked
by lexical key-words (e.g. the Pascal family) are easier to parse than languages
where cliche-structures are not marked by surface cues (e.g. Prolog), and more
significantly, that the difference will increase rapidly with the complexity of the
program.  Experiments are in progress to test this prediction, which implies that
support tools for illuminating program structure may be needed.
%* (c) Copyright 1990 IFIP

%M C.INT.90.959 11/91 ht
%B INTACT90
%D 1990
%S Applications and Case Studies: Programming
%T Program Comprehension Beyond the Line
%A Scott P. Robertson
%A Erle F. Davis
%P 959-963
%X Comprehension of computer program code has often been compared with text comprehension. 
We argue, though, that the requirements of code comprehension make it more of a problem-solving
task that happens to use text-like material.  We present data on search patterns and reading
times in code comprehension that support this view.  Specifically, we found that programmers
examine code in repeated cycles that cover functionally relevant units.  We suggest some
problem-solving goals that guide search through code and show that line scanning times vary with
hypothesized problem-solving activities.  In a direct comparison of programmers reading isolated
lines versus lines in the context of program comprehension we show that a simple model of
microstructure parsing predicts reading times better for isolated lines than for lines in the context
of a program.
%* (c) Copyright 1990 IFIP

%M C.INT.90.965 11/91 ht
%B INTACT90
%D 1990
%S Applications and Case Studies: Programming
%T Expert Programmers Re-Establish Intentions when Debugging Another
Programmer's Program
%A Ray Waddington
%A Roger Henry
%P 965-970
%X When discussing software debugging, some authors have discussed the experience of debugging another
programmer's program as being somehow different from that of debugging one's own program.  Software
psychologists attempt to understand the nature of debugging expertise, but have ignored the potentially
fruitful method of looking empirically at the differences between debugging in the two situations. 
We discuss a model of debugging expertise which addresses the relationship of program authorship to debugging
strategy.  This model predicts that when debugging another programmer's program, experts will
use a strategy of re-establishing the original author's intentions in order to debug it. 
We report an experiment, conducted with expert programmers, which supports this prediction.  We also
discuss the implications of this result for the design of debugging aids to support expert programmers
when they are debugging another programmer's program.
%* (c) Copyright 1990 IFIP

%M C.INT.90.971 11/91 ht
%B INTACT90
%D 1990
%S Applications and Case Studies: Programming
%T Difficulties in Designing with an Object-Oriented Language:
An Empirical Study
%A Francoise Detienne
%P 971-976
%X An experiment has been conducted to study the activity of program design developed by
programmers experienced in classical procedural languages as they use an object-oriented
programming (OOP) language.  This paper focuses on the analysis of the difficulties programmers
experienced in designing with OOP language.  An important difficulty is to articulate the declarative
and the procedural characteristics of the solution.  This study highlights the importance of a
representation of the procedure so as to construct the static relations between objects.  This result does
not support the hypothesis on naturalness of design with an OOP language made by advocates of
OOP.  This experiment also show that previous knowledge of programming languages may produce
negative effects in the acquisition of a new language.
%* (c) Copyright 1990 IFIP

%M C.INT.90.977 11/91 ht
%B INTACT90
%D 1990
%S Applications and Case Studies: Programming
%T The Spreadsheet Interface: A Basis for End User Programming
%A Bonnie A. Nardi
%A James R. Miller
%P 977-983
%X This paper describes the properties of the spreadsheet interface and the ways in which spread-sheets
support users with little or no formal training in programming.  We analyze the spreadsheet
formula language through which users express mathematical relations and the tabular grid which
permits users to view, structure and display data.  Based on our analysis of the formula language
and the tabular grid, we argue that user programming environments should be characterized by
(1) a limited set of carefully chosen, high-level, task-specific operations that are sufficient for
building applications within a restricted domain, and (2) a strong visual format for structuring
and presenting data.
%* (c) Copyright 1990 IFIP

%M C.INT.90.985 11/91 ht
%B INTACT90
%D 1990
%S Applications and Case Studies: Programming
%T Action Representation for Home Automation
%A Suzanne Sebillotte
%P 985-990
%X A study on the representation of the actions in the context of programming various home devices (oven, TV,
heating etc.) is reported.  Previous studies have shown that: 1) in a work situation, subjects' representations of
their task are based on hierarchical levels of abstraction, 2) in the context of programming home devices subjects
referred to general concepts of activities (e.g. "tuning").  Two experiments, inspired by those of Galambos (1986)
were conducted in order to specify more fully these general concepts.  Result showed that these concepts were
deeply rooted in subjects' representations, independently of the devices.  Implications of these results for home
interface design are described, concerning especially command naming.
%* (c) Copyright 1990 IFIP

%M C.INT.90.991 11/91 ht
%B INTACT90
%D 1990
%S Applications and Case Studies: Programming
%T Browsing Through Program Execution
%A Heinz-Dieter Bocker
%A Jurgen Herczeg
%P 991-996
%X The system TRACK is a trace component for animation and debugging of SMALLTALK-80 programs
Unlike traditional tracers it is designed as a construction kit utilizing interaction techniques based on
graphical visualization and direct manipulation.  A trace is specified by manipulating graphical objects
in a trace window.  Different trace windows may provide insight into different parts of a program. 
This paper describes how TRACK interacts with the standard programming tools of SMALLTALK-80
(class browsers, inspectors, debuggers, etc.) and how tracing and browsing techniques are combined
to visualize the execution of a program.
%* (c) Copyright 1990 IFIP

%M C.INT.90.997 11/91 ht
%B INTACT90
%D 1990
%S Applications and Case Studies: Programming
%T Compressing and Comparing Metric Execution Spaces
%A John Domingue
%P 997-1002
%X To help programmers evaluate the efficiency of their code during debugging, we are
developing the Transparent Rule Interpreter Monitoring System (TRIMS).  This provides the
user with a visual representation of both behavioural and performance aspects of rule-based
programs.  Up to now, visualization within TRIMS has been applied only to the
qualitative behaviour of a program.  This paper describes the recent incorporation of
metric information into the system, enabling the programmer to visualize the time various
parts of the program take to run.  The use of metric information is described in relation
to two facilities currently available in TRIMS: compression and comparison.  Compression
enables the programmer to hide away parts of the execution, permitting the visualization
of arbitrarily large execution spaces.  The comparison of similar execution spaces can
answer such questions as, 'Why does my program run so slowly with this particular working
memory set?'
%* (c) Copyright 1990 IFIP

%M C.INT.90.1005 11/91 ht
%B INTACT90
%D 1990
%S Doctoral Programme
%T A Psychology of Programming for Design
%A Rachel K. E. Bellamy
%P 1005-1006
%X N/A
%* (c) Copyright 1990 IFIP

%M C.INT.90.1007 11/91 ht
%B INTACT90
%D 1990
%S Doctoral Programme
%T Cognitive Style and Intelligent Help
%A Lynne Coventry
%P 1007-1008
%X N/A
%* (c) Copyright 1990 IFIP

%M C.INT.90.1009 11/91 ht
%B INTACT90
%D 1990
%S Doctoral Programme
%T Support for Understanding and Participation in a Distributed Problem Solving
System
%A C. M. Duursma
%P 1009-1010
%X N/A
%* (c) Copyright 1990 IFIP

%M C.INT.90.1011 11/91 ht
%B INTACT90
%D 1990
%S Doctoral Programme
%T The Role of Analogy in Training Computer Users
%A Jonathan Elcock
%P 1011-1012
%X This paper summarises work on training by analogies.  Four studies are discussed.  The
conclusions drawn from these studies is that while analogies have an effect in training
that effect is not simply beneficial.  Theoretical issues arising from these studies are
then discussed.
%* (c) Copyright 1990 IFIP

%M C.INT.90.1013 11/91 ht
%B INTACT90
%D 1990
%S Doctoral Programme
%T Linguistic Models in the Design of Cooperative Help Systems
%A Charles Elliot
%P 1013-1014
%X N/A
%* (c) Copyright 1990 IFIP

%M C.INT.90.1015 11/91 ht
%B INTACT90
%D 1990
%S Doctoral Programme
%T An Environment to Support the Use of Program Examples while Learning to
Program in LISP
%A Katherine Wanjiru Getao
%P 1015-1016
%X N/A
%* (c) Copyright 1990 IFIP

%M C.INT.90.1017 11/91 ht
%B INTACT90
%D 1990
%S Doctoral Programme
%T Modelling Cognitive Aspects of Complex Control Tasks
%A Simon Grant
%P 1017-1018
%X N/A
%* (c) Copyright 1990 IFIP

%M C.INT.90.1019 11/91 ht
%B INTACT90
%D 1990
%S Doctoral Programme
%T Using Temporal Logic to Prototype Interactive Systems
%A C. W. Johnson
%P 1019-1020
%X N/A
%K Formal methods, Prototyping, Rendering, Temporal logic
%* (c) Copyright 1990 IFIP

%M C.INT.90.1021 11/91 ht
%B INTACT90
%D 1990
%S Doctoral Programme
%T A Development Environment for the Design of Multimodal Colourgraphic
Human-Computer Interfaces
%A M. Langen
%A G. Rau
%P 1021-1024
%X The following object-oriented concept improves the design procedure of complex human-computer
interfaces by a suitable development environment.  This environment supports the process of evolutionary
prototyping, i.e. prototypes are iteratively modified until a satisfying version is achieved.  In addition to
conventional approaches, this development environment integrates software tools for multimodal
interaction and interactive colour manipulation.  The application of this environment is demonstrated in the
design of the human-computer interface of an anesthesia expert assist system.
%* (c) Copyright 1990 IFIP

%M C.INT.90.1025 11/91 ht
%B INTACT90
%D 1990
%S Doctoral Programme
%T Advanced User Interfaces for Distributed Group Communication
%A Leandro Navarro
%P 1025-1027
%X The aim of this work is to define an architecture framework of User Interfaces
(UI) for Group Communication (GC) activities.  After a brief presentation of the
background and objectives of this work we will discuss several topics in the
scenario of human to group interaction processes. 
The resulting UI model is based on the integration of several technologies and
components: object orientation, multimedia, intelligent agents, UI languages.
%* (c) Copyright 1990 IFIP

%M C.INT.90.1029 11/91 ht
%B INTACT90
%D 1990
%S Doctoral Programme
%T Logic Descriptions in Rapid Prototyping of Applications
%A Lars Oestreicher
%P 1029-1030
%X This paper presents a description method for design of new systems, using formal descriptions combined with
rapid prototyping.  The basic formalism is First Order Predicate Logic in the shape of Horn Clauses.  The descriptions
are used as conceptual models of the functionality, formed with main input from task analysis of the user's
expected work tasks with the system.  The possibility to immediately execute the description as an executable
specification of the new system also brings this research result into the area of rapid prototyping of new designs.
%* (c) Copyright 1990 IFIP

%M C.INT.90.1031 11/91 ht
%B INTACT90
%D 1990
%S Doctoral Programme
%T Graphical Treatment of Natural Language in HCI
%A Ronald A. Singer
%P 1031-1032
%X This paper discusses on-going research which indicates that graphical interfaces can offer
users a more effective means of communicating their intentions to the system than is possible
with NL.  The relationships between user thoughts and graphical objects, must if they are to
be natural and effective, reflect the structure of human discourse.  This requires an interface
which can understand the relation of subsequent thoughts to preceding ones.  Circuit I
(Singer, 1989), an object-oriented prototype has clearly demonstrated that the notion of
embedding discourse phenomena (anaphora and ellipsis) as handled by SOPHIE (Brown,
Burton, et al, 1982) within a graphics environment is a viable alternative to that of NL given
the current unresolved problems.  A small scale evaluation of the prototype has been carried
out, and preliminary findings have been very encouraging.
%* (c) Copyright 1990 IFIP

%M C.INT.90.1033 11/91 ht
%B INTACT90
%D 1990
%S Doctoral Programme
%T Run Time Interface Specification, Using Direct Manipulation
%A Robert Tibbitt-Eggleton
%P 1033-1034
%X A brief overview is given of a prototype User Interface Management System (UIMS) that is
being produced as part of a research degree.  One of the main features of this UIMS is the
ability to create/alter the interface to an application as the application runs.
%* (c) Copyright 1990 IFIP

%M C.INT.90.1035 11/91 ht
%B INTACT90
%D 1990
%S Doctoral Programme
%T Learning a Word Processing Task: About Documentation, Help and Task
Complexity
%A Anne Van Laethem
%P 1035-1036
%X This work is about learning to use a personal
computer for a task of medium complexity.
%* (c) Copyright 1990 IFIP

%M C.INT.90.1039 11/91 ht
%B INTACT90
%D 1990
%S Panel Sessions
%T HCI Seen from the Perspective of Software Developers
%A John L. Bennett
%A Peter Conklin
%A Karmen Guevara
%A Wendy Mackay
%A Tom Sancha
%P 1039-1042
%X N/A
%* (c) Copyright 1990 IFIP

%M C.INT.90.1043 11/91 ht
%B INTACT90
%D 1990
%S Panel Sessions
%T User Participation in HCI Research -- Effects on Processes and Results
%A Yvonne Waern
%A Liam Bannon
%A Toomas Timpka
%A Werner Schneider
%P 1043-1046
%X N/A
%* (c) Copyright 1990 IFIP

%M C.INT.90.1047 11/91 ht
%B INTACT90
%D 1990
%S Panel Sessions
%T Interactively Supporting the Software Process
%A Simon M. Kaplan
%A Anthony Finkelstein
%A Gail Kaiser
%A Kevin Ryan
%A Wilhelm Schafer
%P 1047-1048
%X N/A
%* (c) Copyright 1990 IFIP

%M C.INT.90.1051 11/91 ht
%B INTACT90
%D 1990
%S Panel Sessions
%T Task Analysis: The Oft Missing Step in the Development of Computer-Human
Interfaces; Its Desirable Nature, Value, and Role
%A Richard I. Anderson
%A John M. Carroll
%A John F. McGrew
%A Jonathan Grudin
%A Dominique L. Scapin
%P 1051-1054
%X N/A
%* (c) Copyright 1990 IFIP

%M C.INT.90.1055 11/91 ht
%B INTACT90
%D 1990
%S Panel Sessions
%T New Approaches to Theory in HCI: How Should We Judge Their Acceptability?
%A Andrew Monk
%A John Carroll
%A Michael Harrison
%A John Long
%A Richard Young
%P 1055-1058
%X N/A
%* (c) Copyright 1990 IFIP

%M C.INT.90.1059 11/91 ht
%B INTACT90
%D 1990
%S Panel Sessions
%T Multi-Agent Interaction
%A Nigel Seel
%A Julia Galliers
%A George Kiss
%A Stephen Scrivener
%P 1059-1061
%X N/A
%* (c) Copyright 1990 IFIP

%M C.INT.90.1063 11/91 ht
%B INTACT90
%D 1990
%S Panel Sessions
%T Multi-Dimensional Interfaces for Software Design
%A Tim Dudley
%A Ronald Baecker
%A Marc Eisenstadt
%A Ephraim Glinert
%A Mary Beth Rosson
%P 1063-1066
%X N/A
%* (c) Copyright 1990 IFIP

%M C.INT.90.1067 11/91 ht
%B INTACT90
%D 1990
%S Panel Sessions
%T Usability Engineering on a Budget
%A Jakob Nielsen
%A Susan M. Dray
%A James D. Foley
%A Paul Walsh
%A Peter Wright
%P 1067-1070
%X This panel will discuss how to get the "most bang for the buck" in usability
engineering.  What should one do when the budget is restricted and it is impossible
to do everything by the book?  How can one introduce usability methods in
companies that currently have no systematic usability efforts?
%* (c) Copyright 1990 IFIP

fpack:!@#$%^&*(): BIT23.BA
%M J.BIT.23.1.1
%T SlideBar: Analysis of a linear input device
%A Leslie E. Chipman
%A Benjamin B. Bederson
%A Jennifer A. Golbeck
%J BIT
%D 2004
%V 23
%N 1
%P 1-9
%* (c) Copyright 2004 Taylor and Francis Ltd.
%W http://journalsonline.tandf.co.uk/openurl.asp?genre=article&id=doi:10.1080/01449290310001638487
%X The SlideBar is a physical linear input device for absolute position
control of 1{deg} of freedom, consisting of a physical slider with a
graspable knob positioned near or attached to the keyboard. Its range of
motion is directly mapped to a one dimensional input widget such as a
scrollbar. The SlideBar provides absolute position control in one
dimension, is usable in the non-dominant hand in conjunction with a
pointing device, and offers constrained passive haptic feedback. These
characteristics make the device appropriate for the common class of
tasks characterized by one-dimensional input and constrained range of
operation. An empirical study of three devices (SlideBar, mouse
controlled scrollbar, and mousewheel) shows that for common scrolling
tasks, the SlideBar has a significant advantage over a standard mouse
controlled scrollbar in user preference. In addition, users tended to
prefer it over the mousewheel (without statistical significance).

%M J.BIT.23.1.11
%T Improving performance on procedural tasks through presentation of
locational procedure context: an empirical evaluation
%A Jennifer J. Ockerman
%A Amy R. Pritchett
%J BIT
%D 2004
%V 23
%N 1
%P 11-20
%* (c) Copyright 2004 Taylor and Francis Ltd.
%W http://journalsonline.tandf.co.uk/openurl.asp?genre=article&id=doi:10.1080/01449290310001641284
%X Procedures in some form are used in almost all work domains to guide
and define work. Using new small electronic devices, task guidance
systems can be developed that change how workers follow and use
procedures. The capability of task guidance systems to store large
amounts of information in a small physical space allows for a single
system to provide guidance for various tasks in a mobile environment.
However, task guidance systems often have small information displays.
Preliminary studies have shown that this drawback can impede task
performance by causing a blind adherence to the presented procedures. To
mitigate this effect, we examined the impact of presenting locational
procedure context, in order to portray procedure steps within the larger
organization of the procedure. The study examined the relationship
between locational procedure context and task performance for the task
of preflight inspection of a general aviation aircraft using
wearable-computer task guidance systems. Results of the study suggest
that the presentation of locational procedure context improves
inspection performance by one measure but was not effective for another
measure, and also provides some evidence that the medium on which a
procedure is presented is not a factor in performance.

%M J.BIT.23.1.21
%T Denotation and connotation in the human?-?computer interface: The
'Save as ...' command
%A Chris Condon
%A Mark Perry
%A Robert O'Keefe
%J BIT
%D 2004
%V 23
%N 1
%P 21-31
%* (c) Copyright 2004 Taylor and Francis Ltd.
%W http://journalsonline.tandf.co.uk/openurl.asp?genre=article&id=doi:10.1080/01449290310001637415
%X This paper presents a semiotic technique as a means of exploring
meaning and understanding in interface design and use. This is examined
through a study of the interaction between the 'file' metaphor and 'save
as' command metaphor. The behaviour of these (from a functional or
computational basis) do not exactly match, or map onto, the meaning of
the metaphor. We examine both the denotation of a term to the user, i.e.
its literal meaning to that person, and the term's connotations, i.e.
any other meanings associated with the term. We suggest that the
technique applied is useful in predicting future problems with
understanding the use of metaphor at the interface and with designing
appropriate signification for human-computer interaction. Variation in
connotation was expected but a more fundamental difference in denotation
was also uncovered. Moreover, the results clearly demonstrate that
consistency in the denotation of a term is critical in achieving a good
user understanding of the command.

%M J.BIT.23.1.33
%T Why are mobile phones annoying?
%A Andrew Monk
%A Jenni Carroll
%A Sarah Parker
%A Mark Blythe
%J BIT
%D 2004
%V 23
%N 1
%P 33-41
%* (c) Copyright 2004 Taylor and Francis Ltd.
%W http://journalsonline.tandf.co.uk/openurl.asp?genre=article&id=doi:10.1080/01449290310001638496
%X Sixty four members of the public were exposed to the same staged
conversation either while waiting in a bus station or travelling on a
train. Half of the conversations were by mobile phone, so that only one
end of the conversation was heard, and half were co present face-to-face
conversations. The volume of the conversations was controlled at one of
two levels: the actors' usual speech level and exaggeratedly loud.
Following exposure to the conversation participants were approached and
asked to give verbal ratings on six scales. Analysis of variance showed
that mobile phone conversations were significantly more noticeable and
annoying than face-to-face conversations at the same volume when the
content of the conversation is controlled. Indeed this effect of medium
was as large as the effect of loudness. Various explanations of this
effect are explored, with their practical implications.

%M J.BIT.23.1.43
%T CRT monitors: Do they interfere with learning?
%A Kate J. Garland
%A Jan M. Noyes
%J BIT
%D 2004
%V 23
%N 1
%P 43-52
%* (c) Copyright 2004 Taylor and Francis Ltd.
%W http://journalsonline.tandf.co.uk/openurl.asp?genre=article&id=doi:10.1080/01449290310001638504
%X Research suggests screen reading is slower and possibly less accurate
than reading from paper. Six study and test sessions over 10 months
examined correct scores and retrieval responses for learning material
presented via these two media. Correct scores did not differ suggesting
that close matching of material can eliminate any decrement in reading
speed or accuracy from screens. However, the way in which knowledge was
retrieved varied between the presentational formats. These differences
were time related and suggest that repeated exposure and rehearsal of
computer-based information is necessary to equate knowledge application
with that achievable from hard copy alternatives. It is suggested that
this difference might be due to cognitive interference caused by
cathode-ray tube (CRT) monitor characteristics of refresh rates,
fluctuating luminance, and contrast levels.

%M J.BIT.23.1.53
%T Long-term working memory and interrupting messages in
human?-?computer interaction
%A Antti Oulasvirta
%A Pertti Saariluoma
%J BIT
%D 2004
%V 23
%N 1
%P 53-64
%* (c) Copyright 2004 Taylor and Francis Ltd.
%W http://journalsonline.tandf.co.uk/openurl.asp?genre=article&id=doi:10.1080/01449290310001644859
%X The extent to which memory for information content is reliable,
trustworthy, and accurate is crucial in the information age. Being
forced to divert attention to interrupting messages is common, however,
and can cause memory loss. The memory effects of interrupting messages
were investigated in three experiments. In Experiment 1, attending to an
interrupting message decreased memory accuracy. Experiment 2, where four
interrupting messages were used, replicated this result. In Experiment
3, an interrupting message was shown to be most disturbing when it was
semantically very close to the main message. Drawing from a theory of
long-term working memory it is argued that interrupting messages can
both disrupt the active semantic elaboration of content during encoding
and cause semantic interference upon retrieval. Properties of the
interrupting message affect the extent and type of errors in
remembering. Design implications are discussed.

%M J.BIT.23.1.65
%T Comparative usability evaluation
%A Rolf Molich
%A Meghan R. Ede
%A Klaus Kaasgaard
%A Barbara Karyukin
%J BIT
%D 2004
%V 23
%N 1
%P 65-74
%* (c) Copyright 2004 Taylor and Francis Ltd.
%W http://journalsonline.tandf.co.uk/openurl.asp?genre=article&id=doi:10.1080/0144929032000173951
%X This paper reports on a study assessing the consistency of usability
testing across organisations. Nine independent organisations evaluated
the usability of the same website, Microsoft Hotmail. The results
document a wide difference in selection and application of methodology,
resources applied, and problems reported. The organizations reported 310
different usability problems. Only two problems were reported by six or
more organizations, while 232 problems (75%) were uniquely reported,
that is, no two teams reported the same problem. Some of the unique
findings were classified as serious. Even the tasks used by most or all
teams produced very different results-around 70% of the findings for
each of these tasks were unique. Our main conclusion is that our simple
assumption that we are all doing the same and getting the same results
in a usability test is plainly wrong.

%M J.BIT.23.2.75
%T Reading vertical text from a computer screen
%A J. Laarni
%A J. Simola
%A I. Kojo
%A Nasaen Risto
%J BIT
%D 2004
%V 23
%N 2
%P 75-82
%* (c) Copyright 2004 Taylor and Francis Ltd.
%W http://journalsonline.tandf.co.uk/openurl.asp?genre=article&id=doi:10.1080/01449290310001648260
%X In Western languages, text is traditionally presented in horizontal
lines. However, reading of vertically arranged text might be more
efficient because of the elimination of horizontal eye movements. We
investigated the effect of vertical arrangement upon reading text
presented on a computer screen. Even though vertically aligned text was
read at a slower rate than horizontally aligned text, the difference was
smaller than in previous studies. Analysis of eye-movement data revealed
that there were no differences in fixation numbers and numbers of
regressions between vertical formats and the standard-text format. But
fixation durations were shorter for the standard-text format than for
the vertical formats. Taken together, the results indicate that reading
vertically presented text from a display device may be nearly as
efficient as reading normal horizontal text. Therefore, the fact that
text is normally vertically arranged in small-screen devices is not a
usability problem.

%M J.BIT.23.2.83
%T Computerized feature systems for identifying suspects: empirical
tests using crime scenarios
%A Eric Lee
%A Thom Whalen
%A Michael Terris
%A Andrew McCarthy
%J BIT
%D 2004
%V 23
%N 2
%P 83-96
%* (c) Copyright 2004 Taylor and Francis Ltd.
%W http://journalsonline.tandf.co.uk/openurl.asp?genre=article&id=doi:10.1080/01449290310001659231
%X When a witness in a criminal investigation is asked to identify a
suspect in a conventional, randomly ordered album of photographs,
identification success deteriorates rapidly as more photos are examined.
An alternative is a feature-based retrieval system in which mug shots of
previous offenders are displayed in order of similarity to a witness's
description of a suspect's facial features. Previous studies have shown
that the use of a feature system increases identification success by
reducing the number of photographs witnesses examine. However, those
studies failed to test feature systems in naturalistic settings. Two
experiments are reported showing that feature systems are, indeed,
effective in more naturalistic settings. In one, subject witnesses
viewed a 37-second videotape of a crime in progress. In the other, they
witnessed a live confrontation between two people. Afterwards, witness
descriptions of the facial features of each suspect were compared with
those of 1000 official police mug shots on file. The number of photos to
be examined to find target suspects was reduced from the 500 expected
for the traditional album to an average of less than 25.

%M J.BIT.23.2.97
%T Empathy and online interpersonal trust: A fragile relationship
%A Jinjuan Feng
%A Jonathan Lazar
%A Jenny Preece
%J BIT
%D 2004
%V 23
%N 2
%P 97-106
%* (c) Copyright 2004 Taylor and Francis Ltd.
%W http://journalsonline.tandf.co.uk/openurl.asp?genre=article&id=doi:10.1080/01449290310001659240
%X The rapid growth of personal email communication, instant messaging
and online communities has brought attention to the important role of
interpersonal trust in online communication. An empirical study was
conducted focusing on the effect of empathy on online interpersonal
trust in textual IM. To be more specific, the relationship between
empathic accuracy, response type and online interpersonal trust was
investigated. The result suggests both empathic accuracy and response
type have significant influence on online interpersonal trust. The
interaction between empathic accuracy and response type also
significantly influences online trust. Interestingly, the results imply
a relationship between daily trust attitude and online interpersonal
trust. People who are more trusting in their daily life may experience
more difficulty in developing trust online. There is also some evidence
to suggest that different communication scenarios may have an influence
on online trust.

%M J.BIT.23.2.107
%T Loyalty to computer terminals: is it anthropomorphism or consistency?
%A Shyam S. Sundar
%J BIT
%D 2004
%V 23
%N 2
%P 107-118
%* (c) Copyright 2004 Taylor and Francis Ltd.
%W http://journalsonline.tandf.co.uk/openurl.asp?genre=article&id=doi:10.1080/01449290310001659222
%X The psychological tendency to behave socially with a computer is
quite well documented in the literature. But does the short-term
socialness of human-computer interaction extend over to long-term social
relationships with computers? In particular, do we show loyalty to
particular computer terminals over a period of time? An electronic
observation of campus computer laboratories provided an affirmative
answer, following which a survey of computer lab users was conducted to
understand theoretical mechanisms governing self-reported loyalty to
computers. In particular, it explored whether individual differences
relating to psychological anthropomorphism and/or preference for
consistency played a role in human loyalty toward computers. Results
indicate that anthropomorphism more strongly predicts 'hardcore loyalty'
to computers whereas consistency is more strongly associated with
'reinforcing loyalty.' This paper discusses theoretical and practical
implications of these findings.

%M J.BIT.23.2.119
%T A modelling method for the development of groupware applications as
socio-technical systems
%A Thomas Herrmann
%A Marcel Hoffmann
%A Gabriele Kunau
%A Kai-Uwe Loser
%J BIT
%D 2004
%V 23
%N 2
%P 119-135
%* (c) Copyright 2004 Taylor and Francis Ltd.
%W http://journalsonline.tandf.co.uk/openurl.asp?genre=article&id=doi:10.1080/01449290310001644840
%X Special methodological approaches are needed, particularly in the
area of modelling, to develop socio-technical systems in the field of
CSCW. Engineering tasks and the development of organizational structures
have to be integrated including elements of participatory design. From a
theoretical background, needs for new modelling concepts can be derived:
representation of contingency, explicit incompleteness, multiplicity of
perspectives and self-referential meta-relations. Based on these
concepts we developed the semi-structured, socio-technical modelling
method SeeMe and used it in five empirical cases to assess its practical
relevance. We found that SeeMe can help people to become aware of the
specific features and requirements of 'their' socio-technical system and
therefore enables them to take part in processes of learning and
improvement.

%M J.BIT.23.2.137
%T Early use of Internet-based educational resources: effects on
students' engagement modes and flow experience
%A Leif Hedman
%A Parvaneh Sharafi
%J BIT
%D 2004
%V 23
%N 2
%P 137-146
%* (c) Copyright 2004 Taylor and Francis Ltd.
%W http://journalsonline.tandf.co.uk/openurl.asp?genre=article&id=doi:10.1080/01449290310001648251
%X This case study explores how educational training and clinical
practice that uses personal computers (PCs) and Personal Digital
Assistants (PDAs) to access Internet-based medical information, affects
the engagement modes of students, flow experience components, and
IT-competence. A questionnaire assessing these variables was
administered before and after a training course. A follow-up interview
investigated the contextual factors related to the use of PDAs. There
were significant increases in IT-competence and in the positive and
negative modes of engagement except for the Ambition/Curiosity mode. The
overall flow experience did not change significantly over time. The PDA
users showed an increase in negative modes across time larger than PC
users due to technical, emotional, and motivational factors. This study
concludes that a student's interaction with PCs and, in particular, PDAs
produces positive and negative engagement modes and flow experiences
that can be better understood by using the Engagement Modes model
(EM-model).

%M J.BIT.23.3.147
%T Guest Editorial: HCI studies in management information systems
%A Ping Zhang
%A Fiona Fui-Hoon Nah
%A Jenny Preece
%J BIT
%D 2004
%V 23
%N 3
%P 147-151
%* (c) Copyright 2004 Taylor and Francis Ltd.
%W http://journalsonline.tandf.co.uk/openurl.asp?genre=article&id=doi:10.1080/01449290410001669905

%M J.BIT.23.3.153
%T A study on tolerable waiting time: how long are Web users willing to
wait?
%A Fiona Fui-Hoon Nah
%J BIT
%D 2004
%V 23
%N 3
%P 153-163
%* (c) Copyright 2004 Taylor and Francis Ltd.
%W http://journalsonline.tandf.co.uk/openurl.asp?genre=article&id=doi:10.1080/01449290410001669914
%X Web users often face a long waiting time for downloading Web pages.
Although various technologies and techniques have been implemented to
alleviate the situation and to comfort the impatient users, little
research has been done to assess what constitutes an acceptable and
tolerable waiting time for Web users. This research reviews the
literature on computer response time and users' waiting time for
download of Web pages, and assesses Web users' tolerable waiting time in
information retrieval. It addresses the following questions through an
experimental study: What is the effect of feedback on users' tolerable
waiting time? How long are users willing to wait for a Web page to be
downloaded before abandoning it? The results from this study suggest
that the presence of feedback prolongs Web users' tolerable waiting time
and the tolerable waiting time for information retrieval is
approximately 2 s.

%M J.BIT.23.3.165
%T Do size and structure matter to mobile users? An empirical study of
the effects of screen size, information structure, and task complexity
on user activities with standard web phones
%A Minhee Chae
%A Jinwoo Kim
%J BIT
%D 2004
%V 23
%N 3
%P 165-181
%* (c) Copyright 2004 Taylor and Francis Ltd.
%W http://journalsonline.tandf.co.uk/openurl.asp?genre=article&id=doi:10.1080/01449290410001669923
%X The small screens of mobile Internet devices, combined with the
increasing complexity of mobile tasks, create a serious obstacle to
usability in the mobile Internet. One way to circumvent the obstacle is
to organize an information structure with efficient depth/breadth
trade-offs. A controlled lab experiment was conducted to investigate how
screen size and information structure affect user behaviours and
perceptions. The moderating effects of task complexity on the
relationship between screen size/information structure and user
navigation/perceptions were also investigated. Study results indicate
that both information structure and screen size significantly affect the
navigation behaviour and perceptions of mobile Internet users. Task
complexity was also found to heighten the influence of information
structure on user behaviour and perceptions. The paper ends with a
discussion of theoretical and practical implications, among them a key
implication for mobile Internet businesses: for corporate intranet
systems as well as m-commerce transaction systems, the horizontal depth
of information structures should be adapted to task complexity and
anticipated screen size.

%M J.BIT.23.3.183
%T The impact of web page text-background colour combinations on
readability, retention, aesthetics and behavioural intention
%A Richard H. Hall
%A Patrick Hanna
%J BIT
%D 2004
%V 23
%N 3
%P 183-195
%* (c) Copyright 2004 Taylor and Francis Ltd.
%W http://journalsonline.tandf.co.uk/openurl.asp?genre=article&id=doi:10.1080/01449290410001669932
%X The purpose of this experiment was to examine the effect of web page
text/background colour combination on readability, retention,
aesthetics, and behavioural intention. One hundred and thirty-six
participants studied two Web pages, one with educational content and one
with commercial content, in one of four colour-combination conditions.
Major findings were: (a) Colours with greater contrast ratio generally
lead to greater readability; (b) colour combination did not
significantly affect retention; (c) preferred colours (i.e., blues and
chromatic colours) led to higher ratings of aesthetic quality and
intention to purchase; and (d) ratings of aesthetic quality were
significantly related to intention to purchase.

%M J.BIT.23.3.197
%T Senior government executives' use of the internet: A Bruneian
scenario
%A Afzaal H. Seyal
%A Guus G. M. Pijpers
%J BIT
%D 2004
%V 23
%N 3
%P 197-210
%* (c) Copyright 2004 Taylor and Francis Ltd.
%W http://journalsonline.tandf.co.uk/openurl.asp?genre=article&id=doi:10.1080/01449290410001669978
%X In gearing up the task of e-Government, the governments of the
various economies are investing heavily in Information Technology (IT).
The success of e-Government program therefore depends upon the IT
literacy and skills of the senior government executives, especially in
the use of the Internet. This study focuses on 100 senior government
executives of the 10 different ministries of Brunei Darussalam. The
results indicate that 70% of the senior executives have positive
attitudes about the Internet. Results further show that 50% of these
senior executives are in fact using the Internet and 66% of them are
underutilizing the technology by just sending and receiving e-mails. The
study further develops a normative model by using Davis's Technology
Acceptance Model (TAM) and by adding external variables. A Structural
Equation Modelling technique is used to test the parsimony of the model.
The final model has confirmed that external variables, PC self-efficacy
and task variety contribute toward both the beliefs perceived usefulness
and perceived ease of use. Only perceived ease of use contributes in
determining the attitude that further predicts the Internet use of the
senior government executives.

%M J.BIT.23.3.211
%T Adopters and non-adopters of internet stock trading in Singapore
%A Thompson S. H. Teo
%A Margaret Tan
%A Suat Nee Peck
%J BIT
%D 2004
%V 23
%N 3
%P 211-223
%* (c) Copyright 2004 Taylor and Francis Ltd.
%W http://journalsonline.tandf.co.uk/openurl.asp?genre=article&id=doi:10.1080/01449290410001685402
%X This study examines the attitudes of adopters and non-adopters toward
Internet stock trading in Singapore. Data were collected using a
web-based questionnaire survey. Usable responses totaled 208 for
adopters and 222 for non-adopters. This study examines the demographic
profiles of adopters and non-adopters, stock trading frequency, and
preferred stock trading method. It also examines the attitudes towards
Internet stock trading in terms of security, economics of cost,
importance of investment services, willingness to pay for financial
services, percentage of stock trades transacted through the Internet,
and change in trading behaviour due to the Internet. Implications of the
results are discussed.

%M J.BIT.23.4.225
%T An empirical evaluation of textual display configurations for
supervisory tasks
%A Avi Parush
%J BIT
%D 2004
%V 23
%N 4
%P 225-235
%* (c) Copyright 2004 Taylor and Francis Ltd.
%W http://journalsonline.tandf.co.uk/openurl.asp?genre=article&eissn=1362-3001&volume=23&issue=4&spage=225
%X There is often a need to display logged information textually for
real-time event-based supervisory tasks. Textual display design can
follow several directions that reflect a tradeoff between a visual load
and an operational load. The study reported here was designed in order
to examine this tradeoff and its implications for such display design.
An event-based monitoring and handling task was used with different
event types having either a high or a low handling priority. The events
were presented in four different display configurations varying in their
degree of visual and operational load. The specific performance indices
were event dwelling times, event handling proportion, and handling
errors. In general it was found that the high priority events were
handled faster and more accurately than the low priority events. In
addition, performance with the various display configurations was
dependent upon event type. These findings are discussed in terms of
visual vs. operational load tradeoff and its context-sensitivity. Some
implications for display design and further research on event
presentation approaches are discussed.

%M J.BIT.23.4.237
%T Consumer reactions toward clicks and bricks: investigating buying
behaviour on-line and at stores
%A Glenn J. Browne
%A John R. Durrett
%A James C. Wetherbe
%J BIT
%D 2004
%V 23
%N 4
%P 237-245
%* (c) Copyright 2004 Taylor and Francis Ltd.
%W http://journalsonline.tandf.co.uk/openurl.asp?genre=article&eissn=1362-3001&volume=23&issue=4&spage=237
%X The development of the world wide web created a new sales channel for
retailers, and many thousands of companies have attempted to take
advantage of this new method for reaching customers. Analysis of the
2000 stock market collapse suggests that business models relying on both
internet ('clicks') and physical ('bricks') presences may be the most
successful. Internet business problems include the need to structure
internal and external business processes to serve customers
appropriately, the need to provide adequate technological and physical
infrastructures, and the need to understand customer consumption
processes in 'virtual' and physical environments. The purpose of this
research is to provide insight into these problems by investigating
consumer beliefs and preferences about shopping on-line and in physical
stores. We developed a research model and then performed an empirical
investigation using two studies. Results and implications of the
findings for business strategy are discussed.

%M J.BIT.23.4.247
%T The effects of multimodal feedback on older adults' task performance
given varying levels of computer experience
%A Julie Jacko
%A V. Kathlene Emery
%A Paula J. Edwards
%A Mahima Ashok
%A Leon Barnard
%A Thitima Kongnakorn
%A Kevin P. Moloney
%A Francois Sainfort
%J BIT
%D 2004
%V 23
%N 4
%P 247-264
%* (c) Copyright 2004 Taylor and Francis Ltd.
%W http://journalsonline.tandf.co.uk/openurl.asp?genre=article&id=doi:10.1080/01449290310001659213
%X This experiment examines the effect that computer experience and
various combinations of feedback (auditory, haptic, and/or visual) have
on the performance of older adults completing a drag-and-drop task on a
computer. Participants were divided into three computer experience
groups, based on their frequency of use and breadth of computer
knowledge. Each participant completed a series of drag-and-drop tasks
under each of seven feedback conditions (three unimodal, three bimodal,
one trimodal). Performance was assessed using measures of efficiency and
accuracy. Experienced users responded well to all multimodal feedback
while users without experience responded well to auditory-haptic
bimodal, but poorly to haptic-visual bimodal feedback. Based on
performance benefits for older adults seen in this experiment, future
research should extend investigations to effectively integrate
multimodal feedback into GUI interfaces in order to improve usability
for this growing and diverse user group.

%M J.BIT.23.4.265
%T On-the-move destination entry for vehicle navigation systems: Unsafe
by any means?
%A G. E. Burnett
%A S. J. Summerskill
%A J. M. Porter
%J BIT
%D 2004
%V 23
%N 4
%P 265-272
%* (c) Copyright 2004 Taylor and Francis Ltd.
%W http://journalsonline.tandf.co.uk/openurl.asp?genre=article&eissn=1362-3001&volume=23&issue=4&spage=265
%X This paper outlines the arguments (and supporting evidence) both for
and against allowing drivers to enter a destination with a vehicle
navigation system while active in the primary driving task
('on-the-move'). The benefits and limitations of various safety-related
interventions are discussed, including the use of warnings/instructions,
safeguards and design improvements. Whilst it is clear that the visual,
manual and cognitive demands associated with entering destinations using
current vehicle navigation systems can be high, it is concluded that
inhibiting the use of this functionality whilst on-the-move,
particularly through the use of reactionary legislation, will not be the
ideal solution. Rather, human factors research must investigate the
potential for novel user-interfaces, develop reliable and valid methods
for assessing the safety impact of different designs, and consider the
wider issues of system use and behavioural adaptation.

%M J.BIT.23.4.273
%T The cognitive task analysis methods for job and task design: review
and reappraisal
%A June Wei
%A Gavriel Salvendy
%J BIT
%D 2004
%V 23
%N 4
%P 273-299
%* (c) Copyright 2004 Taylor and Francis Ltd.
%W http://journalsonline.tandf.co.uk/openurl.asp?genre=article&eissn=1362-3001&volume=23&issue=4&spage=273
%X This paper reviews and reappraises the current research on the
cognitive task analysis methodology for job or task design and analysis.
Specifically, it classifies the current cognitive task analysis methods
for job or task design and analysis, sorts out commonalities and
differences among all these cognitive task analysis methodology for job
and task design and analysis by conducting pros and cons comparisons,
and provides guidelines in selecting cognitive task analysis methods for
job and task design and analysis. Moreover, based on the current
literature review, a validated human-centered information-processing
model for cognitive task performance was developed based on human
information processing theory. This new model focuses on identifying all
cognitive aspects of human performance in technical work, with the goal
of assisting job (re)design to increase human job performance.

%M J.BIT.23.5.301
%T Hearing only one side of normal and mobile phone conversations
%A Andrew Monk
%A Evi Fellas
%A Eleanor Ley
%J BIT
%D 2004
%V 23
%N 5
%P 301-305
%* (c) Copyright 2004 Taylor and Francis Ltd.
%W http://journalsonline.tandf.co.uk/openurl.asp?genre=article&eissn=1362-3001&volume=23&issue=5&spage=301
%X Mobile (cell) phone conversations are commonly perceived as annoying
when conducted in a public space. An experiment is described that
demonstrates one factor contributing to this phenomenon: hearing only
one side of a conversation makes it more noticeable and intrusive. Two
actors repeatedly staged the same conversation under three conditions:
cell phone; normal, co-present both audible, and co-present only one
audible. After the staged conversation, which took place on a train, a
third person obtained verbal ratings from members of the travelling
public. As in a previous experiment published in this journal, the cell
phone conversation was rated as more noticeable and intrusive than the
normal co-present both audible conversation. Critically, a new
experimental condition, co-present one-audible, in which both actors
were present but only one side of the conversation was heard, produced
ratings equivalent to the cell phone condition. This 'need-to-listen'
effect is discussed with regard to implications for design and theories
of language use.

%M J.BIT.23.5.307
%T CASSM and cognitive walkthrough: usability issues with ticket vending
machines
%A Iain Connell
%A Ann Blandford
%A Thomas Green
%J BIT
%D 2004
%V 23
%N 5
%P 307-320
%* (c) Copyright 2004 Taylor and Francis Ltd.
%W http://journalsonline.tandf.co.uk/openurl.asp?genre=article&eissn=1362-3001&volume=23&issue=5&spage=307
%X We focus on the ability of two analytical usability evaluation
methods (UEMs), namely CASSM (Concept-based Analysis for Surface and
Structural Misfits) and Cognitive Walkthrough, to identify usability
issues underlying the use made of two London Underground ticket vending
machines. By setting both sets of issues against the observed
interactions with the machines, we assess the similarities and
differences between the issues depicted by the two methods. In so doing
we de-emphasise the mainly quantitative approach which is typical of the
comparative UEM literature. However, by accounting for the likely
consequences of the issues in behavioural terms, we reduced the
proportion of issues which were anticipated but not observed (the false
positives), compared with that achieved by other UEM studies. We assess
these results in terms of the limitations of problem count as a measure
of UEM effectiveness. We also discuss the likely trade-offs between
field studies and laboratory testing.

%M J.BIT.23.5.321
%T The acceptance of a computerised decision-support system in primary
care: A preliminary investigation
%A Paul Van Schaik
%A Darren Flynn
%A Anna Van Wersch
%A Andrew Douglass
%A Paul Cann
%J BIT
%D 2004
%V 23
%N 5
%P 321-326
%* (c) Copyright 2004 Taylor and Francis Ltd.
%W http://journalsonline.tandf.co.uk/openurl.asp?genre=article&eissn=1362-3001&volume=23&issue=5&spage=321
%X Within the framework of technology acceptance modelling (Davis 1993),
this study investigated the acceptance of a computerised
decision-support system in primary care. Thirty general practitioners
(GP) completed a questionnaire that detailed potential advantages of the
system. A majority (70%) of GPs intended to use the system with a 2-min
increase in consultation times (for proportion of GPs intending to use,
CI{sub:0.95}=[0.54;0.85]) and eight advantages of the system were
predictors of intention to use (R{sub:L}{sup:2}=0.51, p&lt;0.05).
However, a majority (77%) did not intend to use the system with a 5-min
increase in consultation time (CI{sub:0.95}=[0.12;0.42]). Furthermore, a
majority of 90% preferred the system to be used by non-physicians
(CI{sub:0.95}=[0.78;0.98]). These results confirm relationships between
acceptance factors in a new domain, but most importantly they indicate
the need to consider the balance of perceived advantages, or benefits,
and disadvantages, or costs, of a new system in technology acceptance
modelling. Implications for the design of a prototype system and further
research are discussed.

%M J.BIT.23.5.327
%T Are electronic medical records associated with improved perceptions
of the quality of medical records, working conditions, or quality of
working life?
%A Ben-Tzion Karsh
%A John W. Beasley
%A Mary Ellen Hagenauer
%J BIT
%D 2004
%V 23
%N 5
%P 327-335
%* (c) Copyright 2004 Taylor and Francis Ltd.
%W http://journalsonline.tandf.co.uk/openurl.asp?genre=article&eissn=1362-3001&volume=23&issue=5&spage=327
%X The purposes of this study were to determine if users of electronic
medical records (EMRs) perceived their medical records to be of higher
quality than users of paper records and to examine the relationship
between EMR use and perceptions of working conditions, quality of
worklife and quality of care among family physicians. To do so, a
cross-sectional survey of family physicians (n?=?1482) was conducted.
Survey items included measurement of use of an EMR, perceptions of
medical records, working conditions, job satisfaction, and quality of
care. One hundred and forty-three physicians (23%) reported using EMRs.
Physicians who used EMRs were significantly more satisfied with the
quality of their medical records. EMR use was not related to other
outcomes. While EMR users value their record systems higher than
non-users value the traditional system, EMR systems do not appear to
directly impact the other variables. Indirect relationships are
suspected and should be tested.

%M J.BIT.23.5.337
%T Architectural criteria for website evaluation-conceptual framework
and empirical validation
%A Seoyoung Hong
%A Jinwoo Kim
%J BIT
%D 2004
%V 23
%N 5
%P 337-357
%* (c) Copyright 2004 Taylor and Francis Ltd.
%W http://journalsonline.tandf.co.uk/openurl.asp?genre=article&eissn=1362-3001&volume=23&issue=5&spage=337
%X With the rapid development of the Internet, many types of websites
have been developed. This variety of websites makes it necessary to
adopt systemized evaluation criteria with a strong theoretical basis.
This study proposes a set of evaluation criteria derived from an
architectural perspective which has been used for over a 1000 years in
the evaluation of buildings. The six evaluation criteria are internal
reliability and external security for structural robustness, useful
content and usable navigation for functional utility, and system
interface and communication interface for aesthetic appeal. The impacts
of the six criteria on user satisfaction and loyalty have been
investigated through a large-scale survey. The study results indicate
that the six criteria have different impacts on user satisfaction for
different types of websites, which can be classified along two
dimensions: users' goals and users' activity levels.

%M J.BIT.23.5.359
%T Predicting electronic service continuance with a decomposed theory of
planned behaviour
%A Meng-Hsiang Hsu
%A Chao-Min Chiu
%J BIT
%D 2004
%V 23
%N 5
%P 359-373
%* (c) Copyright 2004 Taylor and Francis Ltd.
%W http://journalsonline.tandf.co.uk/openurl.asp?genre=article&eissn=1362-3001&volume=23&issue=5&spage=359
%X Previous research suggests that an eventual information technology
(IT) success depends on both its initial adoption (acceptance) and
subsequent continued usage (continuance). Theory of planned behaviour
(TPB) has been successfully used to predict users' acceptance of IT.
Yet, this theory has not been applied to the context of continuance of
IT. This paper examines post-adoption cognitive beliefs and factors
influencing one's intention to continue using (continuance) electronic
services (e-services). Decomposed theory of planned behaviour (DTPB) is
adapted from social psychology and integrated with theoretical and
empirical findings from prior information systems (IS) usage research to
theorize a model of e-service continuance. Specifically, the research
model decomposes the perceived behavioural control components of TPB
into Internet self-efficacy and perceived controllability, the
subjective norm component into social influences and interpersonal
influence, and the attitude component into perceived usefulness,
perceived playfulness, and perceived risk. Nine research hypotheses
derived from this model are empirically validated using a field survey
of Web-based tax filing service users. The results suggest that users'
continuance intention is determined by Internet self-efficacy and
satisfaction. Satisfaction, in turn, is jointly determined by
interpersonal influence, perceived usefulness, and perceived
playfulness.

%M J.BIT.23.5.375
%T Book Review
%J BIT
%D 2004
%V 23
%N 5
%P 375-376
%* (c) Copyright 2004 Taylor and Francis Ltd.
%W http://journalsonline.tandf.co.uk/openurl.asp?genre=article&eissn=1362-3001&volume=23&issue=5&spage=375

%M J.BIT.23.6.377
%T How physical text layout affects reading from screen
%A Mary C. Dyson
%J BIT
%D 2004
%V 23
%N 6
%P 377-393
%* (c) Copyright 2004 Taylor and Francis Ltd.
%W http://journalsonline.tandf.co.uk/openurl.asp?genre=article&eissn=1362-3001&volume=23&issue=6&spage=377
%X The primary objective of this paper is to critically evaluate
empirical research on some variables relating to the configuration of
text on screen to consolidate our current knowledge in these areas. The
text layout variables are line length, columns, window size and
interlinear spacing, with an emphasis on line length due to the larger
number of studies related to this variable. Methodological issues
arising from individual studies and from comparisons among studies are
identified. A synthesis of results is offered which provides alternative
interpretations of some findings and identifies the number of characters
per line as the critical variable in looking at line length. Further
studies are needed to explore the interactions between characters per
line and eye movements, scrolling movements, reading patterns and
familiarity with formats.

%M J.BIT.23.6.395
%T Computer self-efficacy in an ongoing use context
%A Xiaodong Deng
%A William J. Doll
%A Dothang Truong
%J BIT
%D 2004
%V 23
%N 6
%P 395-412
%* (c) Copyright 2004 Taylor and Francis Ltd.
%W http://journalsonline.tandf.co.uk/openurl.asp?genre=article&eissn=1362-3001&volume=23&issue=6&spage=395
%X The objective of this study is to examine whether computer
self-efficacy continues to influence the use of information technology
in an ongoing use context where experienced personnel use computers to
do complex and dynamic knowledge work. Hypotheses are proposed
concerning the determinants and consequences of computer self-efficacy.
Using a survey of 153 engineers engaged in computer intensive design
work, a preliminary test of the hypotheses is conducted using structural
equation modelling (LISREL). The results suggest that the impact of
self-efficacy on the effectiveness of ongoing computer use may be
indirect, mediated by intrinsic motivation. The results also suggest
that, in the ongoing use context, user autonomy, learning capabilities,
and collegial support are determinants of computer self-efficacy. The
conclusion is that computer self-efficacy continues to play an important
role among ongoing users. Its influence is not limited to the early
stages of user interaction with technology (i.e., adoption or training).

%M J.BIT.23.6.413
%T Internet privacy concerns and their antecedents-measurement validity
and a regression model
%A Tamara Dinev
%A Paul Hart
%J BIT
%D 2004
%V 23
%N 6
%P 413-422
%* (c) Copyright 2004 Taylor and Francis Ltd.
%W http://journalsonline.tandf.co.uk/openurl.asp?genre=article&eissn=1362-3001&volume=23&issue=6&spage=413
%X This research focuses on the development and validation of an
instrument to measure the privacy concerns of individuals who use the
Internet and two antecedents, perceived vulnerability and perceived
ability to control information. The results of exploratory factor
analysis support the validity of the measures developed. In addition,
the regression analysis results of a model including the three
constructs provide strong support for the relationship between perceived
vulnerability and privacy concerns, but only moderate support for the
relationship between perceived ability to control information and
privacy concerns. The latter unexpected results suggest that the
relationship among the hypothesized antecedents and privacy concerns may
be one that is more complex than is captured in the hypothesized model,
in light of the strong theoretical justification for the role of
information control in the extant literature on information privacy.

%M J.BIT.23.6.423
%T Using Hollywood one-liners to illustrate the communication process:
an interactive approach
%A Steve Dunphy
%J BIT
%D 2004
%V 23
%N 6
%P 423-426
%* (c) Copyright 2004 Taylor and Francis Ltd.
%W http://journalsonline.tandf.co.uk/openurl.asp?genre=article&eissn=1362-3001&volume=23&issue=6&spage=423
%X The need to improve students' communication skills seems to be well
documented. The question remains: what is an effective pedagogy for
presenting a communication exercise? Lectures over textual material seem
to result in 'eyes glazing over' in the typical, undergraduate course
devoted to MIS principles. An exercise is proposed within that is
experiential and that uses Hollywood one-liners that have proven
themselves to be among the most famous lines ever uttered in Hollywood
history. The proposed exercise uses these Hollywood utterances as a
vehicle to illustrate the textual material. As such the author has found
that it creates an exercise that is didactic, memorable and fun.

%M J.BIT.23.6.427
%T The speed of mouse-click as a measure of anxiety during
human-computer interaction
%A M. Macaulay
%J BIT
%D 2004
%V 23
%N 6
%P 427-433
%* (c) Copyright 2004 Taylor and Francis Ltd.
%W http://journalsonline.tandf.co.uk/openurl.asp?genre=article&eissn=1362-3001&volume=23&issue=6&spage=427
%X The monitoring of the human-computer interaction process is one of
the essential aspects in the evaluation and enhancement of both task and
affective outcome of human-computer interaction. However, although
objective measures exist for task outcome, most affective measures are
subjective. This study represented an investigation into the speed of
mouse-click as a possible measure in human-computer interaction, and was
based principally on the suggestions that a relationship exists between
stress and motor activities involved in the operation of the fingers.
Two groups of 30 subjects were exposed to different sets of
human-computer interaction conditions, and the speed of mouse-click and
state anxiety were examined. No correlation was found between the speed
of mouse-click and state anxiety. However, a significant difference was
found in the speed of mouse-click between the groups and the different
human-computer interaction situations. The implication of these findings
and the possible advantages of using the computer mouse to collect data
relating to the computer user's covert state during human-computer
interaction are discussed.

%M J.BIT.23.6.435
%T Using 3D sound as a navigational aid in virtual environments
%A Ryan Gunther
%A Rick Kazman
%A Carolyn MacGregor
%J BIT
%D 2004
%V 23
%N 6
%P 435-446
%* (c) Copyright 2004 Taylor and Francis Ltd.
%W http://journalsonline.tandf.co.uk/openurl.asp?genre=article&eissn=1362-3001&volume=23&issue=6&spage=435
%X As current virtual environments are less visually rich than
real-world environments, careful consideration must be given to their
design to ameliorate the lack of visual cues. One important design
criterion in this respect is to make certain that adequate navigational
cues are incorporated into complex virtual worlds. In this paper we show
that adding 3D spatialized sound to a virtual environment can help
people navigate through it. We conducted an experiment to determine if
the incorporation of 3D sound (a) helps people find specific locations
in the environment, and (b) influences the extent to which people
acquire spatial knowledge about their environment. Our results show that
the addition of 3D sound did reduce time taken to locate objects in a
complex environment. However, the addition of sound did not increase the
amount of spatial knowledge users were able to acquire. In fact, the
addition of 3D auditory sound cues appears to suppress the development
of overall spatial knowledge of the virtual environment.

%M J.BIT.23.6.447
%T Book Review
%J BIT
%D 2004
%V 23
%N 6
%P 447
%* (c) Copyright 2004 Taylor and Francis Ltd.
%W http://journalsonline.tandf.co.uk/openurl.asp?genre=article&eissn=1362-3001&volume=23&issue=6&spage=447

fpack:!@#$%^&*(): HCI19.BA
%M J.HCI.19.1/2.1
%T Introduction to This Special Issue on Human-Robot Interaction
%A Sara Kiesler
%A Pamela Hinds
%J HCI
%D 2004
%V 19
%N 1/2
%P 1-8
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327051hci1901%262_1

%M J.HCI.19.1/2.9
%T Toward a Framework for Human-Robot Interaction
%A Sebastian Thrun
%J HCI
%D 2004
%V 19
%N 1/2
%P 9-24
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327051hci1901%262_2
%X The goal of this article is to introduce the reader to the rich and
vibrant field of robotics. Robotics is a field in change; the meaning of
the term robot today differs substantially from the term just 1 decade
ago. The primary purpose of this article is to provide a comprehensive
description of past- and present-day robotics. It identifies the major
epochs of robotic technology and systems-from industrial to service
robotics-and characterizes the different styles of human-robot
interaction paradigmatic for each epoch. To help set the agenda for
research on human-robot interaction, the article articulates some of the
most pressing open questions pertaining to modern-day human-robot
interaction.

%M J.HCI.19.1/2.25
%T Assistive Robotics and an Ecology of Elders Living Independently in
Their Homes
%A Jodi Forlizzi
%A Carl DiSalvo
%A Francine Gemperle
%J HCI
%D 2004
%V 19
%N 1/2
%P 25-59
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327051hci1901%262_3
%X For elders who remain independent in their homes, the home becomes
more than just a place to eat and sleep. The home becomes a place where
people care for each other, and it gradually subsumes all activities.
This article reports on an ethnographic study of aging adults who live
independently in their homes. Seventeen elders aged 60 through 90 were
interviewed and observed in their homes in 2 Midwestern cities. The goal
is to understand how robotic products might assist these people, helping
them to stay independent and active longer. The experience of aging is
described as an ecology of aging made up of people, products, and
activities taking place in a local environment of the home and the
surrounding community. In this environment, product successes and
failures often have a dramatic impact on the ecology, throwing off a
delicate balance. When a breakdown occurs, family members and other
caregivers have to intervene, threatening elders' independence and
identity. This article highlights the interest in how the elder ecology
can be supported by new robotic products that are conceived of as a part
of this interdependent system. It is recommended that the design of
these products fit the ecology as part of the system, support elders'
values, and adapt to all of the members of the ecology who will interact
with them.

%M J.HCI.19.1/2.61
%T Interactive Robots as Social Partners and Peer Tutors for Children: A
Field Trial
%A Takayuki Kanda
%A Takayuki Hirano
%A Daniel Eaton
%A Hiroshi Ishiguro
%J HCI
%D 2004
%V 19
%N 1/2
%P 61-84
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327051hci1901%262_4
%X Robots increasingly have the potential to interact with people in
daily life. It is believed that, based on this ability, they will play
an essential role in human society in the not-so-distant future. This
article examined the proposition that robots could form relationships
with children and that children might learn from robots as they learn
from other children. In this article, this idea is studied in an 18-day
field trial held at a Japanese elementary school. Two English-speaking
"Robovie" robots interacted with first- and sixth-grade pupils at the
perimeter of their respective classrooms. Using wireless identification
tags and sensors, these robots identified and interacted with children
who came near them. The robots gestured and spoke English with the
children, using a vocabulary of about 300 sentences for speaking and 50
words for recognition. The children were given a brief picture-word
matching English test at the start of the trial, after 1 week and after
2 weeks. Interactions were counted using the tags, and video and audio
were recorded. In the majority of cases, a child's friends were present
during the interactions. Interaction with the robot was frequent in the
1st week, and then it fell off sharply by the 2nd week. Nonetheless,
some children continued to interact with the robot. Interaction time
during the 2nd week predicted improvements in English skill at the
posttest, controlling for pretest scores. Further analyses indicate that
the robots may have been more successful in establishing common ground
and influence when the children already had some initial proficiency or
interest in English. These results suggest that interactive robots
should be designed to have something in common with their users,
providing a social as well as technical challenge. 

%M J.HCI.19.1/2.85
%T Moonlight in Miami: Field Study of Human-Robot Interaction in the
Context of an Urban Search and Rescue Disaster Response Training
Exercise
%A Jennifer L. Burke
%A Robin R. Murphy
%A Michael D. Coovert
%A Dawn L. Riddle
%J HCI
%D 2004
%V 19
%N 1/2
%P 85-116
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327051hci1901%262_5
%X This article explores human-robot interaction during a 16-hr,
high-fidelity urban search and rescue disaster response drill with
teleoperated robots. This article examines operator situation awareness
and technical search team interaction using communication analysis. It
analyzes situation awareness, team communication, and the interaction of
these constructs using a systematic coding scheme designed for this
research. The findings indicate that operators spent significantly more
time gathering information about the state of the robot and the state of
the environment than they did navigating the robot. Operators had
difficulty integrating the robot's view into their understanding of the
search and rescue site. They compensated for this lack of situation
awareness by communicating with team members at the site, attempting to
gather information that would provide a more complete mental model of
the site. They also worked with team members to develop search
strategies. The article concludes with suggestions for design and future
research. 

%M J.HCI.19.1/2.117
%T Beyond Usability Evaluation: Analysis of Human-Robot Interaction at a
Major Robotics Competition
%A Holly A. Yanco
%A Jill L. Drury
%A Jean Scholtz
%J HCI
%D 2004
%V 19
%N 1/2
%P 117-149
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327051hci1901%262_6
%X Human-robot interaction (HRI) is a relatively new field of study. To
date, most of the effort in robotics has been spent in developing
hardware and software that expands the range of robot functionality and
autonomy. In contrast, little effort has been spent so far to ensure
that the robotic displays and interaction controls are intuitive for
humans. This study applied robotics, human-computer interaction (HCI),
and computer-supported cooperative work (CSCW) expertise to gain
experience with HCI/CSCW evaluation techniques in the robotics domain.
As a case study for this article, we analyzed four different robot
systems that competed in the 2002 American Association for Artificial
Intelligence Robot Rescue Competition. These systems completed urban
search and rescue tasks in a controlled environment with predetermined
scoring rules that provided objective measures of success. This study
analyzed pre-evaluation questionnaires; videotapes of the robots,
interfaces, and operators; maps of the robots' paths through the
competition arena; post-evaluation debriefings; and critical incidents
(e.g., when the robots damaged the test arena). As a result, this study
developed guidelines for developing interfaces for HRI.

%M J.HCI.19.1/2.151
%T Whose Job Is It Anyway? A Study of Human-Robot Interaction in a
Collaborative Task
%A Pamela J. Hinds
%A Teresa L. Roberts
%A Hank Jones
%J HCI
%D 2004
%V 19
%N 1/2
%P 151-181
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327051hci1901%262_7
%X The use of autonomous, mobile professional service robots in diverse
workplaces is expected to grow substantially over the next decade. These
robots often will work side by side with people, collaborating with
employees on tasks. Some roboticists have argued that, in these cases,
people will collaborate more naturally and easily with humanoid robots
as compared with machine-like robots. It is also speculated that people
will rely on and share responsibility more readily with robots that are
in a position of authority. This study sought to clarify the effects of
robot appearance and relative status on human-robot collaboration by
investigating the extent to which people relied on and ceded
responsibility to a robot coworker. In this study, a 3 x 3 experiment
was conducted with human likeness (human, human-like robot, and
machine-like robot) and status (subordinate, peer, and supervisor) as
dimensions. As far as we know, this study is one of the first
experiments examining how people respond to robotic coworkers. As such,
this study attempts to design a robust and transferable sorting and
assembly task that capitalizes on the types of tasks robots are expected
to do and is embedded in a realistic scenario in which the participant
and confederate are interdependent. The results show that participants
retained more responsibility for the successful completion of the task
when working with a machine-like as compared with a humanoid robot,
especially when the machine-like robot was subordinate. These findings
suggest that humanoid robots may be appropriate for settings in which
people have to delegate responsibility to these robots or when the task
is too demanding for people to do, and when complacency is not a major
concern. Machine-like robots, however, may be more appropriate when
robots are expected to be unreliable, are less well-equipped for the
task than people are, or in other situations in which personal
responsibility should be emphasized.

%M J.HCI.19.3.183
%T Cognitive Strategies for the Visual Search of Hierarchical Computer
Displays
%A Anthony J. Hornof
%J HCI
%D 2004
%V 19
%N 3
%P 183-223
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327051hci1903_1
%X This article investigates the cognitive strategies that people use to
search computer displays. Several different visual layouts are examined:
unlabeled layouts that contain multiple groups of items but no group
headings, labeled layouts in which items are grouped and each group has
a useful heading, and a target-only layout that contains just one item.
A number of plausible strategies were proposed for each layout. Each
strategy was programmed into the EPIC cognitive architecture, producing
models that simulate the human visual-perceptual, oculomotor, and
cognitive processing required for the task. The models generate search
time predictions. For unlabeled layouts, the mean layout search times
are predicted by a purely random search strategy, and the more detailed
positional search times are predicted by a noisy systematic strategy.
The labeled layout search times are predicted by a hierarchical strategy
in which first the group labels are systematically searched, and then
the contents of the target group. The target-only layout search times
are predicted by a strategy in which the eyes move directly to the
sudden appearance of the target. The models demonstrate that human
visual search performance can be explained largely in terms of the
cognitive strategy that is used to coordinate the relevant perceptual
and motor processes, a clear and useful visual hierarchy triggers a
fundamentally different visual search strategy and effectively gives the
user greater control over the visual navigation, and cognitive
strategies will be an important component of a predictive visual search
tool. The models provide insights pertaining to the visual-perceptual
and oculomotor processes involved in visual search and contribute to the
science base needed for predictive interface analysis.

%M J.HCI.19.3.225
%T Modeling Information Navigation: Implications for Information
Architecture
%A Craig S. Miller
%A Roger W. Remington
%J HCI
%D 2004
%V 19
%N 3
%P 225-271
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327051hci1903_2
%X Previous studies for menu and Web search tasks have suggested
differing advice on the optimal number of selections per page. In this
article, we examine this discrepancy through the use of a computational
model of information navigation that simulates users navigating through
a Web site. By varying the quality of the link labels in our
simulations, we find that the optimal structure depends on the quality
of the labels and are thus able to account for the results in the
previous studies. We present additional empirical results to further
validate the model and corroborate our findings. Finally we discuss our
findings' implications for the information architecture of Web sites.

%M J.HCI.19.3.273
%T Gestures Over Video Streams to Support Remote Collaboration on
Physical Tasks
%A Susan R. Fussell
%A Leslie D. Setlock
%A Jie Yang
%A Jiazhi Ou
%A Elizabeth Mauer
%A Adam D. I. Kramer
%J HCI
%D 2004
%V 19
%N 3
%P 273-309
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327051hci1903_3
%X This article considers tools to support remote gesture in video
systems being used to complete collaborative physical tasks-tasks in
which two or more individuals work together manipulating
three-dimensional objects in the real world. We first discuss the
process of conversational grounding during collaborative physical tasks,
particularly the role of two types of gestures in the grounding process:
pointing gestures, which are used to refer to task objects and
locations, and representational gestures, which are used to represent
the form of task objects and the nature of actions to be used with those
objects. We then consider ways in which both pointing and
representational gestures can be instantiated in systems for remote
collaboration on physical tasks. We present the results of two studies
that use a "surrogate" approach to remote gesture, in which images are
intended to express the meaning of gestures through visible embodiments,
rather than direct views of the hands. In Study 1, we compare
performance with a cursor-based pointing device that allows remote
partners to point to objects in a video feed of the work area to
performance side-by-side or with the video system alone. In Study 2, we
compare performance with two variations of a pen-based drawing tool that
allows for both pointing and representational gestures to performance
with video alone. The results suggest that simple surrogate gesture
tools can be used to convey gestures from remote sites, but that the
tools need to be able to convey representational as well as pointing
gestures to be effective. The results further suggest that an automatic
erasure function, in which drawings disappear a few seconds after they
were created, is more beneficial for collaboration than tools requiring
manual erasure. We conclude with a discussion of the theoretical and
practical implications of the results, as well as several areas for
future research.

%M J.HCI.19.4.311
%T Introduction to This Special Section on Beauty, Goodness, and
Usability
%A Donald A. Norman
%J HCI
%D 2004
%V 19
%N 4
%P 311-318
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327051hci1904_1

%M J.HCI.19.4.319
%T The Interplay of Beauty, Goodness, and Usability in Interactive
Products
%A Marc Hassenzahl
%J HCI
%D 2004
%V 19
%N 4
%P 319-349
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327051hci1904_2
%X Two studies considered the interplay between user-perceived usability
(i.e., pragmatic attributes), hedonic attributes (e.g., stimulation,
identification), goodness (i.e., satisfaction), and beauty of 4
different MP3-player skins. As long as beauty and goodness stress the
subjective valuation of a product, both were related to each other.
However, the nature of goodness and beauty was found to differ. Goodness
depended on both perceived usability and hedonic attributes. Especially
after using the skins, perceived usability became a strong determinant
of goodness. In contrast, beauty largely depended on identification; a
hedonic attribute group, which captures the product's ability to
communicate important personal values to relevant others. Perceived
usability as well as goodness was affected by experience (i.e., actual
usability, usability problems), whereas hedonic attributes and beauty
remained stable over time. All in all, the nature of beauty is rather
self-oriented than goal-oriented, whereas goodness relates to both.

%M J.HCI.19.4.351
%T A Few Notes on the Study of Beauty in HCI
%A Noam Tractinsky
%J HCI
%D 2004
%V 19
%N 4
%P 351-357
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327051hci1904_3

%M J.HCI.19.4.359
%T Beauty as a Design Prize
%A David M. Frohlich
%J HCI
%D 2004
%V 19
%N 4
%P 359-366
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327051hci1904_4

%M J.HCI.19.4.367
%T Beauty in Use
%A Kees Overbeeke
%A Stephan Wensveen
%J HCI
%D 2004
%V 19
%N 4
%P 367-369
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327051hci1904_5

%M J.HCI.19.4.371
%T The Product as a Fixed-Effect Fallacy
%A Andrew Monk
%J HCI
%D 2004
%V 19
%N 4
%P 371-375
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327051hci1904_6

%M J.HCI.19.4.377
%T Beautiful Objects as an Extension of the Self: A Reply
%A Marc Hassenzahl
%J HCI
%D 2004
%V 19
%N 4
%P 377-386
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327051hci1904_7

%M J.HCI.19.4.387
%T Introduction to this Special Section on Change Blindness
%A Richard W. Pew
%J HCI
%D 2004
%V 19
%N 4
%P 387-388
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327051hci1904_8

%M J.HCI.19.4.389
%T Unseen and Unaware: Implications of Recent Research on Failures of
Visual Awareness for Human-Computer Interface Design
%A D. Alexander Varakin
%A Daniel T. Levin
%A Roger Fidler
%J HCI
%D 2004
%V 19
%N 4
%P 389-422
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327051hci1904_9
%X Because computers often rely on visual displays as a way to convey
information to a user, recent research suggesting that people have
detailed awareness of only a small subset of the visual environment has
important implications for human-computer interface design. Equally
important to basic limits of awareness is the fact that people often
over-predict what they will see and become aware of. Together, basic
failures of awareness and people's failure to intuitively understand
them may account for situations where computer users fail to obtain
critical information from a display even when the designer intended to
make the information highly visible and easy to apprehend. To minimize
the deleterious effects of failures of awareness, it is important for
users and especially designers to be mindful of the circumscribed nature
of visual awareness. In this article, we review basic and applied
research documenting failures of visual awareness and the related
metacognitive failure and then discuss misplaced beliefs that could
accentuate both in the context of the human-computer interface.

%M J.HCI.19.4.423
%T Change Blindness and Its Implications for Complex Monitoring and
Control Systems Design and Operator Training
%A Paula J. Durlach
%J HCI
%D 2004
%V 19
%N 4
%P 423-451
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327051hci1904_10
%X Recent research on change detection suggests that people often fail
to notice changes in visual displays when they occur at the same time as
various forms of visual transients, including eye blinks, screen
flashes, and scene relocation. Distractions that draw the observer's
attention away from the location of the change especially lead to
detection failure. As process monitoring and control systems rely on
humans interacting with complex visual displays, there is a possibility
that important changes in visually presented information will be missed
if the changes occur coincident with a visual transient or distraction.
The purpose of this article is to review research on so called "change
blindness" and discuss its implications for the design of visual
interfaces for complex monitoring and control systems. The major
implication is that systems should provide users with dedicated
change-detection tools, instead of leaving change detection to the
vagaries of human memorial and attentional processes. Possible training
solutions for reducing vulnerability to change-detection failure are
also discussed.

fpack:!@#$%^&*(): IWC16.BA
%M J.IWC.16.1.1
%T Global human-computer systems: cultural determinants of usability
%S EDITORIAL
%A Andy Smith
%A Fahri Yetim
%J IWC
%D 2004
%V 16
%N 1
%P 1-5
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2003.11.001

%M J.IWC.16.1.7
%T The impact of religious affiliation on trust in the context of
electronic commerce
%S ARTICLE
%A Haytham Siala
%A Robert M. O'Keefe
%A Kate S. Hone
%J IWC
%D 2004
%V 16
%N 1
%P 7-27
%K Trust; Electronic commerce; Culture; Religion
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2003.11.002
%X There is currently a growing literature on the role that trust plays
in encouraging consumers to engage in e-commerce transactions. Various
models have been proposed which aim to identify both the antecedents and
outcomes of trust displayed towards e-commerce web sites. Increased
trust is generally shown to increase positive user attitude, which in
turn is linked to increased willingness to buy. Studies have shown the
antecedents of trust include variables such as the perceived reputation
and size of the vendor organisation. The current paper explores the role
of cultural variables as antecedents of trust with the main emphasis
being on religious affiliation. Participants recruited from Christian,
Muslim and other faiths were asked to interact with online bookstores
identified as Christian, Muslim or Neutral. Trust and attitudes towards
the web sites were measured and this data was used to test the
hypothesis that same-religion sites would be trusted and liked more than
other religion or neutral sites. This hypothesis was partially
supported, but only for the Muslim participants. It was found that the
Muslim group expressed significantly more trust in the Muslim site
compared to the Christian site. They also expressed significantly more
positive attitudes towards the Muslim online bookstore than the other
two sites. The implications of these results for theories of web based
trust and attitude are discussed along with the practical implications
of the findings.

%M J.IWC.16.1.29
%T Introducing ATMs in India: a contextual inquiry
%S ARTICLE
%A Antonella De Angeli
%A Uday Athavankar
%A Anirudha Joshi
%A Lynne Coventry
%A Graham I. Johnson
%J IWC
%D 2004
%V 16
%N 1
%P 29-44
%K Automatic teller machines adoption; Design localisation; Hofstede's
culture dimensions; Emerging market; Ethnography; Cross-cultural user
research
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2003.11.003
%X Abstract This paper presents a method and results of an ethnographic
study aimed at building an understanding of Automatic Teller Machine
(ATM) adoption in Mumbai, India. The study combined field observations
and semi-structured interviews (N=43) of early ATM adopters, bank
customers who do not use ATMs, and people who used the ATM for the first
time as part of our research. Data were analysed to identify specific
cultural traits that may affect the adoption of ATMs in urban India.
Results demonstrated the unique role of the cultural context in
affecting users' expectations and behavioural possibilities, thus
determining people's response to the machine. This led to the conclusion
that an understanding of cultural biases and metaphors can facilitate
technology diffusion and acceptance informing design localisation and
supporting the development of strategies to motivate and train users.

%M J.IWC.16.1.45
%T Chinese culture and e-commerce: an exploratory study
%S ARTICLE
%A Alev M. Efendioglu
%A Vincent F. Yip
%J IWC
%D 2004
%V 16
%N 1
%P 45-62
%K Electronic commerce; China; Culture; Technology diffusion; Trust;
Developing countries; Digital economy
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2003.11.004
%X Differing characteristics of local environments, both infrastructural
and socio-economic, have created a significant level of variation in the
acceptance and growth of e-commerce in different regions of the world.
This paper focuses on the impact of these infrastructural and
socio-economic factors on e-commerce development in China. The findings
provide insights into the role of culture in e-commerce, and the factors
that may impact a broader acceptance and development of e-commerce in
China. In this paper, we present and discuss our findings, and identify
changes that will be required for broader acceptance and diffusion of
e-commerce in China. Cultural issues such as "socializing effect of
commerce", "transactional and institutional trust", and "attitudes
toward debt" were determined to be the major impediments to e-commerce
in China. However, our research also shows that, even though their means
for payment are different, the most enlightened, able, and sophisticated
consumers in China participate in e-commerce in the same frequencies as
the mainstream e-commerce consumers in the US.

%M J.IWC.16.1.63
%T A process model for developing usable cross-cultural websites
%S ARTICLE
%A Andy Smith
%A Lynne Dunckley
%A Tim French
%A Shailey Minocha
%A Yu Chang
%J IWC
%D 2004
%V 16
%N 1
%P 63-91
%K Cross-cultural usability; Websites; Globalisation; Cultural
fingerprint; Attractors; User evaluation
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2003.11.005
%X In this paper we present a process model for developing usable
cross-cultural websites. Compatible with ISO 13407, the process model
documents an abstraction of the design process focusing on cultural
issues in development. It provides a framework in which a variety of
user-based and expert-based techniques for analysis and design are
placed within the life-cycle of website development. In developing the
model, we relate practical approaches to design with theories and models
of culture and discuss the relevance of such theories to the practical
design process. In particular we focus on four key concerns: how an
audit of local website attractors can inform the design process; the
concept of a cultural fingerprint to contrast websites with the cultural
needs of local users; the problems associated with user evaluation; and
cross-cultural team development. We then show their relation to our
process model. We conclude by summarising our contribution to date
within the field.

%M J.IWC.16.1.93
%T Integrated digital communities: combining web-based interaction with
text messaging to develop a system for encouraging group communication
and competition
%S ARTICLE
%A E. Sillence
%A C. Baber
%J IWC
%D 2004
%V 16
%N 1
%P 93-113
%K Digital communities; Media integration; Online groups; Message
boards; Text messaging
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2003.11.007
%X Digital communities are often portrayed as operating entirely within
the confines of a single technological domain, e.g. a group of people in
a web-based chatroom. In this study an integrated approach to digital
communities is explored. It is proposed that members of communities
employ a range of digital technologies to support their activities and
sense of community. This paper describes a study that develops a
community using combined text messaging or Short Messaging Service (SMS)
with web-based interaction. An application based on this specification
is built in order to develop and support a digital community based
around the 2002 World Cup. Participants interacted with the system
during the soccer tournament, chatting with other members and taking
part in competitions. They successfully integrated SMS with the website.
Participants reported feeling like a cohesive group and showed increased
interest in soccer and the World Cup.

%M J.IWC.16.1.115
%T Personalised adult e-training on computer use based on multiple
attribute decision making
%S ARTICLE
%A Katerina Kabassi
%A Maria Virvou
%J IWC
%D 2004
%V 16
%N 1
%P 115-132
%K Adult e-learning; Human-computer interface; Intelligent tutoring
systems; Information technology skills
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2003.11.006
%X This paper examines the utility of a multiple attribute decision
making method, the Simple Additive Weighting (SAW), for the purposes of
an Intelligent Learning Environment (ILE) that provides adults with
personalised e-learning. The ILE is called Web Intelligent Trainer and
is meant to help novice users learn how to manipulate the file store of
their personal computer. The generation of advice makes use of adaptive
hypermedia techniques and is adapted to each individual learner's needs,
depending on their knowledge level, age, habits and difficulties. SAW
has been applied in the ILE and has been evaluated with respect to the
performance of the ILE. As a result, SAW seems particularly appropriate
for the ILE.

%M J.IWC.16.1.133
%T Coupling structural and functional models for interaction design
%S ARTICLE
%A Dong-Seok Lee
%A Wan Chul Yoon
%J IWC
%D 2004
%V 16
%N 1
%P 133-161
%K Model-based interaction design; Coupling models; Operation and
control diagram; Statecharts
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2003.09.008
%X Abstract Model-based interaction design is a promising approach to
the problem of building sophisticated interactive systems. Although many
models and model-based design methods have been proposed, in practice
their effectiveness has tended to be limited to solving fragmented
design problems. One factor that has diminished the effectiveness of
previous approaches has been their inability to integrate the various
models used for different aspects of the overall design problem. This
paper proposes a novel approach for combining a structural model and a
functional model for complicated interaction design. Formal
correspondence between the models is defined and a conversion process to
transform from one model to the other and vice versa is introduced. The
functional model, OCD, is an efficient technique for representing task
procedures, while the structural model, statechart, is well suited to
representing system behavior. The usability needs and system
requirements are introduced into the design process through either
representation. Then, the constraints formed by a decision in a model
can be seen by the designer in the other model through transformation.
The possibility of automatic conversion between the models warrants the
consistence between the models through the design process even when the
models should continually evolve.

%M J.IWC.16.2.163
%T Developing web annotation tools for learners and instructors
%S ARTICLE
%A Pei-Luen Patrick Rau
%A Sho-Hsen Chen
%A Yun-Ting Chin
%J IWC
%D 2004
%V 16
%N 2
%P 163-181
%K Annotation technology; World Wide Web; Learning technology
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2003.10.001
%X This research develops Web annotation tools (WATs), allowing users to
annotate on hypertexts, to build up knowledge structure, to browse
instructions provided electronically by the system administrator or the
instructor, to share annotations with the other learner, and to instruct
other learners. The WATs is a distributed World Wide Web application
based on HTTP access and allows annotations on HTML documents. The major
functions of WATs include highlighting texts, inserting and editing
annotations, organizing and presenting annotations hierarchically, as
well as sharing annotations. There are two modes for WATs, individual
and sharing modes. For the individual mode, the five interactive
components are Main Tool Bar, Hypertext, Annotation Editor, Hierarchy
Viewer, and Instruction Viewer. The sharing mode supports asynchronous
and synchronous sharing of annotations and discussion for peer-to-peer
and instructor-to-student collaborative learning.

%M J.IWC.16.2.183
%T Evaluation of multimedia applications using inspection methods: the
Cognitive Walkthrough case
%S ARTICLE
%A Julien Huart
%A Christophe Kolski
%A Mouldi Sagar
%J IWC
%D 2004
%V 16
%N 2
%P 183-215
%K Evaluation; Cognitive Walkthrough; Multimedia application
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2003.12.005
%X Many evaluation methods are to be found in research literature: they
can be formal, automatic, empirical or informal. The informal methods
include the so-called inspection methods, which provide a good
compromise between the cost and implementation time on the one hand, and
the results they make it possible to obtain on the other. Amongst these
methods, Cognitive Walkthrough enables the detection of a certain number
of usability defects and the estimation of the degree of seriousness of
the defect. In this article, we concentrate on Cognitive Walkthrough. We
are particularly interested in it because, as far as we know, it is the
only method based on theory (the theory of learning through exploration,
itself inspired by Norman's Action Theory). However, although its
usefulness as regards software ergonomics has been recognised, its
efficiency in the case of multimedia applications is still far from
being proved and very few research projects have been published on the
matter. In fact, multimedia documents have characteristics which differ
from those of traditional human-machine systems. This article presents a
study on the use of Cognitive Walkthrough for the evaluation of several
multimedia applications intended for the general public; it reveals the
difficulties met by users and the areas in which the method needs to be
adapted.

%M J.IWC.16.2.217
%T Task demands and memory in web interaction: a levels of processing
approach
%S ARTICLE
%A Antti Oulasvirta
%J IWC
%D 2004
%V 16
%N 2
%P 217-241
%K Memory; Hypertext; Levels of processing; Navigation; Content
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2003.12.004
%X The Levels of Processing principle holds that the strength of the
encoded memory trace depends on the mental operations carried out during
goal-pursuit. Therefore, memory should be better for web elements that
are more deeply processed. Participants (N=24) accomplished several
information finding tasks with printed web pages in two conditions:
navigation-orientation and content-orientation. The results support the
prediction and show marked differences between the two tasks in how the
locations and features of task-relevant and -irrelevant elements are
remembered. In explaining the results, the levels of processing
principle is bound to a wider model of perception, attention, and memory
in web interaction. It is argued that the memory test tapped explicit
memories that are not recruited in the rapid on-line control of
attention but rather in higher-level operations such as planning and
error recovery in interaction. Implications are proposed for the design
of memorable user interfaces, adaptive hypertext, and notifications.

%M J.IWC.16.2.243
%T Unified user interface design: designing universally accessible
interactions
%S ARTICLE
%A Anthony Savidis
%A Constantine Stephanidis
%J IWC
%D 2004
%V 16
%N 2
%P 243-270
%K Dialogue design; Polymorphic task analysis; Design rationale;
Interface adaptation; Unified user interfaces
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2003.12.003
%X Designing universally accessible user interfaces means designing for
diversity in end-users and contexts of use, and implies making
alternative design decisions, at various levels of the interaction
design, inherently leading to diversity in the final design outcomes.
Towards this end, a design method leading to the construction of a
single interface design instance is inappropriate, as it cannot
accommodate for diversity of the resulting dialogue artifacts.
Therefore, there is a need for a systematic process in which alternative
design decisions for different design parameters may be supported. The
outcome of such a design process realizes a design space populated with
appropriate designed dialogue patterns, along with their associated
design parameters (e.g. user- and usage-context-attribute values). This
paper discusses the Unified Interface Design Method, a process-oriented
design method enabling the organization of diversity-based design
decisions around a single hierarchical structure, and encompassing a
variety of techniques such as task analysis, abstract design, design
polymorphism and design rationale.

%M J.IWC.16.2.271
%T Tailoring reveals information requirements: the case of anaesthesia
alarms
%S ARTICLE
%A Marcus Watson
%A Penelope Sanderson
%A W. John Russell
%J IWC
%D 2004
%V 16
%N 2
%P 271-293
%K Alarms; Tailoring; Interface design; Situation awareness; Auditory
display; Sonification
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2003.12.002
%X We discuss the phenomenon of system tailoring in the context of data
from an observational study of anaesthesia. We found that anaesthetists
tailor their monitoring equipment so that the auditory alarms are more
informative. However, the occurrence of tailoring by anaesthetists in
the operating theatre was infrequent, even though the flexibility to
tailor exists on many of the patient monitoring systems used in the
study. We present an influence diagram to explain how alarm tailoring
can increase situation awareness in the operating theatre but why
factors inhibiting tailoring prevent widespread use. Extending the
influence diagram, we discuss ways that more informative displays could
achieve the results sought by anaesthetists when they tailor their alarm
systems. In particular, we argue that we should improve our designs
rather than simply provide more flexible tailoring systems, because
users often find tailoring a complex task. We conclude that properly
designed auditory displays may benefit anaesthetists in achieving
greater patient situation awareness and that designers should consider
carefully how factors promoting and inhibiting tailoring will affect the
end-users' likelihood of conducting tailoring.

%M J.IWC.16.2.295
%T The effects of affective interventions in human-computer interaction
%S ARTICLE
%A Timo Partala
%A Veikko Surakka
%J IWC
%D 2004
%V 16
%N 2
%P 295-309
%K Human emotions; Human-computer interaction; Psychophysiology;
Affective intervention; Speech synthesis; Facial expression
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2003.12.001
%X The present study investigated the psychophysiological effects of
positive and negative affective interventions in human-computer
interaction during and after the interventions. Eighteen subjects were
exposed to pre-programmed mouse delays in an interactive problem-solving
task. Following the mouse delays three types of conditions were used:
positive or negative interventions given via speech synthesizer, and no
intervention. Facial electromyographic responses were recorded from the
zygomaticus major and corrugator supercilii muscle sites. These muscles
control smiling and frowning, respectively. Smiling activity was
significantly higher during the positive than the other conditions. It
was also significantly higher after the positive interventions than the
no intervention condition. The frowning activity attenuated
significantly more after the positive interventions than the no
intervention condition. Following the positive interventions the users'
problem solving performance was significantly better than after no
intervention. In all, the results suggest that both types of affective
intervention had beneficial effects over ignoring the user. The results
suggest further that positive intervention may be especially useful.

%M J.IWC.16.2.311
%T Preferences of young children regarding interface layouts in child
community web sites
%S ARTICLE
%A Chien-Hsu Chen
%A Fong-Gong Wu
%A Pei-Luen Patrick Rau
%A Yu-Hsiu Hung
%J IWC
%D 2004
%V 16
%N 2
%P 311-330
%K Children; Interface layout; Web design; Preference; Child community
web site; Usability
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2003.11.009
%X This study investigates the child preferences regarding interface
layouts in child community web sites. The objective of studying this
area is to identify ways of making web sites more usable for children.
Two experiments are conducted: interface layout experiment and layout
evaluation. In the interface layout experiment, researchers recruited
eight fifth-grade students with approximately one-year of Internet
experience to arrange interface components and make research interfaces.
During the layout evaluation, 16 students with some computer background
are divided into two groups and asked to manipulate research interfaces
and experimental interfaces, a sample of child community websites on
Yahoo. Every movement of the tested students is recorded and the
experiment is followed by retrospective interviews with the students.
Four criteria of manipulative performance, degree of manipulation,
recognition, remembrance and satisfaction, are then shown and discussed.
The findings of the layout evaluation indicate that the research
interfaces are superior to the experimental interfaces. In addition,
this study proposes some interface layout guidelines for child community
websites.

%M J.IWC.16.2.331
%T Interaction patterns for future interactive systems components
%S ARTICLE
%A MariaIsabel Sanchez-Segura
%A Angelica de Antonio
%A Antonio de Amescua
%J IWC
%D 2004
%V 16
%N 2
%P 331-350
%K Author Keywords: Virtual environments; Interaction methods; Virtual
environment components; Virtual environment mechanisms
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2003.11.008
%X Abstract The development of future interactive systems (FIS) is in
its infancy, so detailed guides describing the process to design them
hardly exist. This may be due to the fact that their development is
quite recent and what their components are and how they must be combined
to develop a FIS are not yet clear or widely accepted.
   Our approach towards a thorough understanding of FIS was to analyse
the different types of FIS and to extract general characteristics, which
can be considered generic, in order to describe what a FIS consists of
and how it works.
   In this paper, we present a classification of the components of a
generic FIS and propose interactive behaviour patterns, which can be
used to design the FIS components more easily. These patterns are part
of the SENDA framework, which was defined to facilitate the rigorous
development of a specific kind of FIS, which is Virtual Environments
(VEs). The results obtained from the application of the proposed
patterns to VEs development are also presented.

%M J.IWC.16.2.351
%T Critical factors for the aesthetic fidelity of web pages: empirical
studies with professional web designers and users
%S ARTICLE
%A Su-e Park
%A Dongsung Choi
%A Jinwoo Kim
%J IWC
%D 2004
%V 16
%N 2
%P 351-376
%K Aesthetic fidelity; Secondary emotion; Visual design; Aesthetic
dimensions
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2003.07.001
%X Recent advances of the broadband Internet and multimedia contents let
web users demand from web pages not only cognitive usability but also
appropriate feelings. At the same time, web designers also want to use
web pages not just for conveying information but also for affecting
users' impressions. However, despite users' needs and designers'
desires, users do not always experience the same kinds of impressions
that designers intended to convey through their web pages.
   The main goal of this paper is to identify critical factors that are
closely related to the aesthetic fidelity of web pages, which is defined
as the degree to which users feel the target impressions intended by
designers. In order to achieve our goal, we have conducted three
consecutive studies: an exploratory study with web users, a longitudinal
experiment with professional web designers, and finally an online survey
with web users. The results from the three studies indicated that the
variability of user perception and appropriateness of visual elements
were closely related to the aesthetic fidelity of web pages, whereas
reliability of aesthetic dimensions was not. This paper ends with the
limitations and implications of the study results.

%M J.IWC.16.2.377
%T What active users and designers contribute in the design process
%S ARTICLE
%A E. Olsson
%J IWC
%D 2004
%V 16
%N 2
%P 377-401
%K User involvement; User participation; User-centered design;
Participatory design; Design decisions; Domain knowledge
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2004.01.001
%X With the hope of creating usable systems, we declare repeatedly that
users should be involved in the design and development of computer
systems, without questioning the reasons and motives behind this
declaration. What, in fact, can users contribute to design and how can
we best include their contributions in the development process in order
to produce usable computer systems?
   This paper presents a study of the hands-on work of one group of
designers and one group of user representatives (in this case marine
captains) on a given design task. The groups met on separate occasions.
The aim of the study was to present a qualitative analysis of the
potential contributions to design by user representatives compared with
interaction designers.
   The results are discussed in terms of methods and techniques that
sanction the use of a particular domain-specific vocabulary, giving
advantages to those who have a good command of that vocabulary. In
addition, the study discusses how users' narratives may reveal
qualitative domain knowledge that could function as the glue that keeps
users and designers together in the design process.

%M J.IWC.16.3.403
%T Universal usability revisited
%S EDITORIAL
%A Mary Zajicek
%A Alistair Edwards
%J IWC
%D 2004
%V 16
%N 3
%P 403-410
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2004.04.002

%M J.IWC.16.3.411
%T Successful and available: interface design exemplars for older users
%S ARTICLE
%A Mary Zajicek
%J IWC
%D 2004
%V 16
%N 3
%P 411-430
%K Speech output; Older people; Interface design patterns; Interface
design methodology; Research output
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2004.04.003
%X An increasing number of older people will need to use computers and
computer related systems in the future to avoid social exclusion and
enable them to live more independently. For example, we can envisage the
web becoming the first source of information on bus timetables or
council collections, and even doctor or hospital appointments being
handled by a Web applications. There will therefore be many interface
designers searching for pointers to good design for older people, a user
group which is significantly different from the mainstream user groups
as a result of age associated changes. There is currently no detailed
body of knowledge from which interface designers can learn how to design
for this user group. This paper suggests a framework for encapsulating
good interface design for older people that is based on rigorous
experimental work and sets out the findings in the form of patterns, a
representation previously used in the domain of software engineering and
architecture.

%M J.IWC.16.3.431
%T Capturing tacit knowledge from young girls
%S ARTICLE
%A Minna Isomursu
%A Pekka Isomursu
%A Kaisa Still
%J IWC
%D 2004
%V 16
%N 3
%P 431-449
%K Product concept design; Usage scenarios; Virtual communities; Design
for children; Participatory design
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2004.04.004
%X Young girls are a user group often neglected in the design of
technical devices. In this paper, we describe a method for involving
pre-teen and teen girls in a concept design process. With this target
group we have experienced serious challenges in applying traditional
participatory design methods, such as observations or interviews. As a
solution, we have adopted a web-based storytelling environment where our
target group is encouraged to create usage scenarios of a mobile
terminal that would support their activities in a virtual community. Our
results show that this approach is a very natural and fruitful method of
involving this target group in the design process.

%M J.IWC.16.3.451
%T A system for automatic structure discovery and reasoning-based
navigation of the web
%S ARTICLE
%A E. Pontelli
%A T. C. Son
%A K. Kottapally
%A C. Ngo
%A R. Reddy
%A D. Gillan
%J IWC
%D 2004
%V 16
%N 3
%P 451-475
%K Web accessibility; Agents; Table navigation
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2004.04.006
%X In this paper, we highlight the main research directions currently
pursued by the investigators for the development of new tools to improve
Web accessibility for users with visual disabilities. The overall
principle is to create intelligent software agents used to assist
visually impaired individuals in accessing complex on-line data
organizations (e.g. tables, frame structures) in a meaningful way.
Accessibility agents make use of knowledge representation structures
(automatically or manually derived) to assist users in developing
navigation plans; these are employed to locate given pieces of
information or to answer user's desired goals.

%M J.IWC.16.3.477
%T Abstract representations as a basis for usable user interfaces
%S ARTICLE
%A Shari Trewin
%A Gottfried Zimmermann
%A Gregg Vanderheiden
%J IWC
%D 2004
%V 16
%N 3
%P 477-506
%K Abstract user interface; Device-independence; Modality-independence;
Universal remote console; XForms; UIML; XIML
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2004.04.005
%X This article examines four existing or proposed standards for
abstract description of user interfaces: UIML, XIML, XForms and URC.
These are assessed with respect to a "universal remote console"
scenario, in which abstract user interface descriptions enable any user
to access and control any compliant device or service in the local
environment, using any personal device. Achieving usable interfaces in
this scenario requires an abstract language that (a) separates data from
presentation; (b) explicitly declares interface elements, their state,
dependencies, and semantics; (c) incorporates alternative resources in a
flexible way; and (d) supports remote control and different interaction
styles. Of the technologies examined, XForms and URC provide the best
match to the requirements. While XForms requires an appropriate context
of use to provide full access, the URC standard will include
specification of the context in which the language is to be used. Two
specific research challenges are identified: semantic tagging and the
development of effective authoring processes.

%M J.IWC.16.3.507
%T Applying heuristics to accessibility inspections
%S ARTICLE
%A Claire Paddison
%A Paul Englefield
%J IWC
%D 2004
%V 16
%N 3
%P 507-521
%K Accessibility; Heuristic evaluation; Accessibility heuristics; IBM
heuristic evaluation database
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2004.04.007
%X Accessibility heuristics have been developed to complement
accessibility guidelines. The use of Web accessibility heuristics in
heuristic evaluations considers a greater range of special needs, such
as visual impairments to cognitive disabilities. Key advantages of
heuristics are conciseness, memorability, meaningfulness and insight.
The heuristics allow evaluators to understand effectively which areas of
a site have accessibility issues and provide useful insight into how to
create a solution. However, the heuristics will not tell evaluators
whether a Web site conforms to legislation. Studies have confirmed the
view that while heuristics do not substitute for expertise, they do act
to cue the deeper body of knowledge defined by the guidelines. It is
essential that evaluators receive accessibility education before
completing a heuristic evaluation using the accessibility heuristics.

%M J.IWC.16.3.523
%T Justification of the need for an ontology for accessibility
requirements (Theoretic framework)
%S ARTICLE
%A K. R. Masuwa-Morgan
%A P. Burrell
%J IWC
%D 2004
%V 16
%N 3
%P 523-555
%K Accessibility; Requirements specification; Ontology; Methodology
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2004.04.001
%X The aim of this paper is to make a case generally for an ontology for
accessibility requirements specification. Requirements specification is
generally intended to provide clear, testable descriptions of what a
system should do. What an ontology would do is to act like a
requirements bank that provides methodology independent accessibility
requirements that could then be used to extrapolate, on demand,
conceptual models for a variety of implementations driven by a variety
of methodologies. The effect of this would be to minimise requirements
specification, ensure declarativity, standardisation, interoperability
and reusability, whilst at the same time lending greater migratability
from specification to design.
   There has been much worldwide action in developing guidelines, tools
and methods in an attempt to ensure that technologies and information
systems are accessible. There is, however, a growing need to partner
these initiatives more closely with software engineering traditions. An
ontology for accessibility requirements would provide formal semantic
specifications beyond the syntactic provisions rendered by commonly used
formal specification languages.

%M J.IWC.16.3.557
%T Understanding visual influence in graph design through temporal and
spatial eye movement characteristics
%S ARTICLE
%A J. A. Renshaw
%A J. E. Finlay
%A D. Tyfa
%A R. D. Ward
%J IWC
%D 2004
%V 16
%N 3
%P 557-578
%K Eye tracking; Graphs; Usability; Perception
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2004.03.001
%X We describe an experiment in which the eye movements of participants,
carrying out tasks using two contrasting graph designs, were recorded by
means of a remote eye tracking device. A variety of eye movement
properties were measured and analysed both temporally and spatially.
Both graph designs were based on specific psychological theories and
established graph design guidelines. One incorporated attributes thought
likely to enhance usability, the other included attributes likely to
have the opposite effect. The results demonstrate that the design and
location of a graph's legend and its spatial relationship to the data
area are extremely important in determining a graph's usability. The
incorporation of these and other design features may promote or detract
from perceptual proximity and therefore influence a display's usability.
The paper demonstrates that this influence is reflected in eye movement
patterns, which can be readily monitored by means of a remote eye
tracking system, and that a relatively simple temporal analysis of the
results can give important insights as to how the usability of visual
displays has been influenced.

%M J.IWC.16.3.579
%T A framework for analyzing and understanding online communities
%S ARTICLE
%A Clarisse Sieckenius de Souza
%A Jenny Preece
%J IWC
%D 2004
%V 16
%N 3
%P 579-610
%K Framework; Online community; Semiotic engineering; Sociability;
Usability
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2003.12.006
%X Social interactions in online communities are varied and often
complex, as are the communities themselves. The characteristics of the
people, the range of purposes they pursue, the type of governance
policies they develop, and the design of the software supporting a
community, vary from community to community. These characteristics
determine a community's sociability. Thus, the availability of powerful
analytic tools to help designers understand existing
technology-supported social activity online can broaden the spectrum of
design knowledge and promote new insights for designing computer
applications of this sort. In this paper, we present one such analytic
tool -- a theoretically-based online community framework (OCF). In order
to demonstrate the efficacy of the framework we elaborate on its
communication constituent using semiotic theory to help us. This
constituent is particularly important in the OCF because it addresses
computer-mediated communication between community members, and also
communication from interactive software designers to users via the
software they design. This latter kind of communication can shape the
community's experience to a considerable extent, as our analysis shows.
The paper ends with an agenda for future research.

%M J.IWC.16.4.611
%T Human-computer interaction in Latin America
%S EDITORIAL
%A C. de Souza
%A S. Barbosa
%J IWC
%D 2004
%V 16
%N 4
%P 611-614
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2004.07.001

%M J.IWC.16.4.615
%T A dialogue-based approach for evaluating educational software
%S ARTICLE
%A Luciano Meira
%A Flavia Peres
%J IWC
%D 2004
%V 16
%N 4
%P 615-633
%K Educational software; Software evaluation; Interface design;
Conversation Analysis
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2004.07.002
%X This article offers a perspective on evaluating educational software
based on users' dialogue as they engage in interaction with a particular
program, rather than on features of the software per se. Building on
analytical constructs and techniques of Conversation Analysis, we
suggest an evaluative approach that identifies gaps or breakdowns in
users' dialogues and maps the mismatches between users' actions and
software behavior. The article presents two case studies to illustrate
this dialogue-based approach, and discusses ways of integrating this
perspective with more traditional guidelines for software evaluation
based on features such as interface design and feedback types.

%M J.IWC.16.4.635
%T Compulsory institutionalization: investigating the paradox of
computer-supported informal social processes
%S ARTICLE
%A Clarisse Sieckenius de Souza
%A Ana Maria Nicolaci-da-Costa
%A Elton Jose da Silva
%A Raquel Oliveira Prates
%J IWC
%D 2004
%V 16
%N 4
%P 635-656
%K Groupware; Online communities; The social-technical gap; Semiotic
engineering; Culture; Latin American societies
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2004.07.003
%X The nature and depth of technological interference on social
activities online are not fully understood. We discuss one such type of
interference -- compulsory institutionalization, the process by which
non-institutionalized face-to-face informal groups, who typically adopt
implicit norms tacitly accepted by members, must create a set of
explicit group structuring rules with very specific computer-encoded
meanings and abide by them when they migrate to online group
environments. In societies where rules can be bypassed in view of more
highly valued social norms, like the Brazilian society, compulsory
institutionalization may undermine experiences that are highly valued to
face-to-face groups. In this article, we contrast the findings of our
study with a Brazilian group of potential groupware users and those of
our semiotic inspection of YahooGroups, SmartGroups and MSN Groups. We
show how the systems may frustrate the group's expectations and limit
their interaction online. Reflecting on the causes and consequences of
compulsory institutionalization, we conclude that the social-technical
gap in group technologies may not be possible to bridge completely, and
that the fulcrum of scientific research in this area may include some
new aspects.

%M J.IWC.16.4.657
%T Study and analysis of workspace awareness in CDebate: a groupware
application for collaborative debates
%S ARTICLE
%A Manuel Romero-Salcedo
%A Cesar A. Osuna-Gomez
%A Leonid Sheremetov
%A Luis Villa
%A Carlos Morales
%A Luis Rocha
%A Manuel Chi
%J IWC
%D 2004
%V 16
%N 4
%P 657-681
%K CSCL; Group awareness; Workspace awareness; Groupware interface;
Collaborative debate; APRI
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2004.07.004
%X In this paper, we study the workspace awareness in a groupware
application allowing the development of an information task through
collaborative debates. The application, called CDebate, is based on the
APRI (Action-Perception-Reflection-Intention) model, which establishes a
cognitive and motor states organization that occurs when humans are
interacting with one another in a constructivist and collaborative
learning situation. In CDebate, the interactions among students occur
through a graphical language that reflects the mental operations
appropriate for a debate. As an evaluation method, a conceptual
framework, which provides a set of elements that give information about
the up-to-the-moment knowledge about participants' location and actions,
is used. The results of this study allow us to confirm that group
awareness information, supported through a graphical language and a
window showing the participants' presence (informal awareness), were
sufficient for success in the collaborative learning situation. This
experience could be useful for interface designers of groupware
applications, in particular for collaborative debate interfaces.

%M J.IWC.16.4.683
%T Doing to Be: Multiple Routes to Affective Interaction
%S EDITORIAL
%A Gilbert Cockton
%J IWC
%D 2004
%V 16
%N 4
%P 683-691
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2004.06.011

%M J.IWC.16.4.693
%T The bug in the salad: the uses of emotions in computer interfaces
%S ARTICLE
%A Keith Oatley
%J IWC
%D 2004
%V 16
%N 4
%P 693-696
%K Emotion; Frustration; Social support; Debugging; Interaction; Repair
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2004.06.004
%X The investigation of emotional aspects of users' interactions with
systems is an important matter for human-computer interaction. The
finding that users are prepared to work longer on systems that offer
some acknowledgement of the frustration that occurs in using systems is
an interesting pointer. The next step beyond acknowledgement will be for
systems to join with users in working to repair the bugs in interaction
that have been so frustrating.

%M J.IWC.16.4.697
%T From doing to being: getting closer to the user experience
%S ARTICLE
%A Gillian M. Wilson
%A M. Angela Sasse
%J IWC
%D 2004
%V 16
%N 4
%P 697-705
%K Computing; Psychophysiology; Facial expression
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2004.06.001
%X Abstract The research by Scheirer et al. (2002) is pivotal in
promoting the use of psychophysiological measures in HCI. We argue that
rather than inferring users' emotional states from the data, which is
difficult to do reliably, the signals can be used as an indicator of
user cost by monitoring changes in users' physiological responses. We
applied this approach by monitoring Skin Conductance, Heart Rate and
Blood Volume Pulse (as well as task performance and user satisfaction)
to investigate the impact of media quality degradations on users. Five
studies were conducted utilising this approach. Results show that
psychophysiological data show responses to audio and video degradations:
users respond to specific degradations with increased levels of arousal.
In addition, psychophysiological responses do not always correlate with
each other and subjective and physiological measures do not always
concur, which means that psychophysiological data may detect responses
that users are either not aware of or cannot recall at post-session
subjective assessment. We thus conclude that psychophysiological
measures have a valuable role to play in media quality evaluation.

%M J.IWC.16.4.707
%T Affective computing: problems, reactions and intentions
%S ARTICLE
%A R. D. Ward
%A P. H. Marsden
%J IWC
%D 2004
%V 16
%N 4
%P 707-713
%K Computing; Psychophysiology; Facial expression 
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2004.06.002
%X Although we share the optimistic vision of affective computing
presented in Interacting with Computers 14(2), we question the extent to
which affective sensing can support the kinds of applications proposed
in the literature. These applications depend upon the detection of
affective reactions to HCI situations and events, but it has yet to be
shown that such reactions can reliably be detected in subtle and natural
situations. We also point out that, in human-human interaction,
intentional commmunicative affect is both easier to recognise and more
important than reactive affect. We suggest exploration of this idea may
lead to more fruitful applications of affective computing. 

%M J.IWC.16.4.715
%T Affective computing in the era of contemporary neurophysiology and
health informatics
%S ARTICLE
%A Panagiotis D. Bamidis
%A Christos Papadelis
%A Chrysoula Kourtidou-Papadeli
%A Costas Pappas
%A Ana B. Vivas
%J IWC
%D 2004
%V 16
%N 4
%P 715-721
%K Neurophysiology; Magnetoencephalography (MEG); Electroencephalography
(EEG); Neuroimaging; Brain; Physiological measures; Microdevices;
E-health
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2004.06.009
%X This commentary is a response to Interacting with Computers (Vol 14)
[Interacting Comput. 14 (2002) 119], [Interacting with Comput. 14 (2002)
141], [Interacting Comput. 14 (2002) 93]. Its aim is to discuss the role
that neurophysiological measurements, such as EEG and MEG, may play in
affective computing. The discussion is drawn upon the light of current
experience and practice, as well as, advances envisaged in the fields of
health informatics, telecommunications and biomedical engineering. It is
explained why HCI research into interface evaluation and affective
computing may be greatly enhanced by exploiting the underlying
information of neurophysiological recordings.

%M J.IWC.16.4.723
%T Adventurers versus nit-pickers on affective computing
%S ARTICLE
%A Gitte Lindgaard
%J IWC
%D 2004
%V 16
%N 4
%P 723-728
%K Affect; Emotion; Sentiment; Anthropomorphism; Trust
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2004.06.006
%X In reviewing the three articles presented by the MIT group on some
aspects of affective computing I voice some of my concerns with the view
that we can and should design computers to respond to our changing moods
and whims, and my strong skepticism towards claims that such
responsiveness should make us happier human beings in the long run. I
first explain and justify my position, then briefly address the notion
of affect, and finally, present some thoughts on trust.

%M J.IWC.16.4.729
%T Designing to persuade: the use of emotion in networked media
%S ARTICLE
%A Ann Light
%J IWC
%D 2004
%V 16
%N 4
%P 729-738
%K Networked media; Intention; Experience; Persuasion; Emotion; Website;
Ethics
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2004.06.007
%X This commentary looks first at the paradigm shift taking place in
analysis of people's interactions with digital products and services --
from evaluating performance to researching experience -- in line with
trends towards the connectivity, mobility and domestication of devices.
It then asks what impact this shift has on our understanding of emotion
and technology use; exploring the rise of "generative" situations, in
particular when the producer of a networked service has different
intentions from the user's and the stimulation of affect may be
considered desirable. The author's work analysing the emotional impact
of the design of networked media is outlined. The paper concludes with
some thoughts on the ethics of manipulation.

%M J.IWC.16.4.739
%T Pressing the right buttons: taking the viewer there
%S ARTICLE
%A Cath Dillon
%A Jonathan Freeman
%A Edmund Keogh
%J IWC
%D 2004
%V 16
%N 4
%P 739-749
%K Presence; Emotion; Affective-computing; Immersive television;
Interactive television; Media schemata
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2004.06.008
%X Theory and research presented in a special issue of Interacting with
Computers (Vol. 14) on affective-computing is concerned with the way in
which computer interfaces could be better designed to meet emotional
needs. This commentary on the special issue suggests that traditional
media, such as film and television, may also meet some emotional needs
and further proposes that the concept of presence (the subjective sense
of "being there" in a mediated environment) has some explanatory power
when considering emotional responses to media. In particular, it is
argued that advanced broadcast systems (e.g. interactive and immersive
television) may provide increased opportunities for affective-computing
and experiences of presence in the home. Applications of research in
both fields could be used to improve and extend the use of advanced
broadcast systems and other media in that techniques used to enhance
presence and improve human-computer interactions may be used to address
emotional needs in novel ways using familiar media.

%M J.IWC.16.4.751
%T Tools over solutions? comments on Interacting with Computers special
issue on affective computing
%S ARTICLE
%A Noam Tractinsky
%J IWC
%D 2004
%V 16
%N 4
%P 751-757
%K Affective computing; Aesthetics; Personalization; Skins
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2004.06.003
%X The emotional system is highly sensitive to individual, cultural and
contextual differences. This creates difficulties in studying and
designing affect in HCI. It is hard to see how grand visions of
affective HCI survive the harsh complexity and intricacy of human
emotions. Perhaps a more realistic approach to accommodating users'
affective needs is to design interactive technologies that would help
users help themselves. Users can stay in full control, being allowed to
personalize and tailor applications in a way that satisfies, mitigates,
or enhances various emotional states or needs.

%M J.IWC.16.4.759
%T Multiple paradigms in affective computing
%S ARTICLE
%A Michael Muller
%J IWC
%D 2004
%V 16
%N 4
%P 759-768
%K Affective computing; Frustration; Empathic interface; Theories of
emotion; Psychophysiology of emotion; Computers are social actors
(CASA); Spiritual life; Ethnography; Design explorations
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2004.06.005
%X This brief essay considers the three papers of the special issue of
Interacting with Computers by Picard and colleagues, from several
perspectives. First, I question two aspects of the work: the Computers
Are Social Actors (CASA) approach, and the use of psychophysiological
measurements of emotion without a stated theory of emotion. Despite
these criticisms, the contributions of Picard and colleagues are
valuable and powerfully challenging. I suggest three convergent ways to
pursue this important research program.

%M J.IWC.16.4.769
%T Individual differences and task-based user interface evaluation: a
case study of pending tasks in email
%S ARTICLE
%A Jacek Gwizdka
%A Mark Chignell
%J IWC
%D 2004
%V 16
%N 4
%P 769-797
%K Email interfaces; Task management; Individual differences; External
representations; User interface design
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2004.04.008
%X This paper addresses issues raised by the ever-expanding role of
email as a multi-faceted application that combines communication,
collaboration, and task management. Individual differences analysis was
used to contrast two email user interfaces in terms of their demands on
users. The results of this analysis were then interpreted in terms of
their implications for designing more inclusive interfaces that meet the
needs of users with widely ranging abilities.
   The specific target of this research is the development of a new type
of email message representation that makes pending tasks more visible.
We describe a study that compared a new way of representing tasks in an
email inbox, with a more standard representation (the Microsoft Outlook
inbox). The study consisted of an experiment that examined how people
with different levels of three specific cognitive capabilities
(flexibility of closure, visual memory, and working memory) perform when
using these representations. We then identified combinations of
representation and task that are disadvantageous for people with low
levels of the measured capabilities.

%M J.IWC.16.4.799
%T Four approaches to user modelling -- a qualitative research interview
study of HCI professionals' practice
%S ARTICLE
%A T. Clemmensen
%J IWC
%D 2004
%V 16
%N 4
%P 799-829
%K User modelling; Qualitative research interview; HCI professional;
Stereotype
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2004.04.009
%X Abstract In this paper, four types of experienced HCI Professionals
are interviewed about their different ways of describing users. By use
of the qualitative research interview technique of thematizing the
dialogue as explicit, implicit and constructive conversations about
users, these differences are explored. The research shows that the
traditional usability engineering approach to user description produce
person descriptions that are filled with idiosyncratic information about
the individual in the particular test situation. Less traditional
approaches to user modelling give other kinds of schematic user
typification in terms of the users' roles, users' social events or
users' self-concepts. Despite the obvious fallacies in these approaches,
typification of users appears unproblematic for the experienced HCI
professional, because in practice user types are rich conceptual
structures that support professional user modelling. Accordingly, we
suggest that it might not be that important to discuss why user types
exist, but rather to study their application and change and under which
conditions they become user stereotypes, and how we may counteract the
negative effects of user stereotypes on design.

%M J.IWC.16.4.831
%T Heuristic evaluation of virtual reality applications
%S ARTICLE
%A Alistair Sutcliffe
%A Brian Gault
%J IWC
%D 2004
%V 16
%N 4
%P 831-849
%K CAVE; Virtual environment; Heuristic evaluation; Usability
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2004.05.001
%X This paper presents a heuristic method for evaluating virtual
environment (VE) user interfaces. The method is based on Nielsen's
[Usability Inspection Methods, 1994] usability heuristics, extended by
VE-specific principles proposed by Sutcliffe and Kaur [Behaviour and
Information Technology 19 (2000) 415-426]. Twelve heuristics are
presented which address usability and presence issues. An
inspection-based evaluation method is described and illustrated with
three usability case study assessments, the last of which rates the
applicability and validity of the heuristics by several evaluators. Use
of the method uncovered several usability problems and trapped the most
serious errors. Finally, VE applications integrating measures of
usability and presence are discussed.

%M J.IWC.16.5.851
%T The emergence of physiological computing
%S EDITORIAL
%A Winslow Burleson
%J IWC
%D 2004
%V 16
%N 5
%P 851-855
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2004.08.005

%M J.IWC.16.5.857
%T A research agenda for physiological computing
%S ARTICLE
%A Jennifer Allanson
%A Stephen H. Fairclough
%J IWC
%D 2004
%V 16
%N 5
%P 857-878
%K Physiological computing; Biofeedback; Brain-computer interaction
(BCI); Affective computing
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2004.08.001
%X Physiological computing involves the direct interfacing of human
physiology and computer technology, i.e. brain-computer interaction
(BCI). The goal of physiological computing is to transform bioelectrical
signals from the human nervous system into real-time computer input in
order to enhance and enrich the interactive experience. Physiological
computing has tremendous potential for interactive innovation but
research activities are often disparate and uneven, and fail to reflect
the multidisciplinary nature of the topic. This paper will provide a
primer on detectable human physiology as an input source, a summary of
relevant research and a research agenda to aid the future development of
interactive systems that utilise physiological information.

%M J.IWC.16.5.879
%T An analysis of facial movement tracking in ordinary human-computer
interaction
%S ARTICLE
%A Robert Ward
%J IWC
%D 2004
%V 16
%N 5
%P 879-896
%K Facial expression; Affective computing; Usability; Facial modelling;
Anthropomorphic interfaces
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2004.08.002
%X Automatic tracking of facial movement is potentially important as a
non-invasive source of physiological data in Affective Computing
applications. Facial movement tracking software is becoming commercially
available and affordable. This paper explores the association between
facial and physiological responses to computer-based events, and the
viability of facial movement tracking in detecting and distinguishing
qualitative differences in users' facial movements under normal
conditions of computer use.
   Fifteen participants took a web-based quiz. The quiz contained two
relatively ordinary HCI events as stimuli: an alert intended to evoke
surprise, and questions with high affective content intended to evoke
amusement. From previous findings, the alert was expected to be the
stronger of the two stimuli. Participants' physiological arousal was
recorded and their faces videoed. The videos for the periods around each
event were analysed by commercially available facial movement tracking
software.
   Human judges considered participants' faces to have responded to both
stimuli, but more to the stronger of the two stimuli. Facial response
did not always concur with physiological arousal. The tracker detected
reactions to the stronger stimulus but had mixed success with the weaker
stimulus. The tracker also generated different data profiles for two
different facial expressions. These findings support the supposition
that users' facial expressions can and do respond to ordinary
computer-based events, and indicate that facial movement tracking is
becoming a viable technique, and is available to non-computer vision
specialists.

%M J.IWC.16.5.897
%T On physiological computing with an application in interactive art
%S ARTICLE
%A Ernest Edmonds
%A Dave Everitt
%A Michael Macaulay
%A Greg Turner
%J IWC
%D 2004
%V 16
%N 5
%P 897-915
%K Interactive art; Physiological computing; Human-computer interaction
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2004.08.003
%X The paper presents a discussion on the logic of the necessity for
investigation into the area of physiological computing and reviews
empirical work by some of the authors. In particular, the paper
discusses the reliability of information that can be inferred from
certain biological sensor data and ways in which positive benefits can
be ensured or measured relating to the use of the feedback that can
result from its use. One important and emerging application area for
physiological feedback in interactive computing is in interactive art
systems. In some respects, this application has been making strong
progress for the particular reason that the interactive experience
itself, rather than more abstract and problematic information handling,
is at the core. Another interesting aspect of the applications in art is
that they provide informal experimental investigations into these new
forms of human-computer interaction, and artists are already devising
new applications and interfaces for physiological information. The paper
describes an art work employing physiological feedback, including a
discussion of how it was built and of the participating audience
reactions when exhibited.

%M J.IWC.16.5.917
%T A platform for wearable physiological computing
%S ARTICLE
%A Astro Teller
%J IWC
%D 2004
%V 16
%N 5
%P 917-937
%K Wearable; Platform; SenseWear system
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2004.08.004
%X As computers emerge, from the desktop and palm top, into everyday
life, and on to our bodies there are opportunities to aggregate and
present data and to realize and envision applications that have never
before been possible. Tracking the physiological state of individuals,
at resolutions measured in thousandths of a second instead of in visits
per year, now makes it possible to ascertain caloric intake and
expenditure, patterns of sleep, contextual activities such as
working-out and driving, even parameters of mental state and health. An
award wining multi-channel wearable physiological sensor has enabled the
collection of data in natural settings from thousands of subjects
engaged in diverse activities. The resulting corpus of physiological
data from 4 years of aggregation has yielded over 30 million minutes of
physiological data. Data modeling efforts are resulting in applications
that enable real-time presentation of meaningful and actionable
information to users and their designated collaborators (physicians,
family members, counselors, coaches, etc.) The SenseWear system, its
design and a summery of the experimental results and ongoing research
initiatives will be presented. This discussion will show how the design
and research efforts of ubiquitous, pervasive, and collaborative
computing are converging to manifest the future of computing as:
wearable, personal, and sympathetic.

%M J.IWC.16.5.939
%T Desktop virtual environments: a study of navigation and age
%S ARTICLE
%A H. Sayers
%J IWC
%D 2004
%V 16
%N 5
%P 939-956
%K Desktop virtual environments; Navigation; Age; Usability
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2004.05.003
%X Navigation in virtual environments on desktop systems is known to be
problematic. Research into the usability of the tools presented on
two-dimensional interfaces indicates that, for even relatively simple
tasks, users experience some degree of frustration. As the user
community broadens with an increasing range of applications and services
making use of three-dimensional presentation, the usability of these
interfaces becomes ever more important. In this paper, we describe the
results of an experiment performed to evaluate the usability of a number
of visual navigation tools and the effect for two age groups (18-45 and
46+). Results indicate that, for both age groups, the visual
presentation of navigational aids improves navigation performance in
terms of both time taken to complete tasks, and user satisfaction with
the system. In all experimental conditions younger participants achieved
better performance times, although the gap between the groups decreased
when a choice of navigation aids was presented.

%M J.IWC.16.5.957
%T Investigating actability dimensions: a language/action perspective on
criteria for information systems evaluation
%S ARTICLE
%A Par J. Agerfalk
%J IWC
%D 2004
%V 16
%N 5
%P 957-988
%K Actability; Usability; Social action; Design; Evaluation; Heuristics;
Case study
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2004.05.002
%X From a language/action perspective (LAP), information systems are
conceived as tools for social action and communication. To date,
LAP-based approaches have tended towards the abstract, focusing
primarily on business modelling and different business interaction
patterns. In this paper, nine dimensions of information systems from a
LAP point of view are developed. The dimensions are founded on the
notion that information systems used within a business context have the
ability to act and to support human action -- they possess actability.
The dimensions bring concrete design suggestions to systems development
and evaluation by emphasizing aspects such as anonymization of
information origin, appropriate visual presentation based on required
action support, and the design of systems in relation to communication
patterns and business responsibilities. Examples from a case study are
discussed to show the applicability of the actability dimensions. The
relationship between the suggested actability dimensions and commonly
referred principles for assessing usability is elaborated.

%M J.IWC.16.5.989
%T An experimental study on the role of software synthesized 3D sound in
augmented reality environments
%S ARTICLE
%A Zhiying Zhou
%A Adrian David Cheok
%A Xubo Yang
%A Yan Qiu
%J IWC
%D 2004
%V 16
%N 5
%P 989-1016
%K 3D sound; Augmented reality; Depth perception; Localization of sound;
Task performance; Collaboration; User studies
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2004.06.014
%X Investigation of augmented reality (AR) environments has become a
popular research topic for engineers, computer and cognitive scientists.
Although application oriented studies focused on audio AR environments
have been published, little work has been done to vigorously study and
evaluate the important research questions of the effectiveness of 3D
sound in the AR context, and to what extent the addition of 3D sound
would contribute to the AR experience.
   Thus, we have developed two AR environments and performed vigorous
experiments with human subjects to study the effects of 3D sound in the
AR context. The study concerns two scenarios. In the first scenario, one
participant must use vision only and vision with 3D sound to judge the
relative depth of augmented virtual objects. In the second scenario, two
participants must co-operate to perform a joint task in a game-based AR
environment.
   Hence, the goals of this study are (1) to access the impact of 3D
sound on depth perception in a single-camera AR environment, (2) to
study the impact of 3D sound on task performance and the feeling of
"human presence and collaboration", (3) to better understand the role of
3D sound in human-computer and human-human interactions, (4) to
investigate if gender can affect the impact of 3D sound in AR
environments. The outcomes of this research can have a useful impact on
the development of audio AR systems which provide more immersive,
realistic and entertaining experiences by introducing 3D sound. Our
results suggest that 3D sound in AR environment significantly improves
the accuracy of depth judgment and improves task performance. Our
results also suggest that 3D sound contributes significantly to the
feeling of "human presence and collaboration" and helps the subjects to
"identify spatial objects".

%M J.IWC.16.6.1017
%T My password is here! An investigation into visuo-spatial
authentication mechanisms
%S ARTICLE
%A Karen Renaud
%A Antonella De Angeli
%J IWC
%D 2004
%V 16
%N 6
%P 1017-1041
%K User authentication; Graphical mechanisms; Visuo-spatial memory;
Evaluation; Web authentication; Metrics
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2004.06.012
%X Passwords are the almost universal authentication mechanism, even
though they are basically flawed and cause problems for users due to
poor memorability. Graphical methods of authentication have recently
excited some interest but little is known about their actual efficacy.
There are basically two types of graphical authentication mechanisms:
recognition-based and location-based -- also called visuo-spatial
mechanisms. Whereas some kinds of recognition-based graphical
authentication mechanisms have been evaluated by various researchers,
there is still a need to investigate location-based graphical
authentication mechanisms in a more rigorous fashion to determine
whether they could be a viable alternative to traditional passwords for
web usage. This paper discusses graphical authentication mechanisms in
general and reports on the evaluation of one particular visuo-spatial
mechanism, aimed at augmenting the password paradigm by providing a way
to record passwords securely. Results and findings are presented, and
conclusions drawn, some of which can also be applied to other types of
visuo-spatial mechanisms. We also propose a set of metrics which can be
used to measure the quality of web authentication mechanisms and apply
these to a range of existing authentication mechanisms.

%M J.IWC.16.6.1043
%T An experimental study on the role of 3D sound in augmented reality
environment
%S ARTICLE
%A Zhiying Zhou
%A Adrian David Cheok
%A Xubo Yang
%A Yan Qiu
%J IWC
%D 2004
%V 16
%N 6
%P 1043-1068
%K 3D sound; Augmented reality; User study
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2004.06.016
%X Abstract Investigation of augmented reality (AR) environments has
become a popular research topic for engineers, computer and cognitive
scientists. Although application oriented studies focused on audio AR
environments have been published, little work has been done to
vigorously study and evaluate the important research questions of the
effectiveness of three-dimensional (3D) sound in the AR context, and to
what extent the addition of 3D sound would contribute to the AR
experience.
   Thus, we have developed two AR environments and performed vigorous
experiments with human subjects to study the effects of 3D sound in the
AR context. The study concerns two scenarios. In the first scenario, one
participant must use vision only and vision with 3D sound to judge the
relative depth of augmented virtual objects. In the second scenario, two
participants must cooperate to perform a joint task in a game-based AR
environment.
   Hence, the goals of this study are (1) to access the impact of 3D
sound on depth perception in a single-camera AR environment, (2) to
study the impact of 3D sound on task performance and the feeling of
"human presence and collaboration", (3) to better understand the role of
3D sound in human-computer and human-human interactions, (4) to
investigate if gender can affect the impact of 3D sound in AR
environments. The outcomes of this research can have a useful impact on
the development of audio AR systems, which provide more immersive,
realistic and entertaining experiences by introducing 3D sound. Our
results suggest that 3D sound in AR environment significantly improves
the accuracy of depth judgment and improves task performance. Our
results also suggest that 3D sound contributes significantly to the
feeling of human presence and collaboration and helps the subjects to
"identify spatial objects".

%M J.IWC.16.6.1069
%T Audio channel constraints in video-mediated communication
%S ARTICLE
%A Alison Sanford
%A Anne H. Anderson
%A Jim Mullin
%J IWC
%D 2004
%V 16
%N 6
%P 1069-1094
%K Video-mediated communication; Audio channel configuration; Task
performance; Patterns of speech; Discourse analysis; Adaptations
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2004.06.015
%X This study investigated the effects of two types of audio channels
upon the effectiveness of task-based interactions in a video-mediated
context (VMC). Forty undergraduates completed a collaborative task (The
Map Task) using either a full or half-duplex audio channel. Their
performance was compared to face-to-face interactions, taken from the
Human Communication Research Centre corpus of Map Task Dialogues.
Effects of varying the audio channel were explored by comparing task
performance, patterns of speech, and establishment of mutual
understanding. Users of the full-duplex VMC made insufficient allowance
for the VMC context; they completed the task less accurately than
face-to-face participants, and interrupted each other more frequently
than other participants. Participants in the half-duplex VMC however
performed as well as face-to-face participants. They made sensible
adaptations to the constraints imposed by the half-duplex VMC context,
producing longer dialogues, with more explicit turn-taking management,
and taking greater care in establishing mutual knowledge.

%M J.IWC.16.6.1095
%T Evaluating the user-centredness of development organisations:
conclusions and implications from empirical usability capability
maturity assessments
%S ARTICLE
%A Timo Jokela
%J IWC
%D 2004
%V 16
%N 6
%P 1095-1132
%K User-centred design; Human-centred design; Process assessment;
Usability maturity; Usability capability
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2004.07.006
%X Improving the position and effectiveness of user-centred design, UCD,
in software and product development is a challenge in many companies.
One step towards improvements is to carry out a usability capability
maturity, UCM, assessment to evaluate the strengths and weaknesses of a
development organisation in user-centred design. This article reports
the lessons learnt from 11 empirical UCM assessments of R&D groups of
Nokia, a software house, an SME, and a research institute in Finland.
The first assessments were carried out using a standard process
assessment model (a pre-version of ISO 18529); the last assessments were
carried out using a new KESSU model that evolved during the research. It
was found that the assessment model, its interpretation, and the
viewpoints of the assessment team have a critical role in the success of
assessments. In addition, it was found that the customers have different
purposes for assessments and those purposes have an effect on how one
should conduct the assessment -- or whether to conduct it at all.

%M J.IWC.16.6.1133
%T Collaborating around vertical and horizontal large interactive
displays: which way is best?
%S ARTICLE
%A Yvonne Rogers
%A Sian Lindley
%J IWC
%D 2004
%V 16
%N 6
%P 1133-1152
%K Display technology; Collaborative co-located working; Large
interactive surfaces
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2004.07.008
%X Large interactive displays are increasingly being placed in work and
public settings. An assumption is that the shared surface they provide
can facilitate collaboration among co-located groups. An exploratory
study was carried out to investigate this claim, and, in particular, to
examine the effects of the physical orientation of a display on group
working. Two conditions were compared: vertical versus horizontal. A
number of differences were found. In the horizontal condition group
members switched more between roles, explored more ideas and had a
greater awareness of what each other was doing. In the vertical
condition groups found it more difficult to collaborate around the
display. A follow-up study explored how participants, who had previous
experience of using both displays, determined how to work together when
provided with both kinds of display. The groups exhibited a more
efficient and coordinated way of working but less collaboration in terms
of the sharing and discussion of ideas.

%M J.IWC.16.6.1153
%T Employing think-aloud protocols and constructive interaction to test
the usability of online library catalogues: a methodological comparison
%S ARTICLE
%A M.J. Van den Haak
%A M.D.T de Jong
%A P.J. Schellens
%J IWC
%D 2004
%V 16
%N 6
%P 1153-1170
%K Usability testing; Concurrent think-aloud protocols; Retrospective
think-aloud protocols; Constructive interaction; Co-discovery; Validity
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2004.07.007
%X This paper describes a comparative study of three usability test
approaches: concurrent think-aloud protocols, retrospective think-aloud
protocols, and constructive interaction. These three methods were
compared by means of an evaluation of an online library catalogue, which
involved four points of comparison: number and type of usability
problems detected; relevance of the problems detected; overall task
performance; and participant experiences. The results of the study
showed that there were only few significant differences between the
usability test approaches, mainly with respect to manner of problem
detecting, task performance and participant experience. For the most
part, the usability methods proved very much comparable, revealing
similar numbers and types of problems that were equally relevant. Taking
some practical aspects into account, a case can be made for preferring
the concurrent think-aloud protocols over the other two methods.

%M J.IWC.16.6.1171
%T Immediate usability: a case study of public access design for a
community photo library
%S ARTICLE
%A Bill Kules
%A Hyunmo Kang
%A Catherine Plaisant
%A Anne Rose
%A Ben Shneiderman
%J IWC
%D 2004
%V 16
%N 6
%P 1171-1193
%K Community photo library; Photo collection; Group annotation; Public
access system; Immediate usability; Direct annotation; Direct
manipulation; Drag-and-drop; Zero-trial learning; Walk-up-and-use;
Casual use
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2004.07.005
%X This paper describes a novel instantiation of a digital photo library
in a public access system. It demonstrates how designers can utilize
characteristics of a target user community (social constraints, trust,
and a lack of anonymity) to provide capabilities, such as unrestricted
annotation and uploading of photos, which would be impractical in other
types of public access systems. It also presents a compact set of design
principles and guidelines for ensuring the immediate usability of public
access information systems. These principles and guidelines were derived
from our experience developing PhotoFinder Kiosk, a community photo
library. Attendees of a major HCI conference (CHI 2001 Conference on
Human Factors in Computing Systems) successfully used the tool to browse
and annotate collections of photographs spanning 20 years of HCI-related
conferences, producing a richly annotated photo history of the field of
human-computer interaction. Observations and usage log data were used to
evaluate the tool and develop the guidelines. They provide specific
guidance for practitioners, as well as a useful framework for additional
research in public access interfaces.

%M J.IWC.16.6.1195
%T Effective attention allocation behavior and its measurement: a
preliminary study
%S ARTICLE
%A Y. Lin
%A W.J. Zhang
%A R.J. Koubek
%J IWC
%D 2004
%V 16
%N 6
%P 1195-1210
%K Human-machine interface evaluation; Human-computer interaction;
Attention allocation; Measurement; Eye movement; Hand movement
%* (c) Copyright 2004 Elsevier Science Publishers
%W http://dx.doi.org/10.1016/j.intcom.2004.08.006
%X In general, evaluation of human-machine interface design remains a
challenging task. Specifically, there remains a lack of method for
tracking effective human operator's attention. This paper presents a
study aimed at devising such a method. This method is based on a
combination of operators' eye movement and hand movement behaviors. The
eye movement reflects the operators' cognitive process and attention
allocation, while the hand movement reflects the operators' physical
action, which is the result of a cognitive process. Effectiveness of
that piece of cognition (eye movement) can therefore be evaluated based
on the result of an action (hand movement). The said measure, which may
be called the hand-eye measure, is examined for its sensitivity to a
good or poor operation behavior and patterns that are further correlated
to the operator's behavior and performance. At present, the patterns
across the whole operation period are explored. A reference system is
employed to validate the hand-eye measure.

fpack:!@#$%^&*(): TOCHI11.BA
%M J.TOCHI.11.1.1
%T Crossing the divide
%A Jonathan Grudin
%J TOCHI
%D 2004
%V 11
%N 1
%P 1-25
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/972648.972649
%X This essay summarizes the editor's views of publication in the field
of human-computer interaction. Digital technologies have begun changing
the way journal articles and conference papers are produced, reviewed,
published, accessed, and used. This period of profound change presents
challenges and opportunities for both new and existing channels of
scientific and technical communication. 

%M J.TOCHI.11.1.26
%T Improving graphical information system model use with elision and
connecting lines
%A Jouni Huotari
%A Kalle Lyytinen
%A Marketta Niemela
%J TOCHI
%D 2004
%V 11
%N 1
%P 26-58
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/972648.972650
%X Graphical information system (IS) models are used to specify and
design IS from several perspectives. Due to the growing size and
complexity of modern information systems, critical design information is
often distributed via multiple diagrams. This slows search performance
and results in reading errors that later cause omissions and
inconsistencies in the final designs. We study the impact of large
screens and the two promising visual integration techniques of elision
and connecting lines that can decrease the designers' cognitive efforts
to read diagrams. We conduct a laboratory experiment using 84 computer
science students to investigate the impact of these techniques on the
accuracy of the subjects' search and recall with entity-relationship
diagrams and data flow diagrams. The search tasks involve both vertical
and horizontal searches on a moderately complex IS model that consists
of multiple diagrams. We also examine the subjects' spatial
visualization abilities as a possible covariant for observed search
performance. These visual integration techniques significantly reduced
errors in both the search and the recall of diagrams, especially with
respect to individuals with low spatial visualization ability. 

%M J.TOCHI.11.1.59
%T Patterns of cooperative interaction: Linking ethnomethodology and
design
%A David Martin
%A Ian Sommerville
%J TOCHI
%D 2004
%V 11
%N 1
%P 59-89
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/972648.972651
%X Patterns of Cooperative Interaction are regularities in the
organisation of work, activity, and interaction among participants, and
with, through, and around artifacts. These patterns are organised around
a framework and are inspired by how such regularities are highlighted in
ethnomethodologically-informed ethnographic studies of work and
technology. They comprise a high level description and two or more
comparable examples drawn from specific studies. Our contention is that
these patterns form a useful resource for reusing findings from previous
field studies, for enabling analysis and considering design in new
settings. Previous work on the relationship between ethnomethodology and
design has been concerned primarily in providing presentation frameworks
and mechanisms, practical advice, schematisations of the
ethnomethodologist's role, different possibilities of input at different
stages in development, and various conceptualisations of the
relationship between study and design. In contrast, this article seeks
to first discuss the position of patterns relative to emergent major
topics of interest of these studies. Subsequently it seeks to describe
the case for the collection of patterns based on findings, their
comparison across studies and their general implications for design
problems, rather than the concerns of practical and methodological
interest outlined in the other work. Special attention is paid to our
evaluations and to how they inform how the patterns collection may be
read, used and contributed to, as well as to reflections on the
composition of the collection as it has emerged. The paper finishes,
first, with a discussion of how our work relates to other work on
patterns, before some closing comments are made on the role of our
patterns and ethnomethodology in systems design. 

%M J.TOCHI.11.1.90
%T DateLens: A fisheye calendar interface for PDAs
%A Benjamin B. Bederson
%A Aaron Clamage
%A Mary P. Czerwinski
%A George G. Robertson
%J TOCHI
%D 2004
%V 11
%N 1
%P 90-119
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/972648.972652
%X Calendar applications for small handheld devices are growing in
popularity. This led us to develop DateLens, a novel calendar interface
for PDAs designed to support complex tasks. It uses a fisheye
representation coupled with compact overviews to give the big picture in
a small space. The interface also gives users control over the visible
time period, as well as supporting integrated search to discover
patterns and outliers. Designed with device scalability in mind,
DateLens currently runs on desktop computers as well as PDAs. Two user
studies were conducted to examine the viability of DateLens as a
replacement for traditional calendar visualizations. In the first study,
non-PDA users performed complex tasks significantly faster with DateLens
than with the Microsoft Pocket PC 2002TM calendar (using a PDA
emulator). In addition, they rated DateLens as being easier to use than
the default calendar application for a majority of the tasks. In the
second study, the participants were expert Pocket PC users and the
software was run on their own devices. Again, DateLens performed
significantly faster for the complex tasks, and there were satisfaction
differences favoring each calendar for different kinds of tasks. From
these studies, it is clear that DateLens is superior for more complex
tasks such as those associated with longer time periods. For daily event
tracking, users familiar with the default Pocket PC calendar strongly
preferred its daily view and behaviors. 

%M J.TOCHI.11.2.121
%T Lessons learned from eClass: Assessing automated capture and access
in the classroom
%A Jason A. Brotherton
%A Gregory D. Abowd
%J TOCHI
%D 2004
%V 11
%N 2
%P 121-155
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1005361.1005362
%X This article presents results from a study of an automated capture
and access system, eClass, which was designed to capture the materials
presented in college lectures for later review by students. In this
article, we highlight the lessons learned from our three-year study
focusing on the effect of capture and access on grades, attendance, and
use of the captured notes and media. We then present suggestions for
building future systems discussing improvements from our system in the
capture, integration, and access of college lectures. 

%M J.TOCHI.11.2.156
%T In pursuit of desktop evolution: User problems and practices with
modern desktop systems
%A Pamela Ravasio
%A Sissel Guttormsen Schar
%A Helmut Krueger
%J TOCHI
%D 2004
%V 11
%N 2
%P 156-180
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1005361.1005363
%X This study deals with the problems users encounter in their daily
work with computers and the typical practices that they employ. Sixteen
daily computer users were interviewed about their habits and problems
that they encountered during document classification and retrieval. For
both these areas, we provide an overview of identified user practices
and a citation-based analysis of the problems users encountered,
including those related to the use of the screen real estate (the actual
desktop). Two types of problems were identified: (1) Problems that
concern the actual use of the system installed on the computer. (2)
Problems that arise when people realise that they are using a system
that does not allow for the desired work or organizational functions
sought. We were able to show that skill continues to be an important
factor with respect to the ease of using today's systems. We suggest the
following necessary improvements for the evolution of personal
information systems: A storage facility that represents the user's view
of information; replacing pure technical file metadata with more
user-friendly attributes; and introduction of annotations as a new
information type. 

%M J.TOCHI.11.2.181
%T User interface design with matrix algebra
%A Harold Thimbleby
%J TOCHI
%D 2004
%V 11
%N 2
%P 181-236
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1005361.1005364
%X It is usually very hard, both for designers and users, to reason
reliably about user interfaces. This article shows that 'push button'
and 'point and click' user interfaces are algebraic structures. Users
effectively do algebra when they interact, and therefore we can be
precise about some important design issues and issues of usability.
Matrix algebra, in particular, is useful for explicit calculation and
for proof of various user interface properties.
   With matrix algebra, we
are able to undertake with ease unusally thorough reviews of real user
interfaces: this article examines a mobile phone, a handheld calculator
and a digital multimeter as case studies, and draws general conclusions
about the approach and its relevance to design. 

%M J.TOCHI.11.3.237
%T Introduction to mobile and adaptive conversational interfaces
%A Sharon Oviatt
%A Stephanie Seneff
%J TOCHI
%D 2004
%V 11
%N 3
%P 237-240
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1017494.1017495

%M J.TOCHI.11.3.241
%T Multithreaded context for robust conversational interfaces:
Context-sensitive speech recognition and interpretation of corrective
fragments
%A Oliver Lemon
%A Alexander Gruenstein
%J TOCHI
%D 2004
%V 11
%N 3
%P 241-267
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1017494.1017496
%X We focus on the issue of robustness of conversational interfaces that
are flexible enough to allow natural "multithreaded" conversational
flow. Our main advance is to use context-sensitive speech recognition in
a general way, with a representation of dialogue context that is rich
and flexible enough to support conversation about multiple interleaved
topics, as well as the interpretation of corrective fragments. We
explain, by use of worked examples, the use of our "Conversational
Intelligence Architecture" (CIA) to represent conversational threads,
and how each thread can be associated with a language model (LM) for
more robust speech recognition. The CIA uses fine-grained dynamic
representations of dialogue context, which supersede those used in
finite-state or form-based dialogue managers. In an evaluation of a
dialogue system built using this architecture we found that 87.9% of
recognized utterances were recognized using a context-specific language
model, resulting in an 11.5% reduction in the overall utterance
recognition error rate, and a 13.4% reduction in concept error rate.
Thus we show that by using context-sensitive recognition based on the
predicted type of the user's next dialogue move, a more flexible
dialogue system can also exhibit an improvement in speech recognition
performance. 

%M J.TOCHI.11.3.268
%T ISIS: an adaptive, trilingual conversational system with interleaving
interaction and delegation dialogs
%A Helen Meng
%A P. C. Ching
%A Shuk Fong Chan
%A Yee Fong Wong
%A Cheong Chat Chan
%J TOCHI
%D 2004
%V 11
%N 3
%P 268-299
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1017494.1017497
%X ISIS (Intelligent Speech for Information Systems) is a trilingual
spoken dialog system (SDS) for the stocks domain. It handles two
dialects of Chinese (Cantonese and Putonghua) as well as English -- the
predominant languages in our region. The system supports spoken language
queries regarding stock market information and simulated personal
portfolios. The conversational interface is augmented with a screen
display that can capture mouse-clicks as well as textual input by typing
or stylus-writing. Real-time information is retrieved directly from a
dedicated Reuters satellite feed. ISIS provides a system test-bed for
our work in multilingual speech recognition and generation, speaker
authentication, language understanding and dialog modeling. This article
reports on our new explorations within the context of ISIS, including:
(i) adaptivity to knowledge scope expansion; (ii) asynchronous
human-computer interaction by task delegation to software agents; (iii)
multi-threaded online interaction and offline delegation dialogs with
interruptions for task switching. 

%M J.TOCHI.11.3.300
%T Toward adaptive conversational interfaces: Modeling speech
convergence with animated personas
%A Sharon Oviatt
%A Courtney Darves
%A Rachel Coulston
%J TOCHI
%D 2004
%V 11
%N 3
%P 300-328
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1017494.1017498
%X The design of robust interfaces that process conversational speech is
a challenging research direction largely because users' spoken language
is so variable. This research explored a new dimension of speaker
stylistic variation by examining whether users' speech converges
systematically with the text-to-speech (TTS) heard from a software
partner. To pursue this question, a study was conducted in which
twenty-four 7 to 10-year-old children conversed with animated partners
that embodied different TTS voices. An analysis of children's amplitude,
durational features, and dialogue response latencies confirmed that they
spontaneously adapt several basic acoustic-prosodic features of their
speech 10-50%, with the largest adaptations involving utterance pause
structure and amplitude. Children's speech adaptations were relatively
rapid, bidirectional, and dynamically readaptable when introduced to new
partners, and generalized across different types of users and TTS
voices. Adaptations also occurred consistently, with 70-95% of children
converging with their partner's TTS, although individual differences in
magnitude of adaptation were evident. In the design of future
conversational systems, users' spontaneous convergence could be
exploited to guide their speech within system processing bounds, thereby
enhancing robustness. Adaptive system processing could yield further
significant performance gains. The long-term goal of this research is
the development of predictive models of human-computer communication to
guide the design of new conversational interfaces. 

%M J.TOCHI.11.4.329
%T Using confidence scores to improve hands-free speech based navigation
in continuous dictation systems
%A Jinjuan Feng
%A Andrew Sears
%J TOCHI
%D 2004
%V 11
%N 4
%P 329-356
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1035575.1035576
%X Speech recognition systems have improved dramatically, but recent
studies confirm that error correction activities still account for
66-75% of the users' time, and 50% of that time is spent just getting to
the errors that need to be corrected. While researchers have suggested
that confidence scores could prove useful during the error correction
process, the focus is typically on error detection. More importantly,
empirical studies have failed to confirm any measurable benefits when
confidence scores are used in this way within dictation-oriented
applications. In this article, we provide data that explains why
confidence scores are unlikely to be useful for error detection. We
propose a new navigation technique for use when speech-only interactions
are strongly preferred and common, desktop-sized displays are available.
The results of an empirical study that highlights the potential of this
new technique are reported. An informal comparison between the current
study and previous research suggests the new technique reduces time
spent on navigation by 18%. Future research should include additional
studies that compare the proposed technique to previous non-speech and
speech-based navigation solutions.

%M J.TOCHI.11.4.357
%T Differences in pointing task performance between preschool children
and adults using mice
%A Juan Pablo Hourcade
%A Benjamin B. Bederson
%A Allison Druin
%A Francois Guimbretiere
%J TOCHI
%D 2004
%V 11
%N 4
%P 357-386
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1035575.1035577
%X Several experiments by psychologists and human factors researchers
have shown that when young children execute pointing tasks, they perform
at levels below older children and adults. However, these experiments
have not provided user interface designers with an understanding of the
severity or the nature of the difficulties young children have when
using input devices. To address this need, we conducted a study to gain
a better understanding of 4 and 5 year-old children's use of mice. We
compared the performance of thirteen 4 year-olds, thirteen 5 year-olds
and thirteen young adults in point-and-click tasks. Plots of the paths
taken by the participants show severe differences between adults' and
preschool children's ability to control the mouse. We were not surprised
then to find age had a significant effect on accuracy, target reentry,
and efficiency. We also found that target size had a significant effect
on accuracy and target reentry. Measuring movement time at four
different times (first entering target, last entering target, pressing
button, releasing button) yielded the result that Fitts' law models
children well only up to the time they first enter the target. Overall,
we found that the difference between the performance of children and
adults was large enough to warrant user interface interactions designed
specifically for preschool children. The results additionally suggest
that children need the most help once they get close to targets.

%M J.TOCHI.11.4.387
%T A study of web usability for older adults seeking online health
resources
%A Shirley Ann Becker
%J TOCHI
%D 2004
%V 11
%N 4
%P 387-406
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1035575.1035578
%X The Web offers older adult users immediate access to health resources
that might not otherwise be available. Older adult users, however, may
encounter Web barriers associated with normal aging and lower education.
The National Institute on Aging Web guidelines were used to assess the
usability of 125 Web sites offering health resources. Performance,
translation, and reading complexity were also assessed. Results showed
that many of the sampled sites were not senior-friendly. Only 12% of the
sites offered a Spanish version, many containing nontranslated text.
Approximately a third of sampled sites required a college education to
comprehend extracted health information.

%M J.TOCHI.11.4.407
%T "Who's in charge here?" communicating across unequal computer
platforms
%A Maria Velez
%A Marilyn Mantei Tremaine
%A Aleksandra Sarcevic
%A Bogdan Dorohonceanu
%A Allan Krebs
%A Ivan Marsic
%J TOCHI
%D 2004
%V 11
%N 4
%P 407-444
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1035575.1035579
%X People use personal data assistants in the field to collect data and
to communicate with others both in the field and office. The individual
in the office invariably has a laptop or a high-end personal workstation
and thus, significantly more computing power, more screen real estate,
and higher volume input devices, such as a mouse and keyboard. These
differences give the high-end user the ability to represent and
manipulate collaborative tasks more effectively. It is therefore useful
to know what impact these differences have on work performance and work
communications. Four different platform combinations involving a PC and
a PDA were used to examine the effect of communicating via heterogeneous
computer platforms. The PC platform used a mouse, a keyboard, and a
3-dimensional screen display. The PDA platform used a stylus, soft
buttons, and a 2-dimensional screen display. A variation of the Tetris
wall-building game called Slow Tetris was used as the subjects'
collaborative task. A second factor in the experiment was role
asymmetry. One subject was arbitrarily put in charge of the task
solution in all of the combinations. An analysis of the solution times
found that subjects with mixed platforms worked slower than their
homogeneous counterparts, that is, a person in charge with a PC worked
faster if his partner had a PC. An in-depth analysis of the
communication patterns found significant differences in the exchanges
between heterogeneous and homogenous combinations. The PC-to-PDA
combination (with the person on the PC in charge of the solution) took
significantly more time than the PC-to-PC combination. This extra time
appears to come from the disadvantage of having a partner on the PDA who
is unable to help in solving the problems. The PDA-to-PC combination
took approximately the same amount of time as the PDA-to-PDA combination
despite having one team member with a better representation. This member
was, unfortunately, not in charge of the solution. The PDA-to-PC
heterogeneous combination exhibited more direction giving, less
one-sided collaboration, and more takeover attempts than any of the
other combinations. Overall, roles were maintained in the partnerships
except for the person with the PDA directing the person with the PC.

%M J.TOCHI.11.4.445
%T ContactMap: Organizing communication in a social desktop
%A Steve Whittaker
%A Quentin Jones
%A Bonnie Nardi
%A Mike Creech
%A Loren Terveen
%A Ellen Isaacs
%A John Hainsworth
%J TOCHI
%D 2004
%V 11
%N 4
%P 445-471
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1035575.1035580
%X Modern work is a highly social process, offering many cues for people
to organize communication and access information. Shared physical
workplaces provide natural support for tasks such as (a) social
reminding about communication commitments and keeping track of
collaborators and friends, and (b) social data mining of local expertise
for advice and information. However, many people now collaborate
remotely using tools such as email and voicemail. Our field studies show
that these tools do not provide the social cues needed for group work
processes. In part, this is because the tools are organized around
messages, rather than people. In response to this problem, we created
ContactMap, a system that makes people the primary unit of interaction.
ContactMap provides a structured social desktop representation of users'
important contacts that directly supports social reminding and social
data mining. We conducted an empirical evaluation of ContactMap,
comparing it with traditional email systems, on tasks suggested by our
fieldwork. Users performed better with ContactMap and preferred
ContactMap for the majority of these tasks. We discuss future
enhancements of our system and the implications of these results for
future communication interfaces and for theories of mediated
communication.

fpack:!@#$%^&*(): IJHCI16.BA
%M J.IJHCI.16.1.1
%T Introduction
%A Fiona Fui-Hoon Nah
%J IJHCI
%D 2003
%V 16
%N 1
%P 1-3
%* (c) Copyright 2003 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/S15327590IJHC1601_1

%M J.IJHCI.16.1.5
%T ERP Implementation: Chief Information Officers' Perceptions of
Critical Success Factors
%A Fiona Fui-Hoon Nah
%A Kathryn M. Zuckweiler
%A Janet Lee-Shang Lau
%J IJHCI
%D 2003
%V 16
%N 1
%P 5-22
%* (c) Copyright 2003 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/S15327590IJHC1601_2
%X This article reports the results of a survey of Chief Information
Officers (CIOs) from Fortune 1000 companies on their perceptions of the
critical success factors in Enterprise Resource Planning (ERP)
implementation. Through a review of the literature, 11 critical success
factors were identified, with underlying subfactors, for successful ERP
implementation. The degree of criticality of each of these factors were
assessed in a survey administered to the CIOs. The 5 most critical
factors identified by the CIOs were top management support, project
champion, ERP teamwork and composition, project management, and change
management program and culture. The importance of each of these factors
is discussed.

%M J.IJHCI.16.1.23
%T Implementation Partner Involvement and Knowledge Transfer in the
Context of ERP Implementations
%A Marc N. Haines
%A Dale L. Goodhue
%J IJHCI
%D 2003
%V 16
%N 1
%P 23-38
%* (c) Copyright 2003 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/S15327590IJHC1601_3
%X Enterprise Resource Planning (ERP) systems are difficult and costly
to implement. Studies show that a large portion of the overall
implementation cost can be attributed to consulting fees. Indeed, hardly
any organization has the internal knowledge and skills to implement an
ERP system successfully without external help. Therefore, it becomes
crucial to use consultants effectively to improve the likelihood of
success and simultaneously keep the overall costs low. In this article
the authors draw from agency theory to generate a framework that
explains how consultant involvement and knowledge of the implementing
organization can impact the outcome of the project. Portions of the
framework are illustrated by examples from a series of interviews
involving 12 companies that had implemented an ERP. It is suggested that
choosing the right consultants and using their skills and knowledge
appropriately, as well as transferring and retaining essential knowledge
within the organization, is essential to the overall success of an ERP
system implementation.

%M J.IJHCI.16.1.39
%T A Process Change-Oriented Model for ERP Application
%A Majed Al-Mashari
%J IJHCI
%D 2003
%V 16
%N 1
%P 39-55
%* (c) Copyright 2003 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/S15327590IJHC1601_4
%X Though the application of enterprise resource planning (ERP) systems
has become widespread, many organizational experiences have shown that
resulting outcomes fall short of expectations. Best-practice
experiences, however, have proven that effective application is centered
on an integrative approach that seeks to achieve a balance between
certain key organizational elements. This article presents a novel
process change management-oriented model that considers the key areas in
ERP implementation, including strategy, business processes, structure,
culture, information technology, and managerial systems. The model is
grounded by empirical-based evidence drawn from a survey of various
organizational practices with ERP implementation.

%M J.IJHCI.16.1.57
%T Analyzing ERP Implementation at a Public University Using the
Innovation Strategy Model
%A Keng Siau
%A Jake Messersmith
%J IJHCI
%D 2003
%V 16
%N 1
%P 57-80
%* (c) Copyright 2003 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/S15327590IJHC1601_5
%X Enterprise Resource Planning (ERP) systems have revolutionized the
way companies are using information technology in their businesses. ERP
was created in an effort to streamline business processes and has proven
to be successful in many operations. Unfortunately, not all ERP
implementations have met expectations. One way that businesses may be
able to increase success rates is to embrace creativity and innovation
in their ERP implementations. For businesses to do this, they must first
understand how creativity originates and how that creativity can be
integrated into business solutions. This article presents a case study
that examines the ERP implementation at a public university and analyzes
the applicability of the Innovation Strategy Model on public sector
organizations.

%M J.IJHCI.16.1.81
%T Misalignments in ERP Implementation: A Dialectic Perspective
%A Christina Soh
%A Siew Kien Sia
%A Wai Fong Boh
%A May Tang
%J IJHCI
%D 2003
%V 16
%N 1
%P 81-100
%* (c) Copyright 2003 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/S15327590IJHC1601_6
%X Enterprise resource planning (ERP) systems are often not fully
aligned with the implementing organization. It is important to
understand their sources of misalignments because they can have
significant implications for the organization. From a dialectic
perspective, such misalignments are the result of opposing forces that
arise from structures embedded in the ERP package and the organization.

%M J.IJHCI.16.1.101
%T The Decision-Support Characteristics of ERP Systems
%A Clyde W. Holsapple
%A Mark P. Sena
%J IJHCI
%D 2003
%V 16
%N 1
%P 101-123
%* (c) Copyright 2003 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/S15327590IJHC1601_7
%X Enterprise Resource Planning (ERP) systems have been widely adopted
in large organizations. These systems store critical knowledge used to
make the decisions that drive an organization's performance. However,
ERP systems are known primarily for their transactional rather than
their decision-support characteristics. This study examines the extent
to which adopters of ERP systems perceive characteristics typically
associated with decision-support systems. It also examines the
importance that adopters place on such characteristics. The major
findings are that ERP adopters perceive substantial levels of
decision-support characteristics in their ERP systems and that they
consider such characteristics to be important. The study also examines
differences in decision-support perceptions among demographic groups. By
delineating the current state of ERP systems as they pertain to decision
support, the results establish areas that vendors and adopters can focus
on to improve the level of decision support provided by their ERP
systems.

%M J.IJHCI.16.2.127
%T The Performance of Automated Speech Recognition Systems Under Adverse
Conditions of Human Exertion
%A Marcia Seivert Entwistle
%J IJHCI
%D 2003
%V 16
%N 2
%P 127-140
%* (c) Copyright 2003 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/S15327590IJHC1602_01
%X Research was conducted to determine if a relation exists between
human exertion and the ability of speech recognition software to
correctly recognize human speech. Participants were asked to use voice
recognition technology to input a short newspaper article in 3 portions.
1 portion of the selected article was read while the participants were
rested, another portion while they were lightly exerted, and the final
portion while they were experiencing hard exertion. Recognition
percentages were computed and compared for rested, lightly exerted, and
moderately hard exerted states. The results identified a negative linear
relation between physical exertion and recognition accuracy; the higher
the level of exertion, the lower the accuracy rate.

%M J.IJHCI.16.2.141
%T The Development and Evaluation of a Speech-to-Sign Translation System
to Assist Transactions
%A Stephen Cox
%A Michael Lincoln
%A Judy Tryggvason
%A Melanie Nakisa
%A Mark Wells
%A Marcus Tutt
%A Sanja Abbott
%J IJHCI
%D 2003
%V 16
%N 2
%P 141-161
%* (c) Copyright 2003 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/S15327590IJHC1602_02
%X The design, development, and evaluation of an experimental
translation system that aims to aid transactions between a deaf person
and a clerk in a post office (PO) is described. The system uses a speech
recognizer to recognize speech from a PO clerk and then synthesizes
recognized phrases in British Sign language (BSL) using a specially
developed avatar. The main objective in developing this prototype system
was to determine how useful it would be to a customer whose first
language was BSL, and to discover what areas of the system required more
research and development to make it more effective. The system was
evaluated by 6 prelingually profoundly deaf people and 3 PO clerks. Deaf
users and PO clerks were supportive of the system, but the former group
required a higher quality of signing from the avatar and the latter a
system that was less constrained in the phrases it could recognize; both
these areas are being addressed in the next phase of development.

%M J.IJHCI.16.2.163
%T Data Entry for Mobile Devices Using Soft Keyboards: Understanding the
Effects of Keyboard Size and User Tasks
%A Andrew Sears
%A Ying Zha
%J IJHCI
%D 2003
%V 16
%N 2
%P 163-184
%* (c) Copyright 2003 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/S15327590IJHC1602_03
%X As mobile, handheld computing devices become more common and are used
for an ever-increasing variety of tasks, new mechanisms for data entry
must be investigated. Personal digital assistants often provide a small
stylus-activated soft keyboard, as do some mobile phones that include
touch screens. However, there is little data regarding the importance of
keyboard size or the users' tasks, the effectiveness of these keyboards,
or user reactions to these keyboards. In this article, an experiment
designed to investigate these issues in the context of a palm-style
QWERTY keyboard is described. In this study, 30 novices completed 6
realistic tasks using either a small, medium, or large soft keyboard.
The results not only confirm that keyboard size does not affect data
entry rates but that making the keyboard smaller does not increase error
rates or negatively impact preference ratings. However, tasks that
required users to switch between the alphabetic keyboard and the numeric
keyboard do result in significantly slower data entry rates. A model
that accurately predicts the time required to enter predefined text is
presented, and directions for future research are discussed.

%M J.IJHCI.16.2.185
%T Electronic Survey Methodology: A Case Study in Reaching
Hard-to-Involve Internet Users
%A Dorine Andrews
%A Blair Nonnecke
%A Jennifer Preece
%J IJHCI
%D 2003
%V 16
%N 2
%P 185-210
%* (c) Copyright 2003 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/S15327590IJHC1602_04
%X Using the Internet to conduct quantitative research presents
challenges not found in conventional research. Paper-based survey
quality criteria cannot be completely adapted to electronic formats.
Electronic surveys have distinctive technological, demographic, and
response characteristics that affect their design, use, and
implementation. Survey design, participant privacy and confidentiality,
sampling and subject solicitation, distribution methods and response
rates, and survey piloting are critical methodological components that
must be addressed.
   In this article, quality criteria for electronic survey design and
use based on an investigation of recent electronic survey literature are
presented. The application of these criteria to reach a hard-to-involve
online population-nonpublic participants of online communities (also
known as "lurkers")-and survey them on their community participation, a
topic not salient to the purpose of their online communities is
demonstrated in a case study. The results show that a hard-to-reach
audience can be reached using the quality criteria that are most
important for reaching these types of audiences. The results suggest how
the use of some criteria may conflict and what researchers may
experience when conducting electronic surveys in an online culture in
which people are not tolerant of intrusions into online lives.

%M J.IJHCI.16.2.211
%T Perceptions of Customer Service, Information Privacy, and Product
Quality From Semiotic Design Features in an Online Web Store
%A Marc L. Resnick
%A Raquel Montania
%J IJHCI
%D 2003
%V 16
%N 2
%P 211-234
%* (c) Copyright 2003 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/S15327590IJHC1602_05
%X The rise of the World Wide Web for electronic commerce has led to a
proliferation of companies selling products online. The global nature of
the Internet allows customers to browse the products of companies with
which they are wholly unfamiliar. However, concerns about customer
service, information privacy, and product quality discourage purchasing
from unknown companies. In this article, the effects of semiotic Web
design features on expectations of these performance criteria in a
purchase situation are investigated. Specifically, the presence and
prominence of links to customer service and a site privacy policy, and
the existence of product ratings and customer testimonials, were tested
to measure their effects on customer perceptions and expectations.
Results indicate that some design features have a strong semiotic effect
on customer expectations. Prominent links to customer service and a site
privacy policy significantly increased expectations of customer service
and privacy protection. The presence of product ratings increased
perceptions of product quality. All 3 design features led to increased
likelihood of purchase. Furthermore, participants were not aware of
these effects and reported not considering product ratings in their
decisions. Implications of these results on Web site design and consumer
behavior are discussed.

%M J.IJHCI.16.2.235
%T A Systemic-Structural Activity Approach to the Design of
Human-Computer Interaction Tasks
%A Gregory Bedny
%A Waldemar Karwowski
%J IJHCI
%D 2003
%V 16
%N 2
%P 235-260
%* (c) Copyright 2003 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/S15327590IJHC1602_06
%X In this article, a new approach to the study of Human-Computer
interaction (HCI) from the activity theory perspective is presented. A
computer-based task was selected for demonstration purposes. Due to its
complexity, variability, and number of mental components, the selected
computer-based task presented difficulties in observation and formal
description. Other tasks involving computers bared similar difficulties.
In this study, it is demonstrated that activity theory, which has
precise units of analysis and carefully elaborated concepts and
terminology, can be useful in the study of HCIs. The examination and
description of the computer-based task in this study are carried out
through a systemic-structural analysis approach associated with activity
theory.

%M J.IJHCI.16.2.261
%T A Study of Computerized Offices in Greece: Are Ergonomic Design
Requirements Met?
%A Nicolas Marmaras
%A Stelios Papadopoulos
%J IJHCI
%D 2003
%V 16
%N 2
%P 261-281
%* (c) Copyright 2003 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/S15327590IJHC1602_07
%X In this study, an investigation was conducted into the extent to
which ergonomic requirements for work on computers are met in Greek
office workstations. The ergonomic requirements considered were those
included in Council Directive 90/270/EEC (1990) of the European Union
and the ISO 9241 (1997) standard. 593 office workstations were assessed
using an assessment tool consisting of 70 assessment points. The
assessment results show that the ergonomic requirements that are
independent of the specific characteristics of individual work spaces
and environments (e.g., design standards for seats, monitors, and input
devices) are adequately met. Ergonomic requirements that should take
into consideration the specific characteristics and constraints of
individual work content, work spaces, and environments (e.g.,
requirements dealing with workplace layout, environmental conditions,
software, and work organization) are inadequately met. Based on these
results, issues are indicated on the effort ergonomists should focus to
improve working conditions in computerized offices.

%M J.IJHCI.16.2.283
%T Interfaces That Heal: Coupling Real and Virtual Objects to Treat
Spider Phobia
%A Hunter G. Hoffman
%A Azucena Garcia-Palacios
%A Albert Carlin
%A Thomas A. Furness, III
%A Cristina Botella-Arbona
%J IJHCI
%D 2003
%V 16
%N 2
%P 283-300
%* (c) Copyright 2003 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/S15327590IJHC1602_08
%X Tactile augmentation is a simple, safe, inexpensive interaction
technique for adding physical texture and force feedback cues to virtual
objects. This study explored whether virtual reality (VR) exposure
therapy reduces fear of spiders and whether giving patients the illusion
of physically touching the virtual spider increases treatment
effectiveness. Eight clinically phobic students were randomly assigned
to one of 3 groups-(a) no treatment, (b) VR with no tactile cues, or (c)
VR with a physically "touchable" virtual spider-as were 28 nonclinically
phobic students. Participants in the 2 VR treatment groups received
three 1-hr exposure therapy sessions resulting in clinically significant
drops in behavioral avoidance and subjective fear ratings. The tactile
augmentation group showed the greatest progress on behavioral measures.
On average, participants in this group, who only approached to 5.5 ft of
a live spider on the pretreatment Behavioral Avoidance Test
(Garcia-Palacios, 2002), were able to approach to 6 in. of the spider
after VR exposure treatment and did so with much less anxiety (see
www.vrpain.com for details). Practical implications are discussed.

%M J.IJHCI.16.2.301
%T Simulating Network Delays: Applications, Algorithms, and Tools
%A Andrew Sears
%J IJHCI
%D 2003
%V 16
%N 2
%P 301-323
%* (c) Copyright 2003 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/S15327590IJHC1602_09
%X Organizations are rushing to establish a presence on the World Wide
Web (WWW). Researchers, designers, and users all recognize the
importance of network delays, with longer delays frequently being
associated with more negative user experiences. Although some delay is
unavoidable, design decisions do contribute to the total delay users
experience. In this article, a collection of tools that allow
individuals to experience realistic network delays during informal
evaluations, usability studies, and controlled experiments are
described. These tools allow practitioners to more effectively assess
usability in the context of realistic network delays, researchers to
more effectively investigate the factors that affect the usability of
information and applications delivered via the WWW, and educators to
more effectively convey the importance of design decisions in the
context of the WWW. This article describes how these tools may be used
as well as the tools themselves, including the algorithms that make them
effective. 2 approaches for validating simulations with results are
presented. The first validation suggests that the simulation process
utilized in the wide-area network delay simulator tools (Borella &
Sears, 1997) effectively reproduces the network delays observed when
retrieving material via the WWW. The second validation provides even
stronger support, indicating that the simulation process can be used to
reproduce a specific set of network conditions more accurately than the
network itself. Directions for additional research are also discussed.

%M J.IJHCI.16.2.325
%T Cognitive Analysis of Process Knowledge Transfer in Computer
Supported Cooperative Work
%A Manfred Muhlfelder
%A Holger Luczak
%J IJHCI
%D 2003
%V 16
%N 2
%P 325-344
%* (c) Copyright 2003 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/S15327590IJHC1602_10
%X In this article, a quantitative method for evaluating the effects of
groupware usage on the emergence of shared mental action models (SMAM)
is introduced and demonstrated. SMAM are defined as individual cognitive
representations of goals, functions, states, and forms of a common work
process in which a team member is involved. They serve for description,
explanation, and prediction of the current and future states of a
cooperative work process. By combining multidimensional scaling with
analysis of angular variance, a method for quantitative evaluation of
SMAM is described, and reliable and valid measurement of the central
SMAM components was tested.

%M J.IJHCI.16.2.345
%T A Detailed Analysis of Task Performance With and Without Computer
Monitoring
%A Jeffrey M. Stanton
%A Shreya T. M. Sarkar-Barney
%J IJHCI
%D 2003
%V 16
%N 2
%P 345-366
%* (c) Copyright 2003 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/S15327590IJHC1602_11
%X Participants (N = 115) performed a computerized task under 3
conditions: no supervision, direct human supervision, and computer
monitoring. Differences in performance across groups was evaluated using
summary performance measures and detailed analyses of group performance
over time. There was a statistically significant difference in
performance quality but not performance quantity between the groups. The
nonmonitored and computer-monitored groups had higher quality of
performance compared with the direct human supervision group.
Performance varied when examined in detail at different points in time
during the experimental task. Together the results suggest that direct
human supervision motivated participants but that participants in the
other 2 groups were more sensitive to varying task demands.

%M J.IJHCI.16.2.367
%T Interaction With Robots: Physical Constraints on the Interpretation
of Demonstrative Pronouns
%A Michita Imai
%A Kazuo Hiraki
%A Tsutomu Miyasato
%A Ryohei Nakatsu
%A Yuichiro Anzai
%J IJHCI
%D 2003
%V 16
%N 2
%P 367-384
%* (c) Copyright 2003 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/S15327590IJHC1602_12
%X This study investigated what effect physical constraints have on the
interpretation of demonstrative pronouns when a user navigates a robot.
For this investigation, a robot navigation environment called Spondia-II
was develope, and an experiment conducted. It is known that the
interpretation of demonstrative pronouns requires information about not
only the situation (or context) but also the speaker's viewpoint during
a dialogue. The results of the experiment suggest that physical
constraints do affect the user's viewpoint, especially when a user
utters a demonstrative pronoun while navigating the robot. In actual
fact, the user alters the use of demonstrative pronouns according to the
change in the user's viewpoint. It is also suggested that the user and
the robot share the same viewpoint during the physical interaction.

%M J.IJHCI.16.3.387
%T Introduction: Augmented Reality-Usability and Collaborative Aspects
%A Morten Fjeld
%J IJHCI
%D 2003
%V 16
%N 3
%P 387-393
%* (c) Copyright 2003 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/S15327590IJHC1603_1

%M J.IJHCI.16.3.395
%T Communication Behaviors in Colocated Collaborative AR Interfaces
%A Mark Billinghurst
%A Daniel Belcher
%A Arnab Gupta
%A Kiyoshi Kiyokawa
%J IJHCI
%D 2003
%V 16
%N 3
%P 395-423
%* (c) Copyright 2003 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/S15327590IJHC1603_2
%X The authors present an analysis of communication behavior in
face-to-face collaboration using a multi-user augmented reality (AR)
interface. 2 experiments were conducted. In the 1st experiment,
collaboration with AR technology was compared with more traditional
unmediated and screen-based collaboration. In the 2nd experiment, the
authors compared collaboration with 3 different AR displays. Several
measures were used to analyze communication behavior, and the authors
found that users exhibited many of the same behaviors in a collaborative
AR interface as in face-to-face unmediated collaboration. However, user
communication behavior changed with the type of AR display used. The
authors describe implications of these results for the design of
collaborative AR interfaces and directions for future research.

%M J.IJHCI.16.3.425
%T Browsing the Real-World Wide Web: Maintaining Awareness of Virtual
Information in an AR Information Space
%A Rob Kooper
%A Blair MacIntyre
%J IJHCI
%D 2003
%V 16
%N 3
%P 425-446
%* (c) Copyright 2003 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/S15327590IJHC1603_3
%X The authors describe a prototype augmented reality (AR) system that
allowed them to experiment with interfaces to a 3-dimensional
spatialized information space based on the World Wide Web (WWW). The
authors call such an information space the Real-World Wide Web (RWWW),
because it merges the WWW with the physical world. They present the
assumptions they make about the characteristics of such a system,
discuss the implications of those assumptions for AR interfaces, and
describe their initial experiences creating a prototype RWWW browser.

%M J.IJHCI.16.3.447
%T Visual Performance in Augmented Reality Systems for Mobile Use
%A Marino Menozzi
%A Franziska Hofer
%A Urs Napflin
%A Helmut Krueger
%J IJHCI
%D 2003
%V 16
%N 3
%P 447-460
%* (c) Copyright 2003 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/S15327590IJHC1603_4
%X Users of augmented reality (AR) must direct their attention toward
real world as well as artificial information. The authors investigated
some aspects of interference between the 2 sources of information that
affect performance in completing a visual search task. The search task
was carried out under 3 different conditions, 2 of them as found in AR
in mobile systems. Participants were asked to detect a target that was
superimposed on a background. Target and background were presented on a
screen subtending a rectangular area of 55? ? 43? (horizontal ?
vertical). The target appeared at 6 different locations on the screen. A
video recording of a car drive served as the background. In 1 condition,
the recording was replayed continuously. Static images of the record
were sampled at 5-sec intervals and replayed as background in another
condition. A uniform gray background served as a baseline.

%M J.IJHCI.16.3.461
%T Field Design Sessions: Augmenting Whose Reality?
%A Jesper Pedersen
%A Jacob Buur
%A Tom Djajadiningrat
%J IJHCI
%D 2003
%V 16
%N 3
%P 461-476
%* (c) Copyright 2003 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/S15327590IJHC1603_5
%X The authors present a design case in which field design sessions are
introduced to bridge the designers' imagination and the users' knowledge
of the use context. This approach entailed immersing design teams in the
environment of the product-to-be during the conceptual design phase.
With a background in the Scandinavian tradition of participatory or
cooperative design, the design team observed and talked to users,
sketched and produced mock-ups, acted out scenarios, and received user
feedback during these field trips.
   Moving the design into the field provided the team with a number of
advantages compared with traditional work in the design studio based on
user field observations. Designers achieved direct physical experience
of the circumstances and a nonrepresented, nonabstracted introduction to
the problems at hand. Through on-the-spot mock-up design and user
collaboration, valuable insights into the essence of work and use were
gained, and design suggestions embodied by these mock-ups were put on
the line. Being aware or unaware of it, these suggestions contained
personal assumptions, and preconceived opinions or hypotheses about use
and use context, but also contained suggestions of applied technology.
The result was new valuable insights toward an understanding of what
work really is (or is not) and how it could be supported (or not
supported) in the future.
   It is argued that, to make the most of augmented reality (AR) in the
design of professional tools, knowledge of the state of the art of
technology is a prerequisite, but is not in itself sufficient. It needs
to be complemented by design approaches that (a) provide insight about
the users, their work practice, and use context and (b) support
designers in aligning their viewpoints with the viewpoints and
experienced reality of the people for whom they are designing. This may
form a cornerstone in the successful application of emerging
technologies.
   This article discusses existing human-computer interaction approaches
aimed at engaging the field in design, contrasts them with field design
sessions, reflects on the advantages of applying them, and draws
attention to a number of method points. 

%M J.IJHCI.16.3.477
%T Through-Walls Communication for Medical Emergency Services
%A Bruce H. Thomas
%A Gerald Quirchmayr
%A Wayne Piekarski
%J IJHCI
%D 2003
%V 16
%N 3
%P 477-496
%* (c) Copyright 2003 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/S15327590IJHC1603_6
%X The authors present a model for bringing the coordination power of
workflow management systems to outdoor wearable augmented reality (AR)
systems. They portray how mobile equipment may be integrated with
adaptive, context-aware work environments. A scenario of a medical
emergency task is described to illustrate the functionality of this form
of collaboration system. Appropriate information stickers are introduced
to support data collection in medical emergency scenarios in a
sophisticated form through a hands-free user interface for medical
personnel. They propose the use of new user interface technology,
including multimedia, AR information stickers, and the allocation of
patient medical records to identified locations of the human body. A key
feature is the access to relevant information for users in the mobile
environment as well as for those in the advanced control room. An
additional advantage is the automatic recording of on-site data, which
helps to build the medical record of a patient without interfering with
the work of the emergency team.

%M J.IJHCI.16.3.497
%T Augmented Reality (AR) for Assembly Processes Design and Experimental
Evaluation
%A Stefan Wiedenmaier
%A Olaf Oehme
%A Ludger Schmidt
%A Holger Luczak
%J IJHCI
%D 2003
%V 16
%N 3
%P 497-514
%* (c) Copyright 2003 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/S15327590IJHC1603_7
%X Augmented reality (AR) for assembly processes is a new kind of
computer support for a traditional industrial domain. This new
application of AR technology is called ARsembly. The intention of this
article is to describe a typical scenario for assembly and service
personnel and how they might be supported by AR. For this purpose, tasks
with different degrees of difficulty were selected from an authentic
assembly process. In addition, 2 other kinds of assembly support media
(a paper manual and a tutorial by an expert) were examined in order to
compare them with ARsembly. The results showed that the assembly times
varied according to the different support conditions. AR support proved
to be more suitable for difficult tasks than the paper manual, whereas
for easier tasks the use of a paper manual did not differ significantly
from AR support. Tasks done under the guidance of an expert were
completed most rapidly. Some of the information obtained in this
investigation also indicated important considerations for improving
future ARsembly applications.

%M J.IJHCI.16.3.515
%T Book Review: User Interfaces for All: Concepts, Methods, and Tools by
C. Stephanidis (Ed.)
%A Helmut Degen
%J IJHCI
%D 2003
%V 16
%N 3
%P 515-516
%* (c) Copyright 2003 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/S15327590IJHC1603_8

fpack:!@#$%^&*(): IJHCI17.BA
%M J.IJHCI.17.1.1
%T Introduction
%A Osamu Katai
%J IJHCI
%D 2004
%V 17
%N 1
%P 1-2
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1701_1

%M J.IJHCI.17.1.3
%T A Microworld Approach to Identifying Issues of Human-Automation
Systems Design for Supporting Operator's Situation Awareness
%A Makoto Itoh
%A Toshiyuki Inagaki
%J IJHCI
%D 2004
%V 17
%N 1
%P 3-24
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1701_2
%X This article gives a microworld approach to identify design
requirements for better situation awareness. Two experiments were
designed and conducted. In the first experiment, behaviors of operators
who lost situation awareness were analyzed, and the following two
findings were obtained: (a) Automation must provide an operator with
feedback information on the control mode, even when it is the operator
who changed a control mode. (b) Authority for control may have to be
passed from an operator to automation for attaining safety in highly
urgent situations. The second experiment was done to investigate how
human-interface may affect an operator's situation awareness. It is
shown that human-interface must be carefully designed to externalize a
mental model of the controlled process.

%M J.IJHCI.17.1.25
%T Evaluation of Organizational Structure in Emergency Situations From
the Viewpoint of Communication
%A Shogo Nishida
%A Takashi Koiso
%A Mie Nakatani
%J IJHCI
%D 2004
%V 17
%N 1
%P 25-42
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1701_3
%X This article focuses on evaluation of organizational structure in
emergency situations from the communication viewpoints. The
communication process in an emergency is analyzed first, then the
problems caused in the process are discussed. A communication model is
proposed that considers human related factors such as an organization's
"competence," "duty," "responsibility," and "knowledge." On the basis of
the model, a system to evaluate organizational structure in emergency
situations from the viewpoint of communication is designed. Finally, a
prototype system is developed, and its evaluation results are
represented. The article closes with a discussion of how the proposed
communication model could be used to aid in the development of group
communication support systems for emergency situations.

%M J.IJHCI.17.1.43
%T InterActor: Speech-Driven Embodied Interactive Actor
%A Tomio Watanabe
%A Masashi Okubo
%A Mutsuhiro Nakashige
%A Ryusei Danbara
%J IJHCI
%D 2004
%V 17
%N 1
%P 43-60
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1701_4
%X A speech-driven embodied interactive actor called InterActor, with
functions of both speaker and listener, was developed for activating
human interaction and communication by generating expressive actions and
motions coherently related to speech input. InterActor is the electronic
media version of a physical interaction robot called InterRobot for
robot-mediated communication support, which is free of the hardware
restrictions for human interface of advanced graphical user interface
based network communication. By using InterActor, the concept of
speech-driven embodied interaction system is proposed for human
interaction sharing by the entrainment between human speech and
InterActor motions in remote communication. The prototype of the system
is developed, and the sensory evaluation and behavioral analysis in
human communication through InterActor demonstrates the effectiveness of
the system. Actual applications of InterActor to human interface are
also demonstrated. The system is a practical communication support
system, which activates human interaction and communication on the basis
of only speech input.

%M J.IJHCI.17.1.61
%T Remote Infrared Audible Signage System
%A Takuro Hatakeyama
%A Fumio Hagiwara
%A Hajime Koike
%A Keiji Ito
%A Hirohiko Ohkubo
%A C. Ward Bond
%A Masao Kasuga
%J IJHCI
%D 2004
%V 17
%N 1
%P 61-70
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1701_5
%X When walking along streets or inside buildings, it is important for
people with visual disabilities to acquire environmental information in
order to update their mental map for accurate orientation as well as to
ensure safe mobility. Various devices have been developed to acquire
this information, but many problems remain unresolved. To overcome these
difficulties, the authors describe two new additions to a Remote
Infrared Audible Signage System (Talking Signs(r)) for use by people
with visual disabilities that they can use not only in public places but
also in the personal environment of their daily life. These efforts are
currently taking place through a joint Japanese-U.S. company
collaboration.

%M J.IJHCI.17.1.71
%T Design of Interactive Skill-Transfer Agent From a Viewpoint of
Ecological Psychology
%A Takayuki Shiose
%A Tetsuo Sawaragi
%A Akira Nakajima
%A Hideshi Ishihara
%J IJHCI
%D 2004
%V 17
%N 1
%P 71-88
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1701_6
%X This article focuses on the design of an interactive skill-transfer
agent for parameter tuning of an image sensor used to distinguish
inferior goods from regular goods in a production line. The authors
analyze the difficulty of transferring skills from a viewpoint of
ecological psychology that takes into account the reciprocal relations
between the participant and the environment. This article introduces an
agent-based interactive skill-transferring system that stretches the
meaning of this reciprocity as an interaction between an instructor and
a successor. In concrete terms, an interactive agent system is proposed
using an interactive learning classifier system with facial icons to
enhance the human user's trust in the agent. The experimental results
demonstrate the effectiveness of this system in transferring a human
expert's skills.

%M J.IJHCI.17.1.89
%T Visualization of Respiration in the Embodied Virtual Communication
System and Its Evaluation
%A Tomio Watanabe
%A Masamichi Ogikubo
%A Yutaka Ishii
%J IJHCI
%D 2004
%V 17
%N 1
%P 89-102
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1701_7
%X A proposed embodied virtual communication system provides a virtual
face-to-face communication environment in which two remote talkers can
share embodied interaction by observing their interaction with two types
of avatars. One is VirtualActor, a human avatar that represents talker
communicative motion and respiratory motion. The other is VirtualWave,
an abstract avatar that expresses human behavior and respiration by
simplified wave motion. By using the system for the analysis by
synthesis of embodied communication, the effectiveness of the
visualization of respiration in VirtualActor and VirtualWave is
demonstrated by the analysis of the entrainment of interaction and the
sensory evaluation in remote communication.

%M J.IJHCI.17.1.103
%T Trends in Usability Research and Activities in Japan
%A Masaaki Kurosu
%A Tadashi Kobayashi
%A Ryoji Yoshitake
%A Hideaki Takahashi
%A Haruhiko Urokohara
%A Daisuke Sato
%J IJHCI
%D 2004
%V 17
%N 1
%P 103-124
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1701_8
%X This article presents an outline of information on the usability
activities in Japan with a focus on the last 10 years. Although there
were many activities in academia, substantial efforts were made in
industry, and both activities coincided to form unique usability
engineering in the country. Because of the language barrier that exists
in many Japanese usability engineering professionals, just a few works
have been presented at international conferences. This is the reason why
the tried to summarize in English the usability engineering activity in
Japan.

%M J.IJHCI.17.2.127
%T Introduction
%A Dylan Schmorrow
%A Dennis McBride
%J IJHCI
%D 2004
%V 17
%N 2
%P 127-130
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1702_1

%M J.IJHCI.17.2.131
%T Overview of the DARPA Augmented Cognition Technical Integration
Experiment
%A Mark St. John
%A David A. Kobus
%A Jeffrey G. Morrison
%A Dylan Schmorrow
%J IJHCI
%D 2004
%V 17
%N 2
%P 131-149
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1702_2
%X The Defense Advance Research Projects Agency Augmented Cognition
program is developing innovative technologies that will transform
human-computer interactions by making information systems adapt to the
changing capabilities and limitations of the user. The first phase of
the Augmented Cognition program was to empirically assess the ability of
various psychophysiological measures to identify changes in human
cognitive activity during task performance in real time. This overview
describes the empirical results of a Technical Integration Experiment
involving the evaluation of 20 psychophysiological measures from 11
different research groups, including functional Near Infrared imaging,
continuous and event-related electrical encephalography, pupil dilation,
mouse pressure, body posture, heart rate, and galvanic skin response.
These "cognitive state gauges" were evaluated on a common,
quasi-realistic, military command and control task called the Warship
Commander Task. Participants monitored aircraft on a geographical
display for their levels of threat and responded to the threatening
ones, as they simultaneously monitored ship communications for ship
status information. The task involves a combination of perceptual,
motor, spatial, auditory, verbal, memory, and decision-making
processing. Task load was manipulated by changing the quantity and types
of aircraft appearing throughout the primary task and by varying the
presence or absence of the secondary verbal-memory task. Eleven of the
gauges significantly identified changes in cognitive activity during the
task. This overview summarizes the results and examines the prospects
for the successful transition of these cognitive state gauges to
operational military human-machine systems.

%M J.IJHCI.17.2.151
%T Real-Time Analysis of EEG Indexes of Alertness, Cognition, and Memory
Acquired With a Wireless EEG Headset
%A Chris Berka
%A Daniel J. Levendowski
%A Milenko M. Cvetinovic
%A Miroslav M. Petrovic
%A Gene Davis
%A Michelle N. Lumicao
%A Vladimir T. Zivkovic
%A Miodrag V. Popovic
%A Richard Olmstead
%J IJHCI
%D 2004
%V 17
%N 2
%P 151-170
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1702_3
%X The integration of brain monitoring into the man-machine interface
holds great promise for real-time assessment of operator status and
intelligent allocation of tasks between machines and humans. This
article presents an integrated hardware and software solution for
acquisition and real-time analysis of the electroencephalogram (EEG) to
monitor indexes of alertness, cognition, and memory. Three experimental
paradigms were evaluated in a total of 45 participants to identify EEG
indexes associated with changes in cognitive workload: the Warship
Commander Task (WCT), a simulated navy command and control environment
that allowed workload levels to be systematically manipulated; a
cognitive task with three levels of difficulty and consistent sensory
inputs and motor outputs; and a multisession image learning and
recognition memory test. Across tasks and participants, specific changes
in the EEG were identified that were reliably associated with levels of
cognitive workload. The EEG indexes were also shown to change as a
function of training on the WCT and the learning and memory task. Future
applications of the system to augment cognition in military and
industrial environments are discussed.

%M J.IJHCI.17.2.171
%T Neural Network Analysis of the Mastoid EEG for the Assessment of
Vigilance
%A Mihaela Duta
%A Chris Alford
%A Sue Wilson
%A Lionel Tarassenko
%J IJHCI
%D 2004
%V 17
%N 2
%P 171-199?
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1702_4
%X This article is concerned with the analysis of the mastoid
electroencephalogram (EEG) using parametric modeling and neural network
techniques to assess the vigilance of an individual. One possible
application of this work would be the design of a monitoring system for
tracking the transitions within the vigilance continuum.
   The strategy presented consists of training neural networks with
spectral features extracted from the mastoid EEG. The results are
validated against the expert scoring of the vigilance level performed by
visual inspection of the central EEG, electrooculographic (EOG), and
electromyography (EMG) signals, and against the results obtained by
training similar networks with information extracted from the central
EEG (widely recognized as providing useful information for vigilance
level assessment). To improve the performance of the neural networks, a
Kohonen map-based technique for filtering the training data is proposed
(this allows labels assigned by an expert to 15-sec epochs to be
transcripted reliably to 1-sec segments). The results presented
demonstrate conclusively that the tracking of fluctuations from
alertness to drowsiness within the vigilance continuum is possible by
neural network analysis of a single channel of EEG recorded from the
mastoid site. 

%M J.IJHCI.17.2.197
%T A Real-Time Index of Vagal Activity
%A Adam Hoover
%A Eric Muth
%J IJHCI
%D 2004
%V 17
%N 2
%P 197-209?
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1702_5
%X A computer system today receives no data regarding the physiological
state of the user, but there are many cases where these data could be
useful. For example, as the user becomes bored or lethargic, the system
could raise the workload or audiovisual feedback to stimulate arousal.
As the user becomes tense or strained, the system could lighten the
workload or simplify the feedback to lessen arousal. This type of
physiological-based closed-loop feedback could be applied in a number of
scenarios, such as training, stressful repetitive work (e.g., air
traffic control), and military operations. In this article, the authors
describe a computing system that produces a real-time cardiac-based
measure of arousal. The measure is based on changes in respiratory sinus
arrhythmia, an established measure of vagal activity. They describe the
measure, the measure's potential and limits, the computing system, and
the new directions for physiological monitoring research made possible
by such a system.

%M J.IJHCI.17.2.211
%T Functional Optical Brain Imaging Using Near-Infrared During Cognitive
Tasks
%A Kurtulus Izzetoglu
%A Scott Bunce
%A Banu Onaral
%A Kambiz Pourrezaei
%A Britton Chance
%J IJHCI
%D 2004
%V 17
%N 2
%P 211-231?
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1702_6
%X A symbiotic relation between the operator and the operational
environment can be realized by an advanced computing platform designed
to understand and adapt to the cognitive and the physiological state of
the user, especially during sensitive and cognitively demanding
operations. The success of such a complex system depends not only on the
efficacy of the individual components, but also on the efficient and
appropriate integration of its parts. Because near infrared technology
allows the design of portable, safe, affordable, and negligibly
intrusive monitoring systems, the functional near infrared (fNIR)
monitoring of brain hemodynamics can be of value in this type of complex
system, particularly in helping to understand the cognitive and
emotional state of the user during mentally demanding operations. This
article presents the deployment and statistical analysis of fNIR
spectroscopy for the purpose of cognitive state assessment while the
user performs a complex task. This article is based on data collected
during the Augmented Cognition-Technical Integration Experiment session.
The experimental protocol for this session used a complex task,
resembling a video game, called the Warship Commander Task (WCT). The
WCT was designed to approximate naval air warfare management. Task
difficulty and task load were manipulated by changing the following: (a)
the number of airplanes that had to be managed at a given time, (b) the
number of unknown (vs. known) airplane identities, and (c) the presence
or absence of an auditory memory task. The fNIR data analysis explored
the following: (a) the relations among cognitive workload, the
participant's performance, and changes in blood oxygenation levels of
the dorsolateral prefrontal cortex; and (b) the effect of divided
attention as manipulated by the secondary component of the WCT (the
auditory task). The primary hypothesis was that blood oxygenation in the
prefrontal cortex, as assessed by fNIR, would rise with increasing task
load and would demonstrate a positive correlation with performance
measures. The results indicated that the rate of change in blood
oxygenation was significantly sensitive to task load changes and
correlated fairly well with performance variables.

%M J.IJHCI.17.2.229
%T Functional Optical Brain Imaging Using Near-Infrared During Cognitive
Tasks
%A Kay Stanney
%A Shatha Samman
%A Leah Reeves
%A Kelly Hale
%A Wendi Buff
%A Clint Bowers
%A Brian Goldiez
%A Denise Nicholson
%A Stephanie Lackey
%J IJHCI
%D 2004
%V 17
%N 2
%P 229-257?
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1702_7
%X As technology advances, systems are increasingly able to provide more
information than a human operator can process accurately. Thus, a
challenge for designers is to create interfaces that allow operators to
process the optimal amount of data. It is herein proposed that this may
be accomplished by creating multimodal display systems that augment or
switch modalities to maximize user information processing. Such a system
would ultimately be informed by a user's neurophysiological state. As a
first step toward that goal, relevant literature is reviewed and a set
of preliminary design guidelines for multimodal information systems is
suggested.

%M J.IJHCI.17.2.259
%T Dynamic Models of Augmented Cognition
%A Peter M. Young
%A Benjamin A. Clegg
%A Charles A. P. Smith
%J IJHCI
%D 2004
%V 17
%N 2
%P 259-275?
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1702_8
%X With changing technology and improving understanding of human neural
mechanisms, the point is rapidly approaching where human-computer
interaction could integrate information based on real-time cognitive
state detection to adapt input to the user. This will result in a novel
closed-loop system around a human operator. The shift to interactions
around a closed-loop has the potential to produce fundamental changes in
system performance of even well-understood open-loop scenarios. This
article presents modeling based on engineering control systems theory
that offers insight into such closed-loop systems. The model shows how
dynamic instability can result from introducing feedback within a system
and provides some methods that can be applied to remove such instability
and optimize performance. The authors also examine the robustness of the
closed-loop system to (parametric) variations in the (model of the)
human operator. The use of such models allows for a systematic approach
to analysis. This opens the door to many issues for future research,
including system efficiency, design and optimization, as well as
suitability of systems to variations across both operators and tasks.
Some of the implications of such models for the future operation of
human-computer systems are discussed, especially with a view to future
work.

%M J.IJHCI.17.2.275
%T Postural Control as a Probe for Cognitive State: Exploiting Human
Information Processing to Enhance Performance
%A Carey D. Balaban
%A Joseph Cohn
%A Mark S. Redfern
%A Jarad Prinkey
%A Roy Stripling
%A Michael Hoffer
%J IJHCI
%D 2004
%V 17
%N 2
%P 275-287?
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1702_9
%X The battlefield of the future will require the warfighter to
multitask in numerous ways, seriously taxing the cognitive and
perceptual capabilities of even the most advanced warrior. A principal
concern in developing a better understanding of how current and proposed
computational technologies can supplement and augment human performance
in this and other environments is determining when such assistance is
required. This challenge can be parsed into 2 components: determining
what set of measurements accurately reflects cognitive state, and
identifying techniques for synthesizing this set of measurements into a
single collective cognitive state variable. The primary thesis of this
proposal is that automatic human behavioral responses serve as inherent
probes for cognitive state. Further, the human perception-action system
is uniquely designed to capture, process, integrate, and act on an
extraordinarily diverse range of information freely available in the
natural environment. Together, this system and the surrounding
environment which acts on it-and on which the system acts-form a dynamic
coupling. Under normal conditions these couplings remain intact. When
stressed, these couplings become degraded. Based on this understanding,
the authors propose a unique suite of Cognitive Workload Assessment
(CWA) tools, based on real-time measurements of postural control that
can serve as both a stand-alone indicator of cognitive state as well as
a cueing filter for engaging other CWA sensor suites that are currently
under development.

%M J.IJHCI.17.2.287
%T Book Review: Paper prototyping-The fast and easy way to design and
refine user interfaces, by Carolyn Snyder
%A Jianming Dong
%J IJHCI
%D 2004
%V 17
%N 2
%P 287-288?
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1702_10

%M J.IJHCI.17.2.289
%T Book Review: HCI Models, theories, and frameworks: Towards a
multidisciplinary science, by John M. Carroll
%A A. Ant Ozok
%J IJHCI
%D 2004
%V 17
%N 2
%P 289-290
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1702_11

%M J.IJHCI.17.3.293
%T An Investigation of Text Throughput Speeds Associated with Pocket PC
Input Method Editors
%A Patrick M. Commarford
%J IJHCI
%D 2004
%V 17
%N 3
%P 293-308
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1703_1
%X Personal digital assistants (PDAs) are becoming increasingly popular
in the United States and elsewhere. These devices are small,
lightweight, and extremely mobile. One of the biggest drawbacks of PDAs
has been the slow speed at which data can be entered. Researchers have
studied the rates at which individuals can enter uncorrected text to a
PDA using Palm OS software (Graffiti and the virtual keyboard). However,
this is the first investigation of the speed at which users can enter
corrected text to a PDA running Microsoft Windows CE. The results
indicate that users are faster with the virtual keyboard than with the
letter recognizer. Despite performance differences, users did not
indicate greater satisfaction with the soft keyboard or the letter
recognizer.

%M J.IJHCI.17.3.309
%T Proactive Task Support Enabled by a Neural Network: A Prototype for
Telephone Triage
%A Mike Leung
%A Ji-Ye Mao
%J IJHCI
%D 2004
%V 17
%N 3
%P 309-332
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1703_2
%X This research proposes the use of neural networks for providing task
support in a proactive but relatively unobtrusive manner. The user
interface features separate and persistent advice windows, where
procedural advice and relevant domain knowledge are displayed
continuously, side by side to the task window. The display is updated in
short intervals. As the central component of the back end, a neural
network identifies the user's current task and relevant advice based on
the task progress. A prototype, Telephone Triage Assistant (TTA), has
been built to demonstrate the user interface style and the proposed
approach. It supports novice nurses' triage task based on a telephone
interview. The usability of TTA has been informally evaluated at a
medical call center, and the feedback was encouraging in general.

%M J.IJHCI.17.3.333
%T Determining Causes and Severity of End-User Frustration
%A Irina Ceaparu
%A Jonathan Lazar
%A Katie Bessiere
%A John Robinson
%A Ben Shneiderman
%J IJHCI
%D 2004
%V 17
%N 3
%P 333-356
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1703_3
%X Although computers are beneficial to individuals and society,
frequently users encounter frustrating experiences when using computers.
This study represents an attempt to measure, in 111 participants, the
frequency, the cause, and the level of severity of frustrating
experiences. The data show that frustrating experiences happen on a
frequent basis. The applications in which the frustrating experiences
happened most frequently were Web browsing, e-mail, and word processing.
The most-cited causes of frustrating experiences were error messages,
dropped network connections, long download times, and hard-to-find
features. The time lost due to frustrating experiences ranged from 47%
to 53% of time spent on a computer, depending on the location and study
method. After extreme cases were discarded, the time lost was still
above 38%. These disturbing results should be a basis for future study.

%M J.IJHCI.17.3.357
%T Usability Inspection by Metaphors of Human Thinking Compared to
Heuristic Evaluation
%A Kasper Hornbaek
%A Erik Frokjaer
%J IJHCI
%D 2004
%V 17
%N 3
%P 357-374
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1703_4
%X A new usability inspection technique based on metaphors of human
thinking has been experimentally compared to heuristic evaluation (HE).
The aim of metaphors of thinking (MOT) is to focus inspection on users'
mental activity and to make inspection easily applicable to different
devices and use contexts. Building on classical introspective
psychology, MOT bases inspection on metaphors of habit formation, stream
of thought, awareness and associations, the relation between utterances
and thought, and knowing. An experiment was conducted in which 87
novices evaluated a large Web application, and its key developer
assessed the problems found. Compared to HE, MOT uncovered usability
problems that were assessed as more severe for users and also appeared
more complex to repair. The evaluators using HE found more cosmetic
problems. The time spent learning and performing an evaluation with MOT
was shorter. A discussion of strengths and weaknesses of MOT and HE is
provided, which shows how MOT can be an effective alternative or
supplement to HE.

%M J.IJHCI.17.3.375
%T Cognitive Modeling of Student Learning in Web-Based Instructional
Programs
%A Sherry Y. Chen
%A Robert D. Macredie
%J IJHCI
%D 2004
%V 17
%N 3
%P 375-402
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1703_5
%X There has been tremendous growth in Web-based instruction over the
past few years. Because the user group of Web-based instruction includes
learners from heterogeneous backgrounds, individual differences become
an important issue in the development of Web-based instructional
programs. Among a variety of individual differences, cognitive style is
a particularly important characteristic. This study aims to determine
the relationships between learners' cognitive styles and their
perceptions and attitudes toward the features of a Web-based
instructional program. The results indicate that cognitive styles
influence students' reactions to nonlinear interaction, independent
learning, and navigation tools and the difficulties and problems that
they encounter. The findings are applied to develop a learning model
that can support the design of Web-based instructional programs.

%M J.IJHCI.17.3.403
%T Ethnography, Scenario-Based Observational Usability Study, and Other
Reviews Inform the Design of a Web-Based E-Notebook
%A Yolanda Jacobs Reimer
%A Sarah A. Douglas
%J IJHCI
%D 2004
%V 17
%N 3
%P 403-426
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1703_6
%X As users turn to the World Wide Web to accomplish an increasing
variety of daily tasks, many engage in information assimilation (IA), a
process defined as the gathering, editing, annotating, organizing, and
saving of Web information, and the tracking of ongoing Web work
processes. The process of IA, which is similar to traditional note
taking but in the Web environment, emerges from a literature review and
an ethnographic field study, as presented in this article. Despite
strong evidence which suggests that IA is critical to many Web users,
however, a scenario-based observational usability study and a heuristic
evaluation indicate that it is currently not well supported by existing
software applications. This article, which culminates in the
presentation of NetNotes-a Web-based e-notebook developed specifically
to support the process of IA-illustrates how design requirements can be
effectively extracted and synthesized from a variety of complementary
background user studies.

%M J.IJHCI.17.3.427
%T Human Body as the Medium in Dance Movement
%A Mamiko Sakata
%A Mariko Shiba
%A Kiyoshi Maiya
%A Makoto Tadenuma
%J IJHCI
%D 2004
%V 17
%N 3
%P 427-444
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1703_7
%X To clarify mechanisms involved in the human recognition of
body-mediated information, this study examines what kinds of impressions
and emotions are perceived from body movements in dance. The study
attempted to develop multiple regression models to investigate the
effects of physical movement factors on impressions and emotions. The
regression analyses show that people perceive emotional information from
the body-mediated information, even without facial expressions. Those
results suggest that the body does not only have an additional or
secondary function, but also plays an important role as independent
media in human communications. Emotions are actually expressed and
impressed, that is, communicated through the human body as the medium.

%M J.IJHCI.17.4.447
%T Sharing Sense of Walking With Locomotion Interfaces
%A Hiroaki Yano
%A Kaori Kasai
%A Hideyuki Saito
%A Hiroo Iwata
%J IJHCI
%D 2004
%V 17
%N 4
%P 447-462
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1704_1
%X This article proposes a method of enabling users to share the
sensation of walking with each other in a virtual environment (VE).
Achieving this shared sensation requires physical equipment, with
algorithms to control it. As an example of such physical equipment, a
new footpad type of locomotion interface (LI), named GaitMaster2, has
been developed and physiologically evaluated. An algorithm for the
positional control of users' feet has been proposed, enabling the users
to share various aspects of the sensation of walking. As an evaluation,
two footpad type LIs were connected via a network. Using the proposed
control algorithm, there followed the construction of a master-slave
walking environment and a synchronized walking environment. These
experiments demonstrated that this method is effective for sharing the
sensation of walking in a VE.

%M J.IJHCI.17.4.463
%T Effects of Duration of Immersion in a Virtual Reality Environment on
Postural Stability
%A Atsuo Murata
%J IJHCI
%D 2004
%V 17
%N 4
%P 463-477
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1704_2
%X Few studies have been carried out to examine the relation between
postural stability and subjective reports or feelings of motion
sickness. Two views seem to exist on the relation between immersion in a
virtual reality (VR) environment and subjective feelings of motion
sickness. One predicts that the immersion induces both postural
instability and motion sickness. Another view is that preimmersion
postural instability predisposes people to motion sickness. However,
these views are not supported by empirical research. Longer immersions
in a VR environment may induce higher levels of postural instability and
symptoms of motion sickness. In this study, effects of long-hours
immersion in a VR environment on postural stability were examined to
approach the underlying mechanism of postural instability and motion
sickness using force platform measurement and self-reported
questionnaire on motion sickness. As a result, it was suggested that
longer immersion in a VR environment induced postural instability and
symptoms of motion sickness.

%M J.IJHCI.17.4.479
%T The Computer-Email-Web (CEW) Fluency Scale-Development and Validation
%A Ulla Bunz
%J IJHCI
%D 2004
%V 17
%N 4
%P 479-506
%* (c) Copyright 2004 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1704_3
%X The purpose of this research was to develop an instrument to assess
people's fluency with the computer, e-mail, and the Web (CEW fluency).
Such an instrument, tapping into digital divides, could fill the
existing void that exists between previously developed computer literacy
or experience scales and the ever faster development of Internet
technology. The research was conducted in 2 stages. The first study (N =
284) tested 52 Internet fluency items. A principle component factor
analysis with varimax rotation resulted in 21 remaining items in 4
constructs: computer fluency (a = .85), e-mail fluency (a = .89), Web
navigation (a = .84), and Web editing (a = .82). The 4-factor solution
accounted for more than 67% of the total variance. Correlation analysis
showed that there was no multicolinearity of items. The second study (N
= 143) aimed at testing the CEW Fluency Scale for reliability and
validity. Participants completed a 77-item questionnaire containing the
CEW Fluency Scale, the Computer Use Scale (Panero, Lane, & Napier,
1997), items from the Georgia Tech WWW survey (GVU, 1998), and
demographic items. The 4 constructs of the CEW Fluency Scale held up in
the reliability analysis, as Cronbach's alphas were as follows: computer
fluency (a = .72), e-mail fluency (a = .75), Web navigation (a = .64),
and Web editing (a = .79). Correlation analysis showed that comfort with
the computer or the Internet, or satisfaction with one's skills,
correlated highly with the CEW fluency items. Regression analysis
revealed that duration of Internet usage and level of expertise as
defined by the Georgia Tech WWW survey were the strongest predictors of
CEW fluency, R = .614, adjusted R{sup:2} = .368, F(2, 131) = 39.643, p
&lt; .001. Overall, preliminary support for the scale's reliability and
validity was found.

fpack:!@#$%^&*(): IJHCI18.BA
%M J.IJHCI.18.1.1
%T The Added Usefulness of Process Measures Over Performance Measures in
Interface Design
%A Kuldeep Kelkar
%A Mohammad T. Khasawneh
%A Shannon R. Bowling
%A Anand K. Gramopadhye
%A Brian J. Melloy
%A Larry Grimes
%J IJHCI
%D 2005
%V 18
%N 1
%P 1-18
%* (c) Copyright 2005 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1801_1
%X Various studies concerning the application of usability evaluation
methods have shown the usefulness of these testing methods. The
objective of this study was to evaluate the added advantage of
collecting process measures (data used to learn how and why an error
occurred) over performance measures (data used to determine what went
wrong) in interface design. The most salient finding of this study is
that when used in the design/redesign process, performance data improved
effectiveness (i.e., reduced the number of errors), whereas process
measures data improved efficiency by reducing the time needed to
complete tasks. The results from this study, as with any other usability
study, should be of particular interest to the software industry, which
is constantly trying to reduce development time and resources while
improving user-friendly interface design.

%M J.IJHCI.18.1.19
%T Development of a Tongue-Operated Switch Array as an Alternative Input
Device
%A Dongshin Kim
%A Mitchell E. Tyler
%A David J. Beebe
%J IJHCI
%D 2005
%V 18
%N 1
%P 19-38
%* (c) Copyright 2005 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1801_2
%X This article presents a tongue-operated switch array (TOSA) that
provides not only an alternate input for a computer or operative system,
but also an approach for silent and hands-free communication among
humans or between human and machine. A TOSA has been designed and
fabricated using printed circuit board technology and a
membrane-switching mechanism and is integrated with a dental palate mold
made from a silicone impression material. The TOSA has 5 switches (4
switches are laid out in cardinal directions and a fifth switch is
located in the center). Human participant experiments have been
conducted to evaluate and improve device performance. The
characteristics of tactile sensation and mobility of the tongue are used
to quantify the performance and optimize the geometric design of the
TOSA. The results from controlled studies using repeated measures with 4
participants revealed a maximum average accuracy of 91% with SD = 5 in a
switch depression task and a maximum repetition rate of 2.47
depressions/sec (SD = .21). These results indicate that operation on all
switches is highly accurate and fast enough for use as an alternate
input device.

%M J.IJHCI.18.1.39
%T Computer-Aided GOMS: A Description and Evaluation of a Tool That
Integrates Existing Research for Modeling Human-Computer Interaction
%A Kent E. Williams
%J IJHCI
%D 2005
%V 18
%N 1
%P 39-58
%* (c) Copyright 2005 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1801_3
%X The purpose of this research effort was to develop a practical
computer-assisted aid for creating detailed cognitive simulation models
of human-computer interaction (HCI). The cognitive models generated as a
result of these analyses can be used to predict human performance while
interacting with computing systems. The computerized aid assembles and
embodies existing research regarding execution times associated with HCI
within the context of the goals, operators, methods, and selection rules
(GOMS) analysis method. Numerous heuristics, which model primitive
cognitive, perceptual, and motor responses, were developed and
integrated into the system. A sample of participants, expert in
interacting with a newly developed tactical display for the Army's
Bradley Fighting Vehicle, were individually asked to model their
knowledge of four specific tasks employing the tool. Measures of the
accuracy and the consistency of the models generated by the differing
task domain experts were recorded and analyzed. The findings indicated a
high degree of consistency and accuracy between the different domain
experts in terms of the resultant models generated using the tool.

%M J.IJHCI.18.1.59
%T A Training Approach to the Acquisition and Retention of Fault-Finding
Skills: Making Instructions "Visible" on the Interface
%A Nadia Linou
%A Tom Kontogiannis
%J IJHCI
%D 2005
%V 18
%N 1
%P 59-84
%* (c) Copyright 2005 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1801_4
%X This study explores how information technology can be used as a
training medium in the acquisition and retention of fault-finding
skills. Instructions on strategies were made visible on the user
interface by presenting trainees with a set of telltale signs derived
from diagnostic heuristics. The objective was to map a diagnostic
strategy into the appearance and dynamic behavior of a graphical
display. A group of participants T(new) was trained in using the new
interface, and verbal instructions (e.g., plant theory) were provided to
guide discovery of diagnostic rules. A second group T(old) received the
same plant theory but practiced on a conventional interface, whereas a
third group T + H was trained to apply a set of heuristics with the
support of plant theory. The new interface helped the T(new) group to
achieve higher accuracy scores than all other groups in acquiring
fault-finding skills. A retention test, 6 weeks later, showed that the
T(new) group retained their skills better than the T(old) group. The
T(new) group was also better than the T + H group, but not significantly
so, in terms of reconstructing faults encountered in the past and
solving faults that had never been encountered before. The implications
of this study are that making a diagnostic strategy visible reduces the
workload in remembering diagnostic heuristics, encourages discovery of
new heuristics, and allows trainees to impose their own organization of
knowledge. These learning mechanisms may provide a better basis for
training in the acquisition and retention of diagnostic skills.

%M J.IJHCI.18.1.85
%T Building Consensus in Human-Computer Interaction Design: Integrated
Activity-Oriented Design Environments
%A Demosthenes Akoumianakis
%A Constantine Stephanidis
%J IJHCI
%D 2005
%V 18
%N 1
%P 85-103
%* (c) Copyright 2005 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1801_5
%X This article proposes and describes activity-oriented design
environments (AODEs) as an integrated design platform for building
consensus in the context of human-computer interaction (HCI) design
activities. Principles and architectural properties of AODEs are
illustrated by means of a reference scenario from the domain of
accessibility. To this effect, a research prototype of an AODE is
presented as a means to validate the proposition made. The research
prototype integrates alternative design perspectives (e.g., user
modeling, analytical HCI design, argumentation and critiquing) into an
extensible design platform of interoperable computational modules to
implement a method toward accessibility, which is best suited to
specification-oriented user interface development practices. Using the
reference scenario, this article describes how the prototype AODE
facilitates a seamless bridge between design and development activities
through articulating shared representations of design knowledge and
compiling recommendations, which can be directly interpreted and applied
by a user interface development environment.

%M J.IJHCI.18.1.105
%T Clarification of Cognitive Skill in Mechanical Work and Its
Application
%A Mitsunobu Fujita
%A Minoru Kamata
%A Keisuke Miyata
%J IJHCI
%D 2005
%V 18
%N 1
%P 105-124
%* (c) Copyright 2005 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1801_6
%X This article clarifies a difference in cognitive ability between
highly skilled operators and less skilled ones in mechanical work,
suggests a method to apply the results to develop effective support, and
validates the method. First, a consciousness survey demonstrated that
highly skilled operators operate machines taking advantage of visual,
auditory, and force information. Second, using a simulation of a
hydraulic excavator, it was learned that the amount of acquirable
information is one of the elements included in cognitive skill. Finally,
comparing these results with the effects of providing some kind of
support, this study shows that diverse kinds of support, which are in
accordance with the operator's skill level, are necessary for realizing
effective support for cognitive ability.

%M J.IJHCI.18.1.125
%T Book Review: Observing the user experience: A practitioner's guide to
user research by M. Kuniavsky
%A Misha Vaughan
%J IJHCI
%D 2005
%V 18
%N 1
%P 125-127
%* (c) Copyright 2005 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1801_7

%M J.IJHCI.18.2.133
%T Hidden Costs of Graphical User Interfaces: Failure to Make the
Transition from Menus and Icon Toolbars to Keyboard Shortcuts
%A David M. Lane
%A H. Albert Napier
%A S. Camille Peres
%A Aniko Sandor
%J IJHCI
%D 2005
%V 18
%N 2
%P 133-144
%* (c) Copyright 2005 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1802_1
%X Graphical interfaces allow users to issue commands using pull-down
menus, icon toolbars, and keyboard shortcuts. Menus and icon toolbars
are easier to learn, whereas keyboard shortcuts are more efficient. It
would seem natural for users to migrate from the use of easy-to-learn
menu and icon methods to the more efficient method of keyboard shortcuts
as they gain experience. To investigate the extent to which this
transition takes place, 251 experienced users of Microsoft Word were
given a questionnaire assessing their choice of methods for the most
frequently occurring commands. Contrary to our expectations, most
experienced users rarely used the efficient keyboard shortcuts, favoring
the use of icon toolbars instead. A second study was done to verify that
keyboard shortcuts are, indeed, the most efficient method. Six
participants performed common commands using menu selection, icon
toolbars, and keyboard shortcuts. The keyboard shortcuts were, as
expected, the most efficient. These studies show that even experienced
users are inefficient in their use of graphical interfaces. One possible
way to improve user efficiency is for training programs to provide a
roadmap for users to make the transition from using pull-down menus and
clicking icon toolbars to issuing keyboard shortcuts.

%M J.IJHCI.18.2.145
%T Distributed Collaborative Design Teams: Media Effects on Design
Processes
%A Janeen M. Hammond
%A Craig M. Harvey
%A Richard J. Koubek
%A W. Dale Compton
%A Ashok Darisipudi
%J IJHCI
%D 2005
%V 18
%N 2
%P 145-165
%* (c) Copyright 2005 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1802_2
%X Collaborative manufacturing, a growing competitive structure for
manufacturing companies and government agencies, is based on flexible
design and production processes, with multiple companies pooling
strengths on a product-by-product basis to create distributed
collaborative corporations. This experimental research uses a
sociotechnical theory as a framework to explore differences in
engineering design team decision making as a function of various media
of communication. Results indicate that design teams communicating via
an electronic medium perceive an increase in mental workload and
interact less frequently, but for a greater total amount of time. No
evidence was found to suggest that face-to-face teams spend a greater
proportion of their time discussing design issues or alternatives than
do their dispersed counterparts. Realizing that critical decisions
throughout design have a tremendous effect on cost, time to production,
and overall quality, the study's results lead to broad implications and
suggestions for the management of distributed design teams.

%M J.IJHCI.18.2.167
%T Usability of Graphical Icons in the Design of Human-Computer
Interfaces
%A Jerzy Grobelny
%A Waldemar Karwowski
%A Colin Drury
%J IJHCI
%D 2005
%V 18
%N 2
%P 167-182
%* (c) Copyright 2005 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1802_3
%X This study investigated usability of graphical icons in the design of
human-computer interfaces. A simple additive model of icon acquisition
time, including terms for Index of Difficulty, mode of icon array, and
log2 (number of icons) explained 95% of the variance in mean times
covering all 36 conditions over 4 laboratory experiments conducted in
the study. The acquisition of icons in graphical menus was subject to
Fitts' Law. Where the dialog box only appeared on the screen when an
action was initiated, acquisition time included a choice time that was
additive with movement time. When a choice was required during the task
in addition to a movement, both the number of icons and their
configuration affected the choice time. Design implications are that the
number of icons should be minimized in pop-up menus and that the icons
should be arranged in a manner reflective of the shape of the useful
field of view. Frequently used menus or icon arrays should be
permanently visible to minimize performance time (e.g., by using task
bars to hold common icons). Dialogue windows, especially with a larger
number of icons, should be built in compact, perhaps square,
configurations. If it is not possible to use a square icon
configuration, it is desirable to use a horizontal configuration, which
can be utilized more efficiently than the vertical configuration.

%M J.IJHCI.18.2.183
%T Multimodal Feedback as a Solution to Ocular Disease-Based User
Performance Decrements in the Absence of Functional Visual Loss
%A Julie A. Jacko
%A Kevin P. Moloney
%A Thitima Kongnakorn
%A Leon Barnard
%A Paula J. Edwards
%A V. Kathlene Leonard
%A Francois Sainfort
%A Ingrid U. Scott
%J IJHCI
%D 2005
%V 18
%N 2
%P 183-218
%* (c) Copyright 2005 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1802_4
%X This study examines effects of the most common cause of blindness in
persons over the age of 55 in the United States, age-related macular
degeneration (AMD), on the performance of older adults when completing a
simple computer-based task. Older users with normal vision (n = 6) and
with AMD (n = 6) performed a series of drag-and-drop tasks that
incorporated a variety of different feedback modalities. The user groups
were equivalent with respect to traditional visual function parameters
(i.e., visual acuity, contrast sensitivity, and color vision) and
measured subject cofactors, aside from the presence or absence of AMD
(i.e., drusen and retinal pigment epithelial mottling). Task performance
was assessed with measures of time (trial time and feedback exposure
time) and accuracy (error frequency). Results indicate that users with
AMD exhibited decreased performance with respect to required feedback
exposure time, total trial time, and errors committed. Some nonvisual
and multimodal feedback forms show potential as solutions for enhanced
performance, for those with AMD as well as for visually healthy older
adults.

%M J.IJHCI.18.2.219
%T The Role of Size of an Augmented Force Field in Computer-Aided Target
Acquisition Tasks
%A Hilde Keuning
%A Gerard P. van Galen
%A Adrian J. M. Houtsma
%J IJHCI
%D 2005
%V 18
%N 2
%P 219-232
%* (c) Copyright 2005 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1802_5
%X This study describes three experiments in which the influence of
different force-field radii on efficiency and satisfaction is tested
within a target acquisition task. The first two experiments tested four
radii, starting after 0%, 30%, 60%, or 80% of the total distance of a
cursor movement was covered. In the first experiment, the force field
with the largest radius was found to be the least satisfying, whereas
the force field starting after 60% was the most satisfying. In the
second experiment, however, the force field with the largest radius was
found to be the most efficient. The third experiment presented two or
more targets simultaneously and included a prediction algorithm,
predicting a user's intended target. The force field starting after 30%
of the path was found to be the least efficient and the least
satisfying. The no-force condition was most efficient but was not rated
higher than the two smallest fields.

%M J.IJHCI.18.2.233
%T Book Review: The Handbook of Data Mining by N. Ye
%A Jacek Brzezinski
%J IJHCI
%D 2005
%V 18
%N 2
%P 233-234
%* (c) Copyright 2005 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1802_6

%M J.IJHCI.18.2.235
%T Book Review: The Handbook of Task Analysis for Human-Computer
Interaction by D. Diaper and N. Stanton
%A Yong Gu Ji
%J IJHCI
%D 2005
%V 18
%N 2
%P 235-237
%* (c) Copyright 2005 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1802_7

%M J.IJHCI.18.3.243
%T Experiments Toward a Mutual Adaptive Speech Interface That Adopts the
Cognitive Features Humans Use for Communication and Induces and Exploits
Users' Adaptations
%A Takanori Komatsu
%A Atsushi Ustunomiya
%A Kentaro Suzuki
%A Kazuhiro Ueda
%A Kazuo Hiraki
%A Natsuki Oka
%J IJHCI
%D 2005
%V 18
%N 3
%P 243-268
%* (c) Copyright 2005 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1803_1
%X Interactive agents such as pet robots or adaptive speech interface
systems that require forming a mutual adaptation process with users
should have two competences. One of these is recognizing reward
information from users' expressed paralanguage information, and the
other is informing the learning system about the users by means of that
reward information. The purpose of this study was to clarify the
specific contents of reward information and the actual mechanism of a
learning system by observing how 2 persons could create a smooth speech
communication, such as that between owners and their pets.
   A communication experiment was conducted to observe how human
participants create smooth communication through acquiring meaning from
utterances in languages they did not understand. Then, based on
experimental results, a meaning-acquisition model that considers the
following 2 assumptions was constructed: (a) To achieve a mutual
adaptive relationship with users, the model needs to induce users'
adaptation and to exploit this induced adaptation to recognize the
meanings of a user's speech sounds; and (b) to recognize users'
utterances through trial-and-error interaction regardless of the
language used, the model should focus on prosodic information in speech
sounds, rather than on the phoneme information on which most past
interface studies have focused.
   The results confirmed that the proposed model could recognize the
meanings of users' verbal commands by using participants' adaptations to
the model for its meaning-acquisition process. However, this phenomenon
was observed only when an experimenter gave the participants appropriate
instructions equivalent to catchphrases that helped users learn how to
use and interact intuitively with the model. Thus, this suggested the
need for a subsequent study to discover how to induce the participants'
adaptations or natural behaviors without giving these kinds of
instructions.

%M J.IJHCI.18.3.269
%T Use Contexts for the Mobile Internet: A Longitudinal Study Monitoring
Actual Use of Mobile Internet Services
%A Inseong Lee
%A Jaesoo Kim
%A Jinwoo Kim
%J IJHCI
%D 2005
%V 18
%N 3
%P 269-292
%* (c) Copyright 2005 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1803_2
%X The mobile Internet, which gives access to the World Wide Web through
a mobile device, has been gaining in popularity. The mobile Internet
differs from the traditional stationary Internet in that it can be used
in a wider variety of contexts. However, no studies have identified the
contexts in which mobile Internet services are used most frequently, or
determined which contexts exert significant influence on a user's choice
of mobile service. This article proposes a framework of use contexts
that reflects the characteristics of the mobile Internet. To explore
these contexts, a research method was devised and a longitudinal
monitoring study was conducted. The results indicate that mobile
Internet use is heavily clustered around a few key contexts, rather than
dispersed widely over diverse contexts. Further, participants in the
monitoring study were found to concentrate their use on a few mobile
services, rather than on exploring diverse services. Perhaps most
interestingly, some contextual factors were found to correlate closely
with the selection of specific mobile Internet services. On the basis of
these results, the article concludes with implications for developers of
mobile Internet services.

%M J.IJHCI.18.3.293
%T Challenges, Methodologies, and Issues in the Usability Testing of
Mobile Applications
%A Dongsong Zhang
%A Boonlit Adipat
%J IJHCI
%D 2005
%V 18
%N 3
%P 293-308
%* (c) Copyright 2005 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1803_3
%X Usability testing of software applications developed for mobile
devices is an emerging research area that faces a variety of challenges
due to unique features of mobile devices, limited bandwidth,
unreliability of wireless networks, as well as changing context
(environmental factors). Traditional guidelines and methods used in
usability testing of desktop applications may not be directly applicable
to a mobile environment. Therefore, it is essential to develop and adopt
appropriate research methodologies that can evaluate the usability of
mobile applications. The contribution of this article is to propose a
generic framework for conducting usability tests for mobile applications
through discussing research questions, methodologies, and usability
attributes. The article provides an overview of existing mobil
application usability studies and discusses major research questions
that have been investigated. Then, it proposes a generic framework and
provides detailed guidelines on how to conduct such usability studies.

%M J.IJHCI.18.3.309
%T Five Psychometric Scales for Online Measurement of the Quality of
Human-Computer Interaction in Web Sites
%A Paul van Schaik
%A Jonathan Ling
%J IJHCI
%D 2005
%V 18
%N 3
%P 309-322
%* (c) Copyright 2005 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1803_4
%X The use of a comprehensive set of psychometric instruments for
measuring the quality of interaction in Web sites is proposed. Five
existing scales for Web site evaluation, each measuring a key construct
in human-computer interaction, were used together. The set of 5 scales
demonstrated good distinguishability of factor structure, and all scales
possessed adequate reliability. Evidence for validity of the scales was
obtained, but additional work is necessary to establish the conditions
under which these properties are best demonstrated. Aesthetic quality
emerged as a separate scale that moderately correlated with other scales
and level of task performance, highlighting the importance of aesthetics
in interaction with Web pages. The results suggest the 5 scales can be
used to measure the quality of interaction in Web sites for both
monitoring and continual improvement of these sites.

%M J.IJHCI.18.3.323
%T User-Centered Awareness in Computer-Supported Cooperative
Work-Systems: Structured Embedding of Findings from Social Sciences
%A Tom Gross
%A Chris Stary
%A Alex Totter
%J IJHCI
%D 2005
%V 18
%N 3
%P 323-360
%* (c) Copyright 2005 Lawrence Erlbaum Associates
%W http://www.leaonline.com/doi/abs/10.1207/s15327590ijhc1803_5
%X An increasing number of computer-supported cooperative work (CSCW)
software systems try to provide users with awareness
information-information about the presence, activities, and availability
of members of a community. However, most of these software systems are
designed from a feature-oriented, rather than a human-oriented, point of
view. In this article, a structured embedding of findings in social
sciences is proposed. It reveals the variety of approaches in
technology-driven CSCW developments featuring awareness, as well as the
variety of empirical evidence in small-group research with respect to
awareness. The authors have been looking at different aspects of
awareness: the terminology used in both disciplines, the concepts that
have been developed, and the different constructs that have evolved from
empirical research. Finally, operational instances of awareness have
been revisited. From these findings it can be concluded that awareness
addresses different constellations of group settings, different types of
individual behavior, and different contexts of use. These findings can
be used by CSCW software system developers for postevaluation-that is,
to identify empirical evidence for awareness features already
implemented and to identify those already implemented features still
lacking empirical evidence. The findings should also encourage social
scientists to empirically investigate the usage of existing and
envisioned software features in CSCW settings. Overall, the results
should help to achieve a shift from technology-driven development toward
human-centered design of collaborative communities, due to the
envisioned integration of understandings and concepts.

fpack:!@#$%^&*(): IJHCS61.BA
%M J.IJHCS.61.1.1
%T A message from the new editorial team
%S EDITORIAL
%A Wendy Mackay
%A Enrico Motta
%A Susan Wiedenbeck
%J IJHCS
%D 2004
%V 61
%N 1
%P 1-2
%* (c) Copyright 2004 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2004.04.001

%M J.IJHCS.61.1.3
%T Acquiring domain knowledge for negotiating agents: a case of study
%S ARTICLE
%A Jose J. Castro-Schez
%A Nicholas R. Jennings
%A Xudong Luo
%A Nigel R. Shadbolt
%J IJHCS
%D 2004
%V 61
%N 1
%P 3-31
%* (c) Copyright 2004 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2003.09.006
%X In this paper, we employ the fuzzy repertory table technique to
acquire the necessary domain knowledge for software agents to act as
sellers and buyers using a bilateral, multi-issue negotiation model that
can achieve optimal results in semi-competitive environments. In this
context, the seller's domain knowledge that needs to be acquired is the
rewards associated with the products and restrictions attached to their
purchase. The buyer's domain knowledge that is acquired is their
requirements and preferences on the desired products. The knowledge
acquisition methods we develop involve constructing three fuzzy
repertory tables and their associated distinctions matrixes. The first
two are employed to acquire the seller agent's domain knowledge; and the
third one is used, together with an inductive machine learning
algorithm, to acquire the domain knowledge for the buyer agent.

%M J.IJHCS.61.1.32
%T AutoBrief: an experimental system for the automatic generation of
briefings in integrated text and information graphics
%S ARTICLE
%A Nancy L. Green
%A Giuseppe Carenini
%A Stephan Kerpedjiev
%A Joe Mattis
%A Johanna D. Moore
%A S. F. Steven F. Roth
%J IJHCS
%D 2004
%V 61
%N 1
%P 32-70
%* (c) Copyright 2004 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2003.10.007
%X This paper describes AutoBrief, an experimental intelligent
multimedia presentation system that generates presentations in text and
information graphics in the domain of transportation scheduling. Acting
as an intelligent assistant, AutoBrief creates a presentation to
communicate its analysis of alternative schedules. In addition, the
multimedia presentation facilitates data exploration through its complex
information visualizations and support for direct manipulation of
presentation elements. AutoBrief's research contributions include (1) a
design enabling a new human-computer interaction style in which
intelligent multimedia presentation objects (textual or graphic) can be
used by the audience in direct manipulation operations for data
exploration, (2) an application-independent approach to multimedia
generation based on the representation of communicative goals suitable
for both generation of text and of complex information graphics, and (3)
an application-independent approach to intelligent graphic design based
upon communicative goals. This retrospective overview paper, aimed at a
multidisciplinary audience from the fields of human-computer interaction
and natural language generation, presents AutoBrief's design and design
rationale.

%M J.IJHCS.61.1.71
%T Mixing personal computer and handheld interfaces and devices: effects
on perceptions and attitudes
%S ARTICLE
%A Ing-Marie Jonsson
%A Clifford Nass
%A K. Kwan Min Lee
%J IJHCS
%D 2004
%V 61
%N 1
%P 71-83
%* (c) Copyright 2004 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2003.11.005
%X Interfaces designed only for personal computers or only for handhelds
can now be displayed on both devices. In this experimental study (N=39),
participants used interfaces designed for a personal computer or a
handheld on a personal computer, a handheld with keyboard, and a
handheld with a virtual keyboard/pen input. The context was an
interactive natural language query system used for financial and
entertainment inquiries. When the interface matched the device, the
application was perceived as easier to use. Applications on the personal
computer were perceived as easier to use, less impersonal, and made
users feel more in control. The handheld interface was perceived as
better on all dimensions. Implications for cross-platform interface
design are discussed.

%M J.IJHCS.61.1.84
%T On-line question-posing and peer-assessment as means for web-based
knowledge sharing in learning
%S ARTICLE
%A Miri Barak
%A Sheizaf Rafaeli
%J IJHCS
%D 2004
%V 61
%N 1
%P 84-103
%* (c) Copyright 2004 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2003.12.005
%X This study is an examination of a novel way for merging assessment
and knowledge sharing in the context of a hybrid on-line learning system
used in a postgraduate MBA course. MBA students carried out an on-line
Question-Posing Assignment (QPA) that consisted of two components:
Knowledge Development and Knowledge Contribution. The students also
performed self- and peer-assessment and took an on-line examination, all
administered by QSIA -- an on-line system for assessment and knowledge
sharing. Our objective was to explore student's learning and knowledge
sharing while engaged in the above. Findings indicated that even
controlling for the students' prior knowledge or abilities, those who
were highly engaged in on-line question-posing and peer-assessment
activity received higher scores on their final examination compared to
their counter peers. The results provide evidence that web-based
activities can serve as both learning and assessment enhancers in higher
education by promoting active learning, constructive criticism and
knowledge sharing. We propose the on-line QPA as a methodology, and QSIA
system as the technology for merging assessment and knowledge sharing in
higher education.

%M J.IJHCS.61.1.104
%T Automatic justification and line-breaking of music sheets
%S ARTICLE
%A P. Bellini
%A P. Nesi
%J IJHCS
%D 2004
%V 61
%N 1
%P 104-137
%* (c) Copyright 2004 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2003.12.001
%X Automated music formatting helps composers and copyists to speed up
the process of music score editing by facilitating complex evaluations
needed to produce music sheets in terms of symbol positioning,
justification, etc. Music justification is a complex task to be
automatically performed. It involves the evaluation of a large number of
parameters and requires context evaluation. In this paper, the approach
adopted in a justification engine of a European Research project is
presented. The approach solves many of the problems of music
justification: alignment of simultaneous symbols in polyphonic music,
spacing dependent from the duration of the figures, compactness and
readability of the resulting measure, justification of both main scores
and parts. In the paper, several justification algorithms are described
and compared. Stretching and shrinking of measures is also possible,
while keeping the justification through a tuning parameter. The
resulting algorithm can also handle automatically many music notation
exceptions: for example time inconsistency of the justified measure and
presence of non-durational figures, grace notes, change of clef/key
signature, etc. The solution proposed presents a module for music
line-breaking. This is included in the justification engine as an option
for visualizing and printing right margined music sheets. Several
examples are reported to highlight both the problems and the solutions
adopted.

%M J.IJHCS.61.1.138
%T Automatic discourse structure detection using shallow textual
continuity
%S ARTICLE
%A Samuel W. K. Chan
%J IJHCS
%D 2004
%V 61
%N 1
%P 138-164
%* (c) Copyright 2004 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2003.12.002
%X A shallow natural language processing approach to discourse structure
detection based on the analysis of textual continuity is described. What
distinguishes it from previous research is that it does not work toward
on the discovery of the formal subtopic structures. In contrast,
attention is focused in uncovering the main factors in textual
continuity and simulating a dynamic detection mechanism of cohesive
sentence-based fragments. A connectionist filtering algorithm is used to
capture the textual continuity as one of the structural backbone of
text. As a result, the content conveyed by text with discontinuous topic
sequence is, on average, most unlikely to be included in the resultant
discourse structure. A prototype and its evaluation with various
statistics are included.

%M J.IJHCS.61.2.165
%T Empirical studies of software engineering
%S EDITORIAL
%A Marian Petre
%A Susan Wiedenbeck
%J IJHCS
%D 2004
%V 61
%N 2
%P 165-167
%* (c) Copyright 2004 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2004.01.001

%M J.IJHCS.61.2.169
%T Program comprehension and authentic measurement: a scheme for
analysing descriptions of programs
%S ARTICLE
%A Judith Good
%A Paul Brna
%J IJHCS
%D 2004
%V 61
%N 2
%P 169-185
%* (c) Copyright 2004 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2003.12.010
%X This paper describes an analysis scheme which was developed to probe
the comprehension of computer programming languages by students learning
to program. The scheme operates on free-form program summaries, i.e.
textual descriptions of a program which are produced in response to
minimal instructions by the researcher/experimenter. The scheme has been
applied to descriptions of programs written in various languages, and it
is felt that the scheme has the potential to be applied to languages of
markedly different types (e.g. procedural, object-oriented,
event-driven). The paper first discusses the basis for the scheme,
before describing the scheme in detail. It then presents examples of the
scheme's application, and concludes with a discussion of some open
issues.

%M J.IJHCS.61.2.187
%T Comprehension of diagram syntax: an empirical study of entity
relationship notations
%S ARTICLE
%A Helen C. Purchase
%A Ray Welland
%A Matthew McGill
%A Linda Colpoys
%J IJHCS
%D 2004
%V 61
%N 2
%P 187-203
%* (c) Copyright 2004 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2004.01.003
%X Well-defined symbolic notations are essential for communication
between teams of people working on any application. For large software
implementations, UML is commonly used; for databases, entity
relationship (ER) diagrams are useful. However, the form of notation
used in texts, papers, and documentation and learning materials is often
different, and tends to reflect the personal preference of the author or
publisher. The choice between semantically equivalent notations does not
appear to be based on any consideration of the ease with which human
readers could understand the notation. This paper addresses this
notation comprehension issue by proposing an experimental methodology
for determining which of two complete notations is easier to comprehend.
The methodology also allows individual notational variants to be
targeted. This methodology has been applied to two types of ER
notations: our experiment required subjects to indicate whether a
supplied textual specification of objects and relationships matched each
of a set of Chen (Chen, ACM Trans. Database Systems 1 (1976) 9) and
SSADM (Weaver, Practical SSADM Version 4-A Complete Tutorial Guide,
Pitman, London, 1993) ER diagrams. The results reveal both better
performance and higher preference for the more concise overall notation,
with partial results with respect to individual variants within the
notations.

%M J.IJHCS.61.2.205
%T Team coordination through externalized mental imagery
%S ARTICLE
%A Marian Petre
%J IJHCS
%D 2004
%V 61
%N 2
%P 205-218
%* (c) Copyright 2004 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2003.12.013
%X Fundamental to the effective operation of a design team is the
communication and coordination of design models: that the members of the
team are all contributing to the same solution. Other work has shown
that breakdowns in the accurate sharing of goals are a significant
contributor to bugs, delays and design flaws. This paper discusses one
mechanism by which teams unify their vision of a solution. It describes
how the mental imagery used by a key team member in constructing an
abstract solution to a design problem can be externalized and adopted by
the rest of the team as a focal image. Examples drawn from in situ
observations of actual design practice of a number of computer system
design teams are offered. The examples illustrate how the images were
introduced, how they were used to coordinate subsequent design
discussions, hence how they evolved, and how short-hand references to
them were incorporated into the team's 'jargon'.

%M J.IJHCS.61.2.219
%T Tensions around the adoption and evolution of software quality
management systems: a discourse analytic approach
%S ARTICLE
%A Helen Sharp
%A Mark Woodman
%A Fiona Hovenden
%J IJHCS
%D 2004
%V 61
%N 2
%P 219-236
%* (c) Copyright 2004 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2003.12.011
%X This paper reports some results from a project to uncover the
non-technical factors that affect the adoption and evolution of software
quality management systems (SQMS). The data which the paper discusses
comes from interviews with people involved in the quality effort in four
different companies. Our approach to data collection was to use
semi-structured interviews and to encourage interviewees to talk about
their experiences of quality management and software development in
their own organizations. We analysed this data using discourse analysis,
informed by ethnographic observation, and identified a number of themes,
one of which was the tensions that exist around the adoption and
evolution of SQMS. In this paper, we present and discuss our approach to
discourse analysis and some results that illustrate the tensions we
found. We hope, thereby, to demonstrate how software engineers may use a
technique from the social sciences to better understand their own
practices.

%M J.IJHCS.61.3.237
%T Experience as a moderator of the media equation: the impact of
flattery and praise
%S ARTICLE
%A Daniel Johnson
%A John Gardner
%A Janet Wiles
%J IJHCS
%D 2004
%V 61
%N 3
%P 237-258
%* (c) Copyright 2004 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2003.12.008
%X This study extends previous media equation research, which showed
that the effects of flattery from a computer can produce the same
general effects as flattery from humans. Specifically, the study
explored the potential moderating effect of experience on the impact of
flattery from a computer. One hundred and fifty-eight students from the
University of Queensland voluntarily participated in the study.
Participants interacted with a computer and were exposed to one of three
kinds of feedback: praise (sincere praise), flattery (insincere praise),
or control (generic feedback). Questionnaire measures assessing
participants' affective state, attitudes and opinions were taken.
Participants of high experience, but not low experience, displayed a
media equation pattern of results, reacting to flattery from a computer
in a manner congruent with peoples' reactions to flattery from other
humans. High experience participants tended to believe that the computer
spoke the truth, experienced more positive affect as a result of
flattery, and judged the computer's performance more favourably. These
findings are interpreted in light of previous research and the
implications for software design in fields such as entertainment and
education are considered.

%M J.IJHCS.61.3.259
%T Towards a novel interface design framework: function-state paradigm
%S ARTICLE
%A Y. Lin
%A W. J. Zhang
%J IJHCS
%D 2004
%V 61
%N 3
%P 259-297
%* (c) Copyright 2004 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2003.11.008
%X In designing a human-computer interface (interface for short) for a
complex work domain, the first question to be answered is what
information should be presented on the interface display. The simplest
answer may be: it depends on tasks to be performed by the human
operator. In the past two decades, several studies towards a
satisfactory answer to this question have been reported in literature,
among which a study called ecological interface design framework is most
sound. Motivated by a discussion with a nuclear power plant builder (in
Canada) five years ago, we have conducted a study on the interface
framework and obtained very interesting results. One of the salient
findings is that the current implementation of the notion of the
abstract function in the ecological interface design framework is worthy
of further exploration. More fundamentally, one of its basic methods,
called the five-level abstraction hierarchy used for work domain
analysis, can be more commented on its architecture. Our findings are
based on a critical analysis of published articles on the ecological
interface design framework. We further postulated an alternative
framework called function-behavior-state (FBS). We have conducted an
experiment to compare these two frameworks, which positively supported
our findings. The present article reports the critical analysis of the
ecological interface design framework and describes the FBS framework.
The experimental study has been reported separately in this journal.

%M J.IJHCS.61.3.299
%T Presence versus availability: the design and evaluation of a
context-aware communication client
%S ARTICLE
%A James Fogarty
%A Jennifer Lai
%A Jim Christensen
%J IJHCS
%D 2004
%V 61
%N 3
%P 299-317
%* (c) Copyright 2004 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2003.12.016
%X Although electronic communication plays an important role in the
modern workplace, the interruptions created by poorly-timed attempts to
communicate are disruptive. Prior work suggests that sharing an
indication that a person is currently busy might help to prevent such
interruptions, because people could wait for a person to become
available before attempting to initiate communication. We present a
context-aware communication client that uses the built-in microphones of
laptop computers to sense nearby speech. Combining this speech detection
sensor data with location, computer, and calendar information, our
system models availability for communication, a concept that is distinct
from the notion of presence found in widely-used systems. In a 4 week
study of the system with 26 people, we examined the use of this
additional context. To our knowledge, this is the first-field study to
quantitatively examine how people use automatically sensed context and
availability information to make decisions about when and how to
communicate with colleagues. Participants appear to have used the
provided context to as an indication of presence, rather than
considering availability. Our results raise the interesting question of
whether sharing an indication that a person is currently unavailable
will actually reduce inappropriate interruptions.

%M J.IJHCS.61.3.319
%T Toward a more civilized design: studying the effects of computers
that apologize
%S ARTICLE
%A Jeng-Yi Tzeng
%J IJHCS
%D 2004
%V 61
%N 3
%P 319-345
%* (c) Copyright 2004 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2004.01.002
%X While it is difficult to create completely error-free interactions in
software design, the issue of how to make users feel better when they
encounter errors is critical to the concept of user-centered design.
Neilsen argued for offering a slightly apologetic statement before an
error message provided by web servers, but the notion of a computer
apologizing to its users inevitably triggers a debate about the
appropriateness of providing humanized messages to users. To understand
how users react to computers' apologies (presented by textual or visual
formats), a computer-guessing game was designed to test users'
reactions. The game features three treatments (difficulty levels,
feedback types, and emotional icons), each having two levels (difficult
vs. easy, apologetic feedback vs. non-apologetic feedback, with
emotional icons vs. without emotional icons). Two-hundred and sixty nine
high school students participated in this study and were randomly
assigned to one of eight groups. The results show that while the
computers' actual performances still dominated the users' assessments of
the program, the computer apologies help to create more desirable
psychological experiences for the users, and emotional icons help to
improve the aesthetic quality of the program.

%M J.IJHCS.61.3.347
%T Flow experiences in information technology use
%S ARTICLE
%A E. M. Pilke
%J IJHCS
%D 2004
%V 61
%N 3
%P 347-357
%* (c) Copyright 2004 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2004.01.004
%X An interview was used to determine, whether flow experiences as
defined by Csikszentmihalyi would occur in information technology use.
Results indicate, that flow experience is quite frequent while
performing a variety of tasks ranging from word processing to
programming to visual design and information search on a desktop
computer. Also flow experiences seem to occur while using a range of
software matching the variety of tasks mentioned above. Participants
named factors they thought were causing flow experiences while using
information technology. These include almost exclusively items that are
generally accepted as good usability. This leads to the concluding
hypothesis that designing interfaces that induce flow experiences is to
design good usability and vice versa. More research is needed to confirm
this.

%M J.IJHCS.61.3.359
%T Evaluating spatial memory in two and three dimensions
%S ARTICLE
%A A. Cockburn
%A B. McKenzie
%J IJHCS
%D 2004
%V 61
%N 3
%P 359-373
%* (c) Copyright 2004 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2004.01.005
%X Prior research has shown that the efficient use of graphical user
interfaces is strongly dependent on human capabilities for spatial
cognition. One facet of spatial cognition is the ability to quickly and
accurately recall and access the location of objects in a spatial
arrangement. This paper describes a series of experiments aimed at
determining whether three-dimensional user interfaces better support
spatial memory than their more traditional two-dimensional counterparts.
The experiments are conducted using both computer-supported systems and
physical models that vary the depth and perspective cues in spatial
arrangements of interface items. The physical models were used to escape
some of the dimensional ambiguities that are hard to control using
computer displays. Results strongly suggest that adding a third
dimension to computer displays does not aid users' spatial memory.
Although there were no significant differences between the effectiveness
of spatial memory when using two- and three-dimensional computer
interfaces, participants' memory for the location of cards representing
web-pages was reliably better when using a two-dimensional physical
model than when using an equivalent three-dimensional physical model.

%M J.IJHCS.61.3.375
%T Navigation and orientation in 3D user interfaces: the impact of
navigation aids and landmarks
%S ARTICLE
%A Avi Parush
%A Dafna Berman
%J IJHCS
%D 2004
%V 61
%N 3
%P 375-395
%* (c) Copyright 2004 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2003.12.018
%X This study examined how users acquire spatial cognition in 3D user
interfaces depicting an on-screen virtual environment. The study was
divided into two main phases: learning and a test of learning transfer.
The learning phase consisted of participants directly navigating (search
for objects) in the on-screen virtual environment using one of two
navigation aids: a visual map or a route list. In addition, there were
two virtual environments, one with landmarks and the other without
landmarks. Learning transfer was examined by testing both navigation and
orientation tasks (relative-direction pointing) in the environment
without the use of the navigation aids. Findings show that while the
initial navigation with a map appeared to be harder, with longer
navigation times and more navigation steps than with a route list, this
difference became insignificant at the end of the learning phase.
Moreover, performance degradation upon removal of the navigation aids
was less for those that navigated with a map as compared to route list.
A similar pattern was found for the impact of landmarks. Initial
navigation with landmarks appeared to be harder than without landmarks,
but this difference became insignificant at the end of the learning
phase. Moreover, performance degradation upon removal of the navigation
aid was less for those that navigated with landmarks as compared to no
landmarks. Finally, the combined impact of both the navigation aid used
in the learning and the presence of landmarks was primarily evident in
the orientation task. Relative direction pointing was better for those
who learnt with a map without landmarks, or with route list with
landmarks. The findings are discussed in terms of the impact of
navigations aids and landmarks on the acquisition of route and survey
knowledge in spatial cognition. In addition, some gender differences are
discussed in terms of different strategies in spatial cognition
acquisition.

%M J.IJHCS.61.4.397
%T Comparing a rule-based approach with a pattern-based approach at
different levels of complexity of conceptual data modelling tasks
%S ARTICLE
%A Dinesh Batra
%A Nicole A. Wishart
%J IJHCS
%D 2004
%V 61
%N 4
%P 397-419
%* (c) Copyright 2004 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2003.12.019
%X It is well known that conceptual database design is an unusually
difficult and error-prone task for novice designers. To address the
problem, at least two training approaches -- rule-based and
pattern-based -- have been suggested. A rule-based approach prescribes a
sequence in modelling the conceptual modelling constructs, and the
action to be taken at each stage. A pattern-based approach presents data
modelling structures that occur frequently in practice, and prescribes
guidelines on how to recognize these structures. This paper describes
the conceptual framework, experimental design, and results of a
laboratory study that employed novice designers to compare the
effectiveness of the two training approaches (between-subjects) at three
levels of task complexity (within subjects). Results indicate an
interaction effect between treatment and task complexity. The rule-based
approach was significantly better in the low-complexity and the
high-complexity cases; there was no statistical difference in the
medium-complexity case. Designer performance fell significantly as
complexity increased. Overall, although the rule-based approach was not
significantly superior to the pattern-based approach, the study still
recommends the rule-based approach for novice designers given the
significantly better performance at two out of three complexity levels.

%M J.IJHCS.61.4.421
%T Situation awareness in emergency medical dispatch
%S ARTICLE
%A Ann Blandford
%A B. L. William Wong
%J IJHCS
%D 2004
%V 61
%N 4
%P 421-452
%* (c) Copyright 2004 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2003.12.012
%X Situation awareness, and how systems can be designed to support it
appropriately, have been a focus of study in dynamic, safety critical
contexts such as aviation. The work reported here extends the study of
situation awareness into the domain of emergency medical dispatch (EMD).
The study was conducted in one of the largest ambulance services in the
world. In this study, we encountered development and exploitation of
situation awareness, particularly among the more senior EMD operators
called allocators. In this paper we describe the notion of a 'mental
picture' as an outcome of situation awareness, how an awareness of the
situation is developed and maintained, the cues allocators attend to,
and the difficulties they face in doing so. One of the key
characteristics of ambulance control is that relatively routine
behaviour is periodically interspersed with incidents that demand much
higher levels of attention, but that the routine work must still be
completed; operators exhibit contrasting levels of situation awareness
for the different kinds of incidents. Our findings on situation
awareness are related to those of others, particularly Endsley and
Wickens. The observations and interviews enable us to propose high-level
requirements for systems to support appropriate situation awareness, to
enable EMD staff to complete their work effectively.

%M J.IJHCS.61.4.453
%T Embodiment and copresence in collaborative interfaces
%S ARTICLE
%A Michael Gerhard
%A David Moore
%A Dave Hobbs
%J IJHCS
%D 2004
%V 61
%N 4
%P 453-480
%* (c) Copyright 2004 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2003.12.014
%X As collaborative computer systems are evolving, the use of spatial,
three-dimensional interfaces for multiplayer games, groupware systems,
and multi-user chat systems, for example, is increasing rapidly. This
paper provides a theoretical underpinning for understanding the
relevance of user embodiments and copresence within such
three-dimensional collaborative computer interfaces. Firstly, the issue
of embodiment is traced back through its origins in philosophy and
psychology literature, and theories are identified, potentially helpful
in understanding key issues concerning user embodiments in collaborative
virtual environments. A hybrid avatar/agent model to achieve permanent
user embodiments in such environments is discussed. Since copresence of
other users within such environments has been shown to be an important
factor for the experience of presence, a prototype embodied
conversational agent has been designed to simulate copresence. A series
of controlled experiments involving the prototype agent is discussed,
highlighting the effects of simulated copresence on users' experience of
presence. Results suggest that, despite its shortcomings, the prototype
agent does seem to have increased participants' experience of presence.
Evidence was found that even limited copresence as provided by the
current prototype agent is sufficient to help users feel presence in the
environment. The results seem to confirm that copresence simulated by
agents can complement avatar technology and therefore that a hybrid
avatar/agent model can potentially achieve permanent virtual presence of
all participants.

%M J.IJHCS.61.4.481
%T Designing product listing pages on e-commerce websites: an
examination of presentation mode and information format
%S ARTICLE
%A Weiyin Hong
%A James Y. L. Thong
%A Kar Yan Tam
%J IJHCS
%D 2004
%V 61
%N 4
%P 481-503
%* (c) Copyright 2004 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2004.01.006
%X Web interface design is of enduring interest to researchers as online
shopping on the Internet continues to grow. Prior research has shown
that the design of product listing pages, where information on multiple
products are displayed together to allow further exploration of any of
them, has a great influence on the traffic and sales volume on a
website. In this paper, we focus on two design features, presentation
mode and information format, and examine their impact on users'
interaction with websites. An experiment was conducted to compare
text-only versus image-text presentation modes, based on the dual coding
theory (DCT), and list versus array information formats, based on the
proximity compatibility principle (PCP). In general, the findings
support the application of the DCT and the PCP to the e-commerce domain.
Specifically, the image-text presentation mode and the list information
format were found to outperform the text-only presentation mode and the
array information format respectively in terms of shorter information
search time, better recall of brand names and product images, and more
positive attitudes towards the screen design and using the website.
Given the same information content, the spatial arrangement of products
and the hierarchical placement of images can make a difference to users'
online shopping performance and attitudes.

%M J.IJHCS.61.4.505
%T Guided programming and automated error analysis in an intelligent
Prolog tutor
%S ARTICLE
%A Jun Hong
%J IJHCS
%D 2004
%V 61
%N 4
%P 505-534
%* (c) Copyright 2004 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2004.02.001
%X We present a Prolog programming technique-based approach to guided
programming and automated error analysis in Prolog tutoring. The concept
of Prolog programming technique is used to characterize and classify
programs. Each class of programs use the same programming technique and
share the common pattern of code. A set of programming technique grammar
rules are defined for each class of programs. These rules are used for
programming technique recognition, program construction, and program
parsing. A programming technique frame is used to represent the
programming technique-related knowledge for each class of programs. A
program frame is used to represent the coding-related knowledge for the
reference program of each of the most specialized programming
techniques. The representation of the programming technique grammar
rules, programming technique-related knowledge, and coding-related
knowledge provides the basis for guided programming and automated error
analysis in tutoring. Our approach to error analysis however does not
rely on the representation of buggy versions of the program. Automated
error analysis in our approach is done on the basis of comparing the
parsings of both the student program and the reference program. Our
approach has been implemented in a Prolog tutoring system called the
Prolog Tutor, which has been tested on a collection of 125 programs for
list reversal. The Prolog Tutor performs well on these tests in terms of
programming technique recognition, error detection, and error
correction.

%M J.IJHCS.61.4.535
%T Inspectable Bayesian student modelling servers in multi-agent
tutoring systems
%S ARTICLE
%A Juan-Diego Zapata-Rivera
%A Jim Greer
%J IJHCS
%D 2004
%V 61
%N 4
%P 535-563
%* (c) Copyright 2004 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2003.12.017
%X User modelling shells and learner modelling servers have been
proposed in order to provide reusable user/student model information
over different domains, common inference mechanisms, and mechanisms to
handle consistency of beliefs from different sources. Open and
inspectable student models have been investigated by several authors as
a means to promote student reflection, knowledge awareness,
collaborative assessment, self-assessment, interactive diagnosis, to
arrange groups of students, and to support the use of students' models
by the teacher. This paper presents SModel, a Bayesian student modelling
server used in distributed multi-agent environments. SModel server
includes a student model database and a Bayesian student modelling
component. SModel provides several services to a group of agents in a
CORBA platform. Users can use ViSMod, a Bayesian student modelling
visualization tool, and SMV, a student modelling database viewer, to
visualize and inspect distributed Bayesian student models maintained by
SModel server. SModel has been tested in a multi-agent tutoring system
for teaching basic Java programming. In addition, SModel server has been
used to maintain and share student models in a study focussed on
exploring the existence of student reflection and analysing student
model accuracy using inspectable Bayesian student models.

%M J.IJHCS.61.5.567
%T Organizational building blocks for design of distributed intelligent
system
%S ARTICLE
%A Chris J. van Aart
%A Bob Wielinga
%A Guus Schreiber
%J IJHCS
%D 2004
%V 61
%N 5
%P 567-599
%* (c) Copyright 2004 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2004.03.001
%X In this work we present a framework for multi-agent system design
which is based both on human organizational notions and principles for
distributed intelligent systems design. The framework elaborates on the
idea that notions from the field of organizational design can be used as
the basis for the design of distributed intelligent systems. Concepts
such as task, control, job, operation, management, coordination and
organization are framed into an agent organizational framework. A
collection of organizational design activities is presented that assist
in a task oriented decomposition of the overall task of a system into
jobs and the reintegration of jobs using job allocation, coordination
mechanisms and organizational structuring. A number of coordination
mechanisms have been defined in the organizational design literature.
For the scope of this work we concentrate on: Direct Supervision where
one individual takes all decisions about the work of others, Mutual
Adjustment that achieves coordination by a process of informal
communication between agents, and Standardization of Work, Output and
Skills. Three organizational structures are discussed, that coordinate
agents and their work: Machine Bureaucracy, Professional Bureaucracy and
Adhocracy. The Machine Bureaucracy is task-driven, seeing the
organization as a single-purpose structure, which only uses one strategy
to execute the overall task. The Professional Bureaucracy is
competence-driven, where a part of the organization will first examine a
case, match it to predetermined situations and then allocate specialized
agents to it. In the Adhocracy the organization is capable of
reorganizing its own structure including dynamically changing the work
flow, shifting responsibilities and adapting to changing environments. A
case study on distributed supply chain management shows the process from
task decomposition via organizational design to three multi-agent
architectures based on Mintzberg's organizational structures.

%M J.IJHCS.61.5.601
%T Classification of user image descriptions
%S ARTICLE
%A L. Hollink
%A A. Th. Schreiber
%A B. J. Wielinga
%A M. Worring
%J IJHCS
%D 2004
%V 61
%N 5
%P 601-626
%* (c) Copyright 2004 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2004.03.002
%X In order to resolve the mismatch between user needs and current image
retrieval techniques, we conducted a study to get more information about
what users look for in images. First, we developed a framework for the
classification of image descriptions by users, based on various
classification methods from the literature. The classification framework
distinguishes three related viewpoints on images, namely nonvisual
metadata, perceptual descriptions and conceptual descriptions. For every
viewpoint a set of descriptive classes and relations is specified. We
used the framework in an empirical study, in which image descriptions
were formulated by 30 participants. The resulting descriptions were
split into fragments and categorized in the framework. The results
suggest that users prefer general descriptions as opposed to specific or
abstract descriptions. Frequently used categories were objects, events
and relations between objects in the image.

%M J.IJHCS.61.5.627
%T Addressing a standards creation process: a focus on ebXML
%S ARTICLE
%A Beomjin Choi
%A T. S. Raghu
%A Ajay Vinze
%J IJHCS
%D 2004
%V 61
%N 5
%P 627-648
%K e-Business standards; Standardization process; Standards body;
Industry consortium
%* (c) Copyright 2004 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2004.04.002
%X Current trends in e-business are creating opportunities for
automation of business processes across business boundaries. However,
lack of standards has caused difficulties for industry players in
exploiting resources and coordinating activities in the context of
e-business. ebXML -- an emerging e-business standard framework to unite
competing factions under a banner of international trade -- has been
developed within an industry consortium using an open, collaborative
process with no barriers to entry, whose approach is very different from
traditional approach to create standards. Drawing on socio-technological
perspective, this paper attempts to gain deeper understanding of such
phenomenon by using a case study methodology. This paper uses data drawn
mostly from email discussions and minutes of teleconference and
face-to-face meeting. Our exploration of the ebXML standardization
process generates specific propositions. In summary, our analysis found
that the 'openness' of standardization process helps to create a more
comprehensive standard than proprietary standards -- effectively leading
to convergence of technologies, and that the unfolding dynamics of
standardization process varies depending on the characteristics of
standards to be developed. We also discuss user participation as an
important factor that influences the dynamics of standardization process
in such an open, collaborative standardization process. Surprisingly,
user participation seems to be more effective in creating technical
infrastructure oriented standards rather than business process oriented
standards.

%M J.IJHCS.61.5.649
%T The quality of human-automation cooperation in human-system interface
for nuclear power plants
%S ARTICLE
%A Ann Britt Miberg Skjerve
%A Gyrd Skraaning
%A Jr.
%J IJHCS
%D 2004
%V 61
%N 5
%P 649-677
%* (c) Copyright 2004 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2004.06.001
%X The use of automation within high-risk industrial production systems
has increased markedly during the last 50 years. Automatic systems have
gained in autonomy and authority, whereby the activity of the systems
has become less dependent on operator interventions. This has brought
forward the suggestion that human-automation transactions should be
conceptualized within the framework of cooperation, and consequently
that automatic systems should be designed to be cooperative. The
question is then how design can promote human-automation cooperation,
and how the quality of cooperation can be assessed. The OECD Halden
Reactor Project performed two closely related experiments, which allowed
assessments of whether the quality of human-automation cooperation would
be promoted by a human-machine interface designed to increase the
observability of the automatic system's activity using graphical and
verbal feedback, as compared to a conventional human-machine interface.
The experiments were performed in a full-scale nuclear power plant
simulator, using licensed operators as subjects, and applied a 2x2
within-subject design. The quality of human-automation cooperation was
assessed from subjective operator judgements. The experiments
demonstrated a clear improvement in human-automation cooperation quality
when the observability of the automatic system's activity was increased.
The relationship between human-automation cooperation quality and the
effectiveness of the joint human-machine system's performance was
furthermore explored, but no clear results were found. As the trend in
automation design seems to imply an increase in system autonomy and
authority, the issue of human-automation cooperation can be expected to
further gain in importance in the future settings.

%M J.IJHCS.61.5.679
%T Comparison of head-up display (HUD) vs. head-down display (HDD):
driving performance of commercial vehicle operators in Taiwan
%S ARTICLE
%A Yung-Ching Liu
%A Ming-Hui Wen
%J IJHCS
%D 2004
%V 61
%N 5
%P 679-697
%* (c) Copyright 2004 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2004.06.002
%X This study investigates the effects of two different display modes --
head-up display (HUD) vs. head-down display (HDD) on the driving
performance and psychological workload ratings of drivers operating
commercial vehicles in Taiwan. Twelve commercial lorry drivers
participated in a 2 (high/low driving load road) x 2 (head-up/head-down
display) x 2 (different arrangements of display sequences used)
mixed-factor driving simulation experiment. Participants were divided
into two groups according to the level of driving load conditions within
each driving load group; the participants were further divided into
another 2 subgroups based on two arrangements of display sequences used.
For each driving load condition, there were two 20-min driving
simulation experiments, separated by a display sequence using head-up
first and then head-down or vice versa. The subjects were asked to
perform four tasks: "commercial goods delivery", "navigation", "speed
detection and maintenance" and "response to an urgent event". Results
indicated that for the first task, commercial goods delivery, the two
display types showed no significant performance difference in terms of
average accuracy rate. However, in terms of response time to an urgent
event, it was faster with the HUD (with a low driving load -- head-up
vs. head-down: 1.0073 vs. 1.8684 s; with a high driving load -- head-up
vs. head-down: 1.3235 vs. 2.3274 s) and speed control was more
consistent (having low speed variations) than with the HDD. In addition,
using the HUD caused less mental stress for the drivers than the HDD and
was easier for first-time users to become familiar with; with a high
driving load, however, the difference between the two displays was not
significant.

%M J.IJHCS.61.5.699
%T Efficient cooperative searching on the Web: system design and
evaluation
%S ARTICLE
%A Efstratios T. Diamadis
%A George C. Polyzos
%J IJHCS
%D 2004
%V 61
%N 5
%P 699-724
%* (c) Copyright 2004 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2004.06.003
%X The World Wide Web provides a convenient and inexpensive
infrastructure for Computer-Supported Cooperative Work. Groupware
systems allow distant users to work together in a shared virtual
workspace. Awareness of group members' actions is a basic feature and
key functionality for groupware. Many times a group of people work
together researching information on the Web about a topic. This type of
collaboration can be decomposed into two tasks. First, team members have
to access, process and filter by importance the Web pages gathered.
Second, they have to synthesize and present them either as a whole in
the form of a report, or in an organized way in the form of Web
directories. A key issue that strongly affects this particular type of
cooperative work is the revisiting of pages and, consequently, the time
spent on accessing and processing the same information sources, which
may be relevant or not to the topic. We propose group member URL
traversal awareness (GMUTA) as significant functionality for Web-based
collaboration tools in order to avoid conflicting or repetitive actions
by group members. We then present a prototype system we developed, the
Web Collaborative Searching Assistant (WCSA), which exploits GMUTA and
helps distributed group members to work more efficiently. Experimental
evaluation of the WCSA indicated that the functionality provided
overcomes the above-mentioned problem, improves searching efficiency and
adds substantial value to the collaboration.

%M J.IJHCS.61.5.725
%T Socio-economic background and computer use: the role of computer
anxiety and computer experience in their relationship
%S ARTICLE
%A Nikos Bozionelos
%J IJHCS
%D 2004
%V 61
%N 5
%P 725-746
%K Computer anxiety; Digital divide; Socio-economic background; Computer
experience; Computer use; Computer access; Causal path model
%* (c) Copyright 2004 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2004.07.001
%X indirectly, via its relationship with computer experience and
computer anxiety, was tested with questionnaire data from a sample of
267 university students. The results supported the proposition, as they
indicated a causal path model that contained a positive indirect
relationship of socio-economic background with the amount of current
computer use, via computer experience and computer anxiety.
Socio-economic background had a direct positive relationship with
computer experience and an indirect negative relationship with computer
anxiety. The pattern of relationships was held over and above the
variance accounted for by the set of control variables that included,
among others, computer access and sex. The findings are supportive of
the digital divide and they imply that information technology may in
fact be increasing inequalities among social strata in their access to
employment opportunities. The limitations of the study along with
potential directions for future research are discussed.

%M J.IJHCS.61.6.747
%T Fitts' law 50 years later: applications and contributions from
human-computer interaction
%S EDITORIAL
%A Yves Guiard
%A Michel Beaudouin-Lafon
%J IJHCS
%D 2004
%V 61
%N 6
%P 747-750
%* (c) Copyright 2004 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2004.09.003

%M J.IJHCS.61.6.751
%T Towards a standard for pointing device evaluation, perspectives on 27
years of Fitts' law research in HCI
%S ARTICLE
%A R. William Soukoreff
%A I. Scott MacKenzie
%J IJHCS
%D 2004
%V 61
%N 6
%P 751-789
%* (c) Copyright 2004 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2004.09.001
%X This paper makes seven recommendations to HCI researchers wishing to
construct Fitts' law models for either movement time prediction, or for
the comparison of conditions in an experiment. These seven
recommendations support (and in some cases supplement) the methods
described in the recent ISO 9241-9 standard on the evaluation of
pointing devices. In addition to improving the robustness of Fitts' law
models, these recommendations (if widely employed) will improve the
comparability and consistency of forthcoming publications. Arguments to
support these recommendations are presented, as are concise reviews of
24 published Fitts' law models of the mouse, and 9 studies that used the
new ISO standard.

%M J.IJHCS.61.6.791
%T Characterizing computer input with Fitts' law parameters -- the
information and non-information aspects of pointing
%S ARTICLE
%A Shumin Zhai
%J IJHCS
%D 2004
%V 61
%N 6
%P 791-809
%K Computer input; Fitts' law; Motor control performance; Throughput;
Bandwidth; Index of performance (IP); ISO 9241-9
%* (c) Copyright 2004 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2004.09.006
%X Throughput (TP), also known as index of performance or bandwidth in
Fitts' law tasks, has been a fundamental metric in quantifying input
system performance. The operational definition of TP is varied in the
literature. In part thanks to the common interpretations of
International Standard ISO 9241-9, the "Ergonomic requirements for
office work with visual display terminals -- Part 9: Requirements for
non-keyboard input devices", the measurements of throughput have
increasingly converged onto the average ratio of index of difficulty
(ID) and trial completion time (MT), i.e. TP=ID/MT. In lieu of the
complete Fitts' law regression results that can only be represented by
both slope (b) and intercept (a) (or MT=a+b ID), TP has been used as the
sole performance characteristic of input devices, which is problematic.
We show that TP defined as ID/MT is an ill-defined concept that may
change its value with the set of ID values used for the same input
device and cannot be generalized beyond specific experimental target
distances and sizes. The greater the absolute value of a is, the more
variable TP (=ID/MT) is. ID/MT only equals a constant 1/b when a=0. We
suggest that future studies should use the complete Fitts' law
regression characterized by (a, b) parameters to characterize an input
system. a reflects the non-informational aspect and b the informational
aspect of input performance. For convenience, 1/b can be named as
throughput which, unlike ID/MT, is conceptually a true constant.

%M J.IJHCS.61.6.811
%T Behind Fitts' law: kinematic patterns in goal-directed movements
%S ARTICLE
%A R. J. Bootsma
%A L. Fernandez
%A D. Mottet
%J IJHCS
%D 2004
%V 61
%N 6
%P 811-821
%K Fitts' law; Kinematics; Model
%* (c) Copyright 2004 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2004.09.004
%X Half a century ago, Paul Fitts first discovered that the time
necessary to complete a pointing movement (MT) linearly increases with
the amount of information (ID) necessary to specify the target width (W)
relative to the distance (D). The so-called Fitts' law states that,
with ID being a logarithmic function of the D/W ratio. With the rising
importance of pointing in human-computer interaction, Fitts' law is
nowadays an important tool for the quantitative evaluation of user
interface design. We show that changes in ID give rise to systematic
changes in the kinematics patterns that determine MT, and provide
evidence that the observed patterns result from the interplay between
basic oscillatory motion and visual control processes. We also emphasize
the generality and abstract nature of Fitts' robust model of human
psychomotor behavior, and suggest that some adaptations in the design of
the (computer-mediated) coupling of perception and production of
movement might improve the efficiency of the interaction.

%M J.IJHCS.61.6.823
%T Speed-accuracy tradeoff in Fitts' law tasks -- on the equivalency of
actual and nominal pointing precision
%S ARTICLE
%A Shumin Zhai
%A Jing Kong
%A Xiangshi Ren
%J IJHCS
%D 2004
%V 61
%N 6
%P 823-856
%K Pointing; Input; Speed-accuracy tradeoff; Fitts' law; Modeling; Human
performance
%* (c) Copyright 2004 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2004.09.007
%X Pointing tasks in human-computer interaction obey certain
speed-accuracy tradeoff rules. In general, the more accurate the task to
be accomplished, the longer it takes and vice versa. Fitts' law models
the speed-accuracy tradeoff effect in pointing as imposed by the task
parameters, through Fitts' index of difficulty (I{sub:d}) based on the
ratio of the nominal movement distance and the size of the target.
Operating with different speed or accuracy biases, performers may
utilize more or less area than the target specifies, introducing another
subjective layer of speed-accuracy tradeoff relative to the task
specification. A conventional approach to overcome the impact of the
subjective layer of speed-accuracy tradeoff is to use the a posteriori
"effective" pointing precision W{sub:e} in lieu of the nominal target
width W. Such an approach has lacked a theoretical or empirical
foundation. This study investigates the nature and the relationship of
the two layers of speed-accuracy tradeoff by systematically controlling
both I{sub:d} and the index of target utilization I{sub:u} in a set of
four experiments. Their results show that the impacts of the two layers
of speed-accuracy tradeoff are not fundamentally equivalent. The use of
W{sub:e} could indeed compensate for the difference in target
utilization, but not completely. More logical Fitts' law parameter
estimates can be obtained by the W{sub:e} adjustment, although its use
also lowers the correlation between pointing time and the index of
difficulty. The study also shows the complex interaction effect between
I{sub:d} and I{sub:u}, suggesting that a simple and complete model
accommodating both layers of speed-accuracy tradeoff may not exist.

%M J.IJHCS.61.6.857
%T "Beating" Fitts' law: virtual enhancements for pointing facilitation
%S ARTICLE
%A Ravin Balakrishnan
%J IJHCS
%D 2004
%V 61
%N 6
%P 857-874
%* (c) Copyright 2004 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2004.09.002
%X We survey recent research into new techniques for artificially
facilitating pointing at targets in graphical user interfaces. While
pointing in the physical world is governed by Fitts' law and constrained
by physical laws, pointing in the virtual world does not necessarily
have to abide by the same constraints, opening the possibility for
"beating" Fitts' law with the aid of the computer by artificially
reducing the target distance, increasing the target width, or both. The
survey suggests that while the techniques developed to date are
promising, particularly when applied to the selection of single isolated
targets, many of them do not scale well to the common situation in
graphical user interfaces where multiple targets are located in close
proximity.

%M J.IJHCS.61.6.875
%T Target acquisition in multiscale electronic worlds
%S ARTICLE
%A Yves Guiard
%A Michel Beaudouin-Lafon
%J IJHCS
%D 2004
%V 61
%N 6
%P 875-905
%K Target acquisition; movement; Fitts' law; multiscale interfaces;
input and interaction technologies
%* (c) Copyright 2004 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2004.09.005
%X Since the advent of graphical user interfaces, electronic information
has grown exponentially, whereas the size of screen displays has stayed
almost the same. Multiscale interfaces were designed to address this
mismatch, allowing users to adjust the scale at which they interact with
information objects. The technology has progressed quickly and the
theory has lagged behind. Multiscale interfaces pose a stimulating
theoretical challenge: reformulating the classic target-acquisition
problem from the physical world into an infinitely rescalable electronic
world. We address this challenge by extending Fitts' original pointing
paradigm: we introduce the scale variable, thus defining a multiscale
pointing paradigm. This article reports on our theoretical and empirical
results. We show that target-acquisition performance in a zooming
interface must obey Fitts' law and, more specifically, that
target-acquisition time must be proportional to the index of difficulty.
Moreover, we complement Fitts' law by accounting for the effect of view
size on pointing performance, showing that performance bandwidth is
proportional to view size, up to a ceiling effect. Our first empirical
study shows that Fitts' law does apply to a zoomable interface for
indices of difficulty up to and beyond 30 bits, whereas classical Fitts'
law studies have been confined in the 2-10 bit range. Our second study
demonstrates a strong interaction between view size and task difficulty
for multiscale pointing, and shows a surprisingly low ceiling. We
conclude with implications of these findings for the design of
multiscale user interfaces.

fpack:!@#$%^&*(): IJHCS63.BA
%M J.IJHCS.63.1/2.1
%T Why HCI research in privacy and security is critical now
%S EDITORIAL
%A Clare-Marie Karat
%A John Karat
%A Carolyn Brodie
%J IJHCS
%D 2005
%V 63
%N 1/2
%P 1-4
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2005.04.016

%M J.IJHCS.63.1/2.5
%T In the eye of the beholder: A visualization-based approach to
information system security
%S ARTICLE
%A Rogerio de Paula
%A Xianghua Ding
%A Paul Dourish
%A Kari Nies
%A Ben Pillet
%A David F. Redmiles
%A Jie Ren
%A Jennifer A. Rode
%A Roberto Silva Filho
%J IJHCS
%D 2005
%V 63
%N 1/2
%P 5-24
%K Privacy; Security; Usability; Information practices; Visualization;
Event-based system; Swirl project; Impromptu; YANCEES
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2005.04.021
%X Computer system security is traditionally regarded as a primarily
technological concern; the fundamental questions to which security
researchers address themselves are those of the mathematical guarantees
that can be made for the performance of various communication and
computational challenges. However, in our research, we focus on a
different question. For us, the fundamental security question is one
that end-users routinely encounter and resolve for themselves many times
a day -- the question of whether a system is secure enough for their
immediate needs. In this paper, we will describe our explorations of
this issue. In particular, we will draw on three major elements of our
research to date. The first is empirical investigation into everyday
security practices, looking at how people manage security as a
practical, day-to-day concern, and exploring the context in which
security decisions are made. This empirical work provides a foundation
for our reconsideration of the problems of security to a large degree as
an interactional problem. The second is our systems approach, based on
visualization and event-based architectures. This technical approach
provides a broad platform for investigating security and interaction,
based on a set of general principles. The third is our initial
experiences in a prototype deployment of these mechanisms in an
application for peer-to-peer file sharing in face-to-face collaborative
settings. We have been using this application as the basis of an initial
evaluation of our technology in support of everyday security practices
in collaborative workgroups.

%M J.IJHCS.63.1/2.25
%T Improving user-interface dependability through mitigation of human
error
%S ARTICLE
%A Roy A. Maxion
%A Robert W. Reeder
%J IJHCS
%D 2005
%V 63
%N 1/2
%P 25-50
%K Computer security; Dependability; External representation; External
subgoal support; File permissions; Goal error; Human error; User
interfaces
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2005.04.009
%X Security may be compromised when humans make mistakes at the user
interface. Cleartext is mistakenly sent to correspondents, sensitive
files are left unprotected, and erroneously configured systems are left
vulnerable to attackers. Such mistakes may be blamed on human error, but
the regularity of human error suggests that mistakes may be preventable
through better interface design. Certain user-interface constructs drive
users toward error, while others facilitate success. Two
security-sensitive user interfaces were evaluated in a laboratory user
study: the Windows XP file-permissions interface and an alternative
interface, called Salmon, designed in accordance with an error-avoiding
principle to counteract the misleading constructs in the XP interface.
The alternative interface was found to be more dependable; it increased
successful task completion by up to 300%, reduced commission of a class
of errors by up to 94%, and provided a nearly 3x speed-up in task
completion time. Moreover, users spent less time searching for
information with the alternative interface, and a greater proportion of
time on essential task steps. An explanatory theory in its early stages
of development is presented.

%M J.IJHCS.63.1/2.51
%T Security and usability engineering with particular attention to
electronic mail
%S ARTICLE
%A Volker Roth
%A Tobias Straub
%A Kai Richter
%J IJHCS
%D 2005
%V 63
%N 1/2
%P 51-73
%K Security engineering; Usability and security; Secure electronic mail;
Human-computer interaction; Transparent encryption; Transparent digital
signatures
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2005.04.015
%X Support for strong electronic mail security is widely available yet
only few communicants appear to make use of these features. Apparently,
the operational overhead of security outweighs its perceived benefits.
Towards increasing the benefits versus overhead ratio we follow an
approach that considers security and usability tradeoffs from the
outset. We separate key exchange from binding keys to identities. The
best effort key exchange and key maintenance scheme that we devise
operates transparently for the user. We also describe complementary
visualization and interaction techniques that communicate the security
state of sent and received mail to users in a non-intrusive fashion.
Structured interviews were conducted with 19 users to assess the
usability of the metaphors and the complementary visualizations of the
security state. Towards a practical assessment of the overheads of
binding keys to identities, we conducted a quantitative analysis of 17
users' anonymized mailbox extracts to determine which security
mechanisms would be most appropriate for their communication patterns.
We argue that for individual non-commercial users, out-of-band
verification of keys could be more economical than building trust in
public key certificates issued by third parties.

%M J.IJHCS.63.1/2.74
%T Mechanisms for increasing the usability of grid security
%S ARTICLE
%A Bruce Beckles
%A Von Welch
%A Jim Basney
%J IJHCS
%D 2005
%V 63
%N 1/2
%P 74-101
%K Usability; Security; PKI; Grid computing
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2005.04.017
%X Grid security is based on public key infrastructure (PKI), an
architecture that offers strong security for inter-institutional
projects, making it ideal for computational grids. However, current PKI
implementations suffer from serious usability issues in terms of
end-user acquisition and management of credentials, something which grid
security inherits from its PKI foundation. In this paper, we describe
two parallel efforts to apply the concept of "Plug-and-Play PKI",
designed to improve PKI usability, to improve the usability of grid
security.

%M J.IJHCS.63.1/2.102
%T PassPoints: Design and longitudinal evaluation of a graphical
password system
%S ARTICLE
%A Susan Wiedenbeck
%A Jim Waters
%A Jean-Camille Birget
%A Alex Brodskiy
%A Nasir Memon
%J IJHCS
%D 2005
%V 63
%N 1/2
%P 102-127
%K Graphical password; Alphanumeric password; PassPoints;
Authentication; Password security; Usable security
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2005.04.010
%X Computer security depends largely on passwords to authenticate human
users. However, users have difficulty remembering passwords over time if
they choose a secure password, i.e. a password that is long and random.
Therefore, they tend to choose short and insecure passwords. Graphical
passwords, which consist of clicking on images rather than typing
alphanumeric strings, may help to overcome the problem of creating
secure and memorable passwords. In this paper we describe PassPoints, a
new and more secure graphical password system. We report an empirical
study comparing the use of PassPoints to alphanumeric passwords.
Participants created and practiced either an alphanumeric or graphical
password. The participants subsequently carried out three longitudinal
trials to input their password over the course of 6 weeks. The results
show that the graphical password users created a valid password with
fewer difficulties than the alphanumeric users. However, the graphical
users took longer and made more invalid password inputs than the
alphanumeric users while practicing their passwords. In the longitudinal
trials the two groups performed similarly on memory of their password,
but the graphical group took more time to input a password.

%M J.IJHCS.63.1/2.128
%T Is a picture really worth a thousand words? Exploring the feasibility
of graphical authentication systems
%S ARTICLE
%A Antonella De Angeli
%A Lynne Coventry
%A Graham Johnson
%A Karen Renaud
%J IJHCS
%D 2005
%V 63
%N 1/2
%P 128-152
%K User authentication; Visual memory; Usability; Security
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2005.04.020
%X The weakness of knowledge-based authentication systems, such as
passwords and Personal Identification Numbers (PINs), is well known, and
reflects an uneasy compromise between security and human memory
constraints. Research has been undertaken for some years now into the
feasibility of graphical authentication mechanisms in the hope that
these will provide a more secure and memorable alternative. The
graphical approach substitutes the exact recall of alphanumeric codes
with the recognition of previously learnt pictures, a skill at which
humans are remarkably proficient. So far, little attention has been
devoted to usability, and initial research has failed to conclusively
establish significant memory improvement. This paper reports two user
studies comparing several implementations of the graphical approach with
PINs. Results demonstrate that pictures can be a solution to some
problems relating to traditional knowledge-based authentication but that
they are not a simple panacea, since a poor design can eliminate the
picture superiority effect in memory. The paper concludes by discussing
the potential of the graphical approach and providing guidelines for
developers contemplating using these mechanisms.

%M J.IJHCS.63.1/2.153
%T Privacy in information technology: Designing to enable privacy policy
management in organizations
%S ARTICLE
%A John Karat
%A Clare-Marie Karat
%A Carolyn Brodie
%A Jinjuan Feng
%J IJHCS
%D 2005
%V 63
%N 1/2
%P 153-174
%K Privacy; Privacy policies; Security; Social and legal issues; Design
process; Natural language interfaces
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2005.04.011
%X As information technology continues to spread, we believe that there
will be an increasing awareness of a fundamental need to address privacy
concerns, and that doing so will require an understanding of policies
that govern information use accompanied by development of technologies
that can implement such policies. The research reported here describes
our efforts to design a system which facilitates privacy policy
authoring, implementation, and compliance monitoring. We employed a
variety of user-centered design methods with 109 target users across the
four steps of the research reported here. This case study highlights the
work of identifying organizational privacy requirements, iteratively
designing and validating a prototype with target users, and conducting
laboratory tests to guide specific design decisions to meet the needs of
providing flexible privacy enabling technologies. Each of the four steps
in our work is identified and described, and directions for future work
in privacy are suggested.

%M J.IJHCS.63.1/2.175
%T Bridging the gap between organizational and user perspectives of
security in the clinical domain
%S ARTICLE
%A Anne Adams
%A Ann Blandford
%J IJHCS
%D 2005
%V 63
%N 1/2
%P 175-202
%K Security; Privacy; Communities of practice
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2005.04.022
%X An understanding of 'communities of practice' can help to make sense
of existing security and privacy issues within organizations; the same
understanding can be used proactively to help bridge the gap between
organizational and end-user perspectives on these matters. Findings from
two studies within the health domain reveal contrasting perspectives on
the 'enemy within' approach to organizational security. Ethnographic
evaluations involving in-depth interviews, focus groups and observations
with 93 participants (clinical staff, managers, library staff and IT
department members) were conducted in two hospitals. All of the data was
analysed using the social science methodology 'grounded theory'. In one
hospital, a community and user-centred approach to the development of an
organizational privacy and security application produced a new
communication medium that improved corporate awareness across the
organization. User involvement in the development of this application
increased the perceived importance, for the designers, of application
usability, quality and aesthetics. However, other initiatives within
this organization produced clashes with informal working practices and
communities of practice. Within the second hospital, poor communication
from IT about security mechanisms resulted in their misuse by some
employees, who viewed them as a socially controlling force.
Authentication mechanisms were used to socially exclude users who were
formally authorized to access systems but whose access was unacceptable
within some local communities of practice. The importance of users'
security awareness and control are reviewed within the context of
communities of practice.

%M J.IJHCS.63.1/2.203
%T Privacy practices of Internet users: Self-reports versus observed
behavior
%S ARTICLE
%A Carlos Jensen
%A Colin Potts
%A Christian Jensen
%J IJHCS
%D 2005
%V 63
%N 1/2
%P 203-227
%K Privacy; Design; Survey; Economic models; E-commerce;
Decision-making; Policy
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2005.04.019
%X Several recent surveys conclude that people are concerned about
privacy and consider it to be an important factor in their online
decision making. This paper reports on a study in which (1) user
concerns were analysed more deeply and (2) what users said was
contrasted with what they did in an experimental e-commerce scenario.
Eleven independent variables were shown to affect the online behavior of
at least some groups of users. Most significant were trust marks present
on web pages and the existence of a privacy policy, though users seldom
consulted the policy when one existed. We also find that many users have
inaccurate perceptions of their own knowledge about privacy technology
and vulnerabilities, and that important user groups, like those similar
to the Westin "privacy fundamentalists", do not appear to form a
cohesive group for privacy-related decision making. In this study we
adopt an experimental economic research paradigm, a method for examining
user behavior which challenges the current emphasis on survey data. We
discuss these issues and the implications of our results on user
interpretation of trust marks and interaction design. Although broad
policy implications are beyond the scope of this paper, we conclude by
questioning the application of the ethical/legal doctrine of informed
consent to online transactions in the light of the evidence that users
frequently do not consult privacy policies.

%M J.IJHCS.63.1/2.228
%T Keeping ubiquitous computing to yourself: A practical model for user
control of privacy
%S ARTICLE
%A Blaine A. Price
%A Karim Adam
%A Bashar Nuseibeh
%J IJHCS
%D 2005
%V 63
%N 1/2
%P 228-253
%K Ubiquitous computing; Privacy; Legal; Regulation; Location-dependent
and sensitive; Pervasive computing
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2005.04.008
%X As with all the major advances in information and communication
technology, ubiquitous computing (ubicomp) introduces new risks to
individual privacy. Our analysis of privacy protection in ubicomp has
identified four layers through which users must navigate: the regulatory
regime they are currently in, the type of ubicomp service required, the
type of data being disclosed, and their personal privacy policy. We
illustrate and compare the protection afforded by regulation and by some
major models for user control of privacy. We identify the shortcomings
of each and propose a model which allows user control of privacy levels
in a ubicomp environment. Our model balances the user's privacy
preferences against the applicable privacy regulations and incorporates
five types of user controlled "noise" to protect location privacy by
introducing ambiguities. We also incorporate an economics-based approach
to assist users in balancing the trade-offs between giving up privacy
and receiving ubicomp services. We conclude with a scenario and
heuristic evaluation which suggests that regulation can have both
positive and negative influences on privacy interfaces in ubicomp and
that social translucence is an important heuristic for ubicomp privacy
interface functionality.

%M J.IJHCS.63.1/2.254
%T Public space systems: Designing for privacy?
%S ARTICLE
%A Linda Little
%A Pam Briggs
%A Lynne Coventry
%J IJHCS
%D 2005
%V 63
%N 1/2
%P 254-268
%K Privacy; Technology use; Screen size; Public systems; Personal space;
Accessibiligy
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2005.04.018
%X Technological systems for use in public places need to be designed so
people can use them efficiently, effectively, safely and with
satisfaction. A component factor in satisfaction is perceived privacy.
Current guidelines aimed at improving accessibility may impact users
perceptions of privacy. The aim of this study was to explore whether
different screen sizes affect users' perceptions of privacy. Also, if
partitioning around screens influences privacy perceptions. An
opportunity sample of 60 participants took part in the study. The
results that revealed 12? screens were perceived as more private by
users than 15 and 17? screens. Adding privacy partitions improved user's
perceptions of privacy on the 12 and 15? screens but not on the 17?.
These findings provide evidence that slight changes in the physical
design of systems can increase users' perceived levels of privacy and
therefore satisfaction.

%M J.IJHCS.63.3.271
%T An evaluation of integrated zooming and scrolling on small screens
%S ARTICLE
%A Steve Jones
%A Matt Jones
%A Gary Marsden
%A Dynal Patel
%A Andy Cockburn
%J IJHCS
%D 2005
%V 63
%N 3
%P 271-303
%K Small-screen devices; Navigation; Interaction techniques; Usability
evaluation; Mobile interaction
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2005.03.005
%X Speed-dependent automatic zooming (SDAZ) has been proposed for
standard desktop displays as a means of overcoming problems associated
with the navigation of large information spaces. SDAZ combines zooming
and panning facilities into a single operation, with the magnitude of
both factors dependent on simple user interaction. Previous research
indicated dramatic user performance improvements when using the
technique for document and map navigation tasks. In this paper, we
propose algorithmic extensions to the technique for application on
small-screen devices and present a comparative experimental evaluation
of user performance with the system and a normative scroll-zoom-pan
interface. Users responded positively to the system, particularly in
relation to reduced physical navigational workload. However, the reduced
screen space reduced the impact of SDAZ in comparison to that reported
in previous studies. In fact, for one-dimensional navigation (vertical
document navigation) the normative interface out-performed SDAZ. For
navigation in two dimensions (map browsing) SDAZ supports more accurate
target location, and also produces longer task completion times. Some
SDAZ users became lost within the information space and were unable to
recover navigational context. We discuss the reasons for these
observations and suggest ways in which limitations of SDAZ in the
small-screen context may be overcome.

%M J.IJHCS.63.3.304
%T Evaluating a realistic agent in an advice-giving task
%S ARTICLE
%A Dianne C. Berry
%A Laurie T. Butler
%A Fiorella de Rosis
%J IJHCS
%D 2005
%V 63
%N 3
%P 304-327
%K Embodied animated agents; Evaluation methods; Believability;
Behaviour consistency
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2005.03.006
%X The aim of this study was to empirically evaluate an embodied
conversational agent called GRETA in an effort to answer two main
questions: (1) What are the benefits (and costs) of presenting
information via an animated agent, with certain characteristics, in a
'persuasion' task, compared to other forms of display? (2) How important
is it that emotional expressions are added in a way that is consistent
with the content of the message, in animated agents? To address these
questions, a positively framed healthy eating message was created which
was variously presented via GRETA, a matched human actor, GRETA's voice
only (no face) or as text only. Furthermore, versions of GRETA were
created which displayed additional emotional facial expressions in a way
that was either consistent or inconsistent with the content of the
message. Overall, it was found that although GRETA received
significantly higher ratings for helpfulness and likability, presenting
the message via GRETA led to the poorest memory performance among users.
Importantly, however, when GRETA's additional emotional expressions were
consistent with the content of the verbal message, the negative effect
on memory performance disappeared. Overall, the findings point to the
importance of achieving consistency in animated agents.

%M J.IJHCS.63.3.328
%T Performance-based usability evaluation of a safety information and
alarm system
%S ARTICLE
%A Leena Norros
%A Maaria Nuutinen
%J IJHCS
%D 2005
%V 63
%N 3
%P 328-361
%K Validation method; Information presentation; Control room; Operators;
Practice; Nuclear power plant
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2005.03.004
%X Evaluation of the appropriateness of information technical systems
for complex professional usage in safety-critical contexts poses
significant methodical and practical challenges. In this study, the
usability of a Safety Information and Alarm Panel (SIAP) in a nuclear
power plant control room was tested. An integrated validation concept
was used that included a new approach to measuring system and operator
performance in complex work environments. The tested system was designed
to aid the operators in severe disturbance and emergency situations. It
had already been implemented at a nuclear power plant. The study was
conducted in a full-scope training simulator. The results verified that
an acceptable level of performance could be achieved when using the
SIAP. When the operators' practices were analysed by a habit-centred
analysis, it was discovered that the effects of the SIAP differed
between crews and between test scenarios. Thus, the SIAP tended to
promote coherence of practices but reduce situatively attentive action.
In diffuse task contexts the tool failed to support the shift
supervisor's control of the overall process situation, his awareness of
the crew's work load and his ability to update the crew's awareness of
the process. The operators reported that the system supported their
process control activity and reduced stress in the situation, but the
shift supervisors and operators also noticed some possible negative
effects of the tool. These subjective evaluations corresponded to the
effects observed in practice. The results revealed the complexity of the
implementation of new tools into professional practice. It was proposed
that a validation project should focus on the trajectory of development
of the entire distributed cognitive system instead of comprehending
validation studies as tests of the effects of information systems on a
pre-defined process output. Formative evaluation criteria are needed in
projecting distributed cognitive systems.

%M J.IJHCS.63.4/5.363
%T Computer support for creativity
%S EDITORIAL
%A Ernest A. Edmonds
%A Linda Candy
%J IJHCS
%D 2005
%V 63
%N 4/5
%P 363-364
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2005.04.001

%M J.IJHCS.63.4/5.365
%T How can computers be partners in the creative process: Classification
and commentary on the Special Issue
%S ARTICLE
%A Todd Lubart
%J IJHCS
%D 2005
%V 63
%N 4/5
%P 365-369
%K Creativity; Human-computer interaction
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2005.04.002
%X The different ways that computers can be involved in creative work
are examined. A classification based on four categories of
human-computer interaction to promote creativity is proposed: computers
may facilitate (a) the management of creative work, (b) communication
between individuals collaborating on creative projects, (c) the use of
creativity enhancement techniques, (d) the creative act through
integrated human-computer cooperation during idea production. The papers
in the Special Issue are discussed according to this classification.
Issues to be considered in future work on human-computer interactions
for promoting creativity are discussed.

%M J.IJHCS.63.4/5.370
%T Creativity or creativities?
%S ARTICLE
%A Robert J. Sternberg
%J IJHCS
%D 2005
%V 63
%N 4/5
%P 370-382
%K Creativity; Confluence; Investment theory; Creative thinking
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2005.04.003
%X Creativity is typically thought of in the singular -- as an
attribute. But it may instead be multiple. This article investigates
three respects in which there might be multiple creativities --
processes, domains, and styles. It considers different potential models
for multiple creativities. It concludes by suggesting that the different
respects in which creativity might be multiple are complementary rather
than mutually exclusive.

%M J.IJHCS.63.4/5.383
%T Informing the design of computer-based environments to support
creativity
%S ARTICLE
%A Thomas T. Hewett
%J IJHCS
%D 2005
%V 63
%N 4/5
%P 383-409
%K Creative work; User requirements; Virtual Workbench; Insight;
Expertise
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2005.04.004
%X This paper addresses the problem of creating a human-centered
computer-based support environment to facilitate innovation and creative
work. It focuses on key factors to be considered in the design and
development of any such user support environment regardless of the
specific domain for which it may be implemented. The paper reviews
psychological literature on how creativity, insight and innovation occur
and how they can be fostered in working environments. Based on this
discussion the paper then describes a generic set of user or functional
requirements intended to apply to any domain-specific computer-based
working environment for support of creative activities. The paper
proposes the conceptual model of a Virtual Workbench as a way of
capturing some of these requirements and as a way of organizing thinking
about the design of creative problem solving environments (CPSEs) in
general. Finally, the paper proposes one possible translation of the
Virtual Workbench and some of the functional requirements into a view of
a generic model for CPSEs by describing three component sets of
functions that would be a subset of those needed in almost any
domain-specific CPSE.

%M J.IJHCS.63.4/5.410
%T Fostering motivation and creativity for computer users
%S ARTICLE
%A Ted Selker
%J IJHCS
%D 2005
%V 63
%N 4/5
%P 410-421
%K Communicate; Communication; Community; Computers; Creative;
Creativity; Creativity-enhancing; Design; Engineering; Filter; Graphics;
Human-computer; Idea; Interaction; Motivation; Product; Programming;
Social; Support; Text; User interface
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2005.04.005
%X Creativity might be viewed as any process which results in a novel
and useful product. People use computers for creative tasks; they flesh
out ideas for text, graphics, engineering solutions, etc. Computer
programming is an especially creative activity, but few tools for
programming aid creativity. Computers can be designed to foster
creativity as well. As a start, all computer programs should help users
enumerate ideas, remember alternatives and support various ways to
compare them. More sophisticated thinking aids could implement other
successful techniques as well. Most computers are used in solitude;
however, people depend on social supports for creativity. User scenarios
can provide the important social support and gracious cues normally
offered by collaborators that keep people motivated and help them
consider alternatives. People also use computers to build community and
to communicate. Computers should also support and filter these
potentially creativity-enhancing communication acts. User-interface
designers are so busy exposing features and fighting bugs that they
might ignore their users' needs for motivation and creativity support.
This paper develops the notion that creativity and motivation
enhancement can easily be aligned with the design of high-quality
human-computer interaction. User interface toolkits and evaluations
should include support for motivation and creativity-enhancing
approaches.

%M J.IJHCS.63.4/5.422
%T Towards supporting evocation processes in creative design: A
cognitive approach
%S ARTICLE
%A Nathalie Bonnardel
%A Evelyne Marmeche
%J IJHCS
%D 2005
%V 63
%N 4/5
%P 422-435
%K Creativity; Design; Problem solving; Expertise; Analogy; Evocation
process; Support systems
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2005.04.006
%X In order to contribute to a better understanding of creativity in
non-routine design activities, we conducted an experimental study that
focused on a cognitive mechanism involved in creative design, that of
the re-use of aspects derived from previous sources of inspiration. Our
objective was to determine to what extent designers consider potential
sources as useful for solving a specific design problem. Since the
relevance of sources of inspiration may be appreciated differently
according to the level of expertise in design, the experiment was
performed with two groups of participants: experienced designers and
inexperienced designers. The results show differences in the number and
nature of the aspects selected by each group of designers as well as in
the judgments of usefulness they expressed about the different types of
suggested sources of inspiration. On this basis, we discuss how these
findings may influence the design of a computational system supporting
creative design tasks and we consider how to facilitate the progression
from novices to experienced designers.

%M J.IJHCS.63.4/5.436
%T Developing creativity, motivation, and self-actualization with
learning systems
%S ARTICLE
%A Winslow Burleson
%J IJHCS
%D 2005
%V 63
%N 4/5
%P 436-451
%K Creativity; Learning systems; Psychology; Failure; Motivation
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2005.04.007
%X Developing learning experiences that facilitate self-actualization
and creativity is among the most important goals of our society in
preparation for the future. To facilitate deep understanding of a new
concept, to facilitate learning, learners must have the opportunity to
develop multiple and flexible perspectives. The process of becoming an
expert involves failure, as well as the ability to understand failure
and the motivation to move onward. Meta-cognitive awareness and personal
strategies can play a role in developing an individual's ability to
persevere through failure, and combat other diluting influences.
Awareness and reflective technologies can be instrumental in developing
a meta-cognitive ability to make conscious and unconscious decisions
about engagement that will ultimately enhance learning, expertise,
creativity, and self-actualization. This paper will review diverse
perspectives from psychology, engineering, education, and computer
science to present opportunities to enhance creativity, motivation, and
self-actualization in learning systems.

%M J.IJHCS.63.4/5.452
%T The studio as laboratory: Combining creative practice and digital
technology research
%S ARTICLE
%A Ernest A. Edmonds
%A Alastair Weakley
%A Linda Candy
%A Mark Fell
%A Roger Knott
%A Sandra Pauletto
%J IJHCS
%D 2005
%V 63
%N 4/5
%P 452-481
%K Creativity; Collaboration; Practice-based research; Software
environments; Creative technologies
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2005.04.012
%X Creativity research is a large and varied field in which the subject
is characterized on many different levels. The arrival of digital media
and computational tools has opened up new possibilities for creative
practice. The cutting edge in the digital arts is a highly fertile
ground for the investigation of creativity and the role of new
technologies. The demands of such work often reveal the limitations of
existing technologies and open the door to developing new approaches and
techniques. This provides the creativity researcher with opportunities
to understand the multi-dimensional characteristics of the creative
process. At the same time, it places new demands upon the creators of
the technological solutions and pushes forward our understanding of the
future requirements of creative technologies. This paper is concerned
with the nature of creativity and the design of creativity enhancing
computer systems. The research has multi-disciplinary foundations in
human-computer interaction and creative practice in Art, Design, Science
and Engineering. As a result of a series of studies of creative people
and the associated developments in technology, a strategy for
practice-based research has evolved in which research and practice are
interdependent activities that have mutual benefits as well as
distinctive outcomes. This paper charts the development of that
co-evolutionary process from the foundation studies to recent outcomes
of a major project in art and technology collaboration. The notion of
the Studio as a laboratory in the field is introduced and a new
methodology for systematic practice-based research is presented. From
the results of the investigations that took place, opportunities for the
development of technology environments for creative collaboration are
proposed.

%M J.IJHCS.63.4/5.482
%T Beyond binary choices: Integrating individual and social creativity
%S ARTICLE
%A Gerhard Fischer
%A Elisa Giaccardi
%A Hal Eden
%A Masanori Sugimoto
%A Yunwen Ye
%J IJHCS
%D 2005
%V 63
%N 4/5
%P 482-512
%K Collaborative design; Individual creativity; Social creativity;
Collaboration models; Distributed cognition; Boundary objects; Seeding,
Evolutionary growth, Reseeding (SER) process model; Meta-design;
Envisionment and Discovery Collaboratory (EDC); Caretta; Renga;
Codebroker; Interactive art; Open source; Software reuse; Reflective
communities; Socio-technical environments; Unselfconscious cultures of
design
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2005.04.014
%X The power of the unaided individual mind is highly overrated.
Although society often thinks of creative individuals as working in
isolation, intelligence and creativity result in large part from
interaction and collaboration with other individuals. Much human
creativity is social, arising from activities that take place in a
context in which interaction with other people and the artifacts that
embody collective knowledge are essential contributors. This paper
examines: (1) how individual and social creativity can be integrated by
means of proper collaboration models and tools supporting distributed
cognition; (2) how the creation of shareable externalizations ("boundary
objects") and the adoption of evolutionary process models in the
construction of meta-design environments can enhance creativity and
support spontaneous design activities ("unselfconscious cultures of
design"); and (3) how a new design competence is emerging -- one that
requires passage from individual creative actions to synergetic
activities, from the reflective practitioner to reflective communities
and from given tasks to personally meaningful activities. The paper
offers examples in the context of collaborative design and art practice,
including urban planning, interactive art and open source. In the effort
to draw a viable path "beyond binary choices", the paper points out some
major challenges for the next generation of socio-technical environments
to further increase the integration of individual and social creativity.

%M J.IJHCS.63.4/5.513
%T Interaction design of tools for fostering creativity in the early
stages of information design
%S ARTICLE
%A Yasuhiro Yamamoto
%A Kumiyo Nakakoji
%J IJHCS
%D 2005
%V 63
%N 4/5
%P 513-535
%K Information design; Creativity; Interaction design; Cognitive tools;
Representations
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2005.04.023
%X This paper describes our approach for the design and development of
application systems for early stages of information design tasks. We
view a computational tool as something that provides materials with
which a designer interacts to create a situation that talks back to the
designer. The interaction design of a tool, that is, the representations
a user can generate and how the user can manipulate them with the tool,
influences a user's cognitive processes. The tool's interaction design
thus either fosters or hinders creativity in the early stages of
information design. Our approach toward the interaction design of a tool
for fostering creativity is first to understand the nature of early
stages of information design tasks. We discuss four issues in support of
the early stages of design based on theories in design and in
human-computer interaction: (1) that available means of externalizations
influence designers in deciding which courses of actions to take; (2)
that designers generate and interact with not only a partial
representation of the final artefact but also various external
representations; (3) that designers produce externalizations to express
a solution as well as to interpret the situations; and (4) that a design
task proceeds as a hermeneutic circle -- that is, designers proceed with
projected meanings of representations and gradually revise and confirm
those meanings. The above theoretical account of early stages of
information design tasks has led us to identify three interaction design
principles for tools for the early stages of information design:
interpretation-rich representations, representations with constant
grounding and interaction methods for hands-on generation and
manipulation of the representations. To illustrate our point, we take
ART#001, a tool for the early stages of writing, to apply the
interaction design principles and examine how the interaction design of
the tool fosters creativity in the early stages of information design.
The paper concludes with a discussion of how we generalize the approach
and build a framework to design and develop application systems for
fostering creativity in the early stages of information design.

%M J.IJHCS.63.6.537
%T Age differences and the acquisition of spatial knowledge in a
three-dimensional environment: Evaluating the use of an overview map as
a navigation aid
%S ARTICLE
%A Marie Sjolinder
%A Kristina Hook
%A Lars-Goran Nilsson
%A Gerd Andersson
%J IJHCS
%D 2005
%V 63
%N 6
%P 537-564
%K Older users; 3D-environment; Navigation aid; Spatial knowledge
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2005.04.024
%X This study examined age differences in the use of an electronic
three-dimensional (3D) environment, and how the age differences were
affected by the use of an overview map as a navigation aid. Task
performance and the subjects' acquisition of configural knowledge of the
3D-environment were assessed. Impact of spatial ability and prior
experience on these measurements were also investigated. One group of
older subjects (n=24) and one group of younger subjects (n=24)
participated. An overall hypothesis for the work presented here was that
differences in learning to and performing navigational tasks in the
physical world are similar in learning and performing navigational tasks
in the virtual world. The results showed that the older participants
needed more time to solve the tasks; and similar to navigation in the
physical world, the older participants were less likely to create
configural knowledge. It could not be established that older
participants benefited more from an overview map as cognitive support
than younger subjects, except in the subjective sense: the older users
felt more secure when the map was there. The map seemed to have
supported the older users in creating a feeling of where objects were
located within the environment, but it did not make them more efficient.
The results have implications for design; in particular, it brings up
the difficult issue of balancing design goals such as efficiency in
terms of time and functionality, against maintaining a sense of
direction and location in navigational situations.

%M J.IJHCS.63.6.565
%T Ecological interface design and computer network management: The
effects of network size and fault frequency
%S ARTICLE
%A Pierre Duez
%A Kim J. Vicente
%J IJHCS
%D 2005
%V 63
%N 6
%P 565-586
%K Ecological interface design; Network management; Abstraction
hierarchy; Fault diagnosis
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2005.05.001
%X This article describes an experiment investigating the impact of
ecological interface design (EID) on human performance in computer
network management. This work domain is more dynamic than those
previously studied under EID because there is a constant potential for
the addition and removal of devices, as well as changing configurations,
making it important to study the generalizability of the framework. Two
interfaces were created for the University of Toronto campus network
consisting of 220 nodes: a P interface based on existing design
practices which presented primarily physical information and a P+F
interface based on EID which presented both physical and functional
information identified by an abstraction hierarchy analysis.
Participants used one of the two interfaces to detect and diagnose
faults or disturbances in the simulated network in real-time. Network
size and fault frequency were both manipulated as within-participants
variables. The P+F interface led to faster detection times overall, as
well as improved fault detection rate and more accurate fault diagnosis
under higher fault loads. These results suggest that the EID framework
may lead to more robust monitoring performance in computer network
management compared to existing interfaces.

%M J.IJHCS.63.6.587
%T Reducing cognitive workload of a computer-based procedure system
%S ARTICLE
%A Ying-Lien Lee
%A Sheue-Ling Hwang
%A Eric Min-Yang Wang
%J IJHCS
%D 2005
%V 63
%N 6
%P 587-606
%K Computer-based procedure; Nuclear power plant; Navigation aid;
Embedded controls/parameters; Flowchart
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2005.05.003
%X The use of procedure systems is an important safety management
strategy in coping with emergency or abnormal situations in a process
control system. With the digitalization trend in these complex and
large-scale systems, most aspects of a process control system are also
computerized. In addition to the primary tasks, operators now have to do
extra secondary tasks when using the computerized systems. In this
research, three design features aimed to reduce the cognitive workload
are evaluated on our research platform, SimCBP and SimPlant. These two
systems work in tandem to simulate a Computer-Based Procedure (CBP)
system and a simplified nuclear power plant. From the results of the
experiments, the design of embedded controls/parameters is found to be
efficient but its counterpart has implications for the design of
training materials. Navigation aid, although not statistically
significant, is important because of the subjective responses and the
need of cross-referencing. The simplified flowchart display format, like
other researches on the use of this format, revealed mixed results.
Implications and directions for future studies are also proposed.

%M J.IJHCS.63.6.607
%T Evaluation of integrated software development environments:
Challenges and results from three empirical studies
%S ARTICLE
%A Rex Bryan Kline
%A Ahmed Seffah
%J IJHCS
%D 2005
%V 63
%N 6
%P 607-627
%K Software development environment; Integrated development environment
(IDE); CASE tools; Usability; User interfaces; User-centered design
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2005.05.002
%X Evidence shows that integrated development environments (IDEs) are
too often functionality-oriented and difficult to use, learn, and
master. This article describes challenges in the design of usable IDEs
and in the evaluation of the usability of such tools. It also presents
the results of three different empirical studies of IDE usability.
Different methods are sequentially applied across the empirical studies
in order to identify increasingly specific kinds of usability problems
that developers face in their use of IDEs. The results of these studies
suggest several problems in IDE user interfaces with the representation
of functionalities and artifacts, such as reusable program components.
We conclude by making recommendations for the design of IDE user
interfaces with better affordances, which may ameliorate some of most
serious usability problems and help to create more human-centric
software development environments.

fpack:!@#$%^&*(): IJHCS62.BA
%M J.IJHCS.62.1.1
%T The rising pitch metaphor: an empirical study
%S ARTICLE
%A Dimitrios Rigas
%A James Alty
%J IJHCS
%D 2005
%V 62
%N 1
%P 1-20
%K Auditory User Interface; Graphics; Visually impaired users; Earcons
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2004.06.004
%X This paper describes a set of experiments that investigated the use
of rising pitch notes to communicate graphical information to visually
impaired users. The information communicated in the experiments included
coordinate locations within a 40x40 graphical grid, the navigation of an
auditory cursor within the graphical grid, the communication of simple
graphical shapes and their size. The five simple shapes communicated
were rectangles, squares, circles, horizontal and vertical lines.
Stereophony, timbre, rhythms, and short tunes were used in addition to
the rising pitch metaphor to aid disambiguation. Results suggested that
the rising pitch approach enabled visually impaired users to understand
the graphical information communicated in the absence of any visual aid.
The paper concludes with a discussion of the use of rising pitch
metaphor to communicate graphical information.

%M J.IJHCS.62.1.21
%T Exploring the use of structured musical stimuli to communicate simple
diagrams: the role of context
%S ARTICLE
%A James L. Alty
%A Dimitrios Rigas
%J IJHCS
%D 2005
%V 62
%N 1
%P 21-40
%K User interfaces; Earcons; Structured musical stimuli; Communication
metaphors; Graphics; Music; Auditory channel
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2004.08.003
%X The results from previous experiments using structured musical
stimuli to communicate coordinate locations within a graphical grid,
navigation of an auditory cursor and simple shapes are used as a basis
for further exploratory research to communicate diagrams. An
experimental framework program (called AudioGraph) provided a platform
for investigating musical information processing for blind users. Under
this platform, simple arrangements of shapes (forming diagrams) were
communicated to users using structured musical stimuli. Meaningfully
arranged graphical shapes (at least for the visual sense) were
communicated in the absence, and in the presence of a particular
perceptual context or different perceptual contexts. The results
indicated that perceptual context played an important role in the
interpretation of the structured musical stimuli that communicated
simple diagrams. The paper concludes with a discussion on the
implications of the results, the role of context and the use of
structured musical stimuli to communicate graphical information to
visually impaired users.

%M J.IJHCS.62.1.41
%T System-initiated digressive proposals in automated human-computer
telephone dialogues: the use of contrasting politeness strategies
%S ARTICLE
%A J. Wilkie
%A M. A. Jack
%A P. J. Littlewood
%J IJHCS
%D 2005
%V 62
%N 1
%P 41-71
%K Politeness theory; Natural language interface; Dialogue design;
Dialogue evaluation; Usability; Automated telephone banking;
System-initiated digression; Interruption
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2004.08.001
%X System-initiated digressive proposals may be used to introduce new
and unexpected information into automated telephone services. These
digressions may be viewed as particularly pronounced forms of
unsolicited interruptions as they contain information not directly
related to the caller's intended activity. In human-human conversation,
interruptions are considered to be speech acts which intrinsically
threaten both the positive and negative face wants of the addressee and
conversants adopt specific verbal strategies to mitigate the negative
impact of their interruptions. A question therefore arises whether the
introduction of face-redressive expressions, based on human-human
conversational strategies, into the design of system-initiated proposals
in automated services can mitigate the negative impact of the
interruptions. A usability experiment was conducted to examine the
effectiveness of three contrasting politeness strategies for
system-initiated digressions in a mass-market telephone banking dialogue
using speech recognition technology. Participants (N=111) experienced
these proposals while using the automated service to perform banking
tasks. Results indicated that all these system-initiated digressions --
irrespective of politeness strategy employed -- had a negative impact on
the user attitudes towards the service. This paper reports these results
and explores participants' perceptions of the politeness styles and
registers employed in the system-initiated proposals.

%M J.IJHCS.62.1.73
%T Efficient comparison of platform alternatives in interactive virtual
reality applications
%S ARTICLE
%A Pablo Figueroa
%A Walter F. Bischof
%A Pierre Boulanger
%A H. James Hoover
%J IJHCS
%D 2005
%V 62
%N 1
%P 73-103
%K Virtual reality; Iterative development; User studies in virtual
reality; Interaction techniques markup language; InTml
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2004.08.004
%X Virtual reality applications consist of an integrated combination of
elements, such as hardware devices, interaction techniques, and content,
in different modalities and qualities. Designers of virtual reality
applications select combinations of such elements that allow users to
accomplish their tasks, and it is feasible that more than one
combination of such values will satisfy the user's needs. Unfortunately,
current development environments, methodologies, and techniques in the
field of virtual reality often preclude the exploration of the design
alternatives, due to coverage or cost limitations. A limited number of
options are covered by any given software development environment, and
the development cost of new prototypes in such development platforms is
too high to be considered as an evaluation tool. In this paper, we
present a methodology for partial (i.e. hardware and interaction
techniques alternatives) exploration of the design space of a virtual
reality application, based on the creation of reusable components and a
standard evaluation of alternatives. Since the cost of developing
several versions of an application can be reduced by reusing elements
from others, this method allows designers to evaluate the performance
and user preferences of several implementations. As a proof of concept,
we developed four versions of a simple matching application in different
virtual reality platforms. Results of this study show how users react to
each prototype and how the different solutions can be compared, no
matter how different in technology they are.

%M J.IJHCS.62.1.105
%T Interface changes causing accidents. An empirical study of negative
transfer
%S ARTICLE
%A Denis Besnard
%A Lucile Cacitti
%J IJHCS
%D 2005
%V 62
%N 1
%P 105-125
%K Negative transfer; Accident; Interface changes; Human-machine
interaction; Human error
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2004.08.002
%X When expert operators interact with a new device, they inevitably
reuse former interaction modes and actions. This phenomenon is due to
the human cognition seeking resources savings. Schemas support this
strategy and are implemented in such a way that perfection is
disregarded at the profit of an intuitive trade-off between performance
and cognitive resources savings. As a consequence, humans have a strong
inclination to fit well-known solution procedures into new problems. For
this reason, changes in work environments can cause accidents when they
allow operators to interact with a new device if the latter is
erroneously perceived as familiar. This research issue originates from
an industrial background. The suspected cause of a fatal error performed
by an operator in a steelworks factory is replicated in an experiment.
The results support the hypothesis according to which errors (and
possible subsequent accidents) due to changes in the interface are more
likely when the latter does not inhibit former modes of interaction
modes. This main result is discussed under the angle of cognitive
ergonomics and used as a basis to provide design guidelines.

%M J.IJHCS.62.1.127
%T Evaluating event visualization: a usability study of COPLINK
spatio-temporal visualizer
%S ARTICLE
%A Wingyan Chung
%A Hsinchun Chen
%A Luis G. Chaboya
%A Christopher D. O'Toole
%A Homa Atabakhsh
%J IJHCS
%D 2005
%V 62
%N 1
%P 127-157
%K Event visualization; Information visualization; Usability; Evaluation
methodology; Taxonomy; COPLINK; Spatio-Temporal Visualizer; Crime
analysis; Intelligence analysis; National security; Law enforcement
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2004.08.005
%X Event visualization holds the promise of alleviating information
overload in human analysis and numerous tools and techniques have been
developed and evaluated. However, previous work does not specifically
address either the coordination of event dimensions with the types of
tasks involved or the way that visualizing different event dimensions
can benefit human analysis. In this paper, we propose a taxonomy of
event visualization and present a methodology for evaluating a
coordinated event visualization tool called COPLINK Spatio-Temporal
Visualizer (STV). The taxonomy encompasses various event dimensions,
application domains, visualization metaphors, evaluation methods and
performance measures. The evaluation methodology examines different
event dimensions and different task types, thus juxtaposing two
important elements of evaluating a tool. To achieve both internal and
external validity, a laboratory experiment with students and a field
study with crime analysis experts were conducted. Findings of our
usability study show that STV could support crime analysis involving
multiple, coordinated event dimensions as effectively as it could
analyze individual, uncoordinated event dimensions. STV was
significantly more effective and efficient than Microsoft Excel in
performing coordinated tasks and was significantly more efficient in
doing uncoordinated tasks related to temporal, spatial and aggregated
information. Also, STV had compared favorably with Excel in completing
uncoordinated tasks related to temporal and spatial information,
respectively. Subjects' comments showed STV to be intuitive, useful and
preferable to existing crime analysis methods.

%M J.IJHCS.62.2.159
%T Special issue on subtle expressivity for characters and robots
%S EDITORIAL
%A Noriko Suzuki
%A Christoph Bartneck
%J IJHCS
%D 2005
%V 62
%N 2
%P 159-160
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2004.11.004

%M J.IJHCS.62.2.161
%T Computers that care: investigating the effects of orientation of
emotion exhibited by an embodied computer agent
%S ARTICLE
%A Scott Brave
%A Clifford Nass
%A Kevin Hutchinson
%J IJHCS
%D 2005
%V 62
%N 2
%P 161-178
%K Embodied agents; Affective computing; Emotion; Empathy; Characters;
Social interfaces; Empirical studies
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2004.11.002
%X Embodied computer agents are becoming an increasingly popular
human-computer interaction technique. Often, these agents are programmed
with the capacity for emotional expression. This paper investigates the
psychological effects of emotion in agents upon users. In particular,
two types of emotion were evaluated: self-oriented emotion and
other-oriented, empathic emotion. In a 2 (self-oriented emotion: absent
vs. present) by 2 (empathic emotion: absent vs. present) by 2 (gender
dyad: male vs. female) between-subjects experiment (N=96), empathic
emotion was found to lead to more positive ratings of the agent by
users, including greater likeability and trustworthiness, as well as
greater perceived caring and felt support. No such effect was found for
the presence of self-oriented emotion. Implications for the design of
embodied computer agents are discussed and directions for future
research suggested.

%M J.IJHCS.62.2.179
%T Subtle emotional expressions of synthetic characters
%S ARTICLE
%A Christoph Bartneck
%A Juliane Reichenbach
%J IJHCS
%D 2005
%V 62
%N 2
%P 179-192
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2004.11.006
%X This study examines the influence of the geometrical intensity of an
emotional facial expression on the perceived intensity and the
recognition accuracy. The stimuli consisted of synthetic faces at ten
geometrical intensity levels in each of the five emotional categories. A
curve-linear relationship was found between geometrical and perceived
intensity. Steps of 20% geometrical intensity appear to be appropriate
to enable the participants to distinguish the intensity levels. At about
30% geometrical intensity the recognition accuracy reached a level that
was not significantly different from each emotions maximum recognition
accuracy. This point indicates a categorical perception of the facial
expressions. The results of this study are of particular importance for
the developers of synthetic characters and might help them to create
more subtle characters.

%M J.IJHCS.62.2.193
%T TelMeA -- Expressive avatars in asynchronous communications
%S ARTICLE
%A Toru Takahashi
%A Christoph Bartneck
%A Yasuhiro Katagiri
%A Noriko H. Arai
%J IJHCS
%D 2005
%V 62
%N 2
%P 193-209
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2004.11.005
%X TelMeA is an asynchronous online community system that uses avatars
to enact the messages of the users. We present an overview of the
system, including the results of a usability study and its effect on the
redesign of the system. Furthermore we present an empirical evaluation
of the avatar's animations. The animations offer a wide repertoire of
expressions along the valence dimension, but additional animations with
low arousal should be added. Next we performed a case study of TelMeA in
Japan. The members of the community more often used the high arousal and
extreme valence animations, but the more subtle animations were still
used in 30% of all cases. The less frequent use of subtle expressions
could be explained by the fact they are not necessary in an asynchronous
communication to negotiate turn taking.

%M J.IJHCS.62.2.211
%T Variations in gesturing and speech by GESTYLE
%S ARTICLE
%A Han Noot
%A Zsofia Ruttkay
%J IJHCS
%D 2005
%V 62
%N 2
%P 211-229
%K Embodied conversational agent; Multimodal communication; Style; Mark
up language
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2004.11.007
%X Humans tend to attribute human qualities to computers. It is expected
that people, when using their natural communicational skills, can
perform cognitive tasks with computers in a more enjoyable and effective
way. For these reasons, human-like embodied conversational agents (ECAs)
as components of user interfaces have received a lot of attention. It
has been shown that the style of the agent's look and behaviour strongly
influences the user's attitude. In this paper we discuss our GESTYLE
language making it possible to endow ECAs with style. Style is defined
in terms of when and how the ECA uses certain gestures, and how it
modulates its speech (e.g. to indicate emphasis or sadness). There are
also GESTYLE tags to annotate text, which has to be uttered by an ECA to
prescribe the usage of hand, head and facial gestures accompanying the
speech in order to augment the communication. The annotation ranges from
direct, low level (e.g. perform a specific gesture) to indirect, high
level (e.g. take turn in a conversation) instructions, which will be
interpreted with respect to the style defined. Using style dictionaries
and defining different aspects like age and culture of an ECA, it is
possible to tune the behaviour of an ECA to suit a given user or target
group the best.

%M J.IJHCS.62.2.231
%T Using human physiology to evaluate subtle expressivity of a virtual
quizmaster in a mathematical game
%S ARTICLE
%A Helmut Prendinger
%A Junichiro Mori
%A Mitsuru Ishizuka
%J IJHCS
%D 2005
%V 62
%N 2
%P 231-245
%K Life-like characters; Affective behavior; Empathy; Physiological user
information; Evaluation
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2004.11.009
%X The aim of the experimental study described in this article is to
investigate the effect of a life-like character with subtle expressivity
on the affective state of users. The character acts as a quizmaster in
the context of a mathematical game. This application was chosen as a
simple, and for the sake of the experiment, highly controllable,
instance of human-computer interfaces and software. Subtle expressivity
refers to the character's affective response to the user's performance
by emulating multimodal human-human communicative behavior such as
different body gestures and varying linguistic style. The impact of
em-pathic behavior, which is a special form of affective response, is
examined by deliberately frustrating the user during the game progress.
There are two novel aspects in this investigation. First, we employ an
animated interface agent to address the affective state of users rather
than a text-based interface, which has been used in related research.
Second, while previous empirical studies rely on questionnaires to
evaluate the effect of life-like characters, we utilize physiological
information of users (in addition to questionnaire data) in order to
precisely associate the occurrence of interface events with users'
autonomic nervous system activity. The results of our study indicate
that empathic character response can significantly decrease user stress
and that affective behavior may have a positive effect on users'
perception of the difficulty of a task.

%M J.IJHCS.62.2.247
%T Cooperative embodied communication emerged by interactive humanoid
robots
%S ARTICLE
%A Daisuke Sakamoto
%A Takayuki Kanda
%A Tetsuo Ono
%A Masayuki Kamashima
%A Michita Imai
%A Hiroshi Ishiguro
%J IJHCS
%D 2005
%V 62
%N 2
%P 247-265
%K Human-robot interaction; Entrainment; Subjective experiments;
Environment-based sensing
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2004.11.001
%X Research on humanoid robots has produced various uses for their body
properties in communication. In particular, mutual relationships of body
movements between a robot and a human are considered to be important for
smooth and natural communication, as they are in human-human
communication. We have developed a semi-autonomous humanoid robot system
that is capable of cooperative body movements with humans using
environment-based sensors and switching communicative units. Concretely,
this system realizes natural communication by using typical behaviors
such as: "nodding," "eye-contact," "face-to-face," etc. It is important
to note that the robot parts are NOT operated directly; only the
communicative units in the robot system are switched. We conducted an
experiment using the mentioned robot system and verified the importance
of cooperative behaviors in a route-guidance situation where a human
gives directions to the robot. The task requires a human participant
(called the "speaker") to teach a route to a "hearer" that is (1) a
human, (2) a developed robot that performs cooperative movements, and
(3) a robot that does not move at all. This experiment is subjectively
evaluated through a questionnaire and an analysis of body movements
using three-dimensional data from a motion capture system. The results
indicate that the cooperative body movements greatly enhance the
emotional impressions of human speakers in a route-guidance situation.
We believe these results will allow us to develop interactive humanoid
robots that sociably communicate with humans.

%M J.IJHCS.62.2.267
%T Differences in effect of robot and screen agent recommendations on
human decision-making
%S ARTICLE
%A Kazuhiko Shinozawa
%A Futoshi Naya
%A Junji Yamato
%A Kiyoshi Kogure
%J IJHCS
%D 2005
%V 62
%N 2
%P 267-279
%K Human-robot interaction; Interactive social agents; Social responses
to technology; Persuasion
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2004.11.003
%X This paper compares the effect of a robot's and on-screen agent's
recommendations on human decision-making using a quantitative evaluation
method. We are interested in whether a robot's physical body produces
some differences in the effect or not. Previous research investigated
the advantage of a physical body; however, the advantage was not
clarified quantitatively and there was not enough evidence to give the
results credibility. Our method based on quantitative evaluation
clarifies the effect of a robot's and on-screen agent's behavior on user
decision-making. Comparing a robot's behavior with an on-screen agent's,
we show that the degree of the effect firmly depends on the interaction
environment and that geometrical consistency between the interaction
environment and embodied social agents (ESAs), which include robots and
on-screen agents, is important in the recommendation situation.

%M J.IJHCS.62.2.281
%T Manipulation of non-verbal interaction style and demographic
embodiment to increase anthropomorphic computer character credibility
%S ARTICLE
%A Andrew J. Cowell
%A Kay M. Stanney
%J IJHCS
%D 2005
%V 62
%N 2
%P 281-306
%K Anthropomorphic interfaces; Interface agents; Non-verbal behavior
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2004.11.008
%X For years, people have sought more natural means of communicating
with their computers. Many have suggested that interaction with a
computer should be as easy as interacting with other people, taking
advantage of the multimodal nature of human communication. While users
should, in theory, gravitate to such anthropomorphic embodiments, quite
the contrary has been experienced; users generally have been
dissatisfied and abandoned their use. This suggests a disconnect between
factors that make human-human communication engaging and those used by
designers to support human-agent interaction. This paper discusses a set
of empirical studies that attempted to replicate human-human non-verbal
behavior. The focus revolved around behaviors that portray a credible
facade, thereby helping embodied conversational agents (ECAs) to form a
successful cooperative dyad with users. Based on a review of the
non-verbal literature, a framework was created that identified
trustworthy and credible non-verbal behaviors across five areas and
formed design guidelines for character interaction. The design
suggestions for those areas emanating from the facial region were
experimentally supported but there was no concordant increase in
perceived trust when bodily regions (posture, gesture) were added. In
addition, in examining the importance of demographic elements in
embodiment, it was found that users prefer to interact with characters
that match their ethnicity and are young looking. There was no
significant preference for gender. The implications of these results, as
well as other interesting consequences are discussed.

%M J.IJHCS.62.3.307
%T Presence, memory and interaction in virtual environments
%S ARTICLE
%A Alistair Sutcliffe
%A Brian Gault
%A Jae-Eun Shin
%J IJHCS
%D 2005
%V 62
%N 3
%P 307-327
%K Virtual environment; CAVE; Interactive workbench; Reality room;
Presence; Memory; Heuristics, manipulation tasks
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2004.11.010
%X An experimental study is described, comparing presence, memory, and
interaction in three different virtual environments: CAVE, Interactive
WorkBench, and Reality Room. The aim of the experiment was to
investigate possible relationships between these three parameters. It
was found that the CAVE was remembered better, had better usability, and
provided a better sense of presence to its users.

%M J.IJHCS.62.3.329
%T The emergence of the contextual role of the e-book in cognitive
processes through an ecological and functional analysis
%S ARTICLE
%A Thierry Morineau
%A Caroline Blanche
%A Laurence Tobin
%A Nicolas Gueguen
%J IJHCS
%D 2005
%V 62
%N 3
%P 329-348
%K Contextual cue; Episodic memory; E-book; Ecological psychology;
Abstraction hierarchy; Sensory-motor evaluation
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2004.10.002
%X An electronic book is a new means of presenting text, allowing
downloading of documents and multiple readings on a portable computer.
On the basis of an ecological and functional analysis of paper and
electronic books with the Abstraction Hierarchy method, we tested the
ability of a mobile e-book device to be an external memory trigger,
assisting the recall of information content through its presence as a
contextual index. In contrast to the classical experimental approach for
research on reading and comprehension, we consider screen and paper as
relevant cognitive tools per se. Specifically, we compare a book on a
pocket computer and a paper book. Hypothesising that the physical
reading support could serve as a contextual cue for memory, we
experimented with groups of participants who could or could not see the
support during recall. We measured the reading time, and the material
later recalled was classified according to its cognitive nature. After
recall, participants had to assess the sensory-motor properties of the
reading support with the Osgood semantic differential and to note the
humour level of the text. Results show that the e-book presence hinders
recall of assimilated information whilst the presence of the paper
support tends to facilitate it. Finally, we observed some correlation
between sensory-motor assessment of the support and certain aspects of
text cognitive processing: humour scoring, reading time and recall
performance. These results lead us to conclude there is a critical
relation between the sensory-motor experience of the support and the
cognitive processing of the text content. This relationship might
explain the positive or negative contextual effect of the support on
recall performance.

%M J.IJHCS.62.3.349
%T The effects of task complexity and time availability limitations on
human performance in database query tasks
%S ARTICLE
%A Heikki Topi
%A Joseph S. Valacich
%A Jeffrey A. Hoffer
%J IJHCS
%D 2005
%V 62
%N 3
%P 349-379
%K Usability; Database query task; Task complexity; Time availability;
Time pressure
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2004.10.003
%X Prior research on human ability to write database queries has
concentrated on the characteristics of query interfaces and the
complexity of the query tasks. This paper reports the results of a
laboratory experiment that investigated the relationship between task
complexity and time availability, a characteristic of the task context
not investigated in earlier database research, while controlling the
query interface, data model, technology, and training. Contrary to
expectations, when performance measures were adjusted by the time used
to perform the task, time availability did not have any effects on task
performance while task complexity had a strong influence on performance
at all time availability levels. Finally, task complexity was found to
be the main determinant of user confidence. The implications of these
results for future research and practice are discussed.

%M J.IJHCS.62.3.381
%T The mechanics of trust: A framework for research and design
%S ARTICLE
%A Jens Riegelsberger
%A M. Angela Sasse
%A John D. McCarthy
%J IJHCS
%D 2005
%V 62
%N 3
%P 381-422
%K Trust; Social capital; Dis-embedding; Interpersonal cues; Human
computer interaction; Computer mediated communication; Computer
supported collaborative work; Decision-making; Game theory; E-commerce
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2005.01.001
%X With an increasing number of technologies supporting transactions
over distance and replacing traditional forms of interaction, designing
for trust in mediated interactions has become a key concern for
researchers in human computer interaction (HCI). While much of this
research focuses on increasing users' trust, we present a framework that
shifts the perspective towards factors that support trustworthy
behavior. In a second step, we analyze how the presence of these factors
can be signalled. We argue that it is essential to take a systemic
perspective for enabling well-placed trust and trustworthy behavior in
the long term. For our analysis we draw on relevant research from
sociology, economics, and psychology, as well as HCI. We identify
contextual properties (motivation based on temporal, social, and
institutional embeddedness) and the actor's intrinsic properties
(ability, and motivation based on internalized norms and benevolence)
that form the basis of trustworthy behavior. Our analysis provides a
frame of reference for the design of studies on trust in
technology-mediated interactions, as well as a guide for identifying
trust requirements in design processes. We demonstrate the application
of the framework in three scenarios: call centre interactions, B2C
e-commerce, and voice-enabled on-line gaming.

%M J.IJHCS.62.3.423
%T Erratum to: "The production and recognition of emotions in speech:
features and algorithms": [Int. J. Hum.-Comput. Stud. 59 (2003) 157]
%S ERRATUM
%A Pierre-Yves Oudeyer
%J IJHCS
%D 2005
%V 62
%N 3
%P 423
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2004.10.001

%M J.IJHCS.62.4.425
%T Time-related behaviour in multitasking situations
%S ARTICLE
%A Yan Zhang
%A Ravindra S. Goonetilleke
%A Thomas Plocher
%A Sheau-Farn Max Liang
%J IJHCS
%D 2005
%V 62
%N 4
%P 425-455
%K Monochronicity; Polychronicity; Multitasking; Process control
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2005.01.002
%X Researchers have classified differing time-related behaviours as
Monochronicity (M) and Polychronicity (P). The objective of this study
was to evaluate control strategy and control performance differences
between M and P persons in a process control domain. Forty-two people
participated in an experimental study. Time-related behaviour was
evaluated using the Modified Polychronic Attitude Index 3 (M/P score)
scale. Each participant was asked to monitor and control two processes
at the same time using the Control Station software. A 2 (control system
order)*5 (trials) factorial experiment was used. Performance was
quantified using overall mean error and overall Root-Mean-Square (RMS)
error. Control strategy was quantified using the number of switches
between the two processes and the number of magnitude changes within
each of the processes. Correlation and regression analyses showed that
the M/P score was significantly correlated with the strategy variables
and performance variables. When the participants were split into the
three groups, M (M/P score greater than or equal to 1 and less than or
equal to 3), neutral (M/P score between 3 and 5) and P (M/P score
greater than or equal to 5 and less than or equal to 7), there were
significant differences in the performance and strategy measures among
the three groups. The strategy variables indicated that monochrons
attempted to control the two processes serially, while polychrons
controlled both processes somewhat simultaneously. The neutral group was
in-between the M and P groups. The results also showed that the overall
mean error and overall RMS error of polychrons were significantly
smaller than that of the monochrons. Furthermore, there was no
significant difference in the NASA-Task Load Index score between
monochrons and polychrons, even though there were significant
correlations between the M/P score and some of the scale dimensions'
weightings. The results of this study can have important implications
for the training and selection of personnel in multitask situations,
such as industrial process control.

%M J.IJHCS.62.4.457
%T Supporting the cognitive process of user interface design with
reusable design cases
%S ARTICLE
%A Huhn Kim
%A Wan Chul Yoon
%J IJHCS
%D 2005
%V 62
%N 4
%P 457-486
%K Interaction design; Designer strategy; Design aid; Case-based aiding
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2004.12.001
%X User interface (UI) design is one of the most challenging
problem-solving activities that the modern industry faces. The cognitive
complexity of design problems and the time pressure due to shortened
product life cycles force designers to pursue efficient processes and
strategies. For efficiency, UI designers can benefit from their prior
design experience that associates target user tasks with available
interface means. The practical design activity thus tends to be
case-based rather than analytic and linearly deductive. In this paper we
develop a framework for a case-based design aid that enables effective
reuse of prior design cases in a way that is compatible with practical
strategies of designers. In the centre of the framework lies design-case
representation at multiple levels of abstraction. The multi-level
representation supports the bi-directional and opportunistic strategies
of UI designers by enabling easy retrieval of cases at a focused
abstraction level and strategy-compatible navigation to related design
cases at other levels. A diagrammatic interaction model and a retrieval
algorithm based on the model to represent and select design cases are
described. It is experimentally verified that the multi-level
representation of design cases with the diagrammatic model is useful to
UI designers. The overall framework is implemented in a prototype system
and the usefulness of the system is shown by examples.

%M J.IJHCS.62.4.487
%T An empirical comparison of use-in-motion evaluation scenarios for
mobile computing devices
%S ARTICLE
%A Leon Barnard
%A Ji Soo Yi
%A Julie A. Jacko
%A Andrew Sears
%J IJHCS
%D 2005
%V 62
%N 4
%P 487-520
%K Context; Context-aware; Mobile computing; Mobility; Evaluation;
Empirical
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2004.12.002
%X There is a clear need for evaluation methods that are specifically
suited to mobile device evaluation, largely due to the vast differences
between traditional desktop computing and mobile computing. One
difference of particular interest that needs to be accounted for is that
mobile computing devices are frequently used while the user is in
motion, in contrast to desktop computing. This study aims to validate
the appropriateness of two evaluation methods that vary in
representativeness of mobility, one that uses a treadmill to simulate
motion and another that uses a controlled walking scenario. The results
lead to preliminary guidelines based on study objectives for researchers
wishing to use more appropriate evaluation methodologies for empirical,
data-driven mobile computing studies. The guidelines indicate that using
a treadmill for mobile evaluation can yield representative performance
measures, whereas a controlled walking scenario is more likely to
adequately simulate the actual user experience.

%M J.IJHCS.62.4.521
%T On the passage of time: Temporal differences in video-mediated and
face-to-face interaction
%S ARTICLE
%A Rick van der Kleij
%A Roos Paashuis
%A Jan Maarten Schraagen
%J IJHCS
%D 2005
%V 62
%N 4
%P 521-542
%K Technological adaptation; Video-mediated communication; Team work;
Longitudinal design; Telecommunication; Group development; Temporal
differences
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2005.01.003
%X This paper examines team work over time in video-mediated
non-collocated and traditional face-to-face same-room teams. In a
longitudinal between-groups design, 22 three-person teams were tested in
4 1-h test sessions at 2-week intervals. A paper-folding task was
designed for the experiment that had the potential to induce differences
in team work under different communication environments. Results showed
that near the end of the experiment, initial differences between groups
on cooperative task performance in favour of the face-to-face teams had
disappeared. These findings are explained in terms of a technological
adaptation effect, which occurs when people learn how to use the
technological tools available despite technological limitations. No
differences were found between groups on cohesion and satisfaction.
Likewise, cohesion did not increase over time as participants gained
experience. In comparison, satisfaction did increase over time for both
groups as teams gained experience with fellow team members and the task
at hand. In contrast to what was expected, mental effort was higher for
face-to-face teams than for video-mediated teams. Furthermore, initial
differences between groups on mental effort did not disappear as
participants gained experience. This paper concludes with a discussion
of the results in terms of their implications for natural work teams,
the design of video-communication technologies and suggestions for
future research.

%M J.IJHCS.62.5.545
%T Protege: Community is Everything
%S EDITORIAL
%A Mark A. Musen
%J IJHCS
%D 2005
%V 62
%N 5
%P 545-552
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2005.03.002

%M J.IJHCS.62.5.553
%T Cognitive support for ontology modeling
%S ARTICLE
%A Neil A. Ernst
%A Margaret-Anne Storey
%A Polly Allen
%J IJHCS
%D 2005
%V 62
%N 5
%P 553-577
%K Cognitive support; Knowledge engineering; Information visualization;
Requirements engineering
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2005.02.006
%X Knowledge engineering tools are becoming ever more complex, and
therefore increased cognitive support will be necessary to leverage the
potential of those tools. Our paper motivates this claim by examining
some previous work in this domain and explaining the nature of cognitive
support. We discuss some of the problem areas we have encountered in our
research. Through user questionnaires and observations carried out at
the National Cancer Institute (NCI) and the University of Washington
Foundational Model of Anatomy (FMA) Project, we have begun to gain an
understanding of the cognitive barriers experienced by the users of
knowledge engineering tools. We present some proposed solutions that
could address the problems we identified, and in addition, discuss how
our own tool, called Jambalaya, could be applied to provide cognitive
support. We analyse the support Jambalaya provides using some
non-functional design criteria and illustrate some trade-offs inherent
in tool design. We suggest that the need for cognitive support in
knowledge engineering is immediate and essential.

%M J.IJHCS.62.5.578
%T EZPAL: Environment for composing constraint axioms by instantiating
templates
%S ARTICLE
%A Chih-Sheng J. Hou
%A Mark A. Musen
%A Natalya F. Noy
%J IJHCS
%D 2005
%V 62
%N 5
%P 578-596
%K Frame-based system; Knowledge acquisition; Knowledge representation
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2004.07.002
%X Many ontology-development tools allow users to supplement frame-based
representations with arbitrary logical sentences. However, few users
actually take advantage of this opportunity. For example, in the
Ontolingua ontology library, only 20% of the ontologies have any
user-defined axioms. We believe the difficulty of composing axioms
primarily accounts for the lack of axioms in these knowledge bases: Many
domain experts cannot translate their thoughts into abstract and
symbolic representations. We attempt to remedy the difficulties by
identifying groups of axioms that manifest common patterns, creating
"templates" that allow users to compose axioms by "filling in the
blanks." We studied axioms in two public ontology libraries, and derived
20 templates that cover 85% of all the user-defined axioms. We describe
our methodology for identifying the templates and present examples. We
constructed an interface that allows users to create constraints on
knowledge bases by "filling in blanks;" our usability testing shows that
users could use templates to encode axioms with a success rate similar
to that of experts writing directly in an axiom language. Our approach
should foster the introduction of axioms and constraints that are
currently missing in many ontologies.

%M J.IJHCS.62.5.597
%T Experiences in reusing knowledge sources using Protege and PROMPT
%S ARTICLE
%A M. Taboada
%A D. Martinez
%A J. Mira
%J IJHCS
%D 2005
%V 62
%N 5
%P 597-618
%K Development of knowledge bases; Ontologies; Terminology systems
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2005.02.004
%X We study the general question of how ontologies and reference
terminologies can be used to make development of knowledge bases more
manageable, taking into account the methodologies and tools available
nowadays. For this, we have carried out a case study on designing a
knowledge base oriented to support a diagnosis-aid application in
ophthalmology. Ideally, starting from a pre-existing domain ontology,
development of knowledge bases is centred only on collecting specific
knowledge for a particular application. In practice, this is a very
time-consuming approach, as ontology repositories do not usually provide
many information-seeking facilities. In addition, it is unlikely to find
an ontology that includes all the required knowledge. Consequently,
design of knowledge bases requires the combination and adaptation of one
or more source ontologies. In this work, particular attention is paid to
the proper merging of two ontologies using the tool PROMPT. Our study
emphasizes the advantages of using PROMPT for merging ontologies
containing closely related portions of knowledge, as well as some
proposals for improvement. In a second step, our approach extends the
evolving ontology, with a new component that holds both a meta-model
representing a very simplified structure of a terminology system into
Protege-2000 and a set of constraints expressed using the Protege Axiom
Language. This set of constraints allows us to check the consistency and
coherence of the imported information. Defining meta-classes in
Protege-2000 links this component to the rest of the models in the
knowledge base. We report our experience in the reuse of several
knowledge sources using Protege-2000 and several of the plug-ins.

%M J.IJHCS.62.5.619
%T Knowledge editing and maintenance tools for a semantic portal in
oncology
%S ARTICLE
%A Mathieu d'Aquin
%A Christophe Bouthier
%A Sebastien Brachais
%A Jean Lieber
%A Amedeo Napoli
%J IJHCS
%D 2005
%V 62
%N 5
%P 619-638
%K Knowledge management; Editing; Representation; Reasoning;
Maintenance; Visualization; Semantic Web; Semantic portal
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2005.02.003
%X The research work presented in this paper is about the design of a
knowledge system architecture applied to oncology and relying on the
semantic Web principles. The core of this architecture is a working
knowledge system, called Kasimir, using an object-based representation
formalism and classification-based reasoning. The ontology editor
Protege is connected with the Kasimir system, and is adapted to the
particular requirements of Kasimir. The Protege system enables the
integration of several editing and visualization modules. A first
knowledge editing module relies on classification-based reasoning for
detecting mismatches and redundancies in the edited knowledge hierarchy.
A second knowledge editing module also uses classification-based
reasoning for comparing two versions of the knowledge base for
maintenance purposes. This last module is particularly useful for
extracting and analysing the changes occurred during an editing session.
Three modules are combined to visualize hierarchies, based on three
different techniques having complementary advantages. All these modules
-- including Kasimir and Protege -- are integrated in a semantic portal
architecture based on semantic Web principles. The proposed architecture
takes advantage of the semantic Web technologies for integrating the
different modules, and for providing a reusable environment for
distributed knowledge management in oncology.

%M J.IJHCS.62.5.639
%T PROTEGE as a vehicle for developing medical terminological systems
%S ARTICLE
%A Ameen Abu-Hanna
%A Ronald Cornet
%A Nicolette de Keizer
%A Monica Crubezy
%A Samson Tu
%J IJHCS
%D 2005
%V 62
%N 5
%P 639-663
%K Medical ontologies; Terminological systems; protege; Knowledge
representation
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2005.02.005
%X Abstract A medical terminological system (TS) is essentially an
ontology consisting of concepts, attributes and relationships pertaining
to medical terms. There are many TSs around today, most of which are
essentially frame-based. Various efforts have been made to get a better
understanding of the requirements and the conceptual and formal
structures of TSs. However, the actual implementation of a TS consisted
so far of ad hoc approaches starting from scratch and, due to ad hoc
semantics of the representation, the interoperability with external
applications of the knowledge represented is diminished. In recent
years, protege has been gaining in popularity as a software environment
for the development of knowledge-based systems. It provides an
architecture for integrating frame-based ontologies with knowledge
acquisition and other applications operating on these ontologies. In its
recent version, protege provides the ability to specify meta-classes and
-slots. This contributes to an explicit separability of knowledge levels
and allows for an increased modeling flexibility. These properties, and
the fact that it complies with a standard knowledge model, enable
protege to be an attractive candidate for the implementation of
frame-based TSs. This paper investigates how to specify a TS in protege
and demonstrates this in a specific application in the domain of
intensive care. Our approach is characterized by the utilization of a
conceptual framework for understanding TSs and mapping its components
onto protege constructs. This results in specifications of knowledge
components for the implementation of terminological systems. The
significance of our work stems from the generality of these
specifications. This facilitates their reuse, leading to a principled
process for the development of terminological systems for a broad
spectrum of medical domains.

%M J.IJHCS.62.5.664
%T GAS Ontology: An ontology for collaboration among ubiquitous
computing devices
%S ARTICLE
%A Eleni Christopoulou
%A Achilles Kameas
%J IJHCS
%D 2005
%V 62
%N 5
%P 664-685
%K Ontologies; Ubiquitous computing
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2005.02.007
%X The vision of ubiquitous computing is that the addition of
computation and communication abilities to the artefacts that surround
people will enable the users to set up their living spaces in a way that
will serve them best minimising at the same time the required human
intervention. The ontologies can help us to address some key issues of
ubiquitous computing environments such as knowledge representation,
semantic interoperability and service discovery. The GAS Ontology is an
ontology that was developed in order to describe the semantics of the
basic concepts of a ubiquitous computing environment and define their
inter-relations. The basic goal of this ontology is to provide a common
language for the communication and collaboration among the heterogeneous
devices that constitute these environments. The GAS Ontology also
supports the service discovery mechanism that a ubiquitous computing
environment requires. In this paper, we present the GAS Ontology as well
as the design challenges that we faced and the way that we handled them.
In order to select the language and the tool that we used for the
development of the GAS Ontology, we designed a prototype ontology and
evaluated a number of languages and tools. The ontology development tool
that proved to be the most suitable from this evaluation was
Protege-2000. We also present how we use the GAS Ontology in our
eGadgets project achieving semantic interoperability and service
discovery. Finally, we present the GAS Ontology manager, which runs on
each device, manages the device's ontology and processes the knowledge
that each device acquires over time.

%M J.IJHCS.62.6.687
%T GUI objects with impenetrable borders: Instruction (not practice)
makes perfect
%S ARTICLE
%A Keith S. Jones
%A Brian R. Johnson
%A J. Shawn Farris
%J IJHCS
%D 2005
%V 62
%N 6
%P 687-712
%K Impenetrable border; Graphical user interface; Selection
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2005.02.002
%X Walker and Smelcer (Proceedings of the CHI 90, ACM, New York, 1990,
pp. 221-225) found that menus could be selected faster if they were
placed against the edge of the screen. Doing so creates an impenetrable
border between the menu and the edge of the screen that the mouse cursor
cannot penetrate. This changes how users move the mouse, so that
selection times quicken compared to menus with a penetrable border.
Experiment 1 investigated the effect that practice has on the
acquisition of objects with and without impenetrable borders. The
findings suggest that excessive practice was not necessary to
demonstrate border type differences; thus, the advantage of having
impenetrable borders seems to be relatively instantaneous. However, it
was not readily apparent whether or not participants would realize the
advantages of impenetrable borders without instruction. Thus, the
primary purpose of Experiment 2 was to assess whether or not users would
discover the benefits of impenetrable borders spontaneously.
Participants were assigned to either the penetrable or impenetrable
border condition. Additionally, participants received either full
instruction concerning the benefits of the target placement, or limited
instruction that simply informed the participant about the nature of the
task. The results demonstrated that participants receiving limited
instruction selected targets with impenetrable borders faster than
participants who selected objects with a penetrable border. However, an
exploratory comparison suggests that only 50% of participants who
received limited instruction actually detected the impenetrable border.
An additional comparison suggests that with practice the participants
who were successful at detecting the impenetrable border selected the
targets as quickly as participants who received full instruction
concerning the benefits of impenetrable borders. The findings suggest
that with full instruction, all users will perform reduced selection
times. Given that not all participants discovered the impenetrable
border it suggests that, whenever possible, users should receive
instruction pertaining to the benefits of the impenetrable borders.

%M J.IJHCS.62.6.713
%T Browsing a document collection represented in two- and
three-dimensional virtual information space
%S ARTICLE
%A S. J. Westerman
%A J. Collins
%A T. Cribbin
%J IJHCS
%D 2005
%V 62
%N 6
%P 713-736
%K Information retrieval; Information visualization; Individual
differences
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2005.02.001
%X This paper reports a study of information retrieval performance using
an interface in which documents were represented by objects in a virtual
environment. Spatial location was determined by semantic content, with
inter-object distance representing semantic similarity of documents. The
quality of spatial-semantic mapping was manipulated as was the number of
dimensions (two versus three) in which document nodes were arranged.
Participants were required to browse the information space and identify
all documents relevant to a specified topic. Results indicated that
participants were able to use three-dimensional spatial mapping of
semantic information to facilitate task performance, with performance
being better when the quality of the mapping was higher. Strategy
differences were identified, with participants adopting a more
'exhaustive' approach when searching two-dimensional node arrangements,
and a more 'focused' approach for three-dimensional arrangements.
Cognitive ability was not strongly associated with task performance, but
participants of relatively lower cognitive ability tended to out-perform
those of higher cognitive ability in three-dimensional conditions.
Possible reasons for these findings are discussed.

%M J.IJHCS.62.6.737
%T An empirical investigation of sources of application-specific
computer-self-efficacy and mediators of the efficacy -- performance
relationship
%S ARTICLE
%A Richard D. Johnson
%J IJHCS
%D 2005
%V 62
%N 6
%P 737-758
%K Computer self-efficacy; Computer training; Motivation; Goal setting;
Goal orientations; Personality; Computer anxiety
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2005.02.008
%X Integrating theory from research on training, computer self-efficacy
(CSE), and motivation, this research validated a model of four factors
that contribute to application-specific computer self-efficacy (AS-CSE)
formation (previous experience, personality, learning goal orientation
and computer anxiety) and three factors that mediate the relationship
between AS-CSE and performance (goal level, goal commitment and
performance goal orientation (PGO)). Using data from 313 individuals in
an introductory computer skills course, the model was validated for
database software. Results indicate that previous database software
experience, trainee personality and learning goal orientation were
positively related to AS-CSE, whereas computer anxiety was negatively
related to AS-CSE. Additionally, goal level, goal commitment and PGOs
were related to database test performance, and the relationship between
AS-CSE and database test performance was also partially mediated by goal
level and goal commitment. Implications for research and practice are
discussed.

%M J.IJHCS.62.6.759
%T Focusing on what might happen and how it could feel: can the
anticipation of regret change students' computing-related choices?
%S ARTICLE
%A Chris Wright
%A Peter Ayton
%J IJHCS
%D 2005
%V 62
%N 6
%P 759-783
%K Regret; Choice; Decision-making; Computing; Backing-up; Internet
security
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2005.03.001
%X A longitudinal study tested whether a regret-based intervention could
persuade computer users to make more security-conscious choices in
relation to backing up their work and internet security. Computing
science students reported their attitudes and behaviour in relation to
the two issues at three timepoints (baseline, intervention and follow-up
phases) over a 12-week period. In the intervention phase, students
imagined themselves in a scenario where, had they chosen to act
differently, they could have avoided a negative outcome. They then
considered how regretful they would feel in that situation. The results
showed that, for backing up, students showed more positive attitudes and
data-protective behavioural choices immediately after the intervention
and at follow-up, compared to their baseline measures. The second
scenario was less effective at changing participants' attitudes and
behaviour in relation to disabling active scripting. Possible reasons
for the difference in effectiveness of the intervention for the two
targeted issues are discussed.

%M J.IJHCS.62.6.784
%T An extension of Trust and TAM model with TPB in the initial adoption
of on-line tax: An empirical study
%S ARTICLE
%A Ing-Long Wu
%A Jian-Liang Chen
%J IJHCS
%D 2005
%V 62
%N 6
%P 784-808
%K On-line tax; Trust and TAM model; Trust; TPB
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.ijhcs.2005.03.003
%X While on-line tax is considered as a special type of e-service, the
adoption rate of this service in Taiwan is still relatively low. The
initial adoption of on-line tax is the important driving force to
further influence the use and continued use of this service. The model
of Trust and technology acceptance model (TAM) in Gefen et al. (2003a,
MIS Quarterly 27(1), 51-90) has been well studied in on-line shopping
and showed that understanding both the Internet technology and trust
issue is important in determining behavioral intention to use. Besides,
the diffusion of on-line tax could also be influenced by the potential
antecedents such as individuals, organizational members, and social
system while the issue for innovative technology is well discussed in
Rogers (1995, The Diffusion of Innovation, fourth ed. Free Press, New
York). Theory of planned behavior (TPB) is the model widely used to
discuss the effect of these antecedents in behavioral intention. An
extension of Trust and TAM model with TPB would be in more comprehensive
manner to understand behavioral intention to use on-line tax.
Furthermore, a large sample survey is used to empirically examine this
framework.

fpack:!@#$%^&*(): INT03.B
%M C.INT.03.3
%T Mobile Multimodal Dialogue Systems
%S 1: Keynotes
%A Wolfgang Wahlster
%B INTERACT2003
%D 2003
%P 3
%* (c) Copyright 2003 IFIP

%M C.INT.03.4
%T Logitech: the Interface Company
%S 1: Keynotes
%A Daniel Borel
%B INTERACT2003
%D 2003
%P 4
%* (c) Copyright 2003 IFIP

%M C.INT.03.5
%T Human Design: Building Computation around Human Networks
%S 1: Keynotes
%A Alex Pentland
%B INTERACT2003
%D 2003
%P 5
%* (c) Copyright 2003 IFIP

%M C.INT.03.9
%T Toward Characterizing the Productivity Benefits of Very Large
Displays
%S 2: Very large displays
%A Mary Czerwinski
%A Greg Smith
%A Tim Regan
%A Brian Meyers
%A George Robertson
%A Gary Starkweather
%B INTERACT2003
%D 2003
%P 9
%* (c) Copyright 2003 IFIP

%M C.INT.03.17
%T Enticing People to Interact with Large Public Displays in Public
Spaces
%S 2: Very large displays
%A Harry Brignull
%A Yvonne Rogers
%B INTERACT2003
%D 2003
%P 17
%* (c) Copyright 2003 IFIP

%M C.INT.03.25
%T What Makes a Good Answer? The Role of Context in Question Answering
%S 2: UI design
%A Jimmy Lin
%A Dennis Quan
%A Vineet Sinha
%A Karun Bakshi
%A David Huynh
%A Boris Katz
%A David Karger
%B INTERACT2003
%D 2003
%P 25
%* (c) Copyright 2003 IFIP

%M C.INT.03.33
%T Hyper-Hitchcock: Towards the Easy Authoring of Interactive Video
%S 2: UI design
%A Frank Shipman
%A Andreas Girgensohn
%A Lynn Wilcox
%B INTERACT2003
%D 2003
%P 33
%* (c) Copyright 2003 IFIP

%M C.INT.03.41
%T Interface Design for MyInfo: a Personal News Demonstrator Combining
Web and TV Content
%S 2: UI design
%A John Zimmerman
%A Nevenka Dimitrova
%A Lalitha Agnihotri
%A Angel Janevski
%A Lira Nikolovska
%B INTERACT2003
%D 2003
%P 41
%* (c) Copyright 2003 IFIP

%M C.INT.03.49
%T Bimanual Interaction on the Microsoft Office Keyboard
%S 2: UI design
%A Hugh McLoone
%A Ken Hinckley
%A Edward Cutrell
%B INTERACT2003
%D 2003
%P 49
%* (c) Copyright 2003 IFIP

%M C.INT.03.65
%T Drag-and-Pop and Drag-and-Pick: Techniques for Accessing Remote
Screen Content on Touch- and Pen-Operated Systems
%S 2: UI design
%A Patrick Baudisch
%A Edward Cutrell
%A Dan Robbins
%A Mary Czerwinski
%A Peter Tandler
%A Benjamin Bederson
%A Alex Zierlinger
%B INTERACT2003
%D 2003
%P 65
%* (c) Copyright 2003 IFIP

%M C.INT.03.65
%T Questioning the Effectiveness of Contextual Online Help: Some
Alternative Propositions
%S 2: UI design
%A Antonio Capobianco
%B INTERACT2003
%D 2003
%P 65
%* (c) Copyright 2003 IFIP

%M C.INT.03.73
%T Software to Sketch Interface Designs
%S 2: UI design
%A Beryl Plimmer
%A Mark Apperley
%B INTERACT2003
%D 2003
%P 73
%* (c) Copyright 2003 IFIP

%M C.INT.03.81
%T TetraTetris: A Study of Multi-User Touch-Based Interaction Using
DiamondTouch
%S 2: Touch feedback
%A Stephen Kobourov
%A Christian Collberg
%A Steven Kobes
%A Ben Smith
%A S. Trush
%A G. Yee
%B INTERACT2003
%D 2003
%P 81
%* (c) Copyright 2003 IFIP

%M C.INT.03.89
%T Effective Vibrotactile Cueing in a Visual Search Task
%S 2: Touch feedback
%A Robert Lindeman
%A Yasuyuki Yanagida
%A John Sibert
%A Robert Lavine
%B INTERACT2003
%D 2003
%P 89
%* (c) Copyright 2003 IFIP

%M C.INT.03.97
%T Collaboration Meets Fitts' Law: Passing Virtual Objects with and
without Haptic Force Feedback
%S 2: Touch feedback
%A Eva-Lotta Sallnas
%A Shumin Zhai
%B INTERACT2003
%D 2003
%P 97
%* (c) Copyright 2003 IFIP

%M C.INT.03.105
%T Error Resolution Strategies for Interactive Television Speech
Interfaces
%S 2: Spoken language interface
%A Aseel Berglund
%A Pernilla Qvarfordt
%B INTERACT2003
%D 2003
%P 105
%* (c) Copyright 2003 IFIP

%M C.INT.03.113
%T InterActor for Human Interaction and Communication Support
%S 2: Spoken language interface
%A Tomio Watanabe
%A Masashi Okubo
%A Ryusei Danbara
%B INTERACT2003
%D 2003
%P 113
%* (c) Copyright 2003 IFIP

%M C.INT.03.121
%T Command Without a Click: Dwell Time Typing by Mouse and Gaze
Selections
%S 2: Eye tracking
%A John Paulin Hansen
%A Anders Sewerin Johansen
%A Dan Witzner Hansen
%A Kenji Ito
%A Satoru Mashino
%B INTERACT2003
%D 2003
%P 121
%* (c) Copyright 2003 IFIP

%M C.INT.03.129
%T Proactive Response to Eye Movements
%S 2: Eye tracking
%A Aulikki Hyrskykari
%A Paivi Majaranta
%A Kari-Jouko Raiha
%B INTERACT2003
%D 2003
%P 129
%* (c) Copyright 2003 IFIP

%M C.INT.03.137
%T Symbol Creator: An Alternative Eye-based Text Entry Technique with
Low Demand for Screen Space
%S 2: Eye tracking
%A Darius Miniotas
%A Oleg Spakov
%A Grigori Evreinov
%B INTERACT2003
%D 2003
%P 137
%* (c) Copyright 2003 IFIP

%M C.INT.03.144
%T Designing for Visual Influence: an Eye Tracking Study of the
Usability of Graphical Management Information
%S 2: Eye tracking
%A James Renshaw
%A Janet Finlay
%A David Tyfa
%A Robert Ward
%B INTERACT2003
%D 2003
%P 144
%* (c) Copyright 2003 IFIP

%M C.INT.03.152
%T Programmorphosis: a Knowledge-Based Approach to End-User Programming
%S 2: Agent design
%A Andri Ioannidou
%B INTERACT2003
%D 2003
%P 152
%* (c) Copyright 2003 IFIP

%M C.INT.03.160
%T Human and Humanoid Don't Match: Consistency Preference and Impact on
Users' Trust
%S 2: Agent design
%A Li Gong
%B INTERACT2003
%D 2003
%P 160
%* (c) Copyright 2003 IFIP

%M C.INT.03.168
%T Experimental Evaluation of Bi-directional Multimodal Interaction with
Conversational Agents
%S 2: Agent design
%A Stephanie Buisine
%A Jean-Claude Martin
%B INTERACT2003
%D 2003
%P 168
%* (c) Copyright 2003 IFIP

%M C.INT.03.176
%T Confidence Displays and Training in Recommender Systems
%S 2: Agent design
%A Sean McNee
%A Shyong Lam
%A Catherine Guetzlaff
%A Joseph Konstan
%A John Riedl
%B INTERACT2003
%D 2003
%P 176
%* (c) Copyright 2003 IFIP

%M C.INT.03.184
%T Milestones in Time: The Value of Landmarks in Retrieving Information
from Personal Stores
%S 2: Search & retrieval
%A Meredith Ringel
%A Edward Cutrell
%A Susan Dumais
%A Eric Horvitz
%B INTERACT2003
%D 2003
%P 184
%* (c) Copyright 2003 IFIP

%M C.INT.03.192
%T Listen to the Music: Audio Preview Cues for Exploration of Online
Music
%S 2: Search & retrieval
%A Monica Schraefel
%A Maria Karam
%A Shengdong Zhao
%B INTERACT2003
%D 2003
%P 192
%* (c) Copyright 2003 IFIP

%M C.INT.03.196
%T Simplifying the Management of Large Photo Collections
%S 2: Search & retrieval
%A Andreas Girgensohn
%A John Adcock
%A Matthew Cooper
%A Jonathan Foote
%A Lynn Wilcox
%B INTERACT2003
%D 2003
%P 196
%* (c) Copyright 2003 IFIP

%M C.INT.03.204
%T Desktop History: Time-based Interaction Summaries to Restore Context
and Improve Data Access
%S 2: Search & retrieval
%A Sean Uberoi Kelly
%A John P. Davis
%B INTERACT2003
%D 2003
%P 204
%* (c) Copyright 2003 IFIP

%M C.INT.03.212
%T The Pragmatic Web: Agent-Based Multimodal Web Interaction with no
Browser in Sight
%S 2: Search & retrieval
%A Alexander Repenning
%A James Sullivan
%B INTERACT2003
%D 2003
%P 212
%* (c) Copyright 2003 IFIP

%M C.INT.03.220
%T A Granular Approach to Web Search Result Presentation
%S 2: Search & retrieval
%A Ryen White
%A Joemon Jose
%A Ian Ruthven
%B INTERACT2003
%D 2003
%P 220
%* (c) Copyright 2003 IFIP
%O this most outstanding contribution got the Brian Shackel Award

%M C.INT.03.228
%T User Interfaces for Supporting Multiple Categorization
%S 2: Search & retrieval
%A Dennis Quan
%A Karun Bakshi
%A David Huynh
%A David Karger
%B INTERACT2003
%D 2003
%P 228
%* (c) Copyright 2003 IFIP

%M C.INT.03.236
%T High-Density Cursor: a Visualization Technique that Helps Users Keep
Track of Fast-moving Mouse Cursors
%S 2: Display I/O
%A Patrick Baudisch
%A Edward Cutrell
%A George Robertson
%B INTERACT2003
%D 2003
%P 236
%* (c) Copyright 2003 IFIP

%M C.INT.03.244
%T Reactive Information Displays
%S 2: Display I/O
%A Hari Narayanan
%A Daesub Yoon
%B INTERACT2003
%D 2003
%P 244
%* (c) Copyright 2003 IFIP

%M C.INT.03.252
%T Effects of Visual Separation and Physical Discontinuities when
Distributing Information across Multiple Displays
%S 2: Display I/O
%A Desney Tan
%A Mary Czerwinski
%B INTERACT2003
%D 2003
%P 252
%* (c) Copyright 2003 IFIP

%M C.INT.03.256
%T User Interface Transformation Method for PC Remote Control with Small
Mobile Devices
%S 2: UI for mobile systems
%A Hidehiko Okada
%A Toshiyuki Asahi
%B INTERACT2003
%D 2003
%P 256
%* (c) Copyright 2003 IFIP

%M C.INT.03.264
%T The Process of Developing a Mobile Device for Communication in a
Safety-Critical Domain
%S 2: UI for mobile systems
%A Jesper Kjeldskov
%A Jan Stage
%B INTERACT2003
%D 2003
%P 264
%* (c) Copyright 2003 IFIP

%M C.INT.03.272
%T Multimodal Menu Interface for Mobile Web Browsing
%S 2: UI for mobile systems
%A Xiaochuan Ma
%A Paul Maglio
%A Hui Su
%B INTERACT2003
%D 2003
%P 272
%* (c) Copyright 2003 IFIP

%M C.INT.03.279
%T Tangible Query Interfaces: Physically Constrained Tokens for
Manipulating Database Queries
%S 2: Tangible bits
%A Brygg Ullmer
%A Hiroshi Ishii
%A Robert Jacob
%B INTERACT2003
%D 2003
%P 279
%* (c) Copyright 2003 IFIP

%M C.INT.03.287
%T Chemistry Education: A Tangible Interaction Approach
%S 2: Tangible bits
%A Morten Fjeld
%A Patrick Juchli
%A Benedikt Voegtli
%B INTERACT2003
%D 2003
%P 287
%* (c) Copyright 2003 IFIP

%M C.INT.03.295
%T Measuring the Coordination in 2D Positioning Tasks
%S 2: Tangible bits
%A Sriram Subramanian
%A Dzmitry Aliakseyeu
%A Jean-Bernard Martens
%B INTERACT2003
%D 2003
%P 295
%* (c) Copyright 2003 IFIP

%M C.INT.03.303
%T The YoYo: A Handheld Device Combining Elastic and Isotonic Input
%S 2: 3D input device
%A Andreas Simon
%A Bernd Froehlich
%B INTERACT2003
%D 2003
%P 303
%* (c) Copyright 2003 IFIP

%M C.INT.03.311
%T Godzilla: Seamless 2D and 3D Sketch Environment for Reflective and
Creative Design Work
%S 2: 3D input device
%A S. Tano
%A T. Kodera
%A T. Nakashima
%A I. Kawano
%A K. Nakanishi
%A G. Hamagishi
%A M. Inoue
%A A. Watanabe
%A T. Okamoto
%A K. Kawagoe
%A K. Kaneko
%A T. Hotta
%A M. Tatsuoka
%B INTERACT2003
%D 2003
%P 311
%* (c) Copyright 2003 IFIP

%M C.INT.03.319
%T Intelligent Manipulation Techniques for Conceptual 3D Design
%S 2: 3D input device
%A Ji-Young Oh
%A Wolfgang Stuerzlinger
%B INTERACT2003
%D 2003
%P 319
%* (c) Copyright 2003 IFIP

%M C.INT.03.327
%T Manipulation of Viewpoints in 3D Environment Using Interlocked Motion
of Coordinate Pairs
%S 2: 3D input device
%A Shinji Fukatsu
%A Yoshifumi Kitamura
%A Fumio Kishino
%B INTERACT2003
%D 2003
%P 327
%* (c) Copyright 2003 IFIP

%M C.INT.03.335
%T Integrating Customer Relationship Management Strategies in (B2C)
E-Commerce Environments
%S 2: E-commerce
%A Shailey Minocha
%A Nicola Millard
%A Liisa Dawson
%B INTERACT2003
%D 2003
%P 335
%* (c) Copyright 2003 IFIP

%M C.INT.03.343
%T Storyboarding Form-Based Interfaces
%S 2: E-commerce
%A Dirk Draheim
%A Gerald Weber
%B INTERACT2003
%D 2003
%P 343
%* (c) Copyright 2003 IFIP

%M C.INT.03.351
%T Supporting Unconstrained Interaction with Application Sharing Systems
%S 2: E-commerce
%A Du Li
%A Rui Li
%A Prabhu Inbarajan
%B INTERACT2003
%D 2003
%P 351
%* (c) Copyright 2003 IFIP

%M C.INT.03.359
%T Field Studies in Practice: Making it Happen
%S 2: Empirical studies
%A Sari Kujala
%A Marjo Kauppinen
%A Pia Nakari
%A Sanna Rekola
%B INTERACT2003
%D 2003
%P 359
%* (c) Copyright 2003 IFIP

%M C.INT.03.367
%T The Misapplication of Engineering Models to Business Decisions
%S 2: Empirical studies
%A Gitte Lindgaard
%B INTERACT2003
%D 2003
%P 367
%* (c) Copyright 2003 IFIP

%M C.INT.03.375
%T Programming in the Kitchen
%S 2: Empirical studies
%A Olav W Bertelsen
%A Toke Eskildsen
%A Werner Sperschneider
%B INTERACT2003
%D 2003
%P 375
%* (c) Copyright 2003 IFIP

%M C.INT.03.383
%T Be Quiet? Evaluating Proactive and Reactive User Interface Assistants
%S 2: Empirical studies
%A Jun Xiao
%A Richard Catrambone
%A John Stasko
%B INTERACT2003
%D 2003
%P 383
%* (c) Copyright 2003 IFIP

%M C.INT.03.391
%T Redefining Digital Audience: Models and Actions
%S 2: Fun and Aesthetics
%A Paul Nemirovsky
%B INTERACT2003
%D 2003
%P 391
%* (c) Copyright 2003 IFIP

%M C.INT.03.399
%T In Search of Resonant Human Computer Interaction: Building and
Testing Aesthetic Installations
%S 2: Fun and Aesthetics
%A Caroline Hummels
%A Philip Ross
%A Kees Overbeeke
%B INTERACT2003
%D 2003
%P 399
%* (c) Copyright 2003 IFIP

%M C.INT.03.407
%T Motion and Spatiality in a Gaming Situation - Enhancing Mobile
Computer Games with the Highway Experience
%S 2: Fun and Aesthetics
%A Liselott Brunnberg
%A Oskar Juhlin
%B INTERACT2003
%D 2003
%P 407
%* (c) Copyright 2003 IFIP

%M C.INT.03.415
%T Layering a Minimal Interface
%S 2: E-learning
%A Frank Vetere
%A Steve Howard
%B INTERACT2003
%D 2003
%P 415
%* (c) Copyright 2003 IFIP

%M C.INT.03.423
%T Attentional Effect of Animated Character
%S 2: E-learning
%A Cholyeun Hongpaisanwiwat
%A Michael Lewis
%B INTERACT2003
%D 2003
%P 423
%* (c) Copyright 2003 IFIP

%M C.INT.03.431
%T User Centred Design through the Keyhole: Video Design Case
%S 2: E-learning
%A Ole Sejer Iversen
%A Jacob Buur
%B INTERACT2003
%D 2003
%P 431
%* (c) Copyright 2003 IFIP

%M C.INT.03.439
%T Learning Objects: the question of "to be or not to be"?
%S 2: E-learning
%A Zayera Khan
%A Sissel Guttormsen Schar
%B INTERACT2003
%D 2003
%P 439
%* (c) Copyright 2003 IFIP

%M C.INT.03.447
%T Ontology for Multi-surface Interaction
%S 2: HCI methods
%A Joelle Coutaz
%A Christophe Lachenal
%A Sophie Dupuy-Chessa
%B INTERACT2003
%D 2003
%P 447
%* (c) Copyright 2003 IFIP

%M C.INT.03.455
%T Deriving the Navigational Structure of a User Interface
%S 2: HCI methods
%A Jean Vanderdonckt
%A Quentin Limbourg
%A Murielle Florins
%B INTERACT2003
%D 2003
%P 455
%* (c) Copyright 2003 IFIP

%M C.INT.03.463
%T A Study of Familiarity
%S 2: HCI methods
%A Guy Van de Walle
%A Phil Turner
%A Elisabeth Davenport
%B INTERACT2003
%D 2003
%P 463
%* (c) Copyright 2003 IFIP

%M C.INT.03.471
%T Testing the Use of Egocentric Interactive Techniques in Immersive
Virtual Environments
%S 2: HCI methods
%A Luciana Porcher Nedel
%A Carla Maria Dal Sasso Freitas
%A L. J. Jacob
%A M. S. Pimenta
%B INTERACT2003
%D 2003
%P 471
%* (c) Copyright 2003 IFIP

%M C.INT.03.479
%T Creating New User Experiences to Enhance Collaboration
%S 2: Ubiquitous computing
%A John Halloran
%A Yvonne Rogers
%A Tom Rodden
%A Ian Taylor
%B INTERACT2003
%D 2003
%P 479
%* (c) Copyright 2003 IFIP

%M C.INT.03.487
%T Visually-tracked Flashlights as Interaction Devices
%S 2: Ubiquitous computing
%A Ahmed Ghali
%A Steve Benford
%A Sahar Bayoumi
%A Johnathan Green
%A Tony Pridmore
%B INTERACT2003
%D 2003
%P 487
%* (c) Copyright 2003 IFIP

%M C.INT.03.495
%T Pointing in Intelligent Environments with the WorldCursor
%S 2: Ubiquitous computing
%A Andrew Wilson
%A Hubert Pham
%B INTERACT2003
%D 2003
%P 495
%* (c) Copyright 2003 IFIP

%M C.INT.03.503
%T MyTeam: Availability Awareness Through the Use of Sensor Data
%S 2: Ubiquitous computing
%A Jennifer Lai
%A Sachiko Yoshihama
%A Thomas Bridgman
%A Mark Podlaseck
%A Paul Chou
%A Danny Wong
%B INTERACT2003
%D 2003
%P 503
%* (c) Copyright 2003 IFIP

%M C.INT.03.511
%T Proximal Interactions: A Direct Manipulation technique for wireless
networking
%S 2: Ubiquitous computing
%A Jun Rekimoto
%A Yuji Ayatsuka
%A Michimune Kohno
%A Hauro Oba
%B INTERACT2003
%D 2003
%P 511
%* (c) Copyright 2003 IFIP

%M C.INT.03.519
%T Embedding Interactions in a Retail Store Environment: The Design and
Lessons Learned
%S 2: Ubiquitous computing
%A Noi Sukaviriya
%A Mark Podlaseck
%A Rick Kjeldsen
%A Anthony Levas
%A Gopal Pingali
%A Claudio Pinhanez
%B INTERACT2003
%D 2003
%P 519
%* (c) Copyright 2003 IFIP

%M C.INT.03.527
%T Pattern Languages in Interaction Design
%S 2: Model-based design
%A Martijn van Welie
%A Gerrit van der Veer
%B INTERACT2003
%D 2003
%P 527
%* (c) Copyright 2003 IFIP

%M C.INT.03.535
%T Using Ontologies in Design of Multimodal User Interfaces
%S 2: Model-based design
%A Zeljko Obrenovic
%A Dusan Starcevic
%A Vladan Devedzic
%B INTERACT2003
%D 2003
%P 535
%* (c) Copyright 2003 IFIP

%M C.INT.03.543
%T A Model-Based Approach for Engineering Multimodal Interactive Systems
%S 2: Model-based design
%A Philippe Palanque
%A Amelie Schyn
%B INTERACT2003
%D 2003
%P 543
%* (c) Copyright 2003 IFIP

%M C.INT.03.551
%T Managing one's social network: Does age make a difference?
%S 2: Social context
%A Hilary Smith
%A Yvonne Rogers
%A Mark Brady
%B INTERACT2003
%D 2003
%P 551
%* (c) Copyright 2003 IFIP

%M C.INT.03.559
%T Engaging in Email Discussion: Conversational Context and Social
Identity in Computer-Mediated Communication
%S 2: Social context
%A Leon Watts
%A Yanuar Nugroho
%A Martin Lea
%B INTERACT2003
%D 2003
%P 559
%* (c) Copyright 2003 IFIP

%M C.INT.03.567
%T Personal Map: Automatically Modeling the User's Online Social Network
%S 2: Social context
%A Shelly Farnham
%A Will Portnoy
%A Andrzej Turski
%A Lili Cheng
%A Dave Vronay
%B INTERACT2003
%D 2003
%P 567
%* (c) Copyright 2003 IFIP

%M C.INT.03.575
%T Segmentation of display space interferes with multitasking
%S 2: Shared displays
%A Christopher Campbell
%A Paul Maglio
%B INTERACT2003
%D 2003
%P 575
%* (c) Copyright 2003 IFIP

%M C.INT.03.583
%T Manipulating and Annotating Slides in a Multi-Display Environment
%S 2: Shared displays
%A Patrick Chiu
%A Qiong Liu
%A John Boreczky
%A Jonathan Foote
%A Tohru Fuse
%A Don Kimber
%A Surapong Lertsithichai
%A Chunyuan Liao
%B INTERACT2003
%D 2003
%P 583
%* (c) Copyright 2003 IFIP

%M C.INT.03.591
%T Display-Based Activity in the Workplace
%S 2: Shared displays
%A Mark Perry
%A Kenton O'Hara
%B INTERACT2003
%D 2003
%P 591
%* (c) Copyright 2003 IFIP

%M C.INT.03.599
%T The Plasma Poster Network: Posting Multimedia Content in Public
Places
%S 2: Shared displays
%A Elizabeth Churchill
%A Les Nelson
%A Laurent Denoue
%A Andreas Girgensohn
%B INTERACT2003
%D 2003
%P 599
%* (c) Copyright 2003 IFIP

%M C.INT.03.607
%T Design and Evaluation of multimodal system for the non-visual
exploration of digital pictures
%S 2: Special needs
%A Patrick Roth
%A Thierry Pun
%B INTERACT2003
%D 2003
%P 607
%* (c) Copyright 2003 IFIP

%M C.INT.03.615
%T SeeWord: Rethinking Interfaces, Insights from word processing
software for dyslexic readers
%S 2: Special needs
%A Anna Dickinson
%A Peter Gregor
%A Lucy Dickinson
%B INTERACT2003
%D 2003
%P 615
%* (c) Copyright 2003 IFIP

%M C.INT.03.623
%T Does an Individual's Myers-Briggs Type Indicator Preference Influence
Task-Oriented Technology Use?
%S 2: Special needs
%A Pamela Ludford
%A Loren Terveen
%B INTERACT2003
%D 2003
%P 623
%* (c) Copyright 2003 IFIP

%M C.INT.03.631
%T How Blind Users' Mental Models Affect Their Perceived Usability of an
Unfamiliar Screen Reader
%S 2: Special needs
%A Sri Kurniawan
%A Alistair Sutcliffe
%A Paul Blenkhorn
%B INTERACT2003
%D 2003
%P 631
%* (c) Copyright 2003 IFIP

%M C.INT.03.639
%T Usability Professionals' Personal Interest in Basic HCI theory
%S 2: Usability testing
%A Torkil Clemmensen
%B INTERACT2003
%D 2003
%P 639
%* (c) Copyright 2003 IFIP

%M C.INT.03.647
%T Managing the 'Evaluator Effect' in User Testing
%S 2: Usability testing
%A Arnold Vermeeren
%A Ilse van Kesteren
%A Mathilde Bekker
%B INTERACT2003
%D 2003
%P 647
%* (c) Copyright 2003 IFIP

%M C.INT.03.655
%T Classification of Usability Problems (CUP) Scheme
%S 2: Usability testing
%A Ebba Thora Hvannberg
%A Lai-Chong Law
%B INTERACT2003
%D 2003
%P 655
%* (c) Copyright 2003 IFIP

%M C.INT.03.663
%T Creating Realistic Laboratory Settings: Comparative Studies of Three
Think-Aloud Usability Evaluations of a Mobile System
%S 2: Usability testing
%A Jesper Kjeldskov
%A Mikael Skov
%B INTERACT2003
%D 2003
%P 663
%* (c) Copyright 2003 IFIP

%M C.INT.03.673
%T Understanding Awareness Information
%S 3: Doctoral consortium
%A Todd Miller
%B INTERACT2003
%D 2003
%P 673
%* (c) Copyright 2003 IFIP

%M C.INT.03.676
%T Improving Usability of E-Commerce Sites by Tracking Eye Movements
%S 3: Doctoral consortium
%A Ekaterini Tzanidou
%B INTERACT2003
%D 2003
%P 676
%* (c) Copyright 2003 IFIP

%M C.INT.03.679
%T Interaction with Context-Aware Mobile Hand-Held Devices
%S 3: Doctoral consortium
%A Jonna Hakkila
%B INTERACT2003
%D 2003
%P 679
%* (c) Copyright 2003 IFIP

%M C.INT.03.682
%T Ad Hoc Coach System: Supporting Task-oriented Teaching and Learning
under Time Pressure
%S 3: Doctoral consortium
%A Johannes Farmer
%B INTERACT2003
%D 2003
%P 682
%* (c) Copyright 2003 IFIP

%M C.INT.03.685
%T Developing Usable Context-Aware Mobile Computing: Three Levels of
Interactivity
%S 3: Doctoral consortium
%A Louise Barkhuus
%B INTERACT2003
%D 2003
%P 685
%* (c) Copyright 2003 IFIP

%M C.INT.03.688
%T The Interactive Stardinates
%S 3: Doctoral consortium
%A Monika Lanzenberger
%B INTERACT2003
%D 2003
%P 688
%* (c) Copyright 2003 IFIP

%M C.INT.03.691
%T Interaction Design Patterns in the Context of Interactive TV
Applications
%S 3: Doctoral consortium
%A Tibor Kunert
%B INTERACT2003
%D 2003
%P 691
%* (c) Copyright 2003 IFIP

%M C.INT.03.697
%T Future Telecommunications: Exploring Actual Use
%S 4: Short papers
%A Lynne Baillie
%B INTERACT2003
%D 2003
%P 697
%* (c) Copyright 2003 IFIP

%M C.INT.03.701
%T Facial Orientation During Multi-party Interaction with Information
Kiosks
%S 4: Short papers
%A Ilse Bakx
%A Koen van Turnhout
%A Jacques Terken
%B INTERACT2003
%D 2003
%P 701
%* (c) Copyright 2003 IFIP

%M C.INT.03.705
%T Empirical evaluation of usability and fun in computer games for
children
%S 4: Short papers
%A Wolmet Barendregt
%A Mathilde Bekker
%A Mathilde Speerstra
%B INTERACT2003
%D 2003
%P 705
%* (c) Copyright 2003 IFIP

%M C.INT.03.709
%T Location-Based Services for Mobile Telephony: a study of users'
privacy concerns
%S 4: Short papers
%A Louise Barkhuus
%A Anind Dey
%B INTERACT2003
%D 2003
%P 709
%* (c) Copyright 2003 IFIP

%M C.INT.03.713
%T An analysis of participation structure in conversation based on
Interaction Corpus of ubiquitous sensor data
%S 4: Short papers
%A Mayumi Bono
%A Noriko Suzuki
%A Yasuhiro Katagiri
%B INTERACT2003
%D 2003
%P 713
%* (c) Copyright 2003 IFIP

%M C.INT.03.717
%T Designing and Prototyping Multimodal Commands
%S 4: Short papers
%A Marie-Luce Bourguet
%B INTERACT2003
%D 2003
%P 717
%* (c) Copyright 2003 IFIP

%M C.INT.03.721
%T Simulating 'Lived' User Experience - Virtual Immersion and Inclusive
Design
%S 4: Short papers
%A Jarinee Chattratichart
%A Patrick Jordan
%B INTERACT2003
%D 2003
%P 721
%* (c) Copyright 2003 IFIP

%M C.INT.03.725
%T Envisioning a Mobile Phone for 'All' Age
%S 4: Short papers
%A Jarinee Chattratichart
%A Jacqueline Brodie
%B INTERACT2003
%D 2003
%P 725
%* (c) Copyright 2003 IFIP

%M C.INT.03.729
%T Weaving Between Online & Offline Community Participation
%S 4: Short papers
%A Elizabeth Churchill
%A Andreas Girgensohn
%A Les Nelson
%A Alison Lee
%B INTERACT2003
%D 2003
%P 729
%* (c) Copyright 2003 IFIP

%M C.INT.03.733
%T Can Audio Help Navigating in Virtual Environments? An Experimental
Ecaluation
%S 4: Short papers
%A M. F. Costabile
%A A. De Angeli
%A F. Pittarello
%A C. Ardito
%B INTERACT2003
%D 2003
%P 733
%* (c) Copyright 2003 IFIP

%M C.INT.03.737
%T Navigation in Hypermedia and Geographic Space, Same or Different?
%S 4: Short papers
%A Nils Dahlback
%B INTERACT2003
%D 2003
%P 737
%* (c) Copyright 2003 IFIP

%M C.INT.03.741
%T The Effects of Cognitive Abilities and Geographic Orientation Ability
on Navigation in Verbal and Graphical Interfaces
%S 4: Short papers
%A Nils Dahlback
%B INTERACT2003
%D 2003
%P 741
%* (c) Copyright 2003 IFIP

%M C.INT.03.745
%T Function of Social Browsing in Integration into a Workplace
%S 4: Short papers
%A Catalina Danis
%A Alison Lee
%A Unmil Karadkar
%B INTERACT2003
%D 2003
%P 745
%* (c) Copyright 2003 IFIP

%M C.INT.03.749
%T IRIS: Implementing an Open Environment supporting Inclusive Design of
Internet Applications
%S 4: Short papers
%A John Darzentas
%A Argyris Arnellos
%A Jenny Darzentas
%A Panayiotis Koutsabasis
%A Thomas Spyrou
%A Nikos Viorres
%A Evangelos Vlachogiannis
%A Carlos Velasco
%A Yehya Mohamad
%A Julio Abascal
%A Jorge Tomas-Guerra
%A Myriam Arrue-Recondo
%A Nikitas Tsopelas
%A Nikos Floratos
%B INTERACT2003
%D 2003
%P 749
%* (c) Copyright 2003 IFIP

%M C.INT.03.753
%T Rapid prototyping collaborative dialogue interfaces
%S 4: Short papers
%A Elyon DeKoven
%A Marc de Hoogh
%A David Keyson
%B INTERACT2003
%D 2003
%P 753
%* (c) Copyright 2003 IFIP

%M C.INT.03.757
%T Towards Guidelines for Touch Screen Design: Perception of Button Form
and Extension
%S 4: Short papers
%A Morten Fjeld
%A Hans-Jorg Zuberbuhler
%A Sissel Guttormsen
%A Fred Voorhorst
%A Helmut Krueger
%B INTERACT2003
%D 2003
%P 757
%* (c) Copyright 2003 IFIP

%M C.INT.03.761
%T Requirements Engineering with Contextual Design and RUP
%S 4: Short papers
%A Markus Fluckiger
%B INTERACT2003
%D 2003
%P 761
%* (c) Copyright 2003 IFIP

%M C.INT.03.765
%T A Television Control System based on Spoken Natural Language Dialogue
%S 4: Short papers
%A Jun Goto
%A Katzuteru Komine
%A Yeun-Bae Kim
%A Noriyoshi Uratani
%B INTERACT2003
%D 2003
%P 765
%* (c) Copyright 2003 IFIP

%M C.INT.03.769
%T A Hierarchical Keyframe User Interface for Browsing Video over the
Internet
%S 4: Short papers
%A Maria Guillemot
%A Pierre Wellner
%A Daniel Gatica-Perez
%A Jean-Marc Odobez
%B INTERACT2003
%D 2003
%P 769
%* (c) Copyright 2003 IFIP

%M C.INT.03.773
%T Like Solving a Giant Puzzle: Supporting Collaborative Scheduling at a
Film Festival
%S 4: Short papers
%A Maria Hakansson
%A Sara Ljungblad
%A Lars Erik Holmquist
%B INTERACT2003
%D 2003
%P 773
%* (c) Copyright 2003 IFIP

%M C.INT.03.777
%T Interaction and Usability of Simulations & Animations: A case study
of the Flash Technology
%S 4: Short papers
%A Andreas Holzinger
%A Martin Ebner
%B INTERACT2003
%D 2003
%P 777
%* (c) Copyright 2003 IFIP

%M C.INT.03.781
%T Metaphors of Human Thinking: A New Tool in User Interface Design and
Evaluation
%S 4: Short papers
%A Kasper Hornbaek
%A erik Frokjaer
%B INTERACT2003
%D 2003
%P 781
%* (c) Copyright 2003 IFIP

%M C.INT.03.785
%T Toward Creative 3D Modeling: an Architects' Sketches Study
%S 4: Short papers
%A Stephane Huot
%A Cedric Dumas
%A Gerard Hegron
%B INTERACT2003
%D 2003
%P 785
%* (c) Copyright 2003 IFIP

%M C.INT.03.789
%T Distribution of Attention and Failure to Save Computer Work
%S 4: Short papers
%A Gregory Jones
%A Maryanne Martin
%B INTERACT2003
%D 2003
%P 789
%* (c) Copyright 2003 IFIP

%M C.INT.03.793
%T How Do People Get Back to Information on the Web? How Can They Do It
Better?
%S 4: Short papers
%A William Jones
%A Harry Bruce
%A Susan Dumais
%B INTERACT2003
%D 2003
%P 793
%* (c) Copyright 2003 IFIP

%M C.INT.03.797
%T Emotional Responses to Single-Voice Melodies: Implications for Mobile
Ringtones
%S 4: Short papers
%A Kari Kallinen
%B INTERACT2003
%D 2003
%P 797
%* (c) Copyright 2003 IFIP

%M C.INT.03.801
%T Vision-Speech System Becoming Efficient and Friendly through
Experience
%S 4: Short papers
%A Yoshinori Kuno
%A Mitsutoshi Yoshizaki
%A Akio Nakamura
%B INTERACT2003
%D 2003
%P 801
%* (c) Copyright 2003 IFIP

%M C.INT.03.805
%T Wearable Auto-Event-Recording of Medical Nursing
%S 4: Short papers
%A Noriaki Kuwahara
%A Haruo Noma
%A Nobuji Tetsutani
%A Kiyoshi Kogure
%A Norihiro Hagita
%A Hiroshi Iseki
%B INTERACT2003
%D 2003
%P 805
%* (c) Copyright 2003 IFIP

%M C.INT.03.809
%T VEWL: A Framework for Building a Windowing Interface in a Virtual
Environment
%S 4: Short papers
%A Daniel Larimer
%A Doug Bowman
%B INTERACT2003
%D 2003
%P 809
%* (c) Copyright 2003 IFIP

%M C.INT.03.813
%T DriftCatcher: The Implicit Social Context of Email
%S 4: Short papers
%A Andrea Lockerd
%A Ted Selker
%B INTERACT2003
%D 2003
%P 813
%* (c) Copyright 2003 IFIP

%M C.INT.03.817
%T Messaging And Formality: Will IM Follow in the Footsteps of Email?
%S 4: Short papers
%A Tracey Lovejoy
%A Jonathan Grudin
%B INTERACT2003
%D 2003
%P 817
%* (c) Copyright 2003 IFIP

%M C.INT.03.821
%T Managing Multiple Passwords and Multiple Logins: MiFA
Minimal-Feedback Hints for Remote Authentication
%S 4: Short papers
%A Bo Lu
%A Michael Twidale
%B INTERACT2003
%D 2003
%P 821
%* (c) Copyright 2003 IFIP

%M C.INT.03.825
%T The Ultrasound Image of the Tongue Surface as Input for Man/Machine
Interface
%S 4: Short papers
%A Konrad Lukaszewicz
%B INTERACT2003
%D 2003
%P 825
%* (c) Copyright 2003 IFIP

%M C.INT.03.829
%T Mapping Fabrics to Music: Lessons Learned
%S 4: Short papers
%A Sus Lundgren
%A Sara Johansson
%A Fredrik Nilsson
%A Par Stenberg
%A Paula Thorin
%B INTERACT2003
%D 2003
%P 829
%* (c) Copyright 2003 IFIP

%M C.INT.03.833
%T Photography Based Artefact Analysis
%S 4: Short papers
%A Petri Mannonen
%A Hannu Kuoppala
%A Mika Nieminen
%B INTERACT2003
%D 2003
%P 833
%* (c) Copyright 2003 IFIP

%M C.INT.03.837
%T Effect of Information Modality on Geographic Cognition in Car
Navigation Systems
%S 4: Short papers
%A Maxim Moldenhauer
%A Scott McCrickard
%B INTERACT2003
%D 2003
%P 837
%* (c) Copyright 2003 IFIP

%M C.INT.03.841
%T SAP Community: Source for Business Interaction, Education, and
Discussion
%S 4: Short papers
%A Raimund Mollenhauer
%B INTERACT2003
%D 2003
%P 841
%* (c) Copyright 2003 IFIP

%M C.INT.03.845
%T Attention Tracking - Measuring the Focus of Attention
%S 4: Short papers
%A Andy Disler
%A Christopher Mueller
%A Daniel Felix
%B INTERACT2003
%D 2003
%P 845
%* (c) Copyright 2003 IFIP

%M C.INT.03.848
%T Online Form Validation: Don't Show Errors Right Away
%S 4: Short papers
%A Javier Bargas-Avila
%A Glenn Oberholzer
%B INTERACT2003
%D 2003
%P 848
%* (c) Copyright 2003 IFIP

%M C.INT.03.852
%T Usability Evaluation Applied to a Children's Website
%S 4: Short papers
%A Ferran Perdrix
%A Toni Granollers
%A Jesus Lores
%A Ainara Zubillaga
%B INTERACT2003
%D 2003
%P 852
%* (c) Copyright 2003 IFIP

%M C.INT.03.856
%T The Ears Have It: A Task by Information Structure Taxonomy for Voice
Access to Web Pages
%S 4: Short papers
%A Manuel A. Perez-Quinones
%A Robert G. Capra,
%A Zhiyan Shao
%B INTERACT2003
%D 2003
%P 856
%* (c) Copyright 2003 IFIP

%M C.INT.03.860
%T A Design System based on Architectural Representations
%S 4: Short papers
%A Sviataslau Pranovich
%A Jarke  van Wijk
%B INTERACT2003
%D 2003
%P 860
%* (c) Copyright 2003 IFIP

%M C.INT.03.864
%T Project InfoSpace: From Information Managing to Information
Representation
%S 4: Short papers
%A Pamela Ravasio
%A Ljiljana Vukelja
%A Gabrio Rivera
%A Moira C. Norrie
%B INTERACT2003
%D 2003
%P 864
%* (c) Copyright 2003 IFIP

%M C.INT.03.868
%T Candidate Display Styles in Japanese Input
%S 4: Short papers
%A Xiangshi Ren
%A Kinya Tamura
%A Jing Kong
%A Shumin Zhai
%B INTERACT2003
%D 2003
%P 868
%* (c) Copyright 2003 IFIP

%M C.INT.03.872
%T The New Text and Graphical Input Device: Compact Biometrical Data
Acquisition Pen
%S 4: Short papers
%A Ondrej Rohlik
%A Pavel Mautner
%A Vaclav Matousek
%A Juergen Kempf
%B INTERACT2003
%D 2003
%P 872
%* (c) Copyright 2003 IFIP

%M C.INT.03.876
%T The Intelligent E-Sales Clerk: the Basic Ideas
%S 4: Short papers
%A Giovanni Sacco
%B INTERACT2003
%D 2003
%P 876
%* (c) Copyright 2003 IFIP

%M C.INT.03.880
%T Adaptation of Ergonomic Criteria to Human-Virtual Environments
Interactions
%S 4: Short papers
%A Cedric Bach
%A Dominique Scapin
%B INTERACT2003
%D 2003
%P 880
%* (c) Copyright 2003 IFIP

%M C.INT.03.884
%T Implementing Learning Content Management
%S 4: Short papers
%A Samuel Schluep
%A Pamela Ravasio
%A Sissel Guttormsen Schar
%B INTERACT2003
%D 2003
%P 884
%* (c) Copyright 2003 IFIP

%M C.INT.03.888
%T Experimental Evaluation of Semantic Depth of Field, a Preattentive
Method for Focus+Context Visualization
%S 4: Short papers
%A Johann Schrammel
%A Verena Giller
%A Manfred Tscheligi
%A Robert Kosara
%A Helwig Hauser
%A Silvia Miksch
%B INTERACT2003
%D 2003
%P 888
%* (c) Copyright 2003 IFIP

%M C.INT.03.892
%T Evaluation of an Advisor Tool for Scenario Generation
%S 4: Short papers
%A Jae Eun Shin
%A Alistar Sutcliffe
%A Andreas Gregoriades
%B INTERACT2003
%D 2003
%P 892
%* (c) Copyright 2003 IFIP

%M C.INT.03.896
%T Messages for Environmental Collaborative Monitoring: The Development
of a Multi-sensory Clipart
%S 4: Short papers
%A Maria Joao Silva
%A Joana Hipolito
%A Cristina Gouveia
%B INTERACT2003
%D 2003
%P 896
%* (c) Copyright 2003 IFIP

%M C.INT.03.900
%T The Socio-Political Culture of Users
%S 4: Short papers
%A Shawren Singh
%A Paula Kotze
%B INTERACT2003
%D 2003
%P 900
%* (c) Copyright 2003 IFIP

%M C.INT.03.904
%T Usability Heuristics for Large Screen Information Exhibits
%S 4: Short papers
%A Jacob Somervell
%A Shahtab Wahid
%A D. Scott McCrickard
%B INTERACT2003
%D 2003
%P 904
%* (c) Copyright 2003 IFIP

%M C.INT.03.908
%T Developing and Experiencing Mobile Video Communication
%S 4: Short papers
%A Anne Soronen
%A Petri Packaleb
%A Anu Jappinen
%A Veijo Tuomisto
%B INTERACT2003
%D 2003
%P 908
%* (c) Copyright 2003 IFIP

%M C.INT.03.912
%T Perception of Human-Centred Stories and Technical Descriptions when
Analyzing and Negotiating Requirements
%S 4: Short papers
%A Georg Strom
%B INTERACT2003
%D 2003
%P 912
%* (c) Copyright 2003 IFIP

%M C.INT.03.916
%T Empirical Evaluation of Performance in Hybrid 3D and 2D Interfaces
%S 4: Short papers
%A Sriram Subramanian
%A Dzmitry Aliakseyeu
%A Jean-Bernard Martens
%B INTERACT2003
%D 2003
%P 916
%* (c) Copyright 2003 IFIP

%M C.INT.03.920
%T Implicit Referring as an Indication of Familiarity in Face-to-Face
and Phone Conversations
%S 4: Short papers
%A Gunnvald Svendsen
%A Bente Evjemo
%B INTERACT2003
%D 2003
%P 920
%* (c) Copyright 2003 IFIP

%M C.INT.03.924
%T Looking for Help? Supporting Older Adults' Use of Computer Systems
%S 4: Short papers
%A Audrey Syme
%A Anna Dickinson
%A Rosine Eisma
%A Peter Gregor
%B INTERACT2003
%D 2003
%P 924
%* (c) Copyright 2003 IFIP

%M C.INT.03.928
%T Clustering the Information Space Using Top-Ranking Sentences: A Study
of User Interaction
%S 4: Short papers
%A Anastasios Tombros
%A Joemon Jose
%A Ian Ruthven
%A Ryen White
%B INTERACT2003
%D 2003
%P 928
%* (c) Copyright 2003 IFIP

%M C.INT.03.932
%T Patch-based Video Browsing
%S 4: Short papers
%A Ynze van Houten
%A Mark van Setten
%A Jan-Gerrit Schuurman
%B INTERACT2003
%D 2003
%P 932
%* (c) Copyright 2003 IFIP

%M C.INT.03.936
%T Interaction as enquiry -- learning with layered dynamic media
%S 4: Short papers
%A Peter Whalley
%B INTERACT2003
%D 2003
%P 936
%* (c) Copyright 2003 IFIP

%M C.INT.03.940
%T Designing a Football Experience for a Mobile Device
%S 4: Short papers
%A Greger Wikstrand
%A Staffan Eriksson
%A Frida Ostberg
%B INTERACT2003
%D 2003
%P 940
%* (c) Copyright 2003 IFIP

%M C.INT.03.947
%T A High Immersive Tele- directing System Using CyberDome
%S 5: Posters
%A Tomoaki Adachi
%A Takefumi Ogawa
%A Kiyoshi Kiyokawa
%A Haruo Takemura
%B INTERACT2003
%D 2003
%P 947
%* (c) Copyright 2003 IFIP

%M C.INT.03.948
%T Establishing Design Principles for Diagrammatic VPLs
%S 5: Posters
%A Jarinee Chattratichart
%B INTERACT2003
%D 2003
%P 948
%* (c) Copyright 2003 IFIP

%M C.INT.03.949
%T The Photo Pyramid: A Device with a Graspable User-Interface for
Shared Viewing of Digital Images
%S 5: Posters
%A Nishchal Deshpande
%A A. Panas
%A A. Bondaryeva
%A N. Kirillova
%A Y. Bondareva
%B INTERACT2003
%D 2003
%P 949
%* (c) Copyright 2003 IFIP

%M C.INT.03.950
%T Real Time Head Gesture Recognition in Affective Interfaces
%S 5: Posters
%A Rana El Kaliouby
%A Peter Robinson
%B INTERACT2003
%D 2003
%P 950
%* (c) Copyright 2003 IFIP

%M C.INT.03.954
%T Touch&Type - a Novel Input Method for Portable Computers
%S 5: Posters
%A Wolfgang Fallot-Burghardt
%A Helmut Krueger
%A Thomas Laubli
%A C. Speirs
%A S. Ziegenspeck
%B INTERACT2003
%D 2003
%P 954
%* (c) Copyright 2003 IFIP

%M C.INT.03.958
%T An EMG-Controlled Graphic Interface Considering Wearability
%S 5: Posters
%A Hyuk Jeong
%A JinSung Choi
%B INTERACT2003
%D 2003
%P 958
%* (c) Copyright 2003 IFIP

%M C.INT.03.962
%T Interactive Party Textiles
%S 5: Posters
%A Linda Melin
%A Henrik Jernstrom
%A Peter Ljungstrand
%A Johan Redstrom
%B INTERACT2003
%D 2003
%P 962
%* (c) Copyright 2003 IFIP

%M C.INT.03.966
%T The WANDerful Alcove: Encouraging constructive social interaction
with a socially transforming interface
%S 5: Posters
%A Marije Kanis
%A Stefan Agamanolis
%A Cati Vaucelle
%A Glorianna Davenport
%B INTERACT2003
%D 2003
%P 966
%* (c) Copyright 2003 IFIP

%M C.INT.03.970
%T GITK in Comparison with other Adaptive Interface Toolkits
%S 5: Posters
%A Stefan Kost
%B INTERACT2003
%D 2003
%P 970
%* (c) Copyright 2003 IFIP

%M C.INT.03.971
%T Interactive Immersive Design Application: Analysis of Requirements
%S 5: Posters
%A Urs Kunzler
%A Roger Wetzel
%A Martin Iseli
%B INTERACT2003
%D 2003
%P 971
%* (c) Copyright 2003 IFIP

%M C.INT.03.975
%T FMS - Flying Message Service: The Comeback of Carrier Pigeons
%S 5: Posters
%A Magnus Nilsson
%A Magnus Johansson
%A Linda Sjodin
%A Christina Wisser
%B INTERACT2003
%D 2003
%P 975
%* (c) Copyright 2003 IFIP

%M C.INT.03.979
%T Gender Differences in Mental Workload during two Computer-based Tasks
%S 5: Posters
%A Nozomi Sato
%A Shinji Miyake
%A Yasufumi Kume
%B INTERACT2003
%D 2003
%P 979
%* (c) Copyright 2003 IFIP

%M C.INT.03.983
%T Zazu - Investigating the Difference between Interaction Approaches in
Advisory Support Systems for Curriculum
%S 5: Posters
%A Judy van Biljon
%A Karen Renaud
%B INTERACT2003
%D 2003
%P 983
%* (c) Copyright 2003 IFIP

%M C.INT.03.989
%T Ada: a Playful Interactive Space
%S 6: Video papers
%A T. Delbruck
%A K. Eng
%A A. Babler
%A U. Bernardet
%A M. Blanchard
%A A. Briska
%A M. Costa
%A R. Douglas
%A K. Hepp
%A D. Klein
%A J. Manzolli
%A M. Mintz
%A F. Roth
%A U. Rutishauser
%A K. Wassermann
%A A. Wittmann
%A A. M. Whatley
%A R. Wyss
%A P. F. M. J. Verschure
%B INTERACT2003
%D 2003
%P 989
%* (c) Copyright 2003 IFIP
%O [video 24.7 MB]

%M C.INT.03.993
%T VisMeB: A Visual Metadata Browser
%S 6: Video papers
%A Tobias Limbach
%A Harald Reiterer
%A Peter Klein
%A Frank Muller
%B INTERACT2003
%D 2003
%P 993
%* (c) Copyright 2003 IFIP
%O [video 21.4 MB]

%M C.INT.03.997
%T Intuitive Storytelling Interaction: ZENetic Computer
%S 6: Video papers
%A Naoko Tosa
%A Seigo Matsuoka
%B INTERACT2003
%D 2003
%P 997
%* (c) Copyright 2003 IFIP
%O [video 100.5 MB]

%M C.INT.03.1000
%T Digital Photo Browsing with Souvenirs
%S 6: Video papers
%A Elise van den Hoven
%A Berry Eggen
%B INTERACT2003
%D 2003
%P 1000
%* (c) Copyright 2003 IFIP
%O [video 73.6 MB]

%M C.INT.03.1004?
%T Tangible Query Interfaces: Physically Constrained Tokens for
Manipulating Database Queries
%S 6: Video papers
%A Brygg Ullmer
%A Hiroshi Ishii
%A Robert Jacob
%B INTERACT2003
%D 2003
%P 1004?
%* (c) Copyright 2003 IFIP
%O [video 24.8 MB]

%M C.INT.03.1007
%T Virtual Variation of Earth Seasons: The 3D Java Solution
%S 7: Interactive experiences
%A Said Boutiche
%B INTERACT2003
%D 2003
%P 1007
%* (c) Copyright 2003 IFIP

%M C.INT.03.1009
%T Gudar - A Novel Group Music Instrument
%S 7: Interactive experiences
%A Nick Bryan-Kinns
%A Partick Healey
%A Mike Thirlwell
%B INTERACT2003
%D 2003
%P 1009
%* (c) Copyright 2003 IFIP

%M C.INT.03.1011
%T One Measure of Happiness - a dynamically updated interactive video
narrative using gestures
%S 7: Interactive experiences
%A Amnon Dekel
%A Noam Knoller
%A Udi Ben-Arie
%A Maya Lotan
%A Mirit Tal
%B INTERACT2003
%D 2003
%P 1011
%* (c) Copyright 2003 IFIP

%M C.INT.03.1013
%T Constructed Narratives: Using Play to Breakdown Social
%S 7: Interactive experiences
%A Pamela Jennings
%A Peter Scupelli
%B INTERACT2003
%D 2003
%P 1013
%* (c) Copyright 2003 IFIP

%M C.INT.03.1015
%T The Fly's Eye: Interactive Installation using Video Tracking and
Analysis
%S 7: Interactive experiences
%A Andrea Polli
%B INTERACT2003
%D 2003
%P 1015
%* (c) Copyright 2003 IFIP

%M C.INT.03.1017
%T Extended Moments
%S 7: Interactive experiences
%A Paul St George
%B INTERACT2003
%D 2003
%P 1017
%* (c) Copyright 2003 IFIP

%M C.INT.03.1021
%T Ontological Sketch Modelling (OSM): Concept-based Usability Analysis
%S 8: Tutorials
%A Ann Blandford
%A Iain Connell
%B INTERACT2003
%D 2003
%P 1021
%* (c) Copyright 2003 IFIP

%M C.INT.03.1023
%T Collaboration Technology in Teams, Organizations, and Communities
%S 8: Tutorials
%A Jonathan Grudin
%A Steven Poltrock
%B INTERACT2003
%D 2003
%P 1023
%* (c) Copyright 2003 IFIP

%M C.INT.03.1025
%T Usability Design: Integrating User Centered System Design in the
Software Development Process
%S 8: Tutorials
%A Jan Gulliksen
%A Bengt Goransson
%B INTERACT2003
%D 2003
%P 1025
%* (c) Copyright 2003 IFIP

%M C.INT.03.1027
%T Evaluating Interactive Products for and with Children
%S 8: Tutorials
%A Stuart MacFarlane
%A Janet Read
%A Johanna Hoysniemi
%A Panos Markopoulos
%B INTERACT2003
%D 2003
%P 1027
%* (c) Copyright 2003 IFIP

%M C.INT.03.1029
%T Advanced Usability Testing Methodology
%S 8: Tutorials
%A Rolf Molich
%B INTERACT2003
%D 2003
%P 1029
%* (c) Copyright 2003 IFIP

%M C.INT.03.1031
%T Methods and Tools for Design of Multi-Platform Applications and
Remote Usability Evaluation
%S 8: Tutorials
%A Fabio Paterno
%B INTERACT2003
%D 2003
%P 1031
%* (c) Copyright 2003 IFIP

%M C.INT.03.1033
%T Multimedia Design for the Web
%A Alistair Sutcliffe
%A Leon Watts
%B INTERACT2003
%D 2003
%P 1033
%* (c) Copyright 2003 IFIP

%M C.INT.03.1037
%T Teaching HCI - Looking at Other Disciplines
%S 9: Workshops
%A Konrad Baumann
%A Paula Kotze
%A Lars Oestreicher
%A Matthias Rauterberg
%B INTERACT2003
%D 2003
%P 1037
%* (c) Copyright 2003 IFIP
%O Workshop of IFIP WG 13.1 on Education in HCI and HCI Curriculum. [all position papers]

%M C.INT.03.1039
%T Software and Usability Cross-Pollination - The Role of Usability
Patterns
%S 9: Workshops
%A Peter Forbrig
%A Jan Gulliksen
%A Amed Seffah
%A Martijn van Welie
%A Jan Borchers
%B INTERACT2003
%D 2003
%P 1039
%* (c) Copyright 2003 IFIP
%O 2nd IFIP WG 13.2 Workshop on Software and Usability

%M C.INT.03.1041
%T Experiences with Usability Labs
%S 9: Workshops
%A Franz Kurfess
%A Erika Rogers
%B INTERACT2003
%D 2003
%P 1041
%* (c) Copyright 2003 IFIP

%M C.INT.03.1043
%T Exploring the Total Customer Experience: Usability Evaluations of
(B2C) E-Commerce Environments
%S 9: Workshops
%A Shailey Minocha
%A Liisa Dawson
%B INTERACT2003
%D 2003
%P 1043
%* (c) Copyright 2003 IFIP

%M C.INT.03.1045
%T Methods for Applying Activity Theory to HCI Design
%S 9: Workshops
%A Daisy Mwanza
%A Olav Bertelsen
%B INTERACT2003
%D 2003
%P 1045
%* (c) Copyright 2003 IFIP

%M C.INT.03.1047
%T Including Accessibility and Inclusive Design in the Curriculum for
Human-Computer Interaction
%S 9: Workshops
%A Joint Workshop of IFIP WG 13.1 Education in HCI
%A WG 13.3 on HCI
%A Disability:
%A Monique Noirhomme-Fraiture
%A Colette Nicolle
%A Paula Kotze
%A Julio Abascal
%B INTERACT2003
%D 2003
%P 1047
%* (c) Copyright 2003 IFIP

%M C.INT.03.1049
%T The Business Case of HCI
%S 9: Workshops
%A Patrick Steiger
%A Gitte Lindgaard
%A Daniel Felix
%A Nicola Millard
%B INTERACT2003
%D 2003
%P 1049
%* (c) Copyright 2003 IFIP

%M C.INT.03.1051
%T Putting Theory into Practice: How to apply cross-Cultural differences
to user interface design?
%S 9: Workshops
%A Christian Sturm
%A Christopher Mueller
%B INTERACT2003
%D 2003
%P 1051
%* (c) Copyright 2003 IFIP

%M C.INT.03.1053
%T Closing the Gaps: Software Engineering and HCI
%S 9: Workshops
%A Morten Borup Harning
%A Jean Vanderdonckt
%A Murielle Florins
%B INTERACT2003
%D 2003
%P 1053
%* (c) Copyright 2003 IFIP
%O [all position papers]

%M C.INT.03.1057
%T Interaction Engineering and Design
%S 10: Panel
%A Guy Boy
%B INTERACT2003
%D 2003
%P 1057
%* (c) Copyright 2003 IFIP

%M C.INT.03.1061
%T Center for Human-Computer Interaction at Virginia Tech
%S 11: Organizational overview
%A John M. Carroll
%A Doug Bowman
%A Scott McCrickard
%A Chris North
%A Manuel A. Perez-Quinones
%A Mary Beth Rosson
%B INTERACT2003
%D 2003
%P 1061
%* (c) Copyright 2003 IFIP

%M C.INT.03.1063
%T Space and Virtuality Studio: A Participatory Design Lab
%S 11: Organizational overview
%A Thomas Binder
%A Jorn Messeter
%B INTERACT2003
%D 2003
%P 1063
%* (c) Copyright 2003 IFIP

%M C.INT.03.1065
%T Nita - Swedish IT User Centre
%S 11: Organizational overview
%A Anders Hektor
%A Jan Gulliksen
%B INTERACT2003
%D 2003
%P 1065
%* (c) Copyright 2003 IFIP

%M C.INT.03.1067
%T HCI Education in the Czech Republic
%S 11: Organizational overview
%A Vaclav Matousek
%A Pavel Slavic
%B INTERACT2003
%D 2003
%P 1067
%* (c) Copyright 2003 IFIP

%M C.INT.03.1069
%T User-System-Interaction Design Program: an Overview
%S 11: Organizational overview
%A Matthias Rauterberg
%A Maddy Janse
%A Patricia Vinken
%B INTERACT2003
%D 2003
%P 1069
%* (c) Copyright 2003 IFIP

%M C.INT.03.1071
%T The good old Styleguide in a new light: enabling a user-oriented
development process
%S 11: Organizational overview
%A Michael Richter
%A Siegrun Heberle
%B INTERACT2003
%D 2003
%P 1071
%* (c) Copyright 2003 IFIP

%M C.INT.03.1073
%T Fostering the Strategic Value of Usability: The European Usability
Forum
%S 11: Organizational overview
%A Manfred Tscheligi
%A Verena Giller
%A Peter Frolich
%B INTERACT2003
%D 2003
%P 1073
%* (c) Copyright 2003 IFIP

%M C.INT.03.1077
%T HCI in Spain
%S 12: HCI societies worldwide
%A Julio Abascal
%A Jesus Lores
%B INTERACT2003
%D 2003
%P 1077
%* (c) Copyright 2003 IFIP

%M C.INT.03.1079
%T State of the Art: HCI in New Zealand
%S 12: HCI societies worldwide
%A Mark Apperley
%A P. Carter
%A C. Churcher
%A A. Cockburn
%A M. Jones
%A B. Lobb
%A K. Novins
%A C. Phillips
%A W. Wong
%B INTERACT2003
%D 2003
%P 1079
%* (c) Copyright 2003 IFIP

%M C.INT.03.1081
%T HCI in Brazil: Prospects and Challenges
%S 12: HCI societies worldwide
%A Cecilia Baranauskas
%B INTERACT2003
%D 2003
%P 1081
%* (c) Copyright 2003 IFIP

%M C.INT.03.1083
%T HCI in Switzerland
%S 12: HCI societies worldwide
%A Daniel Felix,Patrick Steiger
%A Markus Stolze
%B INTERACT2003
%D 2003
%P 1083
%* (c) Copyright 2003 IFIP

%M C.INT.03.1085
%T HCI Research in the Czech Republic
%S 12: HCI societies worldwide
%A Vaclav Matousek
%A Pavel Slavik
%B INTERACT2003
%D 2003
%P 1085
%* (c) Copyright 2003 IFIP

%M C.INT.03.1087
%T The British Human-Computer Interaction Group
%S 12: HCI societies worldwide
%A Tom McEwan
%A Nico MacDonald
%A Gilbert Cockton
%B INTERACT2003
%D 2003
%P 1087
%* (c) Copyright 2003 IFIP

%M C.INT.03.1089
%T Gesellschaft fur Informatik (Germany)
%S 12: HCI societies worldwide
%A Horst Oberquelle
%B INTERACT2003
%D 2003
%P 1089
%* (c) Copyright 2003 IFIP

%M C.INT.03.1091
%T New Horizons for HCI in South Africa
%S 12: HCI societies worldwide
%A Janet Wesson
%A Darelle van Greunen
%B INTERACT2003
%D 2003
%P 1091
%* (c) Copyright 2003 IFIP

%M C.INT.03.1095
%T Semiotics of interaction
%S 13: SIGS: Special Interests Groups
%A Cecilia Baranauskas
%A Carlos Alberto Scolari
%B INTERACT2003
%D 2003
%P 1095
%* (c) Copyright 2003 IFIP

%M C.INT.03.1096
%T End-user development
%S 13: SIGS: Special Interests Groups
%A Fabio Paterno
%A Alexander Repenning
%A Alistair Sutcliffe
%B INTERACT2003
%D 2003
%P 1096
%* (c) Copyright 2003 IFIP

%M C.INT.03.1097
%T The role of cultural theories within international usability
%S 13: SIGS: Special Interests Groups
%A Andy Smith
%A Tim French
%A Karen Gunter
%B INTERACT2003
%D 2003
%P 1097
%* (c) Copyright 2003 IFIP

%M C.INT.03.1098
%T The usability lab of the future
%S 13: SIGS: Special Interests Groups
%A R. D. Beer
%A W. M. Lehmann
%A L. P. J. J. Noldus
%A F. Paterno
%A E. H. Schmidt
%A W. J. ten Hove
%A J. J. M. Theuws
%B INTERACT2003
%D 2003
%P 1098
%* (c) Copyright 2003 IFIP

%M C.INT.03.1101
%T The Visual Interaction Platform
%S 14: System demonstrations
%A Dzmitry Aliakseyeu
%A Bernard Champoux
%A Jean-Bernard Martens
%A Matthias Rauterberg
%A Sriram Subramanian
%B INTERACT2003
%D 2003
%P 1101
%* (c) Copyright 2003 IFIP

%M C.INT.03.1103
%T The Augmented Round Table - a New Interface to Urban Planning and
Architectural Design
%S 14: System demonstrations
%A Wolfgang Broll
%A Moritz Stoerring
%A Chiron Mottram
%B INTERACT2003
%D 2003
%P 1103
%* (c) Copyright 2003 IFIP

%M C.INT.03.1105
%T Interactive Trip Planning with Trip@dvise
%S 14: System demonstrations
%A Dario Cavada
%A Nader Mirzadeh
%A Francesco Ricci
%A Adriano Venturini
%B INTERACT2003
%D 2003
%P 1105
%* (c) Copyright 2003 IFIP

%M C.INT.03.1107
%T 3D Model Viewer with Real-time Viewpoint Tracking System
%S 14: System demonstrations
%A Jun Iio
%A Tomoyuki Yatabe
%A Kazuo Hiyane
%B INTERACT2003
%D 2003
%P 1107
%* (c) Copyright 2003 IFIP

%M C.INT.03.1109
%T Key Functionalities of SAP Community
%S 14: System demonstrations
%A Raimund Mollenhauer
%B INTERACT2003
%D 2003
%P 1109
%* (c) Copyright 2003 IFIP

%M C.INT.03.1109
%T MAI: An Authoring System for Designing Interactive Learning Modules
%S 14: System demonstrations
%A M. N. Mukuna
%A J. Vancleve
%A P. Calmant
%A C. Pirotte
%A I. Housen
%A A. de Baenst-Vandenbroucke
%A D. Rousselet
%A J. Vandenhaute
%A E. Depiereux
%A M. Noirhomme-Fraiture
%B INTERACT2003
%D 2003
%P 1109
%* (c) Copyright 2003 IFIP

%M C.INT.03.1113
%T Visualization and Analysis of Formula One Racing Results with
InfoZoom - the Demo
%S 14: System demonstrations
%A Michael Spenke
%A Christian Beilken
%B INTERACT2003
%D 2003
%P 1113
%* (c) Copyright 2003 IFIP

fpack:!@#$%^&*(): TOIS22.BA
%M J.TOIS.22.1.1
%T Introduction to recommender systems: Algorithms and Evaluation
%A Joseph A. Konstan
%J TOIS
%D 2004
%V 22
%N 1
%P 1-4
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/963770.963771

%M J.TOIS.22.1.5
%T Evaluating collaborative filtering recommender systems
%A Jonathan L. Herlocker
%A Joseph A. Konstan
%A Loren G. Terveen
%A John T. Riedl
%J TOIS
%D 2004
%V 22
%N 1
%P 5-53
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/963770.963772
%X Recommender systems have been evaluated in many, often incomparable, ways.
In this article, we review the key decisions in evaluating collaborative
filtering recommender systems: the user tasks being evaluated, the types of
analysis and datasets being used, the ways in which prediction quality is
measured, the evaluation of prediction attributes other than quality, and the
user-based evaluation of the system as a whole. In addition to reviewing the
evaluation strategies used by prior researchers, we present empirical results
from the analysis of various accuracy metrics on one content domain where all
the tested metrics collapsed roughly into three equivalence classes. Metrics
within each equivalency class were strongly correlated, while metrics from
different equivalency classes were uncorrelated.

%M J.TOIS.22.1.54
%T Ontological user profiling in recommender systems
%A Stuart E. Middleton
%A Nigel R. Shadbolt
%A David C. De Roure
%J TOIS
%D 2004
%V 22
%N 1
%P 54-88
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/963770.963773
%X We explore a novel ontological approach to user profiling within
recommender systems, working on the problem of recommending on-line academic
research papers. Our two experimental systems, Quickstep and Foxtrot, create
user profiles from unobtrusively monitored behaviour and relevance feedback,
representing the profiles in terms of a research paper topic ontology. A novel
profile visualization approach is taken to acquire profile feedback. Research
papers are classified using ontological classes and collaborative
recommendation algorithms used to recommend papers seen by similar people on
their current topics of interest. Two small-scale experiments, with 24
subjects over 3 months, and a large-scale experiment, with 260 subjects over
an academic year, are conducted to evaluate different aspects of our approach.
Ontological inference is shown to improve user profiling, external ontological
knowledge used to successfully bootstrap a recommender system and profile
visualization employed to improve profiling accuracy. The overall performance
of our ontological recommender systems are also presented and favourably
compared to other systems in the literature.

%M J.TOIS.22.1.89
%T Latent semantic models for collaborative filtering
%A Thomas Hofmann
%J TOIS
%D 2004
%V 22
%N 1
%P 89-115
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/963770.963774
%X Collaborative filtering aims at learning predictive models of user
preferences, interests or behavior from community data, that is, a database of
available user preferences. In this article, we describe a new family of
model-based algorithms designed for this task. These algorithms rely on a
statistical modelling technique that introduces latent class variables in a
mixture model setting to discover user communities and prototypical interest
profiles. We investigate several variations to deal with discrete and
continuous response variables as well as with different objective functions.
The main advantages of this technique over standard memory-based methods are
higher accuracy, constant time prediction, and an explicit and compact model
representation. The latter can also be used to mine for user communities. The
experimental evaluation shows that substantial improvements in accuracy over
existing methods and published results can be obtained.

%M J.TOIS.22.1.116
%T Applying associative retrieval techniques to alleviate the sparsity problem
in collaborative filtering
%A Zan Huang
%A Hsinchun Chen
%A Daniel Zeng
%J TOIS
%D 2004
%V 22
%N 1
%P 116-142
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/963770.963775
%X Recommender systems are being widely applied in many application settings
to suggest products, services, and information items to potential consumers.
Collaborative filtering, the most successful recommendation approach, makes
recommendations based on past transactions and feedback from consumers sharing
similar interests. A major problem limiting the usefulness of collaborative
filtering is the sparsity problem, which refers to a situation in which
transactional or feedback data is sparse and insufficient to identify
similarities in consumer interests. In this article, we propose to deal with
this sparsity problem by applying an associative retrieval framework and
related spreading activation algorithms to explore transitive associations
among consumers through their past transactions and feedback. Such transitive
associations are a valuable source of information to help infer consumer
interests and can be explored to deal with the sparsity problem. To evaluate
the effectiveness of our approach, we have conducted an experimental study
using a data set from an online bookstore. We experimented with three
spreading activation algorithms including a constrained Leaky Capacitor
algorithm, a branch-and-bound serial symbolic search algorithm, and a Hopfield
net parallel relaxation search algorithm. These algorithms were compared with
several collaborative filtering approaches that do not consider the transitive
associations: a simple graph search approach, two variations of the user-based
approach, and an item-based approach. Our experimental results indicate that
spreading activation-based approaches significantly outperformed the other
collaborative filtering methods as measured by recommendation precision,
recall, the F-measure, and the rank score. We also observed the
over-activation effect of the spreading activation approach, that is,
incorporating transitive associations with past transactional data that is not
sparse may "dilute" the data used to infer user preferences and lead to
degradation in recommendation performance.

%M J.TOIS.22.1.143
%T Item-based top-N recommendation algorithms
%A Mukund Deshpande
%A George Karypis
%J TOIS
%D 2004
%V 22
%N 1
%P 143-177
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/963770.963776
%X The explosive growth of the world-wide-web and the emergence of e-commerce
has led to the development of recommender systems -- a personalized
information filtering technology used to identify a set of items that will be
of interest to a certain user. User-based collaborative filtering is the most
successful technology for building recommender systems to date and is
extensively used in many commercial recommender systems. Unfortunately, the
computational complexity of these methods grows linearly with the number of
customers, which in typical commercial applications can be several millions.
To address these scalability concerns model-based recommendation techniques
have been developed. These techniques analyze the user-item matrix to discover
relations between the different items and use these relations to compute the
list of recommendations.
   In this article, we present one such class of model-based recommendation
algorithms that first determines the similarities between the various items
and then uses them to identify the set of items to be recommended. The key
steps in this class of algorithms are (i) the method used to compute the
similarity between the items, and (ii) the method used to combine these
similarities in order to compute the similarity between a basket of items and
a candidate recommender item. Our experimental evaluation on eight real
datasets shows that these item-based algorithms are up to two orders of
magnitude faster than the traditional user-neighborhood based recommender
systems and provide recommendations with comparable or better quality.

%M J.TOIS.22.2.179
%T A study of smoothing methods for language models applied to information
retrieval
%A Chengxiang Zhai
%A John Lafferty
%J TOIS
%D 2004
%V 22
%N 2
%P 179-214
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/984321.984322
%X Language modeling approaches to information retrieval are attractive and
promising because they connect the problem of retrieval with that of language
model estimation, which has been studied extensively in other application
areas such as speech recognition. The basic idea of these approaches is to
estimate a language model for each document, and to then rank documents by the
likelihood of the query according to the estimated language model. A central
issue in language model estimation is smoothing, the problem of adjusting the
maximum likelihood estimator to compensate for data sparseness. In this
article, we study the problem of language model smoothing and its influence on
retrieval performance. We examine the sensitivity of retrieval performance to
the smoothing parameters and compare several popular smoothing methods on
different test collections. Experimental results show that not only is the
retrieval performance generally sensitive to the smoothing parameters, but
also the sensitivity pattern is affected by the query type, with performance
being more sensitive to smoothing for verbose queries than for keyword
queries. Verbose queries also generally require more aggressive smoothing to
achieve optimal performance. This suggests that smoothing plays two different
role -- to make the estimated document language model more accurate and to
"explain" the noninformative words in the query. In order to decouple these
two distinct roles of smoothing, we propose a two-stage smoothing strategy,
which yields better sensitivity patterns and facilitates the setting of
smoothing parameters automatically. We further propose methods for estimating
the smoothing parameters automatically. Evaluation on five different databases
and four types of queries indicates that the two-stage smoothing method with
the proposed parameter estimation methods consistently gives retrieval
performance that is close to -- or better than -- the best results achieved
using a single smoothing method and exhaustive parameter search on the test
data.

%M J.TOIS.22.2.215
%T Multidocument summarization: An added value to clustering in interactive
retrieval
%A Manuel J. Mana-Lopez
%A Manuel De Buenaga
%A Jose M. Gomez-Hidalgo
%J TOIS
%D 2004
%V 22
%N 2
%P 215-241
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/984321.984323
%X A more and more generalized problem in effective information access is the
presence in the same corpus of multiple documents that contain similar
information. Generally, users may be interested in locating, for a topic
addressed by a group of similar documents, one or several particular aspects.
This kind of task, called instance or aspectual retrieval, has been explored
in several TREC Interactive Tracks. In this article, we propose in addition to
the classification capacity of clustering techniques, the possibility of
offering a indicative extract about the contents of several sources by means
of multidocument summarization techniques. Two kinds of summaries are
provided. The first one covers the similarities of each cluster of documents
retrieved. The second one shows the particularities of each document with
respect to the common topic in the cluster. The document multitopic structure
has been used in order to determine similarities and differences of topics in
the cluster of documents. The system is independent of document domain and
genre. An evaluation of the proposed system with users proves significant
improvements in effectiveness. The results of previous experiments that have
compared clustering algorithms are also reported.

%M J.TOIS.22.2.242
%T Anchor text mining for translation of Web queries: A transitive translation
approach
%A Wen-Hsiang Lu
%A Lee-Feng Chien
%A Hsi-Jian Lee
%J TOIS
%D 2004
%V 22
%N 2
%P 242-269
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/984321.984324
%X To discover translation knowledge in diverse data resources on the Web,
this article proposes an effective approach to finding translation equivalents
of query terms and constructing multilingual lexicons through the mining of
Web anchor texts and link structures. Although Web anchor texts are
wide-scoped hypertext resources, not every particular pair of languages
contains sufficient anchor texts for effective extraction of translations for
Web queries. For more generalized applications, the approach is designed based
on a transitive translation model. The translation equivalents of a query term
can be extracted via its translation in an intermediate language. To reduce
interference from translation errors, the approach further integrates a
competitive linking algorithm into the process of determining the most
probable translation. A series of experiments has been conducted, including
performance tests on term translation extraction, cross-language information
retrieval, and translation suggestions for practical Web search services,
respectively. The obtained experimental results have shown that the proposed
approach is effective in extracting translations of unknown queries, is easy
to combine with the probabilistic retrieval model to improve the
cross-language retrieval performance, and is very useful when the considered
language pairs lack a sufficient number of anchor texts. Based on the
approach, an experimental system called LiveTrans has been developed for
English-Chinese cross-language Web search.

%M J.TOIS.22.2.270
%T Streams, structures, spaces, scenarios, societies (5s): A formal model for
digital libraries
%A Marcos Andre Goncalves
%A Edward A. Fox
%A Layne T. Watson
%A Neill A. Kipp
%J TOIS
%D 2004
%V 22
%N 2
%P 270-312
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/984321.984325
%X Digital libraries (DLs) are complex information systems and therefore
demand formal foundations lest development efforts diverge and
interoperability suffers. In this article, we propose the fundamental
abstractions of Streams, Structures, Spaces, Scenarios, and Societies (5S),
which allow us to define digital libraries rigorously and usefully. Streams
are sequences of arbitrary items used to describe both static and dynamic
(e.g., video) content. Structures can be viewed as labeled directed graphs,
which impose organization. Spaces are sets with operations on those sets that
obey certain constraints. Scenarios consist of sequences of events or actions
that modify states of a computation in order to accomplish a functional
requirement. Societies are sets of entities and activities and the
relationships among them. Together these abstractions provide a formal
foundation to define, relate, and unify concepts -- among others, of digital
objects, metadata, collections, and services -- required to formalize and
elucidate "digital libraries". The applicability, versatility, and unifying
power of the 5S model are demonstrated through its use in three distinct
applications: building and interpretation of a DL taxonomy, informal and
formal analysis of case studies of digital libraries (NDLTD and OAI), and
utilization as a formal basis for a DL description language.

%M J.TOIS.22.2.313
%T XIRQL: An XML query language based on information retrieval concepts
%A Norbert Fuhr
%A Kai Grossjohann
%J TOIS
%D 2004
%V 22
%N 2
%P 313-356
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/984321.984326
%X XIRQL ("circle") is an XML query language that incorporates imprecision and
vagueness for both structural and content-oriented query conditions. The
corresponding uncertainty is handled by a consistent probabilistic model. The
core features of XIRQL are (1) document ranking based on index term weighting,
(2) specificity-oriented search for retrieving the most relevant parts of
documents, (3) datatypes with vague predicates for dealing with specific types
of content and (4) structural vagueness for vague interpretation of structural
query conditions. A XIRQL database may contain several classes of documents,
where all documents in a class conform to the same DTD; links between
documents also are supported. XIRQL queries are translated into a path
algebra, which can be processed by our HyREX retrieval engine.

%M J.TOIS.22.3.357
%T Relevance models to help estimate document and query parameters
%A David Bodoff
%J TOIS
%D 2004
%V 22
%N 3
%P 357-380
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1010614.1010615
%X A central idea of Language Models is that documents (and perhaps queries)
are random variables, generated by data-generating functions that are
characterized by document (query) parameters. The key new idea of this paper
is to model that a relevance judgment is also generated stochastically, and
that its data generating function is also governed by those same document and
query parameters. The result of this addition is that any available relevance
judgments are easily incorporated as additional evidence about the true
document and query model parameters. An additional aspect of this approach is
that it also resolves the long-standing problem of document-oriented versus
query-oriented probabilities. The general approach can be used with a wide
variety of hypothesized distributions for documents, queries, and relevance.
We test the approach on Reuters Corpus Volume 1, using one set of possible
distributions. Experimental results show that the approach does succeed in
incorporating relevance data to improve estimates of both document and query
parameters, but on this data and for the specific distributions we
hypothesized, performance was no better than two separate one-sided models. We
conclude that the model's theoretical contribution is its integration of
relevance models, document models, and query models, and that the potential
for additional performance improvement over one-sided methods requires
refinements.

%M J.TOIS.22.3.381
%T Efficient mining of both positive and negative association rules
%A Xindong Wu
%A Chengqi Zhang
%A Shichao Zhang
%J TOIS
%D 2004
%V 22
%N 3
%P 381-405
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1010614.1010616
%X This paper presents an efficient method for mining both positive and
negative association rules in databases. The method extends traditional
associations to include association rules of forms A implies not B, A implies
B, and not A implies not B, which indicate negative associations between
itemsets. With a pruning strategy and an interestingness measure, our method
scales to large databases. The method has been evaluated using both synthetic
and real-world databases, and our experimental results demonstrate its
effectiveness and efficiency.

%M J.TOIS.22.3.406
%T Trustworthy 100-year digital objects: Evidence after every witness is dead
%A Henry M. Gladney
%J TOIS
%D 2004
%V 22
%N 3
%P 406-436
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1010614.1010617
%X In ancient times, wax seals impressed with signet rings were affixed to
documents as evidence of their authenticity. A digital counterpart is a
message authentication code fixed firmly to each important document. If a
digital object is sealed together with its own audit trail, each user can
examine this evidence to decide whether to trust the content -- no matter how
distant this user is in time, space, and social affiliation from the
document's source.
   We propose an architecture and design that accomplish this: encapsulation
of digital object content with metadata describing its origins, cryptographic
sealing, webs of trust for public keys rooted in a forest of respected
institutions, and a certain way of managing information identifiers. These
means will satisfy emerging needs in civilian and military record management,
including medical patient records, regulatory records for aircraft and
pharmaceuticals, business records for financial audit, legislative and legal
briefs, and scholarly works.
   This is true for any kind of digital object, independent of its purposes
and of most data type and representation details, and provides every kind of
user -- information authors and editors, librarians and collection managers,
and information consumers -- with autonomy for implied tasks. Our prototype
will conform to applicable standards, will be interoperable over most
computing bases, and will be compatible with existing digital library
software.
   The proposed architecture integrates software that is mostly available and
widely accepted.

%M J.TOIS.22.3.437
%T PocketLens: Toward a personal recommender system
%A Bradley N. Miller
%A Joseph A. Konstan
%A John Riedl
%J TOIS
%D 2004
%V 22
%N 3
%P 437-476
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1010614.1010618
%X Recommender systems using collaborative filtering are a popular technique
for reducing information overload and finding products to purchase. One
limitation of current recommenders is that they are not portable. They can
only run on large computers connected to the Internet. A second limitation is
that they require the user to trust the owner of the recommender with personal
preference data. Personal recommenders hold the promise of delivering high
quality recommendations on palmtop computers, even when disconnected from the
Internet. Further, they can protect the user's privacy by storing personal
information locally, or by sharing it in encrypted form. In this article we
present the new PocketLens collaborative filtering algorithm along with five
peer-to-peer architectures for finding neighbors. We evaluate the
architectures and algorithms in a series of offline experiments. These
experiments show that Pocketlens can run on connected servers, on usually
connected workstations, or on occasionally connected portable devices, and
produce recommendations that are as good as the best published algorithms to
date.

%M J.TOIS.22.3.477
%T Distributed content-based visual information retrieval system on
peer-to-peer networks
%A Irwin King
%A Cheuk Hang Ng
%A Ka Cheung Sia
%J TOIS
%D 2004
%V 22
%N 3
%P 477-501
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1010614.1010619
%X With the recent advances of distributed computing, the limitation of
information retrieval from a centralized image collection can be removed by
allowing distributed image data sources to interact with each other for data
storage sharing and information retrieval. In this article, we present our
design and implementation of DISCOVIR: DIStributed COntent-based Visual
Information Retrieval system using the Peer-to-Peer (P2P) Network. We describe
the system architecture and detail the interactions among various system
modules. Specifically, we propose a Firework Query Model for distributed
information retrieval, which aims to reduce the network traffic of query
passing in the network. We carry out experiments to show the distributed image
retrieval system and the Firework information retrieval algorithm. The results
show that the algorithm reduces network traffic while increases searching
performance.

%M J.TOIS.22.4.503
%T Qualitative decision making in adaptive presentation of structured
information
%A Ronen I. Brafman
%A Carmel Domshlak
%A Solomon E. Shimony
%J TOIS
%D 2004
%V 22
%N 4
%P 503-539
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1028099.1028100
%X We present a new approach for adaptive presentation of structured
information, based on preference-based constrained optimization techniques
rooted in qualitative decision-theory. In this approach, document presentation
is viewed as a configuration problem whose goal is to determine the optimal
presentation of a document, while taking into account the preferences of the
content provider, viewer interaction with the browser, and, possibly, some
layout constraints. The preferences of the content provider are represented by
a CP-net, a graphical, qualitative preference model developed in Boutilier et
al. [1999]. The layout constraints are represented as geometric constraints,
integrated within the optimization process. We discuss the theoretical basis
of our approach, as well as implemented prototype systems for Web pages and
for general media-rich document presentation.

%M J.TOIS.22.4.540
%T Analysis of lexical signatures for improving information persistence on the
World Wide Web
%A Seung-Taek Park
%A David M. Pennock
%A C. Lee Giles
%A Robert Krovetz
%J TOIS
%D 2004
%V 22
%N 4
%P 540-572
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1028099.1028101
%X A lexical signature (LS) consisting of several key words from a Web
document is often sufficient information for finding the document later, even
if its URL has changed. We conduct a large-scale empirical study of nine
methods for generating lexical signatures, including Phelps and Wilensky's
original proposal (PW), seven of our own static variations, and one new
dynamic method. We examine their performance on the Web over a 10-month
period, and on a TREC data set, evaluating their ability to both (1) uniquely
identify the original (possibly modified) document, and (2) locate other
relevant documents if the original is lost. Lexical signatures chosen to
minimize document frequency (DF) are good at unique identification but poor at
finding relevant documents. PW works well on the relatively small TREC data
set, but acts almost identically to DF on the Web, which contains billions of
documents. Term-frequency-based lexical signatures (TF) are very easy to
compute and often perform well, but are highly dependent on the ranking system
of the search engine used. The term-frequency inverse-document-frequency-
(TFIDF-) based method and hybrid methods (which combine DF with TF or TFIDF)
seem to be the most promising candidates among static methods for generating
effective lexical signatures. We propose a dynamic LS generator called Test &
Select (TS) to mitigate LS conflict. TS outperforms all eight static methods
in terms of both extracting the desired document and finding relevant
information, over three different search engines. All LS methods show
significant performance degradation as documents in the corpus are edited.

%M J.TOIS.22.4.573
%T Fast phrase querying with combined indexes
%A Hugh E. Williams
%A Justin Zobel
%A Dirk Bahle
%J TOIS
%D 2004
%V 22
%N 4
%P 573-594
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1028099.1028102
%X Search engines need to evaluate queries extremely fast, a challenging task
given the quantities of data being indexed. A significant proportion of the
queries posed to search engines involve phrases. In this article we consider
how phrase queries can be efficiently supported with low disk overheads. Our
previous research has shown that phrase queries can be rapidly evaluated using
nextword indexes, but these indexes are twice as large as conventional
inverted files. Alternatively, special-purpose phrase indexes can be used, but
it is not feasible to index all phrases. We propose combinations of nextword
indexes and phrase indexes with inverted files as a solution to this problem.
Our experiments show that combined use of a partial nextword, partial phrase,
and conventional inverted index allows evaluation of phrase queries in a
quarter the time required to evaluate such queries with an inverted file
alone; the additional space overhead is only 26% of the size of the inverted
file.

%M J.TOIS.22.4.595
%T Information systems interoperability: What lies beneath?
%A Jinsoo Park
%A Sudha Ram
%J TOIS
%D 2004
%V 22
%N 4
%P 595-632
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1028099.1028103
%X Interoperability is the most critical issue facing businesses that need to
access information from multiple information systems. Our objective in this
research is to develop a comprehensive framework and methodology to facilitate
semantic interoperability among distributed and heterogeneous information
systems. A comprehensive framework for managing various semantic conflicts is
proposed. Our proposed framework provides a unified view of the underlying
representational and reasoning formalism for the semantic mediation process.
This framework is then used as a basis for automating the detection and
resolution of semantic conflicts among heterogeneous information sources. We
define several types of semantic mediators to achieve semantic
interoperability. A domain-independent ontology is used to capture various
semantic conflicts. A mediation-based query processing technique is developed
to provide uniform and integrated access to the multiple heterogeneous
databases. A usable prototype is implemented as a proof-of-concept for this
work. Finally, the usefulness of our approach is evaluated using three cases
in different application domains. Various heterogeneous datasets are used
during the evaluation phase. The results of the evaluation suggest that
correct identification and construction of both schema and ontology-schema
mapping knowledge play very important roles in achieving interoperability at
both the data and schema levels.

fpack:!@#$%^&*(): TOIS23.BA
%M J.TOIS.23.1.1
%T Introduction to genomic information retrieval
%A Hugh E. Williams
%J TOIS
%D 2005
%V 23
%N 1
%P 1-2
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1055709.1055710

%M J.TOIS.23.1.3
%T An efficient normalized maximum likelihood algorithm for DNA sequence
compression
%A Gergely Korodi
%A Ioan Tabus
%J TOIS
%D 2005
%V 23
%N 1
%P 3-34
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1055709.1055711
%X This article presents an efficient algorithm for DNA sequence
compression, which achieves the best compression ratios reported over a
test set commonly used for evaluating DNA compression programs. The
algorithm introduces many refinements to a compression method that
combines: (1) encoding by a simple normalized maximum likelihood (NML)
model for discrete regression, through reference to preceding
approximate matching blocks, (2) encoding by a first order context
coding and (3) representing strings in clear, to make efficient use of
the redundancy sources in DNA data, under fast execution times. One of
the main algorithmic features is the constraint on the matching blocks
to include reasonably long contiguous matches, which not only reduces
significantly the search time, but also can be used to modify the NML
model to exploit the constraint for getting smaller code lengths. The
algorithm handles the changing statistics of DNA data in an adaptive way
and by predictively encoding the matching pointers it is successful in
compressing long approximate matches. Apart from comparison with
previous DNA encoding methods, we present compression results for the
recently published human genome data.

%M J.TOIS.23.1.35
%T A methodology for analyzing SAGE libraries for cancer profiling
%A Jorg Sander
%A Raymond T. Ng
%A Monica C. Sleumer
%A Man Saint Yuen
%A Steven J. Jones
%J TOIS
%D 2005
%V 23
%N 1
%P 35-60
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1055709.1055712
%X Serial Analysis of Gene Expression (SAGE) has proven to be an
important alternative to microarray techniques for global profiling of
mRNA populations. We have developed preprocessing methodologies to
address problems in analyzing SAGE data due to noise caused by
sequencing error, normalization methodologies to account for libraries
sampled at different depths, and missing tag imputation methodologies to
aid in the analysis of poorly sampled SAGE libraries. We have also used
subspace selection using the Wilcoxon rank sum test to exclude tags that
have similar expression levels regardless of source. Using these
methodologies we have clustered, using the OPTICS algorithm, 88 SAGE
libraries derived from cancerous and normal tissues as well as cell line
material. Our results produced eight dense clusters representing ovarian
cancer cell line, brain cancer cell line, brain cancer bulk tissue,
prostate tissue, pancreatic cancer, breast cancer cell line, normal
brain, and normal breast bulk tissue. The ovarian cancer and brain
cancer cell lines clustered closely together, leading to a further
investigation on possible associations between these two cancer types.
We also investigated the utility of gene expression data in the
classification between normal and cancerous tissues. Our results
indicate that brain and breast cancer libraries have strong identities
allowing robust discrimination from their normal counterparts. However,
the SAGE expression data provide poor predictive accuracy in
discriminating between prostate and ovarian cancers and their respective
normal tissues.

%M J.TOIS.23.1.61
%T Historical spatio-temporal aggregation
%A Yufei Tao
%A Dimitris Papadias
%J TOIS
%D 2005
%V 23
%N 1
%P 61-102
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1055709.1055713
%X Spatio-temporal databases store information about the positions of
individual objects over time. However, in many applications such as
traffic supervision or mobile communication systems, only summarized
data, like the number of cars in an area for a specific period, or
phone-calls serviced by a cell each day, is required. Although this
information can be obtained from operational databases, its computation
is expensive, rendering online processing inapplicable. In this paper,
we present specialized methods, which integrate spatio-temporal indexing
with pre-aggregation. The methods support dynamic spatio-temporal
dimensions for the efficient processing of historical aggregate queries
without a priori knowledge of grouping hierarchies. The superiority of
the proposed techniques over existing methods is demonstrated through a
comprehensive probabilistic analysis and an extensive experimental
evaluation.

%M J.TOIS.23.1.103
%T Incorporating contextual information in recommender systems using a
multidimensional approach
%A Gediminas Adomavicius
%A Ramesh Sankaranarayanan
%A Shahana Sen
%A Alexander Tuzhilin
%J TOIS
%D 2005
%V 23
%N 1
%P 103-145
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1055709.1055714
%X The article presents a multidimensional (MD) approach to recommender
systems that can provide recommendations based on additional contextual
information besides the typical information on users and items used in
most of the current recommender systems. This approach supports multiple
dimensions, profiling information, and hierarchical aggregation of
recommendations. The article also presents a multidimensional rating
estimation method capable of selecting two-dimensional segments of
ratings pertinent to the recommendation context and applying standard
collaborative filtering or other traditional two-dimensional rating
estimation techniques to these segments. A comparison of the
multidimensional and two-dimensional rating estimation approaches is
made, and the tradeoffs between the two are studied. Moreover, the
article introduces a combined rating estimation method, which identifies
the situations where the MD approach outperforms the standard
two-dimensional approach and uses the MD approach in those situations
and the standard two-dimensional approach elsewhere. Finally, the
article presents a pilot empirical study of the combined approach, using
a multidimensional movie recommender system that was developed for
implementing this approach and testing its performance.

%M J.TOIS.23.2.147
%T Evaluating implicit measures to improve web search
%A Steve Fox
%A Kuldeep Karnawat
%A Mark Mydland
%A Susan Dumais
%A Thomas White
%J TOIS
%D 2005
%V 23
%N 2
%P 147-168
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1080343.1080347
%X In this article we describe an evaluation of relevance feedback (RF)
algorithms using searcher simulations. Since these algorithms select
additional terms for query modification based on inferences made from
searcher interaction, not on relevance information searchers explicitly
provide (as in traditional RF), we refer to them as implicit feedback
models. We introduce six different models that base their decisions on
the interactions of searchers and use different approaches to rank query
modification terms. The aim of this article is to determine which of
these models should be used to assist searchers in the systems we
develop. To evaluate these models we used searcher simulations that
afforded us more control over the experimental conditions than
experiments with human subjects and allowed complex interaction to be
modeled without the need for costly human experimentation. The
simulation-based evaluation methodology measures how well the models
learn the distribution of terms across relevant documents (i.e., learn
what information is relevant) and how well they improve search
effectiveness (i.e., create effective search queries). Our findings show
that an implicit feedback model based on Jeffrey's rule of conditioning
outperformed other models under investigation.

%M J.TOIS.23.2.169
%T Ad Hoc, self-supervising peer-to-peer search networks
%A Brian F. Cooper
%A Hector Garcia-Molina
%J TOIS
%D 2005
%V 23
%N 2
%P 169-200
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1059981.1059983
%X Peer-to-peer search networks are a popular and widely deployed means
of searching massively distributed digital information repositories.
Unfortunately, as such networks grow, peers may become overloaded
processing messages from other peers. This article examines how to
reduce the load on nodes in P2P networks by allowing them to
self-organize into a relatively efficient network, and then self-tune to
make the network even more efficient. Two local operations used by a
peer are introduced: connect(), in which the peer forms an ad hoc search
or index link to another peer, and break(), in which the peer breaks a
link that is producing too much load. By replacing fixed rules with
dynamic local decision-making, such "self-supervising" networks can
better adjust to network conditions. Different ways to implement
connect() and break() are described, and the network structures that
form under different configurations are examined. Simulation results
indicate that the ad hoc networks formed using the described techniques
are more efficient than popular supernode topologies for several
important scenarios. Results for the fault tolerance and search latency
of such ad hoc networks are also presented.

%M J.TOIS.23.2.201
%T CrimeNet explorer: a framework for criminal network knowledge
discovery
%A Jennifer J. Xu
%A Hsinchun Chen
%J TOIS
%D 2005
%V 23
%N 2
%P 201-226
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1059981.1059984
%X Knowledge about the structure and organization of criminal networks
is important for both crime investigation and the development of
effective strategies to prevent crimes. However, except for network
visualization, criminal network analysis remains primarily a manual
process. Existing tools do not provide advanced structural analysis
techniques that allow extraction of network knowledge from large volumes
of criminal-justice data. To help law enforcement and intelligence
agencies discover criminal network knowledge efficiently and
effectively, in this research we proposed a framework for automated
network analysis and visualization. The framework included four stages:
network creation, network partition, structural analysis, and network
visualization. Based upon it, we have developed a system called CrimeNet
Explorer that incorporates several advanced techniques: a concept space
approach, hierarchical clustering, social network analysis methods, and
multidimensional scaling. Results from controlled experiments involving
student subjects demonstrated that our system could achieve higher
clustering recall and precision than did untrained subjects when
detecting subgroups from criminal networks. Moreover, subjects
identified central members and interaction patterns between groups
significantly faster with the help of structural analysis functionality
than with only visualization functionality. No significant gain in
effectiveness was present, however. Our domain experts also reported
that they believed CrimeNet Explorer could be very useful in crime
investigation.

%M J.TOIS.23.3.227
%T A market-based approach to recommender systems
%A Yan Zheng Wei
%A Luc Moreau
%A Nicholas R. Jennings
%J TOIS
%D 2005
%V 23
%N 3
%P 227-266
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1080343.1080344
%X Recommender systems have been widely advocated as a way of coping
with the problem of information overload for knowledge workers. Given
this, multiple recommendation methods have been developed. However, it
has been shown that no one technique is best for all users in all
situations. Thus we believe that effective recommender systems should
incorporate a wide variety of such techniques and that some form of
overarching framework should be put in place to coordinate the various
recommendations so that only the best of them (from whatever source) are
presented to the user. To this end, we show that a marketplace, in which
the various recommendation methods compete to offer their
recommendations to the user, can be used in this role. Specifically,
this article presents the principled design of such a marketplace
(including the auction protocol, the reward mechanism, and the bidding
strategies of the individual recommendation agents) and evaluates the
market's capability to effectively coordinate multiple methods. Through
analysis and simulation, we show that our market is capable of
shortlisting recommendations in decreasing order of user perceived
quality and of correlating the individual agent's internal quality
rating to the user's perceived quality.

%M J.TOIS.23.3.267
%T A novel document retrieval method using the discrete wavelet
transform
%A Laurence A. F. Park
%A Kotagiri Ramamohanarao
%A Marimuthu Palaniswami
%J TOIS
%D 2005
%V 23
%N 3
%P 267-298
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1080343.1080345
%X Current information retrieval methods either ignore the term
positions or deal with exact term positions; the former can be seen as
coarse document resolution, the latter as fine document resolution. We
propose a new spectral-based information retrieval method that is able
to utilize many different levels of document resolution by examining the
term patterns that occur in the documents. To do this, we take advantage
of the multiresolution analysis properties of the wavelet transform. We
show that we are able to achieve higher precision when compared to
vector space and proximity retrieval methods, while producing fast query
times and using a compact index.

%M J.TOIS.23.3.299
%T Trustworthy 100-year digital objects: durable encoding for when it's
too late to ask
%A H. M. Gladney
%A R. A. Lorie
%J TOIS
%D 2005
%V 23
%N 3
%P 299-324
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1080343.1080346
%X How can an author store digital information so that it will be
reliably intelligible, even years later when he or she is no longer
available to answer questions? Methods that might work are not good
enough; what is preserved today should be reliably intelligible whenever
someone wants it. Prior proposals fail because they generally confound
saved data with irrelevant details of today's information technology --
details that are difficult to define, extract, and save completely and
accurately. We use a virtual machine to represent and eventually to
render any data whatsoever. We focus on a case of intermediate
difficulty -- an executable procedure -- and identify a variant for
every other data type. This solution might be more elaborate than needed
to render some text, image, audio, or video data. Simple data can be
preserved as representations using well-known standards. We sketch
practical methods for files ranging from simple structures to those
containing computer programs, treating simple cases here and deferring
complex cases for future work. Enough of the complete solution is known
to enable practical aggressive preservation programs today.

%M J.TOIS.23.3.325
%T Evaluating implicit feedback models using searcher simulations
%A Ryen W. White
%A Ian Ruthven
%A Joemon M. Jose
%A C. J. Van Rijsbergen
%J TOIS
%D 2005
%V 23
%N 3
%P 325-361
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1080343.1080347
%X In this article we describe an evaluation of relevance feedback (RF)
algorithms using searcher simulations. Since these algorithms select
additional terms for query modification based on inferences made from
searcher interaction, not on relevance information searchers explicitly
provide (as in traditional RF), we refer to them as implicit feedback
models. We introduce six different models that base their decisions on
the interactions of searchers and use different approaches to rank query
modification terms. The aim of this article is to determine which of
these models should be used to assist searchers in the systems we
develop. To evaluate these models we used searcher simulations that
afforded us more control over the experimental conditions than
experiments with human subjects and allowed complex interaction to be
modeled without the need for costly human experimentation. The
simulation-based evaluation methodology measures how well the models
learn the distribution of terms across relevant documents (i.e., learn
what information is relevant) and how well they improve search
effectiveness (i.e., create effective search queries). Our findings show
that an implicit feedback model based on Jeffrey's rule of conditioning
outperformed other models under investigation.

%M J.TOIS.23.4.363
%T Taxonomy generation for text segments: A practical web-based approach
%A Shui-Lung Chuang
%A Lee-Feng Chien
%J TOIS
%D 2005
%V 23
%N 4
%P 363-396
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1095872.1095873
%X It is crucial in many information systems to organize short text
segments, such as keywords in documents and queries from users, into a
well-formed taxonomy. In this article, we address the problem of
taxonomy generation for diverse text segments with a general and
practical approach that uses the Web as an additional knowledge source.
Unlike long documents, short text segments typically do not contain
enough information to extract reliable features. This work investigates
the possibilities of using highly ranked search-result snippets to
enrich the representation of text segments. A hierarchical clustering
algorithm is then designed for creating the hierarchical topic structure
of text segments. Text segments with close concepts can be grouped
together in a cluster, and relevant clusters linked at the same or near
levels. Different from traditional clustering algorithms, which tend to
produce cluster hierarchies with a very unnatural shape, the algorithm
tries to produce a more natural and comprehensive tree hierarchy.
Extensive experiments were conducted on different domains of text
segments, including subject terms, people names, paper titles, and
natural language questions. The obtained experimental results have shown
the potential of the proposed approach, which provides a basis for the
in-depth analysis of text segments on a larger scale and is believed
able to benefit many information systems.

%M J.TOIS.23.4.397
%T Set-based vector model: An efficient approach for correlation-based
ranking
%A Bruno Possass
%A Nivio Ziviani
%A Wagner Meira, Jr.
%A Berthier Ribeiro-Neto
%J TOIS
%D 2005
%V 23
%N 4
%P 397-429
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1095872.1095874
%X This work presents a new approach for ranking documents in the vector
space model. The novelty lies in two fronts. First, patterns of term
co-occurrence are taken into account and are processed efficiently.
Second, term weights are generated using a data mining technique called
association rules. This leads to a new ranking mechanism called the
set-based vector model. The components of our model are no longer index
terms but index termsets, where a termset is a set of index terms.
Termsets capture the intuition that semantically related terms appear
close to each other in a document. They can be efficiently obtained by
limiting the computation to small passages of text. Once termsets have
been computed, the ranking is calculated as a function of the termset
frequency in the document and its scarcity in the document collection.
Experimental results show that the set-based vector model improves
average precision for all collections and query types evaluated, while
keeping computational costs small. For the 2-gigabyte TREC-8 collection,
the set-based vector model leads to a gain in average precision figures
of 14.7% and 16.4% for disjunctive and conjunctive queries,
respectively, with respect to the standard vector space model. These
gains increase to 24.9% and 30.0%, respectively, when proximity
information is taken into account. Query processing times are larger
but, on average, still comparable to those obtained with the standard
vector model (increases in processing time varied from 30% to 300%). Our
results suggest that the set-based vector model provides a
correlation-based ranking formula that is effective with general
collections and computationally practical.

%M J.TOIS.23.4.430
%T Learning to crawl: Comparing classification schemes
%A Gautam Pant
%A Padmini Srinivasan
%J TOIS
%D 2005
%V 23
%N 4
%P 430-462
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1095872.1095875
%X Topical crawling is a young and creative area of research that holds
the promise of benefiting from several sophisticated data mining
techniques. The use of classification algorithms to guide topical
crawlers has been sporadically suggested in the literature. No
systematic study, however, has been done on their relative merits. Using
the lessons learned from our previous crawler evaluation studies, we
experiment with multiple versions of different classification schemes.
The crawling process is modeled as a parallel best-first search over a
graph defined by the Web. The classifiers provide heuristics to the
crawler thus biasing it towards certain portions of the Web graph. Our
results show that Naive Bayes is a weak choice for guiding a topical
crawler when compared with Support Vector Machine or Neural Network.
Further, the weak performance of Naive Bayes can be partly explained by
extreme skewness of posterior probabilities generated by it. We also
observe that despite similar performances, different topical crawlers
cover subspaces on the Web with low overlap.

%M J.TOIS.23.4.463
%T Evolution of web site design patterns
%A Melody Y. Ivory
%A Rodrick Megraw
%J TOIS
%D 2005
%V 23
%N 4
%P 463-497
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1095872.1095876
%X The Web enables broad dissemination of information and services;
however, the ways in which sites are designed can either facilitate or
impede users' benefit from these resources. We present a longitudinal
study of web site design from 2000 to 2003. We analyze over 150
quantitative measures of interface aspects (e.g., amount of text on
pages, numbers and types of links, consistency, accessibility, etc.) for
22,000 pages and over 1,500 sites that received ratings from Internet
professionals. We examine characteristics of highly rated sites and
provide three perspectives on the evolution of web site design patterns:
(1) descriptions of design patterns during each time period; (2) changes
in design patterns across the three time periods; and (3) comparisons of
design patterns to those that are recommended in the relevant literature
(i.e., texts by recognized experts and user studies). We illustrate how
design practices conform to or deviate from recommended practices and
the consequent implications. We show that the most glaring deficiency of
web sites, even for sites that are highly rated, is their inadequate
accessibility, in particular for browser scripts, tables, and form
elements.

fpack:!@#$%^&*(): INTER11.BA
%M J.INTER.11.1.4
%T Scents and sensibility
%S Editoral
%A Steven Pemberton
%J INTER
%D 2004
%V 11
%N 1
%P 4
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/962342.962344

%M J.INTER.11.1.6
%T Ten years of interactions
%S Ten years of interactions
%Q interactions staff
%J INTER
%D 2004
%V 11
%N 1
%P 6-7
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/962342.962346

%M J.INTER.11.1.9
%T What's happening
%S What's happening
%A Marisa Campbell
%J INTER
%D 2004
%V 11
%N 1
%P 9-10
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/962342.962348

%M J.INTER.11.1.11
%T Reading patterns and usability in visualizations of electronic
documents
%S Research alert
%A Kasper Hornbaek
%A Erik Frokjaer
%J INTER
%D 2004
%V 11
%N 1
%P 11-12
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/962342.962350

%M J.INTER.11.1.14
%T Are agile methods good for design?
%S Design
%A John Armitage
%J INTER
%D 2004
%V 11
%N 1
%P 14-23
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/962342.962352

%M J.INTER.11.1.24
%T To innovate or not to innovate...
%S Business
%A Lyle Kantrovich
%J INTER
%D 2004
%V 11
%N 1
%P 24-31
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/962342.962354

%M J.INTER.11.1.32
%T Digging in the wrong spot
%S The whiteboard
%A Larry Marine
%J INTER
%D 2004
%V 11
%N 1
%P 32-39
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/962342.962356
%X Ever feel that you were spinning your wheels improving an interface?
You made change after change, enhancement after enhancement, all based
on design guidelines and usability testing -- but nothing seemed to move
the product very far toward helping your users accomplish their goals.
Maybe you had your sights set on the wrong target. Maybe you were
digging in the wrong spot. In this Whiteboard, Larry Marine describes
two kinds of digging spots -- one straightforward and one less
obvious -- and explains why and how to dig for the more elusive treasure.
 --  Elizabeth Buie

%M J.INTER.11.1.40
%T The next revolution: vehicle user interfaces
%S Fast forward
%A Aaron Marcus
%J INTER
%D 2004
%V 11
%N 1
%P 40-47
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/962342.962358
%X Imagine having to think about safety, usability, and aesthetics
issues for the user interface of a two-ton mobile device hurtling
through space at 100 km/hr. Now you get the picture.

%M J.INTER.11.1.48
%T Making Scents: aromatic output for HCI
%A Joseph Jofish Kaye
%J INTER
%D 2004
%V 11
%N 1
%P 48-61
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/962342.964333

%M J.INTER.11.1.63
%T Foraging a la carte: an appetite for popup menus?
%S HCI and the Web
%A William Hudson
%J INTER
%D 2004
%V 11
%N 1
%P 63-64
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/962342.962360

%M J.INTER.11.1.65
%T Books
%S Books
%A James Kalbach
%J INTER
%D 2004
%V 11
%N 1
%P 65-66
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/962342.962362

%M J.INTER.11.1.67
%T CHI 2004
%S Conferences
%A Marisa Campbell
%J INTER
%D 2004
%V 11
%N 1
%P 67-70
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/962342.962364

%M J.INTER.11.1.72
%T Scratching someone else's itch: (why open source can't do usability)
%S Reflections
%A Steven Pemberton
%J INTER
%D 2004
%V 11
%N 1
%P 72
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/962342.962366
%X Every good work of software starts by scratching a developer's
personal itch.
 -- Eric Raymond,
 The Cathedral and the Bazaar
   There's a closely related issue, however that I don't know how to
solve yet without a big player with a lot of money, which is doing
systematic user interface end user testing. We're not very good at that
yet, we need to find a way to be good at it.
 -- Eric Raymond,
 Why Open Source will Rule

%M J.INTER.11.2.4
%T The development consortium
%S Editoral
%A Steven Pemberton
%J INTER
%D 2004
%V 11
%N 2
%P 4
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/971258.971260

%M J.INTER.11.2.7
%T Collaboration usability analysis: task analysis for groupware
usability evaluations
%S Research alerts
%A David Pinelle
%A Carl Gutwin
%A Saul Greenberg
%J INTER
%D 2004
%V 11
%N 2
%P 7-8
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/971258.971262

%M J.INTER.11.2.10
%T Remote possibilities?: international usability testing at a distance
%S Business
%A Susan Dray
%A David Siegel
%J INTER
%D 2004
%V 11
%N 2
%P 10-17
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/971258.971264

%M J.INTER.11.2.18
%T BabelVision: better image searching through shared annotations
%S Design
%A Ken Haase
%A David Tames
%J INTER
%D 2004
%V 11
%N 2
%P 18-26
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/971258.971266

%M J.INTER.11.2.28
%T Patterns within patterns
%S Fast forward
%A Aaron Marcus
%J INTER
%D 2004
%V 11
%N 2
%P 28-34
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/971258.971268

%M J.INTER.11.2.36
%T Accessibility: it's not just for disabilities any more
%S The whiteboard
%A Larry Hull
%J INTER
%D 2004
%V 11
%N 2
%P 36-41
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/971258.971270
%X Many of us think of Web accessibility in terms of accommodating users
with disabilities, particularly visual disabilities. Larry Hull sees it
as a wee bit more than that. In this Whiteboard he tells us why, and
proposes a different way of addressing accessibility -- an approach that
just might surprise us. -- Elizabeth Buie

%M J.INTER.11.2.44
%T Can HCI shape the future of mass communications?
%S HCI and the challenges of mass communications
%A Nico Macdonald
%J INTER
%D 2004
%V 11
%N 2
%P 44-47
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/971258.971272

%M J.INTER.11.2.48
%T From customization to ubiquitous personalization: digital identity
and ambient network intelligence
%A Norman Lewis
%J INTER
%D 2004
%V 11
%N 2
%P 48-50
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/971258.971273

%M J.INTER.11.2.51
%T Main HCI issues for the design of interfaces for ubiquitous
interactive multimedia broadcast
%A Anxo Cereijo Roibias
%A Riccardo Sala
%J INTER
%D 2004
%V 11
%N 2
%P 51-53
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/971258.971274

%M J.INTER.11.2.54
%T There's no such thing as an "average" user
%A Neil F. Budde
%J INTER
%D 2004
%V 11
%N 2
%P 54
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/971258.971275

%M J.INTER.11.2.55
%T E-mail and ease of use: a preferred method of mass communication with
Internet users
%A Mark Hurst
%J INTER
%D 2004
%V 11
%N 2
%P 55-56
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/971258.971276

%M J.INTER.11.2.57
%T Anthropomorphizing mass communication
%A Nick Bryan-Kinns
%A Peter Broadbent
%J INTER
%D 2004
%V 11
%N 2
%P 57-ff
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/971258.971277

%M J.INTER.11.2.58
%T Imagining tomorrow's news
%A Dan Gillmor
%J INTER
%D 2004
%V 11
%N 2
%P 58
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/971258.971278

%M J.INTER.11.2.60
%T Audience design: interacting with networked media
%A Ann Light
%J INTER
%D 2004
%V 11
%N 2
%P 60-63
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/971258.971279

%M J.INTER.11.2.63
%T What recreational telephone conferencing can teach us about the
future of mass communications
%A Darren Reed
%J INTER
%D 2004
%V 11
%N 2
%P 63-67
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/971258.971280

%M J.INTER.11.2.65
%T Can HCI deliver on its promise?
%A Andrew Zolli
%J INTER
%D 2004
%V 11
%N 2
%P 65
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/971258.971281

%M J.INTER.11.2.67
%T Networked information services in context-sensitive environments
%A Giles Rollestone
%J INTER
%D 2004
%V 11
%N 2
%P 67-69
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/971258.971282

%M J.INTER.11.2.70
%T HCI can raise the level of discourse on the Web
%A Michael Schrage
%J INTER
%D 2004
%V 11
%N 2
%P 70
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/971258.971283

%M J.INTER.11.2.71
%T Meta-design for sensible information
%A Louis Weitzman
%J INTER
%D 2004
%V 11
%N 2
%P 71-73
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/971258.971284

%M J.INTER.11.2.74
%T A need to commune
%A Ann Light
%J INTER
%D 2004
%V 11
%N 2
%P 74-75
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/971258.971285

%M J.INTER.11.2.76
%T The future's here;: it's just unevenly distributed
%A Lorenzo Wood
%A Luke Skrebowski
%J INTER
%D 2004
%V 11
%N 2
%P 76-79
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/971258.971286

%M J.INTER.11.2.80
%T HCI and mass communications: assessing the road ahead
%A Andrew Zolli
%J INTER
%D 2004
%V 11
%N 2
%P 80-81
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/971258.971287

%M J.INTER.11.2.81
%T Attention deficit disorder
%A Luke Skrebowski
%J INTER
%D 2004
%V 11
%N 2
%P 81-84
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/971258.971288

%M J.INTER.11.2.85
%T Applying research to design: bridging a widening gap
%S HCI and the Web
%A William Hudson
%J INTER
%D 2004
%V 11
%N 2
%P 85-86
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/971258.971290

%M J.INTER.11.2.87
%T Books
%S Books
%A Kim Goodwin
%J INTER
%D 2004
%V 11
%N 2
%P 87-88
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/971258.971292

%M J.INTER.11.3.4
%T A little personalization goes a long way
%S Editoral
%A Steven Pemberton
%J INTER
%D 2004
%V 11
%N 3
%P 4
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/986253.986256

%M J.INTER.11.3.7
%T What's happening
%S What's happening
%A Marisa Campbell
%J INTER
%D 2004
%V 11
%N 3
%P 7-8
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/986253.986258

%M J.INTER.11.3.9
%T Patterns of cooperative interaction: linking ethnomethodology and
design
%S Research alert
%A David Martin
%A Ian Sommerville
%J INTER
%D 2004
%V 11
%N 3
%P 9-10
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/986253.986260

%M J.INTER.11.3.12
%T Making the business our business: one path to value-added HCI
%S Business
%A Gitte Lindgaard
%J INTER
%D 2004
%V 11
%N 3
%P 12-17
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/986253.986262

%M J.INTER.11.3.18
%T In praise of tweaking: a wiki-like programming contest
%S Design
%A Ned Gulley
%J INTER
%D 2004
%V 11
%N 3
%P 18-23
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/986253.986264

%M J.INTER.11.3.24
%T User-experience planning for corporate success
%S Fast forward
%A Aaron Marcus
%J INTER
%D 2004
%V 11
%N 3
%P 24-27
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/986253.986266

%M J.INTER.11.3.28
%T Are you positive?
%S Whiteboard
%A Aaron Sklar
%A David Gilmore
%J INTER
%D 2004
%V 11
%N 3
%P 28-33
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/986253.986268
%X When someone says "design evaluation," what comes to your mind? I'll
bet that, like me, you probably think first of the process of
identifying a design's flaws and inadequacies. David Gilmore and Aaron
Sklar think otherwise. Calling on us to take inspiration from a recent
movement in psychology, David and Aaron urge the usability profession to
adopt a positive attitude, to enlarge our focus from problem sniffing to
a broader scope that includes appreciating design goodness where it
already exists. -- Elizabeth Buie

%M J.INTER.11.3.34
%T Personalizing shared ubiquitous devices
%A David M. Hilbert
%A Jonathan Trevor
%J INTER
%D 2004
%V 11
%N 3
%P 34-43
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/986253.986254

%M J.INTER.11.3.45
%T My place or yours: use and abuse of research facilities
%S HCI and the Web
%A William Hudson
%J INTER
%D 2004
%V 11
%N 3
%P 45-46
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/986253.986270

%M J.INTER.11.3.47
%T Books
%S Books
%A Gerard Torenvliet
%J INTER
%D 2004
%V 11
%N 3
%P 47-49
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/986253.986272

%M J.INTER.11.3.51
%T SIGGRAPH 2004
%S Conferences
%A Marisa Campbell
%J INTER
%D 2004
%V 11
%N 3
%P 51-54
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/986253.986274

%M J.INTER.11.3.56
%T VUIs: where the rubber hits the road
%S Reflections
%A Brian Ganninger
%J INTER
%D 2004
%V 11
%N 3
%P 56-ff
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/986253.986276

%M J.INTER.11.4.4
%T Banking
%S Editorial
%A Steven Pemberton
%J INTER
%D 2004
%V 11
%N 4
%P 4
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1005261.1005264

%M J.INTER.11.4.7
%T What's happening
%S What's happening
%A Marisa Campbell
%J INTER
%D 2004
%V 11
%N 4
%P 7-8
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1005261.1005266

%M J.INTER.11.4.9
%T DateLens: a fisheye calendar interface for PDAs
%S Research alert
%A Benjamin B. Bederson
%A Aaron Clamage
%A Mary P. Czerwinski
%A George G. Robertson
%J INTER
%D 2004
%V 11
%N 4
%P 9-10
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1005261.1005268

%M J.INTER.11.4.12
%T Insights on outsourcing
%S Fast forward
%A Aaron Marcus
%J INTER
%D 2004
%V 11
%N 4
%P 12-17
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1005261.1005270

%M J.INTER.11.4.18
%T Mixing disciplines in anticipation of convergence: a curriculum for
teaching interaction design to industrial designers
%S Design
%A Jon Kolko
%J INTER
%D 2004
%V 11
%N 4
%P 18-23
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1005261.1005272

%M J.INTER.11.4.24
%T Describing usability problems: are we sending the right message?
%S Business
%A Joseph S. Dumas
%A Rolf Molich
%A Robin Jeffries
%J INTER
%D 2004
%V 11
%N 4
%P 24-29
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1005261.1005274

%M J.INTER.11.4.30
%T Premium usability: getting the discount without paying the price
%S The whiteboard
%A Jeff Sauro
%J INTER
%D 2004
%V 11
%N 4
%P 30-37
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1005261.1005276
%X The debate rages. "Formal usability testing costs too much," says one
side. "We need methodological rigor," maintains the other. "You can find
the important problems with just five users," insists the first. "Such a
small number doesn't give us reliable results," counters the second.
   And never the twain shall meet.
   Or will they? In this Whiteboard, Jeff Sauro explores the issues and
gives us some ideas for maintaining the statistical validity of our
usability testing as we reduce its costs. -- Elizabeth Buie

%M J.INTER.11.4.38
%T Trading system complexity: keeping the trader in control
%A Mark R. Hicks
%J INTER
%D 2004
%V 11
%N 4
%P 38-53
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1005261.1005262

%M J.INTER.11.4.55
%T Inclusive design: accessibility guidelines only part of the picture
%S HCI and the Web
%A William Hudson
%J INTER
%D 2004
%V 11
%N 4
%P 55-56
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1005261.1005278

%M J.INTER.11.4.57
%T Books
%S Books
%A Marc Rettig
%J INTER
%D 2004
%V 11
%N 4
%P 57-59
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1005261.1005280

%M J.INTER.11.4.61
%T The 18th British HCI Group annual conference
%S Conferences
%A Marisa Campbell
%J INTER
%D 2004
%V 11
%N 4
%P 61-63
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1005261.1005282

%M J.INTER.11.4.64
%T The power of two
%S Reflections
%A Steven Pemberton
%J INTER
%D 2004
%V 11
%N 4
%P 64
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1005261.1005284

%M J.INTER.11.5.4
%T Emotion
%S Editorial
%A Steven Pemberton
%J INTER
%D 2004
%V 11
%N 5
%P 4
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1015530.1015533

%M J.INTER.11.5.5
%T John Rheinfrank (1944-2004)
%S Obituary
%A Austin Henderson
%J INTER
%D 2004
%V 11
%N 5
%P 5
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1015530.1015531

%M J.INTER.11.5.9
%T What's happening
%S What's happening
%A Marisa Campbell
%J INTER
%D 2004
%V 11
%N 5
%P 9-10
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1015530.1015535

%M J.INTER.11.5.11
%T Modeling individual and collaborative construction of jigsaws
%S Research alert
%A Hilary Johnson
%A Joanne Hyde
%J INTER
%D 2004
%V 11
%N 5
%P 11-12
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1015530.1015537

%M J.INTER.11.5.14
%T Branding 101
%S Fast forward
%A Aaron Marcus
%J INTER
%D 2004
%V 11
%N 5
%P 14-21
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1015530.1015539
%X In 2001, CHI featured an unusual panel session: Marketing people were
actually invited to come to CHI to explain what they did and why it was
important to the objectives of SIGCHI. Boyd de Groot, Peter Eikelboom,
and Florian Egger organized the session in which I was privileged to
participate. As they remarked about how extraordinary it was to have
dedicated marketing professionals at CHI, especially in presenter roles,
the comments being exchanged among CHI professionals gave me the feeling
that I was in a "Dilbert" comic strip, listening to the amusing,
outrageous jibes of those characters.

%M J.INTER.11.5.22
%T The myths of usability ROI
%S Business
%A Daniel Rosenberg
%J INTER
%D 2004
%V 11
%N 5
%P 22-29
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1015530.1015541
%X As I have followed the ongoing discussion in our field about
usability ROI, I have consistently had the feeling that this debate is
taking place on a different planet than the one I am familiar with. From
my perspective, as an executive overseeing the user experience (UE)
group at the world's second largest software company, much of this
debate is based on misconceptions. As I stated in a recent talk at Xerox
PARC hosted by BayCHI [7], in my 20 plus years of experience, I have
never been asked to produce an ROI analysis.

%M J.INTER.11.5.30
%T Log on, tune in, drop down: (and click "go" too!)
%S The whiteboard
%A Ken Becker
%J INTER
%D 2004
%V 11
%N 5
%P 30-35
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1015530.1015543
%X Every one of us, I'll bet, can recall numerous encounters with Web
drop-down lists that behave differently from what we expect. Sometimes
they go off and act on our selections before we're ready, leaving us
shrieking ("Stop, I haven't finished!"); other times we wait patiently
for something to happen, not realizing we have to click a "Go" button.
Arguing for consistency in the "Go" direction, Ken Becker explains why
going "Go-less" overloads the drop-down and reduces user control.
-- Elizabeth Buie

%M J.INTER.11.5.36
%T Introduction
%S More funology
%A Mark Blythe
%A Marc Hassenzahl
%A Peter Wright
%J INTER
%D 2004
%V 11
%N 5
%P 36-37
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1015530.1015545

%M J.INTER.11.5.38
%T Beyond fun
%S More funology: positions
%A John M. Carroll
%J INTER
%D 2004
%V 11
%N 5
%P 38-40
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1015530.1015547

%M J.INTER.11.5.40
%T Interview with Patrick Jordan
%A Mark Blythe
%J INTER
%D 2004
%V 11
%N 5
%P 40-41
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1015530.1015548

%M J.INTER.11.5.42
%T Technology as experience
%A John McCarthy
%A Peter Wright
%J INTER
%D 2004
%V 11
%N 5
%P 42-43
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1015530.1015549

%M J.INTER.11.5.43
%T Interview with Don Norman
%A Mark Blythe
%A Mark Hassenzahl
%J INTER
%D 2004
%V 11
%N 5
%P 43-46
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1015530.1015550

%M J.INTER.11.5.46
%T Emotions can be quite ephemeral; we cannot design them
%A Marc Hassenzahl
%J INTER
%D 2004
%V 11
%N 5
%P 46-48
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1015530.1015551

%M J.INTER.11.5.48
%T Designing for fun: how can we design user interfaces to be more fun?
%A Ben Shneiderman
%J INTER
%D 2004
%V 11
%N 5
%P 48-50
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1015530.1015552

%M J.INTER.11.5.51
%T Pastiche scenarios
%S More funology: inspiration
%A Mark Blythe
%J INTER
%D 2004
%V 11
%N 5
%P 51-53
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1015530.1015554

%M J.INTER.11.5.53
%T Cultural probes and the value of uncertainty
%A William W. Gaver
%A Andrew Boucher
%A Sarah Pennington
%A Brendan Walker
%J INTER
%D 2004
%V 11
%N 5
%P 53-56
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1015530.1015555
%X When reason is away, smiles will play.
 -- Paul Eluard and Benjamin Peret

%M J.INTER.11.5.57
%T LOL: humor online
%S More funology: humor
%A Jeffrey T. Hancock
%J INTER
%D 2004
%V 11
%N 5
%P 57-58
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1015530.1015557

%M J.INTER.11.5.59
%T Freedom of fun, freedom of interaction
%S More funology: design
%A Stephan Wensveen
%A Kees Overbeeke
%A Tom Djajadiningrat
%A Steven Kyffin
%J INTER
%D 2004
%V 11
%N 5
%P 59-61
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1015530.1015559

%M J.INTER.11.5.61
%T It felt like clown sparkles
%A Kristina Andersen
%J INTER
%D 2004
%V 11
%N 5
%P 61-63
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1015530.1015560

%M J.INTER.11.5.63
%T Taking fun seriously
%A Alan Dix
%J INTER
%D 2004
%V 11
%N 5
%P 63-64
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1015530.1015561

%M J.INTER.11.5.64
%T What sounds do people love and hate?
%A Jonathan Effrat
%A Lisa Chan
%A B. J. Fogg
%A Ling Kong
%J INTER
%D 2004
%V 11
%N 5
%P 64-66
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1015530.1015562

%M J.INTER.11.5.66
%T Feeling lucky?: emotions and information seeking
%A James Kalbach
%J INTER
%D 2004
%V 11
%N 5
%P 66-67
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1015530.1015563

%M J.INTER.11.5.68
%T Connecting mothers and sons: a design using routine affective rituals
%A Wouter van der Hoog
%A Pieter Jan Stappers
%A Ianus Keller
%J INTER
%D 2004
%V 11
%N 5
%P 68-69
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1015530.1015564

%M J.INTER.11.5.70
%T Beyond usability in games
%S More funology: games
%A Randy Pagulayan
%A Keith Steury
%J INTER
%D 2004
%V 11
%N 5
%P 70-71
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1015530.1015566

%M J.INTER.11.5.71
%T Computer games as interfaces
%A Dennis L. Chao
%J INTER
%D 2004
%V 11
%N 5
%P 71-72
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1015530.1015567

%M J.INTER.11.5.73
%T Narrative construction as play
%A Brenda Laurel
%J INTER
%D 2004
%V 11
%N 5
%P 73-74
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1015530.1015568

%M J.INTER.11.5.75
%T Human computer (sexual) interactions
%S More funology: elephants
%A Mark Blythe
%A Mark Jones
%J INTER
%D 2004
%V 11
%N 5
%P 75-76
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1015530.1015570

%M J.INTER.11.5.76
%T The age of auspicious computing?
%A Genevieve Bell
%J INTER
%D 2004
%V 11
%N 5
%P 76-77
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1015530.1015571

%M J.INTER.11.5.79
%T Breadcrumb navigation: there's more to hansel and gretel than meets
the eye
%S HCI and the web
%A William Hudson
%J INTER
%D 2004
%V 11
%N 5
%P 79-80
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1015530.1015573

%M J.INTER.11.5.81
%T Books
%S Books
%A Will Schroeder
%J INTER
%D 2004
%V 11
%N 5
%P 81-83
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1015530.1015575

%M J.INTER.11.5.85
%T NordiCHI 2004
%S Conferences
%A Marisa Campbell
%J INTER
%D 2004
%V 11
%N 5
%P 85-88
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1015530.1015577

%M J.INTER.11.6.4
%T Goodbye!
%S Editorial
%A Steven Pemberton
%J INTER
%D 2004
%V 11
%N 6
%P 4
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029036.1029039

%M J.INTER.11.6.7
%T What's happening
%S What's happening
%A Marisa Campbell
%J INTER
%D 2004
%V 11
%N 6
%P 7-8
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029036.1029041

%M J.INTER.11.6.9
%T In Pursuit of Desktop Evolution
%S Research alert
%A Pamela Ravasio
%A Sissel Guttormsen Schar
%A Helmut Krueger
%J INTER
%D 2004
%V 11
%N 6
%P 9-10
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029036.1029043

%M J.INTER.11.6.11
%T Usability and collaborative aspects of augmented reality
%A Morten Fjeld
%J INTER
%D 2004
%V 11
%N 6
%P 11-15
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029036.1029044

%M J.INTER.11.6.16
%T It's about time
%S Fast forward
%A Aaron Marcus
%J INTER
%D 2004
%V 11
%N 6
%P 16-21
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029036.1029046
%X What is it about time that fascinates us so much? Perhaps we are
challenged because time is not resident in any particular object that we
can hold, but we can see its effects when we stare at the sweeping
second hand, at leaves turning a color for another cycle of the seasons,
or at the face of an old friend whom we have not seen in years. We
become aware of time if we are forced to sit still, or look at
speeded-up or slowed-down (time-lapse) photography, film, or video, but
most often when we see the world in motion, dynamically evolving.
Philosophers, poets, physicists, painters, and psychologists have spent
their lives analyzing the etiology (causes and beginnings), ontology
(essence), eschatology (end), and epistemology (what we can know) of
time. Across most civilizations, cultures, and historic epochs, analysts
and synthesizers (that is, designers) have tried to explore what we
understand about time and how we can use this knowledge.

%M J.INTER.11.6.22
%T Animated use sketches as design representations
%S Design
%A Jonas Lowgren
%J INTER
%D 2004
%V 11
%N 6
%P 22-27
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029036.1029048
%X Interaction design requires many forms of externalization. At certain
points in the process, there is a need for design representations that
(1) explore the intended use situation in some detail, and still (2)
appear tentative enough to afford participation and engagement by
intended users and other stakeholders. The designer's task is often to
create ideas on the not-yet-existing. The envisioned use situations
increasingly involve complicated technology, mobile use and demanding
physical environments. Under these conditions, a third requirement on
the representation technique is that it (3) allows for expression of
ideas and use situations that would be impractical or impossible to
create in conventional prototyping techniques. (An obvious example is
the observation that lo-fi paper prototypes are of limited use for
virtual reality design.)

%M J.INTER.11.6.28
%T When good things happen to bad products: where are the benefits of
usability in the consumer appliance market?
%S Business
%A Timo Jokela
%J INTER
%D 2004
%V 11
%N 6
%P 28-35
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029036.1029050
%X Consider the following three stories about usability and consumer
appliances.
 * A cellular phone with significant usability problems was launched.
   Still, the product was a great sales success and many users even
   seemed to have enjoyed using the product.
 * A new generation game device was developed. It had usability problems
   that led to wide-spread user dissatisfaction and the reputation of
   the product was severely damaged.
 * Some users of a new generation smart phone were happy with the product
   while others rejected it, finding its usability problems intolerable.

%M J.INTER.11.6.36
%T The race of the web sites: 2004
%S The whiteboard
%A Kathy E. Gill
%J INTER
%D 2004
%V 11
%N 6
%P 36-43
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029036.1029052
%X Four years ago the usability nod, like the popular vote, went to
Democratic candidate Al Gore, and the review revealed common flaws as
well as notable differences. In the intervening four years, surveys from
organizations like the Pew Research Center show that more Americans are
on line, and Democratic presidential candidate Howard Dean legitimized
the Internet as a medium for political activism and fundraising. So how
well are today's candidates communicating with this medium?

%M J.INTER.11.6.44
%T The blind men and the elephant: views of scenario-based system design
%A Kentaro Go
%A John M. Carroll
%J INTER
%D 2004
%V 11
%N 6
%P 44-53
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029036.1029037
%X Six blind men encounter an elephant. Each of them touches a different
part of the elephant and expresses what the elephant is. Although they
are touching the same elephant, each man's description is completely
different from that of the others. We have been using this story as a
metaphor for understanding different views of scenario-based system
design.

%M J.INTER.11.6.55
%T Attentional gambling: getting better odds from your web pages
%S HCI and the web
%A William Hudson
%J INTER
%D 2004
%V 11
%N 6
%P 55-56
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029036.1029054

%M J.INTER.11.6.57
%T Books
%S Books
%A Francesco Cara
%J INTER
%D 2004
%V 11
%N 6
%P 57-59
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029036.1029056

%M J.INTER.11.6.61
%T CSCW 2004
%S Conferences
%A Marisa E. Campbell
%J INTER
%D 2004
%V 11
%N 6
%P 61-63
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029036.1029058

%M J.INTER.11.6.64
%T Things that stay us from the swift completion of our appointed tasks
(revisited)
%S Reflections
%A Steven Pemberton
%J INTER
%D 2004
%V 11
%N 6
%P 64
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029036.1029060

fpack:!@#$%^&*(): IWC17.BA
%M J.IWC.17.1.1
%T Designing for civil society
%S EDITORIAL
%A Steve Walker
%A Andy Dearden
%J IWC
%D 2005
%V 17
%N 1
%P 1-8
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.intcom.2004.10.001
%Y 1. Introduction
What is civil society?
Civil society as a distinctive informatics field
1. Is ICT in civil society significant?
2. Is ICT in civil society sufficiently distinctive?
3. Is ICT in civil society sufficiently coherent?

%M J.IWC.17.1.9
%T Participating in civil society: the case of networked communities
%S ARTICLE
%A Andrea Kavanaugh
%A John M. Carroll
%A Mary Beth Rosson
%A Debbie D. Reese
%A Than T. Zin
%J IWC
%D 2005
%V 17
%N 1
%P 9-33
%K Community network; Human-computer interaction; Civic effect
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.intcom.2004.10.006
%X A community computer network facilitates civic participation by
providing pervasive local resources online and by connecting people to
local communication and discussion channels, public and non-profit
organization leaders and members, and many other civic resources. We
present findings from longitudinal data (two rounds between 2001 and
2002) of a stratified random survey of 100 households in a mature
community network, the Blacksburg Electronic Village (BEV). We offer
exploratory and confirmatory analyses, including a 'civic effects'
model, that show demographic characteristics (education, age) and
psychological factors (extroversion) explain staying informed,
collective efficacy, group membership, activism, and using the Internet
for civic and political purposes. The model further explains differences
in respondents' involvement in local issues once they go online.
Informed activists with multiple group memberships become more involved
in local issues once going online, whereas informed non-activists become
less involved once online. Our study suggests that in order to play a
constructive role in creating a more civil society, community networks
should explicitly pursue strategies that encourage community activism.
One way to do this, given the strong role of association membership in
activism, is for ISPs to offer bundled standard Internet applications at
low cost to non-profit community groups (e.g. email for leadership,
online discussion for members, web space). Community networks should
also promote and support the use by local groups of innovative tools for
non-experts, such as easy collaborative web-based tools for information
production and collaboration.

%M J.IWC.17.1.35
%T Net neighbours: adapting HCI methods to cross the digital divide
%S ARTICLE
%A Mark Blythe
%A Andrew Monk
%J IWC
%D 2005
%V 17
%N 1
%P 35-56
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.intcom.2004.10.002
%X This paper describes the development of Net Neighbours, an online
shopping scheme that widens internet access to older people via
volunteer telephone intermediaries. It outlines the processes of:
problem identification, designing the telephone interaction, the
financial model and the interface for the volunteer. It describes the
application and adaptation of human computer interaction (HCI)
techniques to address the needs of the local charity that co-developed
the scheme. The paper begins by reporting the ethnographic work that led
to the scheme; it then describes the pilot study conducted with Age
Concern, York. It maps the various possible configurations for the
scheme in a series of financial models expressed in tree diagrams and
goes on to describe the use of pastiche scenarios in developing designs.
Pastiche scenarios draw on fiction as a resource to explore, in an
engaging manner, the social issues raised by technological innovations;
the paper presents extracts from three such scenarios that were used to
reason about dependability issues with Age Concern staff. The scheme is
ongoing and plans are currently being made to extend it by recruiting
university staff and other office workers as volunteer intermediaries.
It is hoped that the scheme will become widely available across the city
and in other locations around the UK. It is argued that volunteer
telephone intermediaries can bridge digital divides and make Internet
services accessible to those excluded either by age, disability or lack
of resources. The development of the scheme is a case study in the ways
that HCI techniques can be adopted and adapted in order to design for
civil society.

%M J.IWC.17.1.57
%T Fairtrade.com versus Fairtrade.org -- how Fairtrade organisations use
the Internet
%S ARTICLE
%A Dorothea Kleine
%J IWC
%D 2005
%V 17
%N 1
%P 57-83
%K Fairtrade organisation; Non-governmental organisation; Information
and communication technologies
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.intcom.2004.10.005
%X This paper summarises the findings of a study, the first of its kind
in Germany, which explored the potential that the Internet can offer for
German Fairtrade organisations. Data was gathered from three
organisations, comparing their e-commerce strategies. Then interviews
were conducted with the organisations' representatives and with the
e-commerce customers of Gesellschaft zur Partnerschaft mit der Dritten
Welt (Gepa), the largest Fairtrade company in Europe. The Fairtrade
organisations differed in political outlook and in regards to their
approach to the Internet, thus reducing the potential for cooperation
and networking. However, some of the Gepa customers interviewed used
e-commerce to circumnavigate the distribution difficulties
characteristic of Fairtrade, thus suggesting that there is potential for
increased turnover. On the other hand, many of the customers were not
interested in accessing the informational part of the Gepa-website, so
the potential for disseminating political information with the product
is low. Based on in-depth interviews with online buyers, it is argued
that customers will only access campaign information online if Fairtrade
organisations become more visible in offline and online debates on
global justice. Like other Civil Society actors, Fairtrade organisations
need to develop strategies how they can best use the Internet for their
aims. This, the paper argues, will have to include careful vetting of
the brand and connected website as well as appropriate and ongoing
investment of personal and financial resources. The overall marketing
strategy will have to integrate the offline and online presence and
should aim to customise the organisations' services to more or less
committed supporters. The paper calls for further research on Civil
Society's use of the Internet and advocates website analysis as a
particularly useful method to decipher the non-governmental
organisations' strategies as they negotiate their message with the
mainstream of public opinion.

%M J.IWC.17.1.85
%T Online design for bilingual civil society: a Welsh perspective
%S ARTICLE
%A Daniel Cunliffe
%A Dilwyn Roberts-Young
%J IWC
%D 2005
%V 17
%N 1
%P 85-104
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.intcom.2004.10.003
%X In a bilingual civil society, such as that in Wales, language and the
use of language can be a highly political issue. Within this context,
web sites may act as a beneficial influence on the maintenance and
revitalisation of the minority language, or may serve to exclude and
marginalise that language. Through a study of existing web sites, this
paper examines the extent to which the Welsh language is being presented
as a usable tool through which individuals may be informed about and
participate in civil society in Wales. While this work specifically
considers Wales, the issues faced are similar to those of many other
bilingual communities.

%M J.IWC.17.1.105
%T Programming for cognitive justice: Towards an ethical framework for
democratic code
%S ARTICLE
%A Maja van der Velden
%J IWC
%D 2005
%V 17
%N 1
%P 105-120
%K Cognitive justice; Diversity; Knowledge sharing; Ethical framework,
Portal, Peer-to-peer
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.intcom.2004.10.004
%X This paper contrasts two approaches to knowledge sharing for
socio-economic development to examine how assumptions about knowledge
are reflected in computer-based information systems. The paper argues
that socio-technical systems for global knowledge sharing posses a bias
resulting from choices about technology and from assumptions about
knowledge, and that this bias may adversely affect the diversity of
knowledge. To overcome this bias, the concept of cognitive justice is
proposed and, on this basis, a framework suggested to guide the design
of information systems based on a principle of the equal validity of all
knowledges.

%M J.IWC.17.2.121
%T Chinese character entry for mobile phones: a longitudinal
investigation
%S ARTICLE
%A Min Lin
%A Andrew Sears
%J IWC
%D 2005
%V 17
%N 2
%P 121-146
%K Mobile computers; Mandarin dialect; Pinyin method
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.intcom.2004.11.003
%X The increasing popularity of Short Message Services (SMS) in China
highlights the need for effective and efficient methods for entering
Chinese text on mobile phones. While stroke-based methods have potential
advantages over pronunciation-based solutions, usability issues have
limited the effectiveness of existing stroke-based methods. One
significant usability challenge has been the ambiguous stroke-to-key
mapping rules that are typically employed. We proposed a new solution
that employs a combination of abstract symbols and example strokes to
help users map strokes to keys more effectively. A longitudinal
experiment was used to evaluate character entry performance using both
objective and subjective measures for our new design as well as the
existing solution. The results confirmed that a new design allows for
improved performance as well as higher satisfaction levels as compared
to the original design. Further, after approximately 1 h of experience
with the stroke-based method, novices were able to enter Chinese text at
speeds comparable to that observed with the pronunciation-based Pinyin
method. Results showed that the new design provided users with a better
understanding of the system throughout the study, beginning with their
first exposure to the keypad. By utilizing a combination of abstract
representations and concrete examples of the available strokes, the new
design reduced the ambiguity that typically exists regarding
stroke-to-key mappings. In this way, usability was improved without any
changes to the underlying technologies. Our results demonstrate that
stroke-based solutions for Chinese character entry can be effective
alternatives for mobile phones, providing an effective alternative for
the many individuals who can write Chinese but do not speak the Mandarin
dialect that serves as the basis for Pinyin. The improved solution could
also be used with a traditional numeric keypad to allow one-handed data
entry for desktop or mobile computers.

%M J.IWC.17.2.147
%T Participatory design with train drivers --  a process analysis
%S ARTICLE
%A Eva Olsson
%A Anders Jansson
%J IWC
%D 2005
%V 17
%N 2
%P 147-166
%K Participatory design; Collaborative design; System design; User
involvement
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.intcom.2004.11.001
%X A participatory design process involving train drivers is analyzed
and described in this paper. A group of six drivers were involved in the
design process, and within a short period, four design iterations were
completed. The present case study was the final part of a larger
research project (TRAIN) investigating the train driving task including
the drivers' information environment, number and nature of hours worked,
work situation and work environment, and their effect on the drivers'
behaviour and the train driver system safety. Although usability
activities are widely used in IT development today, the users are not
involved to the desired extent. This paper argues that to produce usable
systems, quality time has to be spent initially to acquire knowledge of
a work domain and establishing a common ground in terms of shared
knowledge and a better understanding of the work context between the
parties involved in system development. Our suggestions on participatory
analysis and design that conclude the paper are based on the present
case study including train drivers, as well as our experiences from
previous case studies.

%M J.IWC.17.2.167
%T When fingers do the talking: a study of text messaging
%S ARTICLE
%A Xristine Faulkner
%A Fintan Culwin
%J IWC
%D 2005
%V 17
%N 2
%P 167-185
%K SMS; Text messaging; E-mail; Communication
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.intcom.2004.11.002
%X SMS or text messaging is an area of growth in the communications
field. The studies described below consisted of a questionnaire and a
diary study. The questionnaire was designed to examine texting
activities in 565 users of the mobile phone. The diary study was carried
out by 24 subjects over a period of 2 weeks. The findings suggest that
text messaging is being used by a wide range of people for all kinds of
activities and that for some people it is the preferred means of
communication. These studies should prove interesting for those
examining the use and impact of SMS.

%M J.IWC.17.2.187
%T Findex: improving search result use through automatic filtering
categories
%S ARTICLE
%A Mika Kaki
%A Anne Aula
%J IWC
%D 2005
%V 17
%N 2
%P 187-206
%K Web search; Search user interface; Categorization; Clustering;
Information access
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.intcom.2005.01.001
%X Long result lists from web search engines can be tedious to use. We
designed a text categorization algorithm and a filtering user interface
to address the problem. The Findex system provides an overview of the
results by presenting a list of the most frequent words and phrases as
result categories next to the actual results. Selecting a category (word
or phrase) filters the result list to show only the results containing
it. An experiment with 20 participants was conducted to compare the
category design to the de facto standard solution (Google-type ranked
list interface). Results show that the users were 25% faster and 21%
more accurate with our system. In particular, participants' speed of
finding relevant results was 40% higher with the proposed system.
Subjective ratings revealed significantly more positive attitudes
towards the new system. Results indicate that the proposed design is
feasible and beneficial.

%M J.IWC.17.2.207
%T Modelling form-based interfaces with bipartite state machines
%S ARTICLE
%A D. Draheim
%A G. Weber
%J IWC
%D 2005
%V 17
%N 2
%P 207-228
%K Requirements elicitation; System specification; Enterprise
applications
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.intcom.2005.01.002
%X This article presents the concept of form storyboarding, a new
modelling method for eliciting, specifying and communicating functional
requirements of applications with form-based interfaces. We identify
two-staged interaction as the abstract concept behind form-based
interfaces. The method encompasses a visual language for the documents
to be created and a set of proposals for the activities involved in
that. The method fits to different and ubiquitous types of
submit/response style interfaces, i.e. mainframe terminals as well as
web-based interfaces. The method yields an abstract interface model
based on bipartite state machines. The model is executable and can be
used for automatic prototype generation. Form storyboarding is first and
foremost a feature-driven approach. The whole form storyboard can be
obtained by collecting single system features. Crucial for this approach
is the fact that diagrams can be combined in an easy operation, by
building the union of both diagrams and identifying nodes and edges with
the same name.

%M J.IWC.17.3.229
%T In search of effective text input interfaces for off the desktop
computing
%S ARTICLE
%A Shumin Zhai
%A Per-Ola Kristensson
%A Barton A. Smith
%J IWC
%D 2005
%V 17
%N 3
%P 229-250
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.intcom.2003.12.007
%X It is generally recognized that today's frontier of HCI research lies
beyond the traditional desktop computers whose GUI interfaces were built
on the foundation of display -- pointing device -- full keyboard. Many
interface challenges arise without such a physical UI foundation. Text
writing -- ranging from entering URLs and search queries, filling forms,
typing commands, to taking notes and writing emails and chat messages --
is one of the hard problems awaiting for solutions in off-desktop
computing. This paper summarizes and synthesizes a research program on
this topic at the IBM Almaden Research Center. It analyzes various
dimensions that constitute a good text input interface; briefly reviews
related literature; discusses the evaluation methodology issues of text
input; presents the major ideas and results of two systems, ATOMIK and
SHARK; and points out current and future directions in the area from our
current vantage point.
%K  Text input; Pervasive; Mobile;
Off-desktop computing; Shorthand; Gesture; Stylus; Virtual keyboard

%M J.IWC.17.3.251
%T Using handhelds for wireless remote control of PCs and appliances
%S ARTICLE
%A Brad A. Myers
%J IWC
%D 2005
%V 17
%N 3
%P 251-264
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.intcom.2004.06.010
%X This article provides an overview of the capabilities that we are
developing as part of the Pebbles research project for wireless handheld
devices such as mobile phones and palm-size computers like Palm
Organizers and PocketPCs. Instead of just being used as a phone or
organizer, handheld devices can also be used as remote controls for
computers and household and office appliances.
%K Pebbles; Handhelds; Personal digital assistants; Remote control; Appliances

%M J.IWC.17.3.265
%T How productivity improves in hands-free continuous dictation tasks:
lessons learned from a longitudinal study
%S ARTICLE
%A Jinjuan Feng
%A Clare-Marie Karat
%A Andrew Sears
%J IWC
%D 2005
%V 17
%N 3
%P 265-289
%K Automatic speech recognition technologies; Error correction; Speech
recognition software
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.intcom.2004.06.013
%X Speech recognition technology continues to improve, but users still
experience significant difficulty using the software to create and edit
documents. The reported composition speed using speech software is only
between 8 and 15 words per minute [Proc CHI 99 (1999) 568; Universal
Access Inform Soc 1 (2001) 4], much lower than people's normal speaking
speed of 125-150 words per minute. What causes the huge gap between
natural speaking and composing using speech recognition? Is it possible
to narrow the gap and make speech recognition more promising to users?
In this paper we discuss users' learning processes and the difficulties
they experience as related to continuous dictation tasks using state of
the art Automatic Speech Recognition (ASR) software. Detailed data was
collected for the first time on various aspects of the three activities
involved in document composition tasks: dictation, navigation, and
correction. The results indicate that navigation and error correction
accounted for big chunk of the dictation task during the early stages of
interaction. As users gained more experience, they became more efficient
at dictation, navigation and error correction. However, the major
improvements in productivity were due to dictation quality and the usage
of navigation commands. These results provide insights regarding the
factors that cause the gap between user expectation with speech
recognition software and the reality of use, and how those factors
changed with experience. Specific advice is given to researchers as to
the most critical issues that must be addressed.

%M J.IWC.17.3.291
%T Model-based tools for pervasive usability
%S ARTICLE
%J IWC
%D 2005
%V 17
%N 3
%P 291-315
%K Model-based approaches; Tools; Usability; Task models; Multi-device
interfaces
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.intcom.2004.06.017
%X This paper aims to provide a discussion of how model-based approaches
and related tools have been used to address important issues for
obtaining usable interactive software and the new challenges for this
research area. The paper provides an analysis of the logical
descriptions that can be used in the design of interactive systems and
how they can be manipulated in order to obtain useful results. This type
of approach has recently raised further interest in the ubiquitous
computing field for supporting the design of multi-device interfaces.
The new challenges currently considered are mainly in the area of
end-user development, ambient intelligence, and multimodal interfaces.

%M J.IWC.17.3.317
%T Semiotic engineering: bringing designers and users together at
interaction time
%S ARTICLE
%A Clarisse Sieckenius de Souza
%J IWC
%D 2005
%V 17
%N 3
%P 317-341
%K Semiotic engineering; Semiotic approaches to HCI; Epistemic support
for design; Users as designers
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.intcom.2005.01.007
%X Semiotic engineering is a semiotic theory of human-computer
interaction, where interactive computer systems are viewed as one-shot
messages sent from designers to users. Through the system's interface,
in many direct and indirect ways, designers are telling the users how
they can, should, or must interact with the system in order to achieve a
particular range of goals anticipated at design time. Designers are thus
active interlocutors at human-computer interaction time. Their
interactive discourse is delivered implicitly and/or explicitly by the
system, which constitutes the designer's deputy. The importance of
bringing designers and users together at interaction time springs from
the intellectual nature of software artifacts. They are the result of
human reasoning, choice and decision, rather than the direct effect of
universal or natural laws. An adequate understanding of interactive
artifacts depends on apprehending and comprehending the human intellect
in action. Hence, in addition to producing interactive artifacts,
designers must also introduce them appropriately, as is the case of
other intellectual products. In this paper, we show how semiotic
engineering can provide substantial theoretic support for viewing and
exploring design possibilities brought about by this shift in
perspective. We also discuss ontological and epistemological aspects of
the theory, and conclude that it can bridge some of the gaps between
other fragmented HCI theories and approaches.

%M J.IWC.17.4.343
%T Mobile agents for mobile tourists: a user evaluation of Gulliver's
Genie
%S ARTICLE
%A M. J. O'Grady
%A G. M. P. O'Hare
%A C. Sas
%J IWC
%D 2005
%V 17
%N 4
%P 343-366
%K User evaluation; Mobile computing; Context-sensitive service
delivery; Intelligent agents
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.intcom.2005.01.003
%X How mobile computing applications and services may be best designed,
implemented and deployed remains the subject of much research. One
alternative approach to developing software for mobile users that is
receiving increasing attention from the research community is that of
one based on intelligent agents. Recent advances in mobile computing
technology have made such an approach feasible. We present an overview
of the design and implementation of an archetypical mobile computing
application, namely that of an electronic tourist guide. This guide is
unique in that it comprises a suite of intelligent agents that conform
to the strong intentional stance. However, the focus of this paper is
primarily concerned with the results of detailed user evaluations
conducted on this system. Within the literature, comprehensive
evaluations of mobile context-sensitive systems are sparse and
therefore, this paper seeks, in part, to address this deficiency.

%M J.IWC.17.4.367
%T The long-term effects of integral versus composite metaphors on
experts' and novices' search behaviors
%S ARTICLE
%A Yu-chen Hsu
%J IWC
%D 2005
%V 17
%N 4
%P 367-394
%K Composite metaphor; Hypermedia system; Information search behavior;
Integral metaphor; Long-term effect; Novice versus expert
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.intcom.2005.01.006
%X For years, metaphors have been used extensively to facilitate
multiple user tasks on Web sites. Nonetheless, research examining
metaphor's effects in facilitating user tasks, not to mention the
proposal of the design methodology, is limited. There is disagreement
about using single or multiple metaphors in designing computer systems.
Regarding metaphor's long-term effects, Carroll and Thomas [Carroll,
J.M., Thomas, C.J., 1982. Metaphor and the cognitive representation of
computing systems. IEEE Transactions on Systems, Man, and Cybernetics,
SMC 12, 107-116] claim that metaphors lose utility once users are
familiar with the system. Furthermore, little evidence exists about
metaphor's effects on users with differing computer experience. This
researcher proposes a metaphor design methodology to examine the
long-term effects of integral (single) versus composite (mixed)
metaphors on subjects' information search behaviors and their effects on
Internet novices and experts. Ninety-eight college students participated
in this study. The findings suggest that metaphor's effects decrease
over time as users become more experienced. Moreover, composite
metaphors facilitate experts' searching better than novices'.

%M J.IWC.17.4.395
%T Will it be a capital letter: signalling case mode in mobile phones
%S ARTICLE
%A Hokyoung Ryu
%A Andrew Monk
%J IWC
%D 2005
%V 17
%N 4
%P 395-418
%K Mode; Action-effect consistency; Handheld devices; Interaction unit;
Interaction modelling; Case mode; Cell phones; Analysis; Experiment
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.intcom.2005.01.004
%X While there are well established guidelines for interaction via mouse
and keyboard, new forms of interaction being devised for small handheld
devices have yet to be standardised. There is a case for re-visiting
basic principles for user interface design such as how to signal mode.
Two ways of signalling case mode when editing text into a small handheld
device such as a mobile phone are considered in this paper. One is
through the system prompt, e.g. 'Entry:', the other is through the case
of the last letter displayed in response to a button push. Two
unsupervised web-based experiments are described which show that users
are sensitive to both these signals for case mode. The first experiment
manipulated the prompt in a text entry task using a web simulation of a
novel mobile device. The results showed that users' expectations were
influenced by the case of the letters in the prompt. Users took many
more trials to learn to expect a case inconsistent with the model
provided by the prompt. The second experiment manipulated both the case
of the letters in the prompt and the case of the last letter displayed.
The results replicated the findings above and demonstrated a strong
effect of the case of the last letter displayed. Guidelines for
signalling case mode and a notation (Interaction Units) are suggested
that might be used to reason about low level interaction design with
handheld devices.

%M J.IWC.17.4.419
%T Designing interfaces that support formation of cognitive maps of
transitional processes: an empirical study
%S ARTICLE
%A Kamran Sedig
%A Sonja Rowhani
%A Hai-Ning Liang
%J IWC
%D 2005
%V 17
%N 4
%P 419-452
%K Cognitive tools; Interaction design; Visual representations; Visual
metamorphosis; Temporal representations; Spatial representations
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.intcom.2005.02.002
%X Many conditions, phenomena, and concepts are of a transitional
nature. Transitional processes involve change from one form to another,
such as biological, chemical, and geological metamorphoses. Transitional
processes take place in time-space and are not always easy to encode,
communicate, and understand. The purpose of this research is to
investigate how to design human-computer interfaces that support users
in their formation of cognitive maps of transitional processes. To
conduct this investigation, geometric shapes were used as the testbed,
and their metamorphic transformations were captured and communicated
using three different interface styles: temporally stacked, spatially
distributed, and spatio-temporal. The usability and effectiveness of
each interface was evaluated. The results of the study indicate that the
spatio-temporal interface is the most effective of the three interfaces.
The findings of this research imply that many kinds of transitional
processes, such as rock metamorphoses, historical changes, or economical
processes, may best be explored and understood using spatio-temporal
interfaces.

%M J.IWC.17.4.453
%T Text formats and web design for visually impaired and dyslexic
readers -- Clear Text for All
%S ARTICLE
%A Lindsay Evett
%A David Brown
%J IWC
%D 2005
%V 17
%N 4
%P 453-472
%K Accessibility; Visual impairment; Dyslexia; Clear print; Clear text;
Web design guidelines
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.intcom.2005.04.001
%X The Royal National Institute of the Blind (RNIB) has produced a Clear
Print booklet, which contains recommendations for the production of
Clear Print for the blind and partially sighted. The British Dyslexia
Association (BDA) has produced a Dyslexia Style Guide, which covers
similar issues. Both focus on producing text, which is clear and
therefore more easily read, and there is significant overlap between the
two. By comparing the two, a set of specifications for the production of
text has been generated. Using the specifications should produce clear
text for both dyslexic and visually impaired readers. It should improve
readability for all. The text specifications plus additional
recommendations from the BDA are considered with respect to an existing
set of web site design guidelines for dyslexic readers to produce an
enhanced set of guidelines compatible with both. These guidelines are
recommended to be followed as standard, both for their benefits to
visually impaired and dyslexic readers, promoting accessibility for
these groups, and for their potential to improve accessibility for all.

%M J.IWC.17.5.475
%T The social implications of emerging technologies
%S EDITORIAL
%A Vassilis Kostakos
%A Eamonn O'Neill
%A Linda Little
%A Elizabeth Sillence
%J IWC
%D 2005
%V 17
%N 5
%P 475-483
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.intcom.2005.03.001

%M J.IWC.17.5.484
%T Moving towards inclusive design guidelines for socially and ethically
aware HCI
%S ARTICLE
%A Julio Abascal
%A Colette Nicolle
%J IWC
%D 2005
%V 17
%N 5
%P 484-505
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.intcom.2005.03.002
%X Most people acknowledge that personal computers have enormously
enhanced the autonomy and communication capacity of people with special
needs. The key factor for accessibility to these opportunities is the
adequate design of the user interface which, consequently, has a high
impact on the social lives of users with disabilities. The design of
universally accessible interfaces has a positive effect over the
socialisation of people with disabilities. People with sensory
disabilities can profit from computers as a way of personal direct and
remote communication. Personal computers can also assist people with
severe motor impairments to manipulate their environment and to enhance
their mobility by means of, for example, smart wheelchairs. In this way
they can become more socially active and productive. Accessible
interfaces have become so indispensable for personal autonomy and social
inclusion that in several countries special legislation protects people
from 'digital exclusion'. To apply this legislation, inexperienced HCI
designers can experience difficulties. They would greatly benefit from
inclusive design guidelines in order to be able to implement the 'design
for all' philosophy. In addition, they need clear criteria to avoid
negative social and ethical impact on users. This paper analyses the
benefits of the use of inclusive design guidelines in order to
facilitate a universal design focus so that social exclusion is avoided.
In addition, the need for ethical and social guidelines in order to
avoid undesirable side effects for users is discussed. Finally, some
preliminary examples of socially and ethically aware guidelines are
proposed.

%M J.IWC.17.5.506
%T Sharing experiences through awareness systems in the home
%S ARTICLE
%A Panos Markopoulos
%A Wijnand IJsselsteijn
%A Claire Huijnen
%A Boris de Ruyter
%J IWC
%D 2005
%V 17
%N 5
%P 506-521
%K Awareness systems; Home; Communication; Social Presence
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.intcom.2005.03.004
%X In the current paper we hypothesize that providing peripheral
awareness information to remotely located but socially close individuals
will yield affective user benefits. An experiment in a controlled
home-like environment was conducted to investigate the effects of
providing different levels of peripheral awareness information on these
affective benefits. In the experiment peripheral awareness aimed to
support groups of friends to jointly watch a soccer match at remote
locations. The experiment has shown that providing awareness information
increases the social presence and the group attraction felt by
individuals towards their remote partners. The experiment has provided
concrete quantitative and qualitative evidence for the hypothesized
benefits of supporting primary relationships through awareness systems
and of the relevance of social presence as a requirement in the design
of peripheral awareness displays.

%M J.IWC.17.5.522
%T Assessing the effects of building social intelligence in a robotic
interface for the home
%S ARTICLE
%A Boris de Ruyter
%A Privender Saini
%A Panos Markopoulos
%A Albert van Breemen
%J IWC
%D 2005
%V 17
%N 5
%P 522-541
%K Ambient Intelligence; Social intelligence; Human-like
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.intcom.2005.03.003
%X This paper reports an exploration of the concept of social
intelligence in the context of designing home dialogue systems for an
Ambient Intelligence home. It describes a Wizard of Oz experiment
involving a robotic interface capable of simulating several human social
behaviours. Our results show that endowing a home dialogue system with
some social intelligence will: (a) create a positive bias in the user's
perception of technology in the home environment, (b) enhance user
acceptance for the home dialogue system, and (c) trigger social
behaviours by the user in relation to the home dialogue system.

%M J.IWC.17.5.542
%T Rendezvousing with location-aware devices: Enhancing social
coordination
%S ARTICLE
%A David Dearman
%A Kirstie Hawkey
%A Kori M. Inkpen
%J IWC
%D 2005
%V 17
%N 5
%P 542-566
%K Location-aware computing; Mobile devices; Rendezvous; Field study
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.intcom.2005.03.005
%X Emerging technologies such as location-awareness devices have the
potential to significantly impact users' social coordination,
particularly while rendezvousing. It is important that we explore how
new technologies influence social behaviours and communication in order
to realize their full potential. This paper presents a field study
investigating the use of mobile location-aware devices for rendezvous
activities. Participants took part in one of three mobile device
conditions (a mobile phone, a location-aware handheld, or both a mobile
phone and a location-aware handheld) and completed three rendezvousing
scenarios. The results reveal key differences in communication patterns
between the mediums, as well as the potential strengths and limitations
of location-aware devices for social coordination. The paper concludes
with a discussion of relevant design issues drawn from observations
gathered during the field study.

%M J.IWC.17.5.567
%T A system of agent-based software patterns for user modeling based on
usage mining
%S ARTICLE
%A Rosario Girardi
%A Leandro Balby Marinho
%A Ismenia Ribeiro de Oliveira
%J IWC
%D 2005
%V 17
%N 5
%P 567-591
%K Software patterns; Software design; Software architectures;
Multi-agent systems; User modeling; User-adapted systems; Web usage
mining
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.intcom.2005.02.003
%X In adaptive hypermedia systems, a user can select explicitly an
adaptation effect or he/she can leave the system execute some of these
functions. An important component of an adaptive system is the ability
to model the users of the system according to their goals and
preferences. Web usage mining aims at discover interesting patterns of
use by analyzing Web usage data. This information can be used to capture
implicitly user models and used them for the adaptation of systems. User
modeling and system adaptability can be approached through the agent
paradigm. This article summarizes a system of architectural and detailed
design patterns describing known agent-based solutions to recurrent
problems of user modeling based on usage mining along with the
description of a general purpose problem-solving architectural pattern
used by some of the first ones. Patterns are derived from recurrent
designs of specific agent-based applications. The proposed patterns are
being developed in the context of a Multi-Agent Domain Engineering
research project, which approaches software complexity and productivity
through the construction of techniques and tools promoting software
reuse in Multi-Agent Domain Engineering.

%M J.IWC.17.5.592
%T Better discount evaluation: illustrating how critical parameters
support heuristic creation
%S ARTICLE
%A Jacob Somervell
%A D. Scott McCrickard
%J IWC
%D 2005
%V 17
%N 5
%P 592-612
%K Heuristics; Evaluation; Notification systems; Critical parameters
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.intcom.2005.03.007
%X This paper describes a heuristic creation process based on the notion
of critical parameters, and a comparison experiment that demonstrates
the utility of heuristics created for a specific system class. We focus
on two examples of using the newly created heuristics to illustrate the
utility of the usability evaluation method, as well as to provide
support for the creation process, and we report on successes and
frustrations of two classes of users, novice evaluators and domain
experts, who identified usability problems with the new heuristics. We
argue that establishing critical parameters for other domains will
support efforts in creating tailored evaluation tools.

%M J.IWC.17.6.613
%T HCI and the older population
%S EDITORIAL
%A Joy Goodman
%A Jay Lundell
%J IWC
%D 2005
%V 17
%N 6
%P 613-620
%K Older people; Aging; Interface design; Health; Daily living; Social
issues
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.intcom.2005.09.001

%M J.IWC.17.6.621
%T Introducing the Internet to the over-60s: Developing an email system
for older novice computer users
%S ARTICLE
%A Anna Dickinson
%A Alan F. Newell
%A Michael J. Smith
%A Robin L. Hill
%J IWC
%D 2005
%V 17
%N 6
%P 621-642
%K Design; Older people; Internet; Email; Digital inclusion; Usability
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.intcom.2005.09.003
%X Contemporary technology offers many benefits to older people, but
these are often rendered inaccessible through poor software design. As
the Internet increasingly becomes a source of information and services
it is vital to ensure that older people can access these resources. As
part of project funded by the UK government, a multi-disciplinary team
set out to develop usable software that would help to introduce older
people to the Internet. The first step was to develop an email system
for older people with no experience of Internet use. The project was
intended to show that it is possible to design usable technology for
this group and to explore some of the issues involved in doing so.
Design and technical challenges necessitated various tradeoffs. The
system produced demonstrated the success of the design decisions: it was
significantly easier to use than, and preferred to, a commercial
equivalent by a group of older people with no experience of Internet
use.

%M J.IWC.17.6.643
%T The design of next generation in-vehicle navigation systems for the
older driver
%S ARTICLE
%A Andrew May
%A Tracy Ross
%A Zaheer Osman
%J IWC
%D 2005
%V 17
%N 6
%P 643-659
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.intcom.2005.09.004
%X It has been proposed that the current design of in-vehicle displays
may not be appropriate for the older driver. This paper describes an
empirical, road-based investigation of the benefits to older and younger
drivers of providing landmarks within the instructions presented by an
in-vehicle navigation system. Thirty two participants navigated a
challenging urban route using either landmarks or distance information
to identify the location of forthcoming manoeuvres. A range of driver
behaviour measures were collected, including visual glance data, driving
errors, driver workload, navigation errors, navigation confidence, and
pre and post-trial driver attitudinal responses. Results show that, for
older and younger drivers, landmarks reduced the time spent glancing to
a visual display, reduced navigation and driving errors, and influenced
driver confidence. There were some key differences between the older and
younger drivers. The wider implications for the design of in-car
interfaces for the older driver are discussed.

%M J.IWC.17.6.660
%T Successful strategies of older people for finding information
%S ARTICLE
%A Paul Curzon
%A Judy Wilson
%A Gill Whitney
%J IWC
%D 2005
%V 17
%N 6
%P 660-671
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.intcom.2005.09.006
%X Older people have successful search strategies for finding practical
information in everyday situations but, increasingly, traditional
information sources are being supplemented or replaced by web based
ones. However, there are wider issues than just making information
available if people are to replace existing strategies by new web based
ones. In this paper we use three studies on the information usage of
older people to explore the issues surrounding why they favour specific
search strategy and technology combinations. The studies each
investigate different aspects of information search in a natural setting
and concern tasks relevant to older people as their lives change:
finding e-government information and planning travel. Results suggest
that a variety of measures are important in choice of strategy.
Furthermore, interface mechanisms are needed that complement existing
strategies, reinforce the existence and crossing of boundaries, and
support interactive use of landmarks.

%M J.IWC.17.6.672
%T Socially dependable design: The challenge of ageing populations for
HCI
%S ARTICLE
%A Mark A. Blythe
%A Andrew F. Monk
%A Kevin Doughty
%J IWC
%D 2005
%V 17
%N 6
%P 672-689
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.intcom.2005.09.005
%X This paper considers the needs of an ageing population and the
implications for Human Computer Interaction (HCI) research. The
discussion is structured around findings from interviews with medical
and care professionals and older people. Various technologies are being
successfully used to monitor for falls and other emergencies, and also
to assess and manage risk. The design of this technology is currently
driven by a medical model of client needs and takes little account of
the social context of the home. The design challenges for HCI are to
make this technology attractive, provide privacy, allow informed choice
and reduce rather than increase the isolation currently felt by many
older people. It is argued that the ageing population presents a
fundamental challenge to HCI in the need for socially dependable
systems. Socially dependable systems take account of social context, the
need for sociability and are accessible to all who need them.

%M J.IWC.17.6.690
%T Age differences in trust and reliance of a medication management
system
%S ARTICLE
%A Geoffrey Ho
%A Dana Wheatley
%A Charles T. Scialfa
%J IWC
%D 2005
%V 17
%N 6
%P 690-710
%K Automation reliability; Aging
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.intcom.2005.09.007
%X The present study examined age differences in trust and reliance of
an automated decision aid. In Experiment 1, older and younger
participants performed a simple mathematical task concurrent with a
simulated medication management task. The decision aid was designed to
facilitate medication management, but with varying reliability. Trust,
self-confidence and usage of the aid were measured. The results
indicated that older adults had greater trust in the aid and were less
confident in their performance, but they did not calibrate trust
differently than younger adults. In Experiment 2, a variant of the same
task was used to investigate whether older adults are subject to
over-reliance on the automation. Differences in omission and commission
errors were examined. The results indicated that older adults were more
reliant on the decision aid and committed more automation-related
errors. A signal detection analyses indicated that older adults were
less sensitive to automation failures. Results are discussed with
respect to the perceptual and cognitive factors that influence age
differences in the use of fallible automation.

%M J.IWC.17.6.711
%T 'It's just like you talk to a friend' relational agents for older
adults
%S ARTICLE
%A Timothy W. Bickmore
%A Lisa Caruso
%A Kerri Clough-Gorr
%A Tim Heeren
%J IWC
%D 2005
%V 17
%N 6
%P 711-735
%K Relational agents; Social interfaces; Human-computer interaction
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.intcom.2005.09.002
%X Relational agents -- computational artifacts designed to build and
maintain long-term social-emotional relationships with users -- may
provide an effective interface modality for older adults. This is
especially true when the agents use simulated face-to-face conversation
as the primary communication medium, and for applications in which
repeated interactions over long time periods are required, such as in
health behavior change. In this article, we discuss the design of a
relational agent for older adults that plays the role of an exercise
advisor, and report on the results of a longitudinal study involving 21
adults aged 62-84, half of whom interacted with the agent daily for 2
months in their homes and half who served as a standard-of-care control.
Results indicate the agent was accepted and liked, and was significantly
more efficacious at increasing physical activity (daily steps walked)
than the control.

%M J.IWC.17.6.736
%T Writing with speech recognition: The adaptation process of
professional writers with and without dictating experience
%S ARTICLE
%A Marielle Leijten
%A Luuk Van Waes
%J IWC
%D 2005
%V 17
%N 6
%P 736-772
%K Speech recognition; Writing processes; Dictating; Adaptation
processes; Research method; Writing modes; Writing experience; Writing
profiles
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.intcom.2005.01.005
%X This paper describes the adaptation and writing process of writers
who have started using speech recognition systems for writing business
texts. The writers differ in their previous writing experience. They
either have previous classical dictating experience or they are used to
writing their texts with a word processor. To gather the process data
for this study we chose complementary research methods. First the
participants were asked to fill in a questionnaire and given instruction
about the speech recognition system. Then they were observed five times
using the speech recognition system during their day-to-day work.
Finally, they also filled in a logging questionnaire after each task.
The quantitative analysis of the use of the writing mode shows that
those participants who had no previous dictating experience, tend to use
the voice input more extensively, both for formulating and reviewing.
This result is confirmed in the more detailed case analysis. The other
analyses in the case study -- i.e. repair, revision, and pause
analysis-refine the differences in the organization of the writing
process between the writers, and show that the speech recognition mode
seems to create a writing environment that is open for different writing
profiles.

%M J.IWC.17.6.773
%T Cross-user analysis: Benefits of skill level comparison in usability
testing
%S ARTICLE
%A Laura Faulkner
%A David Wick
%J IWC
%D 2005
%V 17
%N 6
%P 773-786
%K Usability testing; Users; HCI methodology; Usability research;
Empirical method
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.intcom.2005.04.004
%X This study presents a cross-user usability test approach and analysis
technique that extends beyond merely identifying the existence of a
usability problem to introducing an empirical basis for identifying the
type of usability problem that exists. For experimental purposes, 60
users were tested with three levels of user-competency determined by
experience in using: (1) computers, and (2) the tested application.
Applying the Tukey honestly significant difference (HSD) test to each
test element provided statistical comparison between different
experience levels. Analysis results between experience levels suggested
which levels encountered usability problems. The authors demonstrate
that statistical calculations of cross-user data can render empirical
support for categorizing usability problems.

%M J.IWC.17.6.787
%T Affordance as context
%S ARTICLE
%A Phil Turner
%J IWC
%D 2005
%V 17
%N 6
%P 787-800
%K Affordance; Familiarity; Phenomenology; Context
%* (c) Copyright 2005 Elsevier B.V.
%W http://dx.doi.org/10.1016/j.intcom.2005.04.003
%X The concept of affordance is relatively easy to define, but has
proved to be remarkably difficult to engineer. This paradox has sparked
numerous debates as to its true nature. The discussion presented here
begins with a review of the use of the term from which emerges evidence
for a two-fold classification -- simple affordance and complex
affordance. Simple affordance corresponds to Gibson's original
formulation, while complex affordances embody such things as history and
practice. In trying to account for complex affordance, two contrasting,
but complementary philosophical treatments are considered. The first of
these is Ilyenkov's account of significances which he claims are 'ideal'
phenomena. Ideal phenomena occupy are objective characteristics of
things and are the product of human purposive activity. This makes them
objective, but not independent (of any particular mind or perception)
hence their similarity to affordances. The second perspective is
Heidegger's phenomenological treatment of 'familiarity' and 'equipment'.
As will be seen, Heidegger has argued that familiarity underpins our
ability to cope in the world. A world, in turn, which itself comprises
the totality of equipment. We cope by making use of equipment. Despite
the different philosophical traditions both Ilyenkov and Heidegger have
independently concluded that a thing is identified by its use and that
use, in turn, is revealed by way of its affordances/significances.
Finally, both authors -- Heidegger directly and Ilyenkov indirectly --
equate context and use, leading to the conclusion that affordance and
context are one and the same.

fpack:!@#$%^&*(): JCSCW13.BA
%M J.JCSCW.13.1.1
%T Adapting Virtual Reality for the Participatory Design of Work
Environments
%A Roy C. Davies
%J JCSCW
%D 2004
%V 13
%N 1
%P 1-33
%K envisionment foundry - multiple-case study - participatory design -
virtual reality - work environments
%* (c) Copyright 2004 Springer
%W http://springerlink.metapress.com/openurl.asp?genre=article&id=doi:10.1023/B:COSU.0000014985.12045.9c
%X This paper describes the evolution of a standard PC-based virtual
reality tool which has been adapted for the participatory design of work
environments. Tool features, method of control and combination with
other participatory design tools are investigated in the context of a
particular design situation. This research is aimed at participatory
design facilitators to aid in the adaptation of similar virtual reality
systems for a similar purpose. The context of this work is the
EnvisionmentWorkshop, in which a group of workers participate with design
experts in using full-scale modelling, pedagogical drama, and democratic
meetings to (re)design their workplace. A series of prototypes have been
developed and tested during the design of a new university in the region
using a case study methodology to provide high ecological validity. These
were preceded by a task analysis, brainstorming and pilot study. The
results suggest that such a tool can be constructed and used successfully
by a small group of people using projected virtual reality. However larger
groups suffer from a bottleneck at the input devices such that a virtual
reality expert must take control and build what the participants wish.

%M J.JCSCW.13.1.35
%T Small-Scale Classification Schemes: A Field Study of Requirements
Engineering
%A Morten Hertzum
%J JCSCW
%D 2004
%V 13
%N 1
%P 35-61
%K classification schemes - conceptual design - cooperative work -
coordination - requirements engineering - requirements specification -
small-scale classification
%* (c) Copyright 2004 Springer
%W http://springerlink.metapress.com/openurl.asp?genre=article&id=doi:10.1023/B:COSU.0000014877.66402.43
%X Small-scale classification schemes are used extensively in
the coordination of cooperative work. This study investigates the creation
and use of a classification scheme for handling the system requirements
during the redevelopment of a nation-wide information system.
This requirements classification inherited a lot of its structure from the
existing system and rendered requirements that transcended the framework
laid out by the existing system almost invisible. As a result, the
requirements classification became a defining element of
the requirements-engineering process, though its main effects remained
largely implicit. The requirements classification contributed
to constraining the requirements-engineering process by supporting the
software engineers in maintaining some level of control over the process.
This way, the requirements classification provided the software
engineers with an important means of discretely balancing the contractual
aspect of requirements engineering against facilitating the users in an
open-ended search for their system requirements. The requirements
classification is analysed in terms of the complementary concepts of
boundary objects and coordination mechanisms. While coordination
mechanisms focus on how classification schemes enable cooperation among
people pursuing a common goal, boundary objects embrace the
implicit consequences of classification schemes in situations involving
conflicting goals. Moreover, the requirements specification focused on
functional requirements and provided little information about why these
requirements were considered relevant. This stands in contrast to the
discussions at the project meetings where the software engineers
made frequent use of both abstract goal descriptions and concrete examples
to make sense of the requirements. This difference between the written
requirements specification and the oral discussions at the meetings may
help explain software engineers' general preference for people, rather
than documents, as their information sources.

%M J.JCSCW.13.1.63
%T Empirical Study on Collaborative Writing: What Do Co-authors Do, Use,
and Like?
%A Sylvie Noel
%A Jean-Marc Robert
%J JCSCW
%D 2004
%V 13
%N 1
%P 63-89
%K CSCW: Computer Supported Collaborative Work - computer supported
collaborative writing - collaboration - collaborative writing -
groupware
%* (c) Copyright 2004 Springer
%W http://springerlink.metapress.com/openurl.asp?genre=article&id=doi:10.1023/B:COSU.0000014876.96003.be
%X How do people work when they are collaborating to write a document?
What kind of tools do they use and, in particular, do they resort to
groupware for this task? Forty-one people filled out a questionnaire
placed on the World Wide Web. In spite of the existence of specialized
collaborative writing tools, most respondents reported using individual
word processors and email as their main tools for writing joint documents.
Respondents noted the importance of functions such as change tracking,
version control, and synchronous work for collaborative writing tools.
This study also confirmed the great variability that exists between
collaborative writing projects, whether it be group membership,
management, writing strategy, or scheduling issues.

%M J.JCSCW.13.1.91
%T From Cards to Code: How Extreme Programming Re-Embodies Programming
as a Collective Practice
%A Adrian MacKenzie
%A Simon Monk
%J JCSCW
%D 2004
%V 13
%N 1
%P 91-117
%K co-ordination work - ethnography - extreme programming - software
development techniques - user-centred design
%* (c) Copyright 2004 Springer
%W http://springerlink.metapress.com/openurl.asp?genre=article&id=doi:10.1023/B:COSU.0000014873.27735.10
%X This paper discusses Extreme Programming (XP), a relatively new and
increasingly popular 'user-centred' software design approach. Extreme
Programming proposes that collaborative software development should be
centred on the practices of programming. That proposal contrasts strongly
with more heavily instrumented, formalised and centrally managed software
engineering methodologies. The paper maps the interactions of an
Extreme Programming team involved in building a commercial organisational
knowledge management system. Using ethnographic techniques, it analyses
how this particular style of software development developed in a given
locality, and how it uniquely hybridised documents, conversations,
software tools and office layout in that locality. It examines some of
the many artifices, devices, techniques and talk that come together as a
complicated contemporary software system is produced. It argues that XP's
emphasis on programming as the coreactivity and governing metaphor can
only be understood in relation to competing overtly formal software
engineering approaches and the organisational framing of software
development. XP, it suggests, gains traction by re-embodying the habits of
programming as a collective practice.

%M J.JCSCW.13.2.125
%T Ambiguities, Awareness and Economy: A Study of Emergency Service Work
%A Marten Pettersson
%A Dave Randall
%A Bo Helgeson
%J JCSCW
%D 2004
%V 13
%N 2
%P 125-154
%K ambiguity - awareness - control room study - design - emergency
handling - ethnography - ethnomethodology - field study - safety
critical work - technology-in-use
%* (c) Copyright 2004 Springer
%W http://springerlink.metapress.com/openurl.asp?genre=article&id=doi:10.1023/B:COSU.0000045707.37815.d1
%X This paper derives from a study undertaken at an emergency service
centre by researchers at the Blekinge Institute of Technology, Sweden. It
forms part of a project involving partners at the university and
in Swedish emergency service centres. The focus in this project was on the
possibility of developing new technology for use in these centres. One
vision for the new technology is to support distribution of calls and
handling of cases across several centres. Historically the work has been
conducted in a number of different centres, where responsibilities
are thus primarily geographically localised and where, as a result,
practices in the different centres may be distinctively local.
   The study has focused on features of work familiar to the CSCW
community, including documenting and analysing current work practices,
understanding the properties of the technology in question, and perhaps
most importantly how the technology functions in use. Our focus in this
paper exemplifies these themes through the analysis of three cases. In the
first, the issue in question is the way in which an emergency is
identified and dealt with, it being the case that a typical problem to be
dealt with by operators, and more commonly in the days of mobile
telephony, is that of multiple reporting of a single case. Of particular
interest here is the phenomenon of listening-in, which is a function in
the Computer Aided Dispatch system and by contrast that of 'overhearing',
which is not. The second and third cases focus on the relevance of
large paper maps, given the existence of computerized maps in these
centres. Based on our own analysis and on work done by others in
similar contexts, we develop an argument for a sense of organizational
relevance that hopefully integrates existing analytic interests
in emergency service work.

%M J.JCSCW.13.2.155
%T Organizational Memory as Objects, Processes, and Trajectories: An
Examination of Organizational Memory in Use
%A Mark S. Ackerman
%A Christine Halverson
%J JCSCW
%D 2004
%V 13
%N 2
%P 155-189
%K boundary objects - collective memory - contextualization - corporate
memory - distributed cognition - information reuse - knowledge
management - memory reuse - organizational memory - trajectories of
information
%* (c) Copyright 2004 Springer
%W http://springerlink.metapress.com/openurl.asp?genre=article&id=doi:10.1023/B:COSU.0000045805.77534.2a
%X For proper knowledge management, organizations must consider how
knowledge is kept and reused. The term organizational memory is due for
an overhaul. Memory appears to be everywhere in organizations; yet, the
term has been limited to only a few uses. Based on an ethnographic study
of a telephone hotline group, this paper presents a micro-level,
distributed cognition analysis of two hotline calls, the work activity
surrounding the calls, and the memory used in the work activity. Drawing
on the work of Star, Hutchins, and Strauss, the paper focuses on issues
of applying past information for current use. Our work extends Strauss'
and Hutchins' trajectories to get at the understanding of potential
future use by participants and its role in current information storage.
We also note the simultaneously shared provenance and governance of
multiple memories - human and technical. This analysis and the
theoretical framework we construct should be to be useful in further
efforts in describing and analyzing organizational memory within the
context of knowledge management efforts.

%M J.JCSCW.13.2.191
%T Domestic Routines and Design for the Home
%A Andy Crabtree
%A Tom Rodden
%J JCSCW
%D 2004
%V 13
%N 2
%P 191-220
%* (c) Copyright 2004 Springer
%W http://springerlink.metapress.com/openurl.asp?genre=article&id=doi:10.1023/B:COSU.0000045712.26840.a4

%M J.JCSCW.13.3/4.221
%T Introduction to Special Issue on Context-Aware Computing in CSCW
%A Albrecht Schmidt
%A Tom Gross
%A Mark Billinghurst
%J JCSCW
%D 2004
%V 13
%N 3/4
%P 221-222
%* (c) Copyright 2004 Springer
%W http://springerlink.metapress.com/openurl.asp?genre=article&id=doi:10.1007/s10606-004-2800-x

%M J.JCSCW.13.3/4.223
%T A Historical View of Context
%A Matthew Chalmers
%J JCSCW
%D 2004
%V 13
%N 3/4
%P 223-247
%K adaptation - appropriation - context modelling - system design -
theory - ubicomp
%* (c) Copyright 2004 Springer
%W http://springerlink.metapress.com/openurl.asp?genre=article&id=doi:10.1007/s10606-004-2802-8
%X This paper examines a number of the approaches, origins and ideals of
context-aware systems design, looking particularly at the way that
history influences what we do in our ongoing activity. As a number of
sociologists and philosophers have pointed out, past social interaction,
as well as past use of the heterogeneous mix of media, tools and
artifacts that we use in our everyday activity, influence our ongoing
interaction with the people and media at hand. We suggest that ones
experience and history is thus part of ones current context, with
patterns of use temporally and subjectively combining and
interconnecting different media as well as different modes of use of
those media. One such mode of use is transparent use, put forward by
Weiser as ubicomps design ideal. One theoretical finding is that this
design ideal is unachievable or incomplete because transparent and more
focused analytical use are interdependent, affecting and feeding into
each other through ones experience and history. Using these theoretical
points, we discuss a number of context-aware system designs that make
good use of history in supporting ongoing user activity.

%M J.JCSCW.13.3/4.249
%T People-to-People-to-Geographical-Places: The P3 Framework for
Location-Based Community Systems
%A Quentin Jones
%A Sukeshini A. Grandhi
%A Loren Terveen
%A Steve Whittaker
%J JCSCW
%D 2004
%V 13
%N 3/4
%P 249-282
%* (c) Copyright 2004 Springer
%W http://springerlink.metapress.com/openurl.asp?genre=article&id=doi:10.1007/s10606-004-2803-7
%X In this paper we examine an emerging class of systems that link
People-to-People-to-Geographical-Places; we call these P3-Systems.
Through analyzing the literature, we have identified four major
P3-System design techniques: People-Centered systems that use either
absolute user location (e.g. Active Badge) or user proximity (e.g.
Hocman) and Place-Centered systems based on either a representation of
peoples use of physical spaces (e.g. ActiveMap) or on a matching virtual
space that enables online interaction linked to physical location (e.g.
Geonotes). In addition, each feature can be instantiated synchronously
or asynchronously. The P3-System framework organizes existing systems
into meaningful categories and structures the design space for an
interesting new class of potentially context-aware systems. Our
discussion of the framework suggests new ways of understanding and
addressing the privacy concerns associated with location aware community
system and outlines additional socio-technical challenges and
opportunities.

%M J.JCSCW.13.3/4.283
%T Modelling Shared Contexts in Cooperative Environments: Concept,
Implementation, and Evaluation
%A Tom Gross
%A Wolfgang Prinz
%J JCSCW
%D 2004
%V 13
%N 3/4
%P 283-303
%K contexts - CSCW - evaluation - group awareness - modelling
%* (c) Copyright 2004 Springer
%W http://springerlink.metapress.com/openurl.asp?genre=article&id=doi:10.1007/s10606-004-2804-6
%X Users who work together require adequate information about their
cooperative environment: about other group members presence and
activities, about shared artefacts, etc. In the CSCW literature several
concepts, prototypes, and systems for providing this group awareness
information have been presented. In general, they capture information
from the environment, process it, and present it to the users. This
paper addresses the processing aspect; in particular, we present a
concept for processing awareness information by means of awareness
contexts. With this concept we address the problem of contextualising
event notifications enabling the presentation of notifications in the
appropriate user situation. We describe a lightweight model and its
integration into an event and notification infrastructure. We report on
an empirical study, and draw some conclusions for the design of
context-awareness for cooperative environments.

%M J.JCSCW.13.3/4.305
%T Building Connections among Loosely Coupled Groups: Hebb's Rule at
Work
%A S. Carter
%A J. Mankoff
%A P. Goddi
%J JCSCW
%D 2004
%V 13
%N 3/4
%P 305-327
%K CSCW - social computing - peripheral displays - sensors
%* (c) Copyright 2004 Springer
%W http://springerlink.metapress.com/openurl.asp?genre=article&id=doi:10.1007/s10606-004-2805-5
%X Awareness of others interests can lead to fruitful collaborations,
friendships and positive social change. Interviews of groups involved in
both research and corporate work revealed a lack of awareness of shared
interests among workers sharing an organizational affiliation and
collocated in the same building or complex but still physically
separated (e.g., by walls or floors). Our study showed that loosely
coupled groups were less likely to discover shared interests in the way
that many tightly collocated groups do, such as by overhearing
conversations or noticing paraphernalia. Based on these findings we
iteratively developed a system to capture and display shared interests.
Our platform includes an e-mail sensor to discover personal interests, a
search algorithm to determine shared interests, a public peripheral
display and lightweight location-tracking system to convey those
interests. We deployed the system to two groups for two months and found
that the system did lead to increased awareness of shared interests.

%M J.JCSCW.13.3/4.329
%T Building a Context Sensitive Telephone: Some Hopes and Pitfalls for
Context Sensitive Computing
%A Barry Brown
%A Rebecca Randell
%J JCSCW
%D 2004
%V 13
%N 3/4
%P 329-345
%K alarms - context sensitive computing - dwelling - telephones
%* (c) Copyright 2004 Springer
%W http://springerlink.metapress.com/openurl.asp?genre=article&id=doi:10.1007/s10606-004-2806-4
%X Although the idea of making technology more context aware is an
alluring one, this seemingly simple move hides a great deal of
complexity. Even simple examples such as a context sensitive mobile
phone which knows when not to ring, are unlikely to be successful. Any
context sensitive technology is likely to make mistakes - like ringing
in the middle of a film, or not ringing for an urgent call. Using three
examples from fieldwork of alerting systems (two ringing phones and one
medical alarm in a hospital), we suggest three guidelines for context
systems which could genuinely assist users. First, we argue that context
sensitive computing should be used defensively, where incorrect
behaviour is tolerable. Second, that technology can provide structures
to which people themselves can add context. Third, that technology can
communicate context to users, allowing users to make sense of that
contextual information themselves. Lastly we argue for an understanding
of the long term use of technology use, dwelling with technology, a
process which changes how the world is seen and experienced.

%M J.JCSCW.13.5/6.347
%T Preface
%A Carla Simone
%A Marilyn Tremaine
%J JCSCW
%D 2004
%V 13
%N 5/6
%P 347-348
%* (c) Copyright 2004 Springer
%W http://springerlink.metapress.com/openurl.asp?genre=article&id=doi:10.1007/s10606-004-5058-4

%M J.JCSCW.13.5/6.349
%T Ordering Systems: Coordinative Practices and Artifacts in
Architectural Design and Planning
%A Kjeld Schmidt
%A Ina Wagner
%J JCSCW
%D 2004
%V 13
%N 5/6
%P 349-408
%K architectural work - classification - coordinative artifacts - common
information spaces - indexation - nomenclatures - notations
%* (c) Copyright 2004 Springer
%W http://springerlink.metapress.com/openurl.asp?genre=article&id=doi:10.1007/s10606-004-5059-3
%X In their cooperative effort, architects depend critically on
elaborate coordinative practices and artifacts. The article presents, on
the basis of an in-depth study of architectural work, an analysis of
these practices and artifacts and shows that they are multilaterally
interrelated and form complexes of interrelated practices and artifacts
which we have dubbed ordering systems. In doing so, the article outlines
an approach to investigating and conceiving of such practices.

%M J.JCSCW.13.5/6.409
%T Push-to-Talk Social Talk
%A Allison Woodruff
%A Paul M. Aoki
%J JCSCW
%D 2004
%V 13
%N 5/6
%P 409-441
%K cellular radio - instant messaging - two-way radio - walkie-talkies
%* (c) Copyright 2004 Springer
%W http://springerlink.metapress.com/openurl.asp?genre=article&id=doi:10.1007/s10606-004-5060-x
%X This paper presents an exploratory study of college-age students
using two-way, push-to-talk cellular radios. We describe the observed
and reported use of cellular radio by the participants. We discuss how
the half-duplex, lightweight cellular radio communication was associated
with reduced interactional commitment, which meant the cellular radios
could be used for a wide range of conversation styles. One such style,
intermittent conversation, is characterized by response delays.
Intermittent conversation is surprising in an audio medium, since it is
typically associated with textual media such as instant messaging. We
present design implications of our findings.

%M J.JCSCW.13.5/6.443
%T Increasing Workplace Independence for People with Cognitive
Disabilities by Leveraging Distributed Cognition among Caregivers and
Clients
%A Stefan Carmien
%A Rogerio DePaula
%A Andrew Gorman
%A Anja Kintsch
%J JCSCW
%D 2004
%V 13
%N 5/6
%P 443-470
%K active distributed support - disabilities - lifeline - MAPS - work
group organization
%* (c) Copyright 2004 Springer
%W http://springerlink.metapress.com/openurl.asp?genre=article&id=doi:10.1007/s10606-004-5061-9
%X This paper describes a group configuration that is currently employed
to support the everyday living and working activities of people with
cognitive disabilities. A client receiving face-to-face, often
one-to-one, assistance from a dedicated human job coach is
characteristic of this traditional configuration. We compare it with
other group configurations that are used in cooperative and distributed
work practices and propose an alternative configuration titled active
distributed support system. In so doing, we highlight requirements that
are unique to task support for people with cognitive disabilities. In
particular, we assert that the knowledge of how to perform such
activities is shared not only among people, but also between people and
artifacts. There is a great potential for innovative uses of ubiquitous
and mobile technologies to support these activities. A survey of
technologies that have been developed to provide these individuals with
greater levels of independence is then presented. These endeavors often
attempt to replace human job coaches with computational cognitive aids.
We discuss some limitations of such approaches and present a model and
prototype that extends the computational job coach by incorporating
human caregivers in a distributed one-to-many support system.

%M J.JCSCW.13.5/6.471
%T Community-Building with Web-Based Systems - Investigating a Hybrid
Community of Students
%A Markus Rohde
%A Leonard Reinecke
%A Bernd Pape
%A Monique Janneck
%J JCSCW
%D 2004
%V 13
%N 5/6
%P 471-499
%K CommSy - communities of practice (COP) - e-community-building -
hybrid and self-organized community of students - qualitative interviews
- social identity theory (SIT)
%* (c) Copyright 2004 Springer
%W http://springerlink.metapress.com/openurl.asp?genre=article&id=doi:10.1007/s10606-004-5066-4
%X This paper examines WiInf-Central, the virtual homeplace of a student
community (on Information Systems) at the University of Hamburg, and
focuses on processes of social identity and community-building. Drawing
on social-identity theory and communities of practice as our theoretical
basis, we illustrate that the processes of identity-building and
positive in-group evaluation triggered by WiInf-Central serve as a means
for students of Information Systems to assert themselves against faculty
members and students of other disciplines. While our study reveals
strong mechanisms of social exclusion, inclusion mechanisms have to be
assessed in a more differentiated way. In particular, our study shows
the emergence of several subgroups, which appear largely closed to other
community members. We ascribe this to both the self-organized and the
hybrid - half virtual, half real - nature of the community based on
WiInf-Central.

%M J.JCSCW.13.5/6.501
%T Roles of Orientation in Tabletop Collaboration: Comprehension,
Coordination and Communication
%A Russell Kruger
%A Sheelagh Carpendale
%A Stacey D. Scott
%A Saul Greenberg
%J JCSCW
%D 2004
%V 13
%N 5/6
%P 501-537
%K collaborative computing - co-located collaboration -
computer-supported cooperative work - interface design - observational
study - orientation - rotation - synchronous interaction - tabletop
display
%* (c) Copyright 2004 Springer
%W http://springerlink.metapress.com/openurl.asp?genre=article&id=doi:10.1007/s10606-004-5062-8
%X In order to support co-located collaboration, many researchers are
now investigating how to effectively augment tabletops with electronic
displays. As far back as 1988, orientation was recognized as a
significant human factors issue that must be addressed by electronic
tabletop designers. As with traditional tables, when people stand or sit
at different positions around a horizontal display they will be viewing
the contents from different angles. One common solution to this problem
is to have the software reorient objects so that a given individual can
view them right way up. Yet is this the best approach? If not, how do
people actually use orientation on tables? To answer these questions, we
conducted an observational study of collaborative activity on a
traditional table. Our results show that the strategy of reorienting
objects to a persons view is overly simplistic: while important, it is
an incomplete view of how people exploit their ability to reorient
objects. Orientation proves critical in how individuals comprehend
information, how collaborators coordinate their actions, and how they
mediate communication. The coordinating role of orientation is evident
in how people establish personal and group spaces and how they signal
ownership of objects. In terms of communication, orientation is useful
in initiating communicative exchanges and in continuing to speak to
individuals about particular objects and work patterns as collaboration
progresses. The three roles of orientation have significant implications
for the design of tabletop software and the assessment of existing
tabletop systems.

%M J.JCSCW.13.5/6.539
%T The MAUI Toolkit: Groupware Widgets for Group Awareness
%A Jason Hill
%A Carl Gutwin
%J JCSCW
%D 2004
%V 13
%N 5/6
%P 539-571
%K awareness - feedthrough - groupware interfaces - group widgets
%* (c) Copyright 2004 Springer
%W http://springerlink.metapress.com/openurl.asp?genre=article&id=doi:10.1007/s10606-004-5063-7
%X Group awareness is an important part of synchronous collaboration,
and support for group awareness can greatly improve groupware usability.
However, it is still difficult to build groupware that supports group
awareness. To address this problem, we have developed the Multi-User
Awareness UI toolkit (MAUI) toolkit, a Java toolkit with a broad suite
of awareness-enhanced UI components. The toolkit contains both
extensions of standard Swing widgets, and groupware-specific components
such as telepointers. All components have added functionality for
collecting, distributing, and visualizing group awareness information.
The toolkit packages components as JavaBeans, allowing wide code reuse,
easy integration with IDEs, and drag-and-drop creation of working
group-aware interfaces. The toolkit provides the first ever set of UI
widgets that are truly collaboration-aware, and provides them in a way
that greatly simplifies the construction and testing of rich groupware
interfaces.

%M J.JCSCW.13.5/6.573
%T Consistency Control for Synchronous and Asynchronous Collaboration
Based on Shared Objects and Activities
%A Jurgen Vogel
%A Werner Geyer
%A Li-Te Cheng
%A Michael Muller
%J JCSCW
%D 2004
%V 13
%N 5/6
%P 573-602
%K ActivityExplorer - activity-centric collaboration - consistency
control - object-centric sharing - peer-to-peer - replication -
synchronous and asynchronous collaboration
%* (c) Copyright 2004 Springer
%W http://springerlink.metapress.com/openurl.asp?genre=article&id=doi:10.1007/s10606-004-5064-6
%X We describe a new collaborative technology that bridges the gap
between ad hoc collaboration in email and more formal collaboration in
structured shared workspaces. Our approach is based on the notion of
object-centric sharing, where users collaborate in a lightweight manner
but aggregate and organize different types of shared artifacts into
semi-structured activities with dynamic membership, hierarchical object
relationships, as well as real-time and asynchronous collaboration. We
present a working prototype that implements object-centric sharing on
the basis of a replicated peer-to-peer architecture. In order to keep
replicated data consistent in such a dynamic environment with blended
synchronous and asynchronous collaboration, we designed appropriate
consistency control algorithms, which we describe in detail. The
performance of our approach is demonstrated by means of simulation
results.

%M J.JCSCW.13.5/6.603
%T Software Framework for Managing Heterogeneity in Mobile Collaborative
Systems
%A Carlos D. Correa
%A Ivan Marsic
%J JCSCW
%D 2004
%V 13
%N 5/6
%P 603-638
%K collaborative systems - consistency maintenance - content adaptation
- mobile computing - scene simplification
%* (c) Copyright 2004 Springer
%W http://springerlink.metapress.com/openurl.asp?genre=article&id=doi:10.1007/s10606-004-5065-5
%X Heterogeneity in mobile computing devices and application scenarios
complicates the development of collaborative software systems.
Heterogeneity includes disparate computing and communication
capabilities, differences in users needs and interests, and semantic
conflicts across different domains and representations. In this paper,
we describe a software framework that supports mobile collaboration by
managing several aspects of heterogeneity. Adopting graph as a common
data structure for the application state representation enables us to
develop a generic solution for handling the heterogeneities. The effect
external forces, such as resource constraints and diverging user
interests, can be quantified and controlled as relational and attribute
heterogeneity of state graphs. When mapping the distributed replicas of
the application state, the external forces inflict a loss of graph
information, resulting in many-to-one correspondences of graph elements.
A key requirement for meaningful collaboration is maintaining a
consistent shared state across the collaborating sites. Our framework
makes the best of maximizing the state consistency, while accommodating
the external force constraints, primarily the efficient use of scarce
system resources. Furthermore, we describe the mobility aspects of our
framework, mainly its extension to peer-to-peer scenarios and situations
of intermittent connectivity. We describe an implementation of our
framework applied to the interoperation of shared graphics editors
across multiple platforms, where users are able to share 2D and 3D
virtual environments represented as XML documents. We also present
performance results, namely resource efficiency and latency, which
demonstrate its feasibility for mobile scenarios.

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%M C.ASSETS.04.1
%T Beyond tagging: the organized blind, your best ally in a proactive
paradigm
%A Betsy A. Zaborowski
%B ASSETS04
%D 2004
%P 1
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1028630.1028631

%M C.ASSETS.04.2
%T Audio enriched links: web page previews for blind users
%S Audio interactions
%A Peter Parente
%B ASSETS04
%D 2004
%P 2-8
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1028630.1028633
%X Audio Enriched Links provide previews of linked web pages to users
with visual impairments. Before a user follows a hyperlink, the Audio
Enriched Links software presents a spoken summary of the next page
including its title, its relation to the current page, statistics about
its content, and some highlights from its content. We believe that such
a summary may be a useful surrogate for a full web page, and help users
with visual impairments decide whether or not to spend time visiting a
linked page. In this paper, we present some motivation for the Audio
Enriched Links project. We describe the design and implementation of the
current software prototype, and discuss the results of an initial
evaluation involving four participants. We conclude with some
implications of this work and directions for future research.

%M C.ASSETS.04.9
%T The audio abacus: representing numerical values with nonspeech sound
for the visually impaired
%S Audio interactions
%A Bruce N. Walker
%A Jeffrey Lindsay
%A Justin Godfrey
%B ASSETS04
%D 2004
%P 9-15
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1028630.1028634
%X Point estimation is a relatively unexplored facet of sonification. We
present a new computer application, the Audio Abacus, designed to
transform numbers into tones following the analogy of an abacus. As this
is an entirely novel approach to sonifying exact data values, we have
begun a systematic line of investigation into the application settings
that work most effectively. Results are presented for an initial study.
Users were able to perform relatively well with very little practice or
training, boding well for this type of display. Further investigations
are planned. This could prove to be very useful for visually impaired
individuals given the common nature of numerical data in everyday
settings.

%M C.ASSETS.04.16
%T Rendering tables in audio: the interaction of structure and reading
styles
%S Audio interactions
%A Yeliz Yesilada
%A Robert Stevens
%A Carole Goble
%A Shazad Hussein
%B ASSETS04
%D 2004
%P 16-23
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1028630.1028635
%X Tables remain a persistent problem for visually impaired people using
screen readers. Tables are complex structures that are widely used for
different purposes such as spatial layout or data summarisation. The
multi-dimensional nature of tables challenges the linear interaction
styles typically supported by screen readers. To read a table, a user
needs to maintain coherency of, and interact with more than one
dimension. In this paper, we first characterise why tables are useful in
print, but difficult to read in the audio. We present a survey of the
relationship between table structure, intention and the reading styles
employed to use the content of tables. We then present two different
approaches for interacting with tables non-visually. These approaches
are designed to support the characteristics of tables that make them
such a popular and useful means of conveying information. The first
approach provides a small table browser called EVITA (Enabling Visually
Impaired Table Access), whose aim is to enable non-visual table browsing
and reading in an analogous manner to the print medium. The second
approach provides a table lineariser to transform tables into a form
such that they can be easily read by screen readers.

%M C.ASSETS.04.24
%T Memory enhancement through audio
%S Audio interactions
%A Jaime Sanchez
%A Hactor Flores
%B ASSETS04
%D 2004
%P 24-31
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1028630.1028636
%X A number of studies have proposed interactive applications for blind
people. One line of research is the use of interactive interfaces based
on sound to enhance cognition in blind children. Even though these
studies have emphasized learning and cognition, there is still a
shortage of applications to assist the development and use of memory in
these children. This study presents the design, development, and
usability of AudioMemory, a virtual environment based on audio to
develop and use short-term memory. AudioMemory was developed by and for
blind children. They participated in the design and usability tested the
software during and after development. We also introduce AudioMath, an
instance of AudioMemory to assist mathematics learning in children with
visual disabilities. Our results evidenced that sound can be a powerful
interface to develop and enhance memory and mathematics learning in
blind children.

%M C.ASSETS.04.32
%T Accessibility of Internet websites through time
%S Evaluating accessibility
%A Stephanie Hackett
%A Bambang Parmanto
%A Xiaoming Zeng
%B ASSETS04
%D 2004
%P 32-39
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1028630.1028638
%X Using Internet Archive's Wayback Machine, a random sample of websites
from 1997-2002 were retrospectively analyzed for effects that technology
has on accessibility for persons with disabilities and compared to
government websites. Analysis of Variance (ANOVA) and Tukey's HSD were
used to determine differences among years. Random websites become
progressively inaccessible through the years (p&lt;0.0001) [as shown by
increasing Web Accessibility Barrier (WAB) scores], while complexity of
the websites increased through the years (p&lt;0.0001). Pearson's
correlation (r) was performed to correlate accessibility and complexity:
r=0.463 (p&lt;0.01). Government websites remain accessible while
increasing in complexity: r=0.14 (p&lt;0.041). It is concluded that
increasing complexity, oftentimes caused by adding new technology to a
Web page, inadvertently contributes to increasing barriers to
accessibility for persons with disabilities.

%M C.ASSETS.04.40
%T Evaluation of a non-visual molecule browser
%S Evaluating accessibility
%A Andy Brown
%A Steve Pettifer
%A Robert Stevens
%B ASSETS04
%D 2004
%P 40-47
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1028630.1028639
%X This paper describes the evaluation of software, software designed to
allow visually impaired users to explore the structures of chemical
molecules using a speech based presentation. Molecular structures are
typically presented as two dimensional schematics, and are an important
example of a widely used form of diagram -- the graph. software is
designed for exploring this specific class of graph. Among its features
is the ability to recognise and make explicit features of the graph that
would otherwise need to be inferred. The evaluation compared software
with a simpler version without this facility, and found that
participants were able to explore molecular structures more easily. We
discuss the software, evaluation and results, particularly comparing
them with theoretical considerations about how sighted readers use
diagrams. Finally, we extract the important issues for non-visual graph
presentation: making implicit features explicit; enabling hierarchical
and connection-based browsing; allowing annotation; and helping users
keep their orientation.

%M C.ASSETS.04.48
%T A galvanic skin response interface for people with severe motor
disabilities
%S Evaluating accessibility
%A Melody M. Moore
%A Umang Dua
%B ASSETS04
%D 2004
%P 48-54
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1028630.1028640
%X Biometric input devices can provide assistive technology access to
people who have little or no motor control. We explore a biometric
control interface based on the Galvanic Skin Response, to determine its
effectiveness as a non-muscular channel of input. This paper presents
data from several online studies of a locked-in subject using a Galvanic
Skin Response system for communication and control. We present issues
with GSR control, and approaches that may improve accuracy and
information transfer rate.

%M C.ASSETS.04.55
%T UMA: a system for universal mathematics accessibility
%S Accessibility infrastructure and supporting tools
%A A. I. Karshmer
%A G. Gupta
%A E. Pontelli
%A K. Miesenberger
%A N. Ammalai
%A D. Gopal
%A M. Batusic
%A B. Stoger
%A B. Palmer
%A H.-F. Guo
%B ASSETS04
%D 2004
%P 55-62
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1028630.1028642
%X We describe the UMA system, a system developed under a
multi-institution collaboration for making mathematics universally
accessible. The UMA system includes translators that freely
inter-convert mathematical documents transcribed in formats used by
unsighted individual (Nemeth, Marburg) to those used by sighted
individuals (LaTeX, Math-ML, OpenMath) and vice versa. The UMA system
also includes notation-independent tools for aural navigation of
mathematics. In this paper, we give an overview of the UMA system and
the techniques used for realizing it.

%M C.ASSETS.04.63
%T Middleware to expand context and preview in hypertext
%S Accessibility infrastructure and supporting tools
%A Simon Harper
%A Carole Goble
%A Robert Stevens
%A Yeliz Yesilada
%B ASSETS04
%D 2004
%P 63-70
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1028630.1028643
%X Movement, or mobility, is key to the accessibility, design, and
usability of many hypermedia resources (websites); and key to good
mobility is context and preview by probing. This is especially the case
for visually impaired users when a hypertext anchor is inaccurately
described or is described out of context. This means confusion and
disorientation. Mobility is similarly reduced when the link target of
the anchor has no relationship to the expected information present on
the hypertext node (web-page). We suggest that confident movement with
purpose, ease, and accuracy can only be achieved when complete
contextual information and an accurate description of the proposed
destination (preview) are available. Our past work (1) deriving mobility
heuristics from mobility models, (2) transforming web-pages based on
these heuristics, and (3) building tools to analyse and access these
transformed pages; has shown us that a tool to expand context and
preview would be useful. In this paper we describe the development of
such a middleware tool to automatically and dynamically annotate
web-pages with additional context information present within the page,
and preview information present within hypertext link destinations found
on the page.

%M C.ASSETS.04.71
%T Automating accessibility: the dynamic keyboard
%S Accessibility infrastructure and supporting tools
%A Shari Trewin
%B ASSETS04
%D 2004
%P 71-78
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1028630.1028644
%X People with motor disabilities may need to adjust the configuration
of their input devices, but often find this an obscure and difficult
process. The Dynamic Keyboard exemplifies a potential solution. It
continuously adjusts fundamental keyboard accessibility features to suit
the requirements of the current user, based on a keyboard use model.
Early field results indicate that users have not chosen to take control
of these accessibility features from the Dynamic Keyboard, and that a
variety of settings are being used. A more detailed ongoing study
suggests that automatic adjustment of the key repeat delay feature is
acceptable to users, while the debounce feature may not be appropriate
for dynamic adjustment.

%M C.ASSETS.04.79
%T MEMOS: an interactive assistive system for prospective memory deficit
compensation-architecture and functionality
%S Accessibility infrastructure and supporting tools
%A Hendrik Schulze
%B ASSETS04
%D 2004
%P 79-85
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1028630.1028645
%X The Mobile Extensible Memory Aid System (MEMOS) is an electronic
memory aid system which was developed to support patients with deficits
in the prospective memory after a brain injury. A special palmtop
computer, the Personal Memory Assistant (PMA), reminds the patient of
important tasks and supervises the patient's actions. The PMA
communicates with a stationary care system via a bidirectional cellular
radio connection (GPRS). MEMOS features structured interactive reminding
impulses, a flexible task scheduling, integration of a heterogeneous
group of caregivers and integration in the patient's everyday life. The
bidirectional communication allows for reporting of critical situations
back to a responsible care-giver, so MEMOS can be used even in a
critical context. This paper describes the requirements for a memory aid
system, the design and functionality of MEMOS as well as its application
in the practical care of patients.

%M C.ASSETS.04.86
%T Eyedraw: a system for drawing pictures with eye movements
%S Cursor control
%A Anthony Hornof
%A Anna Cavender
%A Rob Hoselton
%B ASSETS04
%D 2004
%P 86-93
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1028630.1028647
%X This paper describes the design and development of EyeDraw, a
software program that will enable children with severe mobility
impairments to use an eye tracker to draw pictures with their eyes so
that they can have the same creative developmental experiences as
nondisabled children. EyeDraw incorporates computer-control and software
application advances that address the special needs of people with motor
impairments, with emphasis on the needs of children. The contributions
of the project include (a) a new technique for using the eyes to control
the computer when accomplishing a spatial task, (b) the crafting of
task-relevant functionality to support this new technique in its
application to drawing pictures, and (c) a user-tested implementation of
the idea within a working computer program. User testing with
nondisabled users suggests that we have designed and built an eye-cursor
and eye drawing control system that can be used by almost anyone with
normal control of their eyes. The core technique will be generally
useful for a range of computer control tasks such as selecting a group
of icons on the desktop by drawing a box around them.

%M C.ASSETS.04.94
%T Speech-based cursor control: a study of grid-based solutions
%S Cursor control
%A Liwei Dai
%A Rich Goldman
%A Andrew Sears
%A Jeremy Lozier
%B ASSETS04
%D 2004
%P 94-101
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1028630.1028648
%X Speech recognition can be a powerful tool for use in human-computer
interaction. Many researchers are investigating the use of speech
recognition systems for dictation-based activities, resulting in
dramatic improvements in recent years. However, this same
experimentation has confirmed that recognition errors and the delays
inherent with speech recognition result in unacceptably long task
completion times and error rates for cursor control tasks. This study
explores the potential of a speech-controlled grid-based cursor control
mechanism. An experiment evaluated two alternative grid-based solutions,
both using 3-3 grids. One provided a single cursor in the middle of the
grid. The second allows users to select a target using any of nine
cursors. The results confirm that the nine-cursor solution allowed users
to select targets of varying size, distance and direction significantly
faster than the one-cursor solution. Overall results are encouraging
when compared to earlier evaluations of other speech-based cursor
control solutions.

%M C.ASSETS.04.102
%T Mouse movements of motion-impaired users: a submovement analysis
%S Cursor control
%A Faustina Hwang
%A Simeon Keates
%A Patrick Langdon
%A John Clarkson
%B ASSETS04
%D 2004
%P 102-109
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1028630.1028649
%X Understanding human movement is key to improving input devices and
interaction techniques. This paper presents a study of mouse movements
of motion-impaired users, with an aim to gaining a better understanding
of impaired movement. The cursor trajectories of six motion-impaired
users and three able-bodied users are studied according to their
submovement structure. Several aspects of the movement are studied,
including the frequency and duration of pauses between submovements,
verification times, the number of submovements, the peak speed of
submovements and the accuracy of submovements in two-dimensions. Results
include findings that some motion-impaired users pause more often and
for longer than able-bodied users, require up to five times more
submovements to complete the same task, and exhibit a correlation
between error and peak submovement speed that does not exist for
able-bodied users.

%M C.ASSETS.04.110
%T Text entry from power wheelchairs: edgewrite for joysticks and
touchpads
%S Cursor control
%A Jacob O. Wobbrock
%A Brad A. Myers
%A Htet Htet Aung
%A Edmund F. LoPresti
%B ASSETS04
%D 2004
%P 110-117
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1028630.1028650
%X Power wheelchair joysticks have been used to control a mouse cursor
on desktop computers, but they offer no integrated text entry solution,
confining users to point-and-click or point-and-dwell with on-screen
keyboards. But on-screen keyboards reduce useful screen real-estate,
exacerbate the need for frequent window management, and impose a second
focus of attention. By contrast, we present two integrated gestural text
entry methods designed for use from power wheelchairs: one for joysticks
and the other for touchpads. Both techniques are adaptations of
EdgeWrite, originally a stylus-based unistroke method designed for
people with tremor. In a preliminary study of 7 power wheelchair users,
we found that touchpad EdgeWrite was faster than joystick WiVik, and
joystick EdgeWrite was only slightly slower after minimal practice.
These findings reflect "walk up and use"-ability and warrant further
investigation into extended use.

%M C.ASSETS.04.118
%T Strategic design for users with diabetic retinopathy: factors
influencing performance in a menu-selection task
%S Designing for individuals with visual impairments
%A Paula J. Edwards
%A Leon Barnard
%A V. Kathlene Emery
%A Ji Soo Yi
%A Kevin P. Moloney
%A Thitima Kongnakorn
%A Julie A. Jacko
%A Francois Sainfort
%A Pamela R. Oliver
%A Joseph Pizzimenti
%A Annette Bade
%A Greg Fecho
%A Josephine Shallo-Hoffmann
%B ASSETS04
%D 2004
%P 118-125
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1028630.1028652
%X This paper examines factors that affect performance of a basic menu
selection task by users who are visually healthy and users with Diabetic
Retinopathy (DR) in order to inform better interface design. Interface
characteristics such as multimodal feedback, Windows accessibility
settings, and menu item location were investigated. Analyses of Variance
(ANOVA) were employed to examine the effects of interface features on
task performance. Linear regression was used to further examine and
model various contextual factors that influenced task performance.
Results indicated that Windows accessibility settings significantly
improved performance of participants with more progressed DR.
Additionally, other factors, including age, computer experience, visual
acuity, and menu location were significant predictors of the time
required for subjects to complete the task.

%M C.ASSETS.04.126
%T Image pre-compensation to facilitate computer access for users with
refractive errors
%S Designing for individuals with visual impairments
%A Miguel Alonso, Jr.
%A Armando Barreto
%A J. Gualberto Cremades
%B ASSETS04
%D 2004
%P 126-132
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1028630.1028653
%X The use of computer technology for everyday tasks has become
increasingly important in today's world. Frequently, computer technology
makes use of Graphical User Interfaces (GUIs), presented through
monitors or LCD displays. This type of visual interface is not well
suited for users with visual limitations due to refractive errors,
particularly when they are severe and not correctable by common means.
In order to facilitate computer access for users with refractive
deficiencies, an algorithm was developed, using a priori knowledge of
the visual aberration, to generate an inverse transformation of the
images that are then displayed on-screen, countering the effect of the
aberration. The result is that when the user observes the screen
displaying the transformed images, the image perceived in the retina
will be similar to the original image. The algorithm was tested by
artificially introducing a spherical aberration in the field of view of
14 subjects, totaling 28 individual eyes. Results show that when viewing
the screen, this method of compensation improves the visual performance
of the subjects tested in comparison to viewing uncompensated images.

%M C.ASSETS.04.133
%T Nonvisual tool for navigating hierarchical structures
%S Designing for individuals with visual impairments
%A Ann C. Smith
%A Justin S. Cook
%A Joan M. Francioni
%A Asif Hossain
%A Mohd Anwar
%A M. Fayezur Rahman
%B ASSETS04
%D 2004
%P 133-139
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1028630.1028654
%X The hierarchical structure of a program can be quite complex. As
such, many Integrated Development Environments (IDEs) provide graphical
representations of program structure at different levels of abstraction.
Such representations are not very accessible to non-sighted programmers,
as screen readers are not able to portray the underlying hierarchical
structure of the information. In this paper, we define a set of
requirements for an accessible tree navigation strategy. An
implementation of this strategy was developed as a plug-in to the
Eclipse IDE and was tested by twelve student programmers. The evaluation
of the tool shows the strategy to be an efficient and effective way for
a non-sighted programmer to navigate hierarchical structures.

%M C.ASSETS.04.140
%T Designing a cognitive aid for the home: a case-study approach
%S Designing for accessibility
%A Jessica Paradise
%A Elizabeth D. Mynatt
%A Cliff Williams
%A John Goldthwaite
%B ASSETS04
%D 2004
%P 140-146
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1028630.1028656
%X Cognitive impairments play a large role in the lives of surviviors of
mild traumatic brain injuries who are unable to return to their prior
level of independence in their homes. Computational support has the
potential to enable these individuals to regain control over some
aspects of their lives. Our research aims to carefully seek out issues
that might be appropriate for computational support and to build
enabling technologies that increase individuals' functional independence
in the home environment. Using a case-study approach, we explored the
needs and informed the design of a pacing aid for an individual with a
cognitive impairment whose quality of life was negatively affected by
her inability to pace herself during her morning routine. The
contributions of this research include insights we gained with our
methodology, two sets of design dimensions: user-centered contraints
developed from capabilities and preferences of our users and
system-centered capabilities that could be explored in potential
designs, a design concept which illustrates the application of these
design dimensions into a potential pacing aid, and evaluations of paper
prototypes guided by the design dimensions.

%M C.ASSETS.04.147
%T Design and development of an indoor navigation and object
identification system for the blind
%S Designing for accessibility
%A Andreas Hub
%A Joachim Diepstraten
%A Thomas Ertl
%B ASSETS04
%D 2004
%P 147-152
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1028630.1028657
%X In this paper we present a new system that assists blind users in
orienting themselves in indoor environments. We developed a sensor
module that can be handled like a flashlight by a blind user and can be
used for searching tasks within the three-dimensional environment. By
pressing keys, inquiries concerning object characteristics, position,
orientation and navigation can be sent to a connected portable computer,
or to a federation of data servers providing models of the environment.
Finally these inquiries are acoustically answered over a text-to-speech
engine.

%M C.ASSETS.04.153
%T The ethnographically informed participatory design of a PD
application to support communication
%S Designing for accessibility
%A Rhian Davies
%A Skip Marcella
%A Joanna McGrenere
%A Barbara Purves
%B ASSETS04
%D 2004
%P 153-160
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1028630.1028658
%X Aphasia is an acquired communication deficit that impacts the
different language modalities. PDAs have a form factor and feature set
that suggest they could be effective communication tools for people with
aphasia. An ethnographic study was conducted with one participant both
to learn about communication strategies used by people with aphasia, and
to observe how a PDA is incorporated into those strategies. The most
significant usability issues found were file access and organization. A
participatory design phase followed, resulting in a paper prototype of a
file management system that addressed the key usability issues
identified. The participatory approach continued during the
implementation of a high-fidelity prototype.

%M C.ASSETS.04.161
%T visiBabble for reinforcement of early vocalization
%S Designing for accessibility
%A Harriet Fell
%A Cynthia Cress
%A Joel MacAuslan
%A Linda Ferrier
%B ASSETS04
%D 2004
%P 161-168
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1028630.1028659
%X The visiBabble system processes infant vocalizations in real-time. It
responds to the infant's syllable-like productions with brightly colored
animations and records the acoustic-phonetic analysis. The system
reinforces the production of syllabic utterances that are associated
with later language and cognitive development. We report here on the
development of the visiBabble prototype and field-testing of the system.

%M C.ASSETS.04.169
%T A web accessibility service: update and findings
%S Web accessibility
%A Vicki L. Hanson
%A John T. Richards
%B ASSETS04
%D 2004
%P 169-176
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1028630.1028661
%X We report here on our progress on a project first described at the
ASSETS 2002 conference. At that time, we had developed a prototype
system in which a proxy server intermediary was used to adapt Web pages
to meet the needs of older adults. Since that report, we field tested
the prototype and learned of problems with the proxy approach. We report
on the lessons learned from that work and on our new approach towards
meeting the Web needs of older adults and users with disabilities. This
new software makes adaptations on the client machine, with greater
accuracy and speed than was possible with the proxy server approach. It
transforms Web pages "on the fly", without requiring that all Web
content be re-written. The new software has been in use for a year and
we report here on our findings from the usage. We discuss this approach
in the context of Web accessibility standards and Web usability.

%M C.ASSETS.04.177
%T Accessibility designer: visualizing usability for the blind
%S Web accessibility
%A Hironobu Takagi
%A Chieko Asakawa
%A Kentarou Fukuda
%A Junji Maeda
%B ASSETS04
%D 2004
%P 177-184
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1028630.1028662
%X These days, accessibility-related regulations and guidelines have
been accelerating the improvement of Web accessibility. One of the
accelerating factors is the development and deployment of accessibility
evaluation tools for authoring time and repair time. They mainly focus
on creating compliant Web sites by analyzing the HTML syntax of pages,
and report that pages are compliant when there are no syntactical
errors. However, such compliant pages are often not truly usable by
blind users. This is because current evaluation tools merely check if
the HTML tags are appropriately used to be compliant with regulations
and guidelines. It would be better if such tools paid more attention to
real usability, especially on time-oriented usability factors, such as
the speed to reach target content, the ease of understanding the page
structure, and the navigability, in order to help Web designers to
create not simply compliant pages but also usable pages for the blind.
Therefore, we decided to develop Accessibility Designer (aDesigner),
which has capabilities to visualize blind users' usability by using
colors and gradations. The visualization function allows Web designers
to grasp the weak points in their pages, and to recognize how accessible
or inaccessible their pages are at a glance. In this paper, after
reviewing the related work, we describe our approach to visualize blind
users' usability followed by an overview of Accessibility Designer. We
then report on our evaluations of real Web sites using Accessibility
Designer. After discussing the results, we conclude the paper.

%M C.ASSETS.04.185
%T Semantic bookmarking for non-visual web access
%S Web accessibility
%A Saikat Mukherjee
%A I. V. Ramakrishnan
%A Michael Kifer
%B ASSETS04
%D 2004
%P 185-192
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1028630.1028663
%X Bookmarks are shortcuts that enable quick access of the desired Web
content. They have become a standard feature in any browser and recent
studies have shown that they can be very useful for non-visual Web
access as well. Current bookmarking techniques in assistive Web browsers
are rigidly tied to the structure of Web pages. Consequently they are
susceptible to even slight changes in the structure of Web pages. In
this paper we propose semantic bookmarking for non-visual Web access.
With the help of an ontology that represents concepts in a domain,
content in Web pages can be semantically associated with bookmarks. As
long as these associations can be identified, semantic bookmarks are
resilient in the face of structural changes to the Web page. The use of
ontologies allows semantic bookmarks to span multiple Web sites covered
by a common domain. This contributes to the ease of information
retrieval and bookmark maintenance. In this paper we describe highly
automated techniques for creating and retrieving semantic bookmarks.
These techniques have been incorporated into an assistive Web browser.
Preliminary experimental evidence suggests the effectiveness of semantic
bookmarks for non-visual Web access.

fpack:!@#$%^&*(): ASSETS05.BA
%M C.ASSETS.05.1
%T Bridges for the mind: opportunities for research on cognitive
disabilities
%A Clayton Lewis
%B ASSETS05
%D 2005
%P 1
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1090785.1090786

%M C.ASSETS.05.2
%T Universal designs versus assistive technologies: research agendas and
practical applications
%S Panel
%A Chris Law
%A Julie Jacko
%A Bill Peterson
%A Jim Tobias
%B ASSETS05
%D 2005
%P 2-3
%K assistive technologies, research and practice, universal design
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1090785.1090788

%M C.ASSETS.05.4
%T What help do older people need?: constructing a functional design
space of electronic assistive technology applications
%S Evaluating accessibility
%A Dennis Maciuszek
%A Johan Aberg
%A Nahid Shahmehri
%B ASSETS05
%D 2005
%P 4-11
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1090785.1090790
%X In times of ageing populations and shrinking care resources,
electronic assistive technology (EAT) has the potential of contributing
to guaranteeing frail older people a continued high quality of life.
This paper provides users and designers of EAT with an instrument for
choosing and producing relevant and useful EAT applications in the form
of a functional design space. We present the field study that led to the
design space, and give advice on using the tool. 

%M C.ASSETS.05.12
%T An exploratory investigation of handheld computer interaction for
older adults with visual impairments
%S Evaluating accessibility
%A V. Kathlene Leonard
%A Julie A. Jacko
%A Joseph J. Pizzimenti
%B ASSETS05
%D 2005
%P 12-19
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1090785.1090791
%X This study explores factors affecting handheld computer interaction
for older adults with Age-related Macular Degeneration (AMD). This is
largely uncharted territory, as empirical investigations of
human-computer interaction (HCI) concerning users with visual
dysfunction and/or older adults have focused primarily on desktop
computers. For this study, participants with AMD and visually-healthy
controls used a handheld computer to search, select and manipulate
familiar playing card icons under varied icon set sizes, inter-icon
spacing and auditory feedback conditions. While all participants
demonstrated a high rate of task completion, linear regression revealed
several relationships between task efficiency and the interface, user
characteristics and ocular factors. Two ocular measures, severity of AMD
and contrast sensitivity, were found to be highly predictive of
efficiency. The outcomes of this work reveal that users with visual
impairments can effectively interact with GUIs on small displays in the
presence of low-cost, easily implemented design interventions. This
study presents a rich data set and is intended to inspire future work
exploring the interactions of individuals with visual impairments with
non-traditional information technology platforms, such as handheld
computers. 

%M C.ASSETS.05.20
%T Programmer-focused website accessibility evaluations
%S Evaluating accessibility
%A Chris Law
%A Julie Jacko
%A Paula Edwards
%B ASSETS05
%D 2005
%P 20-27
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1090785.1090792
%X Suggested methods for conducting website accessibility evaluations
have typically focused on the needs of end-users who have disabilities.
However, programmers, not people with disabilities, are the end-users of
evaluations reports generated by accessibility specialists. Programmers'
capacity and resource needs are seldom met by the voluminous reports and
long lists of individual website fixes commonly produced using earlier
methods. The rationale for the need to consider the whole website
development process, and the social characteristics of programmers and
project managers is presented. A new programmer-centric Streamlined
Evaluation and Reporting Process for Accessibility (SERPA) is described
in detail. 

%M C.ASSETS.05.28
%T The information-theoretic analysis of unimodal interfaces and their
multimodal counterparts
%S Evaluating accessibility
%A Melanie Baljko
%B ASSETS05
%D 2005
%P 28-35
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1090785.1090793
%X That multimodal interfaces have benefits over unimodal ones has often
been asserted. Several such benefits have been described informally,
but, to date, few have actually been formalized or quantified. In this
paper, the hypothesized benefits of semantically redundant multimodal
input actions are described formally and are quantified using the
formalisms provided by Information Theory. A reinterpretation of Keates
and Robinson's empirical data (1998) shows that their criticism of
multimodal interfaces was, in part, unfounded. 

%M C.ASSETS.05.36
%T Wizard-of-Oz test of ARTUR: a computer-based speech training system
with articulation correction
%S Designing for individuals with hearing impairment
%A Olle Balter
%A Olov Engwall
%A Anne-Marie Oster
%A Hedvig Kjellstrom
%B ASSETS05
%D 2005
%P 36-43
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1090785.1090795
%X This study has been performed in order to test the human-machine
interface of a computer-based speech training aid named ARTUR with the
main feature that it can give suggestions on how to improve
articulation. Two user groups were involved: three children aged 9-14
with extensive experience of speech training, and three children aged 6.
All children had general language disorders.
   The study indicates that the
present interface is usable without prior training or instructions, even
for the younger children, although it needs some improvement to fit
illiterate children. The granularity of the mesh that classifies
mispronunciations was satisfactory, but can be developed further. 

%M C.ASSETS.05.44
%T Representing coordination and non-coordination in an american sign
language animation
%S Designing for individuals with hearing impairment
%A Matt Huenerfauth
%B ASSETS05
%D 2005
%P 44-51
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1090785.1090796
%X While strings and syntax trees are used by the Natural Language
Processing community to represent the structure of spoken languages,
these encodings are difficult to adapt to a signed language like
American Sign Language (ASL). In particular, the multichannel nature of
an ASL performance makes it difficult to encode in a linear
single-channel string. This paper will introduce the
Partition/Constitute (P/C) Formalism, a new method of computationally
representing a linguistic signal containing multiple channels. The
formalism allows coordination and non-coordination relationships to be
encoded between different portions of a signal. The P/C formalism will
be compared to representations used in related research in gesture
animation. The way in which P/C is used by this project to build an
English-to-ASL machine translation system will also be discussed. 

%M C.ASSETS.05.52
%T Visualizing non-speech sounds for the deaf
%S Designing for individuals with hearing impairment
%A Tara Matthews
%A Janette Fong
%A Jennifer Mankoff
%B ASSETS05
%D 2005
%P 52-59
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1090785.1090797
%X Sounds constantly occur around us, keeping us aware of our
surroundings. People who are deaf have difficulty maintaining an
awareness of these ambient sounds. We present an investigation of
peripheral, visual displays to help people who are deaf maintain an
awareness of sounds in the environment. Our contribution is twofold.
First, we present a set of visual design preferences and functional
requirements for peripheral visualizations of non-speech audio that will
help improve future applications. Visual design preferences include ease
of interpretation, glance-ability, and appropriate distractions.
Functional requirements include the ability to identify what sound
occurred, view a history of displayed sounds, customize the information
that is shown, and determine the accuracy of displayed information.
Second, we designed, implemented, and evaluated two fully functioning
prototypes that embody these preferences and requirements, serving as
examples for future designers and furthering progress toward
understanding how to best provide peripheral audio awareness for the
deaf. 

%M C.ASSETS.05.60
%T Accuracy and frequency analysis of multitouch interfaces for
individuals with Parkinsonian and essential hand tremor
%S Cursor control and pointing devices
%A Eric J. Frett
%A Kenneth E. Barner
%B ASSETS05
%D 2005
%P 60-67
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1090785.1090799
%X In this study, the accuracy of an optical mouse, optical trackball,
isotonic joystick, and a FingerWorks MultiTouch Surface (MTS) are
compared for users suffering from Parkinsonian tremor and essential
tremor. Using a data acquisition program, WinFitts, created at the
University of Oregon's HCI Lab, data collected from five subjects with
Parkinsonian tremor, five with essential tremor, and eleven with no
tremor is analyzed and compared. Both temporal and spatial analyses are
obtained from all of the subject data. The time-based measures of
performance for each device include the uses of Fitts' law and the
Proximity Movement Time, while the spatially-based measures include the
use of the Deviation Accuracy and the Click Histogram. A statistical
analysis is performed using a t-test to show the differences between the
resulting means of some of the measures. By using the MUSIC spectral
estimation technique, an analysis of the frequency and the amplitude of
the tremor showed how certain devices performed in hand tremor
suppression.

%M C.ASSETS.05.68
%T Effect of age and Parkinson's disease on cursor positioning using a
mouse
%S Cursor control and pointing devices
%A Simeon Keates
%A Shari Trewin
%B ASSETS05
%D 2005
%P 68-75
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1090785.1090800
%X Point-and-click tasks are known to present difficulties to users with
physical impairments, particularly motor- or vision-based, and to older
adults. This paper presents the results of a study to quantify and
understand the effects of age and impairment on the ability to perform
such tasks. Results from four separate user groups are presented and
compared using metrics that describe the features of the movements made.
Distinct differences in behaviour between all of the user groups are
observed and the reasons for those differences are discussed. 

%M C.ASSETS.05.76
%T The migratory cursor: accurate speech-based cursor movement by moving
multiple ghost cursors using non-verbal vocalizations
%S Cursor control and pointing devices
%A Yoshiyuki Mihara
%A Etsuya Shibayama
%A Shin Takahashi
%B ASSETS05
%D 2005
%P 76-83
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1090785.1090801
%X We present the migratory cursor, which is an interactive interface
that enables users to move a cursor to any desired position quickly and
accurately using voice alone. The migratory cursor combines discrete
specification that allows a user to specify a location quickly, but
approximately, with continuous specification that allows the user to
specify a location more precisely, but slowly. The migratory cursor
displays multiple ghost cursors that are aligned vertically or
horizontally with the actual cursor. The user quickly specifies an
approximate position by referring to the ghost cursor nearest the
desired position, and then uses non-verbal vocalizations to move the
ghost cursors continuously until one is on the desired position. The
time spent using the continuous specification which is slow to use is
short, since it is used just for fine refinement. In addition, the
migratory cursor employs only two directional movements: vertical and
horizontal, so that the user can move it quickly to any desired
position. Moreover, the user can easily and accurately stop cursor
movements by becoming silent when the cursor reaches the desired
position. We tested the usefulness of the migratory cursor, and showed
that users could move the cursor to a desired position quickly and
accurately. 

%M C.ASSETS.05.84
%T Toward Goldilocks' pointing device: determining a "just right" gain
setting for users with physical impairments
%S Cursor control and pointing devices
%A Heidi Horstmann Koester
%A Edmund LoPresti
%A Richard C. Simpson
%B ASSETS05
%D 2005
%P 84-89
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1090785.1090802
%X We designed and evaluated an agent that recommends a pointing device
gain for a given user, with mixed success. 12 participants with physical
impairments used the Input Device Agent (IDA), to determine a
recommended gain based on their performance over a series of target
acquisition trials. IDA recommended a gain other than the Windows
default for 9 of 12 subjects. Subsequent performance using the IDA gain
showed no meaningful differences as compared to the default setting or
users' pre-study settings. Across all gains used by these subjects,
however, gain did have a significant effect on throughput, percent of
error-free trials, cursor entries, and overshoot. Linear models of
gain's effect on performance showed that its effect on throughput is
relatively small, with only a 13% difference from highest throughput (at
gain = 10) to lowest throughput (at gain = 6). Cursor entries were more
strongly affected, showing a steady increase with increasing gain. 

%M C.ASSETS.05.90
%T Gist summaries for visually impaired surfers
%S Assistive technologies for individuals with visual impairments I
%A Simon Harper
%A Neha Patel
%B ASSETS05
%D 2005
%P 90-97
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1090785.1090804
%X Anecdotal evidence suggests that Web document summaries provide the
sighted reader with a basis for making decisions regarding the route to
take within non-linear text; and additional research shows that sighted
people use 'Gist' summaries as decision points to bolster their browsing
behaviour. Other studies have found that visually impaired users are
hindered in their cognition of the content of Web-pages because users
must wait for an entire Web-page to be read before deciding on it's
usefulness to their current task. In these cases, we draw similarities
between sighted and visually impaired users, in that sighted users
cannot see the target of a Web Anchor and are therefore 'handicapped'1
by the technology. Previously, we have investigate four simple
summarisation algorithms against each other and a manually created
summary; producing empirical evidence as a formative evaluation. This
evaluation concludes that users prefer simple automatically generated
'gist' summaries thereby reducing cognitive overload and increasing
awareness of the focus of the Web-page under investigation. In this
paper we focus on the development of 'FireFox' based tool which creates
a summary of a Web page 'on-the-fly'. The algorithm used to create this
summary is based on the results of our formative evaluation which
automatically and dynamically annotates Web pages with the generated
'gist' summary. In this way visually impaired users are supported in
their decisions as the relevancy of the page at hand. 

%M C.ASSETS.05.98
%T Talking braille: a wireless ubiquitous computing network for
orientation and wayfinding
%S Assistive technologies for individuals with visual impairments I
%A David A. Ross
%A Alexander Lightman
%B ASSETS05
%D 2005
%P 98-105
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1090785.1090805
%X An ubiquitous computing network is being developed to assist persons
with vision loss in finding their way around buildings and other indoor
public spaces. It is based on the "Cyber Crumb" concept: the idea that
tiny, inexpensive solar-powered digital chips can be used to store
relevant pieces of information that can be placed along building
walkways like a trail of crumbs to follow. A wireless network of
"crumbs" provides access from any point in the building to a central
server that provides orientation and wayfinding information. Initial
hardware and consumer tests verify feasibility and benefit. 

%M C.ASSETS.05.106
%T A wearable face recognition system for individuals with visual
impairments
%S Assistive technologies for individuals with visual impairments I
%A Sreekar Krishna
%A Greg Little
%A John Black
%A Sethuraman Panchanathan
%B ASSETS05
%D 2005
%P 106-113
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1090785.1090806
%X This paper describes the iCare Interaction Assistant, an assistive
device for helping the individuals who are visually impaired during
social interactions. The research presented here addresses the problems
encountered in implementing real-time face recognition algorithms on a
wearable device. Face recognition is the initial step towards building a
comprehensive social interaction assistant that will identify and
interpret facial expressions, emotions and gestures. Experiments
conducted for selecting a face recognition algorithm that works despite
changes in facial pose and illumination angle are reported. Performance
details of the face recognition algorithms tested on the device are
presented along with the overall performance of the system. The
specifics of the hardware components used in the wearable device are
mentioned and the block diagram of the wearable system is explained in
detail. 

%M C.ASSETS.05.114
%T Sparsha: a comprehensive Indian language toolset for the blind
%S Assistive technologies for individuals with visual impairments I
%A Anirban Lahiri
%A Satya Jyoti Chattopadhyay
%A Anupam Basu
%B ASSETS05
%D 2005
%P 114-120
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1090785.1090807
%X Braille and audio feedback based systems have vastly improved the
lives of the visually impaired across a wide majority of the globe.
However, more than 13 million visually impaired people in the Indian
sub-continent could not benefit much from such systems. This was
primarily due to the difference in the technology required for Indian
languages compared to those corresponding to other popular languages of
the world. In this paper, we describe the Sparsha toolset. The
contribution made by this research has enabled the visually impaired to
read and write in Indian vernaculars with the help of a computer. 

%M C.ASSETS.05.121
%T Semantic knowledge in word completion
%S Designing for individuals with memory and cognitive disabilities
%A Jianhua Li
%A Graeme Hirst
%B ASSETS05
%D 2005
%P 121-128
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1090785.1090809
%X We propose an integrated approach to interactive word-completion for
users with linguistic disabilities in which semantic knowledge combines
with $n$-gram probabilities to predict semantically more-appropriate
words than $n$-gram methods alone. First, semantic relatives are found
for English words, specifically for nouns, and they form the semantic
knowledge base. The selection process for these semantically related
words is first to rank the pointwise mutual information of co-occurring
words in a large corpus and then to identify the semantic relatedness of
these words by a Lesk-like filter. Then, the semantic knowledge is used
to measure the semantic association of completion candidates with the
context. Those that are semantically appropriate to the context are
promoted to the top positions in prediction lists due to their high
association with context. Experimental results show a performance
improvement when using the integrated model for the completion of nouns.

%M C.ASSETS.05.129
%T Research-derived web design guidelines for older people
%S Designing for individuals with memory and cognitive disabilities
%A Sri Kurniawan
%A Panayiotis Zaphiris
%B ASSETS05
%D 2005
%P 129-135
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1090785.1090810
%X This paper presents the development of a set of research-derived
ageing-centred Web design guidelines. An initial set of guidelines was
first developed through an extensive review of the HCI and ageing
literature and through employing a series of classification methods
(card sorting and affinity diagrams) were employed as a means for
obtaining a revised and more robust set of guidelines. A group of older
Web users were then involved in evaluating the usefulness of the
guidelines. To provide evaluation context for these users, two websites
targeted to older people were used. This study makes several
contributions to the field. First, it is perhaps the first manuscript
that proposes ageing-friendly guidelines that are for most part backed
by published studies. Second, the guidelines proposed in this study have
been thoroughly examined through a series of expert and user
verifications, which should give users of these guidelines confidence of
their validity. 

%M C.ASSETS.05.136
%T Autism/excel study
%S Designing for individuals with memory and cognitive disabilities
%A Mary Hart
%B ASSETS05
%D 2005
%P 136-141
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1090785.1090811
%X Five high school students with ASD (autistic spectrum disorder)
participating in the Excel/Autism study were able to demonstrate mastery
of a set of Excel topics. The Excel curriculum covered approximately the
same topics as are covered in the Excel portion of Computer Business
Applications, a class for regular education students at Fox Chapel Area
High School, a high school in suburban Pittsburgh. The students with ASD
were provided with one-on-one tutoring support. Two of the five ASD
participants self-initiated activities and engaged in generative
thinking to a substantial degree over the course of the eight
instructional sessions for which data was recorded. Two others
demonstrated lesser amounts of this behavior, and one participant did
not demonstrate any. The ASD experimental participants, as compared to a
treatment group of three students with ASD who did not receive
instruction in Excel, demonstrated improvement in a multi-step planning
task which was significant. 

%M C.ASSETS.05.142
%T Requirements gathering with alzheimer's patients and caregivers
%S Designing for individuals with memory and cognitive disabilities
%A Kirstie Hawkey
%A Kori M. Inkpen
%A Kenneth Rockwood
%A Michael McAllister
%A Jacob Slonim
%B ASSETS05
%D 2005
%P 142-149
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1090785.1090812
%X Technology may be able to play a role in improving the quality of
life for Alzheimer's patients and their caregivers. We are evaluating
the feasibility of an information appliance with the goal of alleviating
repetitive questioning behaviour, a contributing factor to caregiver
stress. Interviews were conducted with persons with Alzheimer's disease
and their caregivers to determine the nature of the repetitive
questioning behaviour, the information needs of patients, and the
interaction abilities of both the patients and the caregivers. We report
results of these interviews and discuss the challenges of requirements
gathering with persons with Alzheimer's disease and the feasibility of
introducing an information appliance to this population. 

%M C.ASSETS.05.150
%T Automating tactile graphics translation
%S Assistive technologies for individuals with visual impairments II
%A Richard E. Ladner
%A Melody Y. Ivory
%A Rajesh Rao
%A Sheryl Burgstahler
%A Dan Comden
%A Sangyun Hahn
%A Matthew Renzelmann
%A Satria Krisnandi
%A Mahalakshmi Ramasamy
%A Beverly Slabosky
%A Andrew Martin
%A Amelia Lacenski
%A Stuart Olsen
%A Dmitri Groce
%B ASSETS05
%D 2005
%P 150-157
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1090785.1090814
%X Access to graphical images (bar charts, diagrams, line graphs, etc.)
that are in a tactile form (representation through which content can be
accessed by touch) is inadequate for students who are blind and take
mathematics, science, and engineering courses. We describe our analysis
of the current work practices of tactile graphics specialists who create
tactile forms of graphical images. We propose automated means by which
to improve the efficiency of current work practices.
   We describe the
implementation of various components of this new automated process,
which includes image classification, segmentation, simplification, and
layout. We summarize our development of the tactile graphics assistant,
which will enable tactile graphics specialists to be more efficient in
creating tactile graphics both in batches and individually. We describe
our unique team of researchers, practitioners, and student consultants
who are blind, all of whom are needed to successfully develop this new
way of translating tactile graphics. 

%M C.ASSETS.05.158
%T SmartColor: disambiguation framework for the colorblind
%S Assistive technologies for individuals with visual impairments II
%A Ken Wakita
%A Kenta Shimamura
%B ASSETS05
%D 2005
%P 158-165
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1090785.1090815
%X Failure in visual communication between the author and the colorblind
reader is caused when color effects that the author expects for the
reader to experience are not observed by the reader. The proposed
framework allows the author to annotate his/her intended color effects
to the colored document. They are used to generate a repainted document
that let the colorblind enjoy similar color effects that normal color
vision person does for the original document. The annotations are
formulated as a set of mathematical constraints that can describe
several commonly used color effects. Constraints are defined over the
normal vision color space. Then they are projected onto the restricted
color space that corresponds to the one that the colorblind perceives.
Finally, the projected constraints are resolved for the search of best
repainting of the document that most successfully presents to the
colorblind person the color effects experienced by the normal vision
person on the original document. Effectiveness of the proposal is shown
by colorblind simulation. 

%M C.ASSETS.05.166
%T Automatic production of tactile graphics from scalable vector
graphics
%S Assistive technologies for individuals with visual impairments II
%A Stephen E. Krufka
%A Kenneth E. Barner
%B ASSETS05
%D 2005
%P 166-172
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1090785.1090816
%X This paper presents a method to convert vector graphics into tactile
representations for the blind. Generating tactile pictures from vector
graphics is an important effort to bring more accessibility to the WWW
as well as other means of communications since vector graphics are an
increasing trend in web based graphics. Prior research has investigated
methods that extracts object boundaries from images to produce
raised-line tactile pictures. The proposed method extends this idea for
vector graphics, producing tactile pictures where important outlines are
emphasized. Important outlines are determined by using the hierarchical
structure of a vector graphic. A Braille printer is used where raised
dots are embossed for the outlining boundaries. Important and detail
boundaries are embossed with dots of larger and smaller height,
respectively, while all other regions contain no raised dots. Results
testing a person's ability to discriminate, identify, and comprehend
tactile pictures shows the proposed methods' advantage over two other
methods. 

%M C.ASSETS.05.173
%T 3D sound interactive environments for problem solving
%S Assistive technologies for individuals with visual impairments II
%A Jaime Sanchez
%A Mauricio Saenz
%B ASSETS05
%D 2005
%P 173-179
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1090785.1090817
%X Audio-based virtual environments have been increasingly used to
foster cognitive and learning skills. A number of studies have also
highlighted that the use of technology can help learners to develop
affective skills such as motivation and self-esteem. This study presents
the design and usability of 3D interactive environments for children
with visual disabilities to help them to solve problems related with the
Chilean geography and culture. We introduce AudioChile, a virtual
environment that can be navigated through 3D sound to enhance spatiality
and immersion throughout the environment. 3D sound is used to orientate,
avoid obstacles, and identify the position of diverse personages and
objects within the environment. We have found during usability
evaluation that sound can be fundamental for attention and motivation
purposes during interaction. Learners identified and differentiated
clearly environmental sounds to solve everyday problems, spatial
orientation, and laterality. 

%M C.ASSETS.05.180
%T Online focus groups used as an accessible participatory research
method
%S Posters & demos
%A Ted L. Wattenberg
%B ASSETS05
%D 2005
%P 180-181
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1090785.1090819
%X Participatory research methods are being used internationally to
gather data on complex social, cultural, and political concerns that
effect the use of technology [4]. Researchers have found it difficult to
include people with disabilities in these studies [5, 6, 7]. The
Accessible Learning Through Text-to-Speech Project will utilize online
focus groups as a method of integrating people with disabilities into a
participatory research project. The Alt-Learning Project will have three
primary target populations; users of screen readers with vision, users
of screen readers who are blind, and professionals responsible for the
delivery of assistive technology. The online focus groups will allow the
observation and collection of data as a participant would normally
utilize their screen reader applications at home, school, or workplace. 

%M C.ASSETS.05.182
%T PLUMB: displaying graphs to the blind using an active auditory
interface
%S Posters & demos
%A Robert F. Cohen
%A Rui Yu
%A Arthur Meacham
%A Joelle Skaff
%B ASSETS05
%D 2005
%P 182-183
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1090785.1090820
%X We present our ongoing research in the communication of graphs and
relational information to blind users. We have developed a system called
exPLoring graphs at UMB (PLUMB) that displays a drawn graph on a tablet
PC and uses auditory cues to help a blind user navigate the graph. This
work has applications to assist blind individuals in Computer Science
education, navigation and map manipulation. 

%M C.ASSETS.05.184
%T Gestural text entry on multiple devices
%S Posters & demos
%A Jacob O. Wobbrock
%A Brad A. Myers
%B ASSETS05
%D 2005
%P 184-185
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1090785.1090821
%X We present various adaptations of the EdgeWrite unistroke text entry
method that work on multiple computer input devices: styluses,
touchpads, displacement and isometric joysticks, four keys or buttons,
and trackballs. We argue that consistent, flexible, multi-device input
is important to both accessibility and to ubiquitous computing. For
accessibility, multi-device input means users can switch among devices,
distributing strain and fatigue among different muscle groups. For
ubiquity, it means users can "learn once, write anywhere," even as new
devices emerge. By considering the accessibility and ubiquity of input
techniques, we can design for both motor-impaired users and
"situationally impaired" able-bodied users who are on-the-go. We discuss
the requirements for such input and the challenges of multi-device text
entry, such as solving the segmentation problem. This paper accompanies
a demonstration of EdgeWrite on multiple devices. 

%M C.ASSETS.05.186
%T Interactive virtual client for teaching occupational therapy
evaluative processes
%S Posters & demos
%A Sharon Stansfield
%A Tom Butkiewicz
%A Evan Suma
%A Marilyn Kane
%B ASSETS05
%D 2005
%P 186-187
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1090785.1090822
%X In this paper, we describe our current work in developing a
computer-based educational tool for Occupational Therapy students
learning client evaluation techniques. The software is dialog-based and
allows the student to interact with a virtual client. Students carry out
an evaluation, following the appropriate procedures and assessing both
the client's physical and emotional state as they proceed. Students'
actions are saved to a file for instructor and self evaluation of their
performance. The software is being developed using the Source game
engine SDK developed by Valve. 

%M C.ASSETS.05.188
%T Touchable online braille generator
%S Posters & demos
%A Wooseob Jeong
%B ASSETS05
%D 2005
%P 188-189
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1090785.1090823
%X Using the force feedback technology which has been used in video
games for years, a prototype of an online Braille generator was
developed for the visually impaired or blind user. Without any expensive
devices, the prototype lets sightless persons use the information on the
web by touching the output Braille displays on screen with a mouse. User
studies will be conducted with blind people, and their data will provide
valuable information about the optimal conditions for the online Braille
display in the prototype, such as how strong the force should be and how
big those Braille dots should be. The final product of this research
will enable visually impaired people to enjoy all the library services
and resources as well as the enormous amount of information on the web
more freely. 

%M C.ASSETS.05.190
%T Solo: interactive task guidance
%S Posters & demos
%A Edmund LoPresti
%A Ned Kirsch
%A Richard Simpson
%A Debra Schreckenghost
%B ASSETS05
%D 2005
%P 190-191
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1090785.1090824
%X Solo is a cognitive assistive device which provides scheduling
support and interactive task guidance. Solo includes user interfaces for
the person with a disability and the caregiver, as well as a Cognition
Manager which manages schedules and responds to unplanned events. 

%M C.ASSETS.05.192
%T An adaptive technologies course in a CS curriculum
%S Posters & demos
%A Blaise W. Liffick
%B ASSETS05
%D 2005
%P 192-193
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1090785.1090825
%X This poster describes part 2 of the 2-year project "Integrating
Assistive Technology into an Undergraduate Computer Science Curriculum
from an HCI Approach," funded by the National Science Foundation [3].
(Part I of this project is documented in [1, 2].) The intent of this
phase of the project is to introduce the topic of computerized aids for
the disabled (generally called assistive or adaptive technology (AT)) as
an advanced elective course offered for senior Computer Science majors.
This report will briefly describe some of the topics to be covered in
this new course, how these topics fit within the CS curriculum, sample
assignments, and the laboratory equipment used to support demonstrations
and assignments. This course is more fully described in [4]. 

%M C.ASSETS.05.194
%T iSonic: interactive sonification for non-visual data exploration
%S Posters & demos
%A Haixia Zhao
%A Catherine Plaisant
%A Ben Shneiderman
%B ASSETS05
%D 2005
%P 194-195
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1090785.1090826
%X iSonic is an interactive sonification tool for vision impaired users
to explore geo-referenced statistical data, such as population or crime
rates by geographical regions. Users use a keyboard or a smooth surface
touchpad to interact with coordinated map and table views of the data.
The integrated use of musical sounds and speech allows users to grasp
the overall data trends and to explore the data to get more details.
Scenarios of use are described. 

%M C.ASSETS.05.196
%T A system for creating personalized synthetic voices
%S Posters & demos
%A Debra Yarrington
%A Chris Pennington
%A John Gray
%A H. Timothy Bunnell
%B ASSETS05
%D 2005
%P 196-197
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1090785.1090827
%X We will be demonstrating the ModelTalker Voice Creation System, which
allows users to create a personalized synthetic voice with an
unrestricted vocabulary. The system includes a tool for recording a
speech inventory and a program that converts the recorded inventory into
a synthetic voice for the ModelTalker TTS engine. The entire system can
be downloaded for use on a home PC or in a clinical setting, and the
resulting synthetic voices can be used with any SAPI compliant system.
   We will demonstrate the recording process, and convert the recordings to a
mini-database with a limited vocabulary for participants to hear. 

%M C.ASSETS.05.198
%T How to operate a PC without using the hands
%S Posters & demos
%A Torsten Felzer
%A Rainer Nordmann
%B ASSETS05
%D 2005
%P 198-199
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1090785.1090828
%X A demo of a biosignal interface, which allows to operate a Windows PC
without using the hands, shall be given. The system -- called HaMCoS
(for Hands-free Mouse Control System) -- enables its user to simulate
clicks and movements of the computer mouse by issuing intentional
contractions of a single muscle of choice only. Therefore, by employing
HaMCoS, even a person with very severe physical disabilities can operate
a PC, provided everything exclusively relies on mouse input. The
framework built around the system's Main Module is optimized in this
respect, since it offers a comfortable keyboard-free user interface
(e.g. comprising large, easily clickable buttons). 

%M C.ASSETS.05.200
%T visiBabble demo
%S Posters & demos
%A Harriet Fell
%A Joel MacAuslan
%A Jun Gong
%A Josh Ostrow
%B ASSETS05
%D 2005
%P 200-201
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1090785.1090829
%X The visiBabble system responds with animations to an infant's
syllable-like productions and records the acoustic-phonetic analysis.
The system reinforces production of syllabic utterances associated with
later language and cognitive development. This demo will show off new
animated responses and recent improvements in acoustic-phonetic feature
detection. 

%M C.ASSETS.05.202
%T DHTML accessibility: solving the JavaScript accessibility problem
%S Posters & demos
%A Becky Gibson
%A Richard Schwerdtfeger
%B ASSETS05
%D 2005
%P 202-203
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1090785.1090830
%X This project demonstrates fully keyboard accessible components on a
web page working with a screen reader. By adding the appropriate
semantic data to web components and having user agents translate this to
the platform accessibility application programming interfaces, the user
interface of a web site can be made fully accessible to keyboard only
and vision impaired users. In addition, the web component interface will
operate in the same manner as client application components. 

%M C.ASSETS.05.204
%T MathPlayer: web-based math accessibility
%S Posters & demos
%A Neil Soiffer
%B ASSETS05
%D 2005
%P 204-205
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1090785.1090831
%X MathPlayer is a plug-in to Microsoft's Internet Explorer (IE) that
renders MathML[11] visually. It also contains a number of features that
make mathematical expressions accessible to people with
print-disabilities. MathPlayer integrates with many screen readers
including JAWS and Window-Eyes. MathPlayer also works with a number of
TextHELP!'s learning disabilities products. 

%M C.ASSETS.05.206
%T Multimodal user input patterns in a non-visual context
%S Posters & demos
%A Xiaoyu Chen
%A Marilyn Tremaine
%B ASSETS05
%D 2005
%P 206-207
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1090785.1090832
%X How will users choose between speech and hand inputs to perform tasks
when they are given equivalent choices between both modalities in a
non-visual interface? This exploratory study investigates this question.
The study was conducted using AudioBrowser, a non-visual information
access for the visually impaired. Findings include: (1) Users chose
between input modalities based on the type of operations undertaken.
Navigation operations primarily used hand input on the touchpad, while
non-navigation instructions primarily used speech input. (2)
Surprisingly, multimodal error correction was not prevalent. Repeating a
failed operation until it succeeded and trying other methods in the same
input modality were dominant error-correction strategies. (3) The
modality learned first was not necessarily the primary modality used
later, but a training order effect existed. These empirical results
provide implications for designing non-visual multimodal input
dialogues. 

%M C.ASSETS.05.208
%T Emerging issues, solutions & challenges from the top 20 issues
affecting web application accessibility
%S Posters & demos
%A David Hoffman
%A Lisa Battle
%B ASSETS05
%D 2005
%P 208-209
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1090785.1090833
%X We will describe emerging accessible design issues, based on a second
in-depth analysis of hundreds of accessibility issues documented in real
projects, and a comparison of those results to a prior study of 1000+
accessibility issues. This poster will demonstrate recent trends in the
top 20 UI design situations that are likely to pose problems for users
with disabilities; highlight several creative design solutions; and
identify several challenges that lack adequate solutions. 

%M C.ASSETS.05.210
%T Verification of computer display pre-compensation for visual
aberrations in an artificial eye
%S Posters & demos
%A Miguel Alonso, Jr.
%A Armando Barreto
%A Julie A. Jacko
%A Malek Adjouadi
%B ASSETS05
%D 2005
%P 210-211
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1090785.1090834
%X The possibility of pre-compensating images in a computer display
according to the visual aberrations previously assessed in an optical
system (e.g., the computer user's eye) has been confirmed for a simple
"artificial eye". This device has been constructed from optical
components, which include a plano-convex lens, an adjustable aperture,
and a Charged-Couple Device (CCD) array that mimics the retina of a real
eye. While the CCD array allows for the inspection of the image as it
would form on the retina of a real eye, its specular reflection does not
allow the resulting "artificial eye" to be measured appropriately in a
wavefront analyzer (a necessary pre-requisite for the image
precompensation process). Therefore, an alternative, interchangeable CCD
array covered with gray paint (i.e., disabled) was also created to
provide the diffuse reflectivity that is presumed in the operation of
the wavefront analyzer. Experiments with this system show that the
visual aberrations in a properly characterized optical system can, in
fact, be precompensated by the methods proposed by Alonso et al., [1].
These same experiments, however, reveal the need to adjust the
precompensation method according to the effective pupil diameter in the
system during viewing. 

%M C.ASSETS.05.212
%T A parametric approach to sign language synthesis
%S Posters & demos
%A Amanda Irving
%A Richard Foulds
%B ASSETS05
%D 2005
%P 212-213
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1090785.1090835
%X In this paper we discuss the progress made toward accurate synthesis
of signs in American Sign Language (ASL) using a finite number of
descriptive parameters. A sign editor produces elements of a sign
inventory that can be used with a commercially available human avatar to
allow the generation of signed sentences from written or spoken text. 

%M C.ASSETS.05.214
%T Graphical arithmetic for learners with dyscalculia
%S Posters & demos
%A Lena Pareto
%B ASSETS05
%D 2005
%P 214-215
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1090785.1090836
%X We propose a model for arithmetic, based on graphical
representations, to complement the symbolic language of mathematics.
The focus is conceptual understanding of arithmetic. We argue that the
graphical model supports understanding concepts known to be difficult
for learners with dyscalculia, such as number-sense and decimal system.
The proposed graphical representation share properties of the decimal
system, but is closer to the semantic representation of numbers vital to
the number-sense. The model is evaluated with school-children, but needs
to be further tested by learners with dyscalculia. 

%M C.ASSETS.05.216
%T iCARE interaction assistant: a wearable face recognition system for
individuals with visual impairments
%S Posters & demos
%A Sreekar Krishna
%A Greg Little
%A John Black
%A Sethuraman Panchanathan
%B ASSETS05
%D 2005
%P 216-217
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1090785.1090837
%X This presentation demonstrates a working prototype of the iCare
Interaction Assistant, a wearable assistive device based on research
aimed at facilitating the social interactions of people who are blind or
visually impaired. Using a tiny unobtrusive camera mounted inside the
nose bridge of a pair of eyeglasses, this prototype is able to learn and
recognize faces at a distances up to 10 feet, thus allowing the user to
initiate conversations with persons in their vicinity, without waiting
for others to approach them. Ongoing work is aimed at facilitating the
subsequent verbal interaction by recognizing and interpreting non-verbal
communication, including eye contact, facial expressions, emotions, and
gestures. 

%M C.ASSETS.05.218
%T User modeling for individuals with disabilities: a pilot study of
word prediction
%S Posters & demos
%A Abhishek Agarwal
%A Richard Simpson
%B ASSETS05
%D 2005
%P 218-219
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1090785.1090838
%X We are developing user models that predict how a word prediction
system affects performance on a text entry task for individuals with
disabilities. In this paper we describe the instrumentation, test-bed
software and analytic methods that we are using to collect pilot data. 

%M C.ASSETS.05.220
%T BlackBoardNV: a system for enabling non-visual access to the
blackboard course management system
%S Posters & demos
%A Vineet Enagandula
%A Niraj Juthani
%A I. V. Ramakrishnan
%A Devashish Rawal
%A Ritwick Vidyasagar
%B ASSETS05
%D 2005
%P 220-221
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1090785.1090839

fpack:!@#$%^&*(): CC05.BA
%M C.CC.05.1
%T Aesthetics and interactive art
%S Invited Keynote
%A Margaret A. Boden
%B CC05
%D 2005
%P 1-2
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056225

%M C.CC.05.3
%T The renaissance is over: long live the renaissance
%S Invited Keynote
%A Bill Buxton
%B CC05
%D 2005
%P 3
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056226

%M C.CC.05.4
%T Causality and virtual reality art
%S Full papers
%A Marc Cavazza
%A Jean-Luc Lugrin
%A Sean Crooks
%A Alok Nandi
%A Mark Palmer
%A Marc Le Renard
%B CC05
%D 2005
%P 4-12
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056228
%X In this paper, we discuss how a cognitive concept, causality, can be used
for the conceptual underpinning of Virtual Reality Art installations.
Causality plays an important role in our construction of reality and, as such,
it makes sense to use it as a principle to define VR experiences. We have
developed a VR platform using cognitive data on causal perception to create
artificial event co-occurrences in virtual worlds, which can be perceived as
possible outcomes for user actions. After a preliminary validation of this
technology by user experiments, it has been used to implement prototypes of
artistic installations by two different artists. We describe the technical
approach behind the elicitation of causal perception in virtual reality, and
illustrate its use through the two artistic installations being developed with
this new VR platform. 

%M C.CC.05.13
%T The homespun museum: computers, fabrication,and the design of personalized
exhibits
%S Full papers
%A M. Eisenberg
%A N. Elumeze
%A L. Buechley
%A G. Blauvelt
%A S. Hendrix
%A A. Eisenberg
%B CC05
%D 2005
%P 13-21
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056229
%X The traditional view of the "home computer" is as a self-contained
appliance: computation, on this view, is something that takes place within a
desktop box, and that produces interesting visual effects only on a screen. In
this paper, we argue that one can alternatively view "the computer" through
its tangible effects on larger settings: that is, the computer can be imagined
as the heart of a creative workshop centered within the home or classroom. The
advent of accessible fabrication devices, as well as small computers that can
be embedded in craft items, permits users to think of the room at large as a
place in which computationally-enriched or computationally-designed "exhibits"
of various types may be displayed. We illustrate this idea with a variety of
projects undertaken within our laboratory.

%M C.CC.05.22
%T Computational schemes for biomimetic sculpture
%S Full papers
%A Brower Hatcher
%A Karl Aspelund
%A Andrew Willis
%A Jasper Speicher
%A David B. Cooper
%A Frederic F. Leymarie
%B CC05
%D 2005
%P 22-31
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056230
%X A prototype system for the automatic evolution of biomimetic structures
using structural automata is described and its utility for generating digital
sculpture is demonstrated. Sculptures are generated from a primordial shape
which is represented in terms of a triangular mesh and sculpture is created by
extending the original surface using tetrahedral structural elements.
Recursively applicable rules or equivalently, automata, are defined which
allow the sculptor to generate a volumetric scaffold from the original
surface. This scaffold is generated using the stated rules for inserting and
connecting together the tetrahedral elements. The software is operated as a
generative process where sculptures are grown from an original triangular
surface mesh as a sequence of layers. Each layer is created as a 2-step
process. In step 1, we populate the surface with tetrahedral structures where
the base of each tetrahedron coincides with a surface triangle. Step 2
re-triangulates the apexes of the tetrahedra from step 1 creating an offset
and deformed version of the original surface mesh. The sculptor has artistic
control of the process at all points and may assign or change rules to
generate different biomimetic behaviors, i.e., structures which tend to
replicate natural phenomena.

%M C.CC.05.32
%T Memory rich clothing: second skins that communicate physical memory
%S Full papers
%A Joanna Berzowska
%B CC05
%D 2005
%P 32-40
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056231
%X This paper examines the development of wearable technologies that display a
garment's history of use and communicate physical memory. We explore how
trends in digital technologies and conventional wearable research contrast the
ways our bodies and clothing register memory at a personal and social level.
Our research concentrates on the production of garments that take into
consideration aspects of playfulness and that reflect more subtle or poetic
aspects of our identity and embodied history. The pieces described here are
part of a larger series called Memory Rich Clothing and employ several soft
computation techniques developed in our labs.

%M C.CC.05.41
%T Constituting, traversing and perforating boundaries: embodied interaction
in immersive virtual spaces
%S Full papers
%A Petra Gemeinboeck
%B CC05
%D 2005
%P 41-48
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056232
%X This paper looks at the conditions and the constitution of the boundary
between participants and virtual environments. Based on two of the author's
immersive, interactive scenarios, this boundary is regarded as a
transformative extension of the participants' body. As the CAVE environment
Uzume is bodily explored through moving and gesturing, participants
continuously affect the current environment's state and behaviour. The
tele-immersive installation Ma?a--Veil of Illusion connects two remote sites,
creating a dynamically evolving virtual passage in-between. Here the design of
interfacing the human participant and the virtual surrounding is inseparably
interwoven with the evolutionary behaviours of the environments themselves. It
challenges the Cartesian notion of the body as a passive receptor and
addresses its constituting role of the relationship between the participant's
embodied self and its computated representation. Considering this boundary as
dynamic and permeable, enables a mutual relationship that is able to unfold
beyond the author's predefined responses and interpretations.

%M C.CC.05.49
%T Gridjam
%S Full papers
%A Jack Ox
%B CC05
%D 2005
%P 49-53
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056233
%X In this paper Ox will continue the story of the 21st Century Virtual Color
Organ. At C&C4 (2002)[7] she told of the performance of Clarence Barlow's "Im
Januar am Nil" and also the early concept of "Gridjam". She showed an early
model of one of the Gridjam sounds which had been created at Loughborough
University. This paper will trace the development of the project through the
last two years of both the music and the visualized sounds.

%M C.CC.05.54
%T Computer art: a personal recollection
%S Full papers
%A Frieder Nake
%B CC05
%D 2005
%P 54-62
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056234
%X The story of some early computer art drawings in 1965 is told. It is a
story of randomness. Computer art is viewed here as the programming of classes
of aesthetic objects. In the mid 1960s, information aesthetics was a powerful
and radical theory that had some influence on constructive and concrete forms
of art in Europe. A connection is drawn to computer supported works by A.
Michael Noll in the US, and Georg Nees in Germany. "Experiment and tendency"
is identified as an important principle still valid today. The concept of the
algorithmic sign appears at the horizon. Digital media are claimed to be
explorations of algorithmic signs.

%M C.CC.05.63
%T The tools of online community: the first five years of the trAce online
writing centre
%S Full papers
%A Sue Thomas
%B CC05
%D 2005
%P 63-70
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056235
%X The trAce Writing and Technology Research Project grew out of a small
research project called CyberWriting that established in 1995 in the
Department of English Media Studies at Nottingham Trent University. It rapidly
made close links with arts organisations in Australia and America and operated
almost exclusively on the internet, researching information about
internet-based writing resources of all kinds including fiction, poetry,
hypertexts, cyberculture theory, conferences, journals, and webzines. In May
1996 trAce launched its own website and quickly became a popular and useful
resource for the dissemination of information about writers and writing on the
net. In 1997 it received a substantial grant from the Arts Council of England
Lottery Fund and has continued to grow to the present day. This paper gives an
account of the first five years of trAce, 1995-2000, and looks to the future
from the vantage point of 2005.

%M C.CC.05.71
%T The CACHe project: its work and outcomes
%S Full papers
%A Nicholas Lambert
%B CC05
%D 2005
%P 71-75
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056236
%X The CACHe Project at Birkbeck, University of London, was established in
2002 and is now entering its final year. This paper details CACHe's work in
archiving the early days of British computer arts, from their origins in the
1960s to the beginning of the 1980s. Its goals are to investigate and recover
this history, thereby confirming its cultural and aesthetic legitimacy. The
principal archival resources of the CACHe project are also described. Its
outcomes are assessed in terms of its funding by the Arts and Humanities
Research Board (AHRB) and possible future projects to emerge from it. 

%M C.CC.05.76
%T A cultural systems approach to collaboration in art & technology
%S Full papers
%A Stephen Jones
%B CC05
%D 2005
%P 76-85
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056237
%X In this paper I take a wider, cultural theory based, view than is usual in
the literature of collaboration and its role in creativity. I will explore the
nature of the collaborative interaction as a cybernetic process and draw on
the systems theoretic approaches of Burnham's systems aesthetics, Wiener's
cybernetics, Deleuze and Guattari's machinic phylum and Maturana and Varela's
autopoiesis to build up a cultural framework of the interactive behaviours
between individuals that constitute collaboration. I then canvass some actual
historical collaborations as well as my own personal experience as both an
artist working in Art & Technology and as a technologist working for many
other artists. I will also look at some of the empirical work that has been
done on collaboration and explore how it and the historical and personal
experiences fit into the structure of interactive relations that the cultural
systems approach has brought out.

%M C.CC.05.86
%T Reflections on Gordon Pask's adaptive teaching concepts and their relevance
to modern knowledge systems
%S Full papers
%A George Mallen
%B CC05
%D 2005
%P 86-91
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056238
%X This paper revisits work carried out when the author worked at System
Research Ltd the freelance cybernetics research group founded and headed by
Gordon Pask in the 1960s. It presents some historical background and focusses
on just two of the many strands which emerged from the convergence of digital
simulation techniques on the multidisciplinary ferment of cybernetic thinking
of that time. First we'll look at computer models of learning processes and
their relevance to human computer interaction and, second, we'll consider the
broader aspects of systems theory and the foundation that provided for the
emergence of knowledge systems.
   The paper then relates that early work to current thinking about the
evolution of the modern human mind, the emergence of computer based cognitive
systems and the implications for future creative knowledge building.

%M C.CC.05.92
%T Sponge: a case study in practice-based collaborative art research
%S Full papers
%A Christopher L. Salter
%A Sha Xin Wei
%B CC05
%D 2005
%P 92-101
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056239
%X In this paper, we describe the origins, thematics, projects and practices
of the art research collective Sponge. In particular, we focus on Sponge as a
useful case study in transdisciplinary, collaborative practice-based research
in creative art and design production and specifically, on Sponge as a unique
example of a community of practice that spans artistic production,
techno-scientific research, and critical studies. Issues essential to
collaborative work practices such as shared language, construction of boundary
objects, accommodation of differing epistemic cultures as well Sponge's
thematic interest in performance, materiality and agency are examined in the
context of several large scale artistic projects produced in the US, Canada
and Europe. Finally, we examine the relationship between Sponge and the second
author's Topological Media Lab in trying to come to terms with the differing
scales and life cycles in partnering between the university-based research lab
and the sphere of artistic and cultural production.

%M C.CC.05.102
%T The development of a cybernetic sculptor: Edward Ihnatowicz and the senster
%S Full papers
%A Aleksandar Zivanovic
%B CC05
%D 2005
%P 102-108
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056240
%X Edward Ihnatowicz (1926-1988) built one of the world's first
computer-controlled robotic sculptures, The Senster, in 1968-70. Rather than
concentrate entirely on this groundbreaking and influential piece of work,
this paper describes the stages he went through in developing his ideas, as an
illustration of how a conventional artist became a cybernetic sculptor.

%M C.CC.05.109
%T The summer 1968 in London and Zagreb: starting or end point for computer
art?
%S Full papers
%A Christoph Klutsch
%B CC05
%D 2005
%P 109-117
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056241
%X The Exhibition Cybernetic Serendipity (London 1968) is often considered to
be the first major exhibition of computer art. Nearly forgotten, is an
exhibition in Zagreb that also took place in August 1968 connected to an
international Colloquy "Computers and Visual Research. Zagreb August 3-4,
1968". Both dealt in a systematically different way with the possibilities of
computer art. While the show in London tried to give a wide range of
possibilities, the 'visual researchers' in Zagreb bridged computer art with
social and political implications, as well as with new philosophical and
aesthetical theories on Information aesthetics. For a further scientific
analysis of the first phase of graphical computer art, a deeper look into the
events in Zagreb will be indispensable.

%M C.CC.05.118
%T Understanding design as a social creative process
%S Full papers
%A Andy Warr
%A Eamonn O'Neill
%B CC05
%D 2005
%P 118-127
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056242
%X The Human-Computer Interaction community has long been concerned with
design. Terms such as 'creativity' and 'innovation' are frequently used when
referring to the design process and in this paper we examine what creativity
is with respect to design. Design is often a collaborative and, therefore, a
social activity. We review the evolution of definitions of creativity, leading
to our proposal of a unified definition, we present a theoretical account of
why social creativity should in principle be more productive than individual
creativity. We explain findings to the contrary in terms of three social
influences on creativity and suggest that research in supporting design should
focus on mitigating the effects of these social influences on the creativity
of design teams.

%M C.CC.05.128
%T Distances and diversity: sources for social creativity
%S Full papers
%A Gerhard Fischer
%B CC05
%D 2005
%P 128-136
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056243
%X The power of the unaided, individual mind is highly overrated: The
Renaissance scholar no longer exists. Although creative individuals are often
thought of as working in isolation, the role of interaction and collaboration
with other individuals is critical to creativity. Creative activity grows out
of the relationship between individuals and their work, and from the
interactions between an individual and other human beings. Because complex
problems require more knowledge than any single person possesses, it is
necessary that all involved stakeholders participate, communicate,
collaborate, and learn from each other. Distances (across spatial, temporal,
and technological dimensions) and diversity (bringing stakeholders together
from different cultures) are important sources for social creativity.
   This paper describes conceptual frameworks and socio-technical environments
(derived from the systems that we have developed over the last decade) in
which social creativity can come alive.

%M C.CC.05.137
%T A strange dance: the creative collaborative origins & processes of "9
evenings: theatre & engineering"
%S Full papers
%A Robin Oppenheimer
%B CC05
%D 2005
%P 137-143
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056244
%X This paper examines the creative collaborative practices and processes of
the historic 1966 "9 Evenings: Theatre & Engineering" event that spawned the
Experiments in Art & Technology (E.A.T.) group in New York City. It presents
the cultural origins and collaborative goals of this group of avant-garde
artists and Bell Labs engineers who came together to produce the landmark
event based on first-hand accounts, and examines the elements and intentions
of their creative and collaborative processes. It concludes with speculation
as to the significance of this historical event as a source for further
exploration into the nature of creative collaboration, dialogue, and
collective wisdom.

%M C.CC.05.144
%T Digital cultural communication: designing co-creative new media
environments
%S Full papers
%A Jerry Watkins
%A Angelina Russo
%B CC05
%D 2005
%P 144-149
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056245
%X The design and implementation of audience-focused immersive media-rich
physical environments is a familiar landscape within the commercial sphere.
From theatre and theme parks to autoshows and airports, commercial
interdisciplinary design and production teams have extended and solidified the
new media agenda. The success of this track record is demonstrated by the
increasing presence of commercial design techniques and knowledge in the
creation of immersive new media within the cultural sphere, as proven by
London's Natural History Museum, or the Melbourne Museum.
   This paper introduces the notion of digital cultural communication, a
continuum through which designers can consider the place of narrative and
experience and their attributes within public and commercial institutions.
Digital cultural communication allows users to become co-creators of knowledge
by providing tools and methods which enable the co-construction of creative
artefacts. This paper uses a case study from Australia's rich cultural
institution sector to illustrate the conceptual design of new media
co-creative environment using an HCI-derived methodology supported by
participatory action research. It is hoped that this method will demonstrate
to curators of cultural experiences the cost-effective possibilities for
enabling audiences to create rich narrative from user-led content.

%M C.CC.05.150
%T Supporting reflective practice in creativity education
%S Full papers
%A Norio Ishii
%A Kazuhisa Miwa
%B CC05
%D 2005
%P 150-157
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056246
%X In this study, we design a learning environment to foster participants'
creative attitude and evaluate its effectiveness in a university class. Our
educational program consists of the following three phases: (1) introduction
(studying the basics of Mindstorms used as a tool), (2) creative activities
(producing playground equipment using Mindstorms), and (3) self-reflective
activities on the creative processes (each group constructing a diagram
describing their own creative processes and discussing the processes). We
evaluate the effectiveness based on comparisons of pre- and post-tests and the
contents of the participants' discussions. In particular, we confirm the
following three learning activities: (1) the participants discussed their
creative activities from various viewpoints, (2) they also discussed the
viewpoints considered to be important for creative activities, and (3) they
realized the importance of idea generation, idea embodiment, and collaboration
in creative activities.

%M C.CC.05.158
%T The amateur creator
%S Full papers
%A Stephen Boyd Davis
%A Magnus Moar
%B CC05
%D 2005
%P 158-165
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056247
%X Important design problems are raised in developing software for amateur
users, a group distinguished here from novices. The authors argue that these
design problems can be approached by understanding how systems for amateurs
are derived from those for skilled users, through a combination of
transformations we describe as foregrounding, backgrounding, automation,
integration and constraining. Useful comparisons are offered with popular
product designs. A broader, partly historical, context is then described in
which media technologies propagate from use by specialists to use by these
amateurs, and the latter change from consumers to creators. The discussion is
focused by a description of difficulties with existing software encountered in
the course of a creative schools-based project, intended to enable young users
both to explore virtual worlds and to design and populate them with their own
avatars. The authors argue that HCI design would benefit from a clearer grasp
of the special characteristics of designing for amateur users and of
transforming existing software for their use.

%M C.CC.05.166
%T Amplifying reflective thinking in musical performance
%S Full papers
%A Andrew Johnston
%A Shigeki Amitani
%A Ernest Edmonds
%B CC05
%D 2005
%P 166-175
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056248
%X In this paper we report on the development of tools that encourage both a
creative and reflective approach to music-making and musical skill
development. A theoretical approach to musical skill development is outlined
and previous work in the area of music visualisation is discussed. In addition
the characterisation of music performance as a type of design problem is
discussed and the implications of this position for the design of tools for
musicians are outlined. Prototype tools, the design of which is informed by
the theories and previous work, are described and some preliminary evaluation
of their effectiveness is discussed. Future directions are outlined.

%M C.CC.05.176
%T Tangible social interfaces: critical theory, boundary objects and
interdisciplinary design methods
%S Full papers
%A Pamela Jennings
%B CC05
%D 2005
%P 176-186
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056249
%X The Constructed Narratives project has been designed for use in public
spaces where there is the opportunity for individuals and groups of people,
who are not acquainted with each other, to encounter the game and subsequently
each other. The goal is to provide a platform that supports discourse in
environments where "keeping comfortable distance" between oneself and others
is the norm. The system framework developed for this project can be applied
for use in computer supported collaborative learning (CSCL), and collaborative
design activities in the tradition of computer supported collaborative work
(CSCW). The current domain explored in the Constructed Narratives project is
computer systems designed to enable shared experience through play, or
computer supported collaborative play (CSCP). This paper examines the theories
that influenced and design methodologies used by an interdisciplinary team of
artists, designers and technologists used to develop solutions for multiple
wicked design problems that can arise during the development of the system
architecture for a tangible social interface.

%M C.CC.05.187
%T Developing character personas and scenarios: vital steps in theatrical
performance and HCI goal-directed design
%S Full papers
%A Lori Shyba
%A James Tam
%B CC05
%D 2005
%P 187-194
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056251
%X In this paper, the works of theatrical performance practitioners are drawn
upon to develop key points of conceptual convergence between the artistry of
theatrical performance and the system of Human-Computer Interaction (HCI)
known as Goal-Directed design (GDD). These findings are then framed within a
supplemental instructional design that identifies an innovative method of
developing personas and constructing goal-initiated scenarios that may,
theoretically, improve upon Cooper's Goal-Directed design methodology.

%M C.CC.05.195
%T From function to context to form: precedents and focus shifts in the form
creation process
%S Full papers
%A John Restrepo
%A Henri Christiaans
%B CC05
%D 2005
%P 195-204
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056252
%X In design, the form creation process involves imagining, seeing and
drawing. Translating the vague and imprecise initial ideas into sketches
requires significant ability, and in this process, images of existing products
(precedents) are a welcomed aid. Searching for them, however, is difficult,
because it requires either exhaustive browsing or verbalization of the ideas
to be able to use search engines.
   This paper presents an approach that uses images as query seeds instead of
keywords called Query by Example (QBE). This approach is tested through an
empirical study. It shows that the approach is a significant step into helping
designers satisfy their visual information needs. It also shows that, as
designers change their focus from function to context to form, their way of
expressing their information needs changes. It concludes suggesting ways of
improving both current systems and the QBE software tested.

%M C.CC.05.205
%T Gesture and response in field-based performance
%S Full papers
%A Sha Xin Wei
%A Satinder Gill
%B CC05
%D 2005
%P 205-209
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056253
%X Ambience and immersive technological environments allow us to explore some
basics of human pragmatics that lie beyond linguistics, intentionality and the
subject-agency perspectives of human interaction. We focus on gesture and the
body in sense-making and propose a discussion drawing on a non-dualist and
agent-free account of embodied, material experience. By agent-free we mean an
approach that does not presume a monolithic subject. Moreover, we deal with
the problem of intersubjectivity by studying the human coordination of
activity without appealing to a transmission theory of communication. [6].
   We achieve this by considering how gesture spans multiple bodies and how
aesthetic design works with this and facilitates it. The paper is in two
parts, the first part covers movement studies, focusing on gesture and body
movement, drawing on the acting and pragmatics, and the second part develops
this with the example of the TGarden, a responsive play space for experimental
performance augmented by gesturally nuanced computational media.

%M C.CC.05.210
%T Losers and finders: indexing audio-visual digital media
%S Full papers
%A Mike Leggett
%B CC05
%D 2005
%P 210-217
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056254
%X The contemporary burgeoning usage of digital movies, photos, audio and
text, their distribution through networks both electronic and physical will be
considered in the context of a convergence of these media with a popular
interest in personal and community history and identity.
   The paper introduces interdisciplinary research into human memory as a
context for understanding its relation to machine memory and methods of
storing and retrieval. It proposes an approach to indexing audio-visual media
utilising a time-space representational system, drawing upon a real-world
time-space representation as the taxonomy of the indexing procedure.
   An interactive experimental prototype, PathScape, will be described and
evaluated and further practice-based research approaches to author-defined
storage and retrieval systems will be outlined.

%M C.CC.05.218
%T Knowledge nebula crystallizer for time-based information
%S Poster papers
%A Shigeki Amitani
%A Ernest Edmonds
%B CC05
%D 2005
%P 218-221
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056256
%X In this paper, we are going to describe a system for managing and authoring
time-based information artefact, as an implementation of Knowledge Nebula
Crystallizer [9]. The design rationale of the system and its implementation
are described.

%M C.CC.05.222
%T GoingPublik: suggesting creativity inside the ivory tower
%S Poster papers
%A Jurg Gutknecht
%A Art Clay
%A Thomas Frey
%B CC05
%D 2005
%P 222-225
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056257
%X This paper wishes to convey in the large the experience of a mutual
collaboration between science and art and in the small the fruits of that
collaboration both technically and artistically. Technologies in the area of
human interface design which reconsider and extend the desktop metaphor as a
means of com-puter interaction in the light of the progress made in hardware
and software technology recently will be discussed. These include subsets
stemming from the implementation of a new general purpose graphical user
interface and multimedia framework, zoomable and textual user interfaces and
translucent free-form windows. Artistic issues rooted in many works of the
artist will be briefly touched upon in order to show where the artist's
interests lay and the directions being pursued in general. These include the
use of transparency for modularity in design and optical phenomena to bring
about kinetic relationships between elements of that modularity. Both aspects
finding implementation separately in acoustic and electronic works preceding
GoingPublik. Finally, how the diverse interests manifesting in the arts and
sciences were then brought together coherently into a creative tool for
realtime score synthesis (RSS) whose central element revolves around the
possibilities of a mobile-multimedia system and which was employed in the
sonic art work GoingPublik, are concluded with.

%M C.CC.05.226
%T Musical form and algorithmic solutions
%S Poster papers
%A Peter Copley
%A Andrew Gartland-Jones
%B CC05
%D 2005
%P 226-231
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056258
%X In this paper we explore some issues with implementing purely algorithmic
solutions to compositional strategies around musical form, and suggest the
limits to such approaches. We explore the differences between textbook
definitions, of musical form, often modelled by those implementing
computational strategies, and what significant composers actually produced. We
then suggest the impact this should have in computational approaches to
creative composition.

%M C.CC.05.232
%T Computational aesthetics as a tool for creativity
%S Poster papers
%A Gary R. Greenfield
%B CC05
%D 2005
%P 232-235
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056259
%X We consider the problem of designing software tools that automatically
evaluate the aesthetic content of images. Our purpose is to enhance the
creative potential of generative art systems. We propose a number of
meta-rules for enhancing creativity.

%M C.CC.05.236
%T PathScape: indexing audio-visual digital media
%S Poster papers
%A Mike Leggett
%B CC05
%D 2005
%P 236-239
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056260
%X The contemporary burgeoning usage of digital movies, photos, audio and
text, their distribution through networks both electronic and physical, will
be considered in the context of a convergence of these media with a
contemporary engagement with personal and community history.
   An interactive experimental prototype, PathScape, will be described and
evaluated and further practice-based research approaches to author-defined
storage and retrieval systems will be outlined.

%M C.CC.05.240
%T Design for design: support for creative practice in computer-supported
collaborative work (CSCW) in design
%S Poster papers
%A Phebe Mann
%B CC05
%D 2005
%P 240-243
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056261
%X This paper describes a novel methodology for observing and analysing
collaborative design by using the concepts of cognitive dimensions related to
concept-based misfit analysis. The study aims at gaining an insight into
support for creative practice of graphical communication in collaborative
design processes of designers while sketching within a shared white board and
audio conferencing environment. Empirical data on design processes have been
obtained from observation of groups of student designers solving an interior
space-planning problem of a lounge-diner in a shared virtual environment. The
results of the study provide recommendations for the design and development of
interactive systems to support such collaborative design activities.

%M C.CC.05.244
%T Drawing in three dimensions: a paradigm shift
%S Poster papers
%A Stuart Mealing
%B CC05
%D 2005
%P 244-247
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056262
%X This paper considers issues explored during the inaugural project of the
Feral Drawing Group (University of Plymouth, Exeter) in which rapid
prototyping technology was investigated as a potential drawing environment. It
concentrates on a paradigm shift in the grammar of traditional objective
drawing that was found to occur when the drawing device is not constrained to
a flat surface but can move freely in a three dimensional space. It also
describes practical and conceptual considerations arising from the translation
of a virtual 3D drawing into a real-world object.

%M C.CC.05.248
%T Tech-tiles: exploring texture
%S Demonstrations
%A Tim Blackwell
%A Janis Jefferies
%B CC05
%D 2005
%P 248-251
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056264
%X This paper describes the tech-tile project: an exploration of visual and
sonic texture enabled by a mapping of textile images into sound. The mapping
from a rectangular element (a tile) of an image onto a sonic event is
explained, and it is demonstrated that the result gives interesting and
distinctive sonic textures and preserves, in part, the visual structure of the
image. An entire image can be converted to a single tech-tile, which can be
performed as a composition, or a swarm of small tiles can fly over the image,
generating a sonic improvisation.

%M C.CC.05.252
%T Social networks for creative collaboration
%S Demonstrations
%A Tracy Cohen
%A Ben Clemens
%B CC05
%D 2005
%P 252-255
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056265
%X The Authors are colleagues within the User Experience Discipline at Avenue
A | Razorfish, a services consulting firm that designs user centered
applications and solutions for business and consumer brands.
   The User Experience discipline employs approximately 50 interface
designers, information architects and experience designers across the United
States. A social networking application has been developed in-house to promote
creative collaboration within the organization. The organizational problem we
were solving for was a need to create greater visibility in to the work of
each information designer as well as the opportunity to support smarter
collaboration and drive innovation within the organization.

%M C.CC.05.256
%T Generating pen-plotter drawings from selective point-sets of digital
photographs
%S Demonstrations
%A Hans E. Dehlinger
%B CC05
%D 2005
%P 256-258
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056266
%X A significant property of pen-plotter drawings is their reliance on a
physically / mechanically drawn line. It is the pen, which is drawing the
line. Interesting aesthetic consequences follow from this for drawings
executed on pen-plotters. The paper addresses a particular generative approach
to produce such drawings. It is assumed that the starting points of lines play
an important role in the generative algorithm and a strategy has been
programmed to collect selective point-sets from digital photographs, which are
then used as starting points for an algorithmically generated drawing. The
generative sequence is discussed.

%M C.CC.05.259
%T Wearable body organs: critical cognition becomes (again) somatic
%S Demonstrations
%A Kelly Dobson
%B CC05
%D 2005
%P 259-262
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056267
%X Three factors involved in cognition - the individual, the collective, and
the objective reality - are related and investigated through the safe
facilitation offered by Wearable Body Organs. Each device is adaptable to its
current user and the community it is active in, made by the person and
community, becoming another plane of experience. We return to a body based
knowledge and communication, and simultaneously breech our once assumed body
boundaries.

%M C.CC.05.263
%T Constructed narratives a tangible social interface
%S Demonstrations
%A Pamela Jennings
%B CC05
%D 2005
%P 263-266
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056268
%X Constructed Narratives is a tangible social interface designed for use in
public spaces where people have the opportunity to encounter the game and
subsequently learn about each other. The hardware and software system
architecture developed for this project could be applied for experimental
computer-based interfaces for several human computer interaction domains
including collaborative learning (CSCL), and collaborative design activities
in the tradition of computer supported collaborative work (CSCW). The current
domain explored for Constructed Narratives is that of computer systems
designed to enable shared experience through play, or computer supported
collaborative play (CSCP).

%M C.CC.05.267
%T Twining: a demonstration in wearable computing
%S Demonstrations
%A Barbara Layne
%A Yacov Sharir
%B CC05
%D 2005
%P 267-268
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056269
%X Barbara Layne and Yacov Sharir will introduce their first collaborative
project, Twining. The presentation will discuss wearable computing devices and
the intersection of their individual research in dance/choreography and the
textile arts. A demonstration of their new wearable interactive system will
show how this device can affect onstage interaction and offer new
communication possibilities with the audience.
   Wearable interactive devices are often subsumed into the personal space of
the user or placed in a desired location where the performer can activate them
as needed. They possess operational command systems when placed on the
physical body of the user/performer and interactional constancy when used in
performance: they are always on and always accessible. These devices have
become an integral part and extension of the user body and operate in and
around a communications "area".

%M C.CC.05.269
%T Timeline of a drawing research methodology 1983 - 2004
%S Demonstrations
%A Peter Steel
%B CC05
%D 2005
%P 269-272
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056270
%X I propose to demonstrate the evolution, methodology and current status of
my ongoing practice based research into drawing systems, that began in 1983 at
Ravensbourne College of Art in the UK.
   My intention is to use digital media to
deliver a Timeline status report on DVD with a connected website and through
live presentation and demonstration during C&C 2005. The DVD and website will
contain material from the start of the project in 1983 up to 2004 and will
incorporate notes, sketchbooks, photographs and scanned drawings in a range of
media, video and connected digital art work. The visual material will be
supported by contextual information to outline the issues and concerns that
have directed my practice during this period, through to its current
investigation involving motion capture (mocap) technology, augmented reality,
and preparation for and extension to PhD research. Examples of creative
projects and work made in conjunction with research into the development of my
own drawing practice over a sustained twenty year period are detailed here, as
references for what will be included in the complete Timeline documentation
and material.

%M C.CC.05.273
%T Digital crustaceans: homesteading on the world wide web
%S Exhibition papers
%A Ingrid Bachmann
%B CC05
%D 2005
%P 273-274
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056272
%X In Digital Crustaceans: Homesteading on the World Wide Web, a low level
biological entity -- a hermit crab -- explores the World Wide Web to find
sites for occupation and modification. This project views the World Wide Web
as more than an address in cyberspace for the exchange of information or
promotion. It views the Web as a form of organic architecture to be worked in
and on and across to explore the material base of digital technologies, a
factor often overlooked amidst the transcendent claims of new technologies.
This web project is a pictorial and video narrative of those explorations.

%M C.CC.05.275
%T Sleepless night: amnesia
%S Exhibition papers
%A Derek Michael Besant
%B CC05
%D 2005
%P 275-278
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056273
%X If cognition is "an investigation of the action of knowing -- or
consciousness -- or a product of such action (recognition)" as defined in the
Oxford Dictionary on Historical Principals; then cognition could be an
artefact in and of itself, as an artificial premise conceived by the human
brain, as a way of dealing with how we think... To this, I would ask the
question whether or not Memory might indeed be more about Forgetting than
Remembering?

%M C.CC.05.279
%T Art, digitality and consciousness
%S Exhibition papers
%A Guy Birkin
%B CC05
%D 2005
%P 279-282
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056274
%X This paper is intended as an accompaniment to digital artworks, and forms a
concise outline of the practical and theoretical elements of my research into
digital processes. 
   It begins by describing the processes used to create the artworks, then the
scientific paradigm shift from which these processes are derived. This new
kind of science begins with or leads to the question, 'What if space and time
are digital?' My research prompted a reassessment of the meaning of 'digital',
which in turn re-defined the potential 'digital media' and, therefore, what
may be called 'digital art'.
   Lastly, it is shown that this new science relates
to the older field of Process Philosophy. That these fields share an emphasis
on the importance of the concepts of time, change and process can be seen as
supporting evidence for Jean Gebser's model of evolutionary consciousness.
This model enables cohesion of the scientific ideas and is the context in
which the artworks were conceived.

%M C.CC.05.283
%T Streaming video: an experiment in new aesthetics
%S Exhibition papers
%A Jim Bizzocchi
%B CC05
%D 2005
%P 283-285
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056275
%X In my research program, Ambient Video, I am investigating the impact of the
introduction of large, high-resolution, flat-screen displays on the aesthetics
and techniques that will be used in productions created in the future when
this type of display is common. This paper for Creativity & Cognition 2005
provides background and context for the exhibition of a video art work,
Streaming Video, which has been created as part of the research.

%M C.CC.05.286
%T Work in process: artists' collaborations in fashion and textiles
%S Exhibition papers
%A Sandy Black
%A Morris Baker
%B CC05
%D 2005
%P 286-288
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056276
%X This paper accompanies the showing of a pilot digital film, Work in
Process, analysing the creative process and working methods of four
significant artists: Lucy Orta, Maria Blaisse, Helen Storey and Caroline
Broadhead, who have been selected for their engagement within and between the
areas of textiles, fashion and the body in a range of contexts, and for the
maturity of their work. Revealed behind the artworks, through the artists' own
words and practice, is often a complex process of collaboration, dialogue and
debate, which normally remains hidden to the audience. The film presents new
insights into creative collaborations, draws parallels and highlights
contrasts in the range of approaches encompassed by the artists, and allows
comparison with some of the established and emerging theories of creative
process in scientific and other disciplines. The film is itself a work in
progress towards a larger project, which will include additional artists.
Accessibility and fluidity are key aspects of the digital film medium,
allowing for an evolutionary approach to film-making, variable according to
purpose and context, and questioning the notion of a 'finished' film.

%M C.CC.05.289
%T Kyoto to Sheffield
%S Exhibition papers
%A Ernest Edmonds
%A Mark Fell
%B CC05
%D 2005
%P 289-290
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056277

%M C.CC.05.291
%T A theory of error
%S Exhibition papers
%A Kellyann Geurts
%B CC05
%D 2005
%P 291-293
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056278
%X Ideas developed in A Theory of Error explore notions of art and
corporality, and in particular art representing the brain and mechanisms of
thought, reflections about exploring the creative process and considering
thought when the brain is simulated through digital imaging.
   Using personal thought processes as a model, this project explores the
creative process resulting from error. Error, not in the mechanical or
technical sense, or even in the form of diagnosed mental conflicts, but
discussed in terms of cognitive functioning.
   In this instance the conception of error may be referred to as
unpredictable disturbances to thought patterns.
   Forming a theoretical background to the project are various interwoven
theories from cognitive psychology, neuroscience, art and technology that
examine the mechanisms of creativity in relation to mutation and disorder,
chaos and abstraction [1].
   A Theory of Error is illustrated through visual metaphors, a weave of text
and image, constructing a picture of a thought.

%M C.CC.05.294
%T Burning Sappho's books
%S Exhibition papers
%A Alexandra Haeseker
%B CC05
%D 2005
%P 294-297
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056279

%M C.CC.05.298
%T Exhibition: computational schemes for biomimetic sculpture
%S Exhibition papers
%A Brower Hatcher
%A Karl Aspelund
%A Andrew Willis
%A Jasper Speicher
%A David B. Cooper
%A Frederic F. Leymarie
%B CC05
%D 2005
%P 298-300
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056280
%X The Mid-Ocean Studio, Brown University's SHAPE lab, and Goldsmiths College
are collaborating on a prototype system for the automatic evolution of
biomimetic sculpture using structural automata. This collaboration is
resulting in effective, computerized means to autogenerate large, increasingly
complex works of art, and allowing for a long-anticipated development of the
desire to create works that reflect and respond to the environment they are
in. We propose to create an installation that allows visitors to a site at
Goldsmiths College to experience and interact with the development of our
structures.

%M C.CC.05.301
%T Society of neurons: an arts/science project
%S Exhibition papers
%A Warren Neidich
%A Robert Zimmer
%A Thibaud de Souza
%B CC05
%D 2005
%P 301-304
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056281
%X This artwork is one of the deliverables of an arts/science initiative
supported by an interdisciplinary program run by Arts Council England and the
Arts and Humanities Research Board of the UK. The artwork has two forms: one
is a dynamically changing website and the other is a series of
three-dimensional sculptures, each of which records a segment of history of
the website. The website itself -- which we think of as a web brain -- evolves
using principles that model those that are posited as the processes that
happen in brains as they learn. The website evolution is informed by
interaction with a large community of users and therefore acts as a collective
memory of a society of individuals.

%M C.CC.05.305
%T Invisible sculpture #1
%S Exhibition papers
%A Lorraine Oades
%B CC05
%D 2005
%P 305
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056282
%X Invisible sculpture #1 uses interactive digital interfaces to question the
nature of materiality within information-based post-corporal societies. In
this artwork the viewer's body controls the speed and direction of a short
video sequence inspired by H.G. Wells' science fiction classic "The Invisible
Man".

%M C.CC.05.306
%T Variations: an interactive musical sculpture
%S Exhibition papers
%A Bruce Wands
%B CC05
%D 2005
%P 306-309
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056283
%X Variations is an ongoing exploration of multi-channel and interactive music
experienced through a sculptural interface. The interface functions as a means
by which participants can create their own mix of the music by interacting
with elements of a sculpture that consists of individual modules composed of a
cube that contains a speaker, a tube and a removable ball that controls which
channel of music they hear. Since one or more individuals may interact with
the sculpture at any given time, there is an infinite variety of music that
can be heard. This paper will discuss the evolution of the sculptural
interface and the creative approach used in composing multi-channel and
interactive music.

%M C.CC.05.310
%T Freedom and constraint in the creative process in digital fine art: an AHRB
invited workshop
%S Invited workshop
%A John Haworth
%A Sue Gollifer
%A James Faure-Walker
%A Paul Coldwell
%A Tom Kemp
%A Jon Pengelly
%B CC05
%D 2005
%P 310-317
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056285
%X The workshop will explore in depth the nature of freedom and constraint in
the creative process in digital fine art from the perspective of embodied
mind. The problem is crucial to our understanding of the creative process in
fine art. The aims and objectives of the workshop are to bring into visibility
critical insights into the creative process, thereby potentially empowering
digital artists.

%M C.CC.05.318
%T Cognitive factors in design: overview and some implications for design
%S Tutorial
%A Thomas T. Hewett
%B CC05
%D 2005
%P 318-321
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056287
%X This tutorial provides a "hands-on" (actually, "minds-on") exploration of
several basic processes and phenomena of human memory, and problem solving.
The emphasis is on developing both intuitive and formal knowledge which can
serve as background knowledge which will be useful in interpreting design
guidelines and in making educated design judgments when design guidelines
fail, conflict, or are nonexistent. The demonstrations used emphasize basic
general phenomena with which any theory of memory or problem solving must
deal. In addition, the tutorial suggests some of the implications of these
phenomena for designing interactive computing systems.

%M C.CC.05.322
%T Creating histories
%S Panel
%A Paul Brown
%A Phil Husbands
%A Margaret A. Boden
%A Catherine Mason
%A Alan Sutcliffe
%B CC05
%D 2005
%P 322-323
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1056224.1056289
%X This panel invites four speakers to discuss the history of creativity and
cognition. Phil Husbands talks about the pioneering group that played an
important role in the emergence of cybernetics in the UK - The Ratio Club;
Margaret Boden describes the history of creativity research in AI; Catherine
Mason presents her research into the role that institutions played in the
development of the computer arts in the UK and; Alan Sutcliffe describes his
experiences as a co-founder of the influential Computer Arts Society.

fpack:!@#$%^&*(): CUU2003.BA
%M C.CUU.03.1
%T Promoting universal usability with multi-layer interface design
%S Keynote
%A Ben Shneiderman
%B CUU03
%D 2003
%P 1-8
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/957205.957206
%X Increased interest in universal usability is causing some researchers to
study advanced strategies for satisfying first-time as well as intermittent
and expert users. This paper promotes the idea of multi-layer interface
designs that enable first-time and novice users to begin with a limited set of
features at layer 1. They can remain at layer 1, then move up to higher layers
when needed or when they have time to learn further features. The arguments
for and against multi-layer interfaces are presented with two example systems:
a word processor with 8 layers and an interactive map with 3 layers. New
research methods and directions are proposed.

%M C.CUU.03.9
%T Community portals through communitization
%S Communities
%A Vanessa Donnelly
%A Roland Merrick
%B CUU03
%D 2003
%P 9-14
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/957205.957208
%X Governments wishing to achieve high citizen adoption from electronic
services need to provide solutions that are not only technically accessible,
but usable and engaging to large numbers of people. Citizen diversity makes
this a real challenge. Designing the best user experience for diverse users
will require alternative designs on potentially different devices. The cost of
doing this may prove prohibitive. One answer is to leverage "the third sector"
i.e. voluntary organizations, special interest groups, communities and
business related support organizations. Third sector organizations
traditionally provide support to disadvantaged and potentially excluded groups
and provide a way for government to increase social inclusion and reach a
wider audience.
   To support the delivery of government information and services through
multiple providers including but not restricted to the originating government
version, this paper proposes to introduce the concept of "Communitization".
The principle behind "Communitization" is to enable an interface to be adapted
to suit the wants and needs of a community. For government this would provide
a way to reach a broader set of citizens with a more tailored set of solutions
without incurring any incremental cost. The benefit to citizens would be a
custom design, tailored to their needs and integrated into sites they already
use.

%M C.CUU.03.15
%T Design studies for a financial management system for micro-credit groups in
rural India
%S Communities
%A Tapan Parikh
%A Kaushik Ghosh
%A Apala Chavan
%B CUU03
%D 2003
%P 15-22
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/957205.957209
%X In this paper we describe the design process, results and observations
obtained in designing a user interface for managing community-based financial
institutions in rural India. The primary users are semi-literate village women
from local communities. We present detailed observations from our field visits
and the resulting evolution in our design vision. We describe a successful
design artifact that is the result of this process, and list several important
features that contributed to its success. We conclude with the current state
of our work and our plans for the future.

%M C.CUU.03.23
%T SPAM on the menu: the practical use of remote messaging in community care
%S Communities
%A Keith Cheverst
%A Karen Clarke
%A Dan Fitton
%A Mark Rouncefield
%A Andy Crabtree
%A Terry Hemmings
%B CUU03
%D 2003
%P 23-29
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/957205.957210
%X This paper presents some early design work of the 'Digital Care' project,
developing technologies to assist care in the community for user groups with
different support needs. Our focus is on developing a SMS Public Asynchronous
Messenger (SPAM) system for SMS messaging to a situated display in hostels for
ex-psychiatric patients run by a charitable Trust. Such settings pose both
methodological and design challenges. We face the methodological challenge to
uncover requirements in such a sensitive domain by using ethnography, cultural
probes and user workshops. The design challenge in this care setting is to
provide support rather than new forms of dependence, and we report on early
experiences of the deployed system.

%M C.CUU.03.30
%T Web usability and age: how design changes can improve performance
%S The ageing user
%A Ann Chadwick-Dias
%A Michelle McNulty
%A Tom Tullis
%B CUU03
%D 2003
%P 30-37
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/957205.957212
%X We conducted two usability studies that included a total of 49 participants
ranging in age from 20 to 82. The goal of Study 1 was to learn whether there
were differences in how older adults interact with the Web and whether changes
in text size would affect performance. Users completed tasks on a prototype
employee/retiree benefits site using various text sizes. We learned that older
users (55 years or older) had significantly more difficulty using the Web site
than younger users. Text size did not significantly affect performance in any
age group. In Study 2 new participants performed the same tasks on a version
of the site that was redesigned to address the usability problems encountered
by older users in Study 1. The goal was to learn whether we could redesign the
prototype to improve the performance of older adults. Performance improved
significantly for both older and younger users.

%M C.CUU.03.38
%T How universal is good design for older users?
%S The ageing user
%A Dan Hawthorn
%B CUU03
%D 2003
%P 38-45
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/957205.957213
%X This paper attempts to illustrate the way in which multiple considerations
influence interface design decisions when designing for older users. The
arguments are supported by examination of issues that arose during the design
of a successful email system for older users. The point is also made that
while the interface design decisions made in the example do assist older
users, they limit the power of an application to serve younger, more able and
more demanding users. The argument is made that while it is possible to
increase accessibility, the most obvious ways of doing this limit the
universality of the resulting application.

%M C.CUU.03.46
%T Toward achieving universal usability for older adults through multimodal
feedback
%S The ageing user
%A V. Kathlene Emery
%A Paula J. Edwards
%A Julie A. Jacko
%A Kevin P. Moloney
%A Leon Barnard
%A Thitima Kongnakorn
%A Francois Sainfort
%A Ingrid U. Scott
%B CUU03
%D 2003
%P 46-53
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/957205.957214
%X This experiment examines the effect of combinations of feedback (auditory,
haptic, and/or visual) on the performance of older adults completing a
drag-and-drop computer task. Participants completed a series of drag-and-drop
tasks under each of seven feedback conditions (3 unimodal, 3 bimodal, 1
trimodal). Performance was assessed using measures of efficiency and accuracy.
For analyses of results, participants were grouped based on their level of
computer experience. All users performed well under auditory-haptic bimodal
feedback and experienced users responded well to all multimodal feedback.
Based on performance benefits for older adults seen in this experiment, future
research should extend investigations to effectively integrate multimodal
feedback into GUI interfaces in order to improve usability for this growing
and diverse user group.

%M C.CUU.03.54
%T Patterns for encapsulating speech interface design solutions for older
adults
%S The ageing user
%A Mary Zajicek
%B CUU03
%D 2003
%P 54-60
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/957205.957215
%X An increasing number of older adults will need to use computers and
computer related systems in the future to avoid social exclusion and enable
them to live more independently in the future. There are therefore currently
many interface designers searching for pointers to good design for older
adults, a user group which is significantly different from the mainstream
younger user groups mainly as a result of age associated impairments. There is
currently no detailed body of knowledge from which interface designers can
learn how to cater for this user group. This paper suggests a framework for
encapsulating good interface design for older adults which is based on
rigorous experimental work and sets out the findings in the form of patterns,
a representation which has already been used successfully in the domain of
software engineering and architecture.
   A robust framework for interface design is particularly important as those
designing systems for older adults tend to be younger people who have no
concept of what it is like interact with computerized systems as an older
person with the age associated impairments.

%M C.CUU.03.61
%T Challenging interfaces/redesigning users
%S Design
%A Anna Dickinson
%A Roos Eisma
%A Peter Gregor
%B CUU03
%D 2003
%P 61-68
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/957205.957217
%X As the identity of the computer user becomes more diverse, software
developers can no longer assume familiarity with legacy systems or perfect
vision, motor control and memory. The development of Piloot (for users with
learning difficulties) and SeeWord (for dyslexic readers) shows that systems
can be usable and accessible for 'non-typical' user groups. It is no longer
appropriate to design 'general purpose' software that excludes users because
of their age or minor impairments. Piloot and SeeWord, although developed for
very different user groups, uncover some common barriers to computer use.
Although some of these barriers were overcome in similar ways, other solutions
were specific to the target user group and this may suggest strategies that
will be effective in developing inclusive systems in the future.

%M C.CUU.03.69
%T Countering design exclusion through inclusive design
%S Design
%A Simeon Keates
%A P. John Clarkson
%B CUU03
%D 2003
%P 69-76
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/957205.957218
%X The world population is aging and the number of people who are experiencing
a loss of functional capability is also on the increase. There is a need to
design 'inclusive' products to accommodate this wider range of capabilities
and to develop metrics to assess the success of such products. Successful
inclusive design requires a balance between the demands a product makes of its
users and the users' capabilities, along with a number of design metrics and
data to enable their evaluation. If the balance is not correct, then there is
the potential for design exclusion.

%M C.CUU.03.77
%T Abstract user interface representations: how well do they support universal
access?
%S Design
%A Shari Trewin
%A Gottfried Zimmermann
%A Gregg Vanderheiden
%B CUU03
%D 2003
%P 77-84
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/957205.957219
%X This paper examines four XML languages for abstract user interface
representation: UIML, XIML, XForms and AIAP. It discusses whether the high
level architectures of these languages support the requirements of universal
usability by allowing use of personal interfaces. Specific technical
requirements include separation of data from presentation, explicit
declarative representation of interface elements, their state, dependencies,
and semantics, flexibility in inclusion of alternative resources and support
for remote control and different interaction styles. Of the languages
examined, XForms and AIAP provide the best match to the requirements. While
XForms requires an appropriate delivery context to provide full access, the
AIAP standard will include specification of the context in which the language
is to be used.

%M C.CUU.03.85
%T Theoretical and architectural support for input device adaptation
%S Design
%A Jingtao Wang
%A Jennifer Mankoff
%B CUU03
%D 2003
%P 85-92
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/957205.957220
%X The graphical user interface (GUI) is today's de facto standard for desktop
computing. GUIs are designed and optimized for use with a mouse and keyboard.
However, modern trends make this reliance on a mouse and keyboard problematic
for two reasons. First, people with disabilities may have trouble operating
those devices. Second, with the popularization of wireless communication and
mobile devices such as personal data assistants, the mouse and keyboard are
often replaced by other input devices. Our solution is a tool that can be used
to translate a user's input to a form recognizable by any Windows-based
application. We argue that a formal model of input is necessary to support
arbitrary translations of this sort. We present a model, based on Markov
information sources, that extends past work in its ability to handle
software-based input such as speech recognition, and to measure relative
device bandwidth. We also present our translation tool, which is based on our
model, along with four applications built using that tool.

%M C.CUU.03.93
%T Understanding patients: participatory approaches for the user evaluation of
vital data presentation
%S User involvement
%A Karl A. Stroetmann
%A Michael Pieper
%A Veli N. Stroetmann
%B CUU03
%D 2003
%P 93-97
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/957205.957222
%X The objective of our research was to undertake first steps to analyse
patient access to their electronic health records (EHR) as a crucial universal
access issue: Why is patient involvement becoming a key issue, what approaches
are available to learn more about patient attitudes and needs, which concrete
outcomes can be obtained from such research? The paper outlines a reference
scenario for tele home monitoring of chronically ill patients including
measurement devices and system environment, provides an assessment of selected
participatory approaches like questionnaires, interviews and group
discussions, and reports about universal access design issues from a patient
perspective. Concrete conclusions concerning access devices and presentation
of EHR contents are developed. To allow all citizens equality in access, to
benefit from advances in eHealth and to avoid a "Medical Divide", creativity,
innovations and support are needed to progress towards a true Information
Society for all also in the health arena.

%M C.CUU.03.98
%T Involving young girls in product concept design
%S User involvement
%A Minna Isomursu
%A Pekka Isomursu
%A Kaisa Still
%B CUU03
%D 2003
%P 98-105
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/957205.957223
%X Young girls are a user group often neglected in the design of technical
devices. In this paper, we describe a method for involving pre-teen and teen
girls in a concept design process. With this target group we have experienced
serious challenges in applying traditional participatory design methods, such
as observations or interviews. As a solution, we have adopted a web-based
storytelling environment where our target group is encouraged to create usage
scenarios of a mobile terminal that would support their activities in a
virtual community. Our results show that this approach is a very natural and
fruitful method for involving this target group.

%M C.CUU.03.106
%T Context-aware communication for severely disabled users
%S User involvement
%A Adriane B. Davis
%A Melody M. Moore
%A Veda C. Storey
%B CUU03
%D 2003
%P 106-111
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/957205.957224
%X Even with assistive communication technology, interactive conversation is
extremely difficult for users with severely limited mobility and loss of
speech. Input to such devices is painfully slow and subject to high error
rates with the resulting output not reliably reflecting the true intentions of
the user. Conversational prediction has been incorporated into assistive
systems to help speed up communication but could be further improved by
considering the contextual interaction between the user and conversant.
Contextual information applied to user profiles can greatly enhance
conversational prediction and increase a severely disabled user's control over
his or her complex world. We present a framework that integrates a rich
profile of the user, a model of the user's environment, and actors on that
environment. To test the validity of the framework, we develop a set of
profiles and apply them in two different scenarios. Initial results show that
the context-aware user profiles can increase both the accuracy and speed of
the communication.

%M C.CUU.03.112
%T Insights from the aphasia project: designing technology for and with people
who have aphasia
%S User involvement
%A Joanna McGrenere
%A Rhian Davies
%A Leah Findlater
%A Peter Graf
%A Maria Klawe
%A Karyn Moffatt
%A Barbara Purves
%A Sarah Yang
%B CUU03
%D 2003
%P 112-118
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/957205.957225
%X This paper explores a number of HCI research issues in the context of the
Aphasia Project, a recently established project on the design of assistive
technology for aphasic individuals. Key issues include the problems of
achieving effective design and evaluation for a user population with an
extremely high degree of variance, and user-centered design for a user
population with significant communication impairments. We describe the Aphasia
Project and our initial approaches to dealing with these issues. Similar
issues arise in many areas of assistive technology, so we expect our paper to
be of general interest to the research community.

%M C.CUU.03.119
%T Making chalk and talk accessible
%S Applications
%A S. Bennett
%A J. Hewitt
%A D. Kraithman
%A C. Britton
%B CUU03
%D 2003
%P 119-125
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/957205.957227
%X This paper investigates the development of an authoring package designed to
mimic traditional "chalk and talk" delivery of content in education. It
emphasizes the twin goals of making the output more accessible both for those
with disabilities and for distance learners and also making the package usable
by academic staff without requiring extensive training. It deals with issues
arising from the capture of the material, the compromises and conflicts which
are made in the satisfaction of accessibility guidelines and the
implementation problems which arise. An authoring tool designed specifically
for the production of accessible multimedia material is described as is
preliminary work being undertaken to provide live subtitles of lectures.

%M C.CUU.03.126
%T Applying heuristics to perform a rigorous accessibility inspection in a
commercial context
%S Applications
%A Claire Paddison
%A Paul Englefield
%B CUU03
%D 2003
%P 126-133
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/957205.957228
%X Accessibility heuristics have been developed to compliment the
accessibility guidelines. The use of Web accessibility heuristics in heuristic
evaluations can ensure that a greater range of special needs will be
considered, from visual to cognitive impairments. Key advantages of heuristics
are conciseness, memorablity, meaningfulness and insight. The heuristics can
be used effectively to understand which areas of a site have accessibility
issues and can provide useful insight into how to create a solution. However,
the heuristics will not tell evaluators whether a Web site conforms to
legislation. Studies have confirmed the common belief that heuristics should
not replace knowledge but act to cue the deeper body of knowledge defined by
the guidelines; it is essential that evaluators be given accessibility
education before completing a heuristic evaluation using the accessibility
heuristics. 

%M C.CUU.03.134
%T Towards the creation of accessibility agents for non-visual navigation of
the web
%S Applications
%A K. Kottapally
%A C. Ngo
%A R. Reddy
%A E. Pontelli
%A T. C. Son
%A D. Gillan
%B CUU03
%D 2003
%P 134-141
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/957205.957229
%X In this paper, we highlight the main research directions currently pursued
by the investigators for the development of new tools to improve Web
accessibility for users with visual disabilities. The overall principle is to
create intelligent software agents used to assist visually impaired
individuals in accessing complex on-line data organizations (e.g., tables,
frame structures) in a meaningful way. Accessibility agents make use of
knowledge representation structures (automatically or manually derived) to
assist users in developing navigation plans; these are employed to locate
given pieces of information or to answer user's desired goals.

%M C.CUU.03.142
%T Designing a universal keyboard using chording gloves
%S Applications
%A Seongil Lee
%A Sang Hyuk Hong
%A Jae Wook Jeon
%B CUU03
%D 2003
%P 142-147
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/957205.957230
%X A universal input device for both text and Braille input was developed in a
Glove-typed interface using all the joints of the four fingers and thumbs of
both hands. The glove-typed device works as of now for input of Korean
characters, numbers, and Braille characters using mode conversion. Considering
the finger force and the fatigue from repeated finger motions, the input
switch was made of conductible silicon ink, which is easy to apply to any type
of surface, light, and enduring. The usability testing with (1) blind subjects
showed the performance matching with a commercial Braille keypad, and (2)
non-blind subjects for Korean characters showed comparable performance with
cellular phone input keypads, but inferior to conventional keyboard. Subjects'
performance showed that the chording gloves can input approximately 122
Braille characters per minute and 108 words per minute in Korean character.
The chording gloves developed in our study is expected to be used with common
computing devices such as PCs and PDAs, and can contribute to replacing the
Braille-based note-takers with less expensive computing devices for blind
users.

%M C.CUU.03.148
%T Designing cognitive technologies for people with disabilities --
perspectives for theory and practice
%S Panel
%A Jim Sullivan
%A Joanna McGrenere
%B CUU03
%D 2003
%P 148-149
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/957205.957232
%X This panel will identify and discuss practical and theoretical issues in
the design, implementation, and evaluation of technologies to assist persons
with developmental and acquired cognitive deficits.

%M C.CUU.03.150
%T Helping to avoid e-discrimination in UK tertiary education
%S Posters
%A David Sloan
%A Lawrie Phipps
%B CUU03
%D 2003
%P 150-151
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/957205.957234
%X The UK e-learning and disability agenda is discussed, and how it is
affected by social inclusion and government initiatives and legislation. The
important role of the TechDis service in this initiative is also described,
and how it is helping the tertiary education community in the UK to use
technology to improve inclusion for staff and students with disabilities. An
outline of the approach TechDis has taken to achieve its goals is provided,
along with current issues being addressed by the service.

%M C.CUU.03.152
%T Designing accessible auditory drag and drop
%S Posters
%A Fredrik Winberg
%A Sten Olof Hellstrom
%B CUU03
%D 2003
%P 152-153
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/957205.957235
%X This paper presents an audio-only version of drag and drop. By continuously
presenting the information, using auditory zooming at two different levels and
absolute positioning of the cursor, a blind user is able to get an overview,
locate and interact with a specific object. Two user studies on two different
versions have been made in order to get input to the design process and to
evaluate the ideas. The results points at the importance of being able to
customize the interface and to provide an overview of all interface objects.

%M C.CUU.03.154
%T A study in reading comprehension improvement
%S Posters
%A Rodica Waivio
%B CUU03
%D 2003
%P 154-155
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/957205.957236
%X As everyday computing plays an increasingly prominent role in our daily
lives, user reading comprehension is of vital importance for human progress.
This paper proposes to investigate the improvement of the user reading
comprehension by different factors. Two main experiments tested how an
explicit display of a small collection of keywords and a summary explanation
aid reading comprehension. Twelve subjects were used for the first experiment
and eight subjects for the second experiment. All were UIC undergraduate and
graduate students, with computer experience. In the post experimentation
stage, the subjects recommended different techniques for reading improvement.
Comprehension was estimated by two procedures, a quantitative evaluation by a
comprehension questionnaire and a qualitative evaluation by the subjective
report. Important results were pointed out by the subjective evaluation. The
advantages and disadvantages were summarized by a small focus group of users.
A Dynamic Reading Device was designed for experimentation usage.

%M C.CUU.03.156
%T Designing an interface usable by people with dementia
%S Posters
%A Norman Alm
%A Richard Dye
%A Gary Gowans
%A Jim Campbell
%A Arlene Astell
%A Maggie Ellis
%B CUU03
%D 2003
%P 156-157
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/957205.957237
%X Caring for people with dementia will be one of the major challenges of the
21st century. Advancing technology may offer ways to augment and supplement
human care, if it is sensitively designed with the needs of potential users
always taken into account. Developing an interface that a person with dementia
can make sense of and use is a difficult goal. Beginning to meet this
challenge is one aspect of a programme we have embarked on to develop a
multi-media system that can be used to help people with dementia communicate
better with others. Reminiscence work with people with dementia is a valuable
tool for enabling them to participate meaningfully in conversations. We are
developing a system which uses multimedia technology as an effective vehicle
for delivering reminiscence stimulus and thus conversation support for people
with dementia.

fpack:!@#$%^&*(): RCS
fpack:!@#$%^&*(): INTER12.B
%M J.INTER.12.1.4
%T Hello!
%S Editorial
%A Jonathan Arnowitz, Elizabeth Dykstra-Erickson
%J 12
%D 2005
%V 12
%N 1
%P 4-5
%* (c) Copyright 2005 ACM

%M J.INTER.12.1.7
%T User experience: why do so many organizations believe they own it?
report from a Silicon Valley gathering
%S Pushing the envelope
%A Fred Sampson
%J 12
%D 2005
%V 12
%N 1
%P 7-9
%* (c) Copyright 2005 ACM

%M J.INTER.12.1.9
%T Ask Dr. Usability
%S Ask Dr. Usability
%A Dr. Usability
%J 12
%D 2005
%V 12
%N 1
%P 9-9
%* (c) Copyright 2005 ACM

%M J.INTER.12.1.11
%T Not ready for prime-time voting
%S Rant
%A Jonathan Arnowitz, Elizabeth Dykstra-Erickson
%J 12
%D 2005
%V 12
%N 1
%P 11-11
%* (c) Copyright 2005 ACM

%M J.INTER.12.1.12
%T Ease your design anguish
%S The whiteboard
%A Deborah Gill-Hesselgrave, Mark Hall
%J 12
%D 2005
%V 12
%N 1
%P 12-17
%* (c) Copyright 2005 ACM

%M J.INTER.12.1.18
%T User-centered design in the enterprise
%S Fast forward
%A Aaron Marcus
%J 12
%D 2005
%V 12
%N 1
%P 18-23
%* (c) Copyright 2005 ACM

%M J.INTER.12.1.24
%T The innovation pipeline: design collaborations between research and
development
%S Design
%A Austin Henderson
%J 12
%D 2005
%V 12
%N 1
%P 24-29
%* (c) Copyright 2005 ACM

%M J.INTER.12.1.30
%T Storytelling evolves on the web: case study: EXOCOG and the future of
storytelling
%A Jim Miller
%J 12
%D 2005
%V 12
%N 1
%P 30-47
%* (c) Copyright 2005 ACM

%M J.INTER.12.1.49
%T A tale of two tutorials: a cognitive approach to interactive system
design and interaction design meets agility
%S HCI and the web
%A William Hudson
%J 12
%D 2005
%V 12
%N 1
%P 49-51
%* (c) Copyright 2005 ACM

%M J.INTER.12.1.53
%T Books
%S Books
%A Richard Douglass
%J 12
%D 2005
%V 12
%N 1
%P 53-55
%* (c) Copyright 2005 ACM

%M J.INTER.12.1.57
%T Seeking online health resources: a study of web usability for older
adults
%S Research alert
%A Shirley Ann Becker
%J 12
%D 2005
%V 12
%N 1
%P 57-58
%* (c) Copyright 2005 ACM

%M J.INTER.12.1.59
%T CHI 2005
%S Event planner
%Q interactions Staff
%J 12
%D 2005
%V 12
%N 1
%P 59-61
%* (c) Copyright 2005 ACM

%M J.INTER.12.1.62
%T AIGA National Design Conference: an interaction design perspective
%S Rewind
%A Julie Stanford, Ellen R. Tauber, Laura Klein
%J 12
%D 2005
%V 12
%N 1
%P 62-63
%* (c) Copyright 2005 ACM

%M J.INTER.12.1.64
%T Business software gets it
%S Rave
%A Jonathan Arnowitz, Elizabeth Dykstra-Erickson
%J 12
%D 2005
%V 12
%N 1
%P 64-64
%* (c) Copyright 2005 ACM

%M J.INTER.12.2.4
%T In this issue
%S In this issue
%A Jonathan Arnowitz, Elizabeth Dykstra-Erickson
%J 12
%D 2005
%V 12
%N 2
%P 4
%* (c) Copyright 2005 ACM

%M J.INTER.12.2.7
%T Infinite loop
%S Fresh: ok/cancel
%A Tom Chi, Kevin Cheng
%J 12
%D 2005
%V 12
%N 2
%P 7
%* (c) Copyright 2005 ACM

%M J.INTER.12.2.7
%T Usability as science
%S Fresh: editors' rant
%A Jonathan Arnowitz, Elizabeth Dykstra-Erickson
%J 12
%D 2005
%V 12
%N 2
%P 7-8
%* (c) Copyright 2005 ACM

%M J.INTER.12.2.8
%T Letters to the editor
%S Fresh: mailbag
%A Jonathan Arnowitz, Elizabeth Dykstra-Erickson
%J 12
%D 2005
%V 12
%N 2
%P 8
%* (c) Copyright 2005 ACM

%M J.INTER.12.2.9
%T Why do I want ambient intelligence?
%S Fresh: pushing the envelope
%A Fred Sampson
%J 12
%D 2005
%V 12
%N 2
%P 9-10
%* (c) Copyright 2005 ACM

%M J.INTER.12.2.10
%T Greeking and internationalization
%S Fresh: ask Dr. Usability
%A Dr. Usability
%J 12
%D 2005
%V 12
%N 2
%P 10
%* (c) Copyright 2005 ACM

%M J.INTER.12.2.12
%T Have robots, need interaction with humans!
%S Robots!
%A Jean Scholtz
%J 12
%D 2005
%V 12
%N 2
%P 12-14
%* (c) Copyright 2005 ACM

%M J.INTER.12.2.14
%T CosmoBot levels the playing field for disabled children
%A Corinna Lathan, Amy Brisben, Charlotte Safos
%J 12
%D 2005
%V 12
%N 2
%P 14-16
%* (c) Copyright 2005 ACM

%M J.INTER.12.2.16
%T Robotic products to assist the aging population
%A Jodi Forlizzi
%J 12
%D 2005
%V 12
%N 2
%P 16-18
%* (c) Copyright 2005 ACM

%M J.INTER.12.2.19
%T Socially intelligent robots
%A Cynthia Breazeal
%J 12
%D 2005
%V 12
%N 2
%P 19-22
%* (c) Copyright 2005 ACM

%M J.INTER.12.2.22
%T Towards collaboration with robots in shared space: spatial
perspective and frames of reference
%A Alan C. Schultz, J. Gregory Trafton
%J 12
%D 2005
%V 12
%N 2
%P 22-24
%* (c) Copyright 2005 ACM

%M J.INTER.12.2.24
%T Robots as laboratory hosts
%A Candace L. Sidner, Christopher Lee
%J 12
%D 2005
%V 12
%N 2
%P 24-26
%* (c) Copyright 2005 ACM

%M J.INTER.12.2.27
%T Qualitative spatial referencing for natural human-robot interfaces
%A Marjorie Skubic
%J 12
%D 2005
%V 12
%N 2
%P 27-30
%* (c) Copyright 2005 ACM

%M J.INTER.12.2.30
%T Case study: up close and personal from Mars
%A Emily Hamner, Mark Lotter, Illah Nourbakhsh, Skip Shelly
%J 12
%D 2005
%V 12
%N 2
%P 30-36
%* (c) Copyright 2005 ACM

%M J.INTER.12.2.37
%T Humans, robots, rubble, and research
%A Robin R. Murphy
%J 12
%D 2005
%V 12
%N 2
%P 37-39
%* (c) Copyright 2005 ACM

%M J.INTER.12.2.39
%T Using competitions to study human-robot interaction in urban search
and rescue
%A Jill L. Drury, Holly A. Yanco, Jean Scholtz
%J 12
%D 2005
%V 12
%N 2
%P 39-41
%* (c) Copyright 2005 ACM

%M J.INTER.12.2.42
%T Interaction challenges in human-robot space exploration
%A Terrence Fong, Illah Nourbakhsh
%J 12
%D 2005
%V 12
%N 2
%P 42-45
%* (c) Copyright 2005 ACM

%M J.INTER.12.2.45
%T An interview with Dr. Corinna Lathan of AnthroTronix
%A Jean Scholtz
%J 12
%D 2005
%V 12
%N 2
%P 45-47
%* (c) Copyright 2005 ACM

%M J.INTER.12.2.48
%T Prototyping: generating ideas or cargo cult designs?
%S Practice: design
%A Lars Erik Holmquist
%J 12
%D 2005
%V 12
%N 2
%P 48-54
%* (c) Copyright 2005 ACM

%M J.INTER.12.2.55
%T Designing theatre, designing user experience
%S Practice: whiteboard
%A Whitney Quesenbery
%J 12
%D 2005
%V 12
%N 2
%P 55-57
%* (c) Copyright 2005 ACM

%M J.INTER.12.2.58
%T Avoiding the next schism: ethnography and usability
%S Practice: business
%A David Siegel, Susan Dray
%J 12
%D 2005
%V 12
%N 2
%P 58-61
%* (c) Copyright 2005 ACM

%M J.INTER.12.2.62
%T What else?: people, disciplines, contexts, stories, occurrences
%S Practice: connections
%A Manfred Tscheligi
%J 12
%D 2005
%V 12
%N 2
%P 62-63
%* (c) Copyright 2005 ACM

%M J.INTER.12.2.65
%T Robots in the home: what might they do?
%S People: the way I see it
%A Donald A. Norman
%J 12
%D 2005
%V 12
%N 2
%P 65
%* (c) Copyright 2005 ACM

%M J.INTER.12.2.66
%T Too many cooks
%S People: on the enterprise
%A Dustin Beltram
%J 12
%D 2005
%V 12
%N 2
%P 66-67
%* (c) Copyright 2005 ACM

%M J.INTER.12.2.68
%T Dreaming of robots: an interview with Bruce Sterling
%S People: fast forward
%A Aaron Marcus
%J 12
%D 2005
%V 12
%N 2
%P 68-70
%* (c) Copyright 2005 ACM

%M J.INTER.12.2.71
%T The cost of more: psychology of choice in interaction design
%S People: HCI & the web
%A William Hudson
%J 12
%D 2005
%V 12
%N 2
%P 71
%* (c) Copyright 2005 ACM

%M J.INTER.12.2.72
%T Book review
%S Books
%A Karen Landis
%J 12
%D 2005
%V 12
%N 2
%P 72-74
%* (c) Copyright 2005 ACM

%M J.INTER.12.2.74
%T New & upcoming titles
%A Gerard Torenvliet
%J 12
%D 2005
%V 12
%N 2
%P 74
%* (c) Copyright 2005 ACM

%M J.INTER.12.2.75
%T Beyond human-centered design?
%S Rewind
%A Nico Macdonald
%J 12
%D 2005
%V 12
%N 2
%P 75-79
%* (c) Copyright 2005 ACM

%M J.INTER.12.2.77
%T Event planner
%S Event planner
%Q interactions Staff
%J 12
%D 2005
%V 12
%N 2
%P 77
%* (c) Copyright 2005 ACM

%M J.INTER.12.2.79
%T Robot rescue camp
%A Jean Scholtz
%J 12
%D 2005
%V 12
%N 2
%P 79-80
%* (c) Copyright 2005 ACM

%M J.INTER.12.2.80
%T Robots in Italy: beyond da Vinci
%A Cory D. Kidd
%J 12
%D 2005
%V 12
%N 2
%P 80-82
%* (c) Copyright 2005 ACM

%M J.INTER.12.2.82
%T HRI 2006
%A Mike Goodrich
%J 12
%D 2005
%V 12
%N 2
%P 82-83
%* (c) Copyright 2005 ACM

%M J.INTER.12.2.82
%T 14th IEEE International Workshop on Robot and Human Interactive
Communication
%A Julie Adams
%J 12
%D 2005
%V 12
%N 2
%P 82
%* (c) Copyright 2005 ACM

%M J.INTER.12.2.83
%T From fiction to science: swissnex explores the interfaces
%A Elizabeth Dykstra-Erickson
%J 12
%D 2005
%V 12
%N 2
%P 83-87
%* (c) Copyright 2005 ACM

%M J.INTER.12.2.88
%T User research as kool-aid
%S Editors' rave
%A Jonathan Arnowitz, Elizabeth Dykstra-Erickson
%J 12
%D 2005
%V 12
%N 2
%P 88-ff
%* (c) Copyright 2005 ACM

%M J.INTER.12.3.4
%T In this issue
%S In this issue
%A Jonathan Arnowitz, Elizabeth Dykstra-Erickson
%J 12
%D 2005
%V 12
%N 3
%P 4
%* (c) Copyright 2005 ACM

%M J.INTER.12.3.7
%T It's mine...
%S Fresh: rant
%A Jonathan Arnowitz, Elizabeth Dykstra-Erickson
%J 12
%D 2005
%V 12
%N 3
%P 7-9
%* (c) Copyright 2005 ACM

%M J.INTER.12.3.8
%T Who owns it?
%S Fresh: ok/cancel
%A Tom Chi, Kevin Cheng
%J 12
%D 2005
%V 12
%N 3
%P 8
%* (c) Copyright 2005 ACM

%M J.INTER.12.3.9
%T Distressed in a cube
%S Fresh: ask Doctor Usability
%A Dr. Usability
%J 12
%D 2005
%V 12
%N 3
%P 9-11
%* (c) Copyright 2005 ACM

%M J.INTER.12.3.10
%T Jef Raskin, pioneer
%S Fresh: in remembrance
%A Richard Karpinski
%J 12
%D 2005
%V 12
%N 3
%P 10-11
%* (c) Copyright 2005 ACM

%M J.INTER.12.3.12
%T Back to school for UX?
%S Fresh: pushing the envelope
%A Fred Sampson
%J 12
%D 2005
%V 12
%N 3
%P 12-13
%* (c) Copyright 2005 ACM

%M J.INTER.12.3.13
%T Letters to the editor
%S Fresh: mailbag
%A Jonathan Arnowitz, Elizabeth Dykstra-Erickson
%J 12
%D 2005
%V 12
%N 3
%P 13-14
%* (c) Copyright 2005 ACM

%M J.INTER.12.3.16
%T Introduction: sharing ownership of UX
%S Whose profession is it anyway?
%A Pabini Gabriel-Petit
%J 12
%D 2005
%V 12
%N 3
%P 16-18
%* (c) Copyright 2005 ACM

%M J.INTER.12.3.18
%T Who owns UX?: not us!
%A Dirk Knemeyer
%J 12
%D 2005
%V 12
%N 3
%P 18-20
%* (c) Copyright 2005 ACM

%M J.INTER.12.3.20
%T Building positive team relationships for better usability
%A John C. Ferrara
%J 12
%D 2005
%V 12
%N 3
%P 20-21
%* (c) Copyright 2005 ACM

%M J.INTER.12.3.22
%T The vision of good user experience
%A David Hawdale
%J 12
%D 2005
%V 12
%N 3
%P 22-23
%* (c) Copyright 2005 ACM

%M J.INTER.12.3.23
%T User experience: back to business
%A Peter Bogaards, Ruurd Priester
%J 12
%D 2005
%V 12
%N 3
%P 23-25
%* (c) Copyright 2005 ACM

%M J.INTER.12.3.25
%T Making UX an engaging process for prospective user experience
adopters
%A Bob Goodman
%J 12
%D 2005
%V 12
%N 3
%P 25-26
%* (c) Copyright 2005 ACM

%M J.INTER.12.3.27
%T Success with user-centered design management
%A Jeremy Ashley, Kristin Desmond
%J 12
%D 2005
%V 12
%N 3
%P 27-32
%* (c) Copyright 2005 ACM

%M J.INTER.12.3.32
%T Why engineers own user experience design
%A Bruce Tog Tognazzini
%J 12
%D 2005
%V 12
%N 3
%P 32-34
%* (c) Copyright 2005 ACM

%M J.INTER.12.3.34
%T Defining interaction design
%A Elizabeth Bacon
%J 12
%D 2005
%V 12
%N 3
%P 34-35
%* (c) Copyright 2005 ACM

%M J.INTER.12.3.36
%T The adaptive user experience organization
%A Victor Lombardi
%J 12
%D 2005
%V 12
%N 3
%P 36
%* (c) Copyright 2005 ACM

%M J.INTER.12.3.37
%T STC and user experience
%A Fred Sampson
%J 12
%D 2005
%V 12
%N 3
%P 37-38
%* (c) Copyright 2005 ACM

%M J.INTER.12.3.38
%T Engineering the user experience: UX and the Usability Professionals'
Association
%A Paul Sherman, Whitney Quesenbery
%J 12
%D 2005
%V 12
%N 3
%P 38-40
%* (c) Copyright 2005 ACM

%M J.INTER.12.3.40
%T User experience network: a passion for collaboration
%A Richard Anderson, Keith Instone, Dirk Knemeyer, Beth Mazur, Whitney Quesenbery
%J 12
%D 2005
%V 12
%N 3
%P 40-41
%* (c) Copyright 2005 ACM

%M J.INTER.12.3.42
%T There once was a whiteboard in verse...
%S Practice: whiteboard
%A Elizabeth Buie
%J 12
%D 2005
%V 12
%N 3
%P 42-44
%* (c) Copyright 2005 ACM

%M J.INTER.12.3.45
%T Professional societies and business relevance
%S Practice: business
%A John Scooter Morris
%J 12
%D 2005
%V 12
%N 3
%P 45-47
%* (c) Copyright 2005 ACM

%M J.INTER.12.3.48
%T More experiences: other sides of the profession story
%S Practice: connections
%A Manfred Tscheligi
%J 12
%D 2005
%V 12
%N 3
%P 48-49
%* (c) Copyright 2005 ACM

%M J.INTER.12.3.51
%T Whose profession is this?: everybody's, nobody's
%S People: the way I see it
%A Donald A. Norman
%J 12
%D 2005
%V 12
%N 3
%P 51
%* (c) Copyright 2005 ACM

%M J.INTER.12.3.52
%T Virtual bridges: creating successful designs in a distributed
development environment
%S People: on the enterprise
%A Dustin Beltram
%J 12
%D 2005
%V 12
%N 3
%P 52-53
%* (c) Copyright 2005 ACM

%M J.INTER.12.3.54
%T The out-of-box home experience: remote from reality
%S People: fast forward
%A Aaron Marcus
%J 12
%D 2005
%V 12
%N 3
%P 54-56
%* (c) Copyright 2005 ACM

%M J.INTER.12.3.57
%T Fitts at 50: for link design, size does matter
%S People: HCI & the web
%A William Hudson
%J 12
%D 2005
%V 12
%N 3
%P 57
%* (c) Copyright 2005 ACM

%M J.INTER.12.3.58
%T The robots are coming
%S People: on the edge
%A Lars Erik Holmquist
%J 12
%D 2005
%V 12
%N 3
%P 58-59
%* (c) Copyright 2005 ACM

%M J.INTER.12.3.60
%T Book review
%S Books
%A Jeff Horvath, Tim Cartwright
%J 12
%D 2005
%V 12
%N 3
%P 60-62
%* (c) Copyright 2005 ACM

%M J.INTER.12.3.61
%T New & upcoming titles
%A Gerard Torenvliet
%J 12
%D 2005
%V 12
%N 3
%P 61
%* (c) Copyright 2005 ACM

%M J.INTER.12.3.63
%T UX events
%S Event planner
%Q interactions Staff
%J 12
%D 2005
%V 12
%N 3
%P 63
%* (c) Copyright 2005 ACM

%M J.INTER.12.3.64
%T Do good, then do better
%S Rave
%A Jonathan Arnowitz, Elizabeth Dykstra-Erickson
%J 12
%D 2005
%V 12
%N 3
%P 64-ff
%* (c) Copyright 2005 ACM

%M J.INTER.12.3.64
%T Attitudes towards testing
%S Elitoons
%A Nevin Berger
%J 12
%D 2005
%V 12
%N 3
%P 64
%* (c) Copyright 2005 ACM

%M J.INTER.12.4.4
%T In this issue
%S In this issue
%A Jonathan Arnowitz, Elizabeth Dykstra-Erickson
%J 12
%D 2005
%V 12
%N 4
%P 4
%* (c) Copyright 2005 ACM

%M J.INTER.12.4.5
%T CHI and the practitioner dilemma
%S Fresh: rant
%A Jonathan Arnowitz, Elizabeth Dykstra-Erickson
%J 12
%D 2005
%V 12
%N 4
%P 5-9
%* (c) Copyright 2005 ACM

%M J.INTER.12.4.5
%T HAT9000
%S Fresh: ok/cancel
%A Tom Chi, Kevin Cheng
%J 12
%D 2005
%V 12
%N 4
%P 5
%* (c) Copyright 2005 ACM

%M J.INTER.12.4.8
%T Why doesn't SIGCHI eat its own dog food?
%S Fresh: food for thought
%A John Scooter Morris
%J 12
%D 2005
%V 12
%N 4
%P 8-10
%* (c) Copyright 2005 ACM

%M J.INTER.12.4.10
%T Brand UX
%S Fresh: pushing the envelope
%A Fred Sampson
%J 12
%D 2005
%V 12
%N 4
%P 10-11
%* (c) Copyright 2005 ACM

%M J.INTER.12.4.11
%T Letters to the editor
%S Fresh: mailbag
%A Jonathan Arnowitz, Elizabeth Dykstra-Erickson
%J 12
%D 2005
%V 12
%N 4
%P 11-12
%* (c) Copyright 2005 ACM

%M J.INTER.12.4.13
%T Seeing is believing
%S Fresh: ask Doctor Usability
%A Dr. Usability
%J 12
%D 2005
%V 12
%N 4
%P 13
%* (c) Copyright 2005 ACM

%M J.INTER.12.4.14
%T Human-centered design considered harmful
%S Fresh
%A Donald A. Norman
%J 12
%D 2005
%V 12
%N 4
%P 14-19
%* (c) Copyright 2005 ACM

%M J.INTER.12.4.20
%T Introduction
%S Ambient intelligence: the next generation of user centeredness
%A Manfred Tscheligi
%J 12
%D 2005
%V 12
%N 4
%P 20-21
%* (c) Copyright 2005 ACM

%M J.INTER.12.4.21
%T From information design to experience design: smart artefacts and the
disappearing computer
%A Norbert Streitz, Carsten Magerkurth, Thorsten Prante, Carsten Rocker
%J 12
%D 2005
%V 12
%N 4
%P 21-25
%* (c) Copyright 2005 ACM

%M J.INTER.12.4.25
%T Exploring feedback and persuasive techniques at the sink
%A Leonardo Bonanni, Ernesto Arroyo, Chia-Hsun Lee, Ted Selker
%J 12
%D 2005
%V 12
%N 4
%P 25-28
%* (c) Copyright 2005 ACM

%M J.INTER.12.4.28
%T Living in metamorphosis: proactive computing in the home environment
%A Jukka Vanhala, Frans Mayra, Ilpo Koskinen
%J 12
%D 2005
%V 12
%N 4
%P 28-31
%* (c) Copyright 2005 ACM

%M J.INTER.12.4.31
%T Information as a cultural category
%A Paul Dourish, Johanna Brewer, Genevieve Bell
%J 12
%D 2005
%V 12
%N 4
%P 31-33
%* (c) Copyright 2005 ACM

%M J.INTER.12.4.33
%T New technologies for human connectedness
%A Stefan Agamanolis
%J 12
%D 2005
%V 12
%N 4
%P 33-37
%* (c) Copyright 2005 ACM

%M J.INTER.12.4.37
%T Case study: bringing social intelligence into home dialogue systems
%A Panos Markopoulos, Boris de Ruyter, Saini Privender, Albert van Breemen
%J 12
%D 2005
%V 12
%N 4
%P 37-44
%* (c) Copyright 2005 ACM

%M J.INTER.12.4.44
%T Interactive spaces: towards a better everyday?
%A Marianne Graves Petersen
%J 12
%D 2005
%V 12
%N 4
%P 44-45
%* (c) Copyright 2005 ACM

%M J.INTER.12.4.45
%T Attentive objects: enriching people's natural interaction with
everyday objects
%A Pattie Maes
%J 12
%D 2005
%V 12
%N 4
%P 45-48
%* (c) Copyright 2005 ACM

%M J.INTER.12.4.48
%T A simple secret for design
%A Ingelise Nielsen, Graham Pullin
%J 12
%D 2005
%V 12
%N 4
%P 48-50
%* (c) Copyright 2005 ACM

%M J.INTER.12.4.50
%T Interaction contextualized in space
%A Marco Susani
%J 12
%D 2005
%V 12
%N 4
%P 50-54
%* (c) Copyright 2005 ACM

%M J.INTER.12.4.55
%T Projections into the world: service avatars as ambient intelligence
objects
%A Mike Kuniavsky
%J 12
%D 2005
%V 12
%N 4
%P 55-57
%* (c) Copyright 2005 ACM

%M J.INTER.12.4.57
%T Pushing the boundaries of interaction in public
%A Steve Benford
%J 12
%D 2005
%V 12
%N 4
%P 57-58
%* (c) Copyright 2005 ACM

%M J.INTER.12.4.60
%T Designers don't hurt people; designs do
%S Practice: whiteboard
%A Douglas W. Anderson
%J 12
%D 2005
%V 12
%N 4
%P 60-61
%* (c) Copyright 2005 ACM

%M J.INTER.12.4.62
%T An alternative business model for addressing usability: subscription
research for the telecom industry
%S Practice: business
%A Scott Weiss
%J 12
%D 2005
%V 12
%N 4
%P 62-64
%* (c) Copyright 2005 ACM

%M J.INTER.12.4.66
%T Ambient intelligence drives open innovation
%S Practice: connections
%A Emile Aarts
%J 12
%D 2005
%V 12
%N 4
%P 66-68
%* (c) Copyright 2005 ACM

%M J.INTER.12.4.69
%T Do companies fail because their technology is unusable?
%S People: the way I see it
%A Donald A. Norman
%J 12
%D 2005
%V 12
%N 4
%P 69
%* (c) Copyright 2005 ACM

%M J.INTER.12.4.70
%T Compromising positions
%S People: on the enterprise
%A Dustin Beltram
%J 12
%D 2005
%V 12
%N 4
%P 70-ff
%* (c) Copyright 2005 ACM

%M J.INTER.12.4.71
%T Ubiquitous music
%S People: on the edge
%A Lars Erik Holmquist
%J 12
%D 2005
%V 12
%N 4
%P 71-ff
%* (c) Copyright 2005 ACM

%M J.INTER.12.4.72
%T Usability grows up: the great debate
%S People: fast forward
%A Aaron Marcus
%J 12
%D 2005
%V 12
%N 4
%P 72-73
%* (c) Copyright 2005 ACM

%M J.INTER.12.4.74
%T Book review
%S Books
%A J. R. McNeill
%J 12
%D 2005
%V 12
%N 4
%P 74-77
%* (c) Copyright 2005 ACM

%M J.INTER.12.4.75
%T New & upcoming titles
%A Gerard Torenvliet
%J 12
%D 2005
%V 12
%N 4
%P 75
%* (c) Copyright 2005 ACM

%M J.INTER.12.4.77
%T Event planner
%S Event planner
%Q interactions Staff
%J 12
%D 2005
%V 12
%N 4
%P 77
%* (c) Copyright 2005 ACM

%M J.INTER.12.4.80
%T The case for case studies
%S Rave
%A Jonathan Arnowitz, Elizabeth Dykstra-Erickson
%J 12
%D 2005
%V 12
%N 4
%P 80-ff
%* (c) Copyright 2005 ACM

%M J.INTER.12.4.80
%T Postcards from the future
%S Postcards from the future
%A Atticus Wolrab
%J 12
%D 2005
%V 12
%N 4
%P 80
%* (c) Copyright 2005 ACM

%M J.INTER.12.5.4
%T In this issue
%S In this issue
%A Jonathan Arnowitz, Elizabeth Dykstra-Erickson
%J 12
%D 2005
%V 12
%N 5
%P 4
%* (c) Copyright 2005 ACM

%M J.INTER.12.5.5
%T Infoaction education
%S Fresh: ok/cancel
%A Tom Chi, Kevin Cheng
%J 12
%D 2005
%V 12
%N 5
%P 5
%* (c) Copyright 2005 ACM

%M J.INTER.12.5.5
%T Hello, goodbye in the line of HCI
%S Fresh: rant
%A Jonathan Arnowitz, Elizabeth Dykstra-Erickson
%J 12
%D 2005
%V 12
%N 5
%P 5-9
%* (c) Copyright 2005 ACM

%M J.INTER.12.5.8
%T Letters to the editor
%S Fresh: mailbag
%A Jonathan Arnowitz, Elizabeth Dykstra-Erickson
%J 12
%D 2005
%V 12
%N 5
%P 8-10
%* (c) Copyright 2005 ACM

%M J.INTER.12.5.10
%T If your prototype explodes in the forest, will anyone notice?
%S Fresh: pushing the envelope
%A Fred Sampson
%J 12
%D 2005
%V 12
%N 5
%P 10-11
%* (c) Copyright 2005 ACM

%M J.INTER.12.5.13
%T Growing designers
%S Fresh: ask Doctor Usability
%A Dr. Usability
%J 12
%D 2005
%V 12
%N 5
%P 13
%* (c) Copyright 2005 ACM

%M J.INTER.12.5.15
%T University HCI---squeezed into where?
%S Back to school: HCI & higher education
%A Russell Beale
%J 12
%D 2005
%V 12
%N 5
%P 15-16
%* (c) Copyright 2005 ACM

%M J.INTER.12.5.16
%T Recognizing student designers: ACM CHI's Student Design Competition
%A Elizabeth F. Churchill, Jonathan Sykes, Todd Zazelenchuk
%J 12
%D 2005
%V 12
%N 5
%P 16-19
%* (c) Copyright 2005 ACM

%M J.INTER.12.5.19
%T Discovering user information needs: the case of university department
web sites
%A Frank E. Ritter, Andrew R. Freed, Onida L. M. Haskett
%J 12
%D 2005
%V 12
%N 5
%P 19-27
%* (c) Copyright 2005 ACM

%M J.INTER.12.5.27
%T The University of Texas at Austin School of Information: deep in the
heart of the information age
%A Randolph G. Bias
%J 12
%D 2005
%V 12
%N 5
%P 27-28
%* (c) Copyright 2005 ACM

%M J.INTER.12.5.28
%T The Human Computer Interaction Institute at Carnegie Mellon
University
%A Bonnie E. John
%J 12
%D 2005
%V 12
%N 5
%P 28-29
%* (c) Copyright 2005 ACM

%M J.INTER.12.5.30
%T HCI at Stanford University
%A Terry Winograd, Scott Klemmer
%J 12
%D 2005
%V 12
%N 5
%P 30-31
%* (c) Copyright 2005 ACM

%M J.INTER.12.5.31
%T The HCI program at the School of Information at the University of
Michigan
%A Judith S. Olson
%J 12
%D 2005
%V 12
%N 5
%P 31-32
%* (c) Copyright 2005 ACM

%M J.INTER.12.5.32
%T HCI programs within the Information Science and Technology Department
at the University of Missouri, Rolla
%A Richard H. Hall
%J 12
%D 2005
%V 12
%N 5
%P 32-33
%* (c) Copyright 2005 ACM

%M J.INTER.12.5.33
%T Eindhoven's User-System-Interaction Design Program: an overview
%A Maddy Janse, Panos Markopoulos, Patricia Vinken
%J 12
%D 2005
%V 12
%N 5
%P 33-34
%* (c) Copyright 2005 ACM

%M J.INTER.12.5.34
%T HCI education at the ICT&S Human-Computer Interaction as a
cornerstone between technology and society
%A Manfred Tscheligi, Regina Bernhaupt
%J 12
%D 2005
%V 12
%N 5
%P 34-36
%* (c) Copyright 2005 ACM

%M J.INTER.12.5.36
%T Teaching balance and respect: HCI Group & Software Technology Group
at the University of Hamburg
%A Hartmut Obendorf, Matthias Finck, Axel Schmolitzky
%J 12
%D 2005
%V 12
%N 5
%P 36-37
%* (c) Copyright 2005 ACM

%M J.INTER.12.5.38
%T HCI programs
%A Jonathan Arnowitz, Elizabeth Dykstra-Erickson
%J 12
%D 2005
%V 12
%N 5
%P 38-41
%* (c) Copyright 2005 ACM

%M J.INTER.12.5.42
%T Rise up, revolt!
%S Practice: connections
%A Russell Beale
%J 12
%D 2005
%V 12
%N 5
%P 42-44
%* (c) Copyright 2005 ACM

%M J.INTER.12.5.46
%T Common Industry Format approved as international standard
%S Practice: business
%A Mary Theofanos
%J 12
%D 2005
%V 12
%N 5
%P 46-47
%* (c) Copyright 2005 ACM

%M J.INTER.12.5.48
%T Aesthetics and interaction design: some preliminary thoughts
%S Practice: whiteboard
%A David Heller
%J 12
%D 2005
%V 12
%N 5
%P 48-50
%* (c) Copyright 2005 ACM

%M J.INTER.12.5.51
%T To school or not to school?
%S People: the way I see it
%A Donald A. Norman
%J 12
%D 2005
%V 12
%N 5
%P 51
%* (c) Copyright 2005 ACM

%M J.INTER.12.5.52
%T Back to school
%S People: on the enterprise
%A Dustin Beltramo
%J 12
%D 2005
%V 12
%N 5
%P 52-ff
%* (c) Copyright 2005 ACM

%M J.INTER.12.5.53
%T Mixed-up realities
%S People: on the edge
%A Lars Erik Holmquist
%J 12
%D 2005
%V 12
%N 5
%P 53-ff
%* (c) Copyright 2005 ACM

%M J.INTER.12.5.54
%T What would an ideal CHI education look like?
%S People: fast forward
%A Aaron Marcus
%J 12
%D 2005
%V 12
%N 5
%P 54-55
%* (c) Copyright 2005 ACM

%M J.INTER.12.5.56
%T Playing your cards right: getting the most from card sorting for
navigation design
%S People: HCI & the web
%A William Hudson
%J 12
%D 2005
%V 12
%N 5
%P 56-58
%* (c) Copyright 2005 ACM

%M J.INTER.12.5.60
%T Book review
%S Books
%A Tim Moore
%J 12
%D 2005
%V 12
%N 5
%P 60-62
%* (c) Copyright 2005 ACM

%M J.INTER.12.5.61
%T New & upcoming titles
%A Gerard Torenvliet
%J 12
%D 2005
%V 12
%N 5
%P 61
%* (c) Copyright 2005 ACM

%M J.INTER.12.5.62
%T Errata
%A Gerard Torenvliet
%J 12
%D 2005
%V 12
%N 5
%P 62
%* (c) Copyright 2005 ACM

%M J.INTER.12.5.63
%T Michel Waisvisz: the man and the hands
%S Rewind
%A Elizabeth Dykstra-Erickson, Jonathan Arnowitz
%J 12
%D 2005
%V 12
%N 5
%P 63-67
%* (c) Copyright 2005 ACM

%M J.INTER.12.5.67
%T Report on the First All-India Human-Computer Interaction Conference
%A Sanjay Prasad, Andy Smith, Anirudha Joshi, Iqbal Ahmed
%J 12
%D 2005
%V 12
%N 5
%P 67-69
%* (c) Copyright 2005 ACM

%M J.INTER.12.5.68
%T Event planner
%S Event planner
%Q interactions Staff
%J 12
%D 2005
%V 12
%N 5
%P 68-69
%* (c) Copyright 2005 ACM

%M J.INTER.12.5.72
%T Heads-up!: pointers for prospects
%S Rave
%A Jonathan Arnowitz, Elizabeth Dykstra-Erickson
%J 12
%D 2005
%V 12
%N 5
%P 72
%* (c) Copyright 2005 ACM

%M J.INTER.12.5.72
%T Computer humor interface
%S Elitoons
%A Nevin Berger
%J 12
%D 2005
%V 12
%N 5
%P 72
%* (c) Copyright 2005 ACM

%M J.INTER.12.6.4
%T In this issue
%S In this issue
%A Jonathan Arnowitz, Elizabeth Dykstra-Erickson
%J 12
%D 2005
%V 12
%N 6
%P 4
%* (c) Copyright 2005 ACM

%M J.INTER.12.6.5
%T The misapplication of professional opinion
%S Fresh: rant
%A Jonathan Arnowitz, Elizabeth Dykstra-Erickson
%J 12
%D 2005
%V 12
%N 6
%P 5-7
%* (c) Copyright 2005 ACM

%M J.INTER.12.6.5
%T Web services panacea
%S Fresh: ok/cancel
%A Tom Chi, Kevin Cheng
%J 12
%D 2005
%V 12
%N 6
%P 5
%* (c) Copyright 2005 ACM

%M J.INTER.12.6.7
%T Letters to the editor
%S Fresh: mailbag
%A Jonathan Arnowitz, Elizabeth Dykstra-Erickson
%J 12
%D 2005
%V 12
%N 6
%P 7-8
%* (c) Copyright 2005 ACM

%M J.INTER.12.6.8
%T Taking UX offshore
%S Fresh: pushing the envelope
%A Fred Sampson
%J 12
%D 2005
%V 12
%N 6
%P 8-9
%* (c) Copyright 2005 ACM

%M J.INTER.12.6.10
%T Piloting through the maze
%S Fresh
%A William Buxton
%J 12
%D 2005
%V 12
%N 6
%P 10
%* (c) Copyright 2005 ACM

%M J.INTER.12.6.11
%T Is the there there?
%S Fresh: ask Doctor Usability
%A Dr. Usability
%J 12
%D 2005
%V 12
%N 6
%P 11
%* (c) Copyright 2005 ACM

%M J.INTER.12.6.12
%T CHI 2006: interact, inform, inspire
%S Fresh
%A Gary Olson, Dennis Wixon
%J 12
%D 2005
%V 12
%N 6
%P 12-13
%* (c) Copyright 2005 ACM

%M J.INTER.12.6.13
%T Policy at the interface: HCI and public policy
%A Jonathan Lazar, Jeff Johnson, Harry Hochheiser
%J 12
%D 2005
%V 12
%N 6
%P 13-14
%* (c) Copyright 2005 ACM

%M J.INTER.12.6.16
%T The fragmentation of attention in mobile interaction, and what to do
with it
%A Antti Oulasvirta
%J 12
%D 2005
%V 12
%N 6
%P 16-18
%* (c) Copyright 2005 ACM

%M J.INTER.12.6.19
%T UCD in agile projects: dream team or odd couple?
%A Paul McInerney, Frank Maurer
%J 12
%D 2005
%V 12
%N 6
%P 19-23
%* (c) Copyright 2005 ACM

%M J.INTER.12.6.24
%T Come on down!: a game show approach to illustrating usability
evaluation methods
%A Michael B. Twidale, Paul F. Marty
%J 12
%D 2005
%V 12
%N 6
%P 24-27
%* (c) Copyright 2005 ACM

%M J.INTER.12.6.28
%T Overcoming the challenges of multinational testing
%A Agnieszka Bojko, Gavin S. Lew, Robert M. Schumacher
%J 12
%D 2005
%V 12
%N 6
%P 28-30
%* (c) Copyright 2005 ACM

%M J.INTER.12.6.32
%T Mobile media sharing in large-scale events: beyond MMS
%A Giulio Jacucci, Antti Salovaara
%J 12
%D 2005
%V 12
%N 6
%P 32-34
%* (c) Copyright 2005 ACM

%M J.INTER.12.6.36
%T Designers and the age of fear
%S Practice: connections
%A John Thackara
%J 12
%D 2005
%V 12
%N 6
%P 36-38
%* (c) Copyright 2005 ACM

%M J.INTER.12.6.39
%T Minding your user's business
%S Practice: business
%A Peter H. Jones
%J 12
%D 2005
%V 12
%N 6
%P 39-41
%* (c) Copyright 2005 ACM

%M J.INTER.12.6.42
%T Small world, water coolers, and the challenge of remote collaboration
%S Practice: whiteboard
%A Lada Gorlenko
%J 12
%D 2005
%V 12
%N 6
%P 42-44
%* (c) Copyright 2005 ACM

%M J.INTER.12.6.45
%T There's an automobile in HCI's future
%S People: the way I see it
%A Donald A. Norman
%J 12
%D 2005
%V 12
%N 6
%P 45-ff
%* (c) Copyright 2005 ACM

%M J.INTER.12.6.46
%T Embrace the confusion
%S People: on the enterprise
%A Dustin Beltramo
%J 12
%D 2005
%V 12
%N 6
%P 46-ff
%* (c) Copyright 2005 ACM

%M J.INTER.12.6.47
%T Computers?: that's so 20th century!
%S People: on the edge
%A Lars Erik Holmquist
%J 12
%D 2005
%V 12
%N 6
%P 47-ff
%* (c) Copyright 2005 ACM

%M J.INTER.12.6.48
%T When in Rome, do as the Romans do: HCII 2005 recap
%S People: fast forward
%A Aaron Marcus
%J 12
%D 2005
%V 12
%N 6
%P 48-ff
%* (c) Copyright 2005 ACM

%M J.INTER.12.6.50
%T Distributed display environments
%S Rewind
%A Dugald Ralph Hutchings, John Stasko, Mary Czerwinski
%J 12
%D 2005
%V 12
%N 6
%P 50-53
%* (c) Copyright 2005 ACM

%M J.INTER.12.6.52
%T Event planner
%S Event planner
%Q interactions Staff
%J 12
%D 2005
%V 12
%N 6
%P 52-53
%* (c) Copyright 2005 ACM

%M J.INTER.12.6.56
%T The voice of the people
%S Rave
%A Jonathan Arnowitz, Elizabeth Dykstra-Erickson
%J 12
%D 2005
%V 12
%N 6
%P 56
%* (c) Copyright 2005 ACM

%M J.INTER.12.6.56
%T Cutting edge today, kitsch tomorrow
%S Postcards from the edge
%A Atticus Wolrab
%J 12
%D 2005
%V 12
%N 6
%P 56
%* (c) Copyright 2005 ACM

fpack:!@#$%^&*(): DIS04.BA
%M C.DIS.04.1
%T Keynote
%A William J. Mitchell
%B DIS04
%D 2004
%P 1-2
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013116

%M C.DIS.04.3
%T Keynote
%A Gillian Crampton Smith
%B DIS04
%D 2004
%P 3
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013117

%M C.DIS.04.7
%T Sharing multimedia content with interactive public displays: a case
study
%S Interactive systems in public places
%A Elizabeth F. Churchill
%A Les Nelson
%A Laurent Denoue
%A Jonathan Helfman
%A Paul Murphy
%B DIS04
%D 2004
%P 7-16
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013119
%X Plasma Posters are large screen, digital, interactive poster-boards
situated in public spaces, designed to facilitate informal content
sharing within teams, groups, organizations and communities. While
interest in interactive community poster boards has grown recently, few
successful examples have been reported. In this paper we describe an
ongoing installation of Plasma Posters within our organization, and
report qualitative and quantitative data from 20 months of use showing
the Posters have become an integral part of information sharing,
complementing email and Web-based sharing. Success factors include our
design process, the reliability and flexibility of the technology and
the social setting of our organization. We briefly describe three
external installations of the Plasma Poster Network in public places. We
then reflect on content posting as "information staging" and the ways in
which the public space itself becomes part of the "interface" to
content.

%M C.DIS.04.17
%T Easing the wait in the emergency room: building a theory of public
information systems
%S Interactive systems in public places
%A Eamonn O'Neill
%A Dawn Woodgate
%A Vassilis Kostakos
%B DIS04
%D 2004
%P 17-25
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013120
%X In this paper we discuss a real world problem encountered during
recent fieldwork: that of providing information in public settings when
the information has both public and private components. We draw on our
ethnographic studies in the waiting area of a busy hospital Emergency
department. Despite evidence that lack of information can lead to
stress, problem behaviours and poor levels of satisfaction with
treatment, little information was made available to patients. We review
the types of information needed and propose how the theoretical concepts
of public, social and private information spheres relate to public
spaces such as the Emergency department waiting area. We argue how the
further theoretical concept of interaction spaces may be used in
conjunction with these information spheres to inform interaction design
for public settings.

%M C.DIS.04.27
%T Contextualizing mobile IT
%S Interactive systems in public places
%A Jorn Messeter
%A Eva Brandt
%A Joachim Halse
%A Martin Johansson
%B DIS04
%D 2004
%P 27-36
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013121
%X Information and communication technologies are moving into the era of
ubiquitous computing, with increased density of technology and increased
mobility and continuity in use. From a design perspective, addressing
the accommodation and coordination of multiple devices and services in
situated use across different contexts is becoming increasingly
important. In the COMIT project, ethnographic fieldwork has been
combined with participatory design engaging users, designers and
researchers in order to explore mobile IT use as well as the design of
mobile IT concepts. Four seclected scenarios from the project are
presented and discussed regarding implications for the design of mobile
IT devices, with particular focus on (1) coping with multiple social
contexts, and (2) the configuration and connectivity of mobile devices.

%M C.DIS.04.39
%T Eliciting reactive and reflective feedback for a social communication
tool: a multi-session approach
%S Reflection, reaction, and design
%A Hilary Smith
%A Geraldine Fitzpatrick
%A Yvonne Rogers
%B DIS04
%D 2004
%P 39-48
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013123
%X Gaining feedback from users early in the design of a complex, novel
social system poses unique challenges. We report on our multi-session,
in-context approach to get users to envision how they would use an early
prototype in everyday life, combined with projections of how their
friends would use it. The prototype is a novel social communication
management tool and we required users develop a deep understanding of
the complete system over time. Findings from data collected across four
sessions show that using personalised task scenarios and giving users
longer exposure to an early interactive prototype, combined with
peer-to-peer discussion, enables participants to move beyond initial
reactions to develop more reflective opinions. Participants were able to
overcome first impressions and learning effects, develop deeper
understanding of new conceptual models underpinning the system,
integrate their understanding of piecemeal components and reflect on own
use and use by others in deeper ways.

%M C.DIS.04.49
%T Making tea: iterative design through analogy
%S Reflection, reaction, and design
%A M. C. Schraefel
%A Gareth Hughes
%A Hugo Mills
%A Graham Smith
%A Jeremy Frey
%B DIS04
%D 2004
%P 49-58
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013124
%X The success of translating an analog or manual practice into a
digital interactive system may depend on how well that translation
captures not only the functional what and how aspects of the practice,
but the why of the process as well. Addressing these attributes is
particularly challenging when there is a gap in expertise between the
design team and the domain to be modeled. In this paper, we describe
Making Tea, a design method foregrounding the use of analogy to bridge
the gap between design team knowledge and domain expertise. Making Tea
complements more traditional user-centered design approaches such as
ethnography and task analysis. In this paper, we situate our work with
respect to other related design methods such as Cultural Probes and
Artifact Walkthroughs. We describe the process by which we develop,
validate and use analogy in order to maximize expert contact time in
observation, interviews, design reviews and evaluation. We contextualize
the method in a discussion of its use in a project we ran to replace a
paper-based synthetic chemistry lab book with an interactive system for
use in a pervasive lab environment.

%M C.DIS.04.59
%T Design in the absence of practice: breaching experiments
%S Reflection, reaction, and design
%A Andy Crabtree
%B DIS04
%D 2004
%P 59-68
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013125
%X IT research is often informed by studies of the practices that new
technologies are to be embedded in and which they transform in their
use. The development of mixed reality, tangible, ambient, ubiquitous,
mobile, and wearable computing have seen the emergence of a range of
technological innovations that have little or no grounding in current
practices, however. Such developments create new practices where none
existed before and the challenge for multi-disciplinary research is to
adapt to this situation. This paper articulates a novel methodology that
treats technological innovations as 'breaching experiments', whose
situated use beyond the confines of the research lab may be studied
ethnographically to support innovation.

%M C.DIS.04.71
%T Between the dazzle of a new building and its eventual corpse:
assembling the ubiquitous home
%S Ubicomp at home and on the move
%A Tom Rodden
%A Andy Crabtree
%A Terry Hemmings
%A Boriana Koleva
%A Jan Humble
%A Karl-Petter Akesson
%A Par Hansson
%B DIS04
%D 2004
%P 71-80
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013127
%X This paper presents the development of a lightweight component model
that allows user to manage the introduction and arrangement of new
interactive services and devices in the home. The model is responsive to
ethnographic studies of the interplay between the Space-plan or interior
layout and Stuff or artefacts placed within the fabric of the home.
Interaction techniques developed through user-participation enable
household members -- rather than designers -- to configure and
reconfigure interactive devices and services to meet local needs. As a
result, we have developed a tablet-based editor that discovers available
ubiquitous components and presents these to users as 'jigsaw pieces'
that can be dynamically assembled and recombined.

%M C.DIS.04.81
%T Gate reminder: a design case of a smart reminder
%S Ubicomp at home and on the move
%A Sung Woo Kim
%A Min Chul Kim
%A Sang Hyun Park
%A Young Kyu Jin
%A Woo Sik Choi
%B DIS04
%D 2004
%P 81-90
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013128
%X In this paper, we present the design case for Gate Reminder, a family
shared home appliance located at the front door area that represents
informative messages, reminding users of things they need to take and
know before leaving home. For this project, we built a working prototype
and conducted a number of usability and user experience evaluations. In
the paper we describe (1) why we chose reminder as our research topic
(2) what we found from the early phases of user research for the Gate
Reminder (3) what design requirements and decisions we have established
from our user study (4) how we designed the working prototype based on
our design decisions and (5) what we have learned from our user
experience evaluation. The requirements for effective reminding, the
usability challenges in ubicomp application, issues in the current
prototype and future developments will be presented throughout the paper
as well.

%M C.DIS.04.91
%T Privacy risk models for designing privacy-sensitive ubiquitous
computing systems
%S Ubicomp at home and on the move
%A Jason I. Hong
%A Jennifer D. Ng
%A Scott Lederer
%A James A. Landay
%B DIS04
%D 2004
%P 91-100
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013129
%X Privacy is a difficult design issue that is becoming increasingly
important as we push into ubiquitous computing environments. While there
is a fair amount of theoretical work on designing for privacy, there are
few practical methods for helping designers create applications that
provide end-users with a reasonable level of privacy protection that is
commensurate with the domain, with the community of users, and with the
risks and benefits to all stakeholders in the intended system. Towards
this end, we propose privacy risk models as a general method for
refining privacy from an abstract concept into concrete issues for
specific applications and prioritizing those issues. In this paper, we
introduce a privacy risk model we have developed specifically for
ubiquitous computing, and outline two case studies describing our use of
this privacy risk model in the design of two ubiquitous computing
applications.

%M C.DIS.04.103
%T The interactive thread: exploring methods for multi-disciplinary
design
%S Interaction, creativity and communication
%A Wendy E. Mackay
%B DIS04
%D 2004
%P 103-112
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013131
%X The Interactive Thread is a design method that helps us gather
detailed, contextualised data from a large user population while sharing
interaction design methods with professional designers from different
disciplines. We developed a set of 10-15 minute exercises drawn from
design, social and computer science and presented them as a series woven
throughout two interaction design conferences. Our goals were to provide
an entertaining, interactive conference activity, to teach and share
multi-disciplinary design methods, and to gather information that would
otherwise be too labour-intensive for us as designers. This paper
reflects on our experiences, including what worked and what did not. We
discuss how others may reuse this strategy in other settings, including
workshops, conferences and corporate retreats and we include an appendix
with the specific interactive thread exercises.

%M C.DIS.04.113
%T Integrating creativity workshops into structured requirements
processes
%S Interaction, creativity and communication
%A Neil Maiden
%A Sharon Manning
%A Suzanne Robertson
%A John Greenwood
%B DIS04
%D 2004
%P 113-122
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013132
%X Requirements engineering is a creative process in which stakeholders
and designers work together to create ideas for new systems that are
eventually expressed as requirements. This paper describes RESCUE, a
scenario-driven requirements engineering process that includes workshops
that integrate creativity techniques with different types of use case
and system context modelling. It reports a case study in which RESCUE
creativity workshops were used to discover stakeholder and system
requirements for DMAN, a future air traffic management system for
managing departures from major European airports. The workshop was
successful in that it provided new and important outputs for subsequent
requirements processes. The paper describes the workshop structure and
wider RESCUE process, important results and key lessons learned.

%M C.DIS.04.123
%T Communication functions and the adaptation of design representations
in interdisciplinary teams
%S Interaction, creativity and communication
%A David G. Hendry
%B DIS04
%D 2004
%P 123-132
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013133
%X Design representations in user-centered design serve intentions for
directing design process and communication functions for enlisting
interdisciplinary participation. To disentangle these two factors, a
vocabulary for identifying communication functions in design is
proposed. This vocabulary, drawn from a selective review of empirical
studies of design activity in architecture and engineering, is then
applied to three design cases from user-centered design. This analysis
shows how representational use is subject to adaptive pressure from the
communication demands in interdisciplinary teams. The consequences of
this pressure for understanding the nature of design are discussed.

%M C.DIS.04.135
%T Daisyphone: the design and impact of a novel environment for remote
group music improvisation
%S Music and voice
%A N. Bryan-Kinns
%B DIS04
%D 2004
%P 135-144
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013135
%X Music has lost its role as a central part of many people's everyday
action. This paper reports on the design and impact of a novel
environment for remote group music improvisation with the view to
understanding how we could design more engaging, social, and
serendipitous musical environments. The design reported here focuses on
the representation of looping music, support for remote collaboration,
and support for idea formulation. Observations of use suggest that the
environment developed does encourage some group music, and we identify
clear areas for future design consideration.

%M C.DIS.04.145
%T Jukola: democratic music choice in a public space
%S Music and voice
%A Kenton O'Hara
%A Matthew Lipson
%A Marcel Jansen
%A Axel Unger
%A Huw Jeffries
%A Peter Macer
%B DIS04
%D 2004
%P 145-154
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013136
%X Jukola is an interactive MP3 Jukebox device designed to allow a group
of people in a public space to democratically choose the music being
played. A public display is used to nominate songs which are
subsequently voted on by people in the bar using networked wireless
handheld devices. Local bands and artists can also upload their own MP3s
to the device over the Web. The paper presents a field trial of the
system in a local cafe bar. As well as the value in affording a
democratic musical outcome, more importantly the whole process of voting
and choice created a rich source of social value and interaction in the
form of discussions around music, playful competition, identity
management and sense of community.

%M C.DIS.04.155
%T Tutor design for speech-based interfaces
%S Music and voice
%A Jaakko Hakulinen
%A Markku Turunen
%A Esa-Pekka Salonen
%A Kari-Jouko Raiha
%B DIS04
%D 2004
%P 155-164
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013137
%X Speech-based applications commonly come with web-based or printed
manuals. Alternatively, the dialogue can be designed so that users
should be able to start using the application on their own. We studied
an alternative approach, an integrated tutor. The tutor participates in
the interaction when new users learn to use a speech-based system. It
teaches the users how to operate the system and monitors user actions to
be certain that the users do indeed learn. In this paper we describe our
experiences with the design and the iterative development of an
integrated tutor. Expert evaluation and two user tests were conducted
with different versions of the tutor. The results show that the tutor
can effectively guide new users. We identify the six most important
lessons learned, the most important being that it is essential to spot
problems by monitoring user actions, especially when novice users are
tutored.

%M C.DIS.04.167
%T The calder toolkit: wired and wireless components for rapidly
prototyping interactive devices
%S Please touch tangible UIs
%A Johnny C. Lee
%A Daniel Avrahami
%A Scott E. Hudson
%A Jodi Forlizzi
%A Paul H. Dietz
%A Darren Leigh
%B DIS04
%D 2004
%P 167-175
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013139
%X Toolkits and other tools have dramatically reduced the time and
technical expertise needed to design and implement graphical user
interfaces (GUIs) allowing high-quality, iterative, user-centered design
to become a common practice. Unfortunately the generation of functioning
prototypes for physical interactive devices as not had similar support
-- it still requires substantial time and effort by individuals with
highly specialized skills and tools. This creates a divide between a
designers' ability to explore form and interactivity of product designs
and the ability to iterate on the basis of high fidelity interactive
experiences with a functioning prototype. To help overcome this
difficulty we have developed the Calder hardware toolkit. Calder is a
development environment for rapidly exploring and prototyping functional
physical interactive devices. Calder provides a set of reusable small
input and output components, and integration into existing interface
prototyping environments. These components communicate with a computer
using wired and wireless connections. Calder is a tool targeted toward
product and interaction designers to aid them in their early design
process. In this paper we describe the process of gaining an
understanding of the needs and workflow habits of our target users to
generate a collection of requirements for such a toolkit. We describe
technical challenges imposed by these needs, and the specifics of design
and implementation of the toolkit to meet these challenges.

%M C.DIS.04.177
%T Interaction frogger: a design framework to couple action and function
through feedback and feedforward
%S Please touch tangible UIs
%A S. A. G. Wensveen
%A J. P. Djajadiningrat
%A C. J. Overbeeke
%B DIS04
%D 2004
%P 177-184
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013140
%X In this paper we present a design framework to analyze person-product
interaction. Its focus is on how the user's action and the product's
function are coupled through different types of feedback and
feedforward: inherent and augmented information. Instead of using the
notion of 'coupling' in an abstract sense, our framework tries to give
six practical characteristics for coupling action and information, i.e.,
time, location, direction, dynamics, modality and expression. Unifying
action and information on each of these aspects makes the interaction
intuitive. The framework invites and challenges designers to explore
couplings leading towards embodied freedom of interaction.

%M C.DIS.04.185
%T Hands-only scenarios and video action walls: novel methods for
tangible user interaction design
%S Please touch tangible UIs
%A Jacob Buur
%A Mads Vedel Jensen
%A Tom Djajadiningrat
%B DIS04
%D 2004
%P 185-192
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013141
%X In our research on tangible user interaction we focus on the design
of products that are dedicated to a particular user, task and context.
In doing so, we are interested in strengthening the actions side of
tangible interaction. Currently, the actions required by electronic
products are limited to pushing, sliding and rotating. Yet humans are
capable of far more complex actions: Human dexterity is highly refined.
This focus on actions requires a reconsideration of the design process.
In this paper we propose two design methods that potentially boost the
focus on skilled actions in the design of tangible user interaction: The
Hands-Only Scenario is a 'close-up version' of the dramatised use
scenario. It helps focus effort on what we imagine the hands of the
users doing. The Video Action Wall is a technique of 'live post-its' on
a (projected) computer screen. Little snippets of action videos running
simultaneously help designers understand user actions by the qualities
they represent.

%M C.DIS.04.195
%T The swisshouse: an inhabitable interface for connecting nations
%S Museums and public displays
%A Jeffrey Huang
%A Muriel Waldvogel
%B DIS04
%D 2004
%P 195-204
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013143
%X We present the Swisshouse, a novel type of "inhabitable interface"
that supports direct and indirect communication and cultural awareness
of habitants in different nations. The Swisshouse allows unsophisticated
users to collaborate and be aware of each other over distance. By
carefully sculpting the space and choreographing interactive elements in
the space, the Swisshouse allows users to instantly separate, combine,
and customize environments for specific collaborative activities. By
providing visual representations of remote users and places, the
Swisshouse provides awareness of the culture, presence and identities of
virtual participants. And by tagging physical users with RFID tags, the
Swisshouse makes participants aware of the social interaction occurring
in the physical space. The combination of these primitives provides a
single consistent inhabitable interface that integrates architectural
and user interface design thinking, hardware and software design. To
illustrate the power of this convergent approach, we describe several
examples of real-life applications including a remote lecture, a
brainstorming session, a business meeting, and an exhibition.

%M C.DIS.04.205
%T Shaping experiences in the hunt museum: a design case study
%S Museums and public displays
%A Kieran Ferris
%A Liam Bannon
%A Luigina Ciolfi
%A Paul Gallagher
%A Tony Hall
%A Marilyn Lennon
%B DIS04
%D 2004
%P 205-214
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013144
%X Re-Tracing the Past: exploring objects, stories, mysteries, was an
exhibition held at the Hunt Museum, in Limerick, Ireland from 9th-19th
June 2003. We attempted to create an exhibition that would be an
engaging experience for visitors, that would open avenues for
exploration, allow for the collection of visitor opinions, and that would
add to the understanding of material already in the Museum, rather than
focus on "gee-whiz" technology. Thus our augmented environment
completely hid the technology from view. A key objective was to be
faithful to the ethos of the Museum, and to produce an exhibition that
would stand up to scrutiny by Museum professionals. This design study
paper gives a flavour of the exhibition by taking the reader on a tour
of the whole design and development cycle-through site pictures,
drawings, scenarios, pictures of the exhibition spaces, the interactive
components, and visitor comments.

%M C.DIS.04.215
%T Infotropism: living and robotic plants as interactive displays
%S Museums and public displays
%A David Holstius
%A John Kembel
%A Amy Hurst
%A Peng-Hui Wan
%A Jodi Forlizzi
%B DIS04
%D 2004
%P 215-221
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013145
%X Designers often borrow from the natural world to achieve pleasing,
unobtrusive designs. We have extended this practice by combining living
plants with sensors and lights in an interactive display, and by
creating a robotic analogue that mimics phototropic behavior. In this
paper, we document our design process and report the results of a 2-week
field study. We put our living plant display, and its robotic
counterpart, in a cafeteria between pairs of trash and recycling
containers. Contributions of recyclables or trash triggered directional
bursts of light that gradually induced the plant displays to lean toward
the more active container. In interviews, people offered explanations
for the displays and spoke of caring for the plants. A marginally
significant increase in recycling behavior (p=.08) occurred at the
display with living plants. Apparent increases also occurred at the
robotic display and a unit with only lights. Our findings indicate value
in exploring the use of living material and biomimetic forms in
displays, and in using lightweight robotics to deliver simple rewards.

%M C.DIS.04.225
%T Supporting time-based coordination in everyday service interactions:
the fluidtime system
%S New frontiers in ubicomp
%A Michael Kieslinger
%A Laura Polazzi
%B DIS04
%D 2004
%P 225-232
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013147
%X The need for flexible and dynamic time management is becoming
increasingly crucial in our society, especially where it concerns the
coordination between individual and organizational time flows. The HCI
community's prevailing approach to this issue focuses on personal time
management or time-based coordination within teams and organizations. We
follow a different angle, looking at the specific temporal relationship
that connects individuals (customers) with service providers.
   In order to increase people's control over their time when they
interact with services, we developed Fluidtime, a mobile phone based
information system that provides users with continuous and ambient
real-time information directly from the services they are seeking.
   The paper describes the Fluidtime system and provides case studies of
its implementation. It presents insights from the trials and discusses
both the design issues the project raises and new opportunities for
using real time information.

%M C.DIS.04.233
%T Development and evaluation of emerging design patterns for ubiquitous
computing
%S New frontiers in ubicomp
%A Eric S. Chung
%A Jason I. Hong
%A James Lin
%A Madhu K. Prabaker
%A James A. Landay
%A Alan L. Liu
%B DIS04
%D 2004
%P 233-242
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013148
%X Design patterns are a format for capturing and sharing design
knowledge. In this paper, we look at a new domain for design patterns,
namely ubiquitous computing. The overall goal of this work is to aid
practice by speeding up the diffusion of new interaction techniques and
evaluation results from researchers, presenting the information in a
form more usable to practicing designers. Towards this end, we have
developed an initial and emerging pattern language for ubiquitous
computing, consisting of 45 pre-patterns describing application genres,
physical-virtual spaces, interaction and systems techniques for managing
privacy, and techniques for fluid interactions. We evaluated the
effectiveness of our pre-patterns with 16 pairs of designers in helping
them design location-enhanced applications. We observed that our
pre-patterns helped new and experienced designers unfamiliar with
ubiquitous computing in generating and communicating ideas, and in
avoiding design problems early in the design process.

%M C.DIS.04.243
%T Seamful interweaving: heterogeneity in the theory and design of
interactive systems
%S New frontiers in ubicomp
%A Matthew Chalmers
%A Areti Galani
%B DIS04
%D 2004
%P 243-252
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013149
%X Design experience and theoretical discussion suggest that a narrow
design focus on one tool or medium as primary may clash with the way
that everyday activity involves the interweaving and combination of many
heterogeneous media. Interaction may become seamless and unproblematic,
even if the differences, boundaries and 'seams' in media are objectively
perceivable. People accommodate and take advantage of seams and
heterogeneity, in and through the process of interaction. We use an
experiment with a mixed reality system to ground and detail our
discussion of seamful design, which takes account of this process, and
theory that reflects and informs such design. We critique the
'disappearance' mentioned by Weiser as a goal for ubicomp, and Dourish's
'embodied interaction' approach to HCI, suggesting that these design
ideals may be unachievable or incomplete because they underemphasise the
interdependence of 'invisible' non-rationalising interaction and focused
rationalising interaction within ongoing activity.

%M C.DIS.04.255
%T Designing for ephemerality and prototypicality
%S Aesthetics, ephemerality and experience
%A Susanne Bodker
%A Ellen Christiansen
%B DIS04
%D 2004
%P 255-260
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013151
%X As a context for IT design, flexible work presents a new challenge.
Ways of working tend to be prototypical, habits are forming slowly and
work is carried out everywhere. Even when applying ethnographic methods,
it is difficult to capture the ephemerality and prototypicality of
cooperative work that Grudin claims must be preserved through design.
Through a discussion of a design project dedicated to the design of
support for social awareness, we reflect on the means of design -
scenarios and prototypes, and their ability to support design for
ephemerality and prototypicality. Our conclusion is that by using
scenarios as boundary objects, in multiple prototyping experiments, they
support the negotiation and boundary understanding of design ideas,
rather than one or more solutions. Hence it becomes possible to design
to preserve ephemerality and prototypicality.

%M C.DIS.04.261
%T Understanding experience in interactive systems
%S Aesthetics, ephemerality and experience
%A Jodi Forlizzi
%A Katja Battarbee
%B DIS04
%D 2004
%P 261-268
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013152
%X Understanding experience is a critical issue for a variety of
professions, especially design. To understand experience and the user
experience that results from interacting with products, designers
conduct situated research activities focused on the interactions between
people and products, and the experience that results. This paper
attempts to clarify experience in interactive systems. We characterize
current approaches to experience from a number of disciplines, and
present a framework for designing experience for interactive system. We
show how the framework can be applied by members of a multidisciplinary
team to understand and generate the kinds of interactions and
experiences new product and system designs might offer.

%M C.DIS.04.269
%T Aesthetic interaction: a pragmatist's aesthetics of interactive
systems
%S Aesthetics, ephemerality and experience
%A Marianne Graves Petersen
%A Ole Sejer Iversen
%A Peter Gall Krogh
%A Martin Ludvigsen
%B DIS04
%D 2004
%P 269-276
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013153
%X There is a growing interest in considering aesthetic aspects in the
design of interactive systems. A set of approaches are emerging each
representing different applications of the terminology as well as
different inherent assumptions on the role of the user, designer and
interaction ideals. In this paper, we use the concept of Pragmatist
Aesthetics to provide a framework for distinguishing between different
approaches to aesthetics. Moreover, we use our own design cases to
illustrate how pragmatist aesthetics is a promising path to follow in
the context of designing interactive systems, as it promotes aesthetics
of use, rather than aesthetics of appearance. We coin this approach in
the perspective of aesthetic interaction. Finally we make the point that
aesthetics is not re-defining everything known about interactive
systems. We provide a framework placing this perspective among other
perspectives on interaction.

%M C.DIS.04.279
%T Unpacking critical parameters for interface design: evaluating
notification systems with the IRC framework
%S Interaction, creativity and communication
%A C. M. Chewar
%A D. Scott McCrickard
%A Alistair G. Sutcliffe
%B DIS04
%D 2004
%P 279-288
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013155
%X We elaborate a proposal for capturing, extending, and reusing design
knowledge gleaned through usability testing. The proposal is
specifically targeted to address interface design for notification
systems, but its themes can be generalized to any constrained and
well-defined genre of interactive system design. We reiterate arguments
for and against using critical parameters to characterize user goals and
usability artifacts. Responding to residual arguments, we suggest that
clear advantages for research cohesion, design knowledge reuse, and HCI
education are possible if several challenges are overcome. As a first
step, we recommend a slight variation to the concept of a critical
parameter, which would allow both abstract and concrete knowledge
representation. With this concept, we demonstrate a feasible approach by
introducing equations that elaborate and allow evolution of notification
system critical parameters, which is made operational with a variety of
usability evaluation instruments. A case study illustrates how one
general instrument allowed system designs to be meaningfully compared
and resulted in valuable inferences for interface reengineering. Broad
implications and conclusions about this approach will be of interest to
others concerned with using critical parameters in interface design,
development of notification systems interfaces, or approaches to design
rationale and knowledge reuse.

%M C.DIS.04.289
%T PHOXEL-SPACE: an interface for exploring volumetric data with
physical voxels
%S Interaction, creativity and communication
%A Carlo Ratti
%A Yao Wang
%A Ben Piper
%A Hiroshi Ishii
%A Assaf Biderman
%B DIS04
%D 2004
%P 289-296
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013156
%X Three-dimensional datasets (voxel datasets), generated by different
types of sensing or computer simulations, are quickly becoming crucial
to various disciplines - from biomedicine to geophysics. Phoxel-Space is
an interface that enables the exploration of these datasets through
physical materials. It aims at overcoming the limitations of traditional
planar displays by allowing users to intuitively navigate and understand
complex 3-dimensional datasets. The system works by allowing the user to
manipulate a freeform geometry whose surface intersects a voxel dataset.
The intersected voxel values are projected back onto the surface of the
physical material to reveal a non-planar section of the dataset. The
paper describes how the interface can be used as a representational aid
in several example application domains, overcoming many limitations of
conventional planar displays.

%M C.DIS.04.297
%T Context-descriptive prototypes and their application to medicine
administration
%S Interaction, creativity and communication
%A Claus Bossen
%A Jens Baek Jorgensen
%B DIS04
%D 2004
%P 297-306
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013157
%X A context-descriptive prototype is an interactive graphical
animation, driven by a formal, executable engine, implemented in some
programming or modelling language. The two main properties of a
context-descriptive prototype are: (1) it is an integrated description
that describes system, work processes, and context of use; (2) it is a
formal description. Because of (1), designers, including users, are
provided with a means to investigate the system in the context of the
envisioned work processes. Because of (2), investigations into questions
of formalisation and automation, not only of the system, but also of the
work processes, can be made explicitly and become subject for
discussions and further elaboration. We describe a concrete
context-descriptive prototype of the hospital work process medicine
administration and its support by a new pervasive system. We discuss
findings from evaluation of the prototype in cooperation with nurses,
and finally compare context-descriptive prototypes with other kinds of
prototypes.

%M C.DIS.04.309
%T Blendie
%S Exhibitions
%A Kelly Dobson
%B DIS04
%D 2004
%P 309
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013159
%X Blendie is an interactive, sensitive, intelligent, voice controlled
blender with a mind of its own. Materials are a 1950's Osterizer blender
altered with custom made hardware and software for sound analysis and
motor control. People induce the blender to spin by sounding the sounds
of its motor in action. If they make their voice sufficiently
blender-like, then Blendie will begin to pitch-track and power-match
their voice with its own motor body. For example, a person may growl low
pitch blender-like sounds to get it to spin slowly, and the person may
growl blenderstyle at higher pitches to speed up Blendie. The experience
for the participant is to speak the language of the machine, to resonate
with the machine, and thus to more deeply understand and connect with
it. The action may also bring about personal revelations in the
participant, because in sounding with the blender one is likely to
perform gesture and sound expressions not previously accessed which may
open up unfound emotions or thoughts or feelings. An empathic
opportunity is made manifest emphasizing and utilizing the aspects of
motorized machines that are not what have been traditionally designed
into them intentionally - i.e. their incredible sound and vibration -
but that nevertheless have large roles in our interaction and approach
to them. http://web.media.mit.edu/~monster/blendie.

%M C.DIS.04.310
%T Context photography
%S Exhibitions
%A Layla Gaye
%A Lars Erik Holmquist
%A Maria Hakansson
%A Sara Ljungblad
%A Panajotis Mihalatos
%B DIS04
%D 2004
%P 310
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013160
%X Context photography consists of capturing sensing physical input in
addition to light and this new concept, we explore alternative
potentials creative tool. We have developed a working movement and
represents them visually in interactive exhibition we wish to present,
visitors The pictures taken by visitors would be dynamically projection
on a wall. Large hardcopy photographs hung on another wall. This
exhibition is meant alternative approaches to digital photography.
http://www.viktoria.se/fal/projects/photo.

%M C.DIS.04.311
%T Dialog Table
%S Exhibitions
%A Marek Walczak
%A Michael McAllister
%A Jakub Segen
%B DIS04
%D 2004
%P 311
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013161
%X Dialog Table is a shared interface where you use hand gestures to
discover a museum's collection. Several people can gather around and
together explore the table's movies, narratives and 3D journeys. The
table provides an opportunity for people to discuss with each other
their thoughts on what they have seen. Several teen beta-testers said
they wanted their desk at home to work just like the table. The table
can work in situations as varied as hospital kiosks, conference rooms,
collaborative design stations, game rooms, bedrooms...Dialog Table was
commissioned by the Walker Art Center through an international design
competition to promote social interactions among visitors, to provide
access to the Walker's multidisciplinary collections, and to facilitate
learning about art. The table was designed by Marek Walczak, an artist
and architect, Michael McAllister, an industrial designer and Jakub
Segen, a leader in recognition systems. http://dialogtable.com.

%M C.DIS.04.312
%T Fashion victims
%S Exhibitions
%A Davide Agnelli
%A Dario Buzzini
%A Tal Drori
%B DIS04
%D 2004
%P 312
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013162
%X Making the invisible visible in the world of mobile communication.
The ubiquitous presence of mobile communication devices - and the
fashion in which they are adopted by different cultures - is not only
redefining the way people communicate but also the way they more
generally behave. Mobile communication devices, particularly mobile
phones, introduce a digital space overlapping the physical space of the
body: the birth of this hybrid space brings along a number of social
consequences, most of which still invisible, hard to map and to explain.
Adopting a critical approach in creating wearable probes apt to explore
and illustrate this space is here proposed as a valuable strategy in
order to make the invisible visible in the world of mobile
communication. In Fashion Victims we chose clothing as the medium for
making this invisible world visible; we have designed a collection of
garments that react (respond and change) according to the surrounding
mobile phone calls. We want to see what would happen if our clothes -
everyday objects that we carry on our person - were able to display this
presence. The metaphor we have decided to use for visualizing mobile
communication comes directly from nature: clothes, as a second skin,
react to the environment and change in color. Here, as more and more
phone calls are conducted in their surroundings, the clothes
progressively and permanently change color. Fashion Victims subverts the
expected behavior of an everyday object to create and raise awareness
about the subject of mobile communication. By producing a physical
result with every call, the mobile phone is revealed in all of its
pervasiveness and intrusiveness: its tendency to violate the private
space we potentially have within the public context.
http://www.fashionvictims.org.

%M C.DIS.04.313
%T I am driving through sound space
%S Exhibitions
%A Carlos A. Rocha
%B DIS04
%D 2004
%P 313
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013163
%X "I Am Driving Through Sound Space" (IADTSS) is an interactive
audio-visual installation for browsing audio databases. By using sound
spatialization and a strong physical interface, IADTSS simulates a
driving experience through a virtual sound space. IADTSS immerses the
user in a sea of sound, allowing the quick navigation of big collections
of audio clips.
   The installation consists of a computer equipped with a steering
wheel, running custom made software that maps individual audio clips
into a virtual world using a process called sound spatialization.
Additionally, the system simulates the Doppler effect, providing
additional spatial clues. While the sounds are played simultaneously,
the spatialization allows the user to differentiate individual sources.
   To facilitate the quick navigation through big databases, IADTSS uses
a driving wheel and a set of foot pedals, simulating a driving
experience. The simulation allows traveling through the database at
variable speeds, allowing the user to hear the overall content in a fast
and compelling manner. Furthermore, the interface creates a powerful
physical control of the virtual world, engaging the full attention of
the user.
   The result is a complete immersive virtual reality navigational
system that does not use intensive and sophisticated computer graphics,
focusing more on the use of auditory and physical interfaces.
   The system was created as part of a larger project called MIT
Treehouse Studio, an ongoing effort of the Physical Language Workshop
group directed by Prof. John Maeda at the MIT Media Laboratory.
http://plw.media.mit.edu/people/rocha/iadtss/.

%M C.DIS.04.314
%T I:move
%S Exhibitions
%A Jonathan Bachrach
%A Nell Breyer
%B DIS04
%D 2004
%P 314
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013164
%X I:move is a performance / installation series that explores how we
perceive movement. It embeds daily activities into formal choreography
and is being developed for public spaces that are bottlenecks of human
motion. It has been shown at MIT's IM Pei archway and the DTW gallery
space.
   Pedestrian traffic is tracked and transformed into 2-dimensional
shadow play. Continuous motion trails occur like reliable yet
unpredictable weather patterns. I:move captures and processes these
daytime patterns, imbedding them into video projection. Pedestrians
become performers. Live motion folds into the piece, revealing layers of
text or motion streams that echo earlier daytime movements in the space.
Through i:move, your motion reveals varying speeds, rhythms and dynamic
patterns occurring at the site, over a 24-hour cycle. I:move encourages
dancers and novices to explore their own movements, in relation to the
routine, theater, and ritual of cycles in a public space.
   I:move considers human movements over multiple time scales,
perspectives, and magnifications. Video processing is used to enhance
contrast, reveal coincidences, and layer time-coded realities.
Interactive video is used to engage viewers in playful experimentation.
Audiences create and perform inside the motion projections. In this way,
i:move celebrates the personal and collective movements of each day.
   The i:move series is rendered entirely by a stream processing lisp
dialect called Gooze. Gooze is a concise, powerful, and efficient
expression of time-oriented computing allowing highly profitable domain
specific optimizations. It is a unique design, combining movementcentric
parameters to extract the perceptual features of motion from video.

%M C.DIS.04.315
%T _knowscape mobile at DIS2004, Cambridge
%S Exhibitions
%A Christian Babski
%A Stephane Carion
%A Christophe Guignard
%A Patrick Keller
%B DIS04
%D 2004
%P 315
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013165
%X _knowscape is a digital data territory and an experimental project:
an electronic space made of links, connections, relations, knowledge.
Initially _knowscape has been conceived as an alternative multi-user
browser using data *tracking* and *profiling* techniques to question, to
reverse them, so to finally produce open data territories, shared
browsing experiences and *open users' profiles*._knowscape evolved and
has become since 2003 a mobile downloadable space, a variable space with
no fixed or frozen size as well as no definite location: _knowscape
mobile, a mobile information architecture that has always both a
temporary location in the physical space and a world wide digital one
over the Internet. Based on low esthetics and close to machines visual
output, _knowscape mobile builds electronic spaces with
information-based "voxels" [ 3D pixels ]. Each user or agent creates its
own data architecture, made of contiguous voxels, the addition of these
spaces creates a shared knowledge 3D territory that can be experienced
by any other connected user._knowscape mobile relation to physical space
is also simple and direct: boolean. In fact, it is the first
architectural space that mixes data space with physical one through the
use of boolean algebraic operations. In each installation, electronic
devices open windows on this re-localized data territory, which allow
visitors to interact either from the physical space or from the
internet._knowscape mobile is thus an architectural space temporarily
associating territory of data and physical space, linking architecture,
knowledge and browsing._knowscape mobile :::: fabric | ch.
http://knowscape.fabric.ch/mobile/.

%M C.DIS.04.316
%T Rabbit field
%S Exhibitions
%A Ben Dalton
%B DIS04
%D 2004
%P 316
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013166
%X Rabbit Field is an infestation of inflatable rabbit-like forms,
filling their display space and inviting tactile interaction. They cover
much of the floor, and any other available surfaces, growing in number
each night. Each rabbit is self-inflating using a simple computer fan,
and can sense its internal pressure state by monitoring its fan speed.
If a rabbit is squeezed, and partially deflated, the rabbits around it
respond, as if out of empathy, deflating themselves. In this way, a wave
of deflation ripples out from the squeezed center. By connecting an
entire field of forms into a network of sensors and output media,
interactions between viewer and inflatable are further displayed and
amplified as deflation data is passed from one rabbit to the next. The
organic feel of the forms and the rhythm of their inflation and
deflation in reaction to human touch are easily anthropomorphized by the
audience as simple expressions of emotion. This initiates and encourages
play and exploration. This piece seeks to encourage and reward a
'tangible dialogue' between viewer and inflatables, as well as hoping to
establish social connection between viewers who co-interact with the
system. Rabbit forms were chosen to engage and invite inquiry. These
animals also have strong cultural connotations of fertility and
innocence, and are prevalent images in modern eastern and western
aesthetic. Use of the unique properties of inflatable structures in
architecture, art and design has a long and creative history, flirting
between chic design and tacky novelty.
http://www.media.mit.edu/~bcd/rabbits.

%M C.DIS.04.317
%T Recycled soundscapes
%S Exhibitions
%A Karmen Franinovic
%A Yon Visell
%B DIS04
%D 2004
%P 317
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013167
%X An interactive system collects noise from a public place and
transforms it into content for a public orchestration: the noise is
split in specific sounds which are recomposed through sonic interface in
a new soundscape. The SoundCam is the most visible part of the Recycling
Soundscapes system. It rotates scanning a public space and gives the
possibility to spy and to record audio details and voices in the space,
even at the big distance. Paradoxically the people in the context
involuntary become the center of auditory attention, while the
importance of spy fades as the voices start coming out from Sonic Bowls.
The Sonic Bowls are instruments that invite passers-by to play with
sounds coming from their environment: birds, footsteps, voices. These
are collaboratively composed into a new soundscape through SonicBowl
interface. The voices are played back randomly as surprise voice
messages and build the sound memory of the place.
http://www.interaction-ivrea.it/theses/2003-04/architectureofsubtraction/ReSound.htm

%M C.DIS.04.318
%T Soundscapes
%S Exhibitions
%A Nigel Johnson
%B DIS04
%D 2004
%P 318
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013168
%X The inspiration for this work is loosely based on Aboriginal creation
myths, which told of legendary totemic beings who wandered over the
continent in the Dreamtime, singing out the names of everything that
crossed their path - birds, animals, plants rocks etc. and so singing
the world into existence.
   Soundscapes is a contemporary exploration of this theme, by
re-synthesising and giving voice to images of the environments within
which we exist, the open landscapes, cityscapes and urban sprawls the
work re-interprets our surroundings through the generation of sound.
   Soundscapes consists of a database (catalogue) of looped moving image
sequences of ten second durations that can be selected and onto which
are superimposed five moveable 'targets' whose velocity and location can
be controlled by the user. As these targets scan across the image, data
is collected from the colour, tonality and patterns of the underlying
image information and used within sound generation and compositional
algorithms, so creating the interactive soundscape.
   Soundscapes generates its own compositions in real-time in
conjunction with the image data that is being processed, as opposed to
using pre-recorded or sampled sounds. Soundscapes also processes the
selected image data in real-time and applies a compositional strategy
(algorithm) or 'mood' that has been chosen by the user. These moods
therefore form the basic building blocks of the work and can vary
considerably from simple melodic forms and natural sounds to abrupt
discordant passages that have little relationship to classical music
scales, harmony or melody.
http://www.imaging.dundee.ac.uk/people/njohnson.

%M C.DIS.04.321
%T Friction in scheduling and coordinating lives of families: designing
from an interaction metaphor
%S Interactive posters
%A Stephan Hoefnagels
%A Erik Geelhoed
%A Pieter Jan Stappers
%A Aldo Hoeben
%A Remko van der Lugt
%B DIS04
%D 2004
%P 321-324
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013170
%X Families with working parents have busy and mobile lives. This
typically causes a lot of friction in their schedules. This paper
discusses two conceptual information appliances for scheduling and
coordinating based on this friction and designed from user studies in
the lives of these families.
   The interaction principles of the designs are based on a friction
metaphor. This metaphor was explored through looking in depth at
friction in mechanical constructions. This unconventional design
approach led to product and interaction design that is both appropriate
and expressive: the "long-term planner" is a large display that
visualizes entangled family schedules and provides shared tangible
interaction when scheduling new appointments; the "coordination watch"
is a mobile device that allows distributed haptic interaction when
changing appointments.
   These concept designs and their design process aim to inspire the
design of future information appliances.

%M C.DIS.04.325
%T Activity wallpaper: ambient visualization of activity information
%S Interactive posters
%A Tobias Skog
%B DIS04
%D 2004
%P 325-328
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013171
%X We present Activity Wallpaper, an ambient visualization of activity
information, based on an analysis of audio data. The design of the
visualization is used as example in a discussion about the requirements
of information presentation for public spaces.

%M C.DIS.04.329
%T FIASCO: game interface for location-based play
%S Interactive posters
%A Michele Chang
%A Elizabeth Goodman
%B DIS04
%D 2004
%P 329-332
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013172
%X In this paper we describe FIASCO, a location based street game that
is played both on a website and on the city streets. In the current
technology landscape, data is readily accessed via an array of devices
and across a variety of locations. There are many resulting design
opportunities, but location based computing poses challenges. With
FIASCO, the authors propose game design as a research tool to explore
new approaches to computing in public space. Engaging with place,
promoting self expression through physical action, and reinterpreting
mapping conventions are the driving goals towards an understanding of
'situated computing.' In using a pervasive gaming model FIASCO creates a
support mechanism for these exploratory activities, while bringing the
challenges inherent to designing for online/offline experience to the
forefront.

%M C.DIS.04.333
%T Chat spaces
%S Interactive posters
%A Werner Geyer
%A Andrew J. Witt
%A Eric Wilcox
%A Michael Muller
%A Bernard Kerr
%A Beth Brownholtz
%A David R. Millen
%B DIS04
%D 2004
%P 333-336
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013173
%X Chat Spaces are rich persistent chats that provide light-weight
shared workspaces for small to medium-scale group activities. Chat
Spaces can accommodate brief, informal interactions (similar to Instant
Messaging), and can also support longer-term complex threaded
conversations including large numbers of people and shared resources.
Our design maps a hierarchical thread representation onto a time-ordered
two-column user interface. This mapping allows a user to follow the
global dynamics of the entire thread in the chronological column on the
left while being able to participate in a selected topical branch in a
second column on the right. We also present a dynamic thread map that
provides an overview of the entire conversation and supports quick
navigation of topical branches in the thread.

%M C.DIS.04.337
%T Active photos
%S Interactive posters
%A Tim Kindberg
%A Ella Tallyn
%A Rakhi Rajani
%A Mirjana Spasojevic
%B DIS04
%D 2004
%P 337-340
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013174
%X In this paper we describe an investigation into linkages to
multimedia content from individual items in photographs and other
printed images. We describe prototypes for authoring and playing such
"active photos", and give the results of informal trials. We conclude
with lessons learned and next steps.

%M C.DIS.04.341
%T Intimate objects
%S Interactive posters
%A Joseph 'Jofish' Kaye
%A Liz Goulding
%B DIS04
%D 2004
%P 341-344
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013175
%X We present a preliminary and ongoing study into intimate objects:
technological devices for maintaining intimacy at a distance. We use the
notion of critical technical practice to provide a theoretical framework
on which to base our designs, building devices that differ from mass
communication devices in three ways: they are for couples in a
relationship to communicate with each other, not with everybody else,
they are for a specific couple to use, not a generic couple, and they
are for the transmission of specific intimate communication, not
all-purpose communication.
   We present an overview of the study, give some examples of intimate
object sketches produced by our subjects, and discuss questions posed by
the study, particularly those concerning the generalizability of the
results.

%M C.DIS.04.345
%T Speakeasy: overcoming barriers and promoting community development in
an immigrant neighborhood
%S Interactive posters
%A Tad Hirsch
%A Jeremy Liu
%B DIS04
%D 2004
%P 345-348
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013176
%X Speakeasy is an integrated web and telephone service that connects
immigrants with multilingual volunteers who answer questions, give
advice, and provide language interpretation. This system has been
designed to improve access to social services and to promote community
development and civic engagement in Boston's Chinatown neighborhood.
This paper presents an overview of the Speakeasy system, a discussion of
the design process that lead to its creation, and consideration of how
interactive systems can contribute to ongoing community development
efforts. The use of mobile telephones to create new forms of civic
engagement is also discussed.

%M C.DIS.04.349
%T Rapid information architecture prototyping
%S Interactive posters
%A Rashmi Sinha
%A Jonathan Boutelle
%B DIS04
%D 2004
%P 349-352
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013177
%X To create user-centered information architectures (IA), designers
need a structured methodology that allows them to move rapidly from
initial exploration of domain, to designing and testing information
architecture. Additionally, in rapidly changing domains, design needs to
flexibly incorporate future additions and evolutions. Finally, IA design
should also take into account business concerns and goals. This paper
describes Rapid Information Architecture Prototyping, a three-stage
methodology for creating and testing IA based on user and business
requirements. First, stakeholder analysis is used to understand business
and organizational context, while free-listing exercises are used to
explore the domain. Next, results of free-listing are used in an open
card-sorting to understand user mental models and generate prototype
IAs. Finally, closed card-sorting is used to evaluate and choose between
candidate structures. The last two stages can be used in an iterative
manner to design and test prototype IAs. The results yield a
future-oriented IA that can flexibly incorporate future changes to site
content and functionality, and provide design direction for years to
come.

%M C.DIS.04.353
%T Designing full body movement interaction using modern dance as a
starting point
%S Interactive posters
%A Jin Kjolberg
%B DIS04
%D 2004
%P 353-356
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013178
%X This paper presents an ongoing doctoral project that concerns design
and development of computer interfaces supporting full body movement
interaction. It combines theories and experiences from dance education
and HCI. The main aim is to try out a new approach to develop concepts
of movement-based interaction. The work consists of an explorative case
study aiming at describing the learning process that HCI students and
professionals experience when attending a course in Physical Expression,
based on modern dance and improvisation. A second aim is to describe the
possible reflection of this experience in the design outcome. The third
aim is to develop an example of a full body movement-based environment.
The study is using a qualitative approach and makes use of data as
interviews, video, texts and design mock-ups. Preliminary results show
that the course provides new perspectives on bodily communication and
may function as a "mind opener".

%M C.DIS.04.357
%T The information discovery framework
%S Interactive posters
%A Andruid Kerne
%A Steven M. Smith
%B DIS04
%D 2004
%P 357-360
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013179
%X This paper continues the movement from technology centered to human
centered approaches in the study of tasks that involve finding,
understanding, and using information, and tools that support these
tasks. The iterative role of information as a stimulus to cognition is
considered. The information discovery framework consists of a flowchart
of connected human cognitive and digital computer states and processes.
The purpose of the framework is to inform the design of tools for
finding and using information. Divergent thinking laboratory tasks serve
as an evaluation method.

%M C.DIS.04.363
%T Design for hackability
%S Panels
%A Anne Galloway
%A Jonah Brucker-Cohen
%A Lalya Gaye
%A Elizabeth Goodman
%A Dan Hill
%B DIS04
%D 2004
%P 363-366
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013181
%X Design for hackability encourages designers and non-designers to
critically and creatively explore interactivity, technology and media -
to reclaim authorship and ownership of technologies and the social and
cultural worlds in which we live. Hackability implies more than
customization or adaptation - it calls for redefinition. In a world
where technologies are increasingly mobile and invisible, designing for
hackability means allowing and encouraging people to make technologies
be what they want them to be. It cultivates reciprocity between users
and designers and supports transparency and graceful responses to
unanticipated uses. Before entering into a broader discussion with the
audience, panelists will discuss tensions between people and artifacts,
technology and play, the creative use of readily available resources,
subverting traditional functions and uses of networks, and the everyday
realities of corporate design practice. These discussions will be used
to generate a design for hackability manifesto to guide further
explorations in designing interactive systems.

%M C.DIS.04.367
%T Designing the future: writing, design and research on NOT-linear
interaction
%S Panels
%A Philip van Allen
%A Scott Nazarian
%A Jen Tarara
%A David Keady
%B DIS04
%D 2004
%P 367-369
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013182
%X How can designers make more meaningful, rich and user enabling
interactive systems? What are the best principles, affordances and
techniques of interactive design, what are some examples, and how should
designers approach this challenge? This panel explores an approach
called Productive Interaction, which views interaction as a medium that
enables the user as producer of her own outcomes and meanings.
Productive interaction aligns the design of not-linear content, context
and affordance in an open, collaborative fashion, enabling the direct
manipulation of the work's material. Taking advantage of this
facilitation, the user creates a custom, personally significant meaning
space of their own.
   A faculty member and three students present perspectives from their
work in the Graduate Media Design Program at Art Center College of
Design:
 * Philip van Allen (moderator): Design principles, techniques, and
   experiments in Productive Interaction
 * Scott Nazarian: Futurism as a design methodology
 * Jen Tarara: Relationship aware systems - 2Degrees Network, a mobile
   application and service
 * David Keady: Sound as a low attention information system

%M C.DIS.04.370
%T Science friction
%S Panels
%A Despina Papadopoulos
%A Otto von Busch
%A Erik Sandelin
%A Magnus Torstensson
%B DIS04
%D 2004
%P 370-372
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013183
%X Digital technology is often conceived of as tools designed to support
goal-oriented tasks and activities as efficiently as possible. In the
wake of the rapid proliferation of digital technology new uses and new
settings of use emerge that call for a dramatically different design
rationale.
   The use of digital devices for communicative and social purposes is
growing steadily, and digital devices become more and more integral in
the processes in which we gain and maintain social relations.
   As social beings, however, we seldom behave in specifically
goal-oriented ways. On the contrary, many human strategies for
communication, self-expression, and negotiation of social status rely on
practical difficulty, resistances, weights, ordeals, pain, and
ambiguity.
   The Science Friction panel juxtaposes examples, imagery, and concepts
from the domains of fashion and interaction design to provoke discussion
and challenge established assumptions of personal digital technologies
and start a healthy contamination of discourses: "Are tattoos
user-friendly? Is that a desirable application? How does your shirt
work? What is the software equivalent of high-heeled shoes?".

%M C.DIS.04.373
%T Beyond human centered design?
%S Panels
%A Nico Macdonald
%A Martyn Perks
%A Robert Reimann
%B DIS04
%D 2004
%P 373-374
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/1013115.1013184
%X The concept of the user and user-centered design is central to the
history of SIGCHI and the culture the Designing Interactive Systems
conferences. The idea of the user and designing around user requirements
and contexts of use were a radical development in relation to a culture
of computing that had evolved around scarce computing power to focus on
efficient use of these resources and the needs of computing technicians.
But today does a diminished view of the user, and corporate cowardice,
leave people short-changed with respect to the design of new products?
Is user research helping designers to really understand the people for
who they are designing, or blinkering designers view of possible
solutions? Is user-centered design ensuring that products fit the needs
and contexts of users, or acting as a bulwark to qualitative
developments in interface design? How should we re-imagine humans in
user-centered design?There will be four panellists in total, with a
balance between practitioners, theorists, research agencies,
commentators, and client 'user' representatives.

fpack:!@#$%^&*(): UIST04.BA
%M C.UIST.04.1
%T Bridging the gap from theory to practice: the path toward innovation
in human-computer interaction
%A Mary Czerwinski
%B UIST04
%D 2004
%P 1
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029632.1029633
%X How do we break away from existing tools and techniques in HCI and
truly innovate in a way that benefits the next generation of computer
users? Today, too many of our technological designs and inventions are
"one off" point designs, not building on or contributing to a
theoretical foundation of understanding around human perception,
cognition, social behavior and physical movement. Of course, these point
designs can be successful in and of themselves, so why bother with
theory and models? In order to mature as a field in a way that benefits
users, it can be argued that we need to work more closely together and
with an awareness of multiple disciplines, including not just the
computer science and engineering arenas, but also psychology, sociology,
and any field of human behavior. Of course, this could be a daunting
task-how do we know that important improvements in user interface design
can be obtained?
   I will present a series of examples of what I consider to be
significant contributions to the field of HCI, each based on a
multidisciplinarian, theory-driven approach. I hope to challenge the
audience to creatively consider ways that their own work could be more
theoretically motivated, and what it might take for more of us to move
forward in that direction.

%M C.UIST.04.3
%T CrossY: a crossing-based drawing application
%S Pens & sketching
%A Georg Apitz
%A Francois Guimbretiere
%B UIST04
%D 2004
%P 3-12
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029632.1029635
%X We introduce CrossY, a simple drawing application developed as a
benchmark to demonstrate the feasibility of goal crossing as the basis
for a graphical user interface. We show that crossing is not only as
expressive as the current point-and-click interface, but also offers
more flexibility in interaction design. In particular, crossing
encourages the fluid composition of commands which supports the
development of more fluid interfaces. While crossing was previously
identified as a potential substitute for the classic point-and-click
interaction, this work is the first to report on the practical aspects
of implementing an interface based on goal crossing as the fundamental
building block.

%M C.UIST.04.13
%T Hierarchical parsing and recognition of hand-sketched diagrams
%S Pens & sketching
%A Levent Burak Kara
%A Thomas F. Stahovich
%B UIST04
%D 2004
%P 13-22
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029632.1029636
%X A long standing challenge in pen-based computer interaction is the
ability to make sense of informal sketches. A main difficulty lies in
reliably extracting and recognizing the intended set of visual objects
from a continuous stream of pen strokes. Existing pen-based systems
either avoid these issues altogether, thus resulting in the equivalent
of a drawing program, or rely on algorithms that place unnatural
constraints on the way the user draws. As one step toward alleviating
these difficulties, we present an integrated sketch parsing and
recognition approach designed to enable natural, fluid, sketch-based
computer interaction. The techniques presented in this paper are
oriented toward the domain of network diagrams. In the first step of our
approach, the stream of pen strokes is examined to identify the arrows
in the sketch. The identified arrows then anchor a spatial analysis
which groups the uninterpreted strokes into distinct clusters, each
representing a single object. Finally, a trainable shape recognizer,
which is informed by the spatial analysis, is used to find the best
interpretations of the clusters. Based on these concepts, we have built
SimuSketch, a sketch-based interface for Matlab's Simulink software
package. An evaluation of SimuSketch has indicated that even novice
users can effectively utilize our system to solve real engineering
problems without having to know much about the underlying recognition
techniques.

%M C.UIST.04.23
%T SketchREAD: a multi-domain sketch recognition engine
%S Pens & sketching
%A Christine Alvarado
%A Randall Davis
%B UIST04
%D 2004
%P 23-32
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029632.1029637
%X We present SketchREAD, a multi-domain sketch recognition engine
capable of recognizing freely hand-drawn diagrammatic sketches. Current
computer sketch recognition systems are difficult to construct, and
either are fragile or accomplish robustness by severely limiting the
designer's drawing freedom. Our system can be applied to a variety of
domains by providing structural descriptions of the shapes in that
domain; no training data or programming is necessary. Robustness to the
ambiguity and uncertainty inherent in complex, freely-drawn sketches is
achieved through the use of context. The system uses context to guide
the search for possible interpretations and uses a novel form of
dynamically constructed Bayesian networks to evaluate these
interpretations. This process allows the system to recover from
low-level recognition errors (e.g., a line misclassified as an arc) that
would otherwise result in domain level recognition errors. We evaluated
Sketch-READ on real sketches in two domains -- family trees and circuit
diagrams -- and found that in both domains the use of context to
reclassify low-level shapes significantly reduced recognition error over
a baseline system that did not reinterpret low-level classifications. We
also discuss the system's potential role in sketch based user
interfaces.

%M C.UIST.04.33
%T Simple vs. compound mark hierarchical marking menus
%S Gestures
%A Shengdong Zhao
%A Ravin Balakrishnan
%B UIST04
%D 2004
%P 33-42
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029632.1029639
%X We present a variant of hierarchical marking menus where items are
selected using a series of inflection-free simple marks, rather than the
single "zig-zag" compound mark used in the traditional design.
Theoretical analysis indicates that this simple mark approach has the
potential to significantly increase the number of items in a marking
menu that can be selected efficiently and accurately. A user experiment
is presented that compares the simple and compound mark techniques.
Results show that the simple mark technique allows for significantly
more accurate and faster menu selections overall, but most importantly
also in menus with a large number of items where performance of the
compound mark technique is particularly poor. The simple mark technique
also requires significantly less physical input space to perform the
selections, making it particularly suitable for small footprint
pen-based input devices. Visual design alternatives are also discussed.

%M C.UIST.04.43
%T SHARK{sup:2}: a large vocabulary shorthand writing system for
pen-based computers
%S Gestures
%A Per-Ola Kristensson
%A Shumin Zhai
%B UIST04
%D 2004
%P 43-52
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029632.1029640
%X Zhai and Kristensson (2003) presented a method of speed-writing for
pen-based computing which utilizes gesturing on a stylus keyboard for
familiar words and tapping for others. In SHARK{sup:2}:, we eliminated
the necessity to alternate between the two modes of writing, allowing
any word in a large vocabulary (e.g. 10,000-20,000 words) to be entered
as a shorthand gesture. This new paradigm supports a gradual and
seamless transition from visually guided tracing to recall-based
gesturing. Based on the use characteristics and human performance
observations, we designed and implemented the architecture, algorithms
and interfaces of a high-capacity multi-channel pen-gesture recognition
system. The system's key components and performance are also reported.

%M C.UIST.04.53
%T The radial scroll tool: scrolling support for stylus- or touch-based
document navigation
%S Gestures
%A G. M. Smith
%A m. c. schraefel
%B UIST04
%D 2004
%P 53-56
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029632.1029641
%X We present radial scroll, an interface widget to support scrolling
particularly on either small or large scale touch displays. Instead of
dragging a elevator in a scroll bar, or using repetitive key presses to
page up or down, users gesture anywhere on the document surface such
that clockwise gestures advance the document; counter clockwise gestures
reverse the document. We describe our prototype implementation and
discuss the results of an initial user study.

%M C.UIST.04.57
%T Navigating documents with the virtual scroll ring
%S Gestures
%A Tomer Moscovich
%A John F. Hughes
%B UIST04
%D 2004
%P 57-60
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029632.1029642
%X We present a technique for scrolling through documents that is simple
to implement and requires no special hardware. This is accomplished by
simulating a hardware scroll ring -- a device that maps circular finger
motion into vertical scrolling. The technique performs at least as well
as a mouse wheel for medium and long distances, and is preferred by
users. It can be particularly useful in portable devices where
screen-space and space for peripherals is at a premium.

%M C.UIST.04.61
%T Multi-finger gestural interaction with 3d volumetric displays
%S Manipulating space
%A Tovi Grossman
%A Daniel Wigdor
%A Ravin Balakrishnan
%B UIST04
%D 2004
%P 61-70
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029632.1029644
%X Volumetric displays provide interesting opportunities and challenges
for 3D interaction and visualization, particularly when used in a highly
interactive manner. We explore this area through the design and
implementation of techniques for interactive direct manipulation of
objects with a 3D volumetric display. Motion tracking of the user's
fingers provides for direct gestural interaction with the virtual
objects, through manipulations on and around the display's hemispheric
enclosure. Our techniques leverage the unique features of volumetric
displays, including a 360{deg} viewing volume that enables manipulation
from any viewpoint around the display, as well as natural and accurate
perception of true depth information in the displayed 3D scene. We
demonstrate our techniques within a prototype 3D geometric model
building application.

%M C.UIST.04.71
%T Achieving higher magnification in context
%S Manipulating space
%A Sheelagh Carpendale
%A John Ligh
%A Eric Pattison
%B UIST04
%D 2004
%P 71-80
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029632.1029645
%X The difficulty of accessing information details while preserving
context has generated many different focus-in-context techniques. A
common limitation of focus-in-context techniques is their ability to
work well at high magnification. We present a set of improvements that
will make high magnification in context more feasible. We demonstrate
new distortion functions that effectively integrate high magnification
within its context. Finally, we show how lenses can be used on top of
other lenses, effectively multiplying their magnification power in the
same manner that a magnifying glass applied on top of another causes
multiplicative magnification. The combined effect is to change feasible
detail-in-context magnification factors from less than 8 to more than
40.

%M C.UIST.04.81
%T Tangible NURBS-curve manipulation techniques using graspable handles
on a large display
%S Manipulating space
%A Seok-Hyung Bae
%A Takahiro Kobayash
%A Ryugo Kijima
%A Won-Sup Kim
%B UIST04
%D 2004
%P 81-90
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029632.1029646
%X This paper presents tangible interaction techniques for fine-tuning
one-to-one scale NURBS curves on a large display for automotive design.
We developed a new graspable handle with a transparent groove that
allows designers to manipulate virtual curves on a display screen
directly. The use of the proposed handle leads naturally to a rich
vocabulary of terms describing interaction techniques that reflect
existing shape styling methods. A user test raised various issues
related to the graspable user interface, two-handed input, and
large-display interaction.

%M C.UIST.04.91
%T Collapse-to-zoom: viewing web pages on small screen devices by
interactively removing irrelevant content
%S Manipulating space
%A Patrick Baudisch
%A Xing Xie
%A Chong Wang
%A Wei-Ying Ma
%B UIST04
%D 2004
%P 91-94
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029632.1029647
%X Overview visualizations for small-screen web browsers were designed
to provide users with visual context and to allow them to rapidly zoom
in on tiles of relevant content. Given that content in the overview is
reduced, however, users are often unable to tell which tiles hold the
relevant material, which can force them to adopt a time-consuming
hunt-and-peck strategy. Collapse-to-zoom addresses this issue by
offering an alternative exploration strategy. In addition to allowing
users to zoom into relevant areas, collapse-to-zoom allows users to
collapse areas deemed irrelevant, such as columns containing menus,
archive material, or advertising. Collapsing content causes all
remaining content to expand in size causing it to reveal more detail,
which increases the user's chance of identifying relevant content.
Collapse-to-zoom navigation is based on a hybrid between a marquee
selection tool and a marking menu, called marquee menu. It offers four
commands for collapsing content areas at different granularities and to
switch to a full-size reading view of what is left of the page.

%M C.UIST.04.95
%T The IBar: a perspective-based camera widget
%S Manipulating space
%A Karan Singh
%A Cindy Grimm
%A Nisha Sudarsanam
%B UIST04
%D 2004
%P 95-98
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029632.1029648
%X We present a new screen space widget, the IBar, for effective camera
control in 3D graphics environments. The IBar provides a compelling
interface for controlling scene perspective based on the artistic
concept of vanishing points. Various handles on the widget manipulate
multiple camera parameters simultaneously to create a single perceived
projection change. For example, changing just the perspective distortion
is accomplished by simultaneously decreasing the camera's distance to
the scene while increasing focal length. We demonstrate that the IBar is
easier to learn for novice users and improves their understanding of
camera perspective.

%M C.UIST.04.99
%T Video-based document tracking: unifying your physical and electronic
desktops
%S Interactive surfaces
%A Jiwon Kim
%A Steven M. Seitz
%A Maneesh Agrawala
%B UIST04
%D 2004
%P 99-107
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029632.1029650
%X This paper presents an approach for tracking paper documents on the
desk over time and automatically linking them to the corresponding
electronic documents using an overhead video camera. We demonstrate our
system in the context of two scenarios, paper tracking and photo
sorting. In the paper tracking scenario, the system tracks changes in
the stacks of printed documents and books on the desk and builds a
complete representation of the spatial structure of the desktop. When
users want to find a printed document buried in the stacks, they can
query the system based on appearance, keywords, or access time. The
system also provides a remote desktop interface for directly browsing
the physical desktop from a remote location. In the photo sorting
scenario, users sort printed photographs into physical stacks on the
desk. The systemautomatically recognizes the photographs and organizes
the corresponding digital photographs into separate folders according to
the physical arrangement. Our framework provides a way to unify the
physical and electronic desktops without the need for a specialized
physical infrastructure except for a video camera.

%M C.UIST.04.109
%T Who cares?: reflecting who is reading what on distributed community
bulletin boards
%S Interactive surfaces
%A Toshiya Yamada
%A Jun Shingu
%A Elizabeth Churchill
%A Les Nelson
%A Jonathan Helfman
%A Paul Murphy
%B UIST04
%D 2004
%P 109-118
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029632.1029651
%X In this paper, we describe the YeTi information sharing system that
has been designed to foster community building through informal digital
content sharing. The YeTi system is a general information parsing,
hosting and distribution infrastructure, with interfaces designed for
individual and public content reading. In this paper we describe the
YeTi public display interface, with a particular focus on tools we have
designed to provide lightweight awareness of others' interactions with
posted content. Our tools augment content with metadata that reflect
people's reading of content - captured video clips of who's reading and
interacting with content, tools to allow people to leave explicit
freehand annotations about content, and a visualization of the content
access history to show when content is interacted with. Results from an
initial evaluation are presented and discussed.

%M C.UIST.04.119
%T Visual tracking of bare fingers for interactive surfaces
%S Interactive surfaces
%A Julien Letessier
%A Francois Berard
%B UIST04
%D 2004
%P 119-122
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029632.1029652
%X Visual tracking of bare fingers allows more direct manipulation of
digital objects, multiple simultaneous users interacting with their two
hands, and permits the interaction on large surfaces, using only
commodity hardware. After presenting related work, we detail our
implementation. Its design is based on our modeling of two classes of
algorithms that are key to the tracker: Image Differencing Segmentation
(IDS) and Fast Rejection Filters (FRF). We introduce a new chromatic
distance for IDS and a FRF that is independent to finger rotation. The
system runs at full frame rate (25 Hz) with an average total system
latency of 80 ms, independently of the number of tracked fingers. When
used in a controlled environment such as a meeting room, its robustness
is satisfying for everyday use.

%M C.UIST.04.123
%T Automatic projector calibration with embedded light sensors
%S Interactive surfaces
%A Johnny C. Lee
%A Paul H. Dietz
%A Dan Maynes-Aminzade
%A Ramesh Raskar
%A Scott E. Hudson
%B UIST04
%D 2004
%P 123-126
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029632.1029653
%X Projection technology typically places several constraints on the
geometric relationship between the projector and the projection surface
to obtain an undistorted, properly sized image. In this paper we
describe a simple, robust, fast, and low-cost method for automatic
projector calibration that eliminates many of these constraints. We
embed light sensors in the target surface, project Gray-coded binary
patterns to discover the sensor locations, and then prewarp the image to
accurately fit the physical features of the projection surface. This
technique can be expanded to automatically stitch multiple projectors,
calibrate onto non-planar surfaces for object decoration, and provide a
method for simple geometry acquisition.

%M C.UIST.04.127
%T A remote control interface for large displays
%S Large public displays
%A Azam Khan
%A George Fitzmaurice
%A Don Almeida
%A Nicolas Burtnyk
%A Gordon Kurtenbach
%B UIST04
%D 2004
%P 127-136
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029632.1029655
%X We describe a new widget and interaction technique, known as a
"Frisbee," for interacting with areas of a large display that are
difficult or impossible to access directly. A frisbee is simply a portal
to another part of the display. It consists of a local "telescope" and a
remote "target". The remote data surrounded by the target is drawn in
the telescope and interactions performed within it are applied on the
remote data. In this paper we define the behavior of frisbees, show
unique affordances of the widget, and discuss design characteristics. We
have implemented a test application and report on an experiment that
shows the benefit of using the frisbee on a large display. Our results
suggest that the frisbee is preferred over walking back and forth to the
local and remote spaces at a distance of 4.5 feet.

%M C.UIST.04.137
%T Interactive public ambient displays: transitioning from implicit to
explicit, public to personal, interaction with multiple users
%S Large public displays
%A Daniel Vogel
%A Ravin Balakrishnan
%B UIST04
%D 2004
%P 137-146
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029632.1029656
%X We develop design principles and an interaction framework for
sharable, interactive public ambient displays that support the
transition from implicit to explicit interaction with both public and
personal information. A prototype system implementation that embodies
these design principles is described. We use novel display and
interaction techniques such as simple hand gestures and touch screen
input for explicit interaction and contextual body orientation and
position cues for implicit interaction. Techniques are presented for
subtle notification, self-revealing help, privacy controls, and shared
use by multiple people each in their own context. Initial user feedback
is also presented, and future directions discussed.

%M C.UIST.04.147
%T C-blink: a hue-difference-based light signal marker for large screen
interaction via any mobile terminal
%S Large public displays
%A Kento Miyaoku
%A Suguru Higashino
%A Yoshinobu Tonomura
%B UIST04
%D 2004
%P 147-156
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029632.1029657
%X To enable common mobile terminals to interact with contents shown on
large screens, we propose "C-Blink", a new light signal marker method
that uses the color liquid-crystal display of a mobile terminal as a
visible light source. We overcome the performance limitations of such
displays by developing a hue-difference-blink technique. In combination
with a screen-side sensor, we describe a system that detects and
receives light signal markers sent by cell phone displays. Evaluations
of a prototype system confirm that C-Blink performs well under common
indoor lighting. The C-Blink program can be installed in any mobile
terminal that has a color display, and the installation costs are small.
C-Blink is a very useful way of enabling ubiquitous large screens to
become interfaces for mobile terminals.

%M C.UIST.04.157
%T A gesture-based authentication scheme for untrusted public terminals
%S Large public displays
%A Shwetak N. Patel
%A Jeffrey S. Pierce
%A Gregory D. Abowd
%B UIST04
%D 2004
%P 157-160
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029632.1029658
%X Powerful mobile devices with minimal I/O capabilities increase the
likelihood that we will want to annex these devices to I/O resources we
encounter in the local environment. This opportunistic annexing will
require authentication. We present a sensor-based authentication
mechanism for mobile devices that relies on physical possession instead
of knowledge to setup the initial connection to a public terminal. Our
solution provides a simple mechanism for shaking a device to
authenticate with the public infrastructure, making few assumptions
about the surrounding infrastructure while also maintaining a reasonable
level of security.

%M C.UIST.04.161
%T Physical user interfaces: what they are and how to build them
%S Invited surveys
%A Saul Greenberg
%B UIST04
%D 2004
%P 161
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029632.1029660
%X Physical user interfaces are special purpose devices that can be
situated in a real-world setting. Unlike general purpose computers, they
are typically designed for particular contexts and uses. In this survey,
I present an introductory tour of this new interface genre. First, I
will summarize what they are by describing several design niches for
these devices: ubiquitous computing, tangible media, foreground and
ambient devices, collaborative devices, roomware, and physical controls.
Examples will be plentiful, and will range from the playful, to the
artistic, and to the serious. Second, I will introduce technologies that
are suitable for software professionals who wish to prototype these
physical user interfaces. The commercially available Phidgets
(www.phidgets.com) are used as a case study of what is available and
what can be done with them.

%M C.UIST.04.163
%T Olfactory display
%S Invited surveys
%A Joseph 'Jofish' Kaye
%B UIST04
%D 2004
%P 163
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029632.1029661
%X The last twenty years have seen enormous leaps forward in computers'
abilities to generate sound and video. What happens when computers can
produce scents on demand? In this talk, I present three approaches to
this question. I first look at human olfactory processing: what is our
olfactory bandwidth, and what are the limitations of our sense of smell?
I then explore the use of scent to accompany other media, from
historical examples like Sense-o-Rama and Aromarama, to more recent work
including firefighter training systems, augmented gaming, and food and
beverage applications. Finally, I look at the possibilities of olfactory
output as an ambient display medium. I conclude with an overview of
current computer-controlled olfactory output devices: off the shelf
solutions for incorporating scent into user interface applications.

%M C.UIST.04.165
%T ScreenCrayons: annotating anything
%S Document interaction
%A Dan R. Olsen, Jr.
%A Trent Taufer
%A Jerry Alan Fails
%B UIST04
%D 2004
%P 165-174
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029632.1029663
%X ScreenCrayons is a system for collecting annotations on any type of
document or visual information from any application. The basis for the
system is a screen capture upon which the user can highlight the
relevant portions of the image. The user can define any number of topics
for organizing notes. Each topic is associated with a highlighting
"crayon." In addition the user can supply annotations in digital ink or
text. Algorithms are described that summarize captured images based on
the highlight strokes so as to provide overviews of many annotations as
well as being able to "zoom in" on particular information about a given
note and the context of that note.

%M C.UIST.04.175
%T Clip, connect, clone: combining application elements to build custom
interfaces for information access
%S Document interaction
%A Jun Fujima
%A Aran Lunzer
%A Kasper Hornbaek
%A Yuzuru Tanaka
%B UIST04
%D 2004
%P 175-184
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029632.1029664
%X Many applications provide a form-like interface for requesting
information: the user fills in some fields, submits the form, and the
application presents corresponding results. Such a procedure becomes
burdensome if (1) the user must submit many different requests, for
example in pursuing a trial-and-error search, (2) results from one
application are to be used as inputs for another, requiring the user to
transfer them by hand, or (3) the user wants to compare results, but
only the results from one request can be seen at a time. We describe how
users can reduce this burden by creating custom interfaces using three
mechanisms: clipping of input and result elements from existing
applications to form cells on a spreadsheet; connecting these cells
using formulas, thus enabling result transfer between applications; and
cloning cells so that multiple requests can be handled side by side. We
demonstrate a prototype of these mechanisms, initially specialised for
handling Web applications, and show how it lets users build new
interfaces to suit their individual needs.

%M C.UIST.04.185
%T Citrine: providing intelligent copy-and-paste
%S Document interaction
%A Jeffrey Stylos
%A Brad A. Myers
%A Andrew Faulring
%B UIST04
%D 2004
%P 185-188
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029632.1029665
%X We present Citrine, a system that extends the widespread
copy-and-paste interaction technique with intelligent transformations,
making it useful in more situations. Citrine uses text parsing to find
the structure in copied text and allows users to paste the structured
information, which might have many pieces, in a single paste operation.
For example, using Citrine, a user can copy the text of a meeting
request and add it to the Outlook calendar with a single paste. In
applications such as Excel, users can teach Citrine by example how to
copy and paste data by showing it which fields go into which columns,
and can use this to copy or paste many items at a time in a user-defined
manner. Citrine can be used with a wide variety of applications and
types of data and can be easily extended to work with more. It currently
includes parsers that recognize contact information, calendar
appointments and bibliographic citations. It works with Internet
Explorer, Outlook, Excel, Palm Desktop, EndNote and other applications.
Citrine is available to download on the internet.

%M C.UIST.04.189
%T Interacting with hidden content using content-aware free-space
transparency
%S Document interaction
%A Edward W. Ishak
%A Steven K. Feiner
%B UIST04
%D 2004
%P 189-192
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029632.1029666
%X We present content-aware free-space transparency, an approach to
viewing and manipulating the otherwise hidden content of obscured
windows through unimportant regions of overlapping windows. Traditional
approaches to interacting with otherwise obscured content in a window
system render an entire window uniformly transparent. In contrast,
content-aware free-space transparency uses opaque-to-transparent
gradients and image-processing filters to minimize the interference from
overlapping material, based on properties of that material. By
increasing the amount of simultaneously visible content and allowing
basic interaction with otherwise obscured content, without modifying
window geometry, we believe that free-space transparency has the
potential to improve user productivity.

%M C.UIST.04.193
%T Combining crossing-based and paper-based interaction paradigms for
dragging and dropping between overlapping windows
%S Document interaction
%A Pierre Dragicevic
%B UIST04
%D 2004
%P 193-196
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029632.1029667
%X Despite novel interaction techniques proposed for virtual desktops,
common yet challenging tasks remain to be investigated. Dragging and
dropping between overlapping windows is one of them. The fold-and-drop
technique presented here offers a natural and efficient way of
performing those tasks. We show how this technique successfully builds
upon several interaction paradigms previously described, while shedding
new light on them.

%M C.UIST.04.197
%T DART: a toolkit for rapid design exploration of augmented reality
experiences
%S Tools
%A Blair MacIntyre
%A Maribeth Gandy
%A Steven Dow
%A Jay David Bolter
%B UIST04
%D 2004
%P 197-206
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029632.1029669
%X In this paper, we describe The Designer's Augmented Reality Toolkit
(DART). DART is built on top of Macromedia Director, a widely used
multimedia development environment. We summarize the most significant
problems faced by designers working with AR in the real world, and
discuss how DART addresses them. Most of DART is implemented in an
interpreted scripting language, and can be modified by designers to suit
their needs. Our work focuses on supporting early design activities,
especially a rapid transition from story-boards to working experience,
so that the experiential part of a design can be tested early and often.
DART allows designers to specify complex relationships between the
physical and virtual worlds, and supports 3D animatic actors (informal,
sketch-based content) in addition to more polished content. Designers
can capture and replay synchronized video and sensor data, allowing them
to work off-site and to test specific parts of their experience more
effectively.

%M C.UIST.04.207
%T An explanation-based, visual debugger for one-way constraints
%S Tools
%A Bradley T. Vander Zanden
%A David Baker
%A Jing Jin
%B UIST04
%D 2004
%P 207-216
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029632.1029670
%X This paper describes a domain-specific debugger for one-way
constraint solvers. The debugger makes use of several new techniques.
First, the debugger displays only a portion of the dataflow graph,
called a constraint slice, that is directly related to an incorrect
variable. This technique helps the debugger scale to a system containing
thousands of constraints. Second, the debugger presents a visual
representation of the solver's data structures and uses color encodings
to highlight changes to the data structures. Finally, the debugger
allows the user to point to a variable that has an unexpected value and
ask the debugger to suggest reasons for the unexpected value. The
debugger makes use of information gathered during the constraint
satisfaction process to generate plausible suggestions. Informal testing
has shown that the explanatory capability and the color coding of the
constraint solver's data structures are particularly useful in locating
bugs in constraint code.

%M C.UIST.04.217
%T Topiary: a tool for prototyping location-enhanced applications
%S Tools
%A Yang Li
%A Jason I. Hong
%A James A. Landay
%B UIST04
%D 2004
%P 217-226
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029632.1029671
%X Location-enhanced applications use the location of people, places,
and things to augment or streamline interaction. Location-enhanced
applications are just starting to emerge in several different domains,
and many people believe that this type of application will experience
tremendous growth in the near future. However, it currently requires a
high level of technical expertise to build location-enhanced
applications, making it hard to iterate on designs. To address this
problem we introduce Topiary, a tool for rapidly prototyping
location-enhanced applications. Topiary lets designers create a map that
models the location of people, places, and things; use this active map
to demonstrate scenarios depicting location contexts; use these
scenarios in creating storyboards that describe interaction sequences;
and then run these storyboards on mobile devices, with a wizard updating
the location of people and things on a separate device. We performed an
informal evaluation with seven researchers and interface designers and
found that they reacted positively to the concept.

%M C.UIST.04.227
%T An optimization-based approach to dynamic data content selection in
intelligent multimedia interfaces
%S Speech in, X out
%A Michelle X. Zhou
%A Vikram Aggarwal
%B UIST04
%D 2004
%P 227-236
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029632.1029673
%X We are building a multimedia conversation system to facilitate
information seeking in large and complex data spaces. To provide
tailored responses to diverse user queries introduced during a
conversation, we automate the generation of a system response. Here we
focus on the problem of determining the data content of a response.
Specifically, we develop an optimization-based approach to content
selection. Compared to existing rule-based or plan-based approaches, our
work offers three unique contributions. First, our approach provides a
general framework that effectively addresses content selection for
various interaction situations by balancing a comprehensive set of
constraints (e.g., content quality and quantity constraints). Second,
our method is easily extensible, since it uses feature-based metrics to
systematically model selection constraints. Third, our method improves
selection results by incorporating content organization and media
allocation effects, which otherwise are treated separately. Preliminary
studies show that our method can handle most of the user situations
identified in a Wizard-of-Oz study, and achieves results similar to
those produced by human designers.

%M C.UIST.04.237
%T Augmenting conversations using dual-purpose speech
%S Speech in, X out
%A Kent Lyons
%A Christopher Skeels
%A Thad Starner
%A Cornelis M. Snoeck
%A Benjamin A. Wong
%A Daniel Ashbrook
%B UIST04
%D 2004
%P 237-246
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029632.1029674
%X In this paper, we explore the concept of dual-purpose speech: speech
that is socially appropriate in the context of a human-to-human
conversation which also provides meaningful input to a computer. We
motivate the use of dual-purpose speech and explore issues of privacy
and technological challenges related to mobile speech recognition. We
present three applications that utilize dual-purpose speech to assist a
user in conversational tasks: the Calendar Navigator Agent, DialogTabs,
and Speech Courier. The Calendar Navigator Agent navigates a user's
calendar based on socially appropriate speech used while scheduling
appointments. DialogTabs allows a user to postpone cognitive processing
of conversational material by proving short-term capture of transient
information. Finally, Speech Courier allows asynchronous delivery of
relevant conversational information to a third party.

%M C.UIST.04.247
%T A toolkit for managing user attention in peripheral displays
%S Toolkits
%A Tara Matthews
%A Anind K. Dey
%A Jennifer Mankoff
%A Scott Carter
%A Tye Rattenbury
%B UIST04
%D 2004
%P 247-256
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029632.1029676
%X Traditionally, computer interfaces have been confined to conventional
displays and focused activities. However, as displays become embedded
throughout our environment and daily lives, increasing numbers of them
must operate on the periphery of our attention. Peripheral displays can
allow a person to be aware of information while she is attending to some
other primary task or activity. We present the Peripheral Displays
Toolkit (PTK), a toolkit that provides structured support for managing
user attention in the development of peripheral displays. Our goal is to
enable designers to explore different approaches to managing user
attention. The PTK supports three issues specific to conveying
information on the periphery of human attention. These issues are
abstraction of raw input, rules for assigning notification levels to
input, and transitions for updating a display when input arrives. Our
contribution is the investigation of issues specific to attention in
peripheral display design and a toolkit that encapsulates support for
these issues. We describe our toolkit architecture and present five
sample peripheral displays demonstrating our toolkit's capabilities.

%M C.UIST.04.257
%T The MaggLite post-WIMP toolkit: draw it, connect it and run it
%S Toolkits
%A Stephane Huot
%A Cedric Dumas
%A Pierre Dragicevic
%A Jean-Daniel Fekete
%A Gerard Hegron
%B UIST04
%D 2004
%P 257-266
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029632.1029677
%X This article presents MaggLite, a toolkit and sketch-based interface
builder allowing fast and interactive design of post-WIMP user
interfaces. MaggLite improves design of advanced UIs thanks to its novel
mixed-graph architecture that dynamically combines scene-graphs with
interaction-graphs. Scene-graphs provide mechanisms to describe and
produce rich graphical effects, whereas interaction-graphs allow
expressive and fine-grained description of advanced interaction
techniques and behaviors such as multiple pointers management,
toolglasses, bimanual interaction, gesture, and speech recognition. Both
graphs can be built interactively by sketching the UI and specifying the
interaction using a dataflow visual language. Communication between the
two graphs is managed at runtime by components we call Interaction
Access Points. While developers can extend the toolkit by refining
built-in generic mechanisms, UI designers can quickly and interactively
design, prototype and test advanced user interfaces by applying the
MaggLite principle: "draw it, connect it and run it".

%M C.UIST.04.267
%T Revisiting visual interface programming: creating GUI tools for
designers and programmers
%S Toolkits
%A Stephane Chatty
%A Stephane Sire
%A Jean-Luc Vinot
%A Patrick Lecoanet
%A Alexandre Lemort
%A Christophe Mertz
%B UIST04
%D 2004
%P 267-276
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029632.1029678
%X Involving graphic designers in the large-scale development of user
interfaces requires tools that provide more graphical flexibility and
support efficient software processes. These requirements were analysed
and used in the design of the TkZ-inc graphical library and the IntuiKit
interface design environment. More flexibility is obtained through a
wider palette of visual techniques and support for iterative
construction of images, composition and parametric displays. More
efficient processes are obtained with the use of the SVG standard to
import graphics, support for linking graphics and behaviour, and a
unifying model-driven architecture. We describe the corresponding
features of our tools, and show their use in the development of an
application for airports. Benefits include a wider access to high
quality visual interfaces for specialised applications, and shorter
prototyping and development cycles for multidisciplinary teams.

%M C.UIST.04.277
%T "Killer App" of wearable computing: wireless force sensing body
protectors for martial arts
%S Wacky hardware
%A Ed H. Chi
%A Jin Song
%A Greg Corbin
%B UIST04
%D 2004
%P 277-285
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029632.1029680
%X Ubiquitous and Wearable Computing both have the goal of pushing the
computer into the background, supporting all kinds of human activities.
Application areas include areas such as everyday environments (e.g.
clothing, home, office), promoting new forms of creative learning via
physical/virtual objects, and new tools for interactive design. In this
paper, we thrust ubiquitous computing into the extremely hostile
environment of the sparring ring of a martial art competition. Our
system uses piezoelectric force sensors that transmit signals wirelessly
to enable the detection of when a significant impact has been delivered
to a competitor's body. The objective is to support the judges in
scoring the sparring matches accurately, while preserving the goal of
merging and blending into the background of the activity. The system
therefore must take into account of the rules of the game, be responsive
in real-time asynchronously, and often cope with untrained operators of
the system. We present a pilot study of the finished prototype and
detail our experience.

%M C.UIST.04.287
%T Using light emitting diode arrays as touch-sensitive input and output
devices
%T Scott E. Hudson
%S Wacky hardware
%B UIST04
%D 2004
%P 287-290
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029632.1029681
%X Light Emitting Diodes (LEDs) offer long life, low cost, efficiency,
brightness, and a full range of colors. Because of these properties,
they are widely used for simple displays in electronic devices. A
previously characterized, but little known property of LEDs allows them
to be used as photo sensors. In this paper, we show how this capability
can be used to turn unmodified, off the shelf, LED arrays into touch
sensitive input devices (while still remaining capable of producing
output). The technique is simple and requires little or no extra
hardware - in some cases operating with the same micro-controller based
circuitry normally used to produce output, requiring only software
changes. We will describe a simple hybrid input/output device prototype
implemented with this technique, and discuss the design opportunities
that this type of device opens up.

%M C.UIST.04.291
%T Haptic pen: a tactile feedback stylus for touch screens
%T Johnny C. Lee, Paul H. Dietz, Darren Leigh, William S. Yerazunis,
Scott E. Hudson
%S Wacky hardware
%B UIST04
%D 2004
%P 291-294
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1029632.1029682
%X In this paper we present a system for providing tactile feedback for
stylus-based touch-screen displays. The Haptic Pen is a simple low-cost
device that provides individualized tactile feedback for multiple
simultaneous users and can operate on large touch screens as well as
ordinary surfaces. A pressure-sensitive stylus is combined with a small
solenoid to generate a wide range of tactile sensations. The physical
sensations generated by the Haptic pen can be used to enhance our
existing interaction with graphical user interfaces as well as to help
make modern computing systems more accessible to those with visual or
motor impairments.

fpack:!@#$%^&*(): UIST05.BA
%M C.UIST.05.1
%T Personal computing in the 21st century
%A Gary K. Starkweather
%B UIST05
%D 2005
%P 1-2
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1095034.1095035
%X Ever since the dawn of the digital computer, invention, innovation,
and creativity have been a hallmark of the industry. The mainframe
computer seemed for a while to be the real player with experts or at
least highly trained professionals operating these large and expensive
machines. Most users were allowed to see them through glass windows but
"hands on" was a rare opportunity. In 1972, the Xerox Palo Alto Research
Center (PARC), built a remarkable personal computer named the ALTO.
Except for the visionaries at PARC and a few others, most people
considered the personal computer a mere curiosity in this early period.
Today, the personal computer has become a tool that very few imagined.
What might be yet to come.
   While prognosticating about the future is a risky endeavor at best,
perhaps we can obtain a look ahead with a straightforward review of the
current status of personal computing. We will look at operating systems,
application software and peripherals, however, the real goal of this
talk is to see what the user interface, tools and interactions with this
future computing environment might be or perhaps even should be. Will we
still be using continuing variations of Doug Englebart's mouse in 2020
or might something new and much more advanced emerge? How might users
seamlessly deal with terabytes of storage? How might multi-user
environments be used and could multi-OS machines be an economic and
generally available personal computing environment? Are there user
experience issues that are critical in multi-OS environments? How might
the user's display be different from today? Will tomorrow's displays be
larger, have a significantly higher pixel density, be much more
paper-like, etc.? Might electronic printers and their requisite paper
output still be with us by 2025, for example? Will home and neighborhood
network resources finally be a powerful ally of the computing
environment? Many exciting opportunities and questions beg for answers
and industry insight.
   This talk will attempt to peer into the near future to see what we
might expect of the personal computing environment based on what we can
extrapolate from current experience and technology directions. While the
exactitude of such projections may be limited, taken as a whole, there
is perhaps much that can be learned from such an exercise. Why do this?
Charles Kettering, the great automotive inventor was asked why he spent
so much time planning and thinking about the future. He wisely replied,
"Because I am going to spend the rest of my life there." Thirty years
ago, very few could have imagined all the wonderful things that personal
computing has enabled. Perhaps we have just begun our exciting journey.

%M C.UIST.05.3
%T Citrus: a language and toolkit for simplifying the creation of
structured editors for code and data
%S Tools
%A Andrew J. Ko
%A Brad A. Myers
%B UIST05
%D 2005
%P 3-12
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1095034.1095037
%X Direct-manipulation editors for structured data are increasingly
common. While such editors can greatly simplify the creation of
structured data, there are few tools to simplify the creation of the
editors themselves. This paper presents Citrus, a new programming
language and user interface toolkit designed for this purpose. Citrus
offers language-level support for constraints, restrictions and change
notifications on primitive and aggregate data, mechanisms for
automatically creating, removing, and reusing views as data changes, a
library of widgets, layouts and behaviors for defining interactive
views, and two comprehensive interactive editors as an interface to the
language and toolkit itself. Together, these features support the
creation of editors for a large class of data and code.

%M C.UIST.05.13
%T Metisse is not a 3D desktop!
%S Tools
%A Olivier Chapuis
%A Nicolas Roussel
%B UIST05
%D 2005
%P 13-22
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1095034.1095038
%X Twenty years after the general adoption of overlapping windows and
the desktop metaphor, modern window systems differ mainly in minor
details such as window decorations or mouse and keyboard bindings. While
a number of innovative window management techniques have been proposed,
few of them have been evaluated and fewer have made their way into real
systems. We believe that one reason for this is that most of the
proposed techniques have been designed using a low fidelity approach and
were never made properly available. In this paper, we present Metisse, a
fully functional window system specifically created to facilitate the
design, the implementation and the evaluation of innovative window
management techniques. We describe the architecture of the system, some
of its implementation details and present several examples that
illustrate its potential.

%M C.UIST.05.23
%T Role-based control of shared application views
%S Tools
%A Lior Berry
%A Lyn Bartram
%A Kellogg S. Booth
%B UIST05
%D 2005
%P 23-32
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1095034.1095039
%X Collaboration often relies on all group members having a shared view
of a single-user application. A common situation is a single active
presenter sharing a live view of her workstation screen with a passive
audience, using simple hardware-based video signal projection onto a
large screen or simple bitmap-based sharing protocols. This offers
simplicity and some advantages over more sophisticated software-based
replication solutions, but everyone has the exact same view of the
application. This conflicts with the presenter's need to keep some
information and interaction details private. It also fails to recognize
the needs of the passive audience, who may struggle to follow the
presentation because of verbosity, display clutter or insufficient
familiarity with the application.
   Views that cater to the different roles of the presenter and the
audience can be provided by custom solutions, but these tend to be bound
to a particular application. In this paper we describe a general
technique and implementation details of a prototype system that allows
standardized role-specific views of existing single-user applications
and permits additional customization that is application-specific with
no change to the application source code. Role-based policies control
manipulation and display of shared windows and image buffers produced by
the application, providing semi-automated privacy protection and relaxed
verbosity to meet both presenter and audience needs.

%M C.UIST.05.33
%T Distant freehand pointing and clicking on very large, high resolution
displays
%S Pointing
%A Daniel Vogel
%A Ravin Balakrishnan
%B UIST05
%D 2005
%P 33-42
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1095034.1095041
%X We explore the design space of freehand pointing and clicking
interaction with very large high resolution displays from a distance.
Three techniques for gestural pointing and two for clicking are
developed and evaluated. In addition, we present subtle auditory and
visual feedback techniques to compensate for the lack of kinesthetic
feedback in freehand interaction, and to promote learning and use of
appropriate postures.

%M C.UIST.05.43
%T Interacting with large displays from a distance with vision-tracked
multi-finger gestural input
%S Pointing
%A Shahzad Malik
%A Abhishek Ranjan
%A Ravin Balakrishnan
%B UIST05
%D 2005
%P 43-52
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1095034.1095042
%X We explore the idea of using vision-based hand tracking over a
constrained tabletop surface area to perform multi-finger and whole-hand
gestural interactions with large displays from a distance. We develop
bimanual techniques to support a variety of asymmetric and symmetric
interactions, including fast targeting and navigation to all parts of a
large display from the comfort of a desk and chair, as well as
techniques that exploit the ability of the vision-based hand tracking
system to provide multi-finger identification and full 2D hand
segmentation. We also posit a design that allows for handling multiple
concurrent users.

%M C.UIST.05.53
%T ViewPointer: lightweight calibration-free eye tracking for ubiquitous
handsfree deixis
%S Pointing
%A John D. Smith
%A Roel Vertegaal
%A Changuk Sohn
%B UIST05
%D 2005
%P 53-61
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1095034.1095043
%X We introduce ViewPointer, a wearable eye contact sensor that detects
deixis towards ubiquitous computers embedded in real world objects.
ViewPointer consists of a small wearable camera no more obtrusive than a
common Bluetooth headset. ViewPointer allows any real-world object to be
augmented with eye contact sensing capabilities, simply by embedding a
small infrared (IR) tag. The headset camera detects when a user is
looking at an infrared tag by determining whether the reflection of the
tag on the cornea of the user's eye appears sufficiently central to the
pupil. ViewPointer not only allows any object to become an eye contact
sensing appliance, it also allows identification of users and
transmission of data to the user through the object. We present a novel
encoding scheme used to uniquely identify ViewPointer tags, as well as a
method for transmitting URLs over tags. We present a number of scenarios
of application as well as an analysis of design principles. We conclude
eye contact sensing input is best utilized to provide context to action.

%M C.UIST.05.63
%T Moveable interactive projected displays using projector based
tracking
%S Projection
%A Johnny C. Lee
%A Scott E. Hudson
%A Jay W. Summet
%A Paul H. Dietz
%B UIST05
%D 2005
%P 63-72
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1095034.1095045
%X Video projectors have typically been used to display images on
surfaces whose geometric relationship to the projector remains constant,
such as walls or pre-calibrated surfaces. In this paper, we present a
technique for projecting content onto moveable surfaces that adapts to
the motion and location of the surface to simulate an active display.
This is accomplished using a projector based location tracking
technique. We use light sensors embedded into the moveable surface and
project low-perceptibility Gray-coded patterns to first discover the
sensor locations, and then incrementally track them at interactive
rates. We describe how to reduce the perceptibility of tracking
patterns, achieve interactive tracking rates, use motion modeling to
improve tracking performance, and respond to sensor occlusions. A group
of tracked sensors can define quadrangles for simulating moveable
displays while single sensors can be used as control inputs. By unifying
the tracking and display technology into a single mechanism, we can
substantially reduce the cost and complexity of implementing
applications that combine motion tracking and projected imagery.

%M C.UIST.05.73
%T Zoom-and-pick: facilitating visual zooming and precision pointing
with interactive handheld projectors
%S Projection
%A Clifton Forlines
%A Ravin Balakrishnan
%A Paul Beardsley
%A Jeroen van Baar
%A Ramesh Raskar
%B UIST05
%D 2005
%P 73-82
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1095034.1095046
%X Designing interfaces for interactive handheld projectors is an
exiting new area of research that is currently limited by two problems:
hand jitter resulting in poor input control, and possible reduction of
image resolution due to the needs of image stabilization and warping
algorithms. We present the design and evaluation of a new interaction
technique, called zoom-and-pick, that addresses both problems by
allowing the user to fluidly zoom in on areas of interest and make
accurate target selections. Subtle design features of zoom-and-pick
enable pixel-accurate pointing, which is not possible in most freehand
interaction techniques. Our evaluation results indicate that
zoom-and-pick is significantly more accurate than the standard pointing
technique described in our previous work.

%M C.UIST.05.83
%T PlayAnywhere: a compact interactive tabletop projection-vision system
%S Projection
%A Andrew D. Wilson
%B UIST05
%D 2005
%P 83-92
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1095034.1095047
%X We introduce PlayAnywhere, a front-projected computer vision-based
interactive table system which uses a new commercially available
projection technology to obtain a compact, self-contained form factor.
PlayAnywhere's configuration addresses installation, calibration, and
portability issues that are typical of most vision-based table systems,
and thereby is particularly motivated in consumer applications.
PlayAnywhere also makes a number of contributions related to image
processing techniques for front-projected vision-based table systems,
including a shadow-based touch detection algorithm, a fast, simple
visual bar code scheme tailored to projection-vision table systems, the
ability to continuously track sheets of paper, and an optical flow-based
algorithm for the manipulation of onscreen objects that does not rely on
fragile tracking algorithms.

%M C.UIST.05.93
%T Sensing and visualizing spatial relations of mobile devices
%S Mobile interfaces
%A Gerd Kortuem
%A Christian Kray
%A Hans Gellersen
%B UIST05
%D 2005
%P 93-102
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1095034.1095049
%X Location information can be used to enhance interaction with mobile
devices. While many location systems require instrumentation of the
environment, we present a system that allows devices to measure their
spatial relations in a true peer-to-peer fashion. The system is based on
custom sensor hardware implemented as USB dongle, and computes spatial
relations in real-time. In extension of this system we propose a set of
spatialized widgets for incorporation of spatial relations in the user
interface. The use of these widgets is illustrated in a number of
applications, showing how spatial relations can be employed to support
and streamline interaction with mobile devices.

%M C.UIST.05.103
%T eyeLook: using attention to facilitate mobile media consumption
%S Mobile interfaces
%A Connor Dickie
%A Roel Vertegaal
%A Changuk Sohn
%A Daniel Cheng
%B UIST05
%D 2005
%P 103-106
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1095034.1095050
%X One of the problems with mobile media devices is that they may
distract users during critical everyday tasks, such as navigating the
streets of a busy city. We addressed this issue in the design of
eyeLook: a platform for attention sensitive mobile computing. eyeLook
appliances use embedded low cost eyeCONTACT sensors (ECS) to detect when
the user looks at the display. We discuss two eyeLook applications,
seeTV and seeTXT, that facilitate courteous media consumption in mobile
contexts by using the ECS to respond to user attention. seeTV is an
attentive mobile video player that automatically pauses content when the
user is not looking. seeTXT is an attentive speed reading application
that flashes words on the display, advancing text only when the user is
looking. By making mobile media devices sensitive to actual user
attention, eyeLook allows applications to gracefully transition users
between consuming media, and managing life.

%M C.UIST.05.107
%T Circle & identify: interactivity-augmented object recognition for
handheld devices
%S Mobile interfaces
%A Byungkon Sohn
%A Geehyuk Lee
%B UIST05
%D 2005
%P 107-110
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1095034.1095051
%X The first requirement of a "spatial mouse" is the ability to identify
the object that it is aiming at. Among many possible technologies that
can be employed for this purpose, possibly the best solution would be
object recognition by machine vision. The problem, however, is that
object recognition algorithms are not yet reliable enough or light
enough for hand-held devices. This paper demonstrates that a simple
object recognition algorithm can become a practical solution when
augmented by interactivity. The user draw a circle around a target using
a spatial mouse, and the mouse captures a series of camera frames. The
frames can be easily stitched together to give a target image separated
from the background, with which we need only additional steps of feature
extraction and object classification. We present here results from two
experiments with a few household objects.

%M C.UIST.05.111
%T Supporting interaction in augmented reality in the presence of
uncertain spatial knowledge
%S Mobile interfaces
%A Enylton Machado Coelho
%A Blair MacIntyre
%A Simon J. Julier
%B UIST05
%D 2005
%P 111-114
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1095034.1095052
%X A significant problem encountered when building Augmented Reality
(AR) systems is that all spatial knowledge about the world has
uncertainty associated with it. This uncertainty manifests itself as
registration errors between the graphics and the physical world, and
ambiguity in user interaction. In this paper, we show how estimates of
the registration error can be leveraged to support predictable selection
in the presence of uncertain 3D knowledge. These ideas are demonstrated
in osgAR, an extension to OpenSceneGraph with explicit support for
uncertainty in the 3D transformations. The osgAR runtime propagates this
uncertainty throughout the scene graph to compute robust estimates of
the probable location of all entities in the system from the user's
viewpoint, in real-time. We discuss the implementation of selection in
osgAR, and the issues that must be addressed when creating interaction
techniques in such a system.

%M C.UIST.05.115
%T Low-cost multi-touch sensing through frustrated total internal
reflection
%S Touch
%A Jefferson Y. Han
%B UIST05
%D 2005
%P 115-118
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1095034.1095054
%X This paper describes a simple, inexpensive, and scalable technique
for enabling high-resolution multi-touch sensing on rear-projected
interactive surfaces based on frustrated total internal reflection. We
review previous applications of this phenomenon to sensing, provide
implementation details, discuss results from our initial prototype, and
outline future directions.

%M C.UIST.05.119
%T DTLens: multi-user tabletop spatial data exploration
%S Touch
%A Clifton Forlines
%A Chia Shen
%B UIST05
%D 2005
%P 119-122
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1095034.1095055
%X Supporting groups of individuals exploring large maps and design
diagrams on interactive tabletops is still an open research problem.
Today's geospatial, mechanical engineering and CAD design applications
are mostly single-user, keyboard and mouse-based desktop applications.
In this paper, we present the design of and experience with DTLens, a
new zoom-in-context, multi-user, two-handed, multi-lens interaction
technique that enables group exploration of spatial data with multiple
individual lenses on the same direct-touch interactive tabletop. DTLens
provides a set of consistent interactions on lens operations, thus
minimizes tool switching by users during spatial data exploration.

%M C.UIST.05.123
%T Bimanual and unimanual image alignment: an evaluation of mouse-based
techniques
%S Mouse taming
%A Celine Latulipe
%A Craig S. Kaplan
%A Charles L. A. Clarke
%B UIST05
%D 2005
%P 123-131
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1095034.1095057
%X We present an evaluation of three mouse-based techniques for aligning
digital images. We investigate the physical image alignment task and
discuss the implications for interacting with virtual images. In a
formal evaluation we show that a symmetric bimanual technique
outperforms an asymmetric bimanual technique which in turn outperforms a
unimanual technique. We show that even after mode switching times are
removed, the symmetric technique outperforms the single mouse technique.
Subjects also exhibited more parallel interaction using the symmetric
technique than when using the asymmetric technique.

%M C.UIST.05.133
%T Predictive interaction using the delphian desktop
%S Mouse taming
%A Takeshi Asano
%A Ehud Sharlin
%A Yoshifumi Kitamura
%A Kazuki Takashima
%A Fumio Kishino
%B UIST05
%D 2005
%P 133-141
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1095034.1095058
%X This paper details the design and evaluation of the Delphian Desktop,
a mechanism for online spatial prediction of cursor movements in a
Windows-Icons-Menus-Pointers (WIMP) environment. Interaction with
WIMP-based interfaces often becomes a spatially challenging task when
the physical interaction mediators are the common mouse and a high
resolution, physically large display screen. These spatial challenges
are especially evident in overly crowded Windows desktops. The Delphian
Desktop integrates simple yet effective predictive spatial tracking and
selection paradigms into ordinary WIMP environments in order to simplify
and ease pointing tasks. Predictions are calculated by tracking cursor
movements and estimating spatial intentions using a computationally
inexpensive online algorithm based on estimating the movement direction
and peak velocity. In testing the Delphian Desktop effectively shortened
pointing time to faraway icons, and reduced the overall physical
distance the mouse (and user hand) had to mechanically traverse.

%M C.UIST.05.143
%T Zliding: fluid zooming and sliding for high precision parameter
manipulation
%S Mouse taming
%A Gonzalo Ramos
%A Ravin Balakrishnan
%B UIST05
%D 2005
%P 143-152
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1095034.1095059
%X High precision parameter manipulation tasks typically require
adjustment of the scale of manipulation in addition to the parameter
itself. This paper introduces the notion of Zoom Sliding, or Zliding,
for fluid integrated manipulation of scale (zooming) via pressure input
while parameter manipulation within that scale is achieved via x-y
cursor movement (sliding). We also present the Zlider (Figure 1), a
widget that instantiates the Zliding concept. We experimentally evaluate
three different input techniques for use with the Zlider in conjunction
with a stylus for x-y cursor positioning, in a high accuracy zoom and
select task. Our results marginally favor the stylus with integrated
isometric pressure sensing tip over bimanual techniques which separate
zooming and sliding controls over the two hands. We discuss the
implications of our results and present further designs that make use of
Zliding.

%M C.UIST.05.153
%T Automatic image retargeting with fisheye-view warping
%S Customization 1
%A Feng Liu
%A Michael Gleicher
%B UIST05
%D 2005
%P 153-162
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1095034.1095061
%X Image retargeting is the problem of adapting images for display on
devices different than originally intended. This paper presents a method
for adapting large images, such as those taken with a digital camera,
for a small display, such as a cellular telephone. The method uses a
non-linear fisheye-view warp that emphasizes parts of an image while
shrinking others. Like previous methods, fisheye-view warping uses image
information, such as low-level salience and high-level object
recognition to find important regions of the source image. However,
unlike prior approaches, a non-linear image warping function emphasizes
the important aspects of the image while retaining the surrounding
context. The method has advantages in preserving information content,
alerting the viewer to missing information and providing robustness.

%M C.UIST.05.163
%T Automation and customization of rendered web pages
%S Customization 1
%A Michael Bolin
%A Matthew Webber
%A Philip Rha
%A Tom Wilson
%A Robert C. Miller
%B UIST05
%D 2005
%P 163-172
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1095034.1095062
%X On the desktop, an application can expect to control its user
interface down to the last pixel, but on the World Wide Web, a content
provider has no control over how the client will view the page, once
delivered to the browser. This creates an opportunity for end-users who
want to automate and customize their web experiences, but the growing
complexity of web pages and standards prevents most users from realizing
this opportunity. We describe Chickenfoot, a programming system embedded
in the Firefox web browser, which enables end-users to automate,
customize, and integrate web applications without examining their source
code. One way Chickenfoot addresses this goal is a novel technique for
identifying page components by keyword pattern matching. We motivate
this technique by studying how users name web page components, and
present a heuristic keyword matching algorithm that identifies the
desired component from the user's name.

%M C.UIST.05.173
%T Preference elicitation for interface optimization
%S Customization 1
%A Krzysztof Gajos
%A Daniel S. Weld
%B UIST05
%D 2005
%P 173-182
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1095034.1095063
%X Decision-theoretic optimization is becoming a popular tool in the
user interface community, but creating accurate cost (or utility)
functions has become a bottleneck -- in most cases the numerous
parameters of these functions are chosen manually, which is a tedious
and error-prone process. This paper describes ARNAULD, a general
interactive tool for eliciting user preferences concerning concrete
outcomes and using this feedback to automatically learn a factored cost
function. We empirically evaluate our machine learning algorithm and two
automatic query generation approaches and report on an informal user
study.

%M C.UIST.05.183
%T Mediating photo collage authoring
%S Cool stuff
%A Nicholas Diakopoulos
%A Irfan Essa
%B UIST05
%D 2005
%P 183-186
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1095034.1095065
%X The medium of collage supports the visualization of meaningful event
summaries using photographs. It can however be rather tedious to author
a collage from a large collection of photographs. In this work we
present an approach that supports efficient construction of a collage by
assisting the user with an automatic layout procedure that can be
controlled at a high level. Our layout method utilizes a pre-designed
template which consists of cells for photos and annotations applied to
these cells. The layout is then filled by matching the metadata of
photos to the annotations in the cells using an optimization algorithm.
The user exercises flexibility in the authoring process by (a)
maintaining high-level control through the types of constraints applied
and (b) leveraging visual emphases supported by the layout algorithm.
The user can of course provide fine-grained control of the final collage
through direct manipulation. Off-loading the tedium of collage
construction to a user controlled yet automated process clears the way
for rapidly generating different views of the same album and could also
support the increased sharing of digital photos in the form of compact
collages.

%M C.UIST.05.187
%T Dial and see: tackling the voice menu navigation problem with
cross-device user experience integration
%S Cool stuff
%A Min Yin
%A Shumin Zhai
%B UIST05
%D 2005
%P 187-190
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1095034.1095066
%X IVR (interactive voice response) menu navigation has long been
recognized as a frustrating interaction experience. We propose an
IM-based system that sends a coordinated visual IVR menu to the caller's
computer screen. The visual menu is updated in real time in response to
the caller's actions. With this automatically opened supplementary
channel, callers can take advantages of different modalities over
different devices and interact with the IVR system with the ease of
graphical menu selection. Our approach of utilizing existing network
infrastructure to pinpoint the caller's virtual location and
coordinating multiple devices and multiple channels based on users' ID
registration can also be more generally applied to create integrated
user experiences across a group of devices.

%M C.UIST.05.191
%T DocWizards: a system for authoring follow-me documentation wizards
%S Cool stuff
%A Lawrence Bergman
%A Vittorio Castelli
%A Tessa Lau
%A Daniel Oblinger
%B UIST05
%D 2005
%P 191-200
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1095034.1095067
%X Traditional documentation for computer-based procedures is difficult
to use: readers have trouble navigating long complex instructions, have
trouble mapping from the text to display widgets, and waste time
performing repetitive procedures. We propose a new class of improved
documentation that we call follow-me documentation wizards. Follow-me
documentation wizards step a user through a script representation of a
procedure by highlighting portions of the text, as well application UI
elements. This paper presents algorithms for automatically capturing
follow-me documentation wizards by demonstration, through observing
experts performing the procedure. We also present our DocWizards
implementation on the Eclipse platform. We evaluate our system with an
initial user study that showing that most users have a marked preference
for this form of guidance over traditional documentation.

%M C.UIST.05.201
%T Artistic resizing: a technique for rich scale-sensitive vector
graphics
%S Customization 2
%A Pierre Dragicevic
%A Stephane Chatty
%A David Thevenin
%A Jean-Luc Vinot
%B UIST05
%D 2005
%P 201-210
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1095034.1095069
%X When involved in the visual design of graphical user interfaces,
graphic designers can do more than providing static graphics for
programmers to incorporate into applications. We describe a technique
that allows them to provide examples of graphical objects at various key
sizes using their usual drawing tool, then let the system interpolate
their resizing behavior. We relate this technique to current practices
of graphic designers, provide examples of its use and describe the
underlying inference algorithm. We show how the mathematical properties
of the algorithm allows the system to be predictable and explain how it
can be combined with more traditional layout mechanisms.

%M C.UIST.05.211
%T A1: end-user programming for web-based system administration
%S Customization 2
%A Eser Kandogan
%A Eben Haber
%A Rob Barrett
%A Allen Cypher
%A Paul Maglio
%A Haixia Zhao
%B UIST05
%D 2005
%P 211-220
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1095034.1095070
%X System administrators work with many different tools to manage and
fix complex hardware and software infrastructure in a rapidly paced work
environment. Through extensive field studies, we observed that they
often build and share custom tools for specific tasks that are not
supported by vendor tools. Recent trends toward web-based management
consoles offer many advantages but put an extra burden on system
administrators, as customization requires web programming, which is
beyond the skills of many system administrators. To meet their needs, we
developed A1, a spreadsheet-based environment with a task-specific
system-administration language for quickly creating small tools or
migrating existing scripts to run as web portlets. Using A1, system
administrators can build spreadsheets to access remote and heterogeneous
systems, gather and integrate status data, and orchestrate control of
disparate systems in a uniform way. A preliminary user study showed that
in just a few hours, system administrators can learn to use A1 to build
relatively complex tools from scratch.

%M C.UIST.05.221
%T Informal prototyping of continuous graphical interactions by
demonstration
%S Customization 2
%A Yang Li
%A James A. Landay
%B UIST05
%D 2005
%P 221-230
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1095034.1095071
%X Informal prototyping tools have shown great potential in facilitating
the early stage design of user interfaces. However, continuous
interactions, an important constituent of highly interactive interfaces,
have not been well supported by previous tools. These interactions give
continuous visual feedback, such as geometric changes of a graphical
object, in response to continuous user input, such as the movement of a
mouse. We built Monet, a sketch-based tool for prototyping continuous
interactions by demonstration. In Monet, designers can prototype
continuous widgets and their states of interest using examples. They can
also demonstrate compound behaviors involving multiple widgets by
direct manipulation. Monet allows continuous interactions to be easily
integrated with event-based, discrete interactions. Continuous widgets
can be embedded into storyboards and their states can condition or
trigger storyboard transitions. Monet achieves these features by
employing continuous function approximation and statistical
classification techniques, without using any domain specific knowledge
or assuming any application semantics. Informal feedback showed that
Monet is a promising approach to enabling more complete tool support for
early stage UI design.

%M C.UIST.05.231
%T Physical embodiments for mobile communication agents
%S Physical interfaces
%A Stefan Marti
%A Chris Schmandt
%B UIST05
%D 2005
%P 231-240
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1095034.1095073
%X This paper describes a physically embodied and animated user
interface to an interactive call handling agent, consisting of a small
wireless animatronic device in the form of a squirrel, bunny, or parrot.
A software tool creates movement primitives, composes these primitives
into complex behaviors, and triggers these behaviors dynamically at
state changes in the conversational agent's finite state machine. Gaze
and gestural cues from the animatronics alert both the user and
co-located third parties of incoming phone calls, and data suggests that
such alerting is less intrusive than conventional telephones.

%M C.UIST.05.241
%T PapierCraft: a command system for interactive paper
%S Physical interfaces
%A Chunyuan Liao
%A Francois Guimbretiere
%A Ken Hinckley
%B UIST05
%D 2005
%P 241-244
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1095034.1095074
%X Knowledge workers use paper extensively for document reviewing and
note-taking due to its versatility and simplicity of use. As users
annotate printed documents and gather notes, they create a rich web of
annotations and cross references. Unfortunately, as paper is a static
media, this web often gets trapped in the physical world. While several
digital solutions such as XLibris [15] and Digital Desk [18] have been
proposed, they suffer from a small display size or onerous hardware
requirements.
   To address these limitations, we propose PapierCraft, a gesture-based
interface that allows users to manipulate digital documents directly
using their printouts as proxies. Using a digital pen, users can
annotate a printout or draw command gestures to indicate operations such
as copying a document area, pasting an area previously copied, or
creating a link. Upon pen synchronization, our infrastructure executes
these commands and presents the result in a customized viewer. In this
paper we describe the design and implementation of the PapierCraft
command system, and report on early user feedback.

%M C.UIST.05.245
%T DT controls: adding identity to physical interfaces
%S Physical interfaces
%A Paul H. Dietz
%A Bret Harsham
%A Clifton Forlines
%A Darren Leigh
%A William Yerazunis
%A Sam Shipman
%A Bent Schmidt-Nielsen
%A Kathy Ryall
%B UIST05
%D 2005
%P 245-252
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1095034.1095075
%X In this paper, we show how traditional physical interface components
such as switches, levers, knobs and touch screens can be easily modified
to identify who is activating each control. This allows us to change the
function performed by the control, and the sensory feedback provided by
the control itself, dependent upon the user. An auditing function is
also available that logs each user's actions. We describe a number of
example usage scenarios for our technique, and present two sample
implementations.

%M C.UIST.05.253
%T Supporting interspecies social awareness: using peripheral displays
for distributed pack awareness
%S Physical interfaces
%A Demi Mankoff
%A Anind Dey
%A Jennifer Mankoff
%A Ken Mankoff
%B UIST05
%D 2005
%P 253-258
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1095034.1095076
%X In interspecies households, it is common for the non homo sapien
members to be isolated and ignored for many hours each day when humans
are out of the house or working. For pack animals, such as canines,
information about a pack member's extended pack interactions (outside of
the nuclear household) could help to mitigate this social isolation. We
have developed a Pack Activity Watch System: Allowing Broad Interspecies
Love In Telecommunication with Internet-Enabled Sociability
(PAWSABILITIES) for helping to support remote awareness of social
activities. Our work focuses on canine companions, and includes,
pawticipatory design, labradory tests, and canid camera monitoring.

fpack:!@#$%^&*(): IUI05.BA
%M C.IUI.05.2
%S Invited Talks
%T Attention-reactive user interface for sensemaking
%A Stuart Card
%B IUI05
%D 2005
%P 2
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040831
%X I will talk about an emerging class of user interfaces that if not
exactly intelligent are at least attention-reactive. They are being
developed to handle "sensemaking" tasks, in which users find, analyze,
and creation products or action from large collections of documents.
Applications might be expected to develop in law, education,
scholarship, security, and medicine. These interfaces have a focus +
context visualization on the front end and a semantic contextual
computing engine on the back end. Ultimately they can be expected to
have mixed initiatives. These interfaces require the development of a
supporting science of human information interaction that stresses
interaction between the user and information and deemphasizes the
platform through which this occurs.

%M C.IUI.05.2
%S Invited Talks
%T Oral tradition, aboral coordination: building rapport with embodied
conversational agents
%A Justine Cassell
%B IUI05
%D 2005
%P 2
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040832
%X Oral tradition, aboral coordination: building rapport with embodied
conversational agents Harmony or rapport between people is essential for
relationships as diverse as seller-buyer and teacher-learner. In this
talk I describe the kinds of verbal behaviors -- such as common
interactional structures and narrative resonance -- and non-verbal
behaviors -- such as attention, positivity, and coordination -- that
function together to establish a sense of rapport between two people in
conversation. These studies are used as the basis for the implementation
of virtual peers -- adults, but also more recently embodied
conversational virtual children who are capable of acting as friends and
learning partners with real children from different ethnic traditions,
collaborating to tell stories from the child's own cultural context, and
aiding children in making the transition between home and school
language.

%M C.IUI.05.2
%S Invited Talks
%T Adaptive information access and the quest for the
personalization-privacy sweetspot
%A Barry Smyth
%B IUI05
%D 2005
%P 2
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040833
%X In 2000 the entire World-Wide Web consisted of just 21 terabytes of
information; now it grows by 3 times this every single day. This
phenomenal growth frames the information overload problem that is
threatening to stall the information revolution going forward. In short,
users are finding it increasingly difficult to locate the right
information at the right time in the right way. Search engine
technologies are struggling to cope with the sheer quantity of
information that is available, a problem that is greatly exacerbated by
the apparent inability of Web users to formulate effective search
queries that accurately reflect their current information needs. This
talk will focus on how so-called personalization techniques are being
used in response to the information overload problem.
   Personalization research brings together ideas from artificial
intelligence, user profiling, information retrieval and user-interface
design to provide users with more proactive and intelligent information
services that are capable of predicting the needs of individuals and
adapting to their implicit preferences. We will describe how
personalization techniques have been successfully applied to the two
dominant modes of information access, browsing and search, with
reference to deployed applications in the mobile Internet and Web search
arenas. Particular attention will be paid to the natural tension that
exists between the potential value of personalization, on the one hand,
and the perceived privacy risk associated with profiling, on the other.
We will highlight certain recent approaches to personalization that
appear to achieve a useful balance between personalization and privacy
and argue that realizing this personalization-privacy sweet spot may be
the key to the large-scale success of personalization technologies in
the future.

%M C.IUI.05.4
%T The usability crisis in high-tech home products: an opportunity for
intelligent user interfaces?
%S Panel Discussion
%A Boris de Ruyter
%A Yogendra Jain
%A David Keyson
%A Charles Rich
%B IUI05
%D 2005
%P 4
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040835
%X Ordinary people already have great difficulty using the advanced
features of digitally-operated household devices, such personal video
recorders, DVD burners, etc., and "white goods," such as washing
machines, microwave ovens, programmable thermostats, etc. And the
problem is getting worse as more customization and programming features
are continually being added. This is challenging and practical
application for intelligent user interface research, and one in which
new ideas are badly needed. This panel brings together industrial and
academic researchers as well as business people to report on their
activities and stimulate others to join.

%M C.IUI.05.6
%T Multi-user and ubiquitous user interfaces: (MU3I 2005)
%S Workshops
%A Christian Kray
%A Andreas Butz
%A Antonio Kruger
%A Albrecht Schmidt
%A Helmut Prendinger
%B IUI05
%D 2005
%P 6
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040837
%X This second workshop on Multi-User and Ubiquitous User Interfaces
aims at further investigating two major issues identified at last year's
MU3I: control and consistency. The former relates to how a user gains
control of devices in a ubiquitous computing environment, how control is
passed, and how it is shared in such a setting. The second one concerns
interfaces that span multiple devices or move from one set of devices to
another. Both issues will be discussed in this year's workshop (with a
focus on consistency.

%M C.IUI.05.7
%T Affective interactions: the computer in the affective loop
%S Workshops
%A Cristina Conati
%A Stacy Marsella
%A Ana Paiva
%B IUI05
%D 2005
%P 7
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040838
%X There has been an increasing interest in exploring how recognition of
a user's affective state can be exploited in creating more effective
human-computer interaction. It has been argued that IUIs may be able to
improve interaction by including affective elements in their
communication with the user (e.g. by showing empathy via adequate
phrasing of feedback.) This workshop will address a variety of issues
related to the development of what we will call the affective loop:
detection/modeling of relevant user's states, selection of appropriate
system responses (including responses that are designed to influence the
user affective state but are not overtly affective), as well as
synthesis of the appropriate affective expressions.

%M C.IUI.05.8
%T Beyond personalization: the next stage of recommender systems
research
%S Workshops
%A Mark van Setten
%A Sean M. McNee
%A Joseph A. Konstan
%B IUI05
%D 2005
%P 8
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040839
%X This workshop intends to bring recommender systems researchers and
practitioners together in order to discuss the current state of
recommender systems research, both on existing and emerging research
topics, and to determine how research in this area should proceed. We
are at a pivotal point in recommender systems research where researchers
are both looking inward at what recommender systems are and looking
outward at where recommender systems can be applied, and the
implications of applying them out 'in the wild.' This creates a unique
opportunity to both reassess the current state of research and
directions research is taking in the near and long term.

%M C.IUI.05.10
%T Interaction with embodied conversational agents
%S Tutorials
%A Lewis Johnson
%B IUI05
%D 2005
%P 10
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040841
%X Embodied Conversational Agents (ECAs) are computer-controlled
synthetic characters that can engage in dialog with users. This tutorial
will present an overview of techniques and methods relating to the
design, construction, and evaluation of ECAs that interact appropriately
with users. It will introduce the major technologies for controlling ECA
behavior. It will then consider the problem of how to design a
successful interactive interface that incorporates ECAs. Finally, it
will discuss how to evaluate ECA-enhanced interfaces, including
evaluation methods and factors that can influence the evaluation.

%M C.IUI.05.10
%T Intelligent interfaces for preference-based search
%S Tutorials
%A Pearl Pu
%A Boi Faltings
%B IUI05
%D 2005
%P 10
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040842
%X Preference-based search, defined as finding the most preferred item
in a large collection, is becoming an increasingly important subject in
computer science with many applications: multi-attribute product search,
constraint-based plan optimization, configuration design, and
recommendation systems. Decision theory formalizes what the most
preferred item is and how it can be identified. In recent years,
decision theory has pointed out discrepancies between the normative
models of how people should reason and empirical studies of how they in
fact think and decide. However, many search tools are still based on the
normative model, thus ignoring some of the fundamental cognitive aspects
of human decision making. Consequently these search tools do not find
accurate results for users. This tutorial starts by giving an overview
of recent literature in decision theory, and explaining the differences
between descriptive, and normative approaches. It then describes some of
the principles derived from behavior decision theory and how they can be
turned into principles for developing intelligent user interfaces to
help users to make better choices while searching. It develops in
particular the issues of how to model user preferences with a limited
interaction effort, how to support tradeoff, and how to implement
practical search tools using the principles.

%M C.IUI.05.10
%T Gaze-based human-computer interaction
%S Tutorials
%A Kari-Jouko Raiha
%A Aulikki Hyrskykari
%A Paivi Majaranta
%B IUI05
%D 2005
%P 10
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040843
%X The tutorial provides examples, experiences and design guidelines for
using eye-gaze in human-computer interaction. The goal of the tutorial
is to give insight into exploiting the information about gaze direction
in human-computer interaction. The participants will learn the basics of
eye-tracking, but the focus of the tutorial is on the interaction
issues. After the tutorial, the participants understand the pros and
cons of using gaze for real-time input. The tutorial consists of
lectures and live demonstrations with a state-of-the-art eye-tracking
device.

%M C.IUI.05.12
%T Experimental evaluation of polite interaction tactics for pedagogical
agents
%S Long papers: affective computing
%A Ning Wang
%A W. Lewis Johnson
%A Paola Rizzo
%A Erin Shaw
%A Richard E. Mayer
%B IUI05
%D 2005
%P 12-19
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040845
%X Recent research shows that instructors commonly use politeness
strategies to achieve affective scaffolding in educational contexts. The
importance of affective factors such as self-confidence and interest
that contribute to learner motivation is well recognized. In this paper,
we describe the results of a Wizard-of-Oz experiment to study the effect
of politeness strategies on both cognitive and motivational factors. We
compare the results of two different politeness strategies, direct and
polite, in assisting seventeen students in a computer-based learning
task. We find that politeness can affect students' motivational state
and help students learn difficult concepts. The results of the
experiment provide a basis for the design of a polite pedagogical agent
and its tutorial intervention strategies.

%M C.IUI.05.20
%T Recognising emotions in human and synthetic faces: the role of the
upper and lower parts of the face
%S Long papers: affective computing
%A Erica Costantini
%A Fabio Pianesi
%A Michela Prete
%B IUI05
%D 2005
%P 20-27
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040846
%X Embodied Conversational Agents that can express emotions are a
popular topic. Yet, despite recent attempts, reliable methods are still
lacking to assess the quality of facial displays. This paper extends and
refines the work in [6], focusing on the role of the upper and the lower
portions of the face. We analysed the recognition rates and errors from
the responses of 74 subjects to the presentations of dynamic (human and
synthetic) faces. The results points to the possibility of: a)
addressing the issue of the naturalness of synthetic faces, and b) a
greater importance of the upper part.

%M C.IUI.05.28
%T Extraction and classification of facemarks
%S Long papers: affective computing
%A Yuki Tanaka
%A Hiroya Takamura
%A Manabu Okumura
%B IUI05
%D 2005
%P 28-34
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040847
%X We propose methods for extracting facemarks (emoticons) in text and
classifying them into some emotional categories. In text-based
communication, facemarks have gained popularity, since they help us
understand what writers imply. However, there are two problems in
text-based communication using facemarks; the first is the variety of
facemarks and the second is lack of good comprehension in using
facemarks. These problems are more serious in the areas where 2-byte
characters are used, because the 2-byte characters can generate a quite
large number of different facemarks. Therefore, we are going to propose
methods for extraction and classification of facemarks. Regarding the
extraction of facemarks as a chunking task, we automatically annotate a
tag to each character in text. In the classification of the extracted
facemarks, we apply the dynamic time alignment kernel (DTAK) and the
string subsequence kernel (SSK) for scoring in the k-nearest neighbor
(k-NN) method and for expanding usual Support Vector Machines (SVMs) to
accept sequential data such as facemarks. We empirically show that our
methods work well in classification and extraction of facemarks, with
appropriate settings of parameters.

%M C.IUI.05.35
%T Two-way adaptation for robust input interpretation in practical
multimodal conversation systems
%S Long papers: multimodal interaction
%A Shimei Pan
%A Siwei Shen
%A Michelle X. Zhou
%A Keith Houck
%B IUI05
%D 2005
%P 35-42
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040849
%X Multimodal conversation systems allow users to interact with
computers effectively using multiple modalities, such as natural
language and gesture. However, these systems have not been widely used
in practical applications mainly due to their limited input
understanding capability. As a result, conversation systems often fail
to understand user requests and leave users frustrated. To address this
issue, most existing approaches focus on improving a system's
interpretation capability. Nonetheless, such improvements may still be
limited, since they would never cover the entire range of input
expressions. Alternatively, we present a two-way adaptation framework
that allows both users and systems to dynamically adapt to each other's
capability and needs during the course of interaction. Compared to
existing methods, our approach offers two unique contributions. First,
it improves the usability and robustness of a conversation system by
helping users to dynamically learn the system's capabilities in context.
Second, our approach enhances the overall interpretation capability of a
conversation system by learning new user expressions on the fly. Our
preliminary evaluation shows the promise of this approach.

%M C.IUI.05.43
%T Linguistic theories in efficient multimodal reference resolution: an
empirical investigation
%S Long papers: multimodal interaction
%A Joyce Y. Chai
%A Zahar Prasov
%A Joseph Blaim
%A Rong Jin
%B IUI05
%D 2005
%P 43-50
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040850
%X Multimodal conversational interfaces provide a natural means for
users to communicate with computer systems through multiple modalities
such as speech, gesture, and gaze. To build effective multimodal
interfaces, understanding user multimodal inputs is important. Previous
linguistic and cognitive studies indicate that user language behavior
does not occur randomly, but rather follows certain linguistic and
cognitive principles. Therefore, this paper investigates the use of
linguistic theories in multimodal interpretation. In particular, we
present a greedy algorithm that incorporates Conversation Implicature
and Givenness Hierarchy for efficient multimodal reference resolution.
Empirical studies indicate that this algorithm significantly reduces the
complexity in multimodal reference resolution compared to a previous
graph-matching approach. One major advantage of this greedy algorithm is
that the prior linguistic and cognitive knowledge can be used to guide
the search and significantly prune the search space. Because of its
simplicity and generality, this approach has the potential to improve
the robustness of interpretation and provide a more practical solution
to multimodal input interpretation.

%M C.IUI.05.51
%T Multimodal new vocabulary recognition through speech and handwriting
in a whiteboard scheduling application
%S Long papers: multimodal interaction
%A Edward C. Kaiser
%B IUI05
%D 2005
%P 51-58
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040851
%X Our goal is to automatically recognize and enroll new vocabulary in a
multimodal interface. To accomplish this our technique aims to leverage
the mutually disambiguating aspects of co-referenced, co-temporal
handwriting and speech. The co-referenced semantics are spatially and
temporally determined by our multimodal interface for schedule chart
creation. This paper motivates and describes our technique for
recognizing out-of-vocabulary (OOV) terms and enrolling them dynamically
in the system. We report results for the detection and segmentation of
OOV words within a small multimodal test set. On the same test set we
also report utterance, word and pronunciation level error rates both
over individual input modes and multimodally. We show that combining
information from handwriting and speech yields significantly better
results than achievable by either mode alone.

%M C.IUI.05.59
%T Multimodal interaction for pedestrians: an evaluation study
%S Long papers: multimodal interaction
%A Matthias Jost
%A Jochen Haussler
%A Matthias Merdes
%A Rainer Malaka
%B IUI05
%D 2005
%P 59-66
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040852
%X What are the most suitable interaction paradigms for navigational and
informative tasks for pedestrians? Is there an influence of social and
situational context on multimodal interaction? Our study takes a closer
look at a multimodal system on a handheld device that was recently
developed as a prototype for mobile navigation assistance. The system
allows visitors of a city to navigate, to get information on sights, and
to use and manipulate map information. In an outdoor evaluation, we
studied the usability of such a system on site. The study yields insight
about how multimodality can enhance the usability of hand-held devices
with their future services. We show, for example that for our more
complicated tasks multimodal interaction is superior to classical
unimodal interaction.

%M C.IUI.05.67
%T Automated email activity management: an unsupervised learning
approach
%S Long papers: personal assistants
%A Nicholas Kushmerick
%A Tessa Lau
%B IUI05
%D 2005
%P 67-74
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040854
%X Many structured activities are managed by email. For instance, a
consumer purchasing an item from an e-commerce vendor may receive a
message confirming the order, a warning of a delay, and then a shipment
notification. Existing email clients do not understand this structure,
forcing users to manage their activities by sifting through lists of
messages. As a first step to developing email applications that provide
high-level support for structured activities, we consider the problem of
automatically learning an activity's structure. We formalize activities
as finite-state automata, where states correspond to the status of the
process, and transitions represent messages sent between participants.
We propose several unsupervised machine learning algorithms in this
context, and evaluate them on a collection of e-commerce email.

%M C.IUI.05.75
%T TaskTracer: a desktop environment to support multi-tasking knowledge
workers
%S Long papers: personal assistants
%A Anton N. Dragunov
%A Thomas G. Dietterich
%A Kevin Johnsrude
%A Matthew McLaughlin
%A Lida Li
%A Jonathan L. Herlocker
%B IUI05
%D 2005
%P 75-82
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040855
%X This paper reports on TaskTracer -- a software system being designed
to help highly multitasking knowledge workers rapidly locate, discover,
and reuse past processes they used to successfully complete tasks. The
system monitors users' interaction with a computer, collects detailed
records of users' activities and resources accessed, associates
(automatically or with users' assistance) each interaction event with a
particular task, enables users to access records of past activities and
quickly restore task contexts. We present a novel Publisher-Subscriber
architecture for collecting and processing users' activity data,
describe several different user interfaces tried with TaskTracer, and
discuss the possibility of applying machine learning techniques to
recognize/predict users' tasks.

%M C.IUI.05.83
%T Intelligent data entry assistant for XML using ensemble learning
%S Long papers: personal assistants
%A Danico Lee
%A Costas Tsatsoulis
%B IUI05
%D 2005
%P 83-89
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040856
%X XML has emerged as the primary standard of data representation and
data exchange [13]. Although many software tools exist to assist the XML
implementation process, data must be manually entered into the XML
documents. Current form filling technologies are mostly for simple data
entry and do not provide support for the complexity and nested
structures of XML grammars. This paper presents SmartXAutofill, an
intelligent data entry assistant for predicting and automating inputs
for XML documents based on the contents of historical document
collections in the same XML domain. SmartXAutofill incorporates an
ensemble classifier, which integrates multiple internal classification
algorithms into a single architecture. Each internal classifier uses
approximate techniques to propose a value for an empty XML field, and,
through voting, the ensemble classifier determines which value to
accept. As the system operates it learns which internal classification
algorithms work better for a specific XML document domain and modifies
its weights (confidence) in their predictive ability. As a result, the
ensemble classifier adapts itself to the specific XML domain, without
the need to develop special learners for the infinite number of domains
that XML users have created. We evaluated our system performance using
data from eleven different XML domains. The results show that the
ensemble classifier adapted itself to different XML document domains,
and most of the time (for 9 out of 11 domains) produced predictive
accuracies as good as or better than the best individual classifier for
a domain.

%M C.IUI.05.90
%T Active preference learning for personalized calendar scheduling
assistance
%S Long papers: personal assistants
%A Melinda T. Gervasio
%A Michael D. Moffitt
%A Martha E. Pollack
%A Joseph M. Taylor
%A Tomas E. Uribe
%B IUI05
%D 2005
%P 90-97
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040857
%X We present PLIANT, a learning system that supports adaptive
assistance in an open calendaring system. PLIANT learns user preferences
from the feedback that naturally occurs during interactive scheduling.
It contributes a novel application of active learning in a domain where
the choice of candidate schedules to present to the user must balance
usefulness to the learning module with immediate benefit to the user.
Our experimental results provide evidence of PLIANT's ability to learn
user preferences under various conditions and reveal the tradeoffs made
by the different active learning selection strategies.

%M C.IUI.05.98
%T The centrality of pivotal points in the evolution of scientific
networks
%S Long papers: visualization and presentation
%A Chaomei Chen
%B IUI05
%D 2005
%P 98-105
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040859
%X In this paper, we describe the development of CiteSpace as an
integrated environment for identifying and tracking thematic trends in
scientific literature. The goal is to simplify the process of finding
not only highly cited clusters of scientific articles, but also pivotal
points and trails that are likely to characterize fundamental
transitions of a knowledge domain as a whole. The trails of an advancing
research field are captured through a sequence of snapshots of its
intellectual structure over time in the form of Pathfinder networks.
These networks are subsequently merged with a localized pruning
algorithm. Pivotal points in the merged network are algorithmically
identified and visualized using the betweenness centrality metric. An
example of finding clinical evidence associated with reducing risks of
heart diseases is included to illustrate how CiteSpace could be used.
The contribution of the work is its integration of various change
detection algorithms and interactive visualization capabilities to
simply users' tasks.

%M C.IUI.05.106
%T Interfaces for networked media exploration and collaborative
annotation
%S Long papers: visualization and presentation
%A Preetha Appan
%A Bageshree Shevade
%A Hari Sundaram
%A David Birchfield
%B IUI05
%D 2005
%P 106-113
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040860
%X In this paper, we present our efforts towards creating interfaces for
networked media exploration and collaborative annotation. The problem is
important since online social networks are emerging as conduits for
exchange of everyday experiences. These networks do not currently
provide media-rich communication environments. Our approach has two
parts -- collaborative annotation, and a media exploration framework.
The collaborative annotation takes place through a web based interface,
and provides to each user personalized recommendations, based on media
features, and by using a common sense inference toolkit. We develop
three media exploration interfaces that allow for two-way interaction
amongst the participants -- (a) spatio-temporal evolution, (b) event
cones and (c) viewpoint centric interaction. We also analyze the user
activity to determine important people and events, for each user. We
also develop subtle visual interface cues for activity feedback.
Preliminary user studies indicate that the system performs well and is
well liked by the users.

%M C.IUI.05.114
%T A graph-matching approach to dynamic media allocation in intelligent
multimedia interfaces
%S Long papers: visualization and presentation
%A Michelle X. Zhou
%A Zhen Wen
%A Vikram Aggarwal
%B IUI05
%D 2005
%P 114-121
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040861
%X To aid users in exploring large and complex data sets, we are
building an intelligent multimedia conversation system. Given a user
request, our system dynamically creates a multimedia response that is
tailored to the interaction context. In this paper, we focus on the
problem of media allocation, a process that assigns one or more media,
such as graphics or speech, to best convey the intended response
content. Specifically, we develop a graph-matching approach to media
allocation, whose goal is to find a set of data-media mappings that
maximizes the satisfaction of various allocation constraints (e.g.,
data-media compatibility and presentation consistency constraints).
Compared to existing rule-based or plan-based approaches to media
allocation, our work offers three unique contributions. First, we
provide an extensible computational framework that optimizes media
assignments by dynamically balancing all relevant constraints. Second,
we use feature-based metrics to uniformly model various allocation
constraints, including those cross-content and cross-media constraints,
which often require special treatment in existing approaches. Third, we
further improve the quality of a response by automatically detecting and
repairing undesired allocation results. We have applied our approach to
two different applications and our preliminary study has shown the
promise of our work.

%M C.IUI.05.122
%T A location representation for generating descriptive walking
directions
%S Long papers: visualization and presentation
%A Gary Look
%A Buddhika Kottahachchi
%A Robert Laddaga
%A Howard Shrobe
%B IUI05
%D 2005
%P 122-129
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040862
%X An expressive representation for location is an important component
in many applications. However, while many location-aware applications
can reason about space at the level of coordinates and containment
relationships, they have no way to express the semantics that define how
a particular space is used. We present Lair, an ontology that addresses
this problem by modeling both the geographical relationships between
spaces as well as the functional purpose of a given space. We describe
how Lair was used to create an application that produces walking
directions comparable to those given by a person, and a pilot study that
evaluated the quality of these directions. We also describe how Lair can
be used to evaluate other intelligent user interfaces.

%M C.IUI.05.130
%T User interfaces with semi-formal representations: a study of
designing argumentation structures
%S Long papers: natural language and gestural input
%A Timothy Chklovski
%A Varun Ratnakar
%A Yolanda Gil
%B IUI05
%D 2005
%P 130-136
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040864
%X When designing mixed-initiative systems, full formalization of all
potentially relevant knowledge may not be cost-effective or practical.
This paper motivates the need for semi-formal representations that
combine machine-processable structures with free text statements, and
discusses the need to design them in a way that makes the free text more
amenable to automated structuring and processing. Our work is done in
the context of argumentation systems, and has explored a range of
tradeoffs in combining informal free-text statements with formal
connectors. The paper compares alternative argument representations
which combine structured argument connectors with free text. We discuss
merits of the systems based on a variety of analysis structures that we
have collected from Web users to date.

%M C.IUI.05.137
%T An agent-based approach to dialogue management in personal assistants
%S Long papers: natural language and gestural input
%A Anh Nguyen
%A Wayne Wobcke
%B IUI05
%D 2005
%P 137-144
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040865
%X Personal assistants need to allow the user to interact with the
system in a flexible and adaptive way such as through spoken language
dialogue. In this research we focus on an application in which the user
can use a variety of devices to interact with a collection of personal
assistants each specializing in a task domain such as email or calendar
management, information seeking, etc. We propose an agent-based approach
for developing the dialogue manager that acts as the central point
maintaining continuous user-system interaction and coordinating the
activities of the assistants. In addition, this approach enables
development of multi-modal interfaces. We describe our initial
implementation which contains an email management agent that the user
can interact with through a spoken dialogue and an interface on PDAs.
The dialogue manager was implemented by extending a BDI agent
architecture.

%M C.IUI.05.145
%T Sketch recognition with continuous feedback based on incremental
intention extraction
%S Long papers: natural language and gestural input
%A Junfeng Li
%A Xiwen Zhang
%A Xiang Ao
%A Guozhong Dai
%B IUI05
%D 2005
%P 145-150
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040866
%X On-line synchronous sketch recognition has the advantages of
convenient input and natural interaction. But among the existing
algorithms, some are just able to process simple sketches, and some have
so high computational complexity as not to satisfy the real-time demand.
In order to solve the problem of efficiency and coverage, a sketch
recognition algorithm based on incremental intention extraction is
presented. By defining the lag window, the algorithm understands the
sketch intention of users on the base of incremental intention
extraction. Moreover, the algorithm can update the existing intention
sections according to the latest information in order that the
recognition results are in line with the sketch intention of users.
Experiments show that, the algorithm can recognize kinds of sketches in
real time.

%M C.IUI.05.151
%T Relaxing stylus typing precision by geometric pattern matching
%S Long papers: natural language and gestural input
%A Per-Ola Kristensson
%A Shumin Zhai
%B IUI05
%D 2005
%P 151-158
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040867
%X Fitts' law models the inherent speed-accuracy trade-off constraint in
stylus typing. Users attempting to go beyond the Fitts' law speed
ceiling will tend to land the stylus outside the targeted key, resulting
in erroneous words and increasing users' frustration. We propose a
geometric pattern matching technique to overcome this problem. Our
solution can be used either as an enhanced spell checker or as a way to
enable users to escape the Fitts' law constraint in stylus typing,
potentially resulting in higher text entry speeds than what is currently
theoretically modeled. We view the hit points on a stylus keyboard as a
high resolution geometric pattern. This pattern can be matched against
patterns formed by the letter key center positions of legitimate words
in a lexicon. We present the development and evaluation of an "elastic"
stylus keyboard capable of correcting words even if the user misses all
the intended keys, as long as the user's tapping pattern is close enough
to the intended word.

%M C.IUI.05.159
%T Improving proactive information systems
%S Long papers: recommendation and instruction
%A Daniel Billsus
%A David M. Hilbert
%A Dan Maynes-Aminzade
%B IUI05
%D 2005
%P 159-166
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040869
%X Proactive contextual information systems help people locate
information by automatically suggesting potentially relevant resources
based on their current tasks or interests. Such systems are becoming
increasingly popular, but designing user interfaces that effectively
communicate recommended information is a challenge: the interface must
be unobtrusive, yet communicate enough information at the right time to
provide value to the user. In this paper we describe our experience with
the FXPAL Bar, a proactive information system designed to provide
contextual access to corporate and personal resources. In particular, we
present three features designed to communicate proactive recommendations
more effectively: translucent recommendation windows increase the user's
awareness of particularly highly-ranked recommendations, query term
highlighting communicates the relationship between a recommended
document and the user's current context, and a novel recommendation
digest function allows users to return to the most relevant previously
recommended resources. We present empirical evidence supporting our
design decisions and relate lessons learned for other designers of
contextual recommendation systems.

%M C.IUI.05.167
%T Trust in recommender systems
%S Long papers: recommendation and instruction
%A John O'Donovan
%A Barry Smyth
%B IUI05
%D 2005
%P 167-174
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040870
%X Recommender systems have proven to be an important response to the
information overload problem, by providing users with more proactive and
personalized information services. And collaborative filtering
techniques have proven to be an vital component of many such recommender
systems as they facilitate the generation of high-quality
recommendations by leveraging the preferences of communities of similar
users. In this paper we suggest that the traditional emphasis on user
similarity may be overstated. We argue that additional factors have an
important role to play in guiding recommendation. Specifically we
propose that the trustworthiness of users must be an important
consideration. We present two computational models of trust and show how
they can be readily incorporated into standard collaborative filtering
frameworks in a variety of ways. We also show how these trust models can
lead to improved predictive accuracy during recommendation.

%M C.IUI.05.175
%T Experiments in dynamic critiquing
%S Long papers: recommendation and instruction
%A Kevin McCarthy
%A James Reilly
%A Lorraine McGinty
%A Barry Smyth
%B IUI05
%D 2005
%P 175-182
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040871
%X Conversational recommender systems are commonly used to help users to
navigate through complex product-spaces by alternatively making product
suggestions and soliciting user feedback in order to guide subsequent
suggestions. Recently, there has been a surge of interest in developing
effective interfaces that support user interaction in domains of limited
user expertise. Critiquing has proven to be a popular and successful
user feedback mechanism in this regard, but is typically limited to the
modification of single features. We review a novel approach to
critiquing, dynamic critiquing, that allows users to modify multiple
features simultaneously by choosing from a range of so-called compound
critiques that are automatically proposed based on their current
position within the product-space. In addition, we introduce the results
of an important new live-user study that evaluates the practical
benefits of dynamic critiquing.

%M C.IUI.05.183
%T Animating an interactive conversational character for an educational
game system
%S Long papers: recommendation and instruction
%A Andrea Corradini
%A Manish Mehta
%A Niels-Ole Bernsen
%A Marcela Charfuelan
%B IUI05
%D 2005
%P 183-190
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040872
%X Within the framework of the project NICE (Natural Interactive
Communication for Edutainment) [2], we have been developing an
educational and entertaining computer game that allows children and
teenagers to interact with a conversational character impersonating the
fairy tale writer H.C. Andersen (HCA). The rationale behind our system
is to make kids learn about HCA's life, fairy tales and historical
period while playing and having fun. We report on the character's
generation and realization of both verbal and 3D graphical non-verbal
output behaviors, such as speech, body gestures and facial expressions.
This conveys the impression of a human-like agent with relevant domain
knowledge, and distinct personality. With the educational goal in the
foreground, coherent and synchronized output presentation becomes
mandatory, as any inconsistency may undermine the user's learning
process rather than reinforcing it.

%M C.IUI.05.191
%T Task learning by instruction in tailor
%S Long papers: knowledge acquisition and knowledge-based design
%A Jim Blythe
%B IUI05
%D 2005
%P 191-198
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040874
%X In order for intelligent systems to be applicable in a wide range of
situations, end users must be able to modify their task descriptions. We
introduce Tailor, a system that allows users to modify task information
through instruction. In this approach, the user enters a short sentence
to describe the desired change. The system maps the sentence into valid,
plausible modifications and checks for unexpected side-effects they may
have, working interactively with the user throughout the process. We
conducted preliminary tests in which subjects used Tailor to make
modifications to domains drawn from the eHow website, applying
modifications posted by readers as 'tips'. In this way the subjects
acted as interpreters between Tailor and the human-generated
descriptions of modifications. Almost all the subjects were able to make
all modifications to the process descriptions with Tailor, indicating
that the interpreter role is quite natural for users.

%M C.IUI.05.199
%T ClaimSpotter: an environment to support sensemaking with knowledge
triples
%S Long papers: knowledge acquisition and knowledge-based design
%A Bertrand Sereno
%A Simon Buckingham Shum
%A Enrico Motta
%B IUI05
%D 2005
%P 199-206
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040875
%X Annotating a document with an interpretation of its contents raises a
number of challenges that we are hoping to address via the creation of a
supporting environment. We present these challenges and motivate an
approach based on the notion of suggestions to support document
annotation, hoping these suggestions would act as leads to follow for
annotators, therefore reducing some of the difficulties inherent to the
task. The environment resulting from this approach, ClaimSpotter, is
presented. Aspects of its evaluation are also given, using the findings
of a study involving a group of participants faced with a document
annotation task.

%M C.IUI.05.207
%T Suggesting novel but related topics: towards context-based support
for knowledge model extension
%S Long papers: knowledge acquisition and knowledge-based design
%A Ana Maguitman
%A David Leake
%A Thomas Reichherzer
%B IUI05
%D 2005
%P 207-214
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040876
%X Much intelligent user interfaces research addresses the problem of
providing information relevant to a current user topic. However, little
work addresses the complementary question of helping the user identify
potential topics to explore next. In knowledge acquisition, this
question is crucial to deciding how to extend previously-captured
knowledge. This paper examines requirements for effective topic
suggestion and presents a domain-independent topic-generation algorithm
designed to generate candidate topics that are novel but related to the
current context. The algorithm iteratively performs a cycle of topic
formation, Web search for connected material, and context-based
filtering. An experimental study shows that this approach significantly
outperforms a baseline at developing new topics similar to those chosen
by an expert for a hand-coded knowledge model.

%M C.IUI.05.215
%T The UI pilot: a model-based tool to guide early interface design
%S Long papers: knowledge acquisition and knowledge-based design
%A Angel Puerta
%A Michael Micheletti
%A Alan Mak
%B IUI05
%D 2005
%P 215-222
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040877
%X In this paper, we introduce the User Interface Pilot, a model-based
software tool that enables designers and engineers to create the initial
specifications for the pages of a website, or for the screens of a
desktop or mobile application. The tool guides the design of these
specifications, commonly known as wireframes, in a user-centered fashion
by framing the context of the design within the concepts of user tasks,
user types, and data objects. Unlike previous model-based tools, the
User Interface Pilot does not impose a rigid model-driven methodology
and functions well within common software engineering development
processes. The tool has been used in over twenty real-world user
interface design projects.

%M C.IUI.05.223
%T Dimensions of adaptivity in mobile systems: personality and people's
attitudes
%S Long papers: smart environments and ubiquitous computing
%A Ilenia Graziola
%A Fabio Pianesi
%A Massimo Zancanaro
%A Dina Goren-Bar
%B IUI05
%D 2005
%P 223-230
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040879
%X In this work, we present a study about adaptation on a mobile museum
guide aiming at investigating the relationships between personality
traits and the attitudes toward some basic dimensions of adaptivity.
Each participant was exposed to two simulated systems that realized an
adaptive and a non-adaptive version, respectively, on each of the
dimensions investigated. The study showed interesting effects of Big
Five personality traits on acceptance of the adaptivity dimensions; in
particular conscientiousness, creativity and stability. Locus of control
seemed to have a limited yet quite selective effect on delegating to the
system the choice of follow-ups.

%M C.IUI.05.231
%T CASIS: a context-aware speech interface system
%S Long papers: smart environments and ubiquitous computing
%A Lee Hoi Leong
%A Shinsuke Kobayashi
%A Noboru Koshizuka
%A Ken Sakamura
%B IUI05
%D 2005
%P 231-238
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040880
%X In this paper, we propose a robust natural language interface called
CASIS for controlling devices in an intelligent environment. CASIS is
novel in a sense that it integrates physical context acquired from the
sensors embedded in the environment with traditionally used context to
reduce the system error rate and disambiguate deictic references and
elliptical inputs. The n-best result of the speech recognizer is
re-ranked by a score calculated using a Bayesian network consisting of
information from the input utterance and context. In our prototype
system that uses device states, brightness, speaker location, chair
occupancy, speech direction and action history as context, the system
error rate has been reduced by 41% compared to a baseline system that
does not leverage on context information.

%M C.IUI.05.239
%T SmartCanvas: a gesture-driven intelligent drawing desk system
%S Long papers: smart environments and ubiquitous computing
%A Zhenyao Mo
%A J. P. Lewis
%A Ulrich Neumann
%B IUI05
%D 2005
%P 239-243
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040881
%X This paper describes SmartCanvas, an intelligent desk system that
allows a user to perform freehand drawing on a desk or similar surface
with gestures. Our system requires one camera and no touch sensors. The
key underlying technique is a vision-based method that distinguishes
drawing gestures and transitional gestures in real time, avoiding the
need for "artificial" gestures to mark the beginning and end of a
drawing stroke. The method achieves an average classification accuracy
of 92.17%. Pie-shaped menus and a "rotate-to-and-select" approach
eliminate the need for a fixed menu display, resulting in an "invisible"
interface.

%M C.IUI.05.246
%T Person-independent estimation of emotional experiences from facial
expressions
%S Short papers: affective computing
%A Timo Partala
%A Veikko Surakka
%A Toni Vanhala
%B IUI05
%D 2005
%P 246-248
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040883
%X The aim of this research was to develop methods for the automatic
person-independent estimation of experienced emotions from facial
expressions. Ten subjects watched series of emotionally arousing
pictures and videos, while the electromyographic (EMG) activity of two
facial muscles: zygomaticus major (activated in smiling) and corrugator
supercilii (activated in frowning) was registered. Based on the changes
in the activity of these two facial muscles, it was possible to
distinguish between ratings of positive and negative emotional
experiences at a rate of almost 70% for pictures and over 80% for
videos. Using these methods, the computer could adapt its behavior
according to the user's emotions during human-computer interaction.

%M C.IUI.05.249
%T Preliminary design guidelines for pedagogical agent interface image
%S Short papers: affective computing
%A Amy L. Baylor
%B IUI05
%D 2005
%P 249-250
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040884
%X Pedagogical agent image is a key feature for animated interface
agents. Experimental research indicates that agent interface images
should be carefully designed, considering both the relevant outcomes
(learning or motivational) together with student characteristics. This
paper summarizes empirically-derived design guidelines for pedagogical
agent image.

%M C.IUI.05.251
%T Emotive alert: HMM-based emotion detection in voicemail messages
%S Short papers: affective computing
%A Zeynep Inanoglu
%A Ron Caneel
%B IUI05
%D 2005
%P 251-253
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040885
%X Voicemail has become an integral part of our personal and
professional communication. The number of messages that accumulate in
our voice mailboxes necessitate new ways of prioritizing them.
Currently, we are forced to actively listen to all messages in order to
find out which ones are important and which ones can be attended to
later on. In this paper, we describe Emotive Alert, a system that can
detect some of the significant emotions in a new message and notify the
account owner along various affective axes, including urgency,
formality, valence (happy vs. sad) and arousal (calm vs. excited). We
have used a purely acoustic, HMM-based approach for identifying the
emotions, which allows application of this system to all messages
independent of language.

%M C.IUI.05.254
%T Vision based GUI for interactive mobile robots
%S Short papers: human-robot interaction
%A Randeep Singh
%A Bhartendu Seth
%A Uday B. Desai
%B IUI05
%D 2005
%P 254-256
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040887
%X Interactive mobile robots are an active area of research. This paper
presents a framework for designing a real-time vision based hand-body
gesture user interface for such robots. The said framework works in real
world lighting conditions, with complex background, and can handle
intermittent motion of the camera. The input signal is captured by using
a singular monocular color camera. Vision is the only feedback sensor
being used. It is assumed that the gesturer is wearing clothes that are
slightly different from the background. We have tested this framework on
a gesture database consisting of 11 hand-body gestures and have recorded
recognition accuracy up to 90%.

%M C.IUI.05.257
%T User intentions funneled through a human-robot interface
%S Short papers: human-robot interaction
%A Michael T. Rosenstein
%A Andrew H. Fagg
%A Shichao Ou
%A Roderic A. Grupen
%B IUI05
%D 2005
%P 257-259
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040888
%X We describe a method for predicting user intentions as part of a
human-robot interface. In particular, we show that funnels, i.e.,
geometric objects that partition an input space, provide a convenient
means for discriminating individual objects and for clustering sets of
objects for hierarchical tasks. One advantage of the proposed
implementation is that a simple parametric model can be used to specify
the shape of a funnel, and a straightforward heuristic for setting
initial parameter values appears promising. We discuss the possibility
of adapting the user interface with machine learning techniques, and we
illustrate the approach with a humanoid robot performing a variation of
a standard peg-insertion task.

%M C.IUI.05.260
%T Context-based similar words detection and its application in
specialized search engines
%S Short papers: personal assistants
%A Hisham Al-Mubaid
%A Ping Chen
%B IUI05
%D 2005
%P 260-262
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040890
%X This paper presents a new context-based method for automatic
detection and extraction of similar and related words from texts.
Finding similar words is a very important task for many NLP applications
including anaphora resolution, document retrieval, text segmentation,
and text summarization. Here we use word similarity to improve search
quality for search engines in (general and) specific domains. Our method
is based on rules for extracting the words in the neighborhood of a
target word, then connecting this with the surroundings of other
occurrences of the same word in the (training) text corpus. This is an
on-going work, and is still under extensive testing. The preliminary
results, however, are promising and encouraging more work in this
direction.

%M C.IUI.05.263
%T Interactively building agents for consumer-side data mining
%S Short papers: personal assistants
%A Rattapoom Tuchinda
%A Craig A. Knoblock
%B IUI05
%D 2005
%P 263-265
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040891
%X Integrating and mining data from different web sources can make
end-users well-informed when they make decisions. One of many
limitations that bars end-users from taking advantages of such process
is the complexity in each of the steps required to gather, integrate,
monitor, and mine data from different websites. We present the idea of
combining the data integration, monitoring, and mining as one single
process in the form of an intelligent assistant that guides end-users to
specify their mining tasks by just answering questions. This easy-to-use
approach, which trades off complexity in terms of available operations
with the ease of use, has the ability to provide interesting insight
into the data that would requires days of human effort to gather,
combine, and mine manually from the web.

%M C.IUI.05.266
%T Adaptive teaching strategy for online learning
%S Short papers: personal assistants
%A Jungsoon Yoo
%A Cen Li
%A Chrisila Pettey
%B IUI05
%D 2005
%P 266-268
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040892
%X Finding the optimal teaching strategy for an individual student is
difficult even for an experienced teacher. Identifying and incorporating
multiple optimal teaching strategies for different students in a class
is even harder. This paper presents an Adaptive tutor for online
Learning, AtoL, for Computer Science laboratories that identifies and
applies the appropriate teaching strategies for students on an
individual basis. The optimal strategy for a student is identified in
two steps. First, a basic strategy for a student is identified using
rules learned from a supervised learning system. Then the basic strategy
is refined to better fit the student using models learned using an
unsupervised learning system that takes into account the temporal nature
of the problem solving process. The learning algorithms as well as the
initial experimental results are presented.

%M C.IUI.05.269
%T Providing intelligent help across applications in dynamic user and
environment contexts
%S Short papers: personal assistants
%A Ashwin Ramachandran
%A R. Michael Young
%B IUI05
%D 2005
%P 269-271
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040893
%X The problem of providing help for complex application interfaces has
been a source of interest for a number of researcher efforts. As the
computational power of computers increases, typical applications not
only increase in functionality but also in the degree of interaction
with the computational environment in which they reside. This paper
describes an ongoing project to design an Intelligent Help System (IHS)
that provides context-sensitivity not only through its modeling of
application states but also its modeling of the interaction between
applications and between an application and the environment in which it
resides.

%M C.IUI.05.272
%T ScentHighlights: highlighting conceptually-related sentences during
reading
%S Short papers: visualization and presentation
%A Ed H. Chi
%A Lichan Hong
%A Michelle Gumbrecht
%A Stuart K. Card
%B IUI05
%D 2005
%P 272-274
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040895
%X Researchers have noticed that readers are increasingly skimming
instead of reading in depth. Skimming also occur in re-reading
activities, where the goal is to recall specific topical facts.
Bookmarks and highlighters were invented precisely to achieve this goal.
For skimming activities, readers need effective ways to direct their
attention toward the most relevant passages within text. We describe how
we have enhanced skimming activity by conceptually highlighting
sentences within electronic text that relate to search keywords. We
perform the conceptual highlighting by computing what conceptual
keywords are related to each other via word co-occurrence and spreading
activation. Spreading activation is a cognitive model developed in
psychology to simulate how memory chunks and conceptual items are
retrieved in our brain. We describe the method used, and illustrate the
idea with realistic scenarios using our system.

%M C.IUI.05.275
%T Personal reporting of a museum visit as an entrypoint to future
cultural experience
%S Short papers: visualization and presentation
%A Charles Callaway
%A Tsvi Kuflik
%A Elena Not
%A Alessandra Novello
%A Oliviero Stock
%A Massimo Zancanaro
%B IUI05
%D 2005
%P 275-277
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040896
%X Museum visitors can continue interacting with museum exhibits even
after they have left the museum. We can help them do this by creating a
report that includes a basic, personalized narration of their visit, the
items and relationships they found most interesting, pointers to
additional related online information, and suggestions for future visits
to the current and other museums. In this work we describe the automatic
generation of personalized natural language reports to help create one
episode in an ongoing coherent sequence of cultural activities.

%M C.IUI.05.278
%T How to wreck a nice beach you sing calm incense
%S Short papers: speech- and vision-based interfaces
%A Henry Lieberman
%A Alexander Faaborg
%A Waseem Daher
%A Jose Espinosa
%B IUI05
%D 2005
%P 278-280
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040898
%X A principal problem in speech recognition is distinguishing between
words and phrases that sound similar but have different meanings. Speech
recognition programs produce a list of weighted candidate hypotheses for
a given audio segment, and choose the "best" candidate. If the choice is
incorrect, the user must invoke a correction interface that displays a
list of the hypotheses and choose the desired one. The correction
interface is time-consuming, and accounts for much of the frustration of
today's dictation systems. Conventional dictation systems prioritize
hypotheses based on language models derived from statistical techniques
such as n-grams and Hidden Markov Models.
   We propose a supplementary method for ordering hypotheses based on
Commonsense Knowledge. We filter acoustical and word-frequency
hypotheses by testing their plausibility with a semantic network derived
from 700,000 statements about everyday life. This often filters out
possibilities that "don't make sense" from the user's viewpoint, and
leads to improved recognition. Reducing the hypothesis space in this way
also makes possible streamlined correction interfaces that improve the
overall throughput of dictation systems.

%M C.IUI.05.281
%T HMM-based efficient sketch recognition
%S Short papers: speech- and vision-based interfaces
%A Tevfik Metin Sezgin
%A Randall Davis
%B IUI05
%D 2005
%P 281-283
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040899
%X Current sketch recognition systems treat sketches as images or a
collection of strokes, rather than viewing sketching as an interactive
and incremental process. We show how viewing sketching as an interactive
process allows us to recognize sketches using Hidden Markov Models. We
report results of a user study indicating that in certain domains people
draw objects using consistent stroke orderings. We show how this
consistency, when present, can be used to perform sketch recognition
efficiently. This novel approach enables us to have polynomial time
algorithms for sketch recognition and segmentation, unlike conventional
methods with exponential complexity.

%M C.IUI.05.284
%T Interaction techniques using prosodic features of speech and audio
localization
%S Short papers: speech- and vision-based interfaces
%A Alex Olwal
%A Steven Feiner
%B IUI05
%D 2005
%P 284-286
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040900
%X We describe several approaches for using prosodic features of speech
and audio localization to control interactive applications. This
information can be applied to parameter control, as well as to speech
disambiguation. We discuss how characteristics of spoken sentences can
be exploited in the user interface; for example, by considering the
speed with which a sentence is spoken and the presence of extraneous
utterances. We also show how coarse audio localization can be used for
low-fidelity gesture tracking, by inferring the speaker's head position.

%M C.IUI.05.287
%T Doubleshot: an interactive user-aided segmentation tool
%S Short papers: speech- and vision-based interfaces
%A Tom Yeh
%A Trevor Darrell
%B IUI05
%D 2005
%P 287-289
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040901
%X In this paper, we describe an intelligent user interface designed for
camera phones to allow mobile users to specify the object of interest in
the scene simply by taking two pictures: one with the object and one
without the object. By comparing these two images, the system can
reliably extract the visual appearance of the object, which can be
useful to a wide-range of applications such as content-based image
retrieval and object recognition.

%M C.IUI.05.290
%T Generating semantic contexts from spoken conversation in meetings
%S Short papers: speech- and vision-based interfaces
%A Jurgen Ziegler
%A Zoulfa El Jerroudi
%A Karsten Bohm
%B IUI05
%D 2005
%P 290-292
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040902
%X SemanticTalk is a tool for supporting face-to-face meetings and
discussions by automatically generating a semantic context from spoken
conversations. We use speech recognition and topic extraction from a
large terminological database to create a network of discussion topics
in real-time. This network includes concepts explicitly addressed in the
discussion as well as semantically associated terms, and is visualized
to increase conversational awareness and creativity in the group.

%M C.IUI.05.293
%T Conventions in human-human multi-threaded dialogues: a preliminary
study
%S Short papers: speech- and vision-based interfaces
%A Peter A. Heeman
%A Fan Yang
%A Andrew L. Kun
%A Alexander Shyrokov
%B IUI05
%D 2005
%P 293-295
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040903
%X In this paper, we explore the conventions that people use in managing
multiple dialogue threads. In particular, we focus on where in a thread
people interrupt when switching to another thread. We find that some
subjects are able to vary where they switch depending on how urgent the
interrupting task is. When time-allowed, they switched at the end of a
discourse segment, which we hypothesize is less disruptive to the
interrupted task when it is later resumed.

%M C.IUI.05.296
%T Towards automatic transcription of expressive oral percussive
performances
%S Short papers: speech- and vision-based interfaces
%A Amaury Hazan
%B IUI05
%D 2005
%P 296-298
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040904
%X We describe a tool for transcribing voice generated percussive
rhythms. The system consists of: (a) a segmentation component which
separates the monophonic input stream into percussive events (b) a
descriptors generation component that computes a set of acoustic
features from each of the extracted segments, (c) a machine learning
component which assigns to each of the segmented sounds of the input
stream a symbolic class. We describe each of these components and
compare different machine learning strategies that can be used to obtain
a symbolic representation of the oral percussive performance.

%M C.IUI.05.299
%T Communicating user's focus of attention by image processing as input
for a mobile museum guide
%S Short papers: speech- and vision-based interfaces
%A Adriano Albertini
%A Roberto Brunelli
%A Oliviero Stock
%A Massimo Zancanaro
%B IUI05
%D 2005
%P 299-301
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040905
%X The paper presents a first prototype of a handheld museum guide
delivering contextualized information based on the recognition of
drawing details selected by the user through the guide camera. The
resulting interaction modality has been analyzed and compared to
previous approaches. Finally, alternative, more scalable, solutions are
presented that preserve the most interesting features of the system
described.

%M C.IUI.05.302
%T ComicKit: acquiring story scripts using common sense feedback
%S Short papers: knowledge acquisition and knowledge-based design
%A Ryan Williams
%A Barbara Barry
%A Push Singh
%B IUI05
%D 2005
%P 302-304
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040907
%X At the Media Lab we are developing a resource called StoryNet, a
very-large database of story scripts that can be used for commonsense
reasoning by computers. This paper introduces ComicKit, an interface for
acquiring StoryNet scripts from casual internet users. The core element
of the interface is its ability to dynamically make common-sense
suggestions that guide user story construction. We describe the
encouraging results of a preliminary user study, and discuss future
directions for ComicKit.

%M C.IUI.05.305
%T Metafor: visualizing stories as code
%S Short papers: knowledge acquisition and knowledge-based design
%A Hugo Liu
%A Henry Lieberman
%B IUI05
%D 2005
%P 305-307
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040908
%X Every program tells a story. Programming, then, is the art of
constructing a story about the objects in the program and what they do
in various situations. So-called programming languages, while easy for
the computer to accurately convert into code, are, unfortunately,
difficult for people to write and understand.
   We explore the idea of using descriptions in a natural language as a
representation for programs. While we cannot yet convert arbitrary
English to fully specified code, we can use a reasonably expressive
subset of English as a visualization tool. Simple descriptions of
program objects and their behavior generate scaffolding (underspecified)
code fragments, that can be used as feedback for the designer. Roughly
speaking, noun phrases can be interpreted as program objects; verbs can
be functions, adjectives can be properties. A surprising amount of what
we call programmatic semantics can be inferred from linguistic
structure. We present a program editor, Metafor, that dynamically
converts a user's stories into program code, and in a user study,
participants found it useful as a brainstorming tool.

%M C.IUI.05.308
%T Task aware information access for diagnosis of manufacturing problems
%S Short papers: knowledge acquisition and knowledge-based design
%A Larry Birnbaum
%A Wallace Hopp
%A Seyed Iravani
%A Kevin Livingston
%A Biying Shou
%A Thomas Tirpak
%B IUI05
%D 2005
%P 308-310
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040909
%X Pinpoint is a promising first step towards using a rich model of task
context in proactive and dynamic IR systems. Pinpoint allows a user to
navigate decision tree representations of problem spaces, built by
domain experts, while dynamically entering annotations specific to their
problem. The system then automatically generates queries to information
repositories based on both the user's annotations and location in the
problem space, producing results that are both task focused and problem
specific. Initial feedback from users and domain experts has been
positive.

%M C.IUI.05.311
%T Designing interfaces for guided collection of knowledge about
everyday objects from volunteers
%S Short papers: knowledge acquisition and knowledge-based design
%A Timothy Chklovski
%B IUI05
%D 2005
%P 311-313
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040910
%X A new generation of intelligent applications can be enabled by
broad-coverage knowledge repositories about everyday objects. We distill
lessons in design of intelligent user interfaces which collect such
broad-coverage knowledge from untrained volunteers. We motivate the
knowledge-driven template-based approach adopted in Learner2, a second
generation proactive acquisition interface for eliciting such knowledge.
We present volume, accuracy, and recall of knowledge collected by
fielding the system for 5 months. Learner2 has so far acquired 99,018
general statements, emphasizing knowledge about parts of and typical
uses of objects.

%M C.IUI.05.314
%T An ontology-based interface for machine learning
%S Short papers: knowledge acquisition and knowledge-based design
%A Mathias Bauer
%A Stephan Baldes
%B IUI05
%D 2005
%P 314-316
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040911
%X Machine learning (ML) is a complex process that can hardly be carried
out by non-expert users. Especially when using adaptive systems that
interpret and exploit observations of the user to modify their behavior
according to the user's perceived preferences, even naive users may be
confronted with learning systems. This paper presents an approach to
make non-expert users understand and influence an ML system such as to
improve trust and acceptance of the overall system behavior.

%M C.IUI.05.317
%T A framework for designing intelligent task-oriented augmented reality
user interfaces
%S Short papers: smart environments and ubiquitous computing
%A Leonardo Bonanni
%A Chia-Hsun Lee
%A Ted Selker
%B IUI05
%D 2005
%P 317-319
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040913
%X A task-oriented space can benefit from an augmented reality interface
that layers the existing tools and surfaces with useful information to
make cooking more easy, safe and efficient. To serve experienced users
as well as novices, augmented reality interfaces need to adapt
modalities to the user's expertise and allow for multiple ways to
perform tasks. We present a framework for designing an intelligent user
interface that informs and choreographs multiple tasks in a single space
according to a model of tasks and users. A residential kitchen has been
outfitted with systems to gather data from tools and surfaces and
project multi-modal interfaces back onto the tools and surfaces
themselves. Based on user evaluations of this augmented reality kitchen,
we propose a system to tailor information modalities based on the
spatial and temporal qualities of the task, and the expertise, location
and progress of the user. The intelligent augmented reality user
interface choreographs multiple tasks in the same space at the same
time.

%M C.IUI.05.320
%T Seamless user notification in ambient soundscapes
%S Short papers: smart environments and ubiquitous computing
%A Andreas Butz
%A Ralf Jung
%B IUI05
%D 2005
%P 320-322
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040914
%X We describe a method for notifying users through auditory cues
embedded in an ambient soundscape in the environment. It uses pieces of
music which are composed in such a way, that particular instruments or
motifs can be added or omitted without losing the aesthetic quality of
the overall composition. This allows for very subtle modifications in
the soundscape which are only noticed by those users who have chosen
this particular instrument or motif as "their" notification instrument
before. As a side effect, the soundscape itself can be used to subtly
influence the mood of users. The method has been implemented in a
prototype, which we briefly discuss. The prototype is implemented using
a spatial audio framework and can hence notify users from particular
directions.

%M C.IUI.05.323
%T Building intelligent shopping assistants using individual consumer
models
%S Short papers: smart environments and ubiquitous computing
%A Chad Cumby
%A Andrew Fano
%A Rayid Ghani
%A Marko Krema
%B IUI05
%D 2005
%P 323-325
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040915
%X This paper describes an Intelligent Shopping Assistant designed for a
shopping cart mounted tablet PC that enables individual interactions
with customers. We use machine learning algorithms to predict a shopping
list for the customer's current trip and present this list on the
device. As they navigate through the store, personalized promotions are
presented using consumer models derived from loyalty card data for each
individual. In order for shopping assistant devices to be effective, we
believe that they have to be powered by algorithms that are tuned for
individual customers and can make accurate predictions about an
individual's actions. We formally frame the shopping list prediction as
a classification problem, describe the algorithms and methodology behind
our system, and show that shopping list prediction can be done with high
levels of accuracy, precision, and recall. Beyond the prediction of
shopping lists we briefly introduce other aspects of the shopping
assistant project, such as the use of consumer models to select
appropriate promotional tactics, and the development of promotion
planning simulation tools to enable retailers to plan personalized
promotions delivered through such a shopping assistant.

%M C.IUI.05.326
%T Adaptive navigation support with public displays
%S Short papers: smart environments and ubiquitous computing
%A Christian Kray
%A Gerd Kortuem
%A Antonio Kruger
%B IUI05
%D 2005
%P 326-328
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1040830.1040916
%X In this paper, we describe a public navigation system which uses
adaptive displays as directional signs. The displays are mounted to
walls where they provide passersbys with directional information. Each
sign is an autonomous, wirelessly networked digital displays connected
to a central server. The signs are position-aware and able to adapt
their display content in accordance with their current position.
Advantages of such a navigation system include improved flexibility,
dynamic adaptation and ease of setup and maintenance.

fpack:!@#$%^&*(): IUI02.BA
%M C.IUI.02.2
%T The interactive conversation interface (ICI): a proposed successor to
GUI for an interactive broadband world
%S Plenary Speakers
%A Harry Gottlieb
%B IUI02
%D 2002
%P 2
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502718
%X This presentation will demonstrate and discuss the design principles
to create interactive programs featuring a doctor talking to you about
healthcare...to a florist talking to you about flowers...to a teacher
talking to you about geometry. The Interactive Conversation Interface is
a more engaging way to provide services and information for nearly any
major site on the Web and provide an answer to the question: "What is an
interactive television show?" (And no, it isn't clicking on Jennifer
Aniston sweater so your daughter can stop the program, right in the
middle of a funny scene, and buy it while you sit there waiting to get
back to the show). ICI is a form of interactive mass communication that
can be used on any platform, whether it is a PC, wireless device,
interactive television or just a regular phone. It's cool: why interact
with a "page" when you can interact with a "person".

%M C.IUI.02.3
%T Uncertainty, intelligence, and interaction
%S Plenary Speakers
%A Eric Horvitz
%B IUI02
%D 2002
%P 3
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502719
%X Uncertainty about a user's knowledge, intentions, and attention is
inescapable in human-computer interaction. I will survey challenges and
opportunities of harnessing explicit representations of uncertainty and
preferences in intelligent user interfaces. After reviewing
representative projects at Microsoft, I will describe longer-term
research directions aimed at embedding representation, inference, and
learning under uncertainty more deeply into the fabric of computer
systems and interfaces.

%M C.IUI.02.4
%T Complexity versus difficulty: where should the intelligence be?
%S Plenary Speakers
%A Don Norman
%B IUI02
%D 2002
%P 4
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502720
%X Complexity refers to the internal workings of the system, difficulty
to the face provided to the user -- the factors that affect ease of use.
The history of technology demonstrates that the way to make simpler,
less difficult usage often requires more sophisticated, more
intelligent, and more complex insides. Do we need intelligent
interfaces? I don't think so: The intelligence should be inside,
internal to the system. The interface is the visible part of the system,
where people need stability, predictability and a coherent system image
that they can understand and thereby learn.

%M C.IUI.02.7
%T A writer's collaborative assistant
%S Full Papers
%A Tamara Babaian
%A Barbara J. Grosz
%A Stuart M. Shieber
%B IUI02
%D 2002
%P 7-14
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502722
%X In traditional human-computer interfaces, a human master directs a
computer system as a servant, telling it not only what to do, but also
how to do it. Collaborative interfaces attempt to realign the roles,
making the participants collaborators in solving the person's problem.
This paper describes Writer's Aid, a system that deploys AI planning
techniques to enable it to serve as an author's collaborative assistant.
Writer's Aid differs from previous collaborative interfaces in both the
kinds of actions the system partner takes and the underlying technology
it uses to do so. While an author writes a document, Writer's Aid helps
in identifying and inserting citation keys and by autonomously finding
and caching potentially relevant papers and their associated
bibliographic information from various on-line sources. This autonomy,
enabled by the use of a planning system at the core of Writer's Aid,
distinguishes this system from other collaborative interfaces. The
collaborative design and its division of labor result in more efficient
operation: faster and easier writing on the user's part and more
effective information gathering on the part of the system. Subjects in
our laboratory user study found the system effective and the interface
intuitive and easy to use.

%M C.IUI.02.15
%T A resource-adaptive mobile navigation system
%S Full Papers
%A Jorg Baus
%A Antonio Kruger
%A Wolfgang Wahlster
%B IUI02
%D 2002
%P 15-22
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502723
%X The design of mobile navigation systems adapting to limited resources
will be an important future challenge. Since typically several different
means of transportation have to be combined in order to reach a
destination, the user interface of such a system has to adapt to the
user's changing situation. This applies especially to the alternating
use of different technologies to detect the user's position, which
should be as seamless as possible. This article presents a hybrid
navigation system that relies on different technologies to determine the
user's location and that adapts the presentation of route directions to
the limited technical resources of the output device and the limited
cognitive resources of the user.

%M C.IUI.02.23
%T Domain, task, and user models for an adaptive hypermedia performance
support system
%S Full Papers
%A Peter Brusilovsky
%A David W. Cooper
%B IUI02
%D 2002
%P 23-30
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502724
%X Electronic Performance Support Systems (EPSS) is a challenging
application area for developing intelligent interfaces. Some possible
scenarios for using domain, task, and user models for adaptive
performance support were explored in the context of the Adaptive
Diagnostics and Personalized Technical Support (ADAPTS) project. ADAPTS
provides an intelligent, adaptive EPSS for maintaining complex
equipment.

%M C.IUI.02.31
%T Navigational blocks: navigating information space with tangible media
%S Full Papers
%A Ken Camarata
%A Ellen Yi-Luen Do
%A Brian R. Johnson
%A Mark D. Gross
%B IUI02
%D 2002
%P 31-38
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502725
%X The Navigational Blocks project demonstrates a tangible user
interface that facilitates retrieval of historical stories in a tourist
spot. Orientation, movement, and relative positions of physical Blocks
support visitor navigation and exploration in a virtual gallery. The
Navigational Blocks system provides a physical embodiment of digital
information through tactile manipulation and haptic feedback. The simple
cubic form of the Blocks is easy to understand and therefore easy to use
to manipulate complex digital information. Electromagnets embedded in
the Blocks and wireless communication encourage users to quickly
rearrange the Blocks to form different database queries.

%M C.IUI.02.39
%T New paradigms in problem solving environments for scientific
computing
%S Full Papers
%A George Chin, Jr.
%A L. Ruby Leung
%A Karen Schuchardt
%A Debbie Gracio
%B IUI02
%D 2002
%P 39-46
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502726
%X Computer and computational scientists at Pacific Northwest National
Laboratory (PNNL) are studying and designing collaborative problem
solving environments (CPSEs) for scientific computing in various
domains. Where most scientific computing efforts focus at the level of
the scientific codes, file systems, data archives, and networked
computers, our analysis and design efforts are aimed at developing
enabling technologies that are directly meaningful and relevant to
domain scientist at the level of the practice and the science. We seek
to characterize the nature of scientific problem solving and look for
innovative ways to improve it. Moreover, we aim to glimpse beyond
current systems and technical limitations to derive a design that
expresses the scientist's own perspective on research activities,
processes, and resources. The product of our analysis and design work is
a conceptual scientific CPSE prototype that specifies a complete
simulation and modeling user environment and a suite of high-level
problem solving tools.

%M C.IUI.02.47
%T Agents and GUIs from task models
%S Full Papers
%A Jacob Eisenstein
%A Charles Rich
%B IUI02
%D 2002
%P 47-54
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502727
%X This work unifies two important threads of research in intelligent
user interfaces which share the common element of explicit task
modeling. On the one hand, longstanding research on task-centered GUI
design (sometimes called model-based design) has explored the benefits
of explicitly modeling the task to be performed by an interface and
using this task model as an integral part of the interface design
process. More recently, research on collaborative interface agents has
shown how an explicit task model can be used to control the behavior of
a software agent that helps a user perform tasks using a GUI. This paper
describes a collection of tools we have implemented which generate both
a GUI and a collaborative interface agent from the same task model. Our
task-centered GUI design tool incorporates a number of novel features
which help the designer to integrate the task model into the design
process without being unduly distracted. Our implementation of
collaborative interface agents is built on top of the COLLAGEN
middleware for collaborative interface agents.

%M C.IUI.02.55
%T Device-dependant modality selection for user-interfaces: an empirical
study
%S Full Papers
%A Christian Elting
%A Jan Zwickel
%A Rainer Malaka
%B IUI02
%D 2002
%P 55-62
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502728
%X The presentation of information using multiple modalities influences
the perception of users, their comfort, and their performance in using a
computer-based information system. This paper presents a user study
investigating the effects of different output modality-combinations on
the effectiveness to transport information and on the user's acceptance
of the system. We chose a tourist information system as a test
environment and conducted the study on three different devices (PDA, TV
set, and desktop computer) to investigate whether the best
modality-combination depends on the used device. It turned out that the
modality-combination of spoken text in connection with a picture was the
most effective regarding recall-performance. This effect was strongest
for users working with PDAs, which can be explained by the cognitive
load theory. In contrast to this, participants ranked different modality
combinations as most appealing, namely those with written text.

%M C.IUI.02.63
%T Light widgets: interacting in every-day spaces
%S Full Papers
%A Jerry Alan Fails
%A Dan Olsen, Jr.
%B IUI02
%D 2002
%P 63-69
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502729
%X This paper describes a system for ubiquitous interaction that does
not require users to carry any physical devices. In this system, the
environment is instrumented with camera/processor combinations that
watch users while protecting their privacy. Any visible surface can be
turned into an interactive widget triggered by skin-colored objects.
Light widgets are tied to the XWeb cross-modal interaction platform to
empower them with interactive feedback.

%M C.IUI.02.71
%T Sketching for knowledge capture: a progress report
%S Full Papers
%A Kenneth D. Forbus
%A Jeffrey Usher
%B IUI02
%D 2002
%P 71-77
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502730
%X Many concepts and situations are best explained by sketching. This
paper describes our work on sKEA, the sketching Knowledge Entry
Associate, a system designed for knowledge capture via sketching. We
discuss the key ideas of sKEA: blob semantics for glyphs to sidestep
recognition for visual symbols, qualitative spatial reasoning to provide
richer visual and conceptual understanding of what is being
communicated, arrows to express domain relationships, layers to express
within-sketch segmentation (including a meta-layer to express subsketch
relationships themselves via sketching), and analogical comparison to
explore similarities and differences between sketched concepts.
Experiences with sKEA to date and future plans are also discussed.

%M C.IUI.02.79
%T Plan-based interfaces: keeping track of user tasks and acting to
cooperate
%S Full Papers
%A David Franklin
%A Jay Budzik
%A Kristian Hammond
%B IUI02
%D 2002
%P 79-86
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502731
%X The ability to reason about the activity of a user is crucial to the
implementation of any Intelligent User Interface. If it is able to
recognize what a user is doing, a computer can act to cooperate. Most
computer systems limit themselves to command-response interactions-their
trivial understandings of their users cannot support a more complicated
interaction. However, by looking at the tasks that their users are
performing and reasoning about sequences of actions, a computer system
can provide a more interesting level of interaction that is more
efficient and does not demand as much of its users. Furthermore, the
understanding of the user's activity provides a context within which to
better understand future actions and to tune the sensing systems to look
and listen for the actions that the user is most likely to take next.
Finally, in many domains, such computer systems can recognize user tasks
and act to cooperate without requiring a deep, goal-oriented
understanding. In this paper, we look at the process-based interface
used in the Intelligent Classroom, focusing on how a human lecturer can
control it by simply going about her presentation. Also, we look at how
the general ideas have been adapted to Jabberwocky, a speech-based
interface to Microsoft PowerPoint that automatically switches slides,
and how they are being applied to extend the functionality of Watson, an
autonomous web research tool that uses the document a user is viewing as
a search context.

%M C.IUI.02.87
%T NuggetMine: intelligent groupware for opportunistically sharing
information nuggets
%S Full Papers
%A Jeremy Goecks
%A Dan Cosley
%B IUI02
%D 2002
%P 87-94
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502732
%X NuggetMine is an intelligent groupware application that collaborates
with a workgroup to increase information nugget sharing among the group.
Information nuggets are small amounts of self-contained information,
such as the URL of an interesting news article, a book title, or the
time and location of a local art event. NuggetMine and the workgroup
work together to build, maintain, and utilize a repository-or "mine"-of
information nuggets. Group members submit nuggets to NuggetMine, which
organizes and augments the submitted nuggets and provides a desktop
interface to each group member. This interface makes it easy for group
members to submit nuggets, view nuggets, and explore the mine.
NuggetMine distributes the tasks necessary to share nuggets between it
and the workgroup so as to best utilize the skills of each collaborator.
In this paper, we describe the NuggetMine application and interface and
present a pilot study of the application.

%M C.IUI.02.95
%T Annotating and sketching on 3D web models
%S Full Papers
%A Thomas Jung
%A Mark D. Gross
%A Ellen Yi-Luen Do
%B IUI02
%D 2002
%P 95-102
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502733
%X This paper reports on our progress and findings in building a Web
annotation system for non-immersive 3D virtual environments. Over the
last two years, we developed and tested two systems for collaborating
designers to comment on virtual 3D models. Our first system, Redliner
[12] lets design team members browse and leave text annotations on
surfaces in three-dimensional models. Experience with Redliner,
including two user evaluations in different settings, led us to develop
Space Pen [13], a second annotation system with improved interaction
capabilities. It goes beyond the post-it note metaphor, allowing users
to draw in and on the virtual environment.

%M C.IUI.02.103
%T Multiple selections in smart text editing
%S Full Papers
%A Robert C. Miller
%A Brad A. Myers
%B IUI02
%D 2002
%P 103-110
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502734
%X Multiple selections, though heavily used in file managers and drawing
editors, are virtually nonexistent in text editing. This paper describes
how multiple selections can automate repetitive text editing. Selection
guessing infers a multiple selection from positive and negative examples
provided by the user. The multiple selection can then be used for
inserting, deleting, copying, pasting, or other editing commands.
Simultaneous editing uses two levels of inference, first inferring a
group of records to be edited, then inferring multiple selections with
exactly one selection in each record. Both techniques have been
evaluated by user studies and shown to be fast and usable for novices.
Simultaneous editing required only 1.26 examples per selection in the
user study, approaching the ideal of 1-example PBD. Multiple selections
bring many benefits, including better user feedback, fast, accurate
inference, novel forms of intelligent assistance, and the ability to
override system inferences with manual corrections.

%M C.IUI.02.111
%T Intelligent analysis of user interactions with web applications
%S Full Papers
%A Laila Paganelli
%A Fabio Paterno
%B IUI02
%D 2002
%P 111-118
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502735
%X In this paper, we describe a tool able to perform intelligent
analysis of Web browser logs using the information contained in the task
model of the application. We show how this approach supports remote
usability evaluation of Web sites.

%M C.IUI.02.119
%T Design visual thinking tools for mixed initiative systems
%S Full Papers
%A Pearl Pu
%A Denis Lalanne
%B IUI02
%D 2002
%P 119-126
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502736
%X Visual thinking tools are visualization-enabled mixed initiative
systems that empower people in solving complex problems by engaging them
in the entire resolution process, suggesting appropriate actions with
visual cues, and reducing their cognitive load with visual
representations of their tasks. At the same time, the visual interaction
style provides an alternative to the dialog-based model employed in most
mixed-initiative (MI) systems. Visual thinking tools avoid complex
analyses of turn taking, and put users in control all the time. We are
especially interested in implementing visual "affordances" in such
systems and present three examples used in COMIND, a visual MI system
that we have developed. We show how humans can more effectively
concentrate on synthesizing problems, selecting resolution paths that
were unseen by the machine, and reformulating problems if solutions
cannot be found or are unsatisfactory. We further discuss our evaluation
of the techniques at the end of the paper.

%M C.IUI.02.127
%T Getting to know you: learning new user preferences in recommender
systems
%S Full Papers
%A Al Mamunur Rashid
%A Istvan Albert
%A Dan Cosley
%A Shyong K. Lam
%A Sean M. McNee
%A Joseph A. Konstan
%A John Riedl
%B IUI02
%D 2002
%P 127-134
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502737
%X Recommender systems have become valuable resources for users seeking
intelligent ways to search through the enormous volume of information
available to them. One crucial unsolved problem for recommender systems
is how best to learn about a new user. In this paper we study six
techniques that collaborative filtering recommender systems can use to
learn about new users. These techniques select a sequence of items for
the collaborative filtering system to present to each new user for
rating. The techniques include the use of information theory to select
the items that will give the most value to the recommender system,
aggregate statistics to select the items the user is most likely to have
an opinion about, balanced techniques that seek to maximize the expected
number of bits learned per presented item, and personalized techniques
that predict which items a user will have an opinion about. We study the
techniques thru offline experiments with a large pre-existing user data
set, and thru a live experiment with over 300 users. We show that the
choice of learning technique significantly affects the user experience,
in both the user effort and the accuracy of the resulting predictions.

%M C.IUI.02.135
%T Toward automated exploration of interactive systems
%S Full Papers
%A Mark O. Riedl
%A Robert St. Amant
%B IUI02
%D 2002
%P 135-142
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502738
%X The ease with which a user interface can be navigated strongly
contributes to its usability. In this paper we describe preliminary
results of a project aimed at making the evaluation of user interfaces
from this perspective more routine. We have designed a system to carry
out an autonomous, exploratory navigation through the graphical user
interface of interactive, off-the-shelf software applications. The
system is not a robust tool, but rather a proof of concept that can
exhibit interesting behaviors. The traversal process generates a
representation of the connectivity of the user interface, as well as
navigational paths to specific commands. The reasoning component of the
system is based on the ACT-R architecture, while the perceptual and
motor components of the system are built on top of the SegMan
perception/action substrate. We present the design of the system and its
use in exploring a simple user interface.

%M C.IUI.02.143
%T Hosting activities: experience with and future directions for a robot
agent host
%S Full Papers
%A Candace L. Sidner
%A Myroslava Dzikovska
%B IUI02
%D 2002
%P 143-150
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502739
%X This paper discusses hosting activities. Hosting activities are a
general class of collaborative activity in which an agent provides
guidance in the form of information, entertainment, education or other
services in the user's environment (which may be an artificial or the
natural world) and may also request that the human user undertake
actions to support the fulfillment of those services. This paper reports
on experience in building a robot agent for hosting activities, both the
architecture and applications being used. The paper then turns to a
range of issues to be addressed in creating hosting agents, especially
robotic ones. The issues include the tasks and capabilities needed for
hosting agents, and social relations, especially human trust of agent
hosts. Lastly the paper proposes a new evaluation metric for hosting
agents.

%M C.IUI.02.151
%T Exposing document context in the personal web
%S Full Papers
%A David Wolber
%A Michael Kepe
%A Igor Ranitovic
%B IUI02
%D 2002
%P 151-158
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502740
%X Reconnaissance agents show context by displaying documents with
similar content to the one(s) the user currently has open. Research
paper search engines show context by displaying documents that cite or
are cited by the currently open document(s). We present a tool that
applies such ideas to the personal web, that is, the space rooted in
user documents but tightly connected to web documents as well. The tool
organizes the personal web with a single topic hierarchy based on direct
links, instead of the traditional file, bookmark, and (hidden) direct
link hierarchies. The tool allows a user to easily navigate through
related user and web documents, no matter whether the documents are
related by directory-document, bookmark-document, direct-link, or even
similar content relationships.

%M C.IUI.02.159
%T Information delivery in support of learning reusable software
components on demand
%S Full Papers
%A Yunwen Ye
%A Gerhard Fischer
%B IUI02
%D 2002
%P 159-166
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502741
%X An inherent dilemma exists in the design of high-functionality
applications (such as repositories of reusable software components). In
order to be useful, high-functionality applications have to provide a
large number of features, creating huge learning problems for users. We
address this dilemma by developing intelligent interfaces that support
learning on demand by enabling users to learn new features when they are
needed during work. We support learning on demand with information
delivery by identifying learning opportunities of which users might not
be aware. The challenging issues in implementing information delivery
are discussed and techniques to address them are illustrated with the
CodeBroker system. CodeBroker supports Java programmers in learning
reusable software components in the context of their normal development
environments and practice by proactively delivering task-relevant and
personalized information. Evaluations of the system have shown its
effectiveness in supporting learning on demand.

%M C.IUI.02.167
%T A semantic approach to the dynamic design of interaction controls in
conversation systems
%S Full Papers
%A Michelle X. Zhou
%A Keith Houck
%B IUI02
%D 2002
%P 167-174
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502742
%X To support a full-fledged, multimedia human-computer conversation, we
are building an intelligent framework, called Responsive Information
Architect (RIA), which can automatically synthesize multimedia responses
during the conversation. As part of its visual response generation, RIA
dynamically creates context-sensitive interaction controls that are
visual interfaces through which users can further interact with RIA. To
enable the systematic design of interaction controls, we study and
abstract control properties. In particular, in this paper we present a
semantic model that captures the intentional, presentational, and
behavioral characteristics of interaction controls. Using this model, we
show how to systematically sketch the semantics of an interaction
control.

%M C.IUI.02.176
%T Exploiting information access patterns for context-based retrieval
%S Short Papers
%A Travis Bauer
%A David B. Leake
%B IUI02
%D 2002
%P 176-177
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502744
%X In order for intelligent interfaces to provide proactive assistance,
they must customize their behavior based on the user's task context.
Existing systems often assess context based on a single snapshot of the
user's current activities (e. g., examining the content of the document
that the user is currently consulting). However, an accurate picture of
the user's context may depend not only on this local information, but
also on information about the user's behavior over time. This paper
discusses work on a recommender system, Calvin, which learns to identify
broader contexts by relating documents that tend to be accessed
together. Calvin's text analysis algorithm, WordSieve, develops term
vector descriptions of these contexts in real time, without needing to
accumulate comprehensive statistics about an entire corpus. Calvin uses
these descriptions (1) to index documents to suggest them in similar
future contexts and (2) to formulate contextbased queries for search
engines. Results of initial experiments are encouraging for the
approach's improved ability to associate documents with the research
tasks in which they were consulted, compared to methods using only local
information. This paper sketches the project goals, the current
implementation of the system, and plans for its continued development
and evaluation.

%M C.IUI.02.178
%T User acceptance of a decision-theoretic location-aware shopping guide
%S Short Papers
%A Thorsten Bohnenberger
%A Anthony Jameson
%A Antonio Kruger
%A Andreas Butz
%B IUI02
%D 2002
%P 178-179
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502745
%X We are exploring a class of decision-theoretic handheld systems that
give a user personalized advice about how to explore an indoor area in
search of products or information. An initial user test in a simple
mockup of a shopping mall showed that even novice PDA users accepted the
system immediately and were able to achieve their shopping goals faster
than when using a paper map of the mall. A key issue is the extent to
which spontaneous user behavior can be accommodated within this
framework.

%M C.IUI.02.180
%T Automatically indexing documents: content vs. reference
%S Short Papers
%A Shannon Bradshaw
%A Kristian Hammond
%B IUI02
%D 2002
%P 180-181
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502746
%X Authors cite other work in many types of documents. Notable among
these are research papers and web pages. Recently, several researchers
have proposed using the text surrounding citations (references) as a
means of automatically indexing documents for search engines, claiming
that this technique is superior to indexing documents based on their
content [1,2]. While we ourselves have made this claim, we acknowledge
that little empirical data has been presented to support it. Therefore,
in the limited space available we present a terse overview of a study
comparing reference to content as bases for indexing documents. This
study indicates that reference identifies the value of documents more
accurately and with a greater diversity of language than content.

%M C.IUI.02.182
%T An intelligent interface for sorting electronic mail
%S Short Papers
%A Elisabeth Crawford
%A Judy Kay
%A Eric McCreath
%B IUI02
%D 2002
%P 182-183
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502747
%X Classification of email is an important everyday task for a large and
growing number of users. This paper describes the i-ems
(Intelligent-Electronic Mail Sorter) mail interface, which offers a view
of the inbox based on predicted classifications of messages. The
interface is designed to ensure user control over the prediction
processes by supporting scrutiny of the system's certainty and details
of the mechanisms used.

%M C.IUI.02.184
%T Flytrap: intelligent group music recommendation
%S Short Papers
%A Andrew Crossen
%A Jay Budzik
%A Kristian J. Hammond
%B IUI02
%D 2002
%P 184-185
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502748
%X Flytrap is a group music environment that knows its users' musical
tastes and can automatically construct a soundtrack that tries to please
everyone in the room. The system works by paying attention to what music
people listen to on their computers. Users of the system have radio
frequency ID badges that let the system know when they are nearby. Using
the preference information it has gathered from watching its users, and
knowledge of how genres of music interrelate, how artists have
influenced each other, and what kinds of transitions between songs
people tend to make, the 'virtual DJ' finds a compromise and chooses a
song. The system tries to satisfy the tastes of people in the room, but
it also makes a playlist that fits its own notion of what should come
next. Once it has chosen a song, music is automatically broadcast over
the network and played on the closest machine.

%M C.IUI.02.186
%T Linking dynamic query interfaces to knowledge models
%S Short Papers
%A Maria De Carvalho
%A J. Tan
%A J. Domingue
%A H. Petursson
%B IUI02
%D 2002
%P 186-187
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502749
%X This research aims at improving dynamic query based information
access by using knowledge modelling to narrow the search space. Our
objective is to allow users to quickly browse web pages and get the
information content related to his/her profile and within semantically
relevant dimensions. We have developed an application to link a dynamic
query interface to ontologies containing knowledge about customers,
products and shopping tasks in an online shop.

%M C.IUI.02.188
%T Measuring task models in designing intelligent products
%S Short Papers
%A Elyon DeKoven
%A David V. Keyson
%B IUI02
%D 2002
%P 188-189
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502750
%X As part of a design process, designers may create a model of user
tasks. If the task model were to be built into an intelligent product's
reasoning capabilities, the product could provide timely assistance
specific to the user's current tasks. Thus for both the design and the
intelligence of the product, the more accurate the task model, the more
likely such a product may fit the users' needs. In the current paper we
describe a new approach for evaluating the usability of intelligent
products, based on information available in the designer's task model.
This measure is then used to determine the degree to which users are
able to access the task support provided by the product, and to identify
users' needs for additional assistance. In this way, the usability
measures presented in this paper can contribute to an iterative
user-centered design process for designing and building product
intelligence.

%M C.IUI.02.190
%T Information programming for personal user interfaces
%S Short Papers
%A Stephen Farrell
%A Volkert Buchmann
%A Christopher S. Campbell
%A Paul P. Maglio
%B IUI02
%D 2002
%P 190-191
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502751
%X With widespread access to e-mail, the world-wide web, and other
information sources, people now use computers more for managing
information than for managing applications. To support how people
naturally and routinely organize information, computers ought to be able
to reflect the categories, relationships, and cues that people rely on
when thinking about and remembering facts. Toward this end, we created
an Information Programming Toolkit (IPtk) that collects
application-independent properties, indexes documents along many
dimensions to create a personal record of information use, and provides
convenient means for information access. The IPtk enables the
development of smart user interfaces that automatically tailor
information to a user's history and context of information use.

%M C.IUI.02.192
%T An empirical evaluation of an adaptive web site
%S Short Papers
%A Cristina Gena
%B IUI02
%D 2002
%P 192-193
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502752
%X This paper describes the evaluation of an adaptive commercial web
site offering a set of utilities tailored on the basis of user needs. We
compared the site with the non-adaptive variant in order to study how
the adaptivity increases the success in retrieving information and
reduces the amount of actions needed to solve the tasks. Moreover, we
considered the preference towards the two alternative versions and the
user satisfaction.

%M C.IUI.02.194
%T Language modeling for soft keyboards
%S Short Papers
%A Joshua Goodman
%A Gina Venolia
%A Keith Steury
%A Chauncey Parker
%B IUI02
%D 2002
%P 194-195
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502753
%X Language models predict the probability of letter sequences. Soft
keyboards are images of keyboards on a touch screen for input on
Personal Digital Assistants. When a soft keyboard user hits a key near
the boundary of a key position, the language model and key press model
are combined to select the most probable key sequence. This leads to an
overall error rate reduction by a factor of 1.67 to 1.87. An extended
version of this paper [4] is available.

%M C.IUI.02.196
%T Themometers and themostats: characterizing and controlling thematic
attributes of information
%S Short Papers
%A Marko Krema
%A Larry Birnbaum
%A Jay Budzik
%A Kristian J. Hammond
%B IUI02
%D 2002
%P 196-197
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502754
%X Contents of documents can be characterized not just by subject matter
or topic, but also in terms of more thematic or even stylistic
attributes, such as level of detail, emotional vs. unemotional
presentation, personal vs. impersonal voice, positive or negative
attitude or "spin," theoretical vs. practical presentation, etc. As
implied by these examples, such attributes often form continuous
dimensions along which documents can be distinguished. In the best case,
the appropriate place on these dimensions -- i.e., which documents will
be of most value to the user at the current time -- can be determined by
the user's current task, prior knowledge, etc. Does the user need more
detail, or less, for example? In the current state of the art, it is
difficult to compute this automatically. Instead, we propose that users
should be enabled view these dimensions using themometers and to
navigate them using themostats -- controls that offer users a choice of
documents on the same topic, but with differing levels of detail,
positive or negative spin, personal or impersonal voice, etc. The
dimensions along which we can provide this kind of control must be
easily computable. We have been able to characterize documents with
respect to a number of these dimensions using simple statistical
measures as well as specialized dictionaries, and describe these methods
herein.

%M C.IUI.02.198
%T Generating and presenting user-tailored plans
%S Short Papers
%A Detlef Kupper
%A Alfred Kobsa
%B IUI02
%D 2002
%P 198-199
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502755
%X The paper describes methods for generating user-tailored advice and
for suitably presenting it to users, taking their capabilities and
knowledge into account.

%M C.IUI.02.200
%T IIPS: an intelligent information presentation system
%S Short Papers
%A Yuangui Lei
%A Enrico Motta
%A John Domingue
%B IUI02
%D 2002
%P 200-201
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502756
%X This paper presents the framework of an Intelligent Information
Presentation System (IIPS), which provides intelligent interface
presentation support for data-intensive web-based applications through
the use of ontologies to drive the web site generation and maintenance
process. IIPS defines a comprehensive set of ontologies to model the
navigational structure, the compositional structure, and the user
interfaces of data-intensive web sites, and provides a suit of tools to
support site generation, maintenance, and personalization.

%M C.IUI.02.202
%T The AIL automated interface layout system
%S Short Papers
%A Simon Lok
%A Steven K. Feiner
%B IUI02
%D 2002
%P 202-203
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502757
%X We describe an automated layout system called AIL that generates the
user interface for the PERSIVAL digital library project. AIL creates a
layout based on a variety of content components and associated meta-data
information provided by the PERSIVAL generation and retrieval modules.
By leveraging semantic links between the content components, the layout
that AIL provides is both context and user-model aware. In addition, AIL
is capable of interacting intelligently with the natural language
generation components of PERSIVAL to tailor the length of the text
content for a given layout.

%M C.IUI.02.204
%T Design and evaluation of just-in-time help in a multi-modal user
interface
%S Short Papers
%A Judith Masthoff
%A Ashok Gupta
%B IUI02
%D 2002
%P 204-205
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502758
%X In order to optimally support learning, help should be given at an
appropriate level: providing the users with new information, relevant to
and needed for their task. This paper discusses the design and
evaluation of such a help system, applied in the Radiology domain.

%M C.IUI.02.206
%T Storyboard frame editing for cinematic composition
%S Short Papers
%A Scott McDermott
%A Junwei Li
%A William Bares
%B IUI02
%D 2002
%P 206-207
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502759
%X We are developing an intelligent virtual cinematography interface
that can be used to compose sequences of shots and automatically
evaluate individual shots and transitions, reporting possible deviations
from widely accepted cinematic composition guidelines. Authors compose
shots using a Storyboard Frame Editor to place subject objects as they
should appear in the frame. Then the Storyboard Sequencer is used to
design shot-to-shot transitions.

%M C.IUI.02.208
%T User interface tailoring for multi-platform service access
%S Short Papers
%A Guido Menkhaus
%A Wolfgang Pree
%B IUI02
%D 2002
%P 208-209
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502760
%X Due to the diversity of display capabilities and input devices,
mobile computing gadgets have caused a dramatic increase in the
development effort of interactive services. User interface (UI)
tailoring and multi platform access represent two promising concepts for
coping with this challenge. The paper presents the MUSA (multiple user
interfaces, single application) prototype system that addresses both
issues by introducing an event-graph as basis of a UI tailoring process.

%M C.IUI.02.210
%T Dynamic "intelligent handler" of frequently asked questions
%S Short Papers
%A Dick Ng'ambi
%B IUI02
%D 2002
%P 210-211
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502761
%X In this paper an ongoing research into dynamic intelligent handler of
frequently asked questions (FAQs) is described. Although, the use of
FAQs is widely used, there is no evidence that most FAQs contain
frequently asked questions. This doubt arises due to the lack of a count
of the number of times particular questions are asked; lack of
indicators of the most recently asked question and a profile of users
who asked these questions, and when these questions were last asked.
These inadequacies render FAQs less useful for gauging user information
needs and for devising appropriate interventions for different
categories of users. Thus, a consulting environment in which an
"intelligent handler" gets questions, dynamically creates FAQs with
views based on user profiles, allows users to respond to questions and
choose best response to questions is being developed.

%M C.IUI.02.212
%T Personalized navigation of heterogeneous product spaces using
SmartClient
%S Short Papers
%A Pearl Pu
%A Boi Faltings
%B IUI02
%D 2002
%P 212-213
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502762
%X Personalization in e-commerce has so far been server-centric,
requiring users to create a separate individual profile on each server
that they like to access. As product information is increasingly coming
from multiple and heterogeneous sources, the number of profiles becomes
unmanageably large. We present SmartClient, a technology based on
constraint programming where a thin but intelligent client provides
personalized information access for its user. As the process can run on
the user's side, it allows much stronger filtering and visualization
support with a wider range of personalization options than existing
tools. It also eliminates the need to personalize many sites
individually with different parameters, and supports product
configuration and integration of different information sources in the
same framework. We illustrate the technology using an application in
travel e-commerce, which is currently under commercial deployment.

%M C.IUI.02.214
%T XIML: a common representation for interaction data
%S Short Papers
%A Angel Puerta
%A Jacob Eisenstein
%B IUI02
%D 2002
%P 214-215
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502763
%X We introduce XIML (eXtensible Interface Markup Language), a proposed
common representation for interaction data. We claim that XIML fulfills
the requirements that we have found essential for a language of its
type: (1) it supports design, operation, organization, and evaluation
functions, (2) it is able to relate the abstract and concrete data
elements of an interface, and (3) it enables knowledge-based systems to
exploit the captured data.

%M C.IUI.02.216
%T Do users tolerate errors from their assistant?: experiments with an
E-mail classifier
%S Short Papers
%A Jean-David Ruvini
%A Jean-Marc Gabriel
%B IUI02
%D 2002
%P 216-217
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502764
%X Smartlook, an e-mail classifier assistant, helps users filing their
e-mails into folders. For a given message, it predicts the six most
likely folders for that message and provides shortcut buttons that
facilitate filing into one of the predicted folders. In this paper, we
report results from user tests that show that although Smartlook does
not achieve 100% prediction accuracy, a small percentage of errors does
not hurt since users tolerate some errors from such an assistant.

%M C.IUI.02.218
%T Camera agents in a theatre of work
%S Short Papers
%A Leonie Schafer
%A Stefan Kuppers
%B IUI02
%D 2002
%P 218-219
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502765
%X We describe a novel approach for personalized navigation in a social
virtual environment, in which a camera agent enables context-dependent
exploration in a three-dimensional information landscape. This type of
concept has potential applications for dynamic virtual environments,
virtual narratives and awareness in virtual teams. We apply this
approach within TOWER, a Theatre of Work, which allows project members
to be aware of project relevant activities as well as to establish
social relationships to intensify team coherence.

%M C.IUI.02.220
%T Exploiting visual information in programming by demonstration
%S Short Papers
%A Eric Schwarzkopf
%A Mathias Bauer
%A Dietmar Dengler
%B IUI02
%D 2002
%P 220-221
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502766

%M C.IUI.02.222
%T GUI prototype generation by merging use cases
%S Short Papers
%A Junko Shirogane
%A Yoshiaki Fukazawa
%B IUI02
%D 2002
%P 222-223
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502767
%X In developing an application software, it is important to pay
attention to end-users' viewpoints. In particular, in designing
Graphical User Interfaces (GUIs), it is effective to develop a prototype
and to show it to end-users in order to reflect end-users' viewpoints,
because the design of the GUI strongly affects the usability of the
application. Use case diagrams and scenarios are described from
end-users' viewpoints, so it is considered that GUIs reflecting
end-users' viewpoints can be developed using use case diagrams. In this
paper, we propose a method for generating GUI prototypes from given use
case diagrams and scenarios. GUI prototypes can be generated based on
the extracted control structure with appended simple widget information.

%M C.IUI.02.224
%T Shared reality: spatial intelligence in intuitive user interfaces
%S Short Papers
%A Tom Stocky
%A Justine Cassell
%B IUI02
%D 2002
%P 224-225
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502768
%X In this paper, we describe an interface that demonstrates spatial
intelligence. This interface, an embodied conversational kiosk, builds
on research in embodied conversational agents (ECAs) and on information
displays in mixed reality and kiosk format. ECAs leverage people's
abilities to coordinate information displayed in multiple modalities,
particularly information conveyed in speech and gesture. Mixed reality
depends on users' interactions with everyday objects that are enhanced
with computational overlays. We describe an implementation, MACK (Media
lab Autonomous Conversational Kiosk), an ECA who can answer questions
about and give directions to the MIT Media Lab's various research
groups, projects and people. MACK uses a combination of speech, gesture,
and indications on a normal paper map that users place on a table
between themselves and MACK. Research issues involve users' differential
attention to hand gestures, speech and the map, and how reference using
these modalities can be fused in input and generation.

%M C.IUI.02.226
%T Intelligent elicitation of military lessons
%S Short Papers
%A Rosina Weber
%A David W. Aha
%B IUI02
%D 2002
%P 226-227
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502769
%X We introduce LET (Lesson Elicitation Tool), which uses domain and
linguistic knowledge to guide users during their submission of lessons
learned. LET can detect a user's need for instructions and disambiguates
expressions while collecting taxonomic domain knowledge.

%M C.IUI.02.228
%T Designing dynamic web pages and persistence in the WYSIWYG interface
%S Short Papers
%A David Wolber
%A Yingfeng Su
%A Yih Tsung Chiang
%B IUI02
%D 2002
%P 228-229
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502770
%X WebSheets is a programming in the WYSIWYG interface tool for building
dynamic web pages that access and modify databases. Without programming,
designers can specify not only the presentation of a page, but the
dynamic content as well. This capability is facilitated through a novel
application of Programming by Example (PBE), Query by Example (QBE), and
spreadsheet formulas within the WYSIWYG HTML editor environment.

%M C.IUI.02.230
%T Intelligent user interface for a web search engine by organizing page
information agents
%S Short Papers
%A Seiji Yamada
%A Fumihiko Murase
%B IUI02
%D 2002
%P 230-231
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502771
%X This paper describes an organization method of page information
agents for adaptive interface between a user and a Web search engine.
Though a Web search engine indicates a hit list of relevant Web pages,
it includes many useless ones. Thus a user often needs to select useful
Web pages from them with page information like the title, the URL on the
hit list, and actually fetch the Web pages for checking relevance. Since
the page information is neither sufficient nor necessary for a user,
adequate information is necessary for valid selection. Hence we propose
adaptive interface AOAI in which different page information agents are
organized through human evaluation.

%M C.IUI.02.234
%T The interactive chef: a task-sensitive assistant
%S Demonstration Descriptions
%A Leonard Chen
%A Sandra Cheng
%A Larry Birnbaum
%A Kristian J. Hammond
%B IUI02
%D 2002
%P 234
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502773
%X In this paper, we describe the Interactive Chef (IChef), an
intelligent system that attempts to emulate a human cooking assistant.
The user navigates through a recipe using voice, while IChef reads aloud
each step. IChef is designed to be aware of the present context and
exploit this knowledge by answering questions about ingredients or
techniques posed by the user in natural spoken language.

%M C.IUI.02.235
%T mpME!: music recommendation and exploration
%S Demonstration Descriptions
%A Jared Dunne
%A Louis Lapat
%A Marc Flury
%A Mustafa Shabib
%A Tom Warner
%A Kris Hammond
%A Lawrence Birnbaum
%B IUI02
%D 2002
%P 235
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502774
%X mpME! introduces users to new music and interweaves old music the
listener has heard of before and enjoys. mpME! exposes listeners to new
music by using existing music information on the Internet such as
musical artist directories. mpME! also provides complementary
information about the artist to educate the user throughout the
listening experience. MpME! uses a feature intersection algorithm to
make recommendations for artists using features of artists found on the
web.

%M C.IUI.02.236
%T A GUI editor that generates tutoring agents
%S Demonstration Descriptions
%A Jacob Eisenstein
%A Charles Rich
%B IUI02
%D 2002
%P 236
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502775
%X Tutoring agents can provide a dynamic and engaging way to help users
understand an application. However, integrating tutoring agents into
applications is difficult. It requires the expertise to create the
tutoring agent, and also an understanding of the inner workings of the
application itself. This demo presents a task-based GUI editor that
produces a software agent tutor for free. The designer need only create
a task model, and then use the editor to produce the GUI. A tutoring
agent will automatically be included in the new application.

%M C.IUI.02.237
%T Sketching for knowledge capture: a demonstration
%S Demonstration Descriptions
%A Kenneth D. Forbus
%A Jeffrey Usher
%B IUI02
%D 2002
%P 237
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502776
%X Many concepts and situations are best explained by sketching. This
demonstration will show the key ideas underlying sKEA, the sketching
knowledge entry associate, a system we have built for knowledge capture
via sketching. In particular, we will demonstrate
 * How glyph bars and blob semantics are used to sidestep the need for
   recognition of visual symbols.
 * The use of qualitative spatial reasoning to provide richer visual and
   conceptual understanding of what is being communicated
 * How arrows are used to express domain relationships
 * The use of layers to express within-sketch segmentation, including a
   meta-layer to express subsketch relationships themselves via
   sketching
 * Using analogical comparison to explore similarities and differences
   between sketched concepts.

%M C.IUI.02.238
%T The active learning framework
%S Demonstration Descriptions
%A Russell Maulitz
%A Debra McGrath
%B IUI02
%D 2002
%P 238
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502777
%X The Active Learning Framework (ALF) creates a technologically and
educationally sophisticated learning environment in which nurse
practitioners, medical students and other health professional students
can participate in virtual patient encounters anytime, anywhere.
Learners are presented with web-based case studies and engage in
open-ended, interactive learning activities that are orchestrated by
intelligent agent technology. Formative evaluation is provided. ALF has
been tested for usability and learner satisfaction by 13 medical
students, with generally very positive results.

%M C.IUI.02.239
%T Jambalaya: an interactive environment for exploring ontologies
%S Demonstration Descriptions
%A Margaret-Anne Storey
%A Natasha F. Noy
%A Mark Musen
%A Casey Best
%A Ray Fergerson
%A Neil Ernst
%B IUI02
%D 2002
%P 239
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502778

%M C.IUI.02.240
%T Java settlers: a research environment for studying multi-agent
negotiation
%S Demonstration Descriptions
%A Robert Thomas
%A Kristian Hammond
%B IUI02
%D 2002
%P 240
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502778
%X Java Settlers is an environment for doing research in the area of
multi-agent negotiation. The vehicle for this research is a Web-deployed
java program for playing the popular German board game, Settlers of
Catan.

%M C.IUI.02.241
%T Emotional dialogue simulator
%S Demonstration Descriptions
%A William R. Wiltschko
%B IUI02
%D 2002
%P 241
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502780
%X Demonstration of a fielded web-based mixed-initiative emotional
natural language dialogue simulator in a game-like computer interface
for pedagogical purposes.

%M C.IUI.02.242
%T autoCAID: a model-based GUI tool for machine tools
%S Demonstration Descriptions
%A Detlef Zuehlke
%A Martin Wahl
%B IUI02
%D 2002
%P 242
%* (c) Copyright 2002 ACM
%W http://doi.acm.org/10.1145/502716.502781

fpack:!@#$%^&*(): 


From perlman@turing.acm.org Sun Nov 27 22:26:30 2005 -0500
Date: Sun, 27 Nov 2005 22:26:30 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: "Gary Perlman @ Yahoo" <garyperlman@yahoo.com>
Subject: bu hyper etc
Message-ID: <Pine.LNX.4.44.0511272226200.2836-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 
X-Keywords:                  
X-UID: 24

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%T Structure, tradition and possibility
%A Theodor Holm Nelson
%P 1

%S Mixed reality hypermedia
%T HyperReal: a hypermedia model for mixed reality
%A Luis Romero
%A Nuno Correia
%P 2-9

%S Mixed reality hypermedia
%T "Physical hypermedia": organising collections of mixed physical and digital material
%A Kaj Gronbaek
%A Jannie F. Kristensen
%A Peter Orbaek
%A Mette Agger Eriksen
%P 10-19

%S Mixed reality hypermedia
%T The ambient wood journals: replaying the experience
%A Mark J. Weal
%A Danius T. Michaelides
%A Mark K. Thompson
%A David C. DeRoure
%P 20-27

%S Emergent web patterns
%T Extracting evolution of web communities from a series of web archives
%A Masashi Toyoda
%A Masaru Kitsuregawa
%P 28-37

%S Emergent web patterns
%T The connectivity sonar: detecting site functionality by structural patterns
%A Einat Amitay
%A David Carmel
%A Adam Darlow
%A Ronny Lempel
%A Aya Soffer
%P 38-47

%S Emergent web patterns
%T Automatically sharing web experiences through a hyperdocument recommender system
%A Alessandra Alaniz Macedo
%A Khai N. Truong
%A Jose Antonio Camacho-Guerrero
%A Maria da Graca Pimentel
%P 48-56

%S Hypermedia semantics
%T Which semantic web?
%A Catherine C. Marshall
%A Frank M. Shipman
%P 57-66

%S Hypermedia semantics
%T Finding the story: broader applicability of semantics and discourse for hypermedia generation
%A Lloyd Rutledge
%A Martin Alberink
%A Rogier Brussee
%A Stanislav Pokraev
%A William van Dieten
%A Mettina Veenstra
%P 67-76

%S Adaptive hypermedia (1)
%T Integrating user operations in multichannel hypermedia
%A Franca Garzotto
%A Vito Perrone
%P 77-78

%S Adaptive hypermedia (1)
%T Pocket News: news contents adaptation for mobile user
%A Youn-Sik Hong
%A In-Sook Park
%A Jeong-Taek Ryu
%A Hye-Sun Hur
%P 79-80

%S Adaptive hypermedia (1)
%T AHA! The adaptive hypermedia architecture
%A Paul De Bra
%A Ad Aerts
%A Bart Berden
%A Barend de Lange
%A Brendan Rousseau
%A Tomi Santic
%A David Smits
%A Natalia Stash
%P 81-84

%S Link aggregation
%T Untangling compound documents on the web
%A Nadav Eiron
%A Kevin S. McCurley
%P 85-94

%S Link aggregation
%T Browsing intricately interconnected paths
%A Pratik Dave
%A Unmil P. Karadkar
%A Richard Furuta
%A Luis Francisco-Revilla
%A Frank Shipman
%A Suvendu Dash
%A Zubin Dalal
%P 95-103

%S Link aggregation
%T Publishing evolving metadocuments on the web
%A Andruid Kerne
%A Madhur Khandelwal
%A Vikram Sundaram
%P 104-105

%S Link aggregation
%T Multi-layered cross-media linking
%A Beat Signer
%A Moira C. Norrie
%P 106-107

%S Hypermedia creation
%T Decentering the dancing text: from dance intertext to hypertext
%A Timothy Miles-Board
%A Deveril
%A Janet Lansdale
%A Leslie Carr
%A Wendy Hall
%P 108-119

%S Hypermedia creation
%T Simplifying annotation support for real-world-settings: a comparative study of active reading
%A Hartmut Obendorf
%P 120-121

%S Hypermedia creation
%T Collage, composites, construction
%A Mark Bernstein
%P 122-123

%S Hypermedia creation
%T Combining spatial and navigational structure in the hyper-hitchcock hypervideo editor
%A Frank Shipman
%A Andreas Girgensohn
%A Lynn Wilcox
%P 124-125

%S Hypermedia creation
%T Paper chase revisited: a real world game meets hypermedia
%A Susanne Boll
%A Jens Krosche
%A Christian Wegener
%P 126-127

%S Hypermedia systems
%T IUHM: a hypermedia-based model for integrating open services, data and metadata
%A Marc Nanard
%A Jocelyne Nanard
%A Peter King
%P 128-137

%S Hypermedia systems
%T Structure and behavior awareness in themis
%A Kenneth M. Anderson
%A Susanne A. Sherba
%A William V. Lepthien
%P 138-147

%S Hypermedia systems
%T Increasing the usage of open hypermedia systems: a developer-side approach
%A Nikos Karousos
%A Manolis Tzagarakis
%A Ippokratis Pandis
%P 148-149

%S Hypermedia systems
%T Storm: using P2P to make the desktop part of the web
%A Benja Fallenstein
%A Tuomas J. Lukka
%A Hermanni Hyytiala
%A Toni Alatalo
%P 150-151

%S Adaptive hypermedia (2)
%T User-controlled link adaptation
%A Theophanis Tsandilas
%A m. c. schraefel
%P 152-160

%S Adaptive hypermedia (2)
%T AHA! meets Auld Linky: integrating designed and free-form hypertext systems
%A David Millard
%A Hugh Davis
%A Mark Weal
%A Koen Aben
%A Paul De Bra
%P 161-169

%S Adaptive hypermedia (2)
%T "Pluggable" user models for adaptive hypermedia in education
%A M. R. Zakaria
%A A. Moore
%A C. D. Stewart
%A T. J. Brailsford
%P 170-171

%S Adaptive hypermedia (2)
%T Is simple sequencing simple adaptive hypermedia?
%A Nor Aniza Abdullah
%A Hugh Davis
%P 172-173

%S Web engineering
%T Do adaptation rules improve web cost estimation?
%A Emilia Mendes
%A Nile Mosley
%A Steve Counsell
%P 173-183

%S Web engineering
%T A visual environment for dynamic web application composition
%A Kimihito Ito
%A Yuzuru Tanaka
%P 184-193

%S Web engineering
%T Configuration management in a hypermedia-based software development environment
%A Tien N. Nguyen
%A Ethan V. Munson
%A John T. Boyland
%P 194-195

%S Web engineering
%T A cooperative hypermedia solution to work management in real-time enterprises
%A Weigang Wang
%A Frank Lillehagen
%P 196-197

%S Links for a better web
%T Refinement of TF-IDF schemes for web pages using their hyperlinked neighboring pages
%A Kazunari Sugiyama
%A Kenji Hatano
%A Masatoshi Yoshikawa
%A Shunsuke Uemura
%P 198-207

%S Links for a better web
%T Enhanced web document summarization using hyperlinks
%A J.-Y. Delort
%A B. Bouchon-Meunier
%A M. Rifqi
%P 208-215

%S Links for a better web
%T Link analysis for collaborative knowledge building
%A Harris Wu
%A Michael D. Gordon
%A Kurt DeMaagd
%A Nathan Bos
%P 216-217

%S Links for a better web
%T "Common" web paths in a group adaptive system
%A Maria Barra
%A Delfina Malandrino
%A Vittorio Scarano
%P 218-219

%T What is hypertext?
%A Peter J. Nurnberg
%P 220-221

fpack:!@#$%^&*(): HYPER04.BA
http://portal.acm.org/toc.cfm?id=1012807

%T Augmenting society's collective IQs
%A Douglas Engelbart
%P 1

%S Digital libraries
%T Directions for hypertext research: exploring the design space for interactive scholarly communication
%A John J. Leggett
%A Frank M. Shipman
%A III
%P 2-11

%S Digital libraries
%T Extending the role of the digital library: computer support for creating articles
%A Leslie Carr
%A Timothy Miles-Board
%A Gary Wills
%A Guillermo Power
%A Christopher Bailey
%A Wendy Hall
%A Simon Grange
%P 12-21

%S Digital libraries
%T Head-tail display: a lightweight approach to query-dependent document display
%A D. Berleant
%A J. Miao
%A M. Arvold
%A J. Brown
%A R. DeVries
%A T. Drucker
%A L. Elkin
%A C. Gofron
%A K.-H. Lim
%P 22-23

%S Digital libraries
%T Towards digital libraries of virtual hyperbooks
%A Gilles Falquet
%A Luka Nerima
%A Jean-Claude Ziswiler
%P 24-25

%S Stories and scholarship
%T Twin media: hypertext structure under pressure
%A David Kolb
%P 26-27

%S Stories and scholarship
%T The mystery of "lust"
%A Richard E. Higgason
%P 28-35

%S Stories and scholarship
%T Lust, touch, metadata: meaning and the limits of adaptation
%A Mark Bernstein
%P 36-37

%S Hypertext analysis
%T Automatic categorization of web sites based on source types
%A Shourya Roy
%A Sachindra Joshi
%A Raghu Krishnapuram
%P 38-39

%S Hypertext analysis
%T Language-theoretic classification of hypermedia paths
%A David Stotts
%A Richard Furuta
%P 40-41

%S Hypertext analysis
%T Structural analysis for web documentation using the non-well-founded set
%A Ikumi Horie
%A Kazunori Yamaguchi
%P 42-43

%S Hypertext analysis
%T Properties of academic paper references
%A Sunghun Kim
%A E. James Whitehead
%A Jr.
%P 44-45

%S Hypertext analysis
%T A linking and interaction evaluation test set for SMIL
%A Dick C. A. Bulterman
%P 46-47

%S Novel interfaces
%T FaceSpace: endo- and exo-spatial hypermedia in the transparent video facetop
%A David Stotts
%A Jason McC. Smith
%A Karl Gyllstrom
%P 48-57

%S Novel interfaces
%T Display-agnostic hypermedia
%A Unmil P. Karadkar
%A Richard Furuta
%A Selen Ustun
%A YoungJoo Park
%A Jin-Cheon Na
%A Vivek Gupta
%A Tolga Ciftci
%A Yungah Park
%P 58-67

%S Novel interfaces
%T The site browser: catalyzing improvements in hypertext organization
%A David Gibson
%P 68-76

%S Authoring and annotation
%T Negotiating access within Wiki: a system to construct and maintain a taxonomy of access rules
%A Andrew Lincoln Burrow
%P 77-86

%S Authoring and annotation
%T WebDAV-based hypertext annotation and trail system
%A Sunghun Kim
%A Mark Slater
%A E. James Whitehead
%A Jr.
%P 87-88

%S Authoring and annotation
%T Following your colleagues' footprints: navigation support with trails in shared directories
%A Erich Gams
%A Sigi Reich
%P 89-90

%S Authoring and annotation
%T Collaborative intensional hypertext
%A John Plaice
%A Blanca Mancilla
%P 91-92

%S Authoring and annotation
%T WiCKEd: a tool for writing in the context of knowledge
%A Arouna Woukeu
%A Leslie Carr
%A Wendy Hall
%P 93-94

%S Authoring and annotation
%T A format design case study: PDF
%A James C. King
%P 95-97

%S Ubiquitous hypermedia
%T Integrating the web and the world: contextual trails on the move
%A Frank Allan Hansen
%A Niels Olof Bouvin
%A Bent G. Christensen
%A Kaj Gronbaek
%A Torben Bach Pedersen
%A Jevgenij Gagach
%P 98-107

%S Ubiquitous hypermedia
%T Domestic hypermedia: mixed media in the home
%A Marianne Graves Petersen
%A Kaj Gronback
%P 108-109

%S Ubiquitous hypermedia
%T Navigational hypertext models For physical hypermedia environments
%A David E. Millard
%A David C. De Roure
%A Danius T. Michaelides
%A Mark K. Thompson
%A Mark J. Weal
%P 110-111

%S Ubiquitous hypermedia
%T Interaction alternatives for linking everyday presentations
%A Alessandra Alaniz Macedo
%A Jose Antonio Camacho-Guerrero
%A Renan G. Cattelan
%A Valter R. Inacio
%A Jr.
%A Maria da Graca Campos Pimentel
%P 112-113

%S Foundations
%T An anatomy of anchors
%A Deena Larsen
%A Richard E. Higgason
%P 114-115

%S Foundations
%T How much is too much in a hypertext link?: investigating context and preview -- a formative evaluation
%A Simon Harper
%A Yeliz Yesilada
%A Carole Goble
%A Robert Stevens
%P 116-125

%S Foundations
%T What hypertext is
%A Noah Wardrip-Fruin
%P 126-127

%S Foundations
%T The end-point is not enough
%A Duncan Martin
%A Mark Truran
%A Helen Ashman
%P 128-129

%S Hypertext through time
%T Saving private hypertext: requirements and pragmatic dimensions for preservation
%A Catherine C. Marshall
%A Gene Golovchinsky
%P 130-138

%S Hypertext through time
%T Manipulating history in generative hypermedia
%A Madhur Khandelwal
%A Andruid Kerne
%A J. Michael Mistrot
%P 139-140

%S Hypertext through time
%T Experiences migrating microcosm learning materials
%A H. C. Davis
%A R. A. Bacon
%P 141-142

%S Hyperstructure
%T Practical applitudes: case studies of applications of the ZigZag hypermedia system
%A Adam Moore
%A James Goulding
%A Tim Brailsford
%A Helen Ashman
%P 143-152

%S Hyperstructure
%T A comparison of hyperstructures: zzstructures, mSpaces, and polyarchies
%A Michael J. McGuffin
%A m. c. schraefel
%P 153-162

%S Synthetic hypertext and hyperfiction
%T Adaptivity in hyperfiction
%A Licia Calvi
%P 163-170

%S Synthetic hypertext and hyperfiction
%T Dynamically growing hypertext collections
%A Pratik Dave
%A Paul Logasa Bogen
%A II
%A Unmil P. Karadkar
%A Luis Francisco-Revilla
%A Richard Furuta
%A Frank Shipman
%P 171-180

%S Synthetic hypertext and hyperfiction
%T A genetic algorithm approach to interactive narrative generation
%A TeongJoo Ong
%A John J. Leggett
%P 181-182

%S Synthetic hypertext and hyperfiction
%T Augmenting SCORM manifests with adaptive links
%A Nor Aniza Abdullah
%A Christopher Bailey
%A Hugh Davis
%P 183-184

%S Hypertext versioning
%T The molhado hypertext versioning system
%A Tien N. Nguyen
%A Ethan V. Munson
%A John T. Boyland
%P 185-194

%S Hypertext versioning
%T Hypertext versioning for embedded link models
%A Kai Pan
%A E. James Whitehead
%A Jr.
%A Guozheng Ge
%P 195-204

%S Hypertext versioning
%T Automatic generation of hypertext system repositories: a model driven approach
%A E. James Whitehead
%A Jr.
%A Guozheng Ge
%A Kai Pan
%P 205-214

%S Spatial hypertext
%T Towards 'cinematic' hypertext
%A Clara Mancini
%A Simon Buckingham Shum
%P 215-224

%S Spatial hypertext
%T Integrating information seeking and structuring: exploring the role of spatial hypertext in a digital library
%A George Buchanan
%A Ann Blandford
%A Harold Thimbleby
%A Matt Jones
%P 225-234

%S Spatial hypertext
%T WARP: a web-based dynamic spatial hypertext
%A Luis Francisco-Revilla
%A Frank M. Shipman
%A III
%P 235-236

%S Spatial hypertext
%T Managing conflict in multi-model adaptive hypertext
%A Luis Francisco-Revilla
%A Frank M. Shipman
%A III
%P 237-238

%S Structural computing
%T Rethinking structural computing infrastructures
%A Peter J. Nurnberg
%A Uffe K. Wiil
%A David L. Hicks
%P 239-246

%S Structural computing
%T Towards a structural diversity space
%A David L. Hicks
%A Uffe Kock Wiil
%A Peter J. Nurnberg
%P 247-255

%S Structural computing
%T Unifying structure, behavior, and data with themis types and templates
%A William Van Lepthien
%A Kenneth M. Anderson
%P 256-265

%S Peer-to-peer
%T When open hypermedia meets peer-to-peer computing
%A Jing Zhou
%A Wendy Hall
%A David De Roure
%P 266-267

%S Peer-to-peer
%T HyperPeer: searching for resemblance in a P2P network
%A Rene Dalsgaard Larsen
%A Niels Olof Bouvin
%P 268-269

%S Peer-to-peer
%T We the media: technology empowers a new grassroots journalism
%A Dan Gillmor
%P 270-271

fpack:!@#$%^&*(): HYPER05.BA
http://portal.acm.org/toc.cfm?id=1083356

%T Hyperlink analysis on the world wide web
%A Monika Henzinger
%P 1-3

%T Hypermedia technology for knowledge workers: a vision of the future
%A Uffe Kock Wiil
%P 4-6

%S Comprehension through navigation and interaction
%T Philadelphia fullerine: a case study in three-dimensional hypermedia
%A J. Nathan Matias
%P 7-14

%T A tactile web browser for the visually disabled
%A Martin Rotard
%A Sven Knodler
%A Thomas Ertl
%P 15-22

%T Spotlight browsing of resource archives
%A Paul Mulholland
%A Trevor Collins
%A Zdenek Zdrahal
%P 23-31

%T Semantically enhanced browsing for blind people in the WWW
%A Michail Salampasis
%A Christos Kouroupetroglou
%A Athanasios Manitsaris
%P 32-34

%S Authoring for comprehension
%T From the writable web to global editability
%A Angelo Di Iorio
%A Fabio Vitali
%P 35-45

%T Feral hypertext: when hypertext literature escapes control
%A Jill Walker
%P 46-53

%T Mind the semantic gap
%A David E. Millard
%A Nicholas M. Gibbins
%A Danius T. Michaelides
%A Mark J. Weal
%P 54-62

%T Constraints in spatial structures
%A Claus Atzenbeck
%A Peter J. Nurnberg
%P 63-65

%S Quantifying and computing with structure
%T As we may perceive: inferring logical documents from hypertext
%A Pavel Dmitriev
%A Carl Lagoze
%A Boris Suchkov
%P 66-74

%T Supporting the generation of argument structure within video sequences
%A Stefano Bocconi
%A Frank Nack
%A Lynda Hardman
%P 75-84

%T Searching a file system using inferred semantic links
%A Deepavali Bhagwat
%A Neoklis Polyzotis
%P 85-87

%S Pattern, irregularities, and ambiguities
%T Distributed, real-time computation of community preferences
%A Thomas Lutkenhouse
%A Michael L. Nelson
%A Johan Bollen
%P 88-97

%T Higher-order rank analysis for web structure
%A Ikumi Horie
%A Kazunori Yamaguchi
%A Kenji Kashiwabara
%P 98-106

%T Parsing and interpreting ambiguous structures in spatial hypermedia
%A Luis Francisco-Revilla
%A Frank Shipman
%P 107-116

%S Transformations and adaptations
%T What is the space for?: the role of space in authoring hypertext representations
%A Yasuhiro Yamamoto
%A Kumiyo Nakakoji
%A Yoshiyuki Nishinaka
%A Mitsuhiro Asada
%A Ryouichi Matsuda
%P 117-125

%T High-level translation of adaptive hypermedia applications
%A Ewald Ramp
%A Paul De Bra
%A Peter Brusilovsky
%P 126-128

%T Evaluation of adaptive hypermedia systems' conversion
%A Alexandra Cristea
%A Helen Ashman
%A Craig Stewart
%A Paul Cristea
%P 129-131

%T Augmented hyperbooks through conceptual integration
%A Gilles Falquet
%A Luka Nerima
%A Jean-Claude Ziswiler
%P 132-134

%S Enabling frameworks and foundations part 1: technologies
%T Processing link structures and linkbases in the web's open world linking
%A Francois Bry
%A Michael Eckert
%P 135-144

%T Separating XHTML content from navigation clutter using DOM-structure block analysis
%A Constantine Mantratzis
%A Mehmet Orgun
%A Steve Cassidy
%P 145-147

%T Modelling adaptive navigation support techniques using the IMS learning design specification
%A Adriana J. Berlanga
%A Francisco J. Garcia
%P 148-150

%S Comprehension through evolution
%T A system for visualizing and analyzing the evolution of the web with a time series of graphs
%A Masashi Toyoda
%A Masaru Kitsuregawa
%P 151-160

%T Activity links: supporting communication and reflection about action
%A Haowei Hsieh
%A Frank Shipman
%P 161-170

%T Analyzing history in hypermedia collections
%A Paul Davis
%A Alexey Maslov
%A Scott Phillips
%P 171-173

%S User trails
%T The evolving mSpace platform: leveraging the semantic web on the trail of the memex
%A m. c. schraefel
%A Daniel A. Smith
%A Alisdair Owens
%A Alistair Russell
%A Craig Harris
%A Max Wilson
%P 174-183

%T Improving adaptation in web-based educational hypermedia by means of knowledge discovery
%A Andrej Kristofic
%A Maria Bielikova
%P 184-192

%T Queries as anchors: selection by association
%A Einat Amitay
%A Adam Darlow
%A David Konopnicki
%A Uri Weiss
%P 193-201

%T An evaluation of look-ahead breadcrumbs for the WWW
%A James Blustein
%A Ishtiaq Ahmed
%A Keith Instone
%P 202-204

%S Knowledge sharing and reuse
%T Extending the text: digital editions and the hypertextual paradigm
%A Massimo Riva
%A Vika Zafrin
%P 205-207

%T On cooperatively creating dynamic ontologies
%A Eva Gahleitner
%A Wernher Behrendt
%A Jurgen Palkoska
%A Edgar Weippl
%P 208-210

%T Fragment identifiers for plain text files
%A Erik Wilde
%A Marcel Baschnagel
%P 211-213

%T Adaptive personal information environment based on the semantic web
%A Thanyalak Maneewatthana
%A Gary B. Wills
%A Wendy Hall
%P 214-216

%S Narratives
%T Hypervideo expression: experiences with hyper-hitchcock
%A Frank Shipman
%A Andreas Girgensohn
%A Lynn Wilcox
%P 217-226

%T What the geeks know: hypertext and the problem of literacy
%A Stuart Moulthrop
%P 227-231

%T StorySpinner: controlling narrative pace in hyperfiction
%A Clare J. Hooper
%A Mark J. Weal
%P 232-234

%S Annotations
%T Advene: active reading through hypervideo
%A Olivier Aubert
%A Yannick Prie
%P 235-244

%T Semantically annotated hypermedia services
%A Ippokratis Pandis
%A Nikos Karousos
%A Thanassis Tiropanis
%P 245-247

%S Omnipresent knowledge
%T Audio information retrieval in HyperMedia environment
%A Isabella Gagliardi
%A Patrizia Pagliarulo
%P 248-250

%T The 3D sonification of links in physical hypermedia environments
%A David E. Millard
%A Martin Ross
%P 251-253

%T RSS as a distribution medium for geo-spatial hypermedia
%A Frank Allan Hansen
%A Bent Guldbjerg Christensen
%A Niels Olof Bouvin
%P 254-256

%S Enabling frameworks and foundations: schemas, part 2
%T Towards enterprise frameworks for networked hypermedia: a case-study in cultural tourism
%A Franca Garzotto
%A Luca Megale
%P 257-266

%T Bulk loading large collections of hyperlinked resources
%A Davood Rafiei
%P 267-269

%T Supporting joint modeling by end users
%A Jessica Rubart
%A Weigang Wang
%P 270-272

%S Form through stretching
%T Syntagmatic- and paradigmatic stretchtext
%A Tor Brekke Skjotskift
%P 273-275

%T Editing Stretchfilm
%O The full text HTML files for this article are fully compatible with the following browsers:
%A Firefox
%A Mozilla
%A Opera,
%A Safari
%A Anders Fagerjord
%P 301

%S Posters
%T HyperHistory
%A Till Nagel
%A Rene Sander
%P 276-277

%T Information visualization for an intrusion detection system
%A James Blustein
%A Ching-Lung Fu
%A Daniel L. Silver
%P 278-279

%T Towards a hypertext navigation language
%A Ralf Hauber
%P 280-281

%T Technical hypertext accessibility: information structures and rhetorical framing
%A Lawrie Hunter
%P 282-283

%T Generalized semantics-to-document derivation
%A Lloyd Rutledge
%A Martin Alberink
%A Lynda Hardman
%A Meetina Veenstra
%P 284-285

%T Smart content factory: assisting search for digital objects by generic linking concepts to multimedia content
%A Tobias Burger
%A Erich Gams
%A Georg Gunter
%P 286-287

%S Demos
%T The StorySpinner sculptural reader
%A Clare J. Hooper
%A Mark J. Weal
%P 288-289

%T Cruising the semantic web with noadster
%A Lloyd Rutledge
%A Jacco van Ossenbruggen
%P 290-291

%T Vox populi: a tool for automatically generating video documentaries
%A Stefano Bocconi
%A Frank Nack
%A Lynda Hardman
%P 292-294

%T WARP for re-engineering of web applications
%A Mario Bochicchio
%A Nicola Fiore
%P 295-297

%T Creating and sharing hypervideos with advene
%A Olivier Aubert
%A Yannick Prie
%P 298-300

fpack:!@#$%^&*(): IR27.BA
http://portal.acm.org/toc.cfm?id=1008992
fpack:!@#$%^&*(): IR28.BA
http://portal.acm.org/toc.cfm?id=1076034
fpack:!@#$%^&*(): JCSCW14.BA
fpack:!@#$%^&*(): 


From perlman@turing.acm.org Mon Nov 28 09:36:02 2005 -0500
Date: Mon, 28 Nov 2005 09:36:02 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: Gary perlman <perlman@turing.acm.org>
Subject: ui guidelines
Message-ID: <Pine.LNX.4.44.0511280935490.16372-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 
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http://www.experiencedynamics.com/science_of_usability/ui_style_guides/


From perlman@turing.acm.org Mon Nov 28 10:16:38 2005 -0500
Date: Mon, 28 Nov 2005 10:16:38 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: Gary Olson <gmo@umich.edu>
Subject: Re: chi2006 keynote
In-Reply-To: <421aa0da0511271735i1ddfb90du8b31cd6915721878@mail.gmail.com>
Message-ID: <Pine.LNX.4.44.0511280952260.16402-100000@turing.acm.org>
MIME-Version: 1.0
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Sorry, Gary, but relevance was not in my list of reasons. :-)

Browsing his web site, he has written on jargon:
	http://pinker.wjh.harvard.edu/articles/media/1995_11_13_time.html
and he wrote this:
	Pinker, S. (1990). A theory of graph comprehension. In R. Friedle (Ed.), Artificial intelligence and the future of testing. Hillsdale, NJ: Erlbaum.

Both those are long long ago. No, I was thinking that he might be a good
speaker as someone who is not obviously relevant.  Personally, I'd like
a talk on HCI from a cog sci viewpoint and what the two fields can offer
each other (or why not).

On Sun, 27 Nov 2005, Gary Olson wrote:

> His relevance to CHI is key. Can you point to any work of his that would
> engage the CHI community? I agree he is an interesting guy, but that
> characterizes a lot of folks who are inappropriate for CHI. Thanks, Gary
> 
> On 11/24/05, Gary PERLMAN <perlman@turing.acm.org> wrote:
> >
> > Have you lined up the CHI 2006 keynotes?
> >
> > If not, I thought I would suggest Steven Pinker.
> > The main reasons are (1) dynamic speaker,
> > (2) famous writer, and (3) born and raised in Montreal.
> >
> > Steven and I went to the same high school, Wagar,
> > which recently closed due to declining attendance.
> > He was two years ahead of me, and he was famous even then.
> > I actually went to a taping of the Reach for the Top
> > show -- a Canadian GE College Bowl for high schools --
> > after which his team went to to the Canadian finals,
> > and lost (listed as the most difficult loss of his life).
> >
> > I know he has done some thought on UI design,
> > specifically in the area of graphical design,
> > although I do not know if he has published it.
> > He seems like the kind of person who could
> > speak on HCI from a cognitive science base.
> >
> > I don't know if he gets back to Montreal at all.
> > I think his sister, also a psychologist, lives
> > in Toronto, but he still might want to visit.
> > April is not the best time of year to visit, though,
> > but living in Boston, weather may not be a concern
> > for him.
> >
> > Just thought I'd throw that out in case you wanted ideas.
> >
> > Gary Perlman
> >
> 
> 
> 
> --
> Gary M. Olson
> Paul M. Fitts Professor of Human-Computer Interaction
> School of Information
> University of Michigan
> 1075 Beal Avenue
> Ann Arbor, Michigan 48109-2112
> e-mail: gmo@umich.edu
> phone: 734 763-5644
> fax: 734 647-8045
> 


From perlman@turing.acm.org Tue Nov 29 17:17:31 2005 -0500
Date: Tue, 29 Nov 2005 17:17:31 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: "Gary Perlman @ Yahoo" <garyperlman@yahoo.com>
Subject: bu hcibib
Message-ID: <Pine.LNX.4.44.0511291717220.25003-100000@turing.acm.org>
MIME-Version: 1.0
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Listing of files in this pack:
  HYPER03.BA
  HYPER04.BA
  HYPER05.BA
  psychnology02.BA
  DOC04.BA
  DOC05.BA
  CSCW04.BA
  GROUP05.BA
  GROUP05.BA
fpack:!@#$%^&*(): HYPER03.BA
%M C.HYPER.03.1
%T Structure, tradition and possibility
%A Theodor Holm Nelson
%B HYPER03
%D 2003
%P 1
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/900051.900053
%X Science is supposedly about reality, not about tradition, conventions
or constructs. Yet computer science seems to me wrongly centered around
two traditional, conventional constructs: the simulation of hierarchy
and the simulation of paper.
   It is a popular myth that "structure" means hierarchy; and it is a
popular conception that electronic documents should simulate paper.
These two concepts have the additional advantage of being easy to
explain to beginners. Accordingly, since the nineteen-forties we have
simulated hierarchies to organize computer files, and since the
nineteen-sixties we have progressively simulated paper -- from "text
editing" to "word processing" to "desktop publishing" to the Web (which
added one-way links to simulated sheets of paper). Now, merging
hierarchy simulation with paper simulation, we have been given Adobe
Acrobat (simultaneously simulating hierarchy and paper side by side) and
XML (a system for transforming paper simulation into hierarchy and vice
versa).
   I see these as ideological exercises in completing the hierarchy
and paper paradigms, bypassing the vital issues. Rather than imitating
the shortcomings of the real world, we should be correcting the
insufficiencies of hierarchy and the deficiencies of paper. Things'
being simple-minded and easy to explain does not make them sensible or
right.

%M C.HYPER.03.2
%T HyperReal: a hypermedia model for mixed reality
%S Mixed reality hypermedia
%A Luis Romero
%A Nuno Correia
%B HYPER03
%D 2003
%P 2-9
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/900051.900055
%X This paper describes a generic hypermedia model that is used as a
framework for building context aware and mixed reality applications. It
can handle different media elements, and it defines a presentation
scheme that abstracts several relevant navigation concepts, including
link awareness. The model specifies a base structure for the relation
between spaces, either real or virtual, and supports contextual
mechanisms. Additionally, it establishes a way to correlate real/virtual
world objects with information present in the hypermedia graph. It also
includes store/replay mechanisms that can be used to repurpose the
content in new ways, including storytelling applications. The proposed
model is being tested in a gaming and storytelling environment that
integrates the real world, media elements and virtual 3D worlds. The
paper presents the overall framework, the current implementation and
evaluates its usage in the prototype application.

%M C.HYPER.03.10
%T "Physical hypermedia": organising collections of mixed physical and
digital material
%S Mixed reality hypermedia
%A Kaj Gronbaek
%A Jannie F. Kristensen
%A Peter Orbaek
%A Mette Agger Eriksen
%B HYPER03
%D 2003
%P 10-19
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/900051.900056
%X This paper addresses the problem of organizing material in mixed
digital and physical environments. It presents empirical examples of how
people use collectional artefacts and organize physical material such as
paper, samples, models, mock-ups, plans, etc. in the real world. Based
on this material, we propose concepts for collectional actions and
meta-data actions, and present prototypes combining principles from
augmented reality and hypermedia to support organising and managing
mixtures of digital and physical materials. The prototype of the tagging
system is running on digital desks and walls utilizing Radio Frequency
IDentifier (RFID) tags and tag-readers. It allows users to tag important
physical materials, and have these tracked by antennas that may become
pervasive in our work environments. We work with three categories of
tags: simple object tags, collectional tags, and tooltags invoking
operations such as grouping and linking of physical material. Our
primary application domain is architecture and design, thus we discuss
use of augmented collectional artefacts primarily for this domain.

%M C.HYPER.03.20
%T The ambient wood journals: replaying the experience
%S Mixed reality hypermedia
%A Mark J. Weal
%A Danius T. Michaelides
%A Mark K. Thompson
%A David C. DeRoure
%B HYPER03
%D 2003
%P 20-27
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/900051.900057
%X The Ambient Wood project aims to facilitate a learning experience
using an adaptive infrastructure in an outdoor environment. This
involves sensor technology, virtual world orchestration, and a wide
range of devices ranging from hand-held computers to speakers hidden in
trees.
   Whilst performing user trials of the Wood, the activities of children
participating in the experiments were recorded in detailed log files. An
aim of the project has been to replay these log files using adaptive
hypermedia techniques to enable the children to further reflect on their
experience back in the classroom environment.

%M C.HYPER.03.28
%T Extracting evolution of web communities from a series of web archives
%S Emergent web patterns
%A Masashi Toyoda
%A Masaru Kitsuregawa
%B HYPER03
%D 2003
%P 28-37
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/900051.900059
%X Recent advances in storage technology make it possible to store a
series of large Web archives. It is now an exciting challenge for us to
observe evolution of the Web. In this paper, we propose a method for
observing evolution of web communities. A web community is a set of web
pages created by individuals or associations with a common interest on a
topic. So far, various link analysis techniques have been developed to
extract web communities. We analyze evolution of web communities by
comparing four Japanese web archives crawled from 1999 to 2002.
Statistics of these archives and community evolution are examined, and
the global behavior of evolution is described. Several metrics are
introduced to measure the degree of web community evolution, such as
growth rate, novelty, and stability. We developed a system for
extracting detailed evolution of communities using these metrics. It
allows us to understand when and how communities emerged and evolved.
Some evolution examples are shown using our system.

%M C.HYPER.03.38
%T The connectivity sonar: detecting site functionality by structural
patterns
%S Emergent web patterns
%A Einat Amitay
%A David Carmel
%A Adam Darlow
%A Ronny Lempel
%A Aya Soffer
%B HYPER03
%D 2003
%P 38-47
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/900051.900060
%X Web sites today serve many different functions, such as corporate
sites, search engines, e-stores, and so forth. As sites are created for
different purposes, their structure and connectivity characteristics
vary. However, this research argues that sites of similar role exhibit
similar structural patterns, as the functionality of a site naturally
induces a typical hyperlinked structure and typical connectivity
patterns to and from the rest of the Web. Thus, the functionality of Web
sites is reflected in a set of structural and connectivity-based
features that form a typical signature. In this paper, we automatically
categorize sites into eight distinct functional classes, and highlight
several search-engine related applications that could make immediate use
of such technology. We purposely limit our categorization algorithms by
tapping connectivity and structural data alone, making no use of any
content analysis whatsoever. When applying two classification algorithms
to a set of 202 sites of the eight defined functional categories, the
algorithms correctly classified between 54.5% and 59% of the sites. On
some categories, the precision of the classification exceeded 85%. An
additional result of this work indicates that the structural signature
can be used to detect spam rings and mirror sites, by clustering sites
with almost identical signatures.

%M C.HYPER.03.48
%T Automatically sharing web experiences through a hyperdocument
recommender system
%S Emergent web patterns
%A Alessandra Alaniz Macedo
%A Khai N. Truong
%A Jose Antonio Camacho-Guerrero
%A Maria da Graca Pimentel
%B HYPER03
%D 2003
%P 48-56
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/900051.900061
%X As an approach that applies not only to support user navigation on
the Web, recommender systems have been built to assist and augment the
natural social process of asking for recommendations from other people.
In a typical recommender system, people provide suggestions as inputs,
which the system aggregates and directs to appropriate recipients. In
some cases, the primary computation is in the aggregation; in others,
the value of the system lies in its ability to make good matches between
the recommenders and those seeking recommendations.
   In this paper, we discuss the architectural and design features of
WebMemex, a system that (a) provides recommended information based on
the captured history of navigation from a list of people well-known to
the users -- including the users themselves, (b) allows users to have
access from any networked machine, (c) demands user authentication to
access the repository of recommendations and (d) allows users to specify
when the capture of their history should be performed.

%M C.HYPER.03.57
%T Which semantic web?
%S Hypermedia semantics
%A Catherine C. Marshall
%A Frank M. Shipman
%B HYPER03
%D 2003
%P 57-66
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/900051.900063
%X Through scenarios in the popular press and technical papers in the
research literature, the promise of the Semantic Web has raised a number
of different expectations. These expectations can be traced to three
different perspectives on the Semantic Web. The Semantic Web is
portrayed as: (1) a universal library, to be readily accessed and used
by humans in a variety of information use contexts; (2) the backdrop for
the work of computational agents completing sophisticated activities on
behalf of their human counterparts; and (3) a method for federating
particular knowledge bases and databases to perform anticipated tasks
for humans and their agents. Each of these perspectives has both
theoretical and pragmatic entailments, and a wealth of past experiences
to guide and temper our expectations. In this paper, we examine all
three perspectives from rhetorical, theoretical, and pragmatic
viewpoints with an eye toward possible outcomes as Semantic Web efforts
move forward.

%M C.HYPER.03.67
%T Finding the story: broader applicability of semantics and discourse
for hypermedia generation
%S Hypermedia semantics
%A Lloyd Rutledge
%A Martin Alberink
%A Rogier Brussee
%A Stanislav Pokraev
%A William van Dieten
%A Mettina Veenstra
%B HYPER03
%D 2003
%P 67-76
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/900051.900064
%X Generating hypermedia presentations requires processing constituent
material into coherent, unified presentations. One large challenge is
creating a generic process for producing hypermedia presentations from
the semantics of potentially unfamiliar domains. The resulting
presentations must both respect the underlying semantics and appear as
coherent, plausible and, if possible, pleasant to the user. Among the
related unsolved problems is the inclusion of discourse knowledge in the
generation process. One potential approach is generating a discourse
structure derived from generic processing of the underlying domain
semantics, transforming this to a structured progression and then using
this to steer the choice of hypermedia communicative devices used to
convey the actual information in the resulting presentation.
   This paper presents the results of the first phase of the Topia
project, which explored this approach. These results include an
architecture for this more domain-independent processing of semantics
and discourse into hypermedia presentations. We demonstrate this
architecture with an implementation using Web standards and freely
available technologies.

%M C.HYPER.03.77
%T Integrating user operations in multichannel hypermedia
%S Adaptive hypermedia (1)
%A Franca Garzotto
%A Vito Perrone
%B HYPER03
%D 2003
%P 77-78
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/900051.900066
%X Web Applications are progressively becoming multi-channel and
cross-channel. The "same" service should be made available in different
delivery environments and devices. A user may invoke a service on one
device, suspend it, and complete its execution in another one. In this
paper we provide the reader with the main concepts and innovative
aspects of MC2 a design framework for specifying Multi/Cross Channel web
application services. MC2 adopts an high-level, end user perspective and
exploits the notion of context, to characterize who, where and how an
operation can be invoked.

%M C.HYPER.03.79
%T Pocket News: news contents adaptation for mobile user
%S Adaptive hypermedia (1)
%A Youn-Sik Hong
%A In-Sook Park
%A Jeong-Taek Ryu
%A Hye-Sun Hur
%B HYPER03
%D 2003
%P 79-80
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/900051.900067
%X We have presented a system called Pocket News that transforms web
contents in the internet automatically to the contents to be adapted for
a mobile terminal, especially PDA. It is adequate for the web sites
whose contents have been updated frequently, like as news contents. We
have also proposed a page splitting technique to navigate mobile pages
with button controls instead of scroll up/down controls. The proposed
system also generates mHTML pages for mobile phone which support Mobile
Explorer.

%M C.HYPER.03.81
%T AHA! The adaptive hypermedia architecture
%S Adaptive hypermedia (1)
%A Paul De Bra
%A Ad Aerts
%A Bart Berden
%A Barend de Lange
%A Brendan Rousseau
%A Tomi Santic
%A David Smits
%A Natalia Stash
%B HYPER03
%D 2003
%P 81-84
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/900051.900068
%X AHA!, the "Adaptive Hypermedia Architecture", was originally
developed to support an on-line course with some user guidance through
conditional (extra) explanations and conditional link hiding. This paper
describes the many extensions and tools that have turned AHA! into a
versatile adaptive hypermedia platform. It also shows how AHA! can be
used to add different adaptive "features" to applications such as
on-line courses, museum sites, encyclopedia, etc. The architecture of
AHA! is heavily inspired by the AHAM reference model.

%M C.HYPER.03.85
%T Untangling compound documents on the web
%S Link aggregation
%A Nadav Eiron
%A Kevin S. McCurley
%B HYPER03
%D 2003
%P 85-94
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/900051.900070
%X Most text analysis is designed to deal with the concept of a
"document", namely a cohesive presentation of thought on a unifying
subject. By contrast, individual nodes on the World Wide Web tend to
have a much smaller granularity than text documents. We claim that the
notions of "document" and "web node" are not synonymous, and that
authors often tend to deploy documents as collections of URLs, which we
call "compound documents". In this paper we present new techniques for
identifying and working with such compound documents, and the results of
some large-scale studies on such web documents. The primary motivation
for this work stems from the fact that information retrieval techniques
are better suited to working on documents than individual hypertext
nodes.

%M C.HYPER.03.95
%T Browsing intricately interconnected paths
%S Link aggregation
%A Pratik Dave
%A Unmil P. Karadkar
%A Richard Furuta
%A Luis Francisco-Revilla
%A Frank Shipman
%A Suvendu Dash
%A Zubin Dalal
%B HYPER03
%D 2003
%P 95-103
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/900051.900071
%X Graph-centric and node-centric browsing are the two commonly
identified hypertext-browsing paradigms. We believe that path-centric
browsing, the browsing behavior exhibited by path interfaces, is an
independent browsing paradigm that combines useful aspects of the two
commonly supported cases. Paths have long been recognized as an
effective medium for aggregating and communicating information and have
been included in various hypermedia systems as alternate metaphors or
supporting tools. The Walden's Paths project promotes path-centric
traversal as the primary browsing mechanism over Web-based materials.
This paper expands the notion of our paths to include more generalized
structures and interconnections across paths. We present an architecture
for describing complex networks of such paths. Finally, we discuss the
design and present a prototype implementation of the Path Engine, a tool
that provides a linear interface for browsing intricately interconnected
paths.

%M C.HYPER.03.104
%T Publishing evolving metadocuments on the web
%S Link aggregation
%A Andruid Kerne
%A Madhur Khandelwal
%A Vikram Sundaram
%B HYPER03
%D 2003
%P 104-105
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/900051.900072
%X Metadocuments are documents that consist primarily of references to
other documents, and elements within them. Our active browsing web
visualization tool generates an evolving series of navigable
metadocument snapshots over time. The granularity of browsing is
shifted, from documents to the finer grained information elements, which
are metadocument constituents. The program conducts expression-directed
automatic retrieval of information from the web. It performs procedural
visual composition of the information elements to form spatial
hypertext. The user can express interest and design intentions through
direct manipulation interactions with the visualized information
elements. As prior versions of the tool lacked the capabilities of save
and load, they were entirely process-oriented. The metadocuments existed
only as transient states. This paper is an early report on our new
metadocument authoring and publishing capability, and its potential
uses. Saved metadocuments can be published on the web. Once published,
they can serve both as static navigable metadocuments, and as the
jumping off point from which the information space represented by the
collected elements can continue to evolve.

%M C.HYPER.03.106
%T Multi-layered cross-media linking
%S Link aggregation
%A Beat Signer
%A Moira C. Norrie
%B HYPER03
%D 2003
%P 106-107
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/900051.900073
%X The integration of printed paper and digital information enables new
forms of enhanced reading. We present digitally augmented paper as a
specific application of our more general Integration Server (iServer)
architecture for cross-media information management. Multi-layered
linking is introduced as a way to manage the granularity of link anchors
and an application making active use of multi-layered links is
presented. Furthermore, we point out how the concept of supporting
multiple layers in link management can be applied to other media such
as, for example, XHTML in combination with the XML Linking Language
(XLink).

%M C.HYPER.03.108
%T Decentering the dancing text: from dance intertext to hypertext
%S Hypermedia creation
%A Timothy Miles-Board
%A Deveril
%A Janet Lansdale
%A Leslie Carr
%A Wendy Hall
%B HYPER03
%D 2003
%P 108-119
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/900051.900075
%X This paper explains and draws together two projects from different
disciplines: dance studies and hypertext writing. Each project sets out
to examine the processes and practices of hypertextuality, and to
develop new ways of writing using electronic technology and the
Internet. The dance studies project seeks to link the critical theory of
intertextuality (as a means of dance interpretation) with the
theoretical and practical concerns of hypertextuality. It hopes to show
a convergence of the two into a working system for analysing dance in a
network of people, institutions and information. The Associative Writing
Framework (AWF) project seeks to explore how writers could best be
supported in representing and exploring hypertextuality in a Web
environment, and in producing new hypertexts which integrate or "glue
together" existing Web resources (ideas, concepts, data, descriptions,
experiences, claims, theories, suggestions, reports, etc.). Following
the combining of the two projects we report on some initial evaluation
of the AWF system by dance experts, and discuss where the relationship
might lead and potential future outcomes of the collaboration.

%M C.HYPER.03.120
%T Simplifying annotation support for real-world-settings: a comparative
study of active reading
%S Hypermedia creation
%A Hartmut Obendorf
%B HYPER03
%D 2003
%P 120-121
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/900051.900076
%X Despite the multitude of existing interfaces for annotation, little
is known about their influence on the created annotations. In this
paper, first findings of a comparative video-supported study of active
reading are presented. The support for active reading offered by
traditional paper-and-pencil vs. two existing annotation tools for the
World Wide Web is examined and possible implications for annotation
systems are drawn.
   An immediate conclusion is the existence of a strong need for
simplicity and the importance of generic tools that can be adapted to
the user's task at hand.

%M C.HYPER.03.122
%T Collage, composites, construction
%S Hypermedia creation
%A Mark Bernstein
%B HYPER03
%D 2003
%P 122-123
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/900051.900077
%X Tinderbox, a hypertext tool for making, analyzing, and sharing notes,
explores the use of collage to build and share linked conceptual
structures. Adopting a simple, regular data structure that exploits
prototype inheritance and transclusion, Tinderbox helps build malleable,
personal documents that are partially self-organizing.

%M C.HYPER.03.124
%T Combining spatial and navigational structure in the hyper-hitchcock
hypervideo editor
%S Hypermedia creation
%A Frank Shipman
%A Andreas Girgensohn
%A Lynn Wilcox
%B HYPER03
%D 2003
%P 124-125
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/900051.900078
%X Existing hypertext systems have emphasized either the navigational or
spatial expression of relationships between objects. We are exploring
the combination of these modes of expression in Hyper-Hitchcock, a
hypervideo editor. Hyper-Hitchcock supports a form of hypervideo called
"detail-on-demand video" due to its applicability to situations where
viewers need to take a link to view more details on the content
currently being presented. Authors of detail-on-demand video select,
group, and spatially arrange video clips into linear sequences in a
two-dimensional workspace. Hyper-Hitchcock uses a simple spatial parser
to determine the temporal order of selected video clips. Authors add
navigational links between the elements in those sequences. This
combination of navigational and spatial hypertext modes of expression
separates the clip sequence from the navigational structure of the
hypervideo. Such a combination can be useful in cases where multiple
forms of inter-object relationships must be expressed on the same
content.

%M C.HYPER.03.126
%T Paper chase revisited: a real world game meets hypermedia
%S Hypermedia creation
%A Susanne Boll
%A Jens Krosche
%A Christian Wegener
%B HYPER03
%D 2003
%P 126-127
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/900051.900079
%X In this short paper, we present a location aware mobile game which
lets users play a paper chase game on a mobile device. By using their
physical movement and location in the real world's space the players
navigate in the virtual paper chase game and solve riddles on their way.
The game is realized as a hypermedia document in which geo-referenced
hyperlinks on a map lead to the hypermedia documents that form the
riddles that are to be solved at the different physical checkpoints.
Traversal of the document is carried out by physical
movement/approaching of the GPS-located player achieving a spatial
navigation to the checkpoints of the game. The current state of the
players is tracked and monitored by the game server. The game is
realized with wireless handheld devices together with GPS receivers in a
wireless communication net utilising Web infrastructure.

%M C.HYPER.03.128
%T IUHM: a hypermedia-based model for integrating open services, data
and metadata
%S Hypermedia systems
%A Marc Nanard
%A Jocelyne Nanard
%A Peter King
%B HYPER03
%D 2003
%P 128-137
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/900051.900081
%X This paper discusses a new hypermedia-based model known as IUHM
(Information Unit Hypermedia Model). IUHM emerged as a result of the
development of the OPALES system, a collaborative environment for
exploring and indexing video archives in a digital library. A basic
design requirement of OPALES is that it must permit and support the
integration of new services throughout its life cycle. Thus, IUHM
depends heavily upon the notions of extensibility and openness.
   Support for openness, extensibility and late binding of services is
provided in the IUHM model by a single reflexive mechanism. This uniform
mechanism is used for describing all relationships between arbitrary
system entities, including services, data and metadata. The mechanism in
question consists of a generic, computable hypertext structure with
typed links, known as the Information Unit (IU), and is the minimal
structural scheme to which all encapsulated entities comply.
   We describe and justify the design of the Information Unit, as
well as the semantics of its four link types, namely role, type, owner,
relative. We further describe the minimal kernel of the runtime layer
responsible for the dynamic behaviour specified by the IUHM compliant
hypertext network. We discuss the mechanisms involved in the dynamic
binding of services and service composition. We illustrate these notions
by real-world examples of the integration of metadata services within
the OPALES system.

%M C.HYPER.03.138
%T Structure and behavior awareness in themis
%S Hypermedia systems
%A Kenneth M. Anderson
%A Susanne A. Sherba
%A William V. Lepthien
%B HYPER03
%D 2003
%P 138-147
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/900051.900082
%X Structural computing provides techniques and tools to ease the task
of developing application infrastructure; infrastructure that provides
common services such as persistence, naming, distribution, navigational
hypermedia, etc., over a set of application-specific or domain-specific
structures. Within structural computing, "structure" refers to a
combination of data together with relationships pertaining to that data.
Structure servers support the specification and manipulation of
structures. One important aspect of structural computing is the power
and flexibility it provides application developers constructing new
applications. A large part of this power is due to structural
computing's ability to provide awareness services for both structure and
behavior. We define this concept and describe the awareness services
provided by the Themis structural computing environment. The utility of
these services are demonstrated by presenting the impact they have had
on the InfiniTe information integration environment. In particular,
these services help to increase the efficiency and reduce the size of
domain-specific applications built using structural computing
technology. We conclude by discussing how these services might influence
the open hypermedia field and the development of new hypermedia
services.

%M C.HYPER.03.148
%T Increasing the usage of open hypermedia systems: a developer-side
approach
%S Hypermedia systems
%A Nikos Karousos
%A Manolis Tzagarakis
%A Ippokratis Pandis
%B HYPER03
%D 2003
%P 148-149
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/900051.900083
%X This paper argues that the existence of a developer support framework
is a critical issue to the usage of Open Hypermedia Systems (OHSs). For
this reason, the OHS Community would benefit by the adoption of both a
service discovery mechanism and a set of standards and tools to approach
the development of hypermedia clients in a transparent and
methodological manner.

%M C.HYPER.03.150
%T Storm: using P2P to make the desktop part of the web
%S Hypermedia systems
%A Benja Fallenstein
%A Tuomas J. Lukka
%A Hermanni Hyytiala
%A Toni Alatalo
%B HYPER03
%D 2003
%P 150-151
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/900051.900084
%X We present Storm, a storage system which unifies the desktop and the
public network, making Web links between desktop documents more
practical. Storm assigns each document a permanent unique URI when it is
created. Using peer-to-peer technology, we can locate documents even
though our URIs do not include location information. Links continue to
work unchanged when documents are emailed or published on the network.
We have extended KDE to understand Storm URIs. Other systems such as GNU
Emacs are able to use Storm through an HTTP gateway.

%M C.HYPER.03.152
%T User-controlled link adaptation
%S Adaptive hypermedia (2)
%A Theophanis Tsandilas
%A m. c. schraefel
%B HYPER03
%D 2003
%P 152-160
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/900051.900086
%X This paper introduces an adaptable hypermedia approach applied to
adaptive link annotation techniques. This approach suggests that the
combination of direct manipulation with automated link annotation
affords greater user control over page adaptation. In turn, this direct
control better supports user focus in information discovery tasks.
Unlike adaptive-only systems, our approach lets users both define
multiple topics of interest and then manipulate how these topics'
associated links are presented in a page. We discuss how the approach
can be applied both to pages viewed as well as to the user's history
list, thereby relieving users from the task of either adding to or
organizing bookmarks. We describe the prototype developed to support
these manipulations, as well as the adaptive architecture developed to
support these controls.

%M C.HYPER.03.161
%T AHA! meets Auld Linky: integrating designed and free-form hypertext
systems
%S Adaptive hypermedia (2)
%A David Millard
%A Hugh Davis
%A Mark Weal
%A Koen Aben
%A Paul De Bra
%B HYPER03
%D 2003
%P 161-169
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/900051.900087
%X In this paper we present our efforts to integrate two adaptive
hypermedia systems that take very different approaches. The Adaptive
Hypermedia Architecture (AHA!) aims to establish a consistently
organized, strictly designed form of hypertext while Auld Linky takes an
open and potentially sculptural approach, producing more freeform, less
deterministic hypertexts.
   We describe the difficulties in reconciling the two approaches. This
leads us to draw a number of conclusions about the benefits and
disadvantages of both and the concessions that are required to combine
them successfully.

%M C.HYPER.03.170
%T "Pluggable" user models for adaptive hypermedia in education
%S Adaptive hypermedia (2)
%A M. R. Zakaria
%A A. Moore
%A C. D. Stewart
%A T. J. Brailsford
%B HYPER03
%D 2003
%P 170-171
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/900051.900088
%X Most adaptive hypermedia systems used in education implement a single
user model - inevitably originally designed for a specific set of
circumstances. In this paper we describe an architecture that makes use
of XML pipelines to facilitate the implementation of different user
models.

%M C.HYPER.03.172
%T Is simple sequencing simple adaptive hypermedia?
%S Adaptive hypermedia (2)
%A Nor Aniza Abdullah
%A Hugh Davis
%B HYPER03
%D 2003
%P 172-173
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/900051.900089
%X In this paper, we explore the differences between the Adaptive
Hypermedia and IMS Simple Sequencing approaches. Both approaches provide
learning material tailored for the learner's current context.
Understanding the difference between the approaches enables us to
identify the best features of each, and thus to identify research
agendas for the improvement of adaptive hypermedia and of Web-based
Learning Management Systems.

%M C.HYPER.03.173
%T Do adaptation rules improve web cost estimation?
%S Web engineering
%A Emilia Mendes
%A Nile Mosley
%A Steve Counsell
%B HYPER03
%D 2003
%P 173-183
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/900051.900091
%X Analogy-based estimation has, over the last 15 years, and
particularly over the last 7 years, emerged as a promising approach with
comparable accuracy to, or better than, algorithmic methods in some
studies. In addition, it is potentially easier to understand and apply;
these two important factors can contribute to the successful adoption of
estimation methods within Web development companies. We believe
therefore, analogy-based estimation should be examined further.
   This paper compares several methods of analogy-based effort
estimation. In particular, it investigates the use of adaptation rules
as a contributing factor to better estimation accuracy. Two datasets are
used in the analysis; results show that the best predictions are
obtained for the dataset that first, presents a continuous "cost"
function, translated as a strong linear relationship between size and
effort, and second, is more "unspoiled" in terms of outliers and
collinearity. Only one of the two types of adaptation rules employed
generated good predictions.

%M C.HYPER.03.184
%T A visual environment for dynamic web application composition
%S Web engineering
%A Kimihito Ito
%A Yuzuru Tanaka
%B HYPER03
%D 2003
%P 184-193
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/900051.900092
%X HTML-based interface technologies enable end-users to easily use
various remote Web applications. However, it is difficult for end-users
to compose new integrated tools of both existing Web applications and
legacy local applications such as spreadsheets, chart tools and
database. In this paper, the authors propose a new framework where
end-users can wrap remote Web applications into visual components called
pads, and functionally combine them together through drag & drop-paste
operations. The authors use, as the basis, a meme media architecture
IntelligentPad that was proposed by the second author. In the
IntelligentPad architecture, each visual component called a pad has
slots as data I/O ports. By pasting a pad onto another pad users can
integrate their functionalities. The framework presented in this paper
allows users to visually create a wrapper pad for any Web application by
defining HTML nodes within the Web application to work as slots.
Examples of such a node include input-forms and text strings on Web
pages. Users can directly manipulate both wrapped Web applications and
wrapped local legacy tools on their desktop screen to define application
linkages among them. Since no programming expertise is required to wrap
Web applications or to functionally combine them together, end-users can
build new integrated tools of both wrapped Web applications and local
legacy applications.

%M C.HYPER.03.194
%T Configuration management in a hypermedia-based software development
environment
%S Web engineering
%A Tien N. Nguyen
%A Ethan V. Munson
%A John T. Boyland
%B HYPER03
%D 2003
%P 194-195
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/900051.900093
%X Several researchers have explored the use of hypermedia technology in
software development environments (SDEs). However, existing
hypermedia-based SDEs have only limited support for the evolutionary
aspects of software projects. On the other hand, commercial software
configuration management systems (SCMs) have had noticeable success in
helping developers manage system evolution. While researchers in the
hypermedia community acknowledged the need for strong version control
support in their systems, they are still far from achieving this goal.
The Software Concordance (SC) project is developing a SDE to experiment
with the use of versioned hypermedia services for managing software
documents and their logical relationships. This paper describes our
versioned hypermedia framework in which hypermedia services are built on
top of a SCM system and provides uniform version control supports for
both software documents and their relationships.

%M C.HYPER.03.196
%T A cooperative hypermedia solution to work management in real-time
enterprises
%S Web engineering
%A Weigang Wang
%A Frank Lillehagen
%B HYPER03
%D 2003
%P 196-197
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/900051.900094
%X Many enterprise resource planning (ERP) and project management
systems are geared for monthly planning and analysis. Often, managers
could not see what was going on in their businesses until it was too
late to react. Real-time enterprises are emerging forms of agile
organizations that can detect delays and respond fast. To meet the
challenges met in supporting the emerging real-time enterprises, in this
work, multiple complementary hypermedia services are developed in a
cooperative hypermedia environment to support distributed project teams
to create and modify a project plan cooperatively, to carry out the
plan, and, more importantly, to monitor, analysis and adapt to changes
in real time.

%M C.HYPER.03.198
%T Refinement of TF-IDF schemes for web pages using their hyperlinked
neighboring pages
%S Links for a better web
%A Kazunari Sugiyama
%A Kenji Hatano
%A Masatoshi Yoshikawa
%A Shunsuke Uemura
%B HYPER03
%D 2003
%P 198-207
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/900051.900096
%X In IR (information retrieval) systems based on the vector space
model, the TF-IDF scheme is widely used to characterize documents.
However, in the case of documents with hyperlink structures such as Web
pages, it is necessary to develop a technique for representing the
contents of Web pages more accurately by exploiting the contents of
their hyperlinked neighboring pages. In this paper, we first propose
several approaches to refining the TF-IDF scheme for a target Web page
by using the contents of its hyperlinked neighboring pages, and then
compare the retrieval accuracy of our proposed approaches. Experimental
results show that, generally, more accurate feature vectors of a target
Web page can be generated in the case of utilizing the contents of its
hyperlinked neighboring pages at levels up to second in the backward
direction from the target page.

%M C.HYPER.03.208
%T Enhanced web document summarization using hyperlinks
%S Links for a better web
%A J.-Y. Delort
%A B. Bouchon-Meunier
%A M. Rifqi
%B HYPER03
%D 2003
%P 208-215
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/900051.900097
%X This paper addresses the issue of Web document summarization. As
textual content of Web documents is often scarce or irrelevant and
existing summarization techniques are based on it, many Web pages and
websites cannot be suitably summarized. We consider the context of a Web
document by the textual content of all the documents linking to it. To
summarize a target Web document, a context-based summarizer has to
perform a preprocessing task, during which it will be decided which
pieces of information in the source documents are relevant to the
content of the target. Then a context-based summarizer faces two issues:
first, the selected elements may partially deal with the topic of the
target, second they may be related to the target and yet not contain any
clues about the content of the target.
   In this paper we put forward two new summarization by context
algorithms. The first one uses both the content and the context of the
document and the second one is based only on the elements of the
context. It is shown that summaries taking into account the context are
usually much more relevant than those made only from the content of the
target document. Optimal conditions of the proposed algorithms with
respect to the sizes of the content and the context of the document to
summarize are studied.

%M C.HYPER.03.216
%T Link analysis for collaborative knowledge building
%S Links for a better web
%A Harris Wu
%A Michael D. Gordon
%A Kurt DeMaagd
%A Nathan Bos
%B HYPER03
%D 2003
%P 216-217
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/900051.900098
%X We present an ongoing research project utilizing navigation and
hyperlink data to aid collaborative knowledge building. We allow
collaborators to personally organize documents and other research
resources and make references to them. We combine their personal
organizations and references to develop a unified, hierarchical
categorization of these resources. We analyze collaborators' navigations
to identify prominent research activities as well as the key documents
related to these activities. We examine prominence over time to identify
research trends.

%M C.HYPER.03.218
%T "Common" web paths in a group adaptive system
%S Links for a better web
%A Maria Barra
%A Delfina Malandrino
%A Vittorio Scarano
%B HYPER03
%D 2003
%P 218-219
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/900051.900099
%X In this paper we describe how we use a group of users' accesses and
interactions with web pages to discover and recommend relevant common
navigation paths to other users. We collect data using a social
navigation environment called GAS (Group Adaptive System) that we
developed and are currently integrating the common path navigation tool
into the system. The goal is to use the common path of a subset of users
in the system as a recommendation for other users.

%M C.HYPER.03.220
%T What is hypertext?
%A Peter J. Nurnberg
%B HYPER03
%D 2003
%P 220-221
%* (c) Copyright 2003 ACM
%W http://doi.acm.org/10.1145/900051.900052

fpack:!@#$%^&*(): HYPER04.BA
%M C.HYPER.04.1
%T Augmenting society's collective IQs
%S Keynote
%A Douglas Engelbart
%B HYPER04
%D 2004
%P 1
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012809

%M C.HYPER.04.2
%T Directions for hypertext research: exploring the design space for
interactive scholarly communication
%S Digital libraries
%A John J. Leggett
%A Frank M. Shipman, III
%B HYPER04
%D 2004
%P 2-11
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012812
%X This paper is a "call to arms" for the community to take up Van
Bush's original challenge of effecting a transformation of scholarly
communications and record keeping. It argues for the necessity of an
interactive scholarly communication research agenda by briefly reviewing
the rapid development of alternative authoring and publishing models.
Seven dimensions of interactive communication that delineate a design
space for the area are described. Previous work and existing new media
are used to initially populate the design space and show opportunities
for new research directions. VKB spaces, Synchrony PADLs, and Walden's
paths are used as foils for describing new media for interactive
scholarly communication. This leads to a brief discussion of uncovered
areas in the design space and open research questions. A community
developed framework for future interactive scholarly communications
would be a major contribution and is put forth as the overall goal.

%M C.HYPER.04.12
%T Extending the role of the digital library: computer support for
creating articles
%S Digital libraries
%A Leslie Carr
%A Timothy Miles-Board
%A Gary Wills
%A Guillermo Power
%A Christopher Bailey
%A Wendy Hall
%A Simon Grange
%B HYPER04
%D 2004
%P 12-21
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012813
%X A digital library, together with its users and its contents, does not
exist in isolated splendour; nor in hypertext terms is it merely the
intertextual relationships between its texts. There is a cycle of
activities which provides the context for the library's existence, and
which the library supports through its various roles of information
access, discovery, storage, dissemination and preservation. This paper
describes the role of digital library systems in the undertaking of
science, and in particular in the context of the recent developments of
the Grid for computer-supported scientific collaboration and Virtual
Universities for computer-supported education. This paper focuses on a
specific framework, the Dynamic Review Journal, which supports the
development and dissemination of documents by assisting authors in
collating and analysing experimental results, organising internal
project discussions, and producing papers. By bridging the gap between
the undertaking of experimental work and the dissemination of its
results through electronic publication, this work addresses the cycle of
activity in which a digital library rests.

%M C.HYPER.04.22
%T Head-tail display: a lightweight approach to query-dependent document
display
%S Digital libraries
%A D. Berleant
%A J. Miao
%A M. Arvold
%A J. Brown
%A R. DeVries
%A T. Drucker
%A L. Elkin
%A C. Gofron
%A K.-H. Lim
%B HYPER04
%D 2004
%P 22-23
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012814
%X The value of showing important, yet separated, parts of a document
simultaneously motivates head-tail display. 35% of Web documents tested
benefit. A head-tail display provides a query-dependent view of a
document using a split window. One subwindow shows the beginning of the
document, a particularly important part of many documents. The other
subwindow shows the query-relevant document "tail," starting from the
first query term occurrence.

%M C.HYPER.04.24
%T Towards digital libraries of virtual hyperbooks
%S Digital libraries
%A Gilles Falquet
%A Luka Nerima
%A Jean-Claude Ziswiler
%B HYPER04
%D 2004
%P 24-25
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012815
%X This paper describes a technique for integrating several (many)
virtual hyperbooks in a digital library. We consider a virtual hyperbook
model that comprises a domain ontology. By interconnecting the
hyperbook's ontologies, we can create a multi-point of view ontology
that describes a set of hyperbooks. A hypertext interface specification
language can use this ontology to construct new semantically and
narratively coherent hyperdocuments based on the content of several
hyperbooks.

%M C.HYPER.04.26
%T Twin media: hypertext structure under pressure
%S Stories and scholarship
%A David Kolb
%B HYPER04
%D 2004
%P 26-27
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012817
%X This hypertext reports on issues in hypertext rhetoric and
presentation that arise in composing a large argumentative hypertext
associated with a book version of the same project. It concerns not the
old navigation problem for the lost reader, but the construction problem
for the uncertain author. The essay discusses link patterns, the
intentions of readers and authors, and the pressure of book upon the
structure of the hypertext. A hypertext does not need to be associated
with a book to feel these pressures from our habits with other media.
How can a long expository hypertext be made accessible, and argue for
its views, without sacrificing the virtues of hypertextual presentation?
The essay attempts to exemplify as well as discuss these issues.

%M C.HYPER.04.28
%T The mystery of "lust"
%S Stories and scholarship
%A Richard E. Higgason
%B HYPER04
%D 2004
%P 28-35
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012818
%X Mark Bernstein has stated that there are no really good hypertext
mysteries. This is a puzzling remark since reading hypertext often seems
to require "detective work" on the part of the reader to first ferret
out the clues/pieces of the work and then put them together in a
reasonable order to form an understanding. While demonstrating a close
reading of Mary Kim Arnold's hypertext story, "Lust," this essay
explores how the concept of "mystery" applies to the act of reading
hypertext and how that affects the role reader (now a
"reader-detective") who must search both content nodes and pathways in
order to bring cohesion and a sense of completeness to the reading
experience. As a close reading, this essay looks at the characters and
events described in "Lust" and finally stresses the need to consider the
links and paths while reading the hypertext.

%M C.HYPER.04.36
%T Lust, touch, metadata: meaning and the limits of adaptation
%S Stories and scholarship
%A Mark Bernstein
%B HYPER04
%D 2004
%P 36-37
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012819
%X Adding and removing links carries great rhetorical weight. Modern
hypertext tools often treat links as metadata and use metadata to
provide navigational access. To view links or metadata as extrinsic
information applied to an underlying document may no longer be a viable
strategy.

%M C.HYPER.04.38
%T Automatic categorization of web sites based on source types
%S Hypertext analysis
%A Shourya Roy
%A Sachindra Joshi
%A Raghu Krishnapuram
%B HYPER04
%D 2004
%P 38-39
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012821
%X An important issue with the Web is verification of the accuracy,
currency and authenticity of the information associated with Web sites.
One way to address this problem is to identify the "source" or "sponsor"
of the Web site. However, source identification is non-trivial because
the source of a Web site cannot always be determined by the URL or
content of the site. In this paper, we propose a method for source
identification that uses various types of inbound, outbound and internal
interactions that arise due to hyperlinks between and within Web sites.

%M C.HYPER.04.40
%T Language-theoretic classification of hypermedia paths
%S Hypertext analysis
%A David Stotts
%A Richard Furuta
%B HYPER04
%D 2004
%P 40-41
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012822
%X Paths are, and have been since the beginning, an important mechanism
for organizing hypermedia documents. This note shows how a document
defined as a (possibly infinite) collection of paths over content nodes
can be succinctly expressed as a formal language. We show the
relationship to earlier hypermedia models based on automata. The
language-theoretic model can be used to implement path engines as
parsers or recognizers. Different levels of path power require different
classes of recognizing automata.

%M C.HYPER.04.42
%T Structural analysis for web documentation using the non-well-founded
set
%S Hypertext analysis
%A Ikumi Horie
%A Kazunori Yamaguchi
%B HYPER04
%D 2004
%P 42-43
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012823
%X We propose a method for the structural analysis of Web documentation.
Employing the non-well-founded set theory, we have developed a means of
reduction analysis to detect irregularities in the structures of target
documents. To test this method's effectiveness, we applied it to
Web-based educational materials in actual use and succeeded in
identifying structural errors in the documents.

%M C.HYPER.04.44
%T Properties of academic paper references
%S Hypertext analysis
%A Sunghun Kim
%A E. James Whitehead, Jr.
%B HYPER04
%D 2004
%P 44-45
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012824
%X We propose a new method to find related papers using an input paper
and its hyperlinked citation relationships rather than keywords. Such
related papers are especially useful as background reading for
researchers new to a research field. In this paper we introduce the
background reading paper extractor (BPE), and show various properties of
academic paper references.

%M C.HYPER.04.46
%T A linking and interaction evaluation test set for SMIL
%S Hypertext analysis
%A Dick C. A. Bulterman
%B HYPER04
%D 2004
%P 46-47
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012825
%X The SMIL 2.0 Language profile support several mechanisms for
controlling interactivity in a SMIL 2.0 presentation. Unfortunately, the
SMIL standard testset does not verify complex interactions of
linking/interaction behavior of SMIL players and applications. This
paper describes a linking and interaction test suite that was developed
as part of the Ambulant SMIL Player project. We begin with a short
review of SMIL's linking and interaction facilities, then describe
aspects of the test suite that have proven to highlight faults in
current SMIL players.

%M C.HYPER.04.48
%T FaceSpace: endo- and exo-spatial hypermedia in the transparent video
facetop
%S Novel interfaces
%A David Stotts
%A Jason McC. Smith
%A Karl Gyllstrom
%B HYPER04
%D 2004
%P 48-57
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012827
%X The Transparent Video Facetop is a novel user interface concept that
supports not only single-user interactions with a PC, but also close
pair collaborations, such as that found in collaborative Web browsing,
in distributed pair programming and in remote medicine. We recently
demonstrated the Vis-a-Vid Facetop prototype as a single-user GUI for
manipulating the elements of a traditional WIMP desktop [21]. In this
paper we introduce FaceSpace, a Facetop-based hypermedia system that
combines structure and functionality of both spatial and ubiquitous
hypertext. FaceSpace eliminates camera registration errors due to
dynamic object tracking and user self-image feedback. FaceSpace had two
forms of linking that combine spatial hypermedia with ubiquitous
hypermedia: Like an exo-skeleton provides an organism with structure
from without, exo-spatial hypertext has the spatial structure applied
over the ubiquity of the user's real-world environment. Endo-spatial
hypertext has the spatial structure derived from and attached to the
elements of the user's domain. Endo-spatial hypertext is an integral
concept in systems that have been classified as ubiquitous hypertext;
exo-spatial is unique to FaceSpace in current hypertext systems.

%M C.HYPER.04.58
%T Display-agnostic hypermedia
%S Novel interfaces
%A Unmil P. Karadkar
%A Richard Furuta
%A Selen Ustun
%A YoungJoo Park
%A Jin-Cheon Na
%A Vivek Gupta
%A Tolga Ciftci
%A Yungah Park
%B HYPER04
%D 2004
%P 58-67
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012828
%X In the diversifying information environment, contemporary hypermedia
authoring and filtering mechanisms cater to specific devices.
Display-agnostic hypermedia can be flexibly and efficiently presented on
a variety of information devices without any modification of their
information content. We augment context-aware Trellis (caT) by
introducing two mechanisms to support display-agnosticism: development
of new browsers and architectural enhancements. We present browsers that
reinterpret existing caT hypertext structures for a different
presentation. The architectural enhancements, called MIDAS, flexibly
deliver rich hypermedia presentations coherently to a set of diverse
devices.

%M C.HYPER.04.68
%T The site browser: catalyzing improvements in hypertext organization
%S Novel interfaces
%A David Gibson
%B HYPER04
%D 2004
%P 68-76
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012829
%X The Site Browser endeavors to build an overview browsing system for
the entire Web. Overview browsing represents an alternative to the
search-based view of information work, and does so by providing a
consistent set of summary views which can be browsed interactively. The
views partition and linearize the corpus for ready understanding and
exploration. They show a web site's relation to other sites, the broad
nature of the information it contains and how it is structured, and how
it has changed over time. The design challenge is to generate useful
summary information in a process which is fast enough to be updated
daily. Our current system maintains a continuously updated archive of 46
million sites representing 2.3 billion web pages.

%M C.HYPER.04.77
%T Negotiating access within Wiki: a system to construct and maintain a
taxonomy of access rules
%S Authoring and annotation
%A Andrew Lincoln Burrow
%B HYPER04
%D 2004
%P 77-86
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012831
%X A wiki hypertext is typically accessible and editable by all. While
this removes impediments to collaboration, it often deters participants
who would rather incubate ideas before bringing them to the group. This
is especially the case where creative ideas are at stake. Creating
additional wikis with restricted access is a costly solution: it
requires participants to distinguish between and navigate between wikis;
it requires administrators to construct wikis and their access rules;
and it does not account for the movement of content from private to
public. In this paper, we describe a system that augments the hypertext
in order to solve these problems. This system automatically creates and
maintains access rules in response to browsing and editing of the wiki
hypertext. In doing so, it improves the targeting of documents in the
hypertext, and identifies significant collections of documents and
participants.

%M C.HYPER.04.87
%T WebDAV-based hypertext annotation and trail system
%S Authoring and annotation
%A Sunghun Kim
%A Mark Slater
%A E. James Whitehead, Jr.
%B HYPER04
%D 2004
%P 87-88
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012832
%X We introduce a WebDAV-based Hypertext Annotation and Trail System
(HATS). HATS provides annotation editing, deleting, searching, and
sharing using server side WebDAV capabilities. It supports hyper-trail
storage and examination. The paper describes the HATS architecture and
WebDAV annotation schema. We compare HATS with existing web annotation
systems, and discuss the advantages of using WebDAV as an annotation
server.

%M C.HYPER.04.89
%T Following your colleagues' footprints: navigation support with trails
in shared directories
%S Authoring and annotation
%A Erich Gams
%A Sigi Reich
%B HYPER04
%D 2004
%P 89-90
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012833
%X Trails are a well-established concept to assist users in navigating
through information spaces. However, most existing trail-based systems
focus only on the World Wide Web and not on the users' overall
information space, including corporate intranet shares or private file
storage. We have adapted the trail approach specifically to fit shared
directory scenarios. We describe an already developed prototype and
report on results of a first user study, which indicate the usefulness
of our approach.

%M C.HYPER.04.91
%T Collaborative intensional hypertext
%S Authoring and annotation
%A John Plaice
%A Blanca Mancilla
%B HYPER04
%D 2004
%P 91-92
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012834
%X We introduce a new approach for creating and viewing hypertexts in a
collaborative manner. The hypertext is understood to be an intension, in
the logical sense, i.e., a mapping from multidimensional contexts to
simple texts. Creation and navigation then correspond to moving from one
context to another, and links are made relative to the current context.
Using an active context called an aether, collaborative hypertexts can
be built, in which several users can view the same hypertext together,
each with their own preferences. We give a summary of a Web-based
infrastructure supporting the use of collaborative, intensional
hypertexts.

%M C.HYPER.04.93
%T WiCKEd: a tool for writing in the context of knowledge
%S Authoring and annotation
%A Arouna Woukeu
%A Leslie Carr
%A Wendy Hall
%B HYPER04
%D 2004
%P 93-94
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012835
%X This paper introduces WiCKEd, a prototype tool to assist document
authoring in a Semantic Web context. The tool builds on Semantic Web
technologies and addresses the issues of creating and reusing
knowledge-rich documents. WiCKEd allows new content to be created by
pulling together relevant and contextual knowledge held in existing
background documents, retaining explicit links to these knowledge
sources. The consistency and coherence of authored documents are
improved because they explicitly assimilate and link to relevant
background knowledge instances as well as exposing them for further
reuse.

%M C.HYPER.04.95
%T A format design case study: PDF
%S Keynote
%A James C. King
%B HYPER04
%D 2004
%P 95-97
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012810
%X We explain how the Portable Document Format was designed based upon
some specific design criteria that were developed to make an advance
beyond previous technology. The environmental variables (computing
power, business climate) that affected the design are also discussed.

%M C.HYPER.04.98
%T Integrating the web and the world: contextual trails on the move
%S Ubiquitous hypermedia
%A Frank Allan Hansen
%A Niels Olof Bouvin
%A Bent G. Christensen
%A Kaj Gronbaek
%A Torben Bach Pedersen
%A Jevgenij Gagach
%B HYPER04
%D 2004
%P 98-107
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012837
%X This paper presents applications of HyCon, a framework for context
aware hypermedia systems. The HyCon framework encompasses annotations,
links, and guided tours associating locations and RFID- or
Bluetooth-tagged objects with maps, Web pages, and collections of
resources. The user-created annotations, links and guided tours, are
represented as XLink structures, and HyCon introduces the use of XLink
for the representation of recorded geographical paths with annotations
and links. The HyCon architecture extends upon earlier location based
hypermedia systems by supporting authoring in the field and by providing
access to browsing and searching information through a novel geo-based
search (GBS) interface for the Web. Interface-wise, the HyCon prototype
utilizes SVG on an interface level, for graphics as well as for user
interface widgets on tablet PCs and mobile phones.

%M C.HYPER.04.108
%T Domestic hypermedia: mixed media in the home
%S Ubiquitous hypermedia
%A Marianne Graves Petersen
%A Kaj Gronback
%B HYPER04
%D 2004
%P 108-109
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012838
%X This paper analyses the potentials for use of hypermedia in homes
based on empirical studies. The use of physical materials is
characterized by collaborative spatial organization and persistent
visual awareness. Qualities that are currently not well supported for
digital materials. However, domestic materials, such as photos, music,
messages. become digitized. Based on the analyses we propose a Domestic
Hypermedia infrastructure combining spatial, context-aware and physical
hypermedia to support collaborative structuring and ambient presentation
of materials in homes.

%M C.HYPER.04.110
%T Navigational hypertext models for physical hypermedia environments
%S Ubiquitous hypermedia
%A David E. Millard
%A David C. De Roure
%A Danius T. Michaelides
%A Mark K. Thompson
%A Mark J. Weal
%B HYPER04
%D 2004
%P 110-111
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012839
%X In this paper we identify a common aim between ubiquitous computing
and hypertext systems: the desire to present navigable, located and
structured information. We propose that existing navigational hypertext
models might be valuable as a formalisation of ubiquitous information
and explore the challenges of applying standard hypertext operations,
such as anchor resolution, display and link traversal, to links that
have physical anchors.

%M C.HYPER.04.112
%T Interaction alternatives for linking everyday presentations
%S Ubiquitous hypermedia
%A Alessandra Alaniz Macedo
%A Jose Antonio Camacho-Guerrero
%A Renan G. Cattelan
%A Valter R. Inacio, Jr.
%A Maria da Graca Campos Pimentel
%B HYPER04
%D 2004
%P 112-113
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012840
%X Live experiences such as meetings and lectures can be captured in
instrumented environments towards producing hyperdocuments corresponding
to the information presented. Given that a captured presentation is
usually related to many others, users can use linking facilities to
support the identification of associated contents. We propose that
searching and recommending operations be integrated in instrumented
environments to support the identification of links among contents of
captured sessions during a live session, when the user has the focus of
attention on the underlying contents. Moreover, the user should be able
to decide when any relevant results should be attached as annotations to
the document corresponding to the live session. We present the model and
associated implementation that support linking everyday presentations.

%M C.HYPER.04.114
%T An anatomy of anchors
%S Foundations
%A Deena Larsen
%A Richard E. Higgason
%B HYPER04
%D 2004
%P 114-115
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012842
%X While much attention is paid to defining and examining interactions
with links, little is paid to the front end: the anchor. We examine what
an anchor is, describe six anchor properties (density, location,
function, decoration, format, and uniformity), and present examples of
these properties. This paper describes the state-of-practice-anchors not
as they may be or should be but as they are in 67 sites and works.
Efferent (informational and promotional) and aesthetic (literary) works
tend to use anchors in different ways. Anchor property combinations
affect the way readers interpret content and navigate.

%M C.HYPER.04.116
%T How much is too much in a hypertext link?: investigating context and
preview -- a formative evaluation
%S Foundations
%A Simon Harper
%A Yeliz Yesilada
%A Carole Goble
%A Robert Stevens
%B HYPER04
%D 2004
%P 116-125
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012843
%X A high quality of free movement, or mobility, is key to the
accessibility, design, and usability of many 'common-use' hypermedia
resources (Web sites) and key to good mobility is context and preview.
This is especially the case when a hypertext anchor is inaccurately
described or is described out of context as confusion and disorientation
can ensue. Mobility is similarly reduced when the link target of the
anchor has no relationship to the expected information present on the
hypertext node (Web page). Confident movement with purpose, ease, and
accuracy can only be achieved when complete contextual information and
an accurate description of the proposed destination (preview) are
available. We suggest that sighted people can benefit from additional
context and preview information included in hyperlinks and disprove the
empirical evidence that suggests these users do not benefit from link
descriptions which have this enhanced information. We briefly describe a
middleware system to automatically expand context and preview in link
descriptions thereby 'fixing' terse links, links out of context, and
inaccurate or inadequate preview information. Finally, we conduct a
formative evaluation which shows us that a system to expand context and
preview would be useful in different ways depending on the type of link.

%M C.HYPER.04.126
%T What hypertext is
%S Foundations
%A Noah Wardrip-Fruin
%B HYPER04
%D 2004
%P 126-127
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012844
%X Over the past couple decades, as the term "hypertext" has gained a
certain popular currency, a question has been raised repeatedly: "What
is hypertext?" Our most respected scholars offer a range of different,
at times incompatible, answers. This paper argues that our best response
to this situation is to adopt the approach taken with other terms that
are central to intellectual communities (such as "natural selection,"
"communism," and "psychoanalysis"), a historical approach. In the case
of "hypertext" the term began with Theodor Holm ("Ted") Nelson, and in
this paper two of his early publications of "hypertext" are used to
determine its initial meaning: the 1965 "A File Structure for the
Complex, the Changing, and the Indeterminate" and the 1970 "No More
Teachers' Dirty Looks." It is concluded that hypertext began as a term
for forms of hypermedia (human-authored media that "branch or perform on
request") that operate textually. This runs counter to definitions of
hypertext in the literary community that focus solely on the link. It
also runs counter to definitions in the research community that
privilege tools for knowledge work over media. An inclusive future is
envisioned.

%M C.HYPER.04.128
%T The end-point is not enough
%S Foundations
%A Duncan Martin
%A Mark Truran
%A Helen Ashman
%B HYPER04
%D 2004
%P 128-129
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012845
%X The traditional definition of a link object is a collection of
end-points, and link activation is achieved by selecting an end-point in
some way. This model excludes links where the link activator is distinct
from any end-point of the link. In this paper we introduce an extension
to link modelling that allows for separate link activators.

%M C.HYPER.04.130
%T Saving private hypertext: requirements and pragmatic dimensions for
preservation
%S Hypertext through time
%A Catherine C. Marshall
%A Gene Golovchinsky
%B HYPER04
%D 2004
%P 130-138
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012847
%X The preservation of literary hypertexts presents significant
challenges if we are to ensure continued access to them as the
underlying technology changes. Not only does such an effort involve
standard digital preservation problems of representing and refreshing
metadata, any constituent media types, and structure; hypertext
preservation poses additional dimensions that arise from the work's
on-screen appearance, its interactive behavior, and the ways a reader's
interaction with the work is recorded. In this paper, we describe
aspects of preservation introduced by literary hypertexts such as the
need to reproduce their modes of interactivity and their means of
capturing and using records of reading. We then suggest strategies for
addressing the pragmatic dimensions of hypertext preservation and
discuss their status within existing digital preservation schemes.
Finally, we examine the possible roles various stakeholders within and
outside of the hypertext community might assume, including several
social and legal issues that stem from preservation.

%M C.HYPER.04.139
%T Manipulating history in generative hypermedia
%S Hypertext through time
%A Madhur Khandelwal
%A Andruid Kerne
%A J. Michael Mistrot
%B HYPER04
%D 2004
%P 139-140
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012848
%X We continue to develop a generative hypermedia system that uses
composition for browsing, collecting and organizing information samples
from web pages. The system's generative actions of collecting
information samples and composing them visually are conducted
iteratively over time, based on an adaptable user model. The system
presents the ongoing generation of the composition to the user in an
interactive information space. In this space, the user can directly
manipulate the composition through interactive design operations, and
affect the model by expressing positive or negative interest in each
sample.
   We are developing mechanisms for manipulating the time-based medium
of the evolving information space. Interaction design affords linear
timeline traversal and non-linear time travel. Extended tape recorder
metaphor controls, including jog-shuttle based navigation, provide the
user with flexible means for operating the system's generative
functionalities, and linearly traversing session history. We introduce a
door-latch metaphor that enables one of several considered forms of
non-linear time travel. Users can change history by retroactively
locking an information sample in position across time.

%M C.HYPER.04.141
%T Experiences migrating microcosm learning materials
%S Hypertext through time
%A H. C. Davis
%A R. A. Bacon
%B HYPER04
%D 2004
%P 141-142
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012849
%X Microcosm was an open hypertext system that evolved in the early
1990s, before the advent of the Web. Apart from its success as a
research platform it was widely used for presenting interactive
educational materials. Since the commercial version of the product
ceased to be supported it became necessary for users to migrate their
educational materials, generally to the Web. However, the SToMP
consortium chose to implement their own environment copying parts of the
functionality of Microcosm in order to achieve their educational
objectives. This paper examines the motivations of this work in order to
understand whether there were features that were available in Microcosm
that were not replicated in current Web based solutions.

%M C.HYPER.04.143
%T Practical applitudes: case studies of applications of the ZigZag
hypermedia system
%S Hyperstructure
%A Adam Moore
%A James Goulding
%A Tim Brailsford
%A Helen Ashman
%B HYPER04
%D 2004
%P 143-152
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012851
%X ZigZag is a paradigm of hypermedia that consists of a
multidimensional system of principled interconnections. Its basic
features and specifications are now well known, but despite this, very
few practical applications have been described or discussed. This paper
examines two projects as case studies. These projects both use the
unique properties of ZigZag in order to solve real-world problems. One
of these case studies is a personal information management system for
mobile phones, and the other is a bioinformatics visualization system.
Although superficially extremely different, these areas both make use of
information that is loosely structured and deeply interconnected.

%M C.HYPER.04.153
%T A comparison of hyperstructures: zzstructures, mSpaces, and
polyarchies
%S Hyperstructure
%A Michael J. McGuffin
%A m. c. schraefel
%B HYPER04
%D 2004
%P 153-162
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012852
%X Hypermedia applications tend to use simple representations for
navigation: most commonly, nodes are organized within an unconstrained
graph, and users are presented with embedded links or lists of links.
Recently, new data structures have emerged which may serve as
alternative models for both the organization, and presentation, of
hypertextual nodes and links. In this paper, we consider zzstructures,
mSpaces, and polyarchies from the perspective of graph theory, and
compare these models formally. The novel aspects of this work include:
providing a sound, graph-theoretic analysis of zzstructures; the
identification of a new class of polyarchies associated with mSpaces;
and the comparison and classification of these and other structures
within a taxonomy. The taxonomy that results from our comparison allows
us to consider, first; what the distinct characteristics of each model
are at a fundamental level, and second; what model or attributes of a
model may be most appropriate for the design goals of a given hypermedia
application.

%M C.HYPER.04.163
%T Adaptivity in hyperfiction
%S Synthetic hypertext and hyperfiction
%A Licia Calvi
%B HYPER04
%D 2004
%P 163-170
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012854
%X Despite the announced "death of the author" that seemed to be
perpetrated by the advent of a hypertext narrative, a closer look at
existing hyperfictions and in particular at the theoretical analysis of
its foundations (that demonstrates the existence of a distinction
between a shallow text and a deep text, both of which represent the
distinct space of activity of readers and authors) shows that this is by
far not the case. If we accept this separation, we are also forced to
accept the possibility for the author to exercise a wider power and
stronger control on the text than she used to do before. This opens up a
wider spectrum of possibilities of intervention if the author exploits
adaptive techniques in hypertext narrative.
   The paper intends to investigate how adaptivity is used in
hyperfiction and to propose an interpretative grid for better
understanding and future use.

%M C.HYPER.04.171
%T Dynamically growing hypertext collections
%S Synthetic hypertext and hyperfiction
%A Pratik Dave
%A Paul Logasa Bogen, II
%A Unmil P. Karadkar
%A Luis Francisco-Revilla
%A Richard Furuta
%A Frank Shipman
%B HYPER04
%D 2004
%P 171-180
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012855
%X Many approaches have been pursued over the years to facilitate
creating, organizing, and sharing collections of materials extracted
from large information spaces. Little attention, in the context of
hypertext collections, has been paid to the addition of new materials to
these collections over time. Traditionally, human maintainers manually
incorporate new materials into existing collections as they appear in
the underlying network. In this paper we address the issues involved in
supporting the creation and maintenance of dynamically growing
hypertextual collections. We describe a prototype implementation for
automatically including additional, relevant materials into Web-based
collections. Our prototype uses the metaphor of hypertextual paths, a
proven technique for layering metastructure atop existing hypertextual
materials, which is particularly well suited to accommodating growing
collections.

%M C.HYPER.04.181
%T A genetic algorithm approach to interactive narrative generation
%S Synthetic hypertext and hyperfiction
%A TeongJoo Ong
%A John J. Leggett
%B HYPER04
%D 2004
%P 181-182
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012856
%X We discuss the design of the Hybrid Evolutionary-Fuzzy Time-based
Interactive (HEFTI) storytelling engine. HEFTI uses genetic algorithms
at its core to recombine and evaluate story components generated from a
set of story templates. The system allows authors to rely on HEFTI to
perform recombination, mutation and selection operations that generate
logically congruent variants of the original story via traversal,
generation and deletion of (links in) the story elements.

%M C.HYPER.04.183
%T Augmenting SCORM manifests with adaptive links
%S Synthetic hypertext and hyperfiction
%A Nor Aniza Abdullah
%A Christopher Bailey
%A Hugh Davis
%B HYPER04
%D 2004
%P 183-184
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012857
%X This paper describes an experiment to augment SCORM manifests with
adaptive links using AuldLinky in order to promote content reusability,
interoperability and personalized e-learning. Our technique involves the
automatic deduction of a concept map from a manifest and the
transformation of its pertinent elements into FOHM (Fundamental Object
Hypermedia Model) objects before augmenting the information with
complimentary and adaptive links using AuldLinky.

%M C.HYPER.04.185
%T The molhado hypertext versioning system
%S Hypertext versioning
%A Tien N. Nguyen
%A Ethan V. Munson
%A John T. Boyland
%B HYPER04
%D 2004
%P 185-194
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012859
%X This paper describes Molhado, a hypertext versioning and software
configuration management system that is distinguished from previous
systems by its flexible product versioning and structural configuration
management model. The model enables a unified versioning framework for
atomic and composite software artifacts, and hypermedia structures among
them in a fine-grained manner at the logical level. Hypermedia
structures are managed separately from documents' contents. Molhado
explicitly represents hyperlinks, allowing them to be browsed,
visualized, and systematically analyzed. Molhado not only versions
complex hypermedia structures (e.g., multi links), but also supports
versioning of individual hyperlinks. This paper focuses on Molhado's
hypertext versioning and its use in the Software Concordance environment
to manage the evolution of a software project and hypermedia structures.

%M C.HYPER.04.195
%T Hypertext versioning for embedded link models
%S Hypertext versioning
%A Kai Pan
%A E. James Whitehead, Jr.
%A Guozheng Ge
%B HYPER04
%D 2004
%P 195-204
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012860
%X In this paper, we describe Chrysant, a hypertext version control
system for embedded link models. Chrysant provides general-purpose
versioning capability to hypertext systems with an embedded link model.
To apply Chrysant for a specific hypertext system, we require the
containment model for this system's data model, the containment model of
the version repository for this system, the hypertext role definition,
the versioning role definition, and the filesystem mapping definition.
Additionally, a specific parser that retrieves the link targets from the
hypertext resources is needed. Hypertext versioning is different from
versioning an individual resource in the traditional way, in that both
the content of a hypertext resource and the relationships between it and
other resources related by hypertext links are versioned. In Chrysant,
the structure container and the content of a hypertext resource are
versioned separately. We describe the architecture of Chrysant, and
explain the procedure of the check-in and check-out functions. An AF-BTU
algorithm is introduced in the paper to check in the hypertext network
of a hypertext resource. As a case study, the application of Chrysant
for HTML content is introduced. We create necessary definition
specifications for the HTML system and a parser to retrieve link targets
from a HTML document. Some examples of HTML versioning with Chrysant are
shown.

%M C.HYPER.04.205
%T Automatic generation of hypertext system repositories: a model driven
approach
%S Hypertext versioning
%A E. James Whitehead, Jr.
%A Guozheng Ge
%A Kai Pan
%B HYPER04
%D 2004
%P 205-214
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012861
%X In this paper, we present a model-driven methodology and toolset for
automatic generation of hypertext system repositories. Our code
generator, called Bamboo, is based on a Containment Modeling Framework
(CMF) that uniformly describes data models for hypertext systems. CMF
employs a lightweight modeling approach in which entities (system
abstractions) and containment relationships are used to model hypertext
system repositories. Given a description of a system repository data
model using CMF, as well as a specification of the mapping between the
domain specific roles (link, version history, etc.) and the entity
definitions, Bamboo can generate an open hypertext repository that
matches the specification. The benefits of this approach include a
shorter development cycle, lower design and implementation costs, fewer
design faults, a standard repository API, and extensibility for adding
new features. We validate our approach by automatically generating
repositories in accordance with the models of five existing hypertext
systems. We also demonstrate the extensibility of our approach by
quickly building a GUI client on top of a repository, and then
subsequently adding version control capabilities by altering the
containment model and regenerating the system.

%M C.HYPER.04.215
%T Towards 'cinematic' hypertext
%S Spatial hypertext
%A Clara Mancini
%A Simon Buckingham Shum
%B HYPER04
%D 2004
%P 215-224
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012863
%X This paper proposes the paradigm of 'Cinematic' Hypertext (CH), in
which discourse form is represented following principles that underpin
the expression of narrative patterns in cinema. Primarily tackling
hypertext discourse coherence in the non-linear medium, CH is conceived
as a way of thinking the hypertext medium that is consistent with its
characteristics. CH envisages the consistent and concurrent use of the
medium's formal features, grounded in structuring principles, in order
to allow the emergence of a local language. Relational primitives based
on Cognitive Coherence Relations are proposed as a structuring principle
to define hypertext links, while the use the medium's graphic features
is proposed to render these relational primitives as patterns that will
take shape during navigation. Taking scholarly hypertext as a domain,
this paper articulates the theoretical basis for cinematic hypertext,
presents the elements of a prototype visual language to express a
sub-set of CCR, provides experimental evidence of its significance, and
finally envisages the realisation of a cinematic hypertext environment.

%M C.HYPER.04.225
%T Integrating information seeking and structuring: exploring the role
of spatial hypertext in a digital library
%S Spatial hypertext
%A George Buchanan
%A Ann Blandford
%A Harold Thimbleby
%A Matt Jones
%B HYPER04
%D 2004
%P 225-234
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012864
%X This paper presents Garnet, a novel spatial hypertext interface to a
digital library. Garnet supports both information structuring - via
spatial hypertext - and traditional information seeking - via a digital
library. A user study of Garnet is reported, together with an analysis
of how the organizing work done by users in a spatial hypertext
workspace could support later information seeking. The use of Garnet
during the study is related to both digital library and spatial
hypertext research. Spatial hypertexts support the detection of implicit
document groups in a user's workspace. The study also investigates the
degree of similarity found in the full text of documents within such
document groups.

%M C.HYPER.04.235
%T WARP: a web-based dynamic spatial hypertext
%S Spatial hypertext
%A Luis Francisco-Revilla
%A Frank M. Shipman, III
%B HYPER04
%D 2004
%P 235-236
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012865
%X WARP is a Web-based dynamic spatial hypertext that runs in a Web
browser. WARP includes the ability to transclude other spatial
hypertexts as collections. WARP also enables annotation and other
content manipulation to be preserved in personal reading sessions. WARP
uses a variety of presentation adaptations to contextualize the spatial
hypertext's display. In particular WARP uses a variable number of models
to guide adaptation in response to multiple relevant factors. Behaviors
in WARP help preserve perceptual structures that may be lost due to
adaptation and user interaction.

%M C.HYPER.04.237
%T Managing conflict in multi-model adaptive hypertext
%S Spatial hypertext
%A Luis Francisco-Revilla
%A Frank M. Shipman, III
%B HYPER04
%D 2004
%P 237-238
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012866
%X Adaptive hypermedia has the goal of contextualizing the display of a
hypertext to suit the user and their situation. A variety of aspects of
the context can influence the appropriate adaptation. For knowledge
engineering and privacy reasons, systems are moving towards having
multiple independent models influencing adaptation. But these multiple
models may disagree, resulting in a need for systems to manage the
resulting conflicts. This paper presents an approach that combines
conflict avoidance, conflict detection, and conflict resolution. This
approach is presented within the context of multi-model adaptive spatial
hypertext.

%M C.HYPER.04.239
%T Rethinking structural computing infrastructures
%S Structural computing
%A Peter J. Nurnberg
%A Uffe K. Wiil
%A David L. Hicks
%B HYPER04
%D 2004
%P 239-246
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012868
%X Structural computing asserts the primacy of structure over data. This
has often been understood to mean that all levels of a structural
computing system architecture should exhibit structure awareness,
leading to data models centered around so-called "structural atoms."
While systems based upon structural atoms do provide ubiquitous
first-class structural abstractions, they also freeze the "granularity"
of the structuring process throughout their architectures at
design-time. That is, decisions regarding representations of structures
in structural computing architectures based upon atoms cannot be recast
at run-time. In this paper, we examine an alternative to atom-based
models for structural computing systems that allows exactly such
recasting. We demonstrate how this alternative model, which we call EAD,
is superior to atom-based models for certain important applications, and
describe our initial prototypical implementations.

%M C.HYPER.04.247
%T Towards a structural diversity space
%S Structural computing
%A David L. Hicks
%A Uffe Kock Wiil
%A Peter J. Nurnberg
%B HYPER04
%D 2004
%P 247-255
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012869
%X One of the most visible and significant effects of the introduction
and use of hypermedia technology has been to substantially increase the
variety of structures available in computing environments. As research
in the hypermedia field has progressed, the pace at which structure
evolves has increased. While the rise in diversity of hypermedia
structure has generally been regarded as a positive development, as with
many phenomena, it is important to examine structural diversity
carefully to avoid the problems that excessive diversity can bring, and
to ensure the complete spectrum of potentially beneficial forms of
diversity is considered.
   This paper introduces a diversity space that can serve as an
important tool in the study of structural diversity in hypermedia. The
purposes of the diversity space are manifold including: to serve as a
description space in which the structural diversity of a specific
computing environment can be completely and concisely described, to
highlight and assist in reconciling differences in structural diversity
between computing environments, and to serve as a useful design space in
which important diversity related decisions can be considered. To
demonstrate the usage of the diversity space, it is first used as a tool
to examine the way in which structural diversity developed within the
hypermedia field. It is then used to characterize and consider the
levels of structural diversity found in the class of computing
environments that currently exhibit the highest levels of structural
diversity: structural computing systems.

%M C.HYPER.04.256
%T Unifying structure, behavior, and data with themis types and
templates
%S Structural computing
%A William Van Lepthien
%A Kenneth M. Anderson
%B HYPER04
%D 2004
%P 256-265
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012870
%X Structural computing evolved from work on open hypermedia to aid in
the creation of software infrastructure. Open hypermedia had produced
software that provided applications with access to hypermedia structures
and services. The question was asked if these results could be
generalized to create similar tools for other domains. Initial work
focused on the development of structure servers that can create and
manipulate domain-specific structures, but little work focused on
allowing those structures to provide a rich set of behaviors. Indeed,
this forced developers to place behaviors on the client rather than
having behaviors live within a structure server. This paper presents
research on the addition of a type system to the Themis structure server
and how these types interact with Themis's template mechanism to provide
a single interface that unifies structure, behavior, and data. This new
mechanism lets behaviors live within a structure server allowing them to
be shared by client applications. To demonstrate its power, Themis is
being used to re-implement the Chimera open hypermedia system.

%M C.HYPER.04.266
%T When open hypermedia meets peer-to-peer computing
%S Peer-to-peer
%A Jing Zhou
%A Wendy Hall
%A David De Roure
%B HYPER04
%D 2004
%P 266-267
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012872
%X We describe the extension to our previous work on a Web-based
peer-to-peer open hypermedia system, the DDLS. We enrich the peer model
by introducing query history, and propose the use of the naive estimator
which utilises the local knowledge of peers to estimate future
information needs they would encounter. Our simulation proves that this
statistical technique helps re-organise the DDLS peer network to enhance
the performance of resource discovery.

%M C.HYPER.04.268
%T HyperPeer: searching for resemblance in a P2P network
%S Peer-to-peer
%A Rene Dalsgaard Larsen
%A Niels Olof Bouvin
%B HYPER04
%D 2004
%P 268-269
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012873
%X This paper presents HyperPeer, a framework for developing
peer-to-peer based hypermedia. The distribution of hypermedia structures
is handled through a peer-to-peer (P2P) network, allowing for highly
scalable sharing between users. A central challenge of all decentralized
systems is to locate material of interest and this paper presents the
HyperPeer Hierarchy of Resemblance (HR) searching algorithm, which
provides an efficient search as well as partitioning of the network into
groups of common interest.

%M C.HYPER.04.270
%T We the media: technology empowers a new grassroots journalism
%S Keynote
%A Dan Gillmor
%B HYPER04
%D 2004
%P 270-271
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1012807.1012808
%X Grassroots journalists are dismantling Big Media's monopoly on the
news, transforming it from a lecture to a conversation. Not content to
accept the news as reported, these readers-turned-reporters are
publishing in real time to a worldwide audience via the Internet. The
impact of their work is just beginning to be felt by professional
journalists, the newsmakers they cover and especially the former
audience, which is now part of the process. The tools are still in the
early stages, however, creating substantial needs - and opportunities -
for technologist and the new grassroots journalists.

fpack:!@#$%^&*(): HYPER05.BA
%M C.HYPER.05.1
%T Hyperlink analysis on the world wide web
%S Keynotes
%A Monika Henzinger
%B HYPER05
%D 2005
%P 1-3
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083357
%X We give a short survey of the use of hyperlink analysis in web search
engine ranking and sketch other applications of hyperlink analysis in
the web space. 

%M C.HYPER.05.4
%T Hypermedia technology for knowledge workers: a vision of the future
%S Keynotes
%A Uffe Kock Wiil
%B HYPER05
%D 2005
%P 4-6
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083358
%X Hypermedia is about structure. Right from the beginning in 1945 when
Vannevar Bush described the Memory Extender (Memex), hypermedia
researchers have envisioned the use of hypermedia technology to help
support knowledge workers in their knowledge organization tasks.
Although much has been achieved since 1945, there is still a long way to
go before we have achieved the full potential of hypermedia technology
for knowledge workers. This paper presents a quick view of the history
of hypermedia technology for knowledge workers, identifies some issues
with respect to the current work, and presents a vision of the future as
well as a call for a joint community effort. 

%M C.HYPER.05.7
%T Philadelphia fullerine: a case study in three-dimensional hypermedia
%S Comprehension through navigation and interaction
%A J. Nathan Matias
%B HYPER05
%D 2005
%P 7-14
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083360
%X Philadelphia Fullerine, a geodesic hypermedia sculpture designed by
the author, is about ethnic and lower class life in mid-19th century
Philadelphia. Each of the 60 faces presents primary image material and a
short audio documentary. Adjacent faces are linked conceptually. This
geodesic sphere has full rotational freedom. Viewers are encouraged to
begin anywhere and follow any path of adjacency. This paper examines the
underlying theory, design methods, and structure of the sculpture as a
case study in the applications and challenges of creating, storing, and
navigating three-dimensional hyperstructures with spatial hypertext
software and GZigZag. 

%M C.HYPER.05.15
%T A tactile web browser for the visually disabled
%S Comprehension through navigation and interaction
%A Martin Rotard
%A Sven Knodler
%A Thomas Ertl
%B HYPER05
%D 2005
%P 15-22
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083361
%X The dissemination of information available through the World Wide Web
makes universal access more and more important and supports visually
disabled people in their everyday life. In this paper we present a new
approach for visually disabled people to browse and interact with web
pages. Up to now graphical information is mostly ignored in
transformations for visually disabled people. We propose a web browser,
which uses a transformation schema to render web pages on a tactile
graphics display. Bitmap images and Scalable Vector Graphics (SVG) can
be explored in a special mode, in which filters can be applied and
zooming is possible. Mathematical expressions encoded in the
Mathematical Markup Language (MathML) are transformed into LaTeX or into
a notation for visually disabled people. The web browser supports voice
output to read text paragraphs and to provide feedback on interactions
to the users. 

%M C.HYPER.05.23
%T Spotlight browsing of resource archives
%S Comprehension through navigation and interaction
%A Paul Mulholland
%A Trevor Collins
%A Zdenek Zdrahal
%B HYPER05
%D 2005
%P 23-31
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083362
%X Many organizations, particularly in the heritage sector, have large
archives of digital content that they could make available to the
general public or special interest groups if they had the appropriate
mechanisms. Currently, these organizations can develop pre-crafted web
sites, simple database-driven web sites or search facilities for
accessing the content. However, none of these can be expected to
appropriately present this content or scaffold its effective use.
   Our proposed solution is an approach to navigation that we term
spotlight browsing. It has the following key features: (i) Users can
select a collection of resources from the archive, shining a spotlight
on this area of the archive; (ii) The collection is structured in a
number of ways to support its exploration and convey interesting
properties of the collection; (iii) Users can see what is on the
periphery of their current collection in order to encourage further
exploration; (iv) Users can redefine the collection in order to move
their spotlight to another area of the archive; (v) Any item viewed
while browsing can be bookmarked into a personal collection that can be
built up using resources from many different spotlights. The approach
has been implemented and tested using an archive of content from a
heritage institution. 

%M C.HYPER.05.32
%T Semantically enhanced browsing for blind people in the WWW
%S Comprehension through navigation and interaction
%A Michail Salampasis
%A Christos Kouroupetroglou
%A Athanasios Manitsaris
%B HYPER05
%D 2005
%P 32-34
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083363
%X The WWW is today the biggest source of information and an essential
tool for many activities of daily life. Unfortunately, information
seeking in this complex hypermedia environment is generally not an easy
task. The potentially complex task of information seeking in the WWW is
further complicated when the end-user is blind or visually impaired
(VI). Usually, web pages are created without taken accessibility into
account and without using HTML markup correctly to express the
functional structure of documents. Both facts pose a lot of problems to
VI during information seeking in the web. In this paper we discuss
problems related to this issue and how the information seeking process
in the WWW could become more effective and efficient for the VI. We also
present an ongoing research effort, inspired from the idea of Semantic
Web, aiming to enhance browsing efficiency as a result of rationalizing
the way VI browse the WWW. 

%M C.HYPER.05.35
%T From the writable web to global editability
%S Authoring for comprehension
%A Angelo Di Iorio
%A Fabio Vitali
%B HYPER05
%D 2005
%P 35-45
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083365
%X The technical and competence requirements for writing content on the
web is still one of the major factors that widens the gap between
authors and readers. Although tools that support an easy approach to web
writing, such as blogs and wikis, are becoming increasingly important
and mainstream, they still lack in terms of layout and typographical
sophistication, and, most importantly, only allow local editing (on the
pages that are stored by the application itself). In this paper we
re-propose an old paradigm for writing content on the net, directly
derived from the Xanadu vision by Ted Nelson: global editability
foresees that all documents on the web can be accessed for editing and
modified on line, very much as in a global wiki. Global editability
needs to address a number of issues, including correct support for
intellectual property and legal issues, before it can be accepted as an
idea. We provide some considerations on technical issues of global
editability, and describe the architecture and implementation of a
system, called IsaWiki, that is being developed at the University of
Bologna. 

%M C.HYPER.05.46
%T Feral hypertext: when hypertext literature escapes control
%S Authoring for comprehension
%A Jill Walker
%B HYPER05
%D 2005
%P 46-53
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083366
%X This paper presents a historical view of hypertext looking at pre-web
hypertext as a domesticated species bred in captivity, and arguing that
on the web, some breeds of hypertext have gone feral. Feral hypertext is
no longer tame and domesticated, but is fundamentally out of our
control. In order to understand and work with feral hypertext, we need
to accept this and think more as hunter-gatherers than as the farmers we
have been for domesticated hypertext. The paper discusses hypertext in
general with an emphasis on literary and creative hypertext practice. 

%M C.HYPER.05.54
%T Mind the semantic gap
%S Authoring for comprehension
%A David E. Millard
%A Nicholas M. Gibbins
%A Danius T. Michaelides
%A Mark J. Weal
%B HYPER05
%D 2005
%P 54-62
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083367
%X Hypertext can be seen as a logic representation, where semantics are
encoded in both the textual nodes and the graph of links. Systems that
have a very formal representation of these semantics are able to
manipulate the hypertexts in a sophisticated way; for example by
adapting them or sculpting them at run-time. However, hypertext systems
which require the author to write in terms of structures with explicit
semantics are difficult/costly to write in, and can be seen as too
restrictive by certain authors because they do not allow the playful
ambiguity often associated with literary hypertext.
   In this paper we present a vector-based model of the formality of
semantics in hypertext systems, where the vectors represent the
translation of semantics from author to system and from system to
reader. We categorise a variety of existing systems and draw out some
general conclusions about the profiles they share. We believe that our
model will help hypertext system designers analyse how their own systems
formalise semantics, and will warn them when they need to mind the
Semantic Gap between authors and readers. 

%M C.HYPER.05.63
%T Constraints in spatial structures
%S Authoring for comprehension
%A Claus Atzenbeck
%A Peter J. Nurnberg
%B HYPER05
%D 2005
%P 63-65
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083368
%X People have become used to paper as an information carrier over
thousands of years. Paper is usually easy to handle and has been adopted
as a metaphor for information structures in computer applications. This
article gives a brief overview of our analysis on real world bindings.
We further compare those to some metaphor-based spatial structure
applications. We conclude that the high abstract implementation level in
spatial structure applications takes away additional metainformation
that may be useful for the user to find information quicker. 

%M C.HYPER.05.66
%T As we may perceive: inferring logical documents from hypertext
%S Quantifying and computing with structure
%A Pavel Dmitriev
%A Carl Lagoze
%A Boris Suchkov
%B HYPER05
%D 2005
%P 66-74
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083370
%X In recent years, many algorithms for the Web have been developed that
work with information units distinct from individual web pages. These
include segments of web pages or aggregation of web pages into web
communities. Such logical information units improve a variety of web
algorithms and provide the building blocks for the construction of
organized information spaces such as digital libraries. In this paper,
we focus on a type of logical information units called "compound
documents". We argue that the ability to identify compound documents can
improve information retrieval, automatic metadata generation, and
navigation on the Web. We propose a unified framework for identifying
the boundaries of compound documents, which combines both structural and
content features of constituent web pages. The framework is based on a
combination of machine learning and clustering algorithms, with the
former algorithm supervising the latter one. We also propose a new
method for evaluating quality of clusterings, based on a user behavior
model. Experiments on a collection of educational web sites show that
our approach can reliably identify most of the compound documents on
these sites. 

%M C.HYPER.05.75
%T Supporting the generation of argument structure within video
sequences
%S Quantifying and computing with structure
%A Stefano Bocconi
%A Frank Nack
%A Lynda Hardman
%B HYPER05
%D 2005
%P 75-84
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083371
%X We describe our approach to the automatic generation of argument
structures in the domain of video documentaries. Our approach releases
control of the final video sequencing from the film maker/annotator to
the system and thus allows users to select their own documentaries for
viewing. Each video segment is annotated using a formal structure filled
in with terms from a thesaurus. The annotations are used for finding and
combining video segments into a final presentation. In order to
influence the documentaries that can be generated, we introduce three
methods for the annotator to evaluate the effectiveness of the
annotations and to influence the process of automatic link generation. 

%M C.HYPER.05.85
%T Searching a file system using inferred semantic links
%S Quantifying and computing with structure
%A Deepavali Bhagwat
%A Neoklis Polyzotis
%B HYPER05
%D 2005
%P 85-87
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083372
%X We describe Eureka, a file system search engine that takes into
account the inherent relationships among files in order to improve the
rankings of search results. The key idea is to automatically infer
semantic links within the file system, and use the structure of the
links to determine the importance of different files and essentially
bias the result rankings. We discuss the inference of semantic links and
describe the design of the Eureka search engine. 

%M C.HYPER.05.88
%T Distributed, real-time computation of community preferences
%S Pattern, irregularities, and ambiguities
%A Thomas Lutkenhouse
%A Michael L. Nelson
%A Johan Bollen
%B HYPER05
%D 2005
%P 88-97
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083374
%X We describe the integration of smart digital objects with Hebbian
learning to create a distributed, real-time, scalable approach to
adapting to a community's preferences. We designed an experiment using
popular music as the subject matter. Each digital object corresponded to
a music album and contained links to other music albums. By dynamically
generating links among digital objects according to user traversal
patterns, then hierarchically organizing these links according to shared
metadata values, we created a network of digital objects that
self-organized in real-time according to the preferences of the user
community. Furthermore, the similarity between user preferences and
generated link structure was more pronounced between collections of
objects aggregated by shared metadata values. 

%M C.HYPER.05.98
%T Higher-order rank analysis for web structure
%S Pattern, irregularities, and ambiguities
%A Ikumi Horie
%A Kazunori Yamaguchi
%A Kenji Kashiwabara
%B HYPER05
%D 2005
%P 98-106
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083375
%X In this paper, we propose a method for the structural analysis of Web
sites.
   The Web has become one of the most widely used media for electronic
information because of its great flexibility. However, this flexibility
has led to complicated structures. A structure that differs from the
typical structures in a Web site might confuse readers, thus reducing
the effectiveness of the site. A method for detecting unusual structures
would be useful for identifying such structures so that their impact can
be studied and ways to improve Web site effectiveness developed.
   We viewed the Web as a directed graph, and introduced a higher-order
rank based on the non-well-founded set theory. We then developed
higher-order rank analysis for detecting irregularities, defined as
structures which differ from the typical structure of a target site. To
test the effectiveness of our method, we applied it to several Web sites
in actual use, and succeeded in identifying irregular structures in the
sites. 

%M C.HYPER.05.107
%T Parsing and interpreting ambiguous structures in spatial hypermedia
%S Pattern, irregularities, and ambiguities
%A Luis Francisco-Revilla
%A Frank Shipman
%B HYPER05
%D 2005
%P 107-116
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083376
%X When reflecting on information, spatial hypermedia users express
their understanding of the information's structure visually. In order to
facilitate this process, spatial hypermedia uses spatial parsers that
enable systems to infer the structure of information based on the
implicit relationships between components of the representation. This
paper describes the two main purposes of spatial parsers in spatial
hypermedia systems and how particular parsing approaches and features
influence their effectiveness and responsiveness. An alternative
approach that provides better support for ambiguity and adaptability is
instantiated in FLAPS, an adaptive spatial parser that uses fuzzy-logic
in order to infer the implicit structure of spatial hypermedia. The
comparison of FLAPS to other parsers reveals benefits of supporting
ambiguous structures by computing multiple possible interpretations and
identifies limitations that provide goals for future spatial parsers. 

%M C.HYPER.05.117
%T What is the space for?: the role of space in authoring hypertext
representations
%S Transformations and adaptations
%A Yasuhiro Yamamoto
%A Kumiyo Nakakoji
%A Yoshiyuki Nishinaka
%A Mitsuhiro Asada
%A Ryouichi Matsuda
%B HYPER05
%D 2005
%P 117-125
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083378
%X This paper describes our approach of using spatial hypertext as a
means separated from an end representation for hypertext authoring. By
taking advantage of the power of rich interpretation and constant
grounding capabilities of a spatial hypertext representation, ART001,
ART006, and ART014 use spatial hypertext as a means for authoring
linear, hierarchical, and network structures, respectively. The role of
the space of the tools includes controlling a structure and annotating a
structure. The three prototyped tools have been developed to demonstrate
what visual interaction design concerns need to be taken into account to
integrate a spatial hypertext as a means with another structural
representation as an end. The paper concludes with a discussion of what
it means to separate representations as a means from those as an end in
hypertext authoring. 

%M C.HYPER.05.126
%T High-level translation of adaptive hypermedia applications
%S Transformations and adaptations
%A Ewald Ramp
%A Paul De Bra
%A Peter Brusilovsky
%B HYPER05
%D 2005
%P 126-128
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083379
%X In the early years of the adaptive hypermedia research a large number
of special-purpose adaptive hypermedia systems (AHS) have been
developed, to illustrate research ideas, or to serve a single
application. Many of these systems are now obsolete. In this paper we
propose to bring new life to these applications by means of translation
to a general purpose adaptive hypermedia architecture. We illustrate
that this approach can work by showing a high-level translation from
InterBook [2] to AHA! [5]. Such a translation consists of three parts:
the structure of concepts and concept relationships needs to be
translated, the adaptive behavior for these concept relationships must
be defined, and the layout and presentation of the source application
must be "simulated". Our high-level translation covers all three parts. 

%M C.HYPER.05.129
%T Evaluation of adaptive hypermedia systems' conversion
%S Transformations and adaptations
%A Alexandra Cristea
%A Helen Ashman
%A Craig Stewart
%A Paul Cristea
%B HYPER05
%D 2005
%P 129-131
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083380
%X Conversion between different adaptive hypermedia systems has barely
been proposed, yet alone tested in realistic settings. This paper
presents the evaluation of the interoperability of two adaptive
(educational) hypermedia systems, MOT and WHURLE. The evaluation is
performed with the help of a class of thirty-one students enrolled in
the fourth year of the "Politehnica" University of Bucharest, who were
taking a one-week intensive course on Adaptive Hypermedia. This paper
describes and interprets our first experiments of the "write once,
deliver many" paradigm of adaptive hypermedia creation. 

%M C.HYPER.05.132
%T Augmented hyperbooks through conceptual integration
%S Transformations and adaptations
%A Gilles Falquet
%A Luka Nerima
%A Jean-Claude Ziswiler
%B HYPER05
%D 2005
%P 132-134
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083381
%X We describe the automatic transformation of a traditional electronic
document into a augmented, virtual document. After converting the
content into a "small-scale" hyperbook structure with an ontology and
textual fragments, we calculate semantic similarity relations between
the concepts of this hyperbook and a reference hyperbook. We finally
rebuild the document by involving the retrieved hyperlinks. The aim is
to show that the integration process also works without a highly
detailed ontological structure of the source document. 

%M C.HYPER.05.135
%T Processing link structures and linkbases in the web's open world
linking
%S Enabling frameworks and foundations part 1: technologies
%A Francois Bry
%A Michael Eckert
%B HYPER05
%D 2005
%P 135-144
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083383
%X Hyperlinks are an essential feature of the World Wide Web, highly
responsible for its success. XLink improves on HTML's linking
capabilities in several ways. In particular, links after XLink can be
"out-of-line" (i.e., not defined at a link source) and collected in
(possibly several) linkbases, which considerably ease building complex
link structures.
   Regarding its architecture as a distributed and open system, the Web
differs significantly from traditional hypermedia systems. Modeling of
link structures and processing of linkbases under the Web's "open world
linking" require rethinking the traditional approaches. This,
unfortunately, has been rather neglected in the design of XLink.
   Adding a notion of "interface" to XLink, as suggested in this work,
can considerably improve modeling of link structures. When a link
structure is traversed, the relevant linkbase(s) might become ambiguous.
We suggest three linkbase management modes governing the binding of a
linkbase to a document to resolve this ambiguity. 

%M C.HYPER.05.145
%T Separating XHTML content from navigation clutter using DOM-structure
block analysis
%S Enabling frameworks and foundations part 1: technologies
%A Constantine Mantratzis
%A Mehmet Orgun
%A Steve Cassidy
%B HYPER05
%D 2005
%P 145-147
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083384
%X This short paper gives an overview of the principles behind an
algorithm that separates the core-content of a web document from
hyperlinked-clutter such as text advertisements and long links of
syndicated references to other resources.
   Its advantage over other approaches is its ability to identify both
loosely as well as tightly defined "table-like" or "list-like"
structures of hyperlinks (from nested tables to simple, bullet-pointed
lists) by operating at various levels within the DOM tree.
   The resulting data can then be used to extract the core-content from
a web document for semantic analysis or other information retrieval
purposes as well as to aid in the process of "clipping" a web document
to its bare essentials for use with hardware-limited devices such as
PDAs and cell phones. 

%M C.HYPER.05.148
%T Modelling adaptive navigation support techniques using the IMS
learning design specification
%S Enabling frameworks and foundations part 1: technologies
%A Adriana J. Berlanga
%A Francisco J. Garcia
%B HYPER05
%D 2005
%P 148-150
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083385
%X Adaptive Navigation Support techniques aim at manipulating web page
links to present relevant and appropriate information for each user.
This paper sketches how these techniques can be described using a
notational method, the IMS Learning Design specification, and introduces
our proposal to depict adaptive techniques using this specification. 

%M C.HYPER.05.151
%T A system for visualizing and analyzing the evolution of the web with
a time series of graphs
%S Comprehension through evolution
%A Masashi Toyoda
%A Masaru Kitsuregawa
%B HYPER05
%D 2005
%P 151-160
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083387
%X We propose WebRelievo, a system for visualizing and analyzing the
evolution of the web structure based on a large Web archive with a
series of snapshots. It visualizes the evolution with a time series of
graphs, in which nodes are web pages, and edges are relationships
between pages. Graphs can be clustered to show the overview of changes
in graphs. WebRelievo aligns these graphs according to their time, and
automatically determines their layout keeping positions of nodes
synchronized over time, so that the user can keep track pages and
clusters. This visualization enables us to understand when pages
appeared, how their relationships have evolved, and how clusters are
merged and split over time. Current implementation of WebRelievo is
based on six Japanese web archives crawled from 1999 to 2003. The user
can interactively browse those graphs by changing the focused page and
by changing layouts of graphs. Using WebRelievo we can answer historical
questions, and to investigate changes in trends on the Web. We show the
feasibility of WebRelievo by applying it to tracking trends in P2P
systems and search engines for mobile phones, and to investigating link
spamming. 

%M C.HYPER.05.161
%T Activity links: supporting communication and reflection about action
%S Comprehension through evolution
%A Haowei Hsieh
%A Frank Shipman
%B HYPER05
%D 2005
%P 161-170
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083388
%X Tasks that take place over a long period of time or collaborative
tasks where participants are required to develop an understanding of
each other's effort benefit from better communication about activities.
We are exploring facilities for linking directly to activity in
hypertext rather than to documents describing activity. One way of
preserving a record of activity is to store and access document history.
Based on the existing use of edit history in the Visual Knowledge
Builder (VKB), this paper explores functionality surrounding activity
links, links whose destination anchors are a span of activity within the
edit history. We describe enhancements in VKB that support reviewing
activities in the hypertext space and authoring activity links. 

%M C.HYPER.05.171
%T Analyzing history in hypermedia collections
%S Comprehension through evolution
%A Paul Davis
%A Alexey Maslov
%A Scott Phillips
%B HYPER05
%D 2005
%P 171-173
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083389
%X This paper describes a method to analyze the history of hypermedia
collections. We gathered information about documents using the Internet
Archive's Wayback Machine. Analysis focused on two key aspects: centroid
migration and content migration. The objective is to understand how
collections change over time. We developed and applied a tool called
HHAT, or Hypertext History Analysis Tool, that visualizes centroids and
content migration over time. 

%M C.HYPER.05.174
%T The evolving mSpace platform: leveraging the semantic web on the
trail of the memex
%S User trails
%A m. c. schraefel
%A Daniel A. Smith
%A Alisdair Owens
%A Alistair Russell
%A Craig Harris
%A Max Wilson
%B HYPER05
%D 2005
%P 174-183
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083391
%X Vannevar Bush proposed the memex as a means to support building
knowledge in the way he says the human brain works: by association.
Achieving this vision has been a core motivation for hypertext research.
In this paper, we suggest first that Bush's memex reflects an
interaction paradigm rather than system design. Second, we propose that
Semantic Web promises to provide the mechanisms to enable these
interaction requirements. Third, we propose the mSpace framework and
architecture as a platform to deploy lightweight Semantic Web
applications which foreground associative interaction. We propose this
lightweight approach as a means to evaluate both interaction needs and
the cost/benefits of using Semantic Web technologies to support them. 

%M C.HYPER.05.184
%T Improving adaptation in web-based educational hypermedia by means of
knowledge discovery
%S User trails
%A Andrej Kristofic
%A Maria Bielikova
%B HYPER05
%D 2005
%P 184-192
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083392
%X Most adaptive web-based hypermedia systems adapt presentation of the
content and/or navigation using predefined set of rules. Considering
different behavior and preferences of each user it may be hard to
generalize and construct all appropriate rules in advance. This problem
is more noticeable in educational adaptive hypermedia systems, where
adaptation to individual learning style of a student is important for
the student to effectively assess particular domain. In this paper we
present techniques for data mining, which can be used to discover
knowledge about students' behavior during learning, as well as
techniques, which take advantage of such knowledge to recommend students
lessons they should study next. We also describe a process of
recommendation based on knowledge discovery and present an architecture
of a web-based system, which uses proposed approach to improve
adaptation. Proposed architecture is independent of actual adaptive
hypermedia system used. 

%M C.HYPER.05.193
%T Queries as anchors: selection by association
%S User trails
%A Einat Amitay
%A Adam Darlow
%A David Konopnicki
%A Uri Weiss
%B HYPER05
%D 2005
%P 193-201
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083393
%X This paper introduces a new method for linking the world view of the
search engine user community with that of the search engine itself. This
new method is based on collecting and aggregating associative query
trails in the form of query reformulation sessions. Those associative
query trails are then used to expand the documents indexed by the search
engine. Our method is shown to reduce the time spent searching the
index, reduce the need to reformulate queries, and also increase the
proportion of queries which fulfill the user's information need. Our
work provides a mere glimpse into a new field of study by introducing
new types of linking between documents and users' world views. Such
links from world views have never previously been considered content
that can be indexed and searched over. 

%M C.HYPER.05.202
%T An evaluation of look-ahead breadcrumbs for the WWW
%S User trails
%A James Blustein
%A Ishtiaq Ahmed
%A Keith Instone
%B HYPER05
%D 2005
%P 202-204
%K WWW, information architecture, navigation 
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083394

%M C.HYPER.05.205
%T Extending the text: digital editions and the hypertextual paradigm
%S Knowledge sharing and reuse
%A Massimo Riva
%A Vika Zafrin
%B HYPER05
%D 2005
%P 205-207
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083396
%X This paper explains some of the theoretical underpinnings informing
the framework of the Virtual Humanities Lab [9] at Brown University. We
argue that humanists can and should perform research collaboratively
online, provided the availability of tools that suit their individual
and collective needs. VHL's implementation of some such tools is
extendable to treating a variety of primary sources. In its first year
of development, VHL enables scholars to participate in the editing and
annotation of a diverse typology of semantically encoded texts from
Early Modern Italy. 

%M C.HYPER.05.208
%T On cooperatively creating dynamic ontologies
%S Knowledge sharing and reuse
%A Eva Gahleitner
%A Wernher Behrendt
%A Jurgen Palkoska
%A Edgar Weippl
%B HYPER05
%D 2005
%P 208-210
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083397
%X Collaborative construction of ontologies is still hampered by
immature methodologies and by tools which are insufficient for domain
experts who are not at the same time, knowledge engineers. The DynamOnt
project has set out to develop a methodology for collaboratively
creating group ontologies which evolve over time as well as in space and
internal complexity. The project also seeks to identify requirements and
specifications for tools which will support the construction of such
dynamically evolving ontologies. Major issues are the guidance of
knowledge workers towards soundly constructed ontologies with the help
of upper level ontologies and an exploration into language issues - in
our case the scenario for constructing ontologies, if German is the
language of choice for the domain experts. We also investigate the
relationship between terminology and ontology, which we view as a bridge
between linguistically motivated and IT motivated standardisation of
conceptual models. We envisage knowledge workers' environments of the
future to be tightly integrated systems with their hypertextual
capabilities being controlled by ontologically sound interaction and
navigation models. 

%M C.HYPER.05.211
%T Fragment identifiers for plain text files
%S Knowledge sharing and reuse
%A Erik Wilde
%A Marcel Baschnagel
%B HYPER05
%D 2005
%P 211-213
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083398
%X Hypermedia systems like the Web heavily depend on their ability to
link resources. One of the key features of the Web's URIs is their
ability to not only specify a resource, but to also identify a
subresource within that resource, by using a fragment identifier.
Fragment identification enables user to create better hypermedia. We
present a proposal for fragment identifiers for plain text files, which
makes it possible to identify character or line ranges, or subresources
identified by regular expressions. Using these fragment identifiers, it
is possible to create more specific hyperlinks, by not only linking to a
complete plain text resource, but only the relevant part of it. Along
with this proposal, a prototype implementation is described which can be
used both as a server-side testbed and as a client-side extension for
the Firefox browser. 

%M C.HYPER.05.214
%T Adaptive personal information environment based on the semantic web
%S Knowledge sharing and reuse
%A Thanyalak Maneewatthana
%A Gary B. Wills
%A Wendy Hall
%B HYPER05
%D 2005
%P 214-216
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083399
%X In order to support knowledge workers throughout their task of
searching, locating and manipulating information, a system that provides
information suitable for a particular user's needs, and that is able to
facilitate the sharing and reuse of knowledge is essential. This paper
presents Adaptive Personal Information Environment (a-PIE); a
service-oriented framework using Open Hypermedia and Semantic Web
technologies to provide an adaptive Web-based system. a-PIE models the
information structures (data and links), context and behaviour as
Fundamental Open Hypermedia Model (FOHM) structures which are
manipulated by using the Auld Linky contextual link service. a-PIE
provides an information environment that enables users to search an
information space based on ontologically defined domain concepts. The
users can add and manipulate (delete, comment, etc.) information of
interests or part of an information structure in their information
space, leaving the original published data or information structures
unchanged. The a-PIE environment facilitates the shareability and
reusability of knowledge according to users' requirements. 

%M C.HYPER.05.217
%T Hypervideo expression: experiences with hyper-hitchcock
%S Narratives
%A Frank Shipman
%A Andreas Girgensohn
%A Lynn Wilcox
%B HYPER05
%D 2005
%P 217-226
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083401
%X Hyper-Hitchcock is a hypervideo editor enabling the direct
manipulation authoring of a particular form of hypervideo called
"detail-on-demand video." This form of hypervideo allows a single link
out of the currently playing video to provide more details on the
content currently being presented. A workspace is used to select, group,
and arrange video clips into several linear sequences. Navigational
links placed between the video elements are assigned labels and return
behaviors appropriate to the goals of the hypervideo and the role of the
destination video. Hyper-Hitchcock was used by students in a Computers
and New Media class to author hypervideos on a variety of topics. The
produced hypervideos provide examples of hypervideo structures and the
link properties and behaviors needed to support them. Feedback from
students identified additional link behaviors and features required to
support new hypervideo genres. This feedback is valuable for the
redesign of Hyper-Hitchcock and the design of hypervideo editors in
general. 

%M C.HYPER.05.227
%T What the geeks know: hypertext and the problem of literacy
%S Narratives
%A Stuart Moulthrop
%B HYPER05
%D 2005
%P 227-231
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083402
%X Recent theories of hypertext usefully emphasize continuity with
earlier media; but in the general social environment, this continuity is
not well understood, and may even be opposed in some quarters. The paper
argues that we should define hypertext as the basis for a new version of
general literacy and place greater emphasis on teaching in our agenda
for applications and research. 

%M C.HYPER.05.232
%T StorySpinner: controlling narrative pace in hyperfiction
%S Narratives
%A Clare J. Hooper
%A Mark J. Weal
%B HYPER05
%D 2005
%P 232-234
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083403
%X This paper describes the StorySpinner system, a sculptural hypertext
reader used as a test bed for experimenting with the authoring of
narrative flow in automatically generated stories. An overview of the
system is presented along with discussion and conclusions arising from
initial user trials. 

%M C.HYPER.05.235
%T Advene: active reading through hypervideo
%S Annotations
%A Olivier Aubert
%A Yannick Prie
%B HYPER05
%D 2005
%P 235-244
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083405
%X Active reading and hypermedia usage are an integral part of scholar
daily practices, but the full exploitation of their potentialities still
lies far ahead. In the search for new methods and tools, we focus in
this article on the use of audiovisual material in a scholar context.
One of the results of active reading applied to audiovisual material can
be hypervideos, that we define as views on audiovisual documents
associated with an annotation structure. The notion of hypervideo is
useful to analyse existing video-based hypermedia systems as well as
building new systems. The Advene project proposes an implementation of
hypervideos through a framework that allows experimentations of new
visualisation and interaction modalities for enriched videos. 

%M C.HYPER.05.245
%T Semantically annotated hypermedia services
%S Annotations
%A Ippokratis Pandis
%A Nikos Karousos
%A Thanassis Tiropanis
%B HYPER05
%D 2005
%P 245-247
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083406
%X Hypermedia systems' researchers investigate the various approaches in
the way documents and resources are linked, navigated and stored in a
distributed environment. Unfortunately, those systems fail to provide
effortlessly usable discrete services, since it is difficult both to
discover and to invoke any of them. This paper proposes the usage of
emerging technologies that try to augment the Web resources with
semantics in order to provide Hypermedia services that can be easily
discovered, and integrated by potential third party developers. In this
context, we analyze the benefits for the Hypermedia community upon the
adoption of Semantic Web technologies for the description of Hypermedia
services, and we implement an initial corresponding ontology. 

%M C.HYPER.05.248
%T Audio information retrieval in HyperMedia environment
%S Omnipresent knowledge
%A Isabella Gagliardi
%A Patrizia Pagliarulo
%B HYPER05
%D 2005
%P 248-250
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083408
%X The central position of multimedia documents today's information
society and the new instruments offered by digital technologies have
promoted the creation of large multimedia databases. A typical sample of
this is the AESS, "Archivio di Etnografia e Storia Sociale" (Archive of
Ethnography and Social History) of the Lombardy Region.
   The application designed for the multimodal navigation of the AESS
web site illustrates the properties and strengths of tools and methods
we have developed for the management and consultation of multimedia
ethnographical archives composed of text, images, audios (both songs and
spoken documents), and videos. 

%M C.HYPER.05.251
%T The 3D sonification of links in physical hypermedia environments
%S Omnipresent knowledge
%A David E. Millard
%A Martin Ross
%B HYPER05
%D 2005
%P 251-253
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083409
%X Sonification is the technique of generating sounds from complex data
in order to represent that data to a human being. With 3d audio it is
possible to place these sounds in a 3d soundscape around a listener. In
this paper we investigate the possibility of using 3d sonification in
physical hypermedia environments. We present our early experiences of
developing a 3d sonification simulator based on Open Hypermedia
technology. 

%M C.HYPER.05.254
%T RSS as a distribution medium for geo-spatial hypermedia
%S Omnipresent knowledge
%A Frank Allan Hansen
%A Bent Guldbjerg Christensen
%A Niels Olof Bouvin
%B HYPER05
%D 2005
%P 254-256
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083410
%X This paper describes how the XML based RSS syndication formats used
in weblogs can be utilized as the distribution medium for geo-spatial
hypermedia, and how this approach can be used to create a highly
distributed multi-user annotation system for geo-spatial hypermedia. It
is demonstrated, how the HyCon annotation model [2] can be formulated as
a RSS 2.0 feed and how such feeds allow annotation threads to be
distributed across multiple weblogs and servers. 

%M C.HYPER.05.257
%T Towards enterprise frameworks for networked hypermedia: a case-study
in cultural tourism
%S Enabling frameworks and foundations: schemas, part 2
%A Franca Garzotto
%A Luca Megale
%B HYPER05
%D 2005
%P 257-266
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083412
%X An enterprise framework denotes a "reusable, "'semi-complete"
application skeleton that can be easily adapted to produce custom
applications in a specific business domain. This paper presents the
requirements, design, and implementation of MEDINA, an enterprise
framework for content intensive networked hypermedia in the domain of
cultural tourism. MEDINA provides a user-friendly customization tool
that can be used without any implementation effort, and is integrated
within a modular, highly portable software architecture for dynamic
application generation. 

%M C.HYPER.05.267
%T Bulk loading large collections of hyperlinked resources
%S Enabling frameworks and foundations: schemas, part 2
%A Davood Rafiei
%B HYPER05
%D 2005
%P 267-269
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083413
%X The problem of loading large collections of hyperlinked resources
into a relational database is complicated with inter-node references
when these references cannot be indexed. We show that this scenario can
arise in many real life hyperlinked resources and propose several
solutions to address the problem. We run some experiments over a graph
of the Web with 178 million nodes and around 1 billion edges and report
our results. 

%M C.HYPER.05.270
%T Supporting joint modeling by end users
%S Enabling frameworks and foundations: schemas, part 2
%A Jessica Rubart
%A Weigang Wang
%B HYPER05
%D 2005
%P 270-272
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083414
%X This paper discusses how semantic holism, spatial hypertext, and
schema-based hypertext concepts can support joint modeling by end users.
The results are based on experiences with previously developed
cooperative hypermedia systems for collaborative modeling. 

%M C.HYPER.05.273
%T Syntagmatic- and paradigmatic stretchtext
%S Form through stretching
%A Tor Brekke Skjotskift
%B HYPER05
%D 2005
%P 273-275
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083416
%X Stretchtext, as conceptualised by Nelson, is a text that can be made
more compressed or complex on demand. This paper presents a project
where a Sherlock Holmes story is made into stretchtext in text, audio
and video. Several narrative challenges are identified, of which two
will be discussed in this paper: syntagmatic stretchtext, and
paradigmatic stretchtext. 

%M C.HYPER.05.301
%T Editing Stretchfilm
%S Form through stretching
%A Anders Fagerjord
%B HYPER05
%D 2005
%P 301
%* (c) Copyright 2005 ACM
%O The full text HTML files for this article are fully compatible with the following browsers:
Firefox, Mozilla Opera, and Safari
%W http://doi.acm.org/10.1145/1083356.1089507

%M C.HYPER.05.276
%T HyperHistory
%S Posters
%A Till Nagel
%A Rene Sander
%B HYPER05
%D 2005
%P 276-277
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083418
%X HyperHistory is a web browser extension supporting the user's
browsing habits. Second only to processing information, finding it is
the most essential task. As users frequently return to previously seen
documents, this work focuses on revisitation patterns. The extension
improves the browser's navigational facilities and alleviates some of
the most urgent and well-documented issues both built-in and third-party
solutions have not yet successfully solved. HyperHistory attempts to
mend the rift between the user's mental model and the context-less
representation the browser's history provides. Furthermore, the
extension lessens the affordance necessary to efficiently gather and
retrieve information by preserving the semantic context based on visited
hyperlinks and estimating the value a single page has to the user. 

%M C.HYPER.05.278
%T Information visualization for an intrusion detection system
%S Posters
%A James Blustein
%A Ching-Lung Fu
%A Daniel L. Silver
%B HYPER05
%D 2005
%P 278-279
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083419
%X Spatial hypertext was developed from studies of how humans deal with
information overflow particularly in situations where data needed to be
interpreted quickly. Most users of intrusion detection systems (IDS) do
not monitor their system continuously and IDS have high false alarm
rates. The proposed system that utilizes spatial hypertext workspace as
the user interface could reduce the impact of high false alarm from IDS.
This system may improvement the user's willingness to continuously
monitor the system. 

%M C.HYPER.05.280
%T Towards a hypertext navigation language
%S Posters
%A Ralf Hauber
%B HYPER05
%D 2005
%P 280-281
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083420
%X Hypertext is a paradigm for user-driven access to information, and
the task of the user is to navigate hypertext. This poster suggests to
treat navigation as an independent dimension by explicitly describing
the navigation space in a dedicated navigation language.
   The language has three major applications: (1) Describing paths
through hypertext. Those paths can be used as recommendations or
prescriptions that users may or must follow. (2) Building specialized
information access paths to cope with specific information needs. (3)
Enabling the automation of recurring navigation patterns.
   All three cases are related by the notion of a path. We introduce an
abstraction that captures the idea of a "path through hypertext",
so-called hypertracks, which are concise, quick to author, and easy to
communicate (e.g. via e-mail or Web).This poster motivates the
navigation language and introduces the concepts behind it (hypertracks,
stateful navigation situations, navigation context, navigation actions,
navigation history, predicates for conditional navigation, and an
event-based processing model). The concrete syntax of the language and
its integration into a browser are under development. 

%M C.HYPER.05.282
%T Technical hypertext accessibility: information structures and
rhetorical framing
%S Posters
%A Lawrie Hunter
%B HYPER05
%D 2005
%P 282-283
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083421
%X This paper outlines work in progress towards using information
structure maps as a graphical means of informing the reader of his/her
position in a hypertext array, and of the rhetorical intent of any given
utterance. The graphical navigation aids described here support the
non-native writer's (NNW) use of model technical text, and provide an
inroad for developing NNW awareness of the distinction between
information elements and rhetorical devices. 

%M C.HYPER.05.284
%T Generalized semantics-to-document derivation
%S Posters
%A Lloyd Rutledge
%A Martin Alberink
%A Lynda Hardman
%A Meetina Veenstra
%B HYPER05
%D 2005
%P 284-285
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083422
%X This poster presents a general clustering-based algorithm for
deriving presentation structure from semantic structure.
Domain-independent presentation generation results from this algorithm. 

%M C.HYPER.05.286
%T Smart content factory: assisting search for digital objects by
generic linking concepts to multimedia content
%S Posters
%A Tobias Burger
%A Erich Gams
%A Georg Gunter
%B HYPER05
%D 2005
%P 286-287
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083423
%X Search, retrieval and navigation in audiovisual repositories is a
task common to all media asset management systems: Users are supported
by a wide range of features which are traditionally based on full text
search and metadata queries. In this paper we describe an approach to
superimpose a semantic indexing infrastructure over the media assets and
the metadata associated with them. The infrastructure is based on formal
knowledge models and facilitates the use of further navigation
dimensions: By identifying semantic concepts we are able to create a
dynamic navigation structure which is based on the underlying knowledge
model and the conceptual relations defined therein. 

%M C.HYPER.05.288
%T The StorySpinner sculptural reader
%S Demos
%A Clare J. Hooper
%A Mark J. Weal
%B HYPER05
%D 2005
%P 288-289
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083425
%X This demo is of a hypertext reading system called StorySpinner. It
follows the sculptural hypertext methodology and has been used as a test
bed for experimenting with the authoring of narrative flow in
automatically generated stories. Readers are able to select and read one
of two available stories. Reading a story involves selecting tarot cards
which are mapped to chunks of story text based on possible
interpretations of the cards and information concerning current story
state. 

%M C.HYPER.05.290
%T Cruising the semantic web with noadster
%S Demos
%A Lloyd Rutledge
%A Jacco van Ossenbruggen
%B HYPER05
%D 2005
%P 290-291
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083426
%X This demonstration presents Noadster, a hypermedia-oriented Semantic
Web browser. Noadster applies the tradition Web search-then-browse to
the Semantic Web. It also generates document structure over the search
returns to further facilitate browsing. 

%M C.HYPER.05.292
%T Vox populi: a tool for automatically generating video documentaries
%S Demos
%A Stefano Bocconi
%A Frank Nack
%A Lynda Hardman
%B HYPER05
%D 2005
%P 292-294
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083427
%X Vox Populi is a system that automatically generates video
documentaries. Our application domain is video interviews about
controversial topics. Via a Web interface the user selects one of the
possible topics and a point of view she would like the generated
sequence to present, and the engine selects and assembles video material
from the repository to satisfy the user request. 

%M C.HYPER.05.295
%T WARP for re-engineering of web applications
%S Demos
%A Mario Bochicchio
%A Nicola Fiore
%B HYPER05
%D 2005
%P 295-297
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083428
%X Recently the need for reengineering of Web Applications has increased
significantly due to the failure of the most important investments. The
demand by all business sectors to adapt their applications to the Web
characteristics has created a tremendous need for methods, tools, and
infrastructures to evolve and exploit existing applications efficiently
and cost-effectively.
   Our demo introduces an environment specifically tailored for the
design and the rapid prototyping of Web applications. The environment,
named WARP (Web Application Rapid Prototyping), offers a set of online
software tools, which assist the designer and the user browsing of a Web
application, in all its different aspects according to the W2000
methodology. To support the re-engineering, WARP uses WGrab that maps
the W2000 schema onto the legacy data sources, in order to integrate the
existing content into the application production process. 

%M C.HYPER.05.298
%T Creating and sharing hypervideos with advene
%S Demos
%A Olivier Aubert
%A Yannick Prie
%B HYPER05
%D 2005
%P 298-300
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1083356.1083429

fpack:!@#$%^&*(): psychnology02.BA
%M J.psychnology.2.1.4
%T Introduction to the special issue
%A Liliana Ardissono
%A Anna Goy
%A Fabio Paterno
%J psychnology
%D 2004
%V 2
%N 1
%P 4-6
%W http://www.psychnology.org/File/PSYCHNOLOGY_JOURNAL_2_1_INTRO.pdf

%M J.psychnology.2.1.7
%T Adaptive Navigation Support: From Adaptive Hypermedia to the Adaptive
Web and Beyond
%A Peter Brusilovsky
%J psychnology
%D 2004
%V 2
%N 1
%P 7-23
%K Navigation support, user model, virtual environments, adaptive
system, personalization.
%W http://www.psychnology.org/File/PSYCHNOLOGY_JOURNAL_2_1_BRUSILOVSKY.pdf
%X Adaptive navigation support is a specific group of technologies that
support user navigation in "virtual spaces" adapting to the goals,
preferences and knowledge of the individual user. These technologies,
originally developed in the field of adaptive hypermedia, are becoming
increasingly important in several adaptive Web applications from
Web-based adaptive hypermedia to adaptive virtual reality. This paper
provides a brief introduction to adaptive navigation support, reviews
major adaptive navigation support technologies, and presents a sequence
of projects performed by our group to study adaptive navigation support
in different contexts.

%M J.psychnology.2.1.24
%T Navigating 3D Virtual Environments by Following Embodied Agents: a
Proposal and its Informal Evaluation on a Virtual Museum Application
%A Luca Chittaro
%A Lucio Ieronutti
%A Roberto Ranon
%J psychnology
%D 2004
%V 2
%N 1
%P 24-42
%K Virtual Environments, Navigation Aids, Virtual Museums, Embodied
Agents.
%W http://www.psychnology.org/File/PSYCHNOLOGY_JOURNAL_2_1_CHITTARO.pdf
%X Many 3D virtual environments (e.g., 3D Web sites) do not offer
sufficient assistance to (especially novice) users in navigating the
virtual environment, find objects/places of interests, and learn how to
interact with them. This paper proposes the adoption of guided tours of
virtual environments as an effective user aid and describes a novel tool
that provides automatic code generation for adding such guided tours to
3D virtual environments developed using the VRML language. In the second
part of the paper, we informally evaluate the proposed approach on a
real-world application concerning a 3D computer science museum (a
complement to a real-world exhibition focusing on the history of
computer technology).

%M J.psychnology.2.1.43
%T SAMIR: A Smart 3D Assistant on the Web
%A Fabio Abbattista
%A Graziano Catucci
%A Gianni Semeraro
%A Fabio Zambetta
%J psychnology
%D 2004
%V 2
%N 1
%P 43-60
%K Conversational interfaces, intelligent agents, facial animation.
%W http://www.psychnology.org/File/PSYCHNOLOGY_JOURNAL_2_1_ABBATTISTA.pdf
%X A current trend in modern HCI is represented by Embodied
Conversational Agents (ECAs), even designed to run on the Web. They are
virtual 3D human-like front ends coupled with software agents that are
able to engage in a conversation with a user and execute complex tasks,
such as, for example, searching for some specific information or
ordering some items from the catalogue of an online shop. This paper
presents SAMIR system, a framework to build intelligent agents for the
Web. SAMIR consists of a 3D face which is animated to exploit
expressions which are perceived by the user; a custom version of the
ALICE chatterbot to chat with the user; and finally an XCS classifier
system to deal with the problem of keeping conversation and face
expressions coherent with each other. Experimental results, taken from
an online bookstorebased scenario, are presented at the end.

%M J.psychnology.2.1.61
%T Developing Affective Lexical Resources
%A Alessandro Valitutti
%A Carlo Strapparava
%A Oliviero Stock
%J psychnology
%D 2004
%V 2
%N 1
%P 61-83
%K Affective Computing, NLP, Lexical Resources, WORDNET.
%W http://www.psychnology.org/File/PSYCHNOLOGY_JOURNAL_2_1_VALITUTTI.pdf
%X Affective computing is advancing as a field that allows a new form of
human computer interaction, in addition to the use of natural language.
There is a wide perception that the future of human-computer interaction
is in themes such as entertainment, emotions, aesthetic pleasure,
motivation, attention, engagement, etc. Studying the relation between
natural language and affective information and dealing with its
computational treatment is becoming crucial. In this paper we present a
linguistic resource for a lexical representation of affective knowledge.
This resource (named WORDNET-AFFECT) was developed starting from
WORDNET, through the selection and labeling of the synsets representing
affective concepts.

%M J.psychnology.2.1.84
%T Finding Geometrical Associations Between Meaningful Objects in the
Web: A Geostatistical Approach
%A Francesco Di Nocera
%A Corinne Capponi
%A Fabio Ferlazzo
%J psychnology
%D 2004
%V 2
%N 1
%P 84-98
%K schemata, spatial representations, spatial point patterns, page
layout, usability
%W http://www.psychnology.org/File/PSYCHNOLOGY_JOURNAL_2_1_DINOCERA.pdf
%X The study reported in this paper was aimed at investigating the
existence of schemata specifically involved in the cognitive
organization of a web page. Particularly, the hypothesis was that the
location of some web objects (namely, links to specific contents) might
be expected by the users at specific spatial locations. Using a method
providing geometrical information concerning the organization of web
contents, we found that user's expectations could be linked to the
activity of low- and high-level schemata allowing performance
optimization. Potential benefits of the Cognitive GeoConcept procedure
for supporting information architects' decisions are discussed.

%M J.psychnology.2.1.99
%T Software Environments for End-User Development and Tailoring
%A Maria Francesca Costabile
%A Daniela Fogli
%A Giuseppe Fresta
%A Piero Mussio
%A Antonio Piccinno
%J psychnology
%D 2004
%V 2
%N 1
%P 99-122
%K End-User Development, Visual Interaction, Tailoring, Customization.
%W http://www.psychnology.org/File/PSYCHNOLOGY_JOURNAL_2_1_COSTABILE.pdf
%X In the Information Society, end-users keep increasing very fast in
number, as well as in their demand with respect to the activities they
would like to perform with computer environments, without being obliged
to become computer specialists. There is a strong request of providing
end-users with powerful and flexible environments, tailorable to the
culture, skills and needs of very diverse end-user population. In this
paper, we discuss a framework for End-User Development (EUD) and present
our methodology to design software environments that support the
activities of a particular class of end-users, called domain-expert
users, with the objective of easing the way these users work with
computers. Such environments are called Software Shaping Workshops in
analogy to artisan workshops, since they provide users with the tools,
organized on a bench, that are necessary to accomplish their specific
activities by properly shaping software artifacts. The methodology is
discussed, outlining its implementation through a web-based prototype.

%M J.psychnology.2.1.123
%T Methods and Tools for Designing and Developing Usable Multi-Platform
Interactive Applications
%A Cristina Chesta
%A Fabio Paterno
%A Carmen Santoro
%J psychnology
%D 2004
%V 2
%N 1
%P 123-139
%K nomadic, multi-platform, context-aware, model-based.
%W http://www.psychnology.org/File/PSYCHNOLOGY_JOURNAL_2_1_CHESTA.pdf
%X The increasing availability of new types of interaction devices
raises the need for new methods and tools to support the design and
development of highly usable context-sensitive nomadic applications
accessible through multiple platforms. This paper provides an overview
and discusses a solution based on the use of multiple levels of
abstractions, which has been studied within the framework of the
European project CAMELEON. Moreover it addresses the problem of
evaluating the usability of these tools by discussing the specific
issues, the criteria and methodologies applied as well as some results
obtained in an experimental activity on the subject.

%M J.psychnology.2.1.140
%T User Interaction with an Automated Solver: The Case of a Mission
Planner
%A Gabriella Cortellessa
%A Amedeo Cesta
%A Angelo Oddi
%A Nicola Policella
%J psychnology
%D 2004
%V 2
%N 1
%P 140-162
%K human-computer interaction, interactive problem solving, planning and
scheduling problems, user involvement, space applications.
%W http://www.psychnology.org/File/PSYCHNOLOGY_JOURNAL_2_1_CORTELLESSA.pdf
%X An effective interaction with the user is a key aspect for the
success of technological tools applied to both everyday and highly
specialized tasks. This paper shows features of MEXAR, an intelligent
system that solves a mission planning problem related to the MARS
EXPRESS program of the European Space Agency. The paper describes the
MEXAR interaction module developed to support human mission planners in
a specific daily task, which consists in generating commands for
downloading the on-board memory of the spacecraft. The interactive
environment of MEXAR helps a user to analyze the current problem and
takes planning decisions as a result of an interactive process enhanced
by various elaborate facilities. Different interactive techniques have
been integrated to address two different aspects: (a) developing trust
on behalf of the user in the automated algorithms; (b) promoting a deep
participation of the user during problem solving. An integral part of
the tool development process has been a usability study on MEXAR'S
Interaction Module, aimed at discovering possible problems in
user-system interaction. This paper discusses how the enhancement of
both transparency and usability of automated decision making tools is
fundamental for users' acceptance of artificial support systems and
their profitable deployment in real world applications.

%M J.psychnology.2.2.168
%T The Interactive Construction of Learning Foci in Simulation-Based
Learning Environments: A Case Study of an Anaesthesia Course
%A Hans Rystedt
%A Oskar Lindwall
%J psychnology
%D 2004
%V 2
%N 2
%P 168-188
%K interactive learning environments; simulations; collaborative
learning; interaction analysis.
%W http://www.psychnology.org/File/PSYCHNOLOGY_JOURNAL_2_2_RYSTEDT.pdf
%X The dynamic and interactive character of computer simulations is
often thought to be advantageous in vocational education. In the present
study, video-recorded data from a course in anaesthesia care are
analysed in order to explore the conditions for students to understand
and act in simulation-based case scenarios. The results show that the
students orient themselves to the simulation in three different ways,
thereby constituting three different learning foci. Sometimes, when
students use resources from their education, the properties of
pharmacological preparations are in focus. On other occasions routines
at work organise their approach, whilst at other times, they focus on
the specific characteristics of the simulation's user interface. In the
discussion of the constitution of this hybrid activity, two aspects are
presented as especially relevant: first, the students' previous
experiences from their education and of nurses' work and, secondly, how
the teacher guides the students' orientations toward different
resources. Finally, we argue that the simulation could function as a
unique learning environment since it provides opportunities for linking
experiences from work with more theoretical forms of reasoning in
distinctive ways.

%M J.psychnology.2.2.189
%T Managing Intersubjectivity in Distributed Collaboration
%A Hans Christian Arnseth
%A Sten Ludvigsen
%A Anders Morch
%A Barbara Wasson
%J psychnology
%D 2004
%V 2
%N 2
%P 189-204
%K Computer Supported Collaborative Learning, Learning and Social
Intreraction, Distributed Communication, Intersubjectivity
%W http://www.psychnology.org/File/PSYCHNOLOGY_JOURNAL_2_2_ARNSETH.pdf
%X A situated approach is employed to in order to study distributed
collaborative learning. We present a case study of how one group of
students collaborate through a groupware system called TeamWave
Workplace. In addition, we provide an illustration of a case involving a
particularly interesting form of use concerning this topic. The main aim
of the article is to gain insights into some of the problems students'
encounter in distributed communication, especially in regard to how
participants establish a shared context for their activities. A
particularly important issue in this regard is related to how the system
is used in order to manage intersubjectivity. The system offer both
opportunities and obstructions as regards communication, depending on
how the participants use it for what purposes.

%M J.psychnology.2.2.205
%T Designing Computer Supported Collaborative Learning Activities for
Specific Contexts
%A Johan Lundin
%J psychnology
%D 2004
%V 2
%N 2
%P 205-228
%K CSCL, Workplace learning, Design Methods.
%W http://www.psychnology.org/File/PSYCHNOLOGY_JOURNAL_2_2_LUNDIN.pdf
%X This paper explores the design of computer supported collaborative
learning activities. There is a need for methods to develop learning
activities suitable for various domains. The context in focus here is
workplace learning, specifically collaborative learning among mobile and
distributed colleagues. The design method proposed builds on input from
qualitative studies, organized learning activities and the possibilities
of new technology. Scenarios are used to be able to evaluate and
innovate learning activities. In this paper the use of learning
activities (generally accumulated from research in a non-work context)
is combined with qualitative studies to inform design of IT-supported
workplace learning. When applying the method to a case of introducing a
specific collaborative learning activity (multimedia scenarios) to a
context of mobile and distributed workers, it proves useful.

%M J.psychnology.2.2.229
%T Visualization of Complex Systems - The Two-Shower Model
%A Magnhild Viste
%A Hanne-Lovise Skartveit
%J psychnology
%D 2004
%V 2
%N 2
%P 229-241
%K Visualization, Complex Systems, Collaboration, Interactive Learning
Environments, Prototype Design.
%W http://www.psychnology.org/File/PSYCHNOLOGY_JOURNAL_2_2_VISTE.pdf
%X This paper addresses ongoing research into visualization of system
dynamics models to help the understanding of complex systems. The paper
discusses a prototype under development named "The Two-Shower Model".
This collaborative interactive learning environment presents learners
with a seemingly simple task: to reach a pleasant temperature in two
showers that share the same hot water resource. This is however an
example of a complex nonlinear system that may be difficult to control.
Both particpants must reach an understanding of how the system works in
order to be able to control it together. The paper discusses how
visualizations may assist the participants in that process.

%M J.psychnology.2.2.242
%T Collaborative Strategic Planning On-line
%A Kimmo Liinamaa
%A Jussi Nuutinen
%A Erkki Sutinen
%A Hannu Vanharanta
%J psychnology
%D 2004
%V 2
%N 2
%P 242-254
%K Strategic Planning, Strategy Process, Web-based Collaboration.
%W http://www.psychnology.org/File/PSYCHNOLOGY_JOURNAL_2_2_LIINAMAA.pdf
%X It is widely agreed that the rate of change in many industries is
faster than ever before. Strategic decisions are, in addition to top
management plans, made on a day-to-day basis closer to the firms
markets. In order for the decisions made by individual employees to be
strategically coherent it is necessary that the employees develop a
shared understanding of some of the basic assumptions and concepts
affecting their business environment. This paper presents a
computer-based collaboration tool, which is used in the context of
strategic planning to facilitate knowledge sharing, knowledge
utilization, and learning.

%M J.psychnology.2.3.259
%T Playing Online Games: Flow Experience
%A Alexander E. Voiskounsky
%A Olga V. Mitina
%A Anastasiya A. Avetisova
%J psychnology
%D 2004
%V 2
%N 3
%P 259-281
%K play, online, flow, MUD, structural equation modeling.
%W http://www.psychnology.org/File/PSYCHNOLOGY_JOURNAL_2_3_VOISKOUNSKY.pdf
%X Playing MUDs (Multi-User Dungeons, or Multi-User Dimensions),
text-only online gaming environments, may initiate flow experience.
Online survey research was administered within the population of Russian
MUDs players, using the specially designed questionnaire with 3 blocks
of questions: demography and experience in playing MUDs; flow
experience; interactive patterns. Replies of respondents (N = 347) fit a
six factor model: F1 (Flow experience); F2 (Achievement); F3
(Activity/Passivity); F4 (Interaction); F5 (Thoughfulness/Spontaneity);
F6 (Cognition). To analyse the data, structural equation modeling was
done. All the correlations between the factors are significant (p &lt;
0.05). The set of dimensions describing flow experience while playing
MUDs was selected. Since players experience flow while MUDding, it was
proposed that flow is one of the sources of MUDs' long-time
attractiveness for players.

%M J.psychnology.2.3.282
%T Fundamentals of User Perception and Interaction: Environmental
Psychology applied in a study of web pages
%A Henrik Wimelius
%J psychnology
%D 2004
%V 2
%N 3
%P 282-303
%K environmental psychology, WWW, CHI, perception, interaction
%W http://www.psychnology.org/File/PSYCHNOLOGY_JOURNAL_2_3_WIMELIUS.pdf
%X This paper explores the possibility of using theories and concepts
from the field of environmental psychology as a framework for
understanding perception of- and interaction with web pages. A
qualitative pilot experiment has been conducted in order to investigate
potential similarities in how people interact with, and perceive web
pages and real world environments. This study indicates that perception
of web pages is very similar to perception of natural environments. Many
key factors that have proven to be important in perception of natural
environments, such as complexity, spatial configuration and mystery,
also appear to be relevant determinants in perception of web pages.
Further, it also seems likely that interaction with web pages, to some
extent can be described using a model based upon a conceptual framework
depicting habitats selection.

%M J.psychnology.2.3.304
%T Analysing interaction problems with cyclic interaction theory:
Low-level interaction walkthrough
%A Hokyoung Ryu
%A Andrew Monk
%J psychnology
%D 2004
%V 2
%N 3
%P 304-330
%K Cyclic interaction theory, low-level interaction walkthrough, mode,
goal reorganisation, goal-action matching.
%W http://www.psychnology.org/File/PSYCHNOLOGY_JOURNAL_2_3_RYU.pdf
%X This paper aims to develop a brief interface evaluation method on
cyclic interaction theory, allowing low-level interaction analysis,
i.e., action-effect problems, effect-goal problems, and goal-action
problems. It illustrates low-level interaction problems from everyday
examples and, in turn, based on cyclic interaction theory a designer
review method, the low-level interaction walkthrough, is introduced. The
method is a modified version of cognitive walkthrough and the analysis
focuses on the issue of direct concern to the practitioner who intends
to identify low-level interaction problems in their design
specification.

%M J.psychnology.2.3.331
%T A Psychological Cultural approach to VR experiences
%A Carlos Ruggeroni
%J psychnology
%D 2004
%V 2
%N 3
%P 331-342
%K virtual reality, cultural artifact, presence, psychological
processes.
%W http://www.psychnology.org/File/PSYCHNOLOGY_JOURNAL_2_3_RUGGERONI.pdf
%X In this paper it is argued that virtual reality represents a locus
where general psychological processes can be investigated thanks to the
fact that it epitomizes a characteristic that is proper to every human
endeavor, namely the construction of reality. This presupposition is
taken from Cultural Psychology and it insistence on cultural artifacts
as key elements in human development. A brief presentation of major
concepts used in the field, like different categories of presence are
presented in order to enhance the idea propose.

fpack:!@#$%^&*(): DOC04.BA
%M C.DOC.04.1
%T Improving documentation quality through advances in computational
discourse
%S Keynote Address
%A Art Graesser
%B DOC04
%D 2004
%P 1
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1026533.1026534

%M C.DOC.04.2
%T Keeping pace with members: the re-engineering (transformation) of STC
%S Awards
%A Thea Teich
%B DOC04
%D 2004
%P 2
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1026533.1026535
%X The 2004 SIGDOC conference deals with the "implications of making
communication design a systematic process of specification, creation,
management, and evolution--in short, an engineering approach." Over the
past three years, and more intensely, over the past 12 months or so, the
STC board of directors has been using a similar approach to transform
the Society for Technical Communication to an organization more
responsive to the diverse and changing needs of its diverse and changing
members and more able to take advantage of changing technology to meet
those needs. The transformation is far from finished and far from
concrete in its processes--but we are on the path and after months of
members questioning, "why transform," the queries are now of the "how"
variety. The presentation by STC immediate past president Thea Teich at
the SIGDOC Diana Award luncheon will cover why and how STC is
transforming, and why and how it will continue to be even more deserving
of this Diana Award when its transformation is complete.

%M C.DOC.04.3
%T Way beyond ROI
%S Awards
%A Alan Cooper
%B DOC04
%D 2004
%P 3
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1026533.1026536
%X Executives and technical managers are demanding that usability
professionals justify their work with improved ROI. In his talk, Cooper
shows how a better understanding of the economics of software moves us
way beyond mere ROI to the dramatic reduction of the high rate of
software project failure, currently well in excess of 50%.

%M C.DOC.04.4
%T The documentation of quality engineering: applying use cases to drive
change in software engineering models
%S Documentation quality
%A Ashley Williams
%B DOC04
%D 2004
%P 4-13
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1026533.1026538
%X This paper examines how documentation is used to create "quality"
engineering processes in software development, focusing on recent
industry trends of adopting use case driven software engineering models,
to investigate a phenomenon that in this paper I call "genre dumping."
The paper aims to address questions about how software development
methods change under a use-case driven model. For example, is it really
that easy to adopt the use case methodology? The paper draws from a
24-month case study of a small cross-disciplinary team of software
designers, developers, testers, and managers who are helping build a
large in-house application for a multinational financial services
corporation called "Financial Capital" (pseudonym). This project was
selected for study because a use case driven model was being applied to
explicitly change software engineering practices: use cases were newly
adopted and thus unfamiliar to those involved in the software
development project.
   Presented are selected results of qualitative and quantitative
analyses of textual and interview data. The findings are interpreted
using rhetorical genre theory, which features a large and growing body
of workplace research about the ways documents enable (and constrain)
people to get work done. The results show that textual features of the
documents of the older design methods persist in the newly adopted use
cases and that readers' approaches to text-related meaning making also
persist, indicating generic recurrence. The findings also show that
conflict occurs at the same sites where recurrence occurs. The paper
concludes with discussions of implications for technical communicators
and genre theorists interested in technical communication.

%M C.DOC.04.14
%T Automatic evaluation of aspects of document quality
%S Documentation quality
%A David F. Dufty
%A Danielle McNamara
%A Max Louwerse
%A Ziqiang Cai
%A Arthur C. Graesser
%B DOC04
%D 2004
%P 14-16
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1026533.1026539
%X Coh-Metrix is a web-based application currently in development that
automatically evaluates text. It uses two central concepts from
discourse processing: text-based cohesion and situation-model based
coherence. Cohesion is the degree to which components of the text are
linked. Coherence is the representation of the world that the text
conveys. Our intention is for Coh-Metrix to eventually map the cohesion
of a text to the background knowledge and reading skills of the reader.
Coh-Metrix will then be able to give feedback to a writer about which
aspects of the text are cohesive and which lack cohesion. This will
enable the writer to determine which aspects of the text need to be
improved. Applications of Coh-Metrix on document quality as well as
other future directions for the development of Coh-Metrix are discussed.

%M C.DOC.04.17
%T Revising documentation deliverables based on usability evaluation
findings: a case study
%S Documentation quality
%A Dave Yeats
%B DOC04
%D 2004
%P 17-18
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1026533.1026540
%X As various usability-testing methods continue to gain in popularity
in software development organizations, it is time to examine how
software documentation can also benefit from usability evaluation. This
short paper briefly describes a case study in which a software
documentation team used the findings from a usability study of their
software installation manual to justify a large change in the
architecture of their information deliverables. Specifically, the team
chose to cease delivery of their installation documentation in a printed
manual format in favor of context-sensitive online help delivered
directly in the installation wizard interface. The online help version
of the installation instructions meets the users' usability requirements
by allowing users to access information directly from the interface
itself.

%M C.DOC.04.19
%T A next generation of digital genres: expanding eocumentation into
animation and virtual reality
%S Hypermedia documentation
%A David E. Hailey
%B DOC04
%D 2004
%P 19-26
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1026533.1026542
%X The purpose of this paper is to discuss virtual reality and
interactive animation as potential documentation tools for training and
information distribution and to discuss applications available for
developing these genres.

%M C.DOC.04.27
%T A self-paced approach to hypermedia design for patient education
%S Hypermedia documentation
%A Debopriyo Roy
%B DOC04
%D 2004
%P 27-32
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1026533.1026543
%X Traditional theories on multimedia design have considered the
importance of modality effect to a large extent. The stress on modality
effect has often de-emphasized the importance of what information
architecture can do to control modality effect if information
presentation is self-paced instead of system paced. We have considered a
patient education module as our case study. I propose a conversational
interactive patient education module as a solution which responds to
individual reader needs during hypermedia interaction. In this article,
I take an initial step towards this approach, testing patient education
modules with and without narration to support text and static graphics.
Our results suggest that levels of reader comprehension and accuracy for
modules with and without narration have similar performance. Readers
have shown a preference towards using narration, online text and
graphics based on individual task, if the system permits a self-paced
interaction. Thus, we argue that modality effect may be influenced with
a self-paced system.

%M C.DOC.04.33
%T Documenting software systems with views IV: documenting web
transaction design with UWAT+
%S Hypermedia documentation
%A Damiano Distante
%A Scott Tilley
%A Shihong Huang
%B DOC04
%D 2004
%P 33-40
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1026533.1026544
%X This paper describes an approach to documenting the conceptual design
of Web Transactions using UWAT+. A Web Transaction is a collection of
serial and/or parallel activities that contributes to achieving a
user-oriented business objective using a Web-based application. UWAT+ is
a meta-model for describing the various aspects of a Web Transaction in
a holistic manner. It is an extension of the Transaction Design Model
that is part of the Ubiquitous Web Applications (UWA) framework, a
comprehensive framework for designing ubiquitous Web applications. A
series of (extended) UML diagrams are used to graphically document the
UWAT+ meta-model, which greatly facilitates adoption of the approach by
practicing software engineers and technical writers. Use of the approach
for documenting Web Transaction designs in both forward and reverse
engineering processes is described.

%M C.DOC.04.41
%T Signal to noise ratio of information in documentation
%S Document analysis 1
%A Michael J. Albers
%B DOC04
%D 2004
%P 41-44
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1026533.1026546
%X The signal to noise ratio is a common concept in radio communications
and electronic communication in general. For a radio, the static is the
noise. Too much static and the storm report gets drowned out, or at
least you must listen closely to understand the announcer.
Unfortunately, information designers do not posses a clear cut set of
techniques available to electrical engineers. For information systems,
taking the raw data in a system and deciding what is signal and what is
noise proves to be extremely difficult. This paper will examine how the
concept of signal to noise ratio can be applied to documentation. It
will consider how the need to address different tasks and audience
forces compromises on the writer to meet those different needs, when
each audience has different definitions of which information constitutes
signal and which constitutes noise.

%M C.DOC.04.45
%T Semantic thumbnails: a novel method for summarizing document
collections
%S Document analysis 1
%A Arijit Sengupta
%A Mehmet Dalkilic
%A James Costello
%B DOC04
%D 2004
%P 45-51
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1026533.1026547
%X The concept of thumbnails is common in image representation. A
thumbnail is a highly compressed version of an image that provides a
small, yet complete visual representation to the human eye. We propose
the adaptation of the concept of thumbnails to the domain of documents,
whereby a thumbnail of any document can be generated from its semantic
content, providing an adequate amount of information about the
documents. However, unlike image thumbnails, document thumbnails are
mainly for the consumption of software such as search engines, and other
content processing systems. With the advent of the semantic web, the
requirement for machine processing of documents has become extremely
important. We give particular attention to electronic documents in XML
and in RDF/XML, with a view towards the processing of documents in the
semantic web.

%M C.DOC.04.52
%T Exstatic: a generic static checker applied to documentation systems
%S Document analysis 1
%A S. N. I. Mount
%A R. M. Newman
%A R. J. Low
%A A. Mycroft
%B DOC04
%D 2004
%P 52-57
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1026533.1026548
%X Exstatic is a generic static checker developed by the author to
address many of the practical problems in program development. Static
checking provides a valuable means for automating time consuming checks
not only concerned with program correctness (writing the right program),
but also to do with style (writing the program right). Previous static
checkers have been closely coupled with compilation systems, and
therefore tend to be applicable to the code itself and not to all of the
textual information (such as makefiles, comments, documentation sources)
surrounding the code. The generic nature of Exstatic allows it to
overcome these boundaries, and indeed it can be applied to any medium
for which there is a formally definable syntax and (to an extent)
semantics. Exstatic can therefore be used to increase the productivity
and quality of documentation of programs, checking for such things as
adherence to house style, consistency with the program being documented
and self consistency. This paper describes the design and use of
Exstatic, with particular reference to its use in documentation systems.

%M C.DOC.04.58
%T Engineering creativity: the Bauhaus and the future of technical
communication
%S Design of communication
%A Carrie Clegg Gilbert
%B DOC04
%D 2004
%P 58-63
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1026533.1026550
%X In response to the steadily increasing adoption of content management
strategies such as single sourcing in the practice of technical
communication, many critics have noted the absence of adequate theory
underlying such implementations. This article surveys the theoretical
literature currently informing content management, discusses two
traditional ways in which new theories develop, and proposes a third
"hybrid" approach to theory creation. This approach is then applied by
using a critical analysis of the Bauhaus to inform a possible theory
base of content management, relying on the two fields' similar
motivations and obstacles, a parallel that is illustrated with an
example of reusable learning objects in e-learning.

%M C.DOC.04.64
%T Christopher Alexander's fifteen properties applied to the design of
communication
%S Design of communication
%A John W. Stamey, Jr.
%A Thomas L. Honeycutt
%B DOC04
%D 2004
%P 64-71
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1026533.1026551
%X This paper examines Christopher Alexander's Fifteen Fundamental
Properties of Living Structures, and their relationship to the design of
communication through website development. The Fifteen Properties are
found to describe and provide solutions to a number of common quality
problems in websites. In the spirit of design patterns, originated by
Alexander, each Property is presented as part of a pattern describing a
design problem in the website context, and its resolution through
appropriate application of the Property.

%M C.DOC.04.72
%T Solutions documentation
%S Design of communication
%A Vanadis Crawford
%A Angela Pitts
%A Rosalind Radcliffe
%A Leah Ann Seifert
%B DOC04
%D 2004
%P 72-74
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1026533.1026552
%X In today's software environment, more and more products must be
installed and configured in concert with one another. Unfortunately,
most software is developed product-by-product and the approach to
information development is in alignment with the individual development
projects. In the end, a user may have to have as many as 20 publications
open and 7 help systems up to understand how to implement the overall
solution for his or her installation. This paper will discuss the need
for cross-product, solutions-oriented documentation, the costs,
benefits, and pitfalls of this type of documentation, and some ideas of
how this type of documentation can be implemented.

%M C.DOC.04.75
%T Assessing effectiveness of personality style in documentation
%S Lessons learned
%A Kenneth Sayles
%A David G. Novick
%B DOC04
%D 2004
%P 75-82
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1026533.1026554
%X This paper extends previous work by other researchers that indicated
that users of computers preferred a computer with a personality that was
similar to theirs. We conducted a similar experiment, but looking beyond
preference to see if the personality of documentation would make a
difference in the user's performance. Our data suggest did not indicate
that personality match affects performance; and if such a relationship
exists it is likely to be weak. We discuss the related research,
describe our methodology, present our results, and describe their
implications and limitations.

%M C.DOC.04.83
%T Cooperative writing: achieving coordination together and apart
%S Lessons learned
%A Jason Swarts
%B DOC04
%D 2004
%P 83-89
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1026533.1026555
%X Cooperative writing requires a coordinated, engineered process.
Groups must achieve coordination at three levels: a shared contextual
motivation that translates into group actions, which operationalize as
drafting activities. The arrangement of material resources in
face-to-face settings supports those communication events. When efforts
at coordination are moved online, however, the material and temporal
means of support change. Coordination efforts become distributed over
time and media, affecting the quality of coordination achieved.
   This paper explores the ways that a group of writers built
coordination through while drafting a survey research instrument. Based
on this case study, I recommend ways to consider technology purchases to
support cooperation.

%M C.DOC.04.90
%T Post-training support for learning technology
%S Lessons learned
%A Sam Snoddy, Jr.
%A David G. Novick
%B DOC04
%D 2004
%P 90-96
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1026533.1026556
%X To examine the effects of post-training support, we studied the
introduction of new gradebook software in a public high school. The
school's 108 faculty members received training on the software, and
approximately half of the faculty received post-training support for
eight weeks. The study measured the faculty's current computer usage,
usage of earlier versions of the software, and their perceived skill
levels in using the software. The data suggest that the faculty members
who received post-training support maintained and raised their skill
levels, while unsupported faculty had their skill levels decline.

%M C.DOC.04.97
%T Dynamic collaborative business processes within documents
%S Document analysis 2
%A Thomas B. Hodel
%A Harald Gall
%A Klaus R. Dittrich
%B DOC04
%D 2004
%P 97-103
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1026533.1026558
%X Effective collaborate business process support is essential in
today's business. In this paper, we address this aspect within
documents. Often, such text documents are stored unsystematically in a
rather confusing file structure with an inscrutable hierarchy and little
access control. Business data, on the other hand, are stored in a
systematic way in databases allowing multi-user, multi-site,
user-/role-specific controlled access. We store text documents in
databases and exploit these database capabilities: colloborative
business processes then can be defined per document or any part of a
document. In this paper, we present this dynamic collaborative business
process concept and the prototype within documents for our
database-based collaborative editor. We evaluate the potential of such
business processes for the quality of communication and documentation.

%M C.DOC.04.104
%T Changes in scientific articles over two hundred years: a coh-metrix
analysis
%S Document analysis 2
%A Michell Bruss
%A Michael J. Albers
%A Danielle McNamera
%B DOC04
%D 2004
%P 104-109
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1026533.1026559
%X We analyzed texts from years 1800-2004 from the Philosophical
Transactions of the Royal Society of London. Two-thousand-word sections
from about 20 articles published at 25-year intervals (1800, 1825, 1850,
etc.) for a total of 127 articles were analyzed by a new tool
(Coh-metrix) developed by McNamara, Louwerse, and Graesser [9] at the
University of Memphis' Institute for Intelligent Systems. The study
discerned significant differences in four general measurement areas:
word information, connectives, causal cohesion, and syntactic
complexity. Specifically, there was a significant decrease in
concreteness, imagability, number of causal verbs, number of causal
particles, number of connectives (including total number of connectives,
and positive temporal and causal connectives), and the mean number of
higher-level constituents per sentence and per word. We also found a
significant increase in age of acquisition, syntactic complexity
(measured in mean number of modifiers per noun phrase), and indicators
of analytical and logical difficulty.

%M C.DOC.04.110
%T Four ways to investigate assemblages of texts: genre sets, systems,
repertoires, and ecologies
%S Document analysis 2
%A Clay Spinuzzi
%B DOC04
%D 2004
%P 110-116
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1026533.1026560
%X Genre theorists agree that genres work together in assemblages. But
what is the nature of these assemblages? In this paper I describe four
frameworks that have been used to describe assemblages of genres: genre
sets, genre systems, genre repertoires, and genre ecologies. At first
glance, they seem to be interchangeable, but there are definite and
sometimes quite deep differences among them. I compare and contrast
these frameworks and suggest when each might be most useful.

%M C.DOC.04.117
%T DITA authoring and specialization
%S DITA
%A Michael Priestley
%B DOC04
%D 2004
%P 117
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1026533.1026562
%X DITA is an architecture for creating topic-oriented,
information-typed content that can be reused and single-sourced in a
variety of ways. It is also an architecture for creating new information
types and describing new information domains based on existing types and
domains. This allows groups to create very specific, targeted document
type definitions using a process called specialization, while still
sharing common output transforms and design rules developed for more
general types and domains.

%M C.DOC.04.118
%T 4th workshop on graphical documentation: UML style guidelines
%S GDOC 4
%A Steve Murphy
%A Scott Tilley
%A Shihong Huang
%B DOC04
%D 2004
%P 118-119
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1026533.1026564
%X The Unified Modeling Language (UML) is the de facto standard for
visually representing modern software systems. This workshop will
explore UML style guidelines and their effect on the efficacy of UML
diagrams in the context of graphical program documentation. This work is
part of an ongoing research program focused on assessing system
redocumentation techniques. The workshop is a sequel to workshops held
at SIGDOC 2001, SIGDOC 2002, and IWPC 2003.

%M C.DOC.04.120
%T Designing UML diagrams for technical documentation: continuing the
collaborative approach to publishing class diagrams
%S GDOC 4
%A Neil MacKinnon
%A Steve Murphy
%B DOC04
%D 2004
%P 120-127
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1026533.1026565
%X This paper provides an updated discussion of the authors' ongoing
efforts in developing a design framework for UML diagrams in technical
documentation.
   UML diagrams are a key part of program design. They can enhance
understanding of complex programming concepts, and assist in problem
analysis and solution design. In a previous paper, "Designing UML
diagrams for technical documentation" [1], the authors presented a
collaborative process that applies established design principles to UML
diagrams, improving diagram presentation and shrinking publication costs
and schedules. This paper expands on that work, showing how the
established process can now be applied to several different modeling
tools, including IBM Rational XDE and Microsoft Visio. It also provides
a detailed description of how to export modeling files to other file
formats. The authors show how their process workflow has evolved over
the past year as it has been applied by developers, writers, and graphic
designers at IBM's Toronto Software Laboratory, and discuss ways in
which they will continue to monitor and improve the efficacy of both the
process and resulting diagrams.

%M C.DOC.04.128
%T Sequence diagram presentation in technical documentation
%S GDOC 4
%A Gary Bist
%A Neil MacKinnon
%A Steve Murphy
%B DOC04
%D 2004
%P 128-133
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1026533.1026566
%X A sequence diagram shows a series of events that occurs within a
particular system. A sequence diagram can be extremely useful for design
and analysis, since it shows logic flow visually. However, because even
a simple programming sequence can stretch far beyond the confines of a
single screen or printed page, authors of technical material must be
able to identify and apply a set of best practices. The set of practices
developed for the IBM Toronto Software Laboratory enables authors to
reasonably present such diagrams within the limited confines of the
publishing medium. Building on the work presented in the article
"Designing UML diagrams for technical documentation" [1], this paper
discusses an approach for dealing with the particular challenges of
presenting sequence diagrams in technical documentation.

%M C.DOC.04.134
%T 1st workshop on legal issues of documentation
%S LID 1
%A Cem Kaner
%A Holger Kienle
%A Scott Tilley
%B DOC04
%D 2004
%P 134-135
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1026533.1026568
%X Intellectual property, contracts, liability, and trespass are
examples of legal issues that may be of interest to anyone involved in
creating, managing, or using document artifacts. These legal issues both
influence, and are influenced by, design of communication concerns such
as content management systems, single sourcing technologies, and writing
style policies. This workshop will explore legal issues of documentation
in this context. The workshop is a sequel to a lively discussion session
held at SIGDOC 2003.

%M C.DOC.04.136
%T Intellectual property aspects of web publishing
%S LID 1
%A Holger M. Kienle
%A Daniel German
%A Scott Tilley
%A Hausi A. Muller
%B DOC04
%D 2004
%P 136-144
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1026533.1026569
%X This paper addresses how intellectual property affects the Web in
general, and content publishing on the Web in particular. Before its
commercialization, the Web was perceived as being free and unregulated;
this assumption is no longer true. Nowadays, content providers need to
know which practices on the Web can result in potential legal problems.
The vast majority of Web sites are developed by individual such as
technical writers or graphic artists, and small organizations, which
receive limited or no legal advice. As a result, these Web sites are
developed with little or no regard to the legal constraints of
intellectual property law. In order to help this group of people, the
paper tries to answer the following question: What are the (typical)
legal issues for Web content providers to watch out for? This paper
gives an overview of these legal issues for intellectual property (i.e.,
copyrights, patents, and trademarks) and discusses relevant law cases.
As a first step towards a more formal risk assessment of intellectual
property issues, we introduce a maturity model that captures a Web
site's intellectual property coverage with five different maturity
levels.

%M C.DOC.04.145
%T Liability for defective content
%S LID 1
%A Cem Kaner
%B DOC04
%D 2004
%P 145-151
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1026533.1026570
%X Software publishers and information service providers publish
information about their own products and about other products and
people. Additional content might be incidental, such as discussion of
the practice of accounting in documentation of a bookkeeping program. Or
it may relate to a publisher's product, such as papers on the nature of
a disease at the Web site of a manufacturer of a device used to diagnose
that disease. Other content is irrelevant to the product, such as
political articles on a company's Web site. In all of these cases, the
publisher's technical publications or quality control staff might wonder
whether they should check accuracy and tone of this content that is not
direct documentation of the product under development. This article
considers a variety of potential legal grounds for holding publishers
accountable for content errors.

fpack:!@#$%^&*(): DOC05.BA
%M C.DOC.05.1
%T Aspect-oriented documentation
%S Workshop Sessions
%A John W. Stamey, Jr.
%A Bryan T. Saunders
%B DOC05
%D 2005
%P 1-2
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1085313.1085315
%X This workshop will demonstrate and explain the creation of
documentation for Aspect-Oriented programs written in Java and PHP.
Fundamentals of Aspect-Oriented Programming, separation of concerns,
motivation for Aspect-Oriented Programming, and principles of
documenting Aspect-Oriented Programming will be presented.

%M C.DOC.05.3
%T DITA authoring
%S Workshop Sessions
%A Michael Priestley
%B DOC05
%D 2005
%P 3
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1085313.1085316
%X DITA 1.0 is an OASIS standard for creating topic-oriented,
information-typed content that can be reused and single-sourced in a
variety of ways. It is also an architecture for creating new information
types and describing new information domains based on existing types and
domains. This allows groups to create very specific, targeted document
type definitions using a process called specialization, while still
sharing common output transforms and design rules developed for more
general types and domains.

%M C.DOC.05.4
%T 5th international workshop on graphical documentation: determining
the barriers to adoption of UML diagrams
%S Workshop Sessions
%A Scott Tilley
%A Steve Murphy
%A Shihong Huang
%B DOC05
%D 2005
%P 4-5
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1085313.1085317
%X The Unified Modeling Language (UML) is the de facto standard for
graphically documenting modern software systems. Unfortunately, learning
how to properly construct high-quality UML diagrams so that they are an
effective means of communication is a challenging task. This workshop
will focus on the refinement of an assessment instrument to determine
the barriers to increased adoption of UML diagrams by professional
software engineers, technical writers, and other project stakeholders.
The ultimate goal is to develop a series of recommendations on how to
improve UML diagramming practice, and how those practices can be
codified in existing methodologies and supported by common tools to
foster widespread use.

%M C.DOC.05.6
%T Co-generation of text and graphics
%S Graphical and visual information I
%A David G. Novick
%A Brian Lowe
%B DOC05
%D 2005
%P 6-11
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1085313.1085319
%X To reduce potential discrepancies between textual and graphical
content in documentation, it is possible to produce both text and
graphics from a single common source. One approach to co-generation of
text and graphics uses a single logical specification; a second approach
starts with CAD-based representation and produces a corresponding
textual account. This paper explores these two different approaches,
reports the results of using prototypes embodying the approaches to
represent simple figures, and discusses issues that were identified
through use of the prototypes. While it appears feasible to co-generate
text and graphics automatically, the process raises deep issues of
design of communications, including the intent of the producer of the
documentation.

%M C.DOC.05.12
%T Accessibility of graphics in technical documentation for the
cognitive and visually impaired
%S Graphical and visual information I
%A Steve Murphy
%B DOC05
%D 2005
%P 12-17
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1085313.1085320
%X With the U.S. government's new requirement for accessibility,
companies such as IBM, are revising their method of selling products and
solutions to ensure compliance. The delivery mechanism for information
must be accessible to all users, including users with vision, hearing,
motor, or cognitive disabilities.
   Users consume information from many different sources. An
increasingly popular method of distributing information is using
computers and the Internet. The Web houses volumes of documents and
graphics available to anyone at any time. Paired with assistive
technology such as Home Page Reader, the Internet makes information that
would otherwise be restrictive accessible.
   However, as approachable as the Internet may be with its sheer volume
of information, it does have limitations. The old saying about a chain,
that it is only as good as its weakest link, aptly describes the
Internet. Beside problems with retrievability and searchability, many
other issues plague this vehicle of information. No matter how
sophisticated HTML, DHTML, XHTML, and XML present information, the
graphics within the body text are the weakest link, from the viewpoint
of users with visual or cognitive impairments.
   This presentation is divided into two sections and explores how a
method of creating and exporting graphics can improve the experiences of
users with visual or cognitive impairments when viewing technical
documentation:
 * Clear, concise, and well-structured diagrams enable better
   comprehension for the cognitively impaired suffering from dyslexia
   and Attention-Deficit/Hyperactive Disorder (ADHD).
 * The Scalable Vector Graphics (SVG) solution addresses many challenges
   for visually impaired people.

%M C.DOC.05.18
%T Edward Tufte meets Christopher Alexander
%S Information design principles and methods I
%A John W. Stamey, Jr.
%A Thomas L. Honeycutt
%A Simon Blanchard
%B DOC05
%D 2005
%P 18-24
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1085313.1085322
%X This paper examines the relationships between Christopher Alexander's
Fifteen Properties of living structures, found in The Nature of Order,
and Edward Tufte's Principles of Information Design, found in
Envisioning Information. In the examination of examples of Tufte's
Principles, we find commonality between the Principles and Alexander's
Fifteen Properties.

%M C.DOC.05.25
%T A stakeholders centered approach for conceptual modeling of
communication-intensive applications
%S Information design principles and methods I
%A Vito Perrone
%A Davide Bolchini
%A Paolo Paolini
%B DOC05
%D 2005
%P 25-33
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1085313.1085323
%X To be successful, any engineering product should accomplish the needs
and expectations of its potential stakeholders. Similarly, design models
should be defined taking into account goals and requirements of their
users, i.e. the practitioners who daily conceive, develop and deploy
applications. Neglecting stakeholders' needs can bring to lack of
attention towards these engineering products (design models) while
fitness to requirements can drastically increase their acceptability in
the real world. This paper focuses on the domain of Communication and
Interaction Intensive applications (C&II applications) by presenting a
suite of two conceptual models (namely IDM and E-WOOD) belonging to a
more comprehensive methodological framework addressing the analysis and
design of such a kind of applications. The focus of the paper is not on
the presentation of the methods but on highlighting their fitness to the
requirements of the potential adopters of such methods. To this end, the
overall framework has been defined on the basis of an accurate analysis
of potential stakeholders' goals and requirements gained from our
training experience to professional designers and from adoption of our
previous conceptual methods in several real-life projects.

%M C.DOC.05.34
%T A general approach to ethnographic analysis for systems design
%S Information design principles and methods I
%A Rahat Iqbal
%A Richard Gatward
%A Anne James
%B DOC05
%D 2005
%P 34-40
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1085313.1085324
%X An important aspect of designing for ubiquitous collaborating systems
is addressing the needs of the culture in which the system is to be
applied. The value of ethnographic analysis in this respect is gaining
increasing acceptance. Such analysis provides a 'rich' and 'concrete'
portrayal of the situation and thus helps systematic design of any
system where collaboration and communication between actors is
paramount. A discussion of these issues has recently been presented in
[1]. This paper takes these issues further by considering 'EthnoModel'
as an approach to generalisation of the method to any system
demonstrating these features.

%M C.DOC.05.41
%T Concept and architecture of an pervasive document editing and
managing system
%S Pervasive Documentation Systems I
%A Stefania Leone
%A Thomas B. Hodel
%A Harald Gall
%B DOC05
%D 2005
%P 41-47
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1085313.1085326
%X Collaborative document processing has been addressed by many
approaches so far, most of which focus on document versioning and
collaborative editing. We address this issue from a different angle and
describe the concept and architecture of a pervasive document editing
and managing system. It exploits database techniques and real-time
updating for sophisticated collaboration scenarios on multiple devices.
Each user is always served with up-to-date documents and can organize
his work based on document meta data. For this, we present our
conceptual architecture for such a system and discuss it with an
example.

%M C.DOC.05.48
%T Information fragments for a pervasive world
%S Pervasive Documentation Systems I
%A Russell Beale
%B DOC05
%D 2005
%P 48-53
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1085313.1085327
%X Is the second paragraph dead? Technology and users are tending to
create and consume information in ever decreasing chunks, forcing
content creators to create shorter fragments of text and other media.
This paper examines this phenomenon, and provides examples of where and
why this is happening. It examines the role of metadata, and how this
can be used to provide effective, personalized communication in a
fragmented digital world.

%M C.DOC.05.54
%T Integrating meaningful words, biologically inspired vision and
Darwinian knowledge: towards a distributed and mediated design studio
%S Pervasive Documentation Systems I
%A Amiram Moshaiov
%B DOC05
%D 2005
%P 54-59
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1085313.1085328
%X This paper discusses issues concerning the turning of pervasive
computing into mediated spaces. The motivation involves a scenario of
internationally distributed design teams. A distributed intelligent
system is proposed to support such a team. The approach is based on past
research results and current efforts in three different areas including:
computational vision, evolutionary computation, and text analysis.
Following their description, an integrative paradigm for the development
of a distributed system is suggested and described. While motivated by a
particular scenario, this work contains generic elements that might
prove valuable for the creation of future mediated systems at-large.

%M C.DOC.05.60
%T Metadata based authoring for technical documentation
%S Document authoring, production and management
%A Ingo Stock
%A Michael Weber
%A Eckhard Steinmeier
%B DOC05
%D 2005
%P 60-67
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1085313.1085330
%X The creation process of technical documentation is an expensive and
time-consuming task especially for complex products. To make this
process more cost-efficient computerized support is required.
Furthermore new technologies like Virtual and Augmented Reality will be
increasingly used to visualize repair manuals or operating instructions
in the future adding even more to the authoring process. The
availability of a suitable authoring environment will be a precondition
for the deployment of technical documentations based on these new
technologies. Reusing data from the engineering process in an adequate
way seems to be a viable means to augment technical authoring. However,
the available CAD data lacks necessary information being obligatory for
the authoring process. E.g. there is no dismantling information on
screws or other peripheral equipment around the CAD-components. This gap
can be filled by specific metadata which augments the engineering data.
This paper provides a model for such metadata and gives an overview of
the possibilities this approach for the authoring of technical
documentations.

%M C.DOC.05.68
%T A study of the documentation essential to software maintenance
%S Document authoring, production and management
%A Sergio Cozzetti B. de Souza
%A Nicolas Anquetil
%A Kathia M. de Oliveira
%B DOC05
%D 2005
%P 68-75
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1085313.1085331
%X Software engineering has been striving for years to improve the
practice of software development and maintenance. Documentation has long
been prominent on the list of recommended practices to improve
development and help maintenance. Recently however, agile methods
started to shake this view, arguing that the goal of the game is to
produce software and that documentation is only useful as long as it
helps to reach this goal.
   On the other hand, in the re-engineering field, people wish they
could re-document useful legacy software so that they may continue
maintain them or migrate them to new platform.
   In these two case, a crucial question arises: "How much documentation
is enough?" In this article, we present the results of a survey of
software maintainers to try to establish what documentation artifacts
are the most useful to them.

%M C.DOC.05.76
%T Checking marked-up documentation for adherance to site-specific
standards
%S Document authoring, production and management
%A S. N. I. Mount
%A R. M. Newman
%A R. J. Low
%B DOC05
%D 2005
%P 76-79
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1085313.1085332
%X Marked-up text (e.g. HTML and XML) is the format of choice for the
delivery of end-user information in pervasive environments. Consistent
style and structure of a set of pages can greatly aid their usability
and this paper presents a tool called Exstatic to automatically check
that a hyperdocument follows site-specific conventions. We describe an
example of such an analysis for a live document written in HTML 4.01.

%M C.DOC.05.80
%T Developing a pyramid structure for managing web-centric documents
%S Document authoring, production and management
%A Tayfun Karadeniz
%A Jean-Louis Lassez
%A Stephen Sheel
%B DOC05
%D 2005
%P 80-84
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1085313.1085333
%X Because of technological advances, scholars suffer from information
overload when dealing with the vast quantity of online documents found
on the Web. No more clearly is this the case then when educators search
the Web for scholarly lectures, namely, PowerPoint presentations which
are growing in numbers on the Web at an exponential rate. This paper
describes the implementation of an information management model taking
the shape of a layered pyramid that streamlines dissemination of this
invaluable source of electronic lecture materials. Using the Pyramid
Model, the authors implement the Journal of Electronic Lectures (JEL).

%M C.DOC.05.85
%T Developing documentation systems for pervasive network environments
%S Pervasive documentation systems II
%A DeAnna Steiner
%B DOC05
%D 2005
%P 85-88
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1085313.1085335
%X This paper provides lessons learned from the experience of creating
an information system for a large pervasive solution provided by IBM.
Designing an information system for IBM WebSphere Everyplace Access
presented unique challenges and required creative solutions.

%M C.DOC.05.89
%T The aspect-oriented web
%S Pervasive documentation systems II
%A John Stamey
%A Bryan Saunders
%A Simon Blanchard
%B DOC05
%D 2005
%P 89-95
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1085313.1085336
%X We examine Aspect-Oriented Programming (AOP) as it applies to web
development. XHTML was designed to separate form from content, a
fundamental principle of separation of concerns in AOP. Cascading
Stylesheets and Javascript naturally provide support for AOP. The
release of AOPHP (Aspect-Oriented PHP) provides a more traditional way
to implement AOP in the LAMP (Linux, Apache, MySQL, PHP) web development
environment, weaving advice code into PHP source code prior to the PHP
pre-processing step.

%M C.DOC.05.96
%T Developing a theory and practise of pervasive information capture,
processing, visualization and documentation
%S Pervasive documentation systems II
%A Colin Price
%A Elizabeth Coulter-Smith
%B DOC05
%D 2005
%P 96-102
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1085313.1085337
%X Developing a theoretical framework for pervasive information
environments is an enormous goal. This paper aims to provide a small
step towards such a goal. The following pages report on our initial
investigations to devise a framework that will continue to support
locative, experiential and evaluative data from 'user feedback' in an
increasingly pervasive information environment. We loosely attempt to
outline this framework by developing a methodology capable of moving
from rapid-deployment of software and hardware technologies, towards a
goal of realistic immersive experience of pervasive information. We
propose various technical solutions and address a range of problems such
as; information capture through a novel model of sensing, processing,
visualization and cognition.

%M C.DOC.05.103
%T Visualization of balanced scorecard on PDAs
%S Graphical and visual information II
%A Carlos J. Costa
%A Manuela Aparcio
%B DOC05
%D 2005
%P 103-107
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1085313.1085339
%X Recognizing some of the weaknesses and ambiguity of previous
management approaches, the balanced scorecard approach provides a clear
prescription as to what companies should measure in order to balance the
financial perspective. The problem here is to display all this
information in a small display device. In this paper it is presented a
categorization of the different attempts to address the problem of
displaying web information on small devices. In this paper it is
proposed system architecture to support balanced scorecard. Preliminary
results are also discussed.

%M C.DOC.05.108
%T The use of eBooks and interactive multimedia as alternative forms of
technical documentation
%S Graphical and visual information II
%A Gord Davison
%A Steve Murphy
%A Rebecca Wong
%B DOC05
%D 2005
%P 108-115
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1085313.1085340
%X The use of eBooks and interactive multimedia in technical
documentation is an emerging and important trend for delivering abstract
and complex technical information that is enticing, engaging, and -- most
important of all -- effective. With the substantial (and growing) number
of documents available electronically, it is a non-trivial task for
technical writers to even reach their target audience, let alone engage
them. Both eBooks and interactive multimedia feature unique
characteristics that serve two important functions: piquing the interest
in the user, and aiding in the transmittal of complex technical
information. Further, the use of eBooks and interactive multimedia in
technical documentation helps to differentiate from the myriad other
technical documents. At the IBM Toronto Software Laboratory, the Media
Design Studio (MDS) works collaboratively with the information
development community to produce graphics and diagrams for technical
documentation. This paper explores alternative forms of IBM technical
documentation in the form of two case studies-one an eBook and the other
a Macromedia Flash-based interactive multimedia presentation. Both
projects were co-developed by the writers and graphic designers, with a
mandate to create a rich, graphical approach to entice and engage users
to read and understand complex technical concepts.

%M C.DOC.05.116
%T Animating pervasive computing
%S Graphical and visual information II
%A Andree Woodcock
%A John Burns
%A Sarah Mount
%A Robert Newman
%A Elena Gaura
%B DOC05
%D 2005
%P 116-122
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1085313.1085341
%X It is difficult to present new, complex ideas in ways that are
informative and interesting in situations where a vast amount of
information has to be delivered and understood quickly. Given short
attention spans, boredom thresholds and limited capacity to assimilate
new information, it is essential to use an effective conveyor of the
message, which presents the content in a clear and unambiguous manner
whilst helping the receiver to remain alert and focused and integrate
the information with existing knowledge. This paper introduces a
collaboration between computer scientists and artists to develop an
effective, animation based information communication tool, in the form
of an application scenario, to be used for communicating to students
(and wider audiences) dry technical aspects of Pervasive Computing.

%M C.DOC.05.123
%T Leveraging technology affinity: applying a common set of tools and
practices to information development
%S Information design principles and methods II
%A Robert Pierce
%B DOC05
%D 2005
%P 123-130
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1085313.1085343
%X The six best practices of software development can be applied to the
development of each component of a finished product or project. Each
organization within an enterprise can design and implement a process
that encompasses these best practices. And there are software
development tools that enable each best practice.
   This paper describes the six best practices, the tools that enable
them, and demonstrates how they can be applied to information
development, as well as other all components of software development.
   This paper also provides an example that illustrates how
documentation groups or organizations can benefit by following these
best practices to ensure success for information development projects.

%M C.DOC.05.131
%T Capturing visions and goals to inform communication design
%S Information design principles and methods II
%A Davide Bolchini
%A Giovanni Randazzo
%B DOC05
%D 2005
%P 131-137
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1085313.1085344
%X Current requirements analysis methodologies for web applications fail
to capture important elements of the requirements picture. On the one
hand, there is the need for modelling the assumptions of a stakeholder
which dictate her "weltanschauung" on the design (we call these
"visions"). From properly eliciting stakeholder visions, important goals
and requirements for the design may arise. On the other hand, we also
need to better understand the emotional, psychological, social or
individual elements which can trigger a person to use an interactive
application (we call these "user motivations"). User motivations -
properly combined with stakeholder visions - are key to derive a sound
set of user requirements. This paper extends existing achievements in
goal-based requirements analysis for communication-intensive web
applications by introducing the concepts of vision and user motivation.
These new elements provide web analysts and designers with a
methodological support to interpret and carry out requirements analysis
in complex situations. A case study excerpted from a real web design
project is used to show possible uses of the concepts discussed.

%M C.DOC.05.138
%T User-centred design and evaluation of ubiquitous services
%S Usability
%A Rahat Iqbal
%A Janienke Sturm
%A Olga Kulyk
%A Jimmy Wang
%A Jacques Terken
%B DOC05
%D 2005
%P 138-145
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1085313.1085346
%X Theoretical and technological progress has revived the interest in
the design of services for the support of co-located human-human
communication and collaboration, witnessing the start of several
large-scale projects over the last few years. Most of these projects
focus on meetings and/or lecture situations. However, user-centred
design and evaluation frameworks for co-located communication and
collaboration are a major concern. In this paper, we summarise the
prevalent approaches towards user-centred design and evaluation, and we
develop two different services. In one service, participants in a
small-group meeting receive real-time feedback about observable
properties of the meeting that are directly related to the social
dynamics, such as individual amount of speaking time or eye-gaze
patterns. In the other service, teachers in a classroom receive
real-time feedback about the activities and attention level of
participants in the lecture. We also propose ways to address the
different dimensions that are relevant to the design and evaluation of
these services (the individual, the social and the organisational
dimension), bringing together methods from different disciplines.

%M C.DOC.05.146
%T Sensorium games: usability considerations for pervasive gaming
%S Usability
%A S. N. I. Mount
%A E. I. Gaura
%A R. M. Newman
%B DOC05
%D 2005
%P 146-150
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1085313.1085347
%X The Sensorium family of games provides a platform and environment for
multiplayer games in a pervasive environment. Each player is equipped
with a mote, which (along with those of other players) is an element in
a wireless sensor network. Sensorium games are pervasive in the truest
sense: that is, sensory events in the environment trigger events in the
game. For example, walking under a light may cause a loss of game lives.
   In this paper, we describe the Sensorium game platform and Trove, an
implemented game which is a member of the Sensorium family. We describe
our experiences of player Trove and heuristic evaluations of its
usability.

%M C.DOC.05.151
%T Usability over time
%S Usability
%A Valerie Mendoza
%A David G. Novick
%B DOC05
%D 2005
%P 151-158
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1085313.1085348
%X Testing of usability could perhaps be more accurately described as
testing of learnability. We know more about the problems of novice users
than we know of the problems of experienced users. To understand how
these problems differ, and to understand how usability problems change
as users change from novice to experienced, we conducted a longitudinal
study of usability among middle-school teachers creating Web sites. The
study looked at the use both the use of documentation and the underlying
software, tracking the causes and extent of user frustration over eight
weeks. We validated a categorization scheme for frustration episodes. We
found that over the eight weeks the level of frustration dropped, the
distribution of causes of frustration changed, and the users' responses
to frustration episodes changed. These results suggest that the sorts of
errors that are most prominently featured in conventional usability
testing are likely of little consequence over longer periods of time.

%M C.DOC.05.159
%T Towards a hypertext reading/comprehension model
%S Usability
%A Aristidis Protopsaltis
%A Vassiliki Bouki
%B DOC05
%D 2005
%P 159-166
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1085313.1085349
%X This paper reports on a study that is concerned with the cognitive
aspects of reading in a hypertext environment. The study focuses on text
based electronic documents. A cognitive model for hypertext document
reading proposed in an earlier work is here developed and validated with
the use of think aloud protocols. Navigational strategies that readers
employ in hypertext reading and hypertext links' selection are also
under study. The results indicate that 100% of the task related data
correspond to the components of the cognitive model, allowing us to
conclude that the proposed model sufficiently describes the cognitive
processes involved in hypertext reading. In addition, three navigational
strategies are revealed, linear, mixed, and mixed review. The
quantitative data show no significant differences between different
reading goals on comprehension and on the amount of text read.

fpack:!@#$%^&*(): CSCW04.BA
%M C.CSCW.04.1
%T Towards dynamic collaboration architectures
%S Dynamic architectures
%A Goopeel Chung
%A Prasun Dewan
%B CSCW04
%D 2004
%P 1-10
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031609
%X In this paper, we introduce the concept of dynamically changing
between centralized, replicated, and hybrid collaboration architectures.
It is implemented by providing users a function that dynamically changes
the mapping between user-interface and program components. We decompose
the function into more primitive commands that are executed autonomously
by individual users. These commands require a mechanism to dynamically
replicate user-interface and program components on a user's site. We
present a logging approach for implementing the mechanism that records
input (output) messages sent to one incarnation of a program
(user-interface) component, and replays the recorded messages to a
different incarnation of the component. Preliminary experiments with an
implementation of the mechanism show that response and completion times
can improve by dynamically changing the architecture to adapt to changes
to the set of users in a collaboration session involving a mix of mobile
and stationary devices.

%M C.CSCW.04.11
%T Separating data and control: support for adaptable consistency
protocols in collaborative systems
%S Dynamic architectures
%A Yi Yang
%A Du Li
%B CSCW04
%D 2004
%P 11-20
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031610
%X Consistency control is critical for the correct functioning of
distributed collaboration support systems. A large number of consistency
control methods have appeared in the literature with different design
tradeoffs and usability implications. However, there has been relatively
little work on how to accommodate different protocols and variations in
one framework to address the dynamic needs of collaboration. In this
paper, we propose a novel approach for supporting adaptable consistency
protocols in collaborative systems. Our approach cleanly separates data
and control, allowing consistency protocols to be dynamically attached
to shared data at the object level. Protocols can be switched at run
time without modifying source code.

%M C.CSCW.04.21
%T Introducing collaboration into an application development environment
%S Dynamic architectures
%A Susanne Hupfer
%A Li-Te Cheng
%A Steven Ross
%A John Patterson
%B CSCW04
%D 2004
%P 21-24
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031611
%X We present contextual collaboration, an approach to building
collaborative systems that embeds collaborative capabilities into core
applications, and discuss its advantages. We describe the Jazz
collaborative application development environment that we are using to
explore this concept and discuss design guidelines that have emerged
from our experience.

%M C.CSCW.04.25
%T Retrofitting collaboration into UIs with aspects
%S Dynamic architectures
%A Li-Te Cheng
%A Steven L. Rohall
%A John Patterson
%A Steven Ross
%A Susanne Hupfer
%B CSCW04
%D 2004
%P 25-28
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031612
%X Mission critical applications and legacy systems may be difficult to
revise and rebuild, and yet it is sometimes desirable to retrofit their
user interfaces with new collaborative features without modifying and
recompiling the original code. We describe the use of Aspect-Oriented
Programming as a lightweight technique to accomplish this, present an
example of incorporating presence awareness deeply into an application's
user interface, and discuss the implications of this technique for
developing CSCW software.

%M C.CSCW.04.29
%T Collaborative knowledge management supporting mars mission scientists
%S Collaboration involving large displays
%A Irene Tollinger
%A Michael McCurdy
%A Alonso H. Vera
%A Preston Tollinger
%B CSCW04
%D 2004
%P 29-38
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031614
%X This paper describes the design and deployment of a collaborative
software tool, designed for and presently in use on the Mars Exploration
Rovers (MER) 2003 mission. Two central questions are addressed. Does
collaborative content like that created on easels and whiteboards have
persistent value? Can groups of people jointly manage collaboratively
created content? Based on substantial quantitative and qualitative data
collected during mission operations, it remains difficult to
conclusively answer the first question while there is some positive
support for the second question. The MER mission provides a uniquely
rich data set on the use of collaborative tools.

%M C.CSCW.04.39
%T Augmenting the social space of an academic conference
%S Collaboration involving large displays
%A Joseph F. McCarthy
%A David W. McDonald
%A Suzanne Soroczak
%A David H. Nguyen
%A Al M. Rashid
%B CSCW04
%D 2004
%P 39-48
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031615
%X Academic conferences provide a social space for people to present
their work, learn about others' work, and interact informally with one
another. However, opportunities for interaction are unevenly distributed
among the attendees. We seek to extend these opportunities by allowing
attendees to easily reveal something about their background and
interests in different settings through the use of proactive displays:
computer displays coupled with sensors that can sense and respond to the
people nearby. We designed, implemented and deployed a suite of
proactive display applications at a recent academic conference:
AutoSpeakerID augmented formal conference paper sessions; Ticket2Talk
augmented informal coffee breaks. A mixture of qualitative observation
and survey response data are used to frame the impacts of these
applications from both individual and group perspectives, highlighting
the creation of new opportunities for both interaction and distraction.
We end with a discussion of how these social space augmentations relate
to the concepts of focus and nimbus as well as the problem of shared
interaction models.

%M C.CSCW.04.49
%T The introduction of a shared interactive surface into a communal
space
%S Collaboration involving large displays
%A Harry Brignull
%A Shahram Izadi
%A Geraldine Fitzpatrick
%A Yvonne Rogers
%A Tom Rodden
%B CSCW04
%D 2004
%P 49-58
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031616
%X We describe a user study of a large multi-user interactive surface
deployed for an initial period within a real world setting. The surface
was designed to enable the sharing and exchange of a wide variety of
digital media. The setting for the study was the common room of a high
school where students come together to mix, socialize, and collaborate
throughout the day. We report on how the students use the new technology
within their own established communal space. Findings show that the
system was used extensively by the students in a variety of ways,
including sharing of photos, video clips, and websites, and for
facilitating social interaction. We discuss how the interactive shared
surface was appropriated by the students and introduced into their
everyday lives in ways that both mirrored and extended their existing
practices within the communal space.

%M C.CSCW.04.59
%T Online political organizing: lessons from the field
%S Panel
%A Keri Carpenter
%A Bonnie Nardi
%A James Moore
%A Scott Robertson
%A Daniel Drezner
%A Ian Benson
%A Kirsten Foot
%A Quintus Jett
%B CSCW04
%D 2004
%P 59-62
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031618
%X In this panel, a group of practitioners and researchers in the area
of online political organizing will present their own research in this
area and discuss the relevance of online political organizing to the
current political scene - including the U.S. general presidential
election, which has just been completed. Panelists come from across the
political spectrum and also represent views of the political process in
countries other than the United States. What are the tools used in
online political organizing? What role do each of these new tools bring
to the campaign/election process? How effective have they proven in this
election cycle? What is their utility outside the scope of the
presidential election cycle? Are they merely "teaser" tools to get
people in the door or do they have the potential to facilitate lasting
political change in all political arenas large and small? In addition,
electronic voting is a current open research area. What do systems need
to take into account to assure voters' confidence that their votes are
being collected and tallied correctly and securely? What information
needs to be presented to the voter at the time of polling to ensure the
most effective voting systems available? What do we know at this point
and where are the future research areas that need scrutiny? Each
panelist will present their current research related to this area and
comment on the ways in which their findings add to the current body of
knowledge. Particular attention will be paid to articulating research
streams that currently need to be addressed and positing methods to
address these open research questions.

%M C.CSCW.04.63
%T Sometimes you need to see through walls: a field study of application
programming interfaces
%S Knowledge sharing in software engineering
%A Cleidson R. B. de Souza
%A David Redmiles
%A Li-Te Cheng
%A David Millen
%A John Patterson
%B CSCW04
%D 2004
%P 63-71
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031620
%X Information hiding is one of the most important and influential
principles in software engineering. It prescribes that software modules
hide implementation details from other modules in order to decrease the
dependency between them. This separation also decreases the dependency
among software developers implementing modules, thus simplifying some
aspects of collaboration. A common instantiation of this principle is in
the form of application programming interfaces (APIs). We performed a
field study of the use of APIs and observed that they served many roles.
We observed that APIs were successful indeed in supporting collaboration
by serving as contracts among stakeholders as well as by reifying
organizational boundaries. However, the separation that they
accomplished also hindered other forms of collaboration, particularly
among members of different teams. Therefore, we think argue that API's
do not only have beneficial purposes. Based on our results, we discuss
implications for collaborative software development tools.

%M C.CSCW.04.72
%T Group awareness in distributed software development
%S Knowledge sharing in software engineering
%A Carl Gutwin
%A Reagan Penner
%A Kevin Schneider
%B CSCW04
%D 2004
%P 72-81
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031621
%X Open-source software development projects are almost always
collaborative and distributed. Despite the difficulties imposed by
distance, these projects have managed to produce large, complex, and
successful systems. However, there is still little known about how
open-source teams manage their collaboration. In this paper we look at
one aspect of this issue: how distributed developers maintain group
awareness. We interviewed developers, read project communication, and
looked at project artifacts from three successful open source projects.
We found that distributed developers do need to maintain awareness of
one another, and that they maintain both a general awareness of the
entire team and more detailed knowledge of people that they plan to work
with. Although there are several sources of information, this awareness
is maintained primarily through text-based communication (mailing lists
and chat systems). These textual channels have several characteristics
that help to support the maintenance of awareness, as long as developers
are committed to reading the lists and to making their project
communication public.

%M C.CSCW.04.82
%T Learning from project history: a case study for software development
%S Knowledge sharing in software engineering
%A Davor CubraniC
%A Gail C. Murphy
%A Janice Singer
%A Kellogg S. Booth
%B CSCW04
%D 2004
%P 82-91
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031622
%X The lack of lightweight communication channels and other technical
and sociological difficulties make it hard for new members of a
non-collocated software development team to learn effectively from their
more experienced colleagues while they are coming up-to-speed on a
project. To address this situation, we have developed a tool, named
Hipikat, that provides developers with efficient and effective access to
the group memory for a software development project that is implicitly
formed by all of the artifacts produced during the development. This
project memory is built automatically with little or no change to
existing work practices. We report an exploratory case study evaluating
whether software developers who are new to a project can benefit from
the artifacts that Hipikat recommends from the project memory. To assess
the appropriateness of the recommendations, we investigated when and how
developers queried the project memory, how the evaluated the recommended
artifacts, and the process by which they utilized the artifacts. We
found that newcomers did use the recommendations and their final
solutions exploited the recommended artifacts, although most of the
Hipikat queries came in the early stages of a change task. We describe
the case study, present qualitative observations, and suggest
implications of using project memory as a learning aid for project
newcomers.

%M C.CSCW.04.92
%T Situating evaluation in scenarios of use
%S Evaluation methods
%A Steven R. Haynes
%A Sandeep Purao
%A Amie L. Skattebo
%B CSCW04
%D 2004
%P 92-101
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031624
%X We report on the use of scenario-based methods for evaluating
collaborative systems. We describe the method, the case study where it
was applied, and provide results of its efficacy in the field. The
results suggest that scenario-based evaluation is effective in helping
to focus evaluation efforts and in identifying the range of technical,
human, organizational and other contextual factors that impact system
success. The method also helps identify specific actions, for example,
prescriptions for design to enhance system effectiveness. However, we
found the method somewhat less useful for identifying the measurable
benefits gained from a CSCW implementation, which was one of our primary
goals. We discuss challenges faced applying the technique, suggest
recommendations for future research, and point to implications for
practice.

%M C.CSCW.04.102
%T Physiological indicators for the evaluation of co-located
collaborative play
%S Evaluation methods
%A Regan L. Mandryk
%A Kori M. Inkpen
%B CSCW04
%D 2004
%P 102-111
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031625
%X Emerging technologies offer new ways of using entertainment
technology to foster interactions between players and connect people.
Evaluating collaborative entertainment technology is challenging because
success is not defined in terms of productivity and performance, but in
terms of enjoyment and interaction. Current subjective methods are not
sufficiently robust in this context. This paper describes an experiment
designed to test the efficacy of physiological measures as evaluators of
collaborative entertainment technologies. We found evidence that there
is a different physiological response in the body when playing against a
computer versus playing against a friend. These physiological results
are mirrored in the subjective reports provided by the participants. We
provide an initial step towards using physiological responses to
objectively evaluate a user's experience with collaborative
entertainment technology.

%M C.CSCW.04.112
%T Evaluating computer-supported cooperative work: models and frameworks
%S Evaluation methods
%A Dennis C. Neale
%A John M Carroll
%A Mary Beth Rosson
%B CSCW04
%D 2004
%P 112-121
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031626
%X Evaluating distributed CSCW applications is a difficult endeavor.
Frameworks and methodologies for structuring this type of evaluation
have become a central concern for CSCW researchers. In this paper we
describe the problems involved in evaluating remote collaborations, and
we review some of the more prominent conceptual frameworks of group
interaction that have driven CSCW evaluation in the past. A multifaceted
evaluation framework is presented that approaches the problem from the
relationships underlying joint awareness, communication, collaboration,
coordination, and work coupling. Finally, recommendations for carrying
out multifaceted evaluations of remote interaction are provided.

%M C.CSCW.04.122
%T Does CSCW need organization theory?
%S Panel
%A Stephen R. Barley
%A William H. Dutton
%A Sara Kiesler
%A Paul Resnick
%A Robert E. Kraut
%A JoAnne Yates
%B CSCW04
%D 2004
%P 122-124
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031628
%X CSCW as a field has been driven primarily by researchers' desire to
solve real world problems of groups and organizations, and to use new
technology to solve these problems. The field has accumulated a set of
empirically-based interdisciplinary studies and many interesting new
applications. The question to be addressed in this panel is whether CSCW
as a field is ready for theory--whether theory is needed to move the
field along, or on the contrary, whether the problems and the technology
are still too new or are changing too fast to accommodate theory. The
panelists will describe some of the organization theories that could be
applied to CSCW, and debate their usefulness, taking both sides of the
question.

%M C.CSCW.04.125
%T Accountability in an alarming environment
%S Medical applications
%A Rebecca Randell
%B CSCW04
%D 2004
%P 125-131
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031630
%X This paper considers how adjustable alarms support collaborative
monitoring work within the intensive care unit. Drawing on examples from
an observational study, it hopes to stimulate new ways of thinking about
the role that alarms play in supporting awareness of not only changes in
the environment but also awareness of colleagues' actions. Adjustable
alarms allow nurses to fit the alarm limits to both the patient state
and the nurse's level of experience. The setting of alarm limits is an
accountable activity, being visible to and observed by colleagues.

%M C.CSCW.04.132
%T Maintaining redundancy in the coordination of medical emergencies
%S Medical applications
%A Aksel Tjora
%B CSCW04
%D 2004
%P 132-141
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031631
%X This paper reports from a study of Norwegian medical emergency call
(AMK) centres, in which advanced radio and telephone communication
technologies are handled by a team of nurses and ambulance personnel to
coordinate medical emergency resources (ambulances, doctors,
helicopters, and so on). The AMK centres have made use of a range of
technologies since they were established 15-20 years ago. During the
last 5 years, several of the centres have implemented an information
system, AMIS to integrate several functions that before were handled by
using separate specialised systems. By observation in seven medical
emergency call centres and a survey covering 38 of 43 such centres in
Norway in the period 1996-2002, this study focuses on collaboration and
use of communication technologies in a teamwork setting. It is found
that important aspects of the AMK centre teamwork include redundancy of
communication, competence and technologies, as well as a well-developed
overall attention from the operators. These aspects support a
transparent social integration of technologies in use. The use of
integrated systems, such as the AMIS, may challenge this transparency,
by which one operator may follow the other operator's actions. It is
concluded that serious care must be taken to introduce larger
information systems, so that basic principles, which have emerged during
the teamwork practice to secure high service reliability, are
maintained.

%M C.CSCW.04.142
%T Supporting informality: team working and integrated care records
%S Medical applications
%A Gillian Hardstone
%A Mark Hartswood
%A Rob Procter
%A Roger Slack
%A Alex Voss
%A Gwyneth Rees
%B CSCW04
%D 2004
%P 142-151
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031632
%X This paper reports findings from an ethnographic study of the work of
Adult and Care of the Elderly Community Mental Health Teams in the
context of the deployment of an Electronic Medical Record. Our findings
highlight the importance of informal discussions and provisional
judgments as part of the process by which teams achieve consensual
clinical management decisions over time. We show how paper-based
documentation supports this collaborative work by affording both the
revision of preliminary clinical management options and the accretion of
contributions by team members with different clinical perspectives and
expertise. Finally, we consider the implications both for teamwork and
the Integrated Care Record (ICR) as clinical documentation becomes
increasingly held and distributed electronically.

%M C.CSCW.04.152
%T Lessons from the reMail prototypes
%S Systems
%A Daniel Gruen
%A Steven L. Rohall
%A Suzanne Minassian
%A Bernard Kerr
%A Paul Moody
%A Bob Stachel
%A Martin Wattenberg
%A Eric Wilcox
%B CSCW04
%D 2004
%P 152-161
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031634
%X Electronic mail has become the most widely-used application for
business productivity and communication, yet many people are frustrated
with their email. Though email usage has changed, our email clients
largely have not. In this paper, we describe a prototype email client
developed out of a multi-year iterative design process aimed at
providing those who "live in their email" with an improved, integrated
email experience. We highlight innovative features and describe the user
trials for each version of the prototype with resulting modifications.
Finally, we discuss how these studies have recast our understanding of
the email "habitat" and user needs.

%M C.CSCW.04.162
%T Leveraging single-user applications for multi-user collaboration: the
coword approach
%S Systems
%A Steven Xia
%A David Sun
%A Chengzheng Sun
%A David Chen
%A Haifeng Shen
%B CSCW04
%D 2004
%P 162-171
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031635
%X Single-user interactive computer applications are pervasive in our
daily lives and work. Leveraging single-user applications for multi-user
collaboration has the potential to significantly increase the
availability and improve the usability of collaborative applications. In
this paper, we report an innovative transparent adaptation approach for
this purpose. The basic idea is to adapt the single-user application
programming interface to the data and operational models of the
underlying collaboration supporting technique, namely Operational
Transformation. Distinctive features of this approach include: (1)
Application transparency: it does not require access to the source code
of the single-user application; (2) Unconstrained collaboration: it
supports concurrent and free interaction and collaboration among
multiple users; and (3) Reusable collaborative software components:
collaborative software components developed with this approach can be
reused in adapting a wide range of single-user applications. This
approach has been applied to transparently convert MS Word into a
real-time collaborative word processor, called CoWord, which supports
multiple users to view and edit any objects in the same Word document at
the same time over the Internet. The generality of this approach has
been tested by re-applying it to convert MS PowerPoint into
CoPowerPoint.

%M C.CSCW.04.172
%T High-performance telepointers
%S Systems
%A Jeff Dyck
%A Carl Gutwin
%A Sriram Subramanian
%A Christopher Fedak
%B CSCW04
%D 2004
%P 172-181
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031636
%X Although telepointers are valuable for supporting real-time
collaboration, they are rarely seen in commercial groupware applications
that run on the Internet. One reason for their absence is that current
telepointer implementations perform poorly on real-world networks with
varying traffic, congestion, and loss. In this paper, we report on a new
implementation of telepointers (HPT) that is designed to provide smooth,
timely, and accurate telepointers in real-world groupware: on busy
networks, on cable and dialup connections, and on wireless channels. HPT
maintains performance at usable levels with a combination of techniques
from multimedia and distributed systems research, including UDP
transport, message compression, motion prediction, adaptive rate
control, and adaptive forward error correction. Although these
techniques have been seen before, they have never been combined and
tailored to the specific requirements of telepointers. Tests of the new
implementation show that HPT provides good performance in a number of
network situations where other implementations do not work at all - we
can provide usable telepointers even over a lossy 28K modem connection.
HPT sets a new standard for telepointers, and allows designers to
greatly improve the support that groupware provides for real-time
interaction over distance.

%M C.CSCW.04.182
%T Controlling interruptions: awareness displays and social motivation
for coordination
%S Social awareness and availability
%A Laura Dabbish
%A Robert E. Kraut
%B CSCW04
%D 2004
%P 182-191
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031638
%X Spontaneous communication is common in the workplace but can be
disruptive. Such communication usually benefits the initiator more than
the target of the disruption. Previous research has indicated that
awareness displays showing the workload of a target can reduce the harm
interruptions inflict, but can increase the cognitive load on
interrupters. This paper describes an experiment testing whether team
membership influences interrupters' motivation to use awareness displays
and whether the informational-intensity of a display influences its
utility and cost. Results indicate interrupters use awareness displays
to time communication only when they and their partners are rewarded as
a team and that this timing improves the target's performance on a
continuous attention task. Eye-tracking data shows that monitoring an
information-rich display imposes a substantial attentional cost on the
interrupters, and that an abstract display provides similar benefit with
less distraction.

%M C.CSCW.04.192
%T The AWARE architecture: supporting context-mediated social awareness
in mobile cooperation
%S Social awareness and availability
%A Jakob E. Bardram
%A Thomas R. Hansen
%B CSCW04
%D 2004
%P 192-201
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031639
%X Maintaining social awareness of the working context of fellow
co-workers is crucial to successful cooperation. For mobile, non
co-located workers, however, this social awareness is hard to maintain.
In this paper we present the concept of Context-Mediated Social
Awareness to denote how context-aware computing can be used to
facilitate social awareness. We illustrate the concept in a case study
of mobile collaboration in a hospital and present the 'AwarePhone',
which is designed to support context-mediated social awareness among
hospital clinicians. Based on this conceptual and empirical basis, the
paper presents the AWARE architecture, which is a generic platform for
supporting context-mediated social awareness.

%M C.CSCW.04.202
%T Putting systems into place: a qualitative study of design
requirements for location-aware community systems
%S Social awareness and availability
%A Quentin Jones
%A Sukeshini A. Grandhi
%A Steve Whittaker
%A Keerti Chivakula
%A Loren Terveen
%B CSCW04
%D 2004
%P 202-211
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031640
%X We present a conceptual framework for location-aware community
systems and results from two studies of how socially-defined places
influence people's information sharing and communication needs.
   The first study identified a relationship between people's
familiarity with a place and their desire for either stable or dynamic
place-related information. The second study explored the utility of
various system features highlighted by our conceptual framework. It
clarified the role of place information in informal social interaction;
it also showed that people valued, and were willing to provide
information such as ratings, comments, and event records relevant to a
place.
   These preliminary findings have important implications for the design
of location-aware community systems. In particular, they suggest that
such systems must integrate information about places with data about
users' personal routines and social relationships.

%M C.CSCW.04.212
%T Using social psychology to motivate contributions to online
communities
%S Communities
%A Gerard Beenen
%A Kimberly Ling
%A Xiaoqing Wang
%A Klarissa Chang
%A Dan Frankowski
%A Paul Resnick
%A Robert E. Kraut
%B CSCW04
%D 2004
%P 212-221
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031642
%X Under-contribution is a problem for many online communities. Social
psychology theories of social loafing and goal-setting can provide
mid-level design principles to address this problem. We tested the
design principles in two field experiments. In one, members of an online
movie recommender community were reminded of the uniqueness of their
contributions and the benefits that follow from them. In the second,
they were given a range of individual or group goals for contribution.
As predicted by theory, individuals contributed when they were reminded
of their uniqueness and when they were given specific and challenging
goals, but other predictions were not borne out. The paper ends with
suggestions and challenges for mining social science theories as well as
implications for design.

%M C.CSCW.04.222
%T Blogging as social activity, or, would you let 900 million people
read your diary?
%S Communities
%A Bonnie A. Nardi
%A Diane J. Schiano
%A Michelle Gumbrecht
%B CSCW04
%D 2004
%P 222-231
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031643
%X "Blogging" is a Web-based form of communication that is rapidly
becoming mainstream. In this paper, we report the results of an
ethnographic study of blogging, focusing on blogs written by individuals
or small groups, with limited audiences. We discuss motivations for
blogging, the quality of social interactivity that characterized the
blogs we studied, and relationships to the blogger's audience. We
consider the way bloggers related to the known audience of their
personal social networks as well as the wider "blogosphere" of unknown
readers. We then make design recommendations for blogging software based
on these findings.

%M C.CSCW.04.232
%T Flash forums and forumReader: navigating a new kind of large-scale
online discussion
%S Communities
%A Kushal Dave
%A Martin Wattenberg
%A Michael Muller
%B CSCW04
%D 2004
%P 232-241
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031644
%X We describe a popular kind of large, topic-centered, transient
discussion, which we term a flash forum. These occur in settings ranging
from web-based bulletin boards to corporate intranets, and they display
a conversational style distinct from Usenet and other online discussion.
Notably, authorship is more diffuse, and threads are less deep and
distinct. To help orient users and guide them to areas of interest
within flash forums, we designed ForumReader, a tool combining data
visualization with automatic topic extraction. We describe lessons
learned from deployment to thousands of users in a real world setting.
We also report a laboratory experiment to investigate how interface
components affect behavior, comprehension, and information retrieval.
The ForumReader interface is well-liked by users, and our results
suggest it can lead to new navigation patterns. We also find that, while
both visualization and text analytics are helpful individually,
combining them may be counterproductive.

%M C.CSCW.04.242
%T Individual audio channels with single display groupware: effects on
communication and task strategy
%S Interactions with shared displays
%A Meredith Ringel Morris
%A Dan Morris
%A Terry Winograd
%B CSCW04
%D 2004
%P 242-251
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031646
%X We introduce a system that allows four users to each receive sound
from a private audio channel while using a shared tabletop display. In
order to explore how private audio channels affect a collaborative work
environment, we conducted a user study with this system. The results
reveal differences in work strategies when groups are presented with
individual versus public audio, and suggest that the use of private
audio does not impede group communication and may positively impact
group dynamics. We discuss the findings, as well as their implications
for the design of future audio-based "single display privacyware"
systems.

%M C.CSCW.04.252
%T Avoiding interference: how people use spatial separation and
partitioning in SDG workspaces
%S Interactions with shared displays
%A Edward Tse
%A Jonathan Histon
%A Stacey D. Scott
%A Saul Greenberg
%B CSCW04
%D 2004
%P 252-261
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031647
%X Single Display Groupware (SDG) lets multiple co-located people, each
with their own input device, interact simultaneously over a single
communal display. While SDG is beneficial, there is risk of
interference: when two people are interacting in close proximity, one
person can raise an interface component (such as a menu, dialog box, or
movable palette) over another person's working area, thus obscuring and
hindering the other's actions. Consequently, researchers have developed
special purpose interaction components to mitigate interference
techniques. Yet is interference common in practice? If not, then SDG
versions of conventional interface components could prove more suitable.
We hypothesize that collaborators spatially separate their activities to
the extent that they partition their workspace into distinct areas when
working on particular tasks, thus reducing the potential for
interference. We tested this hypothesis by observing co-located people
performing a set of collaborative drawing exercises in an SDG workspace,
where we paid particular attention to the locations of their
simultaneous interactions. We saw that spatial separation and
partitioning occurred consistently and naturally across all
participants, rarely requiring any verbal negotiation. Particular
divisions of the space varied, influenced by seating position and task
semantics. These results suggest that people naturally avoid interfering
with one another by spatially separating their actions. This has design
implications for SDG interaction techniques, especially in how
conventional widgets can be adapted to an SDG setting.

%M C.CSCW.04.262
%T Beyond "social protocols": multi-user coordination policies for
co-located groupware
%S Interactions with shared displays
%A Meredith Ringel Morris
%A Kathy Ryall
%A Chia Shen
%A Clifton Forlines
%A Frederic Vernier
%B CSCW04
%D 2004
%P 262-265
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031648
%X The status quo for co-located groupware is to assume that "social
protocols" (standards of polite behavior) are sufficient to coordinate
the actions of a group of users; however, prior studies of groupware use
as well as our own observations of groups using a shared tabletop
display suggest potential for improving groupware interfaces by
incorporating coordination policies - direct manipulation mechanisms for
avoiding and resolving conflicts. We discuss our observations of group
tabletop usage and present our coordination framework. We conclude with
example usage scenarios and discuss future research suggested by this
framework.

%M C.CSCW.04.266
%T Toward universal mobile interaction for shared displays
%S Interactions with shared displays
%A Tim Paek
%A Maneesh Agrawala
%A Sumit Basu
%A Steve Drucker
%A Trausti Kristjansson
%A Ron Logan
%A Kentaro Toyama
%A Andy Wilson
%B CSCW04
%D 2004
%P 266-269
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031649
%X Researchers have noted conflicting trends in collaboration
technologies between delivering more information on larger displays and
exploiting mobility on smaller devices. Large, shared displays provide
greater choice in the presentation of information, but mobile devices
offer greater flexibility in the access of information. We describe a
platform that leverages the best of both worlds by allowing multiple
users to access and interact with a large, shared display using their
own personal mobile devices, such as a cell phone, laptop, or wireless
PDA. We highlight three applications built on top of the platform that
demonstrate its generality and utility in a variety of group settings:
namely, web browsing, polling, and entertainment.

%M C.CSCW.04.270
%T CSCW and cyberinfrastructure: opportunities and challenges
%S Panel
%A Guy Almes
%A Jonathon Cummings
%A Jeremy P. Birnholtz
%A Ian Foster
%A Tony Hey
%A Bill Spencer
%B CSCW04
%D 2004
%P 270-273
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031651
%X This panel will provide a forum for a discussion of important and
timely issues surrounding the global deployment of cyberinfrastructure
to support science and engineering research activities. Representatives
of funding agencies, existing cyberinfrastructure projects, specific
technologies and social scientists involved in the evaluation of these
technologies will be brought together to address questions about the key
obstacles to the operational deployment of cyberinfrastructure, whether
or not cyberinfrastructure will improve research, and what the role of
the CSCW community is and can or should be in this deployment.

%M C.CSCW.04.274
%T Lumisight table: a face-to-face collaboration support system that
optimizes direction of projected information to each stakeholder
%S Tabletop design
%A Mitsunori Matsushita
%A Makoto Iida
%A Takeshi Ohguro
%A Yoshinari Shirai
%A Yasuaki Kakehi
%A Takeshi Naemura
%B CSCW04
%D 2004
%P 274-283
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031653
%X The goal of our research is to support cooperative work performed by
stakeholders sitting around a table. To support such cooperation,
various table-based systems with a shared electronic display on the
tabletop have been developed. These systems, however, suffer the common
problem of not recognizing shared information such as text and images
equally because the orientation of their view angle is not favorable. To
solve this problem, we propose the Lumisight Table. This is a system
capable of displaying personalized information to each required
direction on one horizontal screen simultaneously by multiplexing them
and of capturing stakeholders' gestures to manipulate the information.

%M C.CSCW.04.284
%T Exploring the effects of group size and table size on interactions
with tabletop shared-display groupware
%S Tabletop design
%A Kathy Ryall
%A Clifton Forlines
%A Chia Shen
%A Meredith Ringel Morris
%B CSCW04
%D 2004
%P 284-293
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031654
%X Interactive tabletops have been previously proposed and studied in
the domain of co-located group applications. However, little fundamental
research has been done to explore the issue of size. In this paper we
identify a number of size considerations for tabletop design, and
present an experiment to explore some of these issues, in particular the
effects of group size and table size on the speed at which the task was
performed, the distribution of work among group members, issues of
shared resources, and user preference for table size. Our findings shed
light on (1) how work strategies are affected by group size, (2) how
social interaction varies with respect to table size, and (3) how the
speed of task performance is influenced by group size but not by table
size. In addition, our experiments revealed that for larger groups,
designers might need to add additional vertical displays for shared
information. This finding opens the door for extending single-display
groupware to shared-display groupware settings that involve multiple,
shared displays.

%M C.CSCW.04.294
%T Territoriality in collaborative tabletop workspaces
%S Tabletop design
%A Stacey D. Scott
%A M. Sheelagh
%A T. Carpendale
%A Kori M. Inkpen
%B CSCW04
%D 2004
%P 294-303
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031655
%X Researchers seeking alternatives to traditional desktop computers
have begun exploring the potential collaborative benefits of digital
tabletop displays. However, there are still many open issues related to
the design of collaborative tabletop interfaces, such as whether these
systems should automatically orient workspace items or enforce ownership
of workspace content. Understanding the natural interaction practices
that people use during tabletop collaboration with traditional media
(e.g., pen and paper) can help to address these issues. Interfaces that
are modeled on these practices will have the additional advantage of
supporting the interaction skills people have developed over years of
collaborating at traditional tables. To gain a deeper understanding of
these interaction practices we conducted two observational studies of
traditional tabletop collaboration in both casual and formal settings.
Our results reveal that collaborators use three types of tabletop
territories to help coordinate their interactions within the shared
tabletop workspace: personal, group, and storage territories. Findings
from a spatial analysis of collaborators' tabletop interactions reveal
important properties of these tabletop territories. In order to provide
a comprehensive picture of the role of tabletop territoriality in
collaboration, we conclude with a synthesis of our findings and previous
research findings and with several relevant design implications.

%M C.CSCW.04.304
%T Behind the help desk: evolution of a knowledge management system in a
large organization
%S Organizational issues
%A Christine A. Halverson
%A Thomas Erickson
%A Mark S. Ackerman
%B CSCW04
%D 2004
%P 304-313
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031657
%X This paper examines the way in which a knowledge management system
(KMS)-by which we mean the people, processes and software-came into
being and evolved in response to a variety of shifting social, technical
and organizational pressures. We draw upon data from a two year
ethnographic study of a sophisticated help desk to trace the KMS from
its initial conception as a "Common Problems" database for help desk
personnel, to its current instantiation as a set of Frequently Asked
Questions published on an intranet for help desk clients. We note how
shifts in management, organizational structure, incentives, software
technologies, and other factors affected the development of the system.
This study sheds light on some of the difficulties that accompany the
implementation of CSCW systems, and provides an analysis of how such
systems are often designed by bricolage.

%M C.CSCW.04.314
%T The diffusion of reachOut: analysis and framework for the successful
diffusion of collaboration technologies
%S Organizational issues
%A Vladimir Soroka
%A Michal Jacovi
%B CSCW04
%D 2004
%P 314-323
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031658
%X While virtual communities become more and more dominant, little
attention has been directed towards understanding the conditions for
creating a successful community. Significant progress has been made in
understanding the diffusion of collaborative tools in the workplace. We
read stories about the extraordinary success of some communities, and
about the harsh failure of others. This paper argues that lessons learnt
from these stories should be analyzed using the theoretical foundations
of Diffusion of Innovations theories, and systematized to create a set
of guidelines for community creators to make their efforts more
efficient. We begin by presenting a theoretical background for analyzing
technology diffusion. We then analyze the stories of diffusion of
ReachOut - a tool for peer support and community building developed in
our Research Lab - in two different communities, using this theory.
Finally, we propose a framework for planning for successful diffusion of
collaborative tools, using our experiences with ReachOut.

%M C.CSCW.04.324
%T Return on investment and organizational adoption
%S Organizational issues
%A Jonathan Grudin
%B CSCW04
%D 2004
%P 324-327
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031659
%X This paper considers the complexity of measuring the return on
investment for technology adoption. A brief case study of technology
adoption in a large design and construction firm provides a clear view
of factors that came into play. The technology considered is simple; the
apparent costs and benefits are relatively clear. Four parties are
involved: diverse employees interested in using dual monitors, the
information technology support group in the organization, an executive
who had worked his way up from drafting, and employees of a software
company that is considering expanding their support for dual monitor
use. In the construction company, a seemingly logical and inexpensive
hardware upgrade was subject to a wide range of technical and social
pressures, some obstructing and others promoting adoption. Decisions are
made in a manner that did not fit the model held by the product planners
and designers in the software company.

%M C.CSCW.04.328
%T Leveraging social networks for information sharing
%S Organizational issues
%A Jeremy Goecks
%A Elizabeth D. Mynatt
%B CSCW04
%D 2004
%P 328-331
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031660
%X Saori is a computation infrastructure that enables users and end-user
applications to leverage social networks to mediate information
dissemination. Saori provides users with awareness of and control over
the information dissemination process within social networks; Saori
enables users to employ both technological and social methods to manage
information sharing. Saori users can create policies that mediate
sharing by exploiting social network structures. Saori also provides
social data to users; this data encourages users to be accountable for
how they share information. We integrated Saori into a Wiki Wiki Web to
demonstrate a concrete use of the infrastructure.

%M C.CSCW.04.332
%T Assembling the senses: towards the design of cooperative interfaces
for visually impaired users
%S Distilling knowledge
%A Fredrik Winberg
%A John Bowers
%B CSCW04
%D 2004
%P 332-341
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031662
%X The needs of blind and visually impaired users are seriously
under-investigated in CSCW. We review work on assistive interfaces
especially concerning how collaboration between sighted and blind users
across different modalities might be supported. To examine commonly
expressed design principles, we present a study where blind and sighted
persons play a game to which the former has an auditory interface, the
latter a visual one. Interaction analyses are presented highlighting
features of interface design, talk and gesture which are important to
the participants' abilities to collaborate. Informed by these analyses,
we reconsider design principles for cooperative interfaces for the
blind.

%M C.CSCW.04.342
%T I know my network: collaboration and expertise in intrusion detection
%S Distilling knowledge
%A John R. Goodall
%A Wayne G. Lutters
%A Anita Komlodi
%B CSCW04
%D 2004
%P 342-345
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031663
%X The work of intrusion detection (ID) in accomplishing network
security is complex, requiring highly sought-after expertise. While
limited automation exists, the role of human ID analysts remains
crucial. This paper presents the results of an exploratory field study
examining the role of expertise and collaboration in ID work. Through an
analysis of the common and situated expertise required in ID work, our
results counter basic assumptions about its individualistic character,
revealing significant distributed collaboration. Current ID support
tools provide no support for this collaborative problem solving. The
results of this research highlight ID as an engaging CSCW work domain,
one rich with organizational insights, design challenges, and practical
import.

%M C.CSCW.04.346
%T Cutting to the chase: improving meeting effectiveness by focusing on
the agenda
%S Distilling knowledge
%A Ana Cristina Bicharra Garcia
%A John Kunz
%A Martin Fischer
%B CSCW04
%D 2004
%P 346-349
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031664
%X We propose an agenda planning technique with a built-in incentive
mechanism, based on the VCG (Vickrey-Clarke-Groves) method from game
theory, to help project managers in the engineering construction
industry create a more effective agenda. Preliminary results have shown
an improvement in both instrumented and perceived meeting quality.

%M C.CSCW.04.350
%T CSCW at play: 'there' as a collaborative virtual environment
%S Gaming
%A Barry Brown
%A Marek Bell
%B CSCW04
%D 2004
%P 350-359
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031666
%X Video games are of increasing importance, both as a cultural
phenomenon and as an application of collaborative technology. In
particular, many recent online games feature persistent collaborative
virtual environments (CVEs), with complex social organisation and strong
social bonds between players. This paper presents a study of 'There',
one such game, focusing on how There has been appropriated by its
players. In particular we describe how its flexibility has allowed
players to develop their own forms of play within the game. Three
aspects of There are discussed: first, how the environment supports a
range of social activities around objects. Second, how the chat
environment is used to produce overlapping chat and how the game itself
provides topics for conversation. Lastly, how the 'place' of There is a
fluid interaction space that supports safe interactions between
strangers. The paper concludes by drawing design lessons concerning the
importance of supporting shared online activity, interaction between
strangers, and the difficulties of designing for play.

%M C.CSCW.04.360
%T The social side of gaming: a study of interaction patterns in a
massively multiplayer online game
%S Gaming
%A Nicolas Ducheneaut
%A Robert J. Moore
%B CSCW04
%D 2004
%P 360-369
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031667
%X Playing computer games has become a social experience. Hundreds of
thousands of players interact in massively multiplayer online games
(MMORPGs), a recent and successful genre descending from the pioneering
multi-user dungeons (MUDs). These new games are purposefully designed to
encourage interactions among players, but little is known about the
nature and structure of these interactions. In this paper, we analyze
player-to-player interactions in two locations in the game Star Wars
Galaxies. We outline different patterns of interactivity, and discuss
how they are affected by the structure of the game. We conclude with a
series of recommendations for the design and support of social
activities within multiplayer games.

%M C.CSCW.04.370
%T Hiding and revealing in online poker games
%S Gaming
%A Scott A. Golder
%A Judith Donath
%B CSCW04
%D 2004
%P 370-373
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031668
%X Poker is largely a game of social and psychological information.
However, online card room interfaces do not support the subtle
communication between players that is integral to the psychological
aspect of the game, making the games less authentic and less enjoyable
than they could be. We explore how card room interfaces can better
support the psychological aspects of the game by critiquing the dominant
methods of visualizing players: with generic avatars, and with text-only
handles.

%M C.CSCW.04.374
%T FishPong: encouraging human-to-human interaction in informal social
environments
%S Gaming
%A Jennifer Yoon
%A Jun Oishi
%A Jason Nawyn
%A Kazue Kobayashi
%A Neeti Gupta
%B CSCW04
%D 2004
%P 374-377
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031669
%X In this paper we introduce FishPong, an interactive system designed
to stimulate informal computer-supported cooperative play (CSCP) in
public spaces such as coffeehouses and cafes. FishPong consists of a
tabletop tangible user interface (TUI) that allows users to control a
fish-themed video game using magnetically tagged coffee cups. FishPong
has been designed as an "icebreaker" technology to encourage spontaneous
social interaction among coffeehouse patrons. This work serves as an
example of how environments might be subtly and unobtrusively augmented
in order to facilitate informal human-to-human interaction.

%M C.CSCW.04.378
%T Where am I and who am I?: issues in collaborative technical help
%S Cases from the field
%A Michael Twidale
%A Karen Ruhleder
%B CSCW04
%D 2004
%P 378-387
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031671
%X In a study of collaborative help-giving within several organizations
settings, we identified two forms of trouble and bewilderment that we
explore further in this paper. In one case, the user is confused about
where they, their files, or other resources are within a larger
technical infrastructure (Where am I?). In the second case, the user
isn't sure which login is needed and which actions are allowed (Who am
I?). We believe that these issues carry important implications for the
design of interfaces that can explicitly support repair and
problem-solving, and that they are essential to consider in the
development of CSCW and ubiquitous computing applications.

%M C.CSCW.04.388
%T Field studies of computer system administrators: analysis of system
management tools and practices
%S Cases from the field
%A Rob Barrett
%A Eser Kandogan
%A Paul P. Maglio
%A Eben M. Haber
%A Leila A. Takayama
%A Madhu Prabaker
%B CSCW04
%D 2004
%P 388-395
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031672
%X Computer system administrators are the unsung heroes of the
information age, working behind the scenes to configure, maintain, and
troubleshoot the computer infrastructure that underlies much of modern
life. However, little can be found in the literature about the practices
and problems of these highly specialized computer users. We conducted a
series of field studies in large corporate data centers, observing
organizations, work practices, tools, and problem-solving strategies of
system administrators. We found system administrators operate within
large-scale, complex environments that present significant technical,
social, cognitive, and business challenges. In this paper, we describe
system administrator tool use in critical, high-cost, labor-intensive
work through observational, survey, and interview data. We discuss our
findings concerning administrator needs for coordinating work,
maintaining situation awareness, planning and rehearsing complex
procedures, building tools, and supporting complicated interleaved
workflows.

%M C.CSCW.04.396
%T Collaborating around collections: informing the continued development
of photoware
%S Cases from the field
%A Andy Crabtree
%A Tom Rodden
%A John Mariani
%B CSCW04
%D 2004
%P 396-405
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031673
%X This paper explores the embodied interactional ways in which people
naturally collaborate around and share collections of photographs. We
employ ethnographic studies of paper-based photograph use to consider
requirements for distributed collaboration around digital photographs.
Distributed sharing is currently limited to the 'passing on' of
photographs to others, by email, webpages, or mobile phones. To move
beyond this, a fundamental challenge for photoware consists of
developing support for the practical achievement of sharing 'at a
distance'. Specifically, this entails augmenting the natural production
of accounts or 'photo-talk' to support the distributed achievement of
sharing.

%M C.CSCW.04.406
%T Communities and technologies: an approach to foster social capital?
%S Panel
%A Mark Ackerman
%A Marlene Huysman
%A John M. Carroll
%A Barry Wellman
%A Giorgio DeMichelis
%A Volker Wulf
%B CSCW04
%D 2004
%P 406-408
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031675
%X Communities are social entities whose actors share common needs,
interests, or practices: they constitute the basic units of social
experience. With regard to communities, social capital captures the
structural, relational and cognitive aspects of the relationships among
their members. Social capital is defined as a set of properties of a
social entity (e.g. norms, level of trust, and intensive social
networking) which enables joint activities and cooperation for mutual
benefit. It can be understood as the glue which holds communities
together. On this panel we will discuss whether and how information
technology can strengthen communities by fostering social capital.

%M C.CSCW.04.409
%T Capturing and supporting contexts for scientific data sharing via the
biological sciences collaboratory
%S Distributed teams
%A George Chin, Jr.
%A Carina S. Lansing
%B CSCW04
%D 2004
%P 409-418
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031677
%X Scientific collaboration is largely focused on the sharing and joint
analysis of scientific data and results. Today, a movement is afoot
within the scientific computing community to shift "collaboratory"
development from traditional tool-centric approaches to more
data-centric ones. Yet, to effectively support data sharing means more
than providing a common repository for storing and retrieving shared
data sets. In order to reasonably comprehend and apply another
researcher's data set, the scientist must grasp the various contexts of
the data as it relates to the overall data space, applications,
experiments, projects, and the scientific community. Under development
at the Pacific Northwest National Laboratory, the Biological Sciences
Collaboratory (BSC) enables the sharing of biological data and analyses
through diverse capabilities such as metadata capture, electronic
laboratory notebooks, data organization views, data provenance tracking,
analysis notes, task management, and scientific workflow management.
Overall, BSC strives to identify and capture the various social and
scientific contexts in which data sharing collaborations in biology take
place and to provide collaboration tools and capabilities that can
effectively support and facilitate these important data sharing
contexts.

%M C.CSCW.04.419
%T Meeting central: making distributed meetings more effective
%S Distributed teams
%A Nicole Yankelovich
%A William Walker
%A Patricia Roberts
%A Mike Wessler
%A Jonathan Kaplan
%A Joe Provino
%B CSCW04
%D 2004
%P 419-428
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031678
%X The Meeting Central prototype is a suite of collaboration tools
designed to support distributed meetings. The tools' minimalist design
provides only those features that have the most impact on distributed
meeting effectiveness. The collaboration suite is built on top of a
distributed, extensible, and scalable framework.

%M C.CSCW.04.429
%T In-group/out-group effects in distributed teams: an experimental
simulation
%S Distributed teams
%A Nathan Bos
%A N. Sadat Shami
%A Judith S. Olson
%A Arik Cheshin
%A Ning Nan
%B CSCW04
%D 2004
%P 429-436
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031679
%X Modern workplaces often bring together virtual teams where some
members are collocated, and some participate remotely. We are using a
simulation game to study collaborations of 10-person groups, with five
collocated members and five isolates (simulated 'telecommuters').
Individual players in this game buy and sell 'shapes' from each other in
order to form strings of shapes, where strings represent joint projects,
and each individual players' shapes represent their unique skills. We
found that the collocated people formed an in-group, excluding the
isolates. But, surprisingly, the isolates also formed an in-group,
mainly because the collocated people ignored them and they responded to
each other.

%M C.CSCW.04.437
%T Operational transformation for collaborative word processing
%S Operational transformation
%A David Sun
%A Steven Xia
%A Chengzheng Sun
%A David Chen
%B CSCW04
%D 2004
%P 437-446
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031681
%X Operational Transformation (OT) is a technique originally invented
for supporting consistency maintenance in collaborative text editors.
Word processors have much richer data types and more comprehensive
operations than plain text editors. Among others, the capability of
updating attributes of any types of object is an essential feature of
all word processors. In this paper, we report an extension of OT for
supporting a generic Update operation, in addition to Insert and Delete
operations, for collaborative word processing. We focus on technical
issues and solutions involved in transforming Updates for both
consistency maintenance and group undo. A novel technique, called
Multi-Version Single-Display (MVSD), has been devised to resolve
conflict between concurrent Updates, and integrated into the framework
of OT. This work has been motivated by and conducted in the CoWord
project, which aims to convert MS Word into a real-time collaborative
word processor without changing its source code. This OT extension is
relevant not only to word processors but also to a range of interactive
applications that can be modelled as editors.

%M C.CSCW.04.447
%T Grouping in collaborative graphical editors
%S Operational transformation
%A Claudia-Lavinia Ignat
%A Moira C. Norrie
%B CSCW04
%D 2004
%P 447-456
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031682
%X Often collaborative graphical systems lag behind well accepted
single-user applications in terms of features supported. The frequently
used operations of group/ungroup offered by almost every single-user
graphical editor have not been considered by the collaborative graphical
editing systems that try to preserve the intentions of the users
involved in the concurrent editing. In this paper we present a novel
algorithm based on operation serialisation for consistency maintenance
in collaborative graphical editing dealing not only with simple
operations such as create, delete, move, change colour or position, but
also with group/ungroup operations. Based on the classification of
conflicts into real and resolvable, an undo/redo mechanism is used in
order to re-execute the operations in an imposed serialisation order.

%M C.CSCW.04.457
%T Preserving operation effects relation in group editors
%S Operational transformation
%A Du Li
%A Rui Li
%B CSCW04
%D 2004
%P 457-466
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031683
%X Consistency maintenance is a critical and challenging issue in many
interactive groupware applications that can be modeled as group editors.
This paper addresses two open consistency problems: divergence and
operation effects relation violation. While the former has been partly
solved, the latter has never been addressed in any published work. We
propose a novel approach to solving both problems in the same framework.
Particularly it preserves the effects relation of concurrent operations
so that convergence is achieved automatically. Our work provides a new
perspective into group editors and operational transformation
algorithms.

%M C.CSCW.04.467
%T Shadow communication: system for embodied interaction with remote
partners
%S Gesturing, moving and talking together
%A Yoshiyuki Miwa
%A Chikara Ishibiki
%B CSCW04
%D 2004
%P 467-476
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031685
%X "Shadow Communication" system has been developed allowing others to
communicate by means of their "shadows" in remote space. This is
designed so that each participant's shadow enters into a space through a
semi-transparent screen and interacts with another subject's shadow.
This interaction occurs at a common 'stage' (a co-existing space) that
can be self-organized. The interaction takes place in a spatial
relationship ("ma"- perceptive distance or "Maai" in Japanese) and
generates a situation where, seemingly, the participants are actually
talking to each other in a face-to-face manner. Experiments on
collaborative drawings or remote lecturing conducted with various
subjects resulted in the different groups being properly positioned in
their co-existing space, thus suggesting that the co-creative activities
between the groups were successfully established.

%M C.CSCW.04.477
%T Mediating dual ecologies
%S Gesturing, moving and talking together
%A Hideaki Kuzuoka
%A Jun'ichi Kosaka
%A Keiichi Yamazaki
%A Yasuko Suga
%A Akiko Yamazaki
%A Paul Luff
%A Christian Heath
%B CSCW04
%D 2004
%P 477-486
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031686
%X In this paper we investigated systems for supporting remote
collaboration using mobile robots as communication media. It is argued
that the use of a remote-controlled robot as a device to support
communication involves two distinct ecologies: an ecology at the remote
(instructor's) site and an ecology at the operator's (robot) site. In
designing a robot as a viable communication medium, it is essential to
consider how these ecologies can be mediated and supported. In this
paper, we propose design guidelines to overcome the problems inherent in
dual ecologies, and describe the development of a robot named
GestureMan-3 based on these guidelines. Our experiments with
GestureMan-3 showed that the system supports sequential aspects of the
organization of communication.

%M C.CSCW.04.487
%T Action as language in a shared visual space
%S Gesturing, moving and talking together
%A Darren Gergle
%A Robert E. Kraut
%A Susan R. Fussell
%B CSCW04
%D 2004
%P 487-496
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031687
%X A shared visual workspace allows multiple people to see similar views
of objects and environments. Prior empirical literature demonstrates
that visual information helps collaborators understand the current state
of their task and enables them to communicate and ground their
conversations efficiently. We present an empirical study that
demonstrates how action replaces explicit verbal instruction in a shared
visual workspace. Pairs performed a referential communication task with
and without a shared visual space. A detailed sequential analysis of the
communicative content reveals that pairs with a shared workspace were
less likely to explicitly verify their actions with speech. Rather, they
relied on visual information to provide the necessary communicative and
coordinative cues.

%M C.CSCW.04.497
%T Predictors of availability in home life context-mediated
communication
%S May I interrupt?
%A Kristine S. Nagel
%A James M. Hudson
%A Gregory D. Abowd
%B CSCW04
%D 2004
%P 497-506
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031689
%X A number of studies have explored issues of interruption and
availability in workplace environments, but few have examined how
attitudes toward availability play out in home life. In this paper, we
begin to explore factors in the home that might be useful for signaling
availability to close friends and family. In particular, we use the
Experience Sampling Method (ESM) to measure subjects' current activities
and self-reported availability to interruption. Based on follow-up
interviews, we develop a number of hypotheses that we test through a
hierarchical linear regression analysis. Results indicate that
individual differences, certain home locations, and leisure activities
play an important role in determining patterns of availability. This
study has implications for the development of CSCW systems with
automatic sensing of activity to deal with interruption and activity
recognition both inside and out of the home.

%M C.CSCW.04.507
%T BusyBody: creating and fielding personalized models of the cost of
interruption
%S May I interrupt?
%A Eric Horvitz
%A Paul Koch
%A Johnson Apacible
%B CSCW04
%D 2004
%P 507-510
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031690
%X Interest has been growing in opportunities to build and deploy
statistical models that can infer a computer user's current
interruptability from computer activity and relevant contextual
information. We describe a system that intermittently asks users to
assess their perceived interruptability during a training phase and that
builds decision-theoretic models with the ability to predict the cost of
interrupting the user. The models are used at run-time to compute the
expected cost of interruptions, providing a mediator for incoming
notifications, based on a consideration of a user's current and recent
history of computer activity, meeting status, location, time of day, and
whether a conversation is detected.

%M C.CSCW.04.511
%T Lilsys: Sensing Unavailability
%S May I interrupt?
%A James Bo Begole
%A Nicholas E. Matsakis
%A John C. Tang
%B CSCW04
%D 2004
%P 511-514
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031691
%X As communications systems increasingly gather and propagate
information about people's reachability or "presence", users need
better tools to minimize undesired interruptions while allowing desired
ones. We review the salient elements of presence and availability that
people use when initiating face-to-face communication. We discuss
problems with current strategies for managing one's availability in
telecommunication media. We describe a prototype system called Lilsys
which passively collects availability cues gathered from users' actions
and environment using ambient sensors and provides machine inferencing
of unavailability. We discuss observations and design implications from
deploying Lilsys.

%M C.CSCW.04.515
%T QnA: augmenting an instant messaging client to balance user
responsiveness and performance
%S May I interrupt?
%A Daniel Avrahami
%A Scott E. Hudson
%B CSCW04
%D 2004
%P 515-518
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031692
%X The growing use of Instant Messaging for social and work-related
communication has created a situation where incoming messages often
become a distraction to users while they are performing important tasks.
Staying on task at the expense of responsiveness to IM buddies may
portray the users as impolite or even rude. Constantly attending to IM,
on the other hand, may prevent users from performing tasks efficiently,
leaving them frustrated. In this paper we present a tool that augments a
commercial IM client by automatically increasing the salience of
incoming messages that may deserve immediate attention, helping users
decide whether or not to stay on task.

%M C.CSCW.04.519
%T Instant messages: a framework for reading between the lines
%S May I interrupt?
%A Jeffrey D. Campbell
%B CSCW04
%D 2004
%P 519-522
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031693
%X A framework is described for analyzing keystroke level data from
instant messages (IM). This is unlike other analyses of IM which employ
server-based logs of messages. This framework can be used to identify
metrics for evaluating the usability of IM during message composition.
The current objective is evaluating awareness features. The model also
identifies quantifiable factors that can be computed automatically
during IM usage that could allow the system to adapt to different styles
of IM usage. Data from a representative usability evaluation scenario is
utilized to illustrate some results of using this framework.
Computational aspects of the framework have been implemented in GLogger.

%M C.CSCW.04.523
%T Only touching the surface: creating affinities between digital
content and paper
%S Bridging the physical and the digital
%A Paul Luff
%A Christian Heath
%A Moira Norrie
%A Beat Signer
%A Peter Herdman
%B CSCW04
%D 2004
%P 523-532
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031695
%X Despite the wide-ranging recognition that paper remains a pervasive
resource for human conduct and collaboration, there has been uncertain
progress in developing technologies to bridge the paper-digital divide.
In this essay we discuss the design of a technology that interweaves
developments in new materials, electronics and software, and seeks to
provide a cheap and accessible solution to creating new affinities
between digital content, in whatever form, and ordinary paper. The
technology and its design draws from a broad range of field studies,
including research in classrooms and museums. These delineate the
requirements and considerations that inform solutions to enhancing paper
whilst preserving its integrity. The paper also discusses a naturalistic
experiment, an evaluation in a museum, where we assessed the technology
and the solution. We also chart the progressive development of this
solution and the ways in which seemingly simple actions and issues
became reconstituted as highly complex technical and analytic problems.

%M C.CSCW.04.533
%T Where the wild things work: capturing shared physical design
workspaces
%S Bridging the physical and the digital
%A Wendy Ju
%A Arna Ionescu
%A Lawrence Neeley
%A Terry Winograd
%B CSCW04
%D 2004
%P 533-541
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031696
%X We have built and tested WorkspaceNavigator, which supports knowledge
capture and reuse for teams engaged in unstructured, dispersed, and
prolonged collaborative design activity in a dedicated physical
workspace. It provides a coherent unified interface for post-facto
retrieval of multiple streams of data from the work environment,
including overview snapshots of the workspace, screenshots of in-space
computers, whiteboard images, and digital photos of physical objects.
This paper describes the design of WorkspaceNavigator and identifies key
considerations for knowledge capture tools for design workspaces, which
differ from those of more structured meeting or classroom environments.
Iterative field tests in workspace environments for student teams in two
graduate Mechanical Engineering design courses helped to identify
features that augment the work of both course participants and design
researchers.

%M C.CSCW.04.542
%T List making in the home
%S Bridging the physical and the digital
%A Alex S. Taylor
%A Laurel Swan
%B CSCW04
%D 2004
%P 542-545
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031697
%X This paper presents research on the use of household lists. Drawing
on an ethnographic study of mothers' work, it focuses on the centrality
of paper lists in home- and child-care arrangements, and reveals that
they provide a useful means for organizing the complex interrelations
between a household's people, activities and tasks. However, paper lists
are also shown to be poor at handling the separation, or classification,
of these things. In conclusion, both these positive and negative aspects
of list making are used to raise broad pointers for CSCW and system
design.

%M C.CSCW.04.546
%T Concepts that support collocated collaborative work inspired by the
specific context of industrial designers
%S Bridging the physical and the digital
%A H. Wang
%A E. Blevis
%B CSCW04
%D 2004
%P 546-549
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031698
%X Based on a naturalistic study of industrial designers engaged in
collocated collaborative design work in a technologically
unsophisticated environment, we observed a number of interactions that
lead to a number of insights, namely, (1) seating and the shape and
orientation of the working surface has an effect on line of sight and
eye-contact behaviors, (2) being able to reach objects on the working
surface effects an individual collaborator's ability to become the focus
of attention, (3) in collaborative work, people may work on the same
document or divide labors to work on different documents simultaneously,
(4) supporting the use of conventional artifacts that users are familiar
with is as important as supporting the use of informational devices, (5)
large workspaces with different privacy levels support both the needs of
sharing information and the needs of keeping information private, (6)
changes of document orientation socially represents a corresponding
change of control and privacy level. From these insights and from other
sources in the literature, we describe and illustrate a number of
concepts for integrated technologies and environments that can support
collocated collaborative work specifically in the context of design
work. These concepts are intended as an exercise in divergent design
thinking that owes to carefully constructed insights based on
observations.

%M C.CSCW.04.550
%T Digital backchannels in shared physical spaces: attention, intention
and contention
%S Panel
%A Joseph F. McCarthy
%A danah boyd
%A Elizabeth F. Churchill
%A William G. Griswold
%A Elizabeth Lawley
%A Melora Zaner
%B CSCW04
%D 2004
%P 550-553
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031700
%X There are a variety of digital tools for enabling people who are
separated by time and space to communicate and collaborate on shared
interests and tasks. The widespread use of some of these tools, such as
instant messaging and group chat, coupled with the increasingly
widespread availability of wireless access to the Internet (WiFi), have
created new opportunities for using these collaboration tools by people
sharing physical spaces in real time. The use of these tools to augment
face-to-face meetings has created benefits for some participants and
distractions-and detractions-for others. Our panelists will discuss some
of the advantages and disadvantages of these emerging uses of
collaborative tools.

%M C.CSCW.04.554
%T End-user controlled group formation and access rights management in a
shared workspace system
%S Information sharing and access
%A Joerg M. Haake
%A Anja Haake
%A Till Schummer
%A Mohamed Bourimi
%A Britta Landgraf
%B CSCW04
%D 2004
%P 554-563
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031702
%X Group formation and access rights management become crucial issues
when shared workspaces are used to support flexible, emerging group
work. End-Users should be able to form groups and adapt access rights
for changing groups and workspaces. Current shared workspace systems do
not support this sufficiently. Our approach combines a room
metaphor-based shared workspace with the key-metaphor for facilitating
both, end-user controlled flexible group formation and access rights
management. An evaluation of this approach during four month of use has
indicated that end-users can form groups and manage the access rights of
their shared spaces.

%M C.CSCW.04.564
%T The multiple views of inter-organizational authoring
%S Information sharing and access
%A David W. McDonald
%A Chunhua Weng
%A John H. Gennari
%B CSCW04
%D 2004
%P 564-573
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031703
%X Collaborative authoring is a common workplace task. Yet, despite
improvements in word processors, communication software, and file
sharing, many problems continue to plague co-authors. We conducted a
qualitative study in a setting where participants are loosely connected,
physically separated, and work together over a period of 4-9 months to
author a complex technical document-a clinical trial protocol. Our study
differs from most prior work in that the collaboration is longer-lived,
and that the collaborators do not share equivalent status, background,
nor domains of expertise. Our data demonstrates that the participants do
not share the same view or representation of the authoring process, even
though it has a long organizational history. Nonetheless, the
participants can still coordinate their activity while maintaining only
partially consistent representations of what they are doing. We contend
that partial consistency in the participants' concept of the
collaborative process is a feature for their asynchronous collaboration
at a distance. Based on our findings we suggest a number of improvements
for both tools and tool usage that have direct impact on support for
collaborative authoring.

%M C.CSCW.04.574
%T Collaborative modeling: hiding UML and promoting data examples in
NEMo
%S Information sharing and access
%A Patricia Schank
%A Lawrence Hamel
%B CSCW04
%D 2004
%P 574-577
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031704
%X Domain experts are essential for successful software development, but
these experts may not recognize their ideas when abstracted into Unified
Modeling Language (UML) or ontologies. We describe a Web-based tool for
modeling that creates and manipulates a simple data model without
representing it in UML, while promoting collaboration and the use of
examples to compare and validate the model. The open-source tool,
"NEMo," is a by-product of a team effort to invent and refine a complex
data model and library of examples.

%M C.CSCW.04.578
%T Asynchronous collaborative writing through annotations
%S Information sharing and access
%A Chunhua Weng
%A John H. Gennari
%B CSCW04
%D 2004
%P 578-581
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031705
%X Annotation is central to iterative reviewing and revising activities
in asynchronous collaborative writing. Currently most digital annotation
models and systems assume static context information and provide far
less functionality than physical annotations. We extend prior annotation
research by Marshall and Cadiz and design an activity-oriented
annotation model to mimic the rich functionality of physical annotations
for an enhanced collaborative writing process. In this model, we define
an annotation life cycle and support annotation version control. We
implement a collaborative writing system that supports improved in-situ
communication and cross-role feedback based on our annotation model.

%M C.CSCW.04.582
%T Six degrees of Jonathan Grudin: a social network analysis of the
evolution and impact of CSCW research
%S Understanding CSCW: looking from above
%A Daniel B. Horn
%A Thomas A. Finholt
%A Jeremy P. Birnholtz
%A Dheeraj Motwani
%A Swapnaa Jayaraman
%B CSCW04
%D 2004
%P 582-591
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031707
%X In this paper, we describe the evolution and impact of
computer-supported cooperative work (CSCW) research through social
network analysis of coauthorship data. A network of authors as nodes and
shared papers as links is used to compare patterns of growth and
collaboration in CSCW with other domains, such as high-energy physics
and computer science. Further, the coauthorship network data are used to
depict dynamic changes in the structure of CSCW collaborations over
time. Examination of these changes shows high volatility in the
composition of the CSCW research community over decade-long time spans.
These data are augmented by a brief citation analysis of recent CSCW
conferences. We discuss the implications of the CSCW findings in terms
of the influence of CSCW research on the larger field of HCI research as
well as the general utility of social network analysis for understanding
patterns of collaboration.

%M C.CSCW.04.592
%T Emergent networks, locus of control, and the pursuit of social
capital
%S Understanding CSCW: looking from above
%A Michael Stefanone
%A Jeffery Hancock
%A Geri Gay
%A Anthony Ingraffea
%B CSCW04
%D 2004
%P 592-595
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031708
%X In this paper we examine the relationship between emergent social
network characteristics in a computer-supported collaborative learning
course and locus of control. An emergent communication network of
engineering students that took place in a distributed distance learning
environment was examined. Three measures of an actor's social network,
density, brokerage, and reach, and participants' locus of control,
internal vs. external, were assessed. The data suggest that, relative to
participants with external locus of control, participants with internal
locus of control decreased their network density over time but increased
their brokerage and reach. The results are discussed in the context of
instrumental action, through which participants are assumed to develop
personal networks in pursuit of maximizing potential social capital.

%M C.CSCW.04.596
%T Student social graphs: visualizing a student's online social network
%S Understanding CSCW: looking from above
%A Jeffrey S. Saltz
%A Starr Roxanne Hiltz
%A Murray Turoff
%B CSCW04
%D 2004
%P 596-599
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031709
%X Most research applying Social Network Analysis (SNA) to online
learning has been focused on understanding the social network of the
class as an entity. This work, on the other hand, explores student
specific analysis (i.e. analyzing each student individually). This
student-centered analysis uses a graphical metaphor to provide the
instructor an intuitive understanding of the student's interactions
within the class. The paper presents a prototype of the visual metaphor
and reports on a pilot study of the application of the prototype to
students within a web-based course.

%M C.CSCW.04.600
%T A framework for real-world software system evaluations
%S Understanding CSCW: looking from above
%A Jean Scholtz
%A Michelle Potts Steves
%B CSCW04
%D 2004
%P 600-603
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031710
%X This paper introduces an evaluation method that provides the
capability of comparing results of like-structured evaluations that
occur over time and with changing toolsets or environmental conditions.
This makes use of the framework ideal for comparison of collaboration
tools. The framework helps to structure evaluations by mapping system
goals to evaluation objectives, metrics, and measures. The upper-most
levels of the framework are conceptual in nature, while the bottom level
is implementation-specific, i.e., evaluation-specific. Careful attention
during construction of the conceptual elements for an evaluation
template allows for its reuse in a series of like-structured evaluations
and comparison of those results.

%M C.CSCW.04.604
%T Taking it out of context: collaborating within and across cultures in
face-to-face settings and via instant messaging
%S Synchronous collaboration
%A Leslie D. Setlock
%A Susan R. Fussell
%A Christine Neuwirth
%B CSCW04
%D 2004
%P 604-613
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031712
%X As new communications media foster international collaborations, we
would be remiss in overlooking cultural differences when assessing them.
In this study, 24 pairs in three cultural groupings--American-American
(AA), Chinese-Chinese (CC) and American-Chinese (AC) --worked on two
decision-making tasks, one face-to-face and the other via IM. Drawing
upon prior research, we predicted differences in conversational
efficiency, conversational content, interaction quality, persuasion, and
performance. The quantitative results combined with conversation
analysis suggest that the groups viewed the task differently--AA pairs
as an exercise in situation-specific compromise; CC as
consensus-reaching. Cultural differences were reduced but not eliminated
in the IM condition.

%M C.CSCW.04.614
%T Influencing group participation with a shared display
%S Synchronous collaboration
%A Joan Morris DiMicco
%A Anna Pandolfo
%A Walter Bender
%B CSCW04
%D 2004
%P 614-623
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031713
%X During face-to-face interactions, groups frequently overly rely on
the dominant viewpoint to lead the group in its decision-making process.
We begin with a discussion of this phenomenon and the possibility for
technology to assist in addressing it. We then present findings from a
behavioral study that examines how a shared display of individual
speaker-participation rates can impact the behavior of the group during
a collaboration task. The results from the study indicate that the
presence of such a display influences the behavior of group participants
in the extremes of over and under participation. While influencing the
quantity of time someone speaks is not directly equivalent to
influencing the topics discussed, we suggest that this approach of
providing peripheral displays of social information is promising for
improving certain types of group interactions.

%M C.CSCW.04.624
%T Remote meetings between farmers and researchers: a case study on
asymmetry
%S Synchronous collaboration
%A Stefanie Kethers
%A Dean Hargreaves
%A Ross Wilkinson
%B CSCW04
%D 2004
%P 624-627
%* (c) Copyright 2004 ACM
%W http://doi.acm.org/10.1145/1031607.1031714
%X In this Note, we describe the preliminary analysis of the use of
NetMeeting (NM) to share outputs of a simulation model between farmers
and researchers at a distance. We mainly describe issues relating to the
asymmetries between the two groups, which lead to different technology
preferences and needs.

fpack:!@#$%^&*(): GROUP05.BA
%M C.GROUP.05.1
%T Becoming Wikipedian: transformation of participation in a
collaborative online encyclopedia
%S Net communities
%A Susan L. Bryant
%A Andrea Forte
%A Amy Bruckman
%B GROUP05
%D 2005
%P 1-10
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099205
%X Traditional activities change in surprising ways when
computer-mediated communication becomes a component of the activity
system. In this descriptive study, we leverage two perspectives on
social activity to understand the experiences of individuals who became
active collaborators in Wikipedia, a prolific, cooperatively-authored
online encyclopedia. Legitimate peripheral participation provides a lens
for understanding participation in a community as an adaptable process
that evolves over time. We use ideas from activity theory as a framework
to describe our results. Finally, we describe how activity on the
Wikipedia stands in striking contrast to traditional publishing and
suggests a new paradigm for collaborative systems.

%M C.GROUP.05.11
%T Follow the (slash) dot: effects of feedback on new members in an
online community
%S Net communities
%A Cliff Lampe
%A Erik Johnston
%B GROUP05
%D 2005
%P 11-20
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099206
%X Many virtual communities involve ongoing discussions, with large
numbers of users and established, if implicit rules for participation.
As new users enter communities like this, both they and existing members
benefit when new users learn the standards for participation. Slashdot
is a news and discussion site that has developed a system of distributed
moderation to provide feedback about the value of posts on their site.
This study examines three explanations for how new users learn to
participate in a digital community: learning transfer from previous
experiences, observation of other members, and feedback from other
members. We find that new user behavior is affected by a combination of
their viewing behavior, the moderation feedback they receive, and
replies to their comments.

%M C.GROUP.05.21
%T Supporting social worlds with the community bar
%S Net communities
%A Gregor McEwan
%A Saul Greenberg
%B GROUP05
%D 2005
%P 21-30
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099207
%X The Community Bar is groupware supporting informal awareness and
casual interaction for small social worlds: a group of people with a
common purpose. Its conceptual design is primarily based on a
comprehensive sociological theory called the Locales Framework, with
extra details supplied by the Focus/Nimbus model of awareness. Design
nuances are strongly influenced by observations and feedback supplied by
a community who had been using both the Community Bar and its
Notification Collage predecessor for a total of five years. As a
consequence, Community Bar's design supports how communities of ad-hoc
and long-standing groups are built and sustained within multiple
locales: places that offer a group the site and means for maintaining
awareness of one another and for rapidly moving into interaction. This
includes a person's lightweight management of his or her membership in
multiple locales, as well as ones varying engagement with the people and
artefacts within them.

%M C.GROUP.05.31
%T The proximity factor: impact of distance on co-located collaboration
%S Collocation and virtual collocation
%A Kirstie Hawkey
%A Melanie Kellar
%A Derek Reilly
%A Tara Whalen
%A Kori M. Inkpen
%B GROUP05
%D 2005
%P 31-40
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099209
%X Groups collaborating around a large wall display can do so in a
variety of arrangements, positioning themselves at different distances
from the display and from each other. We examined the impact of
proximity on the effectiveness and enjoyment of co-located
collaboration. Our results revealed collaborative benefits when
participants were positioned close together, and interaction with the
display was felt to be more effective when participants were close to
the display. However, clear tradeoffs were evident for these
configurations. When at a distance to the display, the choice of direct
versus indirect interaction revealed that interactions were easier when
using direct input but the effectiveness of the collaboration was
compromised.

%M C.GROUP.05.41
%T Integrating 2D and 3D views for spatial collaboration
%S Collocation and virtual collocation
%A Wendy A. Schafer
%A Doug A. Bowman
%B GROUP05
%D 2005
%P 41-50
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099210
%X Spatial collaboration is a specialized form of collaboration where
the discussion relates to a physical space. This work investigates how
to support distributed spatial collaboration activities. It presents a
novel prototype that integrates both two-dimensional and
three-dimensional representations. This collaborative software is
examined in a qualitative study as a group virtually rearranges their
lab furniture. The results describe the group's collaboration and their
use of the combined representations. The findings highlight the
usefulness of multiple representations and the need for additional
features to support collaboration across representations.

%M C.GROUP.05.51
%T Benefits of synchronous collaboration support for an
application-centered analysis team working on complex problems: a case
study
%S Collocation and virtual collocation
%A John M. Linebarger
%A Andrew J. Scholand
%A Mark A. Ehlen
%A Michael J. Procopio
%B GROUP05
%D 2005
%P 51-60
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099211
%X A month-long quasi-experiment was conducted using a distributed team
responsible for modeling, simulation, and analysis. Six experiments of
three different time durations (short, medium, and long) were performed.
The primary goal was to discover if synchronous collaboration capability
through a particular application improved the ability of the team to
form a common mental model of the analysis problem(s) and solution(s).
The results indicated that such collaboration capability did improve the
formation of common mental models, both in terms of time and quality
(i.e., depth of understanding), and that the improvement did not vary by
time duration. In addition, common mental models were generally formed
by interaction around a shared graphical image, the progress of
collaboration was not linear but episodic, and tasks that required
drawing and conversing at the same time were difficult to do.

%M C.GROUP.05.61
%T Matching human actors based on their texts: design and evaluation of
an instance of the ExpertFinding framework
%S Finding expertise and information
%A Tim Reichling
%A Kai Schubert
%A Volker Wulf
%B GROUP05
%D 2005
%P 61-70
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099213
%X Bringing together human actors with similar interests, skills or
expertise is a major challenge in community-based knowledge management.
We believe that writing or reading textual documents can be an indicator
for a human actor's interests, skills or expertise. In this paper, we
describe an approach of matching human actors based on the similarity of
text collections that can be attributed to them. By integrating standard
methods of text analysis, we extract and match user profiles based on a
large collection of documents. We present an instance of the
ExpertFinder Framework which measures the similarity of these profiles
by means of the Latent Semantic Indexing (LSI) algorithm. The quality of
the algorithmic approach was evaluated by comparing its results with
judgments of different human actors.

%M C.GROUP.05.71
%T Searching for expertise in social networks: a simulation of potential
strategies
%S Finding expertise and information
%A Jun Zhang
%A Mark S. Ackerman
%B GROUP05
%D 2005
%P 71-80
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099214
%X People search for people with suitable expertise all of the time in
their social networks - to answer questions or provide help. Recently,
efforts have been made to augment this searching. However, relatively
little is known about the social characteristics of various algorithms
that might be useful. In this paper, we examine three families of
searching strategies that we believe may be useful in expertise
location. We do so through a simulation, based on the Enron email data
set. (We would be unable to suitably experiment in a real organization,
thus our need for a simulation.) Our emphasis is not on graph
theoretical concerns, but on the social characteristics involved. The
goal is to understand the tradeoffs involved in the design of social
network based searching engines.

%M C.GROUP.05.81
%T Real-world oriented information sharing using social networks
%S Finding expertise and information
%A Junichiro Mori
%A Tatsuhiko Sugiyama
%A Yutaka Matsuo
%B GROUP05
%D 2005
%P 81-84
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099215
%X While users disseminate various information in the open and widely
distributed environment of the Semantic Web, determination of who shares
access to particular information is at the center of looming privacy
concerns. We propose a real-world-oriented information sharing system
that uses social networks. The system automatically obtains users'
social relationships by mining various external sources. It also enables
users to analyze their social networks to provide awareness of the
information dissemination process. Users can determine who has access to
particular information based on the social relationships and network
analysis.

%M C.GROUP.05.85
%T A survey of collaborative information seeking practices of academic
researchers
%S Finding expertise and information
%A Patricia Ruma Spence
%A Madhu C. Reddy
%A Richard Hall
%B GROUP05
%D 2005
%P 85-88
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099216
%X Information seeking and management practices are an integral aspect
of people's daily work. However, we still have little understanding of
collaboration in the information seeking process. Through a survey of
collaborative information seeking practices of academic researchers, we
found that researchers reported that (1) the lack of expertise is the
primary reason that they collaborate when seeking information; (2)
traditional methods, including face-to-face, phone, and email are the
preferred communication mediums for collaboration; and (3) collaborative
information seeking activities are usually successful and more useful
than individually seeking information. These results begin to highlight
the important role that collaborative information seeking plays in daily
work.

%M C.GROUP.05.89
%T Broadcasting information via display names in instant messaging
%S IM and usability
%A Stephanie Smale
%A Saul Greenberg
%B GROUP05
%D 2005
%P 89-98
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099218
%X Many instant messenger (IM) clients let a person specify the
identifying name that appears in another person's contact list. We have
noticed that many people add extra information to this name as a way to
broadcast information to their contacts. Twelve IM contact lists
comprising 444 individuals were monitored over three weeks to observe
how these individuals used and altered their display names. Almost half
of them changed their display names at varying frequencies, where the
new information fell into seventeen different categories of
communication supplied to others. Three themes encompass these
categories: Identification ("who am I"?), Information About Self ("this
is what is going on with me") and Broadcast Message ("I am directing
information to the community"). The design implication is that systems
supporting person to person casual interaction, such as IM, should
explicitly include facilities that allow people to broadcast these types
of information to their community of contacts.

%M C.GROUP.05.99
%T "...real, concrete facts about what works...": integrating evaluation
and design through patterns
%S IM and usability
%A Elizabeth S. Guy
%B GROUP05
%D 2005
%P 99-108
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099219
%X Recent CSCW research has focused on methods for evaluating usability,
rather than the more problematic evaluation of systems in use. A
possible approach to the integration of use, design and evaluation is
through the representation of evaluation findings as design-oriented
models. A method is described for modeling computer-supported
cooperative work and its context: a design patterns language, based on
the principles of activity theory. The language is the outcome of an
evaluation of the evolving use of tools to support collaborative
information sharing, carried out at a global NGO.

%M C.GROUP.05.109
%T Uncovering privacy attitudes and practices in instant messaging
%S IM and usability
%A Sameer Patil
%A Alfred Kobsa
%B GROUP05
%D 2005
%P 109-112
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099220
%X We present an analysis of privacy attitudes and practices in Instant
Messaging based on responses to an online questionnaire. On a 7-point
Likert scale, the reported concern about IM privacy spanned the whole
range, with the average being slightly below "medium". Respondents'
justifications for privacy concerns revealed that the main contributing
factors were: sensitivity of content, personal disposition towards
privacy, understanding of technology, and potential persistence of
conversations. Expectations for various categories of contacts differed
significantly. Our findings indicate that it may be useful to leverage
grouping functionality for privacy management. We also propose making
the underlying technology more transparent.

%M C.GROUP.05.113
%T Instant messaging bots: accountability and peripheral participation
for textual user interfaces
%S IM and usability
%A Stephen Chan
%A Benjamin Hill
%A Sarita Yardi
%B GROUP05
%D 2005
%P 113-115
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099221
%X Over the last several years, studies of instant messaging have
observed its increasing role in the workplace[1] and in social
situations[2]. We propose that modifying applications to interact with
users over Instant Messaging (as IM bots) extends the collaborative
benefits of IM into new areas. As IM Bots participating in group
chatrooms, applications that had previously been restricted to a single
user command line are able to engage in many to many interactions
between users and applications. Current command line oriented user
interfaces can be made into collaborative interfaces that exhibit (at a
basic level) the ethnomethodological property of accountability as well
as supporting legitimate peripheral participation.

%M C.GROUP.05.116
%T VERN: facilitating democratic group decision making online
%S Decision-making and communication
%A Sarita Yardi
%A Benjamin Hill
%A Stephen Chan
%B GROUP05
%D 2005
%P 116-119
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099223
%X VERN is an online collaborative tool that coordinates and distributes
the process of finding optimal meeting times across the members of a
group. The system combines the underlying democratic process inherent in
email chain conversations with a remapping of the voting process to a
calendar-based graphical user interface. As an alternative to existing
forms of constrained democracy in which members vote from a previously
defined set of options, we offer VERN as a case study for the potential
of using a visual interface to enable all group members to contribute
equally without constraints to the group decision making process.

%M C.GROUP.05.120
%T Adaptive radio: achieving consensus using negative preferences
%S Decision-making and communication
%A Dennis L. Chao
%A Justin Balthrop
%A Stephanie Forrest
%B GROUP05
%D 2005
%P 120-123
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099224
%X We introduce the use of negative preferences to produce solutions
that are acceptable to a group of users. This technique takes advantage
of the fact that discovering what a user does not like can be easier
than discovering what the user does like. To illustrate the approach, we
implemented Adaptive Radio, a system that selects music to play in a
shared environment. Rather than attempting to play the songs that users
want to hear, the system avoids playing songs that they do not want to
hear. Negative preferences could potentially be applied to information
filtering, intelligent environments, and collaborative design.

%M C.GROUP.05.124
%T Quality improvement of email communication in work groups and
organizations by reflection
%S Decision-making and communication
%A Guy Vollmer
%A Katrin Gassner
%B GROUP05
%D 2005
%P 124-127
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099225
%X Email communication in work groups and organizations suffers from
ill-composed messages. In this paper we introduce two approaches aiming
to improve the overall quality of email communication by means of
reflection. For this purpose, we determine, rate and classify quality
problems as encountered in today's email communication. Subsequently, we
derive criteria to rate the quality of email communication, both
objectively as well as subjectively. The results of these ratings are
then presented to the authors of email messages to encourage them to
improve their email communication behaviour. Preliminary results suggest
that our approach might have the potential to overcome problems of email
communication caused by ill-composed messages.

%M C.GROUP.05.128
%T FrameDrops: a mobile VideoBlog for workgroups and virtual communities
%S Decision-making and communication
%A Tom Gross
%A Martin Kleppe
%B GROUP05
%D 2005
%P 128-131
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099226
%X In this paper FrameDrops is presented. FrameDrops is a mobile
VideoBlog-it allows users to capture videos and pictures on the move
with modern mobile phones, and to send these data with a comment and
with information on the current geographical position to a FrameDrops
server. FrameDrops servers automatically insert the data in a
repository, and generate integrated interactive Web pages. FrameDrops
can be used for various purposes where users want to easily capture
information in-situ and share it with others.

%M C.GROUP.05.132
%T Design decisions in the RideNow project
%S Collaborative learning
%A Rick Wash
%A Libby Hemphill
%A Paul Resnick
%B GROUP05
%D 2005
%P 132-135
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099228
%X The RideNow Project is designed to help individuals within a group or
organization coordinate ad hoc shared rides. This paper describes three
design decisions the RideNow team made in order to allow incremental
adoption and evolution and to capitalize on local conditions. (1) The
system allows users to interact with the system through email or Web,
because we anticipate that email will be most convenient when there are
few users but the Web interface will be more useful as the number of
users increase. (2) The system does not force structure on user-entered
data such as dates, times, and locations, instead allowing conventions
to emerge. (3) We use the group's shared physical spaces to provide
additional information about ride sharing activity.

%M C.GROUP.05.136
%T Collaboration support for novice team programming
%S Collaborative learning
%A Davor Cubranic
%A Margaret Anne D. Storey
%B GROUP05
%D 2005
%P 136-139
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099229
%X Learning computer programming in a modern university course is rarely
an individual activity; however, IDEs used in introductory programming
classes do not support collaboration at a level appropriate for novices.
The goal of our research is to make it easier for first-year students to
experience working in a team in their programming assignments. Based on
our previous work developing and evaluating IDEs for novice programmers,
we have identified two main areas of required functionality: 1) features
for code sharing and coordination; and 2) features to support
communication. We have extended an existing teaching-oriented integrated
development environment (called Gild) with features to support code
sharing and coordination. We report on a preliminary study in which
pairs of students used a prototype of our collaborative IDE to work on a
programming assignment. The goals of this study were to evaluate the
effectiveness and usability of the new features and to determine
requirements for future communication support.

%M C.GROUP.05.140
%T "Bring your own laptop unless you want to follow the lecture":
alternative communication in the classroom
%S Collaborative learning
%A Louise Barkhuus
%B GROUP05
%D 2005
%P 140-143
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099230
%X The introduction of laptops and wireless networks in classrooms has
increased the possibilities for student-teacher interaction. Here we
explore the premises for this interaction by studying the use of
ActiveClass, a system that enables students to ask questions
electronically and anonymously in-class. The study emphasizes how the
diverse prerequisites for teaching interaction separates students even
more in the classroom. We then suggest a differentiated approach to the
introduction of interactive technologies in the class room.

%M C.GROUP.05.144
%T Supporting the dissertation process with grad tools
%S Collaborative learning
%A Michelle Bejian Lotia
%A Stephanie D. Teasley
%B GROUP05
%D 2005
%P 144-147
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099231
%X Heavy use of an online collaboration and learning environment (CLE)
at a large research university led the graduate school to consider how a
CLE might support dissertation committees. The project team conducted
focus groups with 38 student, faculty, and administrative staff to
determine system requirements. Results showed that users would benefit
from a tool designed to facilitate the dissertation process, especially
if social norms and work-benefit disparity issues were directly
addressed. The development team designed and built a "dissertation
navigator" in our CLE. 645 users have adopted Grad Tools, suggesting
that some traditional groupware design challenges have been overcome.

%M C.GROUP.05.148
%T Negotiated rhythms of mobile work: time, place, and work schedules
%S Work rhythms and coordinative artifacts
%A Magnus Nilsson
%A Morten Hertzum
%B GROUP05
%D 2005
%P 148-157
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099233
%X This study investigates the role of rhythms in the collaborative
coordination of mobile work as well as in the individual actors'
comprehension and command of their work. Drawing on an ethnographic
study of home-care work, we examine the ways in which temporal
regularities or rhythms are formed and reinforced. Further, we analyse
how the major temporal rhythms are configured and furnished by
individual, collective, and social rhythms, and how these rhythms
contribute to the collaborative flow of activities. Finally, we discuss
how the concept of rhythms adds to an understanding of alignment and
coordination in mobile and distributed work settings.

%M C.GROUP.05.158
%T When once is not enough: the role of redundancy in a hospital ward
setting
%S Work rhythms and coordinative artifacts
%A Federico Cabitza
%A Marcello Sarini
%A Carla Simone
%A Michele Telaro
%B GROUP05
%D 2005
%P 158-167
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099234
%X The paper discusses the role of redundancy in hospital ward work on
the basis of a field study that focuses on the use of paper artifacts
supporting healthcare and its coordination. On the basis of literature
and direct observations, we identified different kinds of redundancy,
i.e. redundancy of effort, functions and data. Hence, we analyzed how
these different forms of redundancy may affect each other and the
coordination inside hospital wards. Redundancy plays a positive or
negative role depending on various circumstances. This twofold nature
defines different requirements for a technology to support healthcare
and ward work by preserving practices linked to paper-based artifacts
and by unobtrusively augmenting them with computational capabilities.

%M C.GROUP.05.168
%T A web of coordinative artifacts: collaborative work at a hospital
ward
%S Work rhythms and coordinative artifacts
%A Jakob E. Bardram
%A Claus Bossen
%B GROUP05
%D 2005
%P 168-176
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099235
%X This paper reports from a field study of a hospital ward and
discusses how people achieve coordination through the use of a wide
range of interrelated non-digital artifacts, like whiteboards, work
schedules, examination sheets, care records, post-it notes etc. These
artifacts have multiple roles and functions which in combination
facilitate location awareness, continuous coordination, cooperative
planning and status overview. We described how actors achieve
coordination by using different aspects of these artifacts: their
material qualities, the structure they provide as templates and the
signs inscribed upon them that are only meaningful to knowledgeable
actors. We finally discuss the implication for the design of CSCW tools
from the study.

%M C.GROUP.05.177
%T Thematic coherence and quotation practices in OSS design-oriented
online discussions
%S Open source and distributed software development
%A Flore Barcellini
%A Francoise Detienne
%A Jean-Marie Burkhardt
%A Warren Sack
%B GROUP05
%D 2005
%P 177-186
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099237
%X This paper presents an analysis of online discussions in Open Source
Software (OSS) design. The objective of our work is to understand and
model the dynamics of OSS design that take place in mailing list
exchanges. We show how quotation practices can be used to locate design
relevant data in discussion archives. OSS developers use quotation as a
mechanism to maintain the discursive context. To retrace thematic
coherence in the online discussions of a major OSS project, Python, we
follow how messages are linked through quotation practices. We compare
our quotation-based analysis with a more conventional analysis: a
thread-based of the reply-to links between messages. The advantages of a
quotation-based analysis over a thread-based analysis are outlined. Our
analysis reveals also the links between the social structure and
elements in the discussion space and how it shapes influence in the
design process.

%M C.GROUP.05.187
%T Negotiation and the coordination of information and activity in
distributed software problem management
%S Open source and distributed software development
%A Robert J. Sandusky
%A Les Gasser
%B GROUP05
%D 2005
%P 187-196
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099238
%X Publicly accessible bug report repositories maintained by free / open
source development communities provide vast stores of data about
distributed software problem management (SWPM). Qualitative analysis of
individual bug reports, texts that record community responses to
reported software problems, shows how this distributed community uses
its SWPM process to manage software quality. We focus on the role of one
basic social process, negotiation, in SWPM. We report on the varieties
and frequencies of negotiation practices and demonstrate how instances
of negotiation in different contexts affect the organization of
information, the allocation of community resources, and the disposition
of software problems.

%M C.GROUP.05.197
%T Seeking the source: software source code as a social and technical
artifact
%S Open source and distributed software development
%A Cleidson de Souza
%A Jon Froehlich
%A Paul Dourish
%B GROUP05
%D 2005
%P 197-206
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099239
%X In distributed software development, two sorts of dependencies can
arise. The structure of the software system itself can create
dependencies between software elements, while the structure of the
development process can create dependencies between software developers.
Each of these both shapes and reflects the development process. Our
research concerns the extent to which, by looking uniformly at artifacts
and activities, we can uncover the structures of software projects, and
the ways in which development processes are inscribed into software
artifacts. We show how a range of organizational processes and
arrangements can be uncovered in software repositories, with
implications for collaborative work in large distributed groups such as
open source communities.

%M C.GROUP.05.207
%T Supporting the shared experience of spectators through mobile group
media
%S Supporting communities
%A Giulio Jacucci
%A Antti Oulasvirta
%A Antti Salovaara
%A Risto Sarvas
%B GROUP05
%D 2005
%P 207-216
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099241
%X Interesting characteristics of large-scale events are their spatial
distribution, their extended duration over days, and the fact that they
are set apart from daily life. The increasing pervasiveness of
computational media encourages us to investigate such unexplored
domains, especially when thinking of applications for spectator groups.
Here we report of a field study on two groups of rally spectators who
were equipped with multimedia phones, and we present a novel mobile
group media application called mGroup that supports groups in creating
and sharing experiences. Particularly, we look at the possibilities of
and boundary conditions for computer applications posed by our findings
on group identity and formation, group awareness and coordination, the
meaningful construction of an event experience and its grounding in the
event context, the shared context and discourses, protagonism and active
spectatorship. Moreover, we aim at providing a new perspective on
spectatorship at large scale events, which can make research and
development more aware of the socio-cultural dimension.

%M C.GROUP.05.217
%T Supporting creativity in distributed scientific communities
%S Supporting communities
%A Umer Farooq
%A John M. Carroll
%A Craig H. Ganoe
%B GROUP05
%D 2005
%P 217-226
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099242
%X We are interested in supporting creativity in distributed scientific
communities through socio-technical interventions. Based on a synthetic
literature analysis of creativity and collaborative groups, we present
and justify three requirements for supporting creativity: support for
divergent and convergent thinking, development of shared objectives, and
reflexivity. We discuss our collaboratory prototype and its existing
functionality to support creativity. We propose three design
implications to support creativity in CSCW: integrate support for
individual, dyadic, and group brainstorming, leverage cognitive conflict
by preserving and reflecting on minority dissent, and support
flexibility in granularity of planning.

%M C.GROUP.05.227
%T eCell: spatial IT design for group collaboration in school
environments
%S Supporting communities
%A Christina Brodersen
%A Ole Sejer Iversen
%B GROUP05
%D 2005
%P 227-235
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099243
%X In this paper we present the eCell; a temporary, collaborative niche
for group work in school environments. The eCell consists of a private
inner display and a public outer display located in unused public spaces
e.g. in corridors and libraries throughout the school premises. The
inner display is a large touch-sensitive screen connected to a standard
computer. The outer display consists of a projection on a large
semitransparent surface. Combined, the two displays comprise an
IT-supported, collaborative environment especially suited for project
based education. Through three iterations of design, we describe the
technological, the spatial and the educational aspects of the eCell and
outline its potential for supporting collaborative activities in a
temporary niche, in which the architecture of the school itself reflects
ongoing work. Thus, the eCell stimulates knowledge sharing, awareness
and social interaction among pupils and teachers who are part of the
school community.

%M C.GROUP.05.236
%T Roles and relationships for unified activity management
%S Supporting activities
%A Beverly L. Harrison
%A Alex Cozzi
%A Thomas P. Moran
%B GROUP05
%D 2005
%P 236-245
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099245
%X This paper reports on three ethnographic studies of how people
coordinate their activities in various work settings. The findings
reported here are a derived set of relationships reflecting the nature
of involvement of people in their activities. These findings were then
tested by six analysts, who were conducting field studies of patterns of
complex business activities. They used the derived relationships in the
analysis of their data and in the representation of activity patterns.
These usage cases revealed confusion between involvement relationships
and job roles. Finally, several implications of these studies for
designing an activity management prototype are presented.

%M C.GROUP.05.246
%T Proactive support for the organization of shared workspaces using
activity patterns and content analysis
%S Supporting activities
%A Wolfgang Prinz
%A Baber Zaman
%B GROUP05
%D 2005
%P 246-255
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099246
%X Shared workspace systems provide virtual places for self-organized
and semi-structured cooperation between local and distributed team
members. These cooperation systems have been adopted by a large
community over the past years and the volume of managed information is
increasing rapidly. However, a problem that occurs frequently is the
missing user support for the workspace organization and a lack of
assistance finding the right place for storing new documents and
contributions. This often results in poorly organized workspaces, making
it difficult to find documents. Starting with a user survey, this paper
presents a solution that assists the users in finding the right location
based on an analysis of recent individual and group activities combined
with a content analysis of the shared workspaces. The evaluation of the
system shows evidence that the combination of the two approaches
provides a useful assistance for different work situations. Furthermore
some unexpected effects could be observed that makes the solution also
suitable for cooperative knowledge management.

%M C.GROUP.05.256
%T As technophobia disappears: implications for design
%S Supporting activities
%A Jonathan Grudin
%A Shari Tallarico
%A Scott Counts
%B GROUP05
%D 2005
%P 256-259
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099247
%X We conducted two studies of communication: an ethnographic study of
communication primarily in homes, cars, and public places, and a survey
of communication in a large corporation. A clear pattern emerged. To a
greater degree than expected in the ethnographic study, people were
familiar with a broad range of communication tools. Awareness and a lack
of anxiety was the norm even for tools that a person rarely or had not
yet used. As a result, people frequently shifted to the tool that was
most appropriate for a task at hand. The resulting behaviors conflict
with popular press images and have implications for the designers of
communication tools.

%M C.GROUP.05.260
%T What ideal end users teach us about collaborative software
%S Supporting activities
%A David Redmiles
%A Hiroko Wilensky
%A Kristie Kosaka
%A Rogerio de Paula
%B GROUP05
%D 2005
%P 260-263
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099248
%X Many studies have evaluated different uses of collaborative software.
Typically, the research has focused on the shortcomings and, sometimes,
the ways end users succeed or fail to work around these shortcomings. In
a recent field study, surprisingly, a group demonstrated unimpaired
dexterity using a full range of collaborative software. Some interesting
lessons emerged from observing these "perfect" collaborators. Lessons
include implications for more typical or "less than perfect" end users,
especially around the adoption of collaboration technology. Also, there
is a general, but subtle, lesson that studying successful users of
technology (or "ideal end users" as we put it) can be as valuable as
studying those who struggle with technology and highlight its
shortcomings.

%M C.GROUP.05.264
%T Consistency maintenance based on the mark & retrace technique in
groupware systems
%S Consistency maintenance
%A Ning Gu
%A Jiangming Yang
%A Qiwei Zhang
%B GROUP05
%D 2005
%P 264-273
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099250
%X Replicated architecture is widely used for concealing network delay.
However, consistency maintenance in fully replicated architecture is a
major technical challenge. In this paper, we report a Mark & Retrace
based method in replicated groupware systems. Compared with the
Operation Transformation technique, it does not adjust the operation's
position but retraces the document's address space to the state at the
time of the operation's generation. Then the operation can be executed
directly in this address space. Mark & Retrace method can not only
achieve the same goal of consistency maintenance but also provide a
better support for Undo. This paper provides the proof of the
algorithm's correctness of consistency maintenance, in which both the
orders of character nodes and marks of each node at all sites are kept
consistent. Furthermore, the amortized efficiency can reach O(log n).

%M C.GROUP.05.274
%T An optimization approach to group coupling in heterogeneous
collaborative systems
%S Consistency maintenance
%A Carlos D. Correa
%A Ivan Marsic
%B GROUP05
%D 2005
%P 274-283
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099251
%X Recent proliferation of computing devices has brought attention to
heterogeneous collaborative systems, where key challenges arise from the
resource limitations and disparities. Sharing data across disparate
devices makes it necessary to employ mechanisms for adapting the
original data and presenting it to the user in the best possible way.
However, this could represent a major problem for effective
collaboration, since users may find it difficult to reach consensus with
everyone working with individually tailored data. This paper presents a
novel approach to controlling the coupling of heterogeneous
collaborative systems by combining concepts from complex systems and
data adaptation techniques. The key idea is that data must be adapted to
each individual's preferences and resource capabilities. To support and
promote collaboration this adaptation must be interdependent, and
adaptation performed by one individual should influence the adaptation
of the others. These influences are defined according to the user's
roles and collaboration requirements. We model the problem as a
distributed optimization problem, so that the most useful data--both for
the individual and the group as a whole--is scheduled for each user,
while satisfying their preferences, their resource limitations, and
their mutual influences. We show how this approach can be applied in a
collaborative 3D design application and how it can be extended to other
applications.

%M C.GROUP.05.284
%T A landmark-based transformation approach to concurrency control in
group editors
%S Consistency maintenance
%A Rui Li
%A Du Li
%B GROUP05
%D 2005
%P 284-293
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099252
%X Operational transformation (OT) is a responsive and nonblocking
concurrency control method widely-accepted in group editors. Correctness
and performance are the basis of usefulness and usability of OT-based
group editors. However, the correctness of previous OT algorithms
depends on conditions that are very difficult to verify. In this paper
we propose a novel landmark-based transformation (LBT) approach, its
correctness no longer depending on those conditions and thus easy to
prove. In addition, we give an example algorithm that significantly
outperforms a state-of-the-art OT algorithm. This work reveals a more
practical approach to developing OT algorithms.

%M C.GROUP.05.294
%T Designing for transformations in collaboration: a study of the
deployment of homecare technology
%S Transforming health care
%A Jakob E. Bardram
%A Claus Bossen
%A Anders Thomsen
%B GROUP05
%D 2005
%P 294-303
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099254
%X Transformations in collaborative work due to the introduction of new
technology are inevitable, but are often difficult to study. In this
paper, we consider the patterns of transformation that are seen in a
patient-physician relationship based on the introduction of homecare
monitoring equipment. We report findings from interviews and fieldwork
with patients and physicians participating in a clinical experiment of
homecare monitoring. By studying both the group of patients who receive
homecare-based treatment and the control group we were able to identify
transformations in the collaborative activity as caused by the homecare
monitoring technology. We apply activity theory as a theoretical basis
for this analysis. We consider the implications of these findings for
the design of pervasive health monitoring technologies.

%M C.GROUP.05.304
%T Involvement matters: the proper involvement of users and behavioural
theories in the design of a medical teleconferencing application
%S Transforming health care
%A Margit Biemans
%A Janine Swaak
%A Marike Hettinga
%A Jan Gerrit Schuurman
%B GROUP05
%D 2005
%P 304-312
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099255
%X WoundLog is a mobile application that enables district nurses to
consult dermatologists, while being in the home situation of the
patient. Next to communication tools for teleconferencing and multimedia
messaging, it also provides a wound logbook service, and presence,
location and availability information of various healthcare
professionals. In this paper, we describe the applied user-centred
design approach, and a conducted user experiment. The results of the
experiment reveal that even district nurses with modest (or no)
computing experiences can work adequately with WoundLog. Moreover, they
expect that using WoundLog will increase the quality and efficiency of
wound care.

%M C.GROUP.05.313
%T Timing in the art of integration: 'that's how the bastille got
stormed'
%S Transforming health care
%A David Martin
%A Mark Rouncefield
%A Jacki O'Neill
%A Mark Hartswood
%A Dave Randall
%B GROUP05
%D 2005
%P 313-322
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099256
%X This paper uses a long term ethnographic study of the design and
implementation of an electronic patient records (EPR) system in a UK
hospital Trust to consider issues arising in the multi-faceted process
of integration when a customizable-off-the-shelf (COTS) system is
configured and deployed in a complex setting. The process involves
trying to artfully work out how disparate technologies integrate with
existing and evolving patterns of work within developing regulatory
requirements. We conclude by suggesting ways in which ethnographic
interventions and user involvement may be timed and targeted to aid in
achieving this process.

%M C.GROUP.05.323
%T Intelligent design or felicitous evolution?: sustaining order and
activity in online communities
%S Panel
%A Thomas Erickson
%A Christine A. Halverson
%B GROUP05
%D 2005
%P 323
%K collaboration, community, computer mediated communication, computer
supported cooperative work, design, evolution, online community, virtual
community
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099258

%M C.GROUP.05.324
%T Why everyone loves to text message: social management with SMS
%S Posters
%A Louise Barkhuus
%B GROUP05
%D 2005
%P 324-325
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099260
%X This poster presents a study of SMS use among young adults and how
they manage their social lives by SMS. It focuses on three features:
overcoming shyness, facilitating 'appropriate behavior' and how users
exploit the conciseness of messages. In conclusion we discuss the
surprising value of this modest medium in people's everyday lives.

%M C.GROUP.05.326
%T Proactive behaviour may lead to failure in virtual project-based
collaborative learning
%S Posters
%A Pernille Bjorn
%A Morten Hertzum
%B GROUP05
%D 2005
%P 326-327
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099261
%X This paper argues that proactive behaviour, caused by high engagement and
motivation of the learners, may lead to failure of collaborative learning. By
examining empirical data from real-world text-only virtual negotiations
between dispersed participants engaged in project-based collaborative
learning, we discover that volunteering self-initiated activities promotes the
participants' individualistic behaviour. Also, the technology made it easy for
participants to include their own statements in new contributions and
deconstruct the statements of others, permitting few opportunities for others
to influence proposals.

%M C.GROUP.05.328
%T SAGE: software agent-based groupware using e-services
%S Posters
%A M. Brian Blake
%A Daniel Kahan
%A David H. Fado
%A Gregory A. Mack
%B GROUP05
%D 2005
%P 328-329
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099262
%X Service-oriented computing (SOC) suggests that the Internet will be
an open repository of millions of modular capabilities realized as web
services. Organizations may be able to leverage this SOC paradigm if
their employees are able to ubiquitously incorporate such capabilities
and their resulting information into their daily practices. This paper
presents an architecture, Software Agent-Based Groupware using
E-services (SAGE), that incorporates the use of intelligent agents to
help integrate organizational processes with web services. Our first
steps toward the development of SAGE consist of an operational concept
and middleware prototype (i.e. groupware plug-in) to mediate
service-oriented information.

%M C.GROUP.05.330
%T A survey of personal and household scheduling
%S Posters
%A A. J. Bernheim Brush
%A Tammara Combs Turner
%B GROUP05
%D 2005
%P 330-331
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099263
%X We describe results from a survey of employees at Microsoft about how
they manage personal and household scheduling. We saw a much greater use
of digital calendars than we expected. Of our 621 respondents, 51% (317)
used their digital calendar at work as the calendar where most of their
personal and household events were recorded, while 38% (233) of
respondents primarily used paper calendars. We discuss reasons
respondents gave for choosing a particular type of calendar as well as
challenges faced by respondents in scheduling events for themselves and
their households.

%M C.GROUP.05.332
%T Pair programming and the re-appropriation of individual tools for
collaborative programming
%S Posters
%A Sallyann Bryant
%A Pablo Romero
%A Benedict du Boulay
%B GROUP05
%D 2005
%P 332-333
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099264
%X Although pair programming is becoming more prevalent in software
development, and a number of reports have been written about it [4] [6],
few have addressed the manner in which pairing actually takes place [5].
Even fewer consider the methods employed to manage issues such as role
change or the communication of complex issues. Here we contribute by
highlighting the way resources designed for individuals are
re-appropriated and augmented to facilitate pair collaboration.

%M C.GROUP.05.334
%T Heterogeneity in harmony: diverse practice in a multimedia arts
collective
%S Posters
%A Eric Cook
%A Stephanie D. Teasley
%A Judith S. Olson
%B GROUP05
%D 2005
%P 334-335
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099265
%X HCI and CSCW researchers have begun to call for greater and more
explicit support of creative endeavors. Current theories of creativity
suggest that it is an inherently collaborative activity, situated and
highly contextualized. This work argues that a contextualized view of
creativity calls in turn for assessment and technological support to be
considered in situ.
   This poster presents a case study of the creative collaboration in a
multimedia arts collective, with the goal of describing their current
practices to inform appropriate information system design. We found that
even a small and cohesive collaborative arts group contained a multitude
of artistic practices and production tool choices, several distinct but
interdependent work tracks and a variety of attitudes about the
individual members' collaborative roles. Such heterogeneity, evidenced
even within a self-selected and self-organized group, suggests
challenges for future technological support of creative practices.

%M C.GROUP.05.336
%T Collaboratory use by peripheral scientists
%S Posters
%A Airong Luo
%A Judith S. Olson
%B GROUP05
%D 2005
%P 336-337
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099266
%X Recent years have seen an increasing use of collaboratories in
scientific work. It is hypothesized that by enabling scientists to reach
remotely located data, instruments and experts, collaboratories will
benefit peripheral scientists (e.g., scientists from developing
countries and scientists from minority colleges in the U.S.) more than
core scientists. However, previous studies on computer network use have
shown mixed results regarding peripherality effects. Adopting a
qualitative approach, this study intends to investigate cultural,
political, and technical factors that influence collaboratory use by
peripheral scientists.

%M C.GROUP.05.338
%T Mediating the co-production of complex media products
%S Posters
%A Anja Bechmann Petersen
%A Susanne Bodker
%B GROUP05
%D 2005
%P 338-339
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099267
%X In this poster we present a study of cross-media challenges for an
organization that has recently moved from traditional newspaper
production to production involving the integrated digital production of
newspaper, TV, radio and web-news. The poster shows problems of
integrating work pace and contents of the different media. In this
poster we will focus on how the rhythms of different media work together
and apart and how these rhythms can be supported by different
coordinating and planning tools.

%M C.GROUP.05.340
%T Taking juxtaposition into account: supporting people's work with maps
%S Posters
%A Marten Pettersson
%A Sarah Olofsson
%B GROUP05
%D 2005
%P 340-341
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099268
%X This poster presents research about how maps are used at an emergency
service centre. It focus on emergency service operators' work practices,
how they use maps in order to find the address and communicate to others
the location of incidents, such as traffic accidents and fires. We
analyse how the operators juxtapose the physical paper map with the
computerised counterpart. When designing new technology there is a need
to take juxtaposition into account.

%M C.GROUP.05.342
%T Promoting awareness in distributed mobile organizations: a cultural
and technological challenge
%S Posters
%A Julie Rennecker
%B GROUP05
%D 2005
%P 342-343
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099269
%X Increasing mutual awareness among distributed collaborators has been
a focus of the CSCW community for over a decade. The majority of these
studies, however, have been on availability and contextual awareness
among coworkers in distributed but fixed contexts. This paper intends to
contribute to our understanding of the awareness needs of distributed,
mobile organizations by describing the inadvertent erosion of awareness
in a 25-member division of one high-tech firm and the members' responses
to proposed solutions. The findings suggest that managerial shifts may
need to precede technology developments.

%M C.GROUP.05.344
%T Thoughts on critical infrastructure collaboration
%S Posters
%A Andrew J. Scholand
%A John M. Linebarger
%A Mark A. Ehlen
%B GROUP05
%D 2005
%P 344-345
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099270
%X In this paper, we describe what we believe to be the characteristics
of the collaborations required in the domain of critical infrastructure
modeling, based on our experiences to date. We adopt a knowledge
management philosophy, which imposes two classes of requirements,
contextual who, when, and why), and semantic what interactions are
conducted around). We observe that infrastructure models can often
engender more insight when used as the basis for a meaningful discussion
between the disparate stakeholder groups (private industry, trade
organizations, industry lobbying groups, etc.) than when exercised
computationally.

%M C.GROUP.05.346
%T DAView: a linux WebDAV client supporting effective distributed
authoring
%S Posters
%A Won-Joon Shin
%A Dong-Ho Kim
%A Myung-Joon Lee
%B GROUP05
%D 2005
%P 346-347
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099271
%X Current authoring applications that support WebDAV, such as Word,
Photoshop, or Dreamweaver, work by integrating WebDAV capabilities into
the application. While this approach provides solid support for
collaborative authoring, it is an expensive approach. To add remote
authoring capabilities to WebDAV-unaware authoring tools with automatic
lock management, we developed DAView running on Linux KDE. DAView
provides a GUI view of a WebDAV server, similar to existing
WebDAV-enabled file managers. Unique among WebDAV file managers, it also
provides the ability to launch an authoring application from its WebDAV
view with automatic lock management.

%M C.GROUP.05.348
%T Insightful illusions: requirements gathering for large-scale
groupware systems
%S Posters
%A Kevin F. White
%A Wayne G. Lutters
%B GROUP05
%D 2005
%P 348-349
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099272
%X Large-scale, organization-wide groupware systems are high risk
development efforts. Requirements gathering and early evaluation are
constrained by the need to attain a critical mass of users and content.
One approach to mitigate this risk is to employ Wizard of Oz style
system simulations during the requirements gathering phase. While this
method has historically been used to test quasi-functional system
prototypes, we have found it to be a useful method for assessing
organizational feasibility.

%M C.GROUP.05.350
%T Unraveling the ordering in persistent chat: a new message ordering
feature
%S Posters
%A Lu Xiao
%A Jayne S. Litzinger
%B GROUP05
%D 2005
%P 350-351
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099273
%X A common problem in chat is that the chat display only reveals the
temporal order of the conversation. A better user interface is desired
that reveals the logical order of the messages. The existing tree model
groups messages that share the topic together. However, it does not
reveal the temporal order of the messages. The temporal order is an
important feature for a chat interface, as it is intuitive and similar
to face-to-face conversation where people discuss issues following a
sequential order. In this paper, we introduce a new message ordering
chat feature that addresses the problem of logical ordering while
keeping the temporal order of the chat. The trade offs of the new
feature are discussed.

%M C.GROUP.05.352
%T Analyzing misconceptions in multilingual computer-mediated
communication
%S Posters
%A Naomi Yamashita
%A Toru Ishida
%B GROUP05
%D 2005
%P 352-353
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099274
%X Multilingual communities using machine translation to overcome
language barriers are showing up with increasing frequency. However,
when a large number of translation errors get mixed into conversation,
it becomes difficult for users to fully understand each other. In this
paper, we focus on misconceptions found in high volume in actual online
conversations using machine translation. By comparing responses via
machine translation and responses without machine translation, we
extract two response patterns, which may be strongly related to the
occurrence of misconceptions in machine translation-mediated
communication. The two response patterns are that users tend to respond
to short phrases of the original message and tend to trip on the wording
of the original message when responding via machine translation.

fpack:!@#$%^&*(): GROUP05.BA
%M C.GROUP.05.1
%T Becoming Wikipedian: transformation of participation in a
collaborative online encyclopedia
%S Net communities
%A Susan L. Bryant
%A Andrea Forte
%A Amy Bruckman
%B GROUP05
%D 2005
%P 1-10
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099205
%X Traditional activities change in surprising ways when
computer-mediated communication becomes a component of the activity
system. In this descriptive study, we leverage two perspectives on
social activity to understand the experiences of individuals who became
active collaborators in Wikipedia, a prolific, cooperatively-authored
online encyclopedia. Legitimate peripheral participation provides a lens
for understanding participation in a community as an adaptable process
that evolves over time. We use ideas from activity theory as a framework
to describe our results. Finally, we describe how activity on the
Wikipedia stands in striking contrast to traditional publishing and
suggests a new paradigm for collaborative systems.

%M C.GROUP.05.11
%T Follow the (slash) dot: effects of feedback on new members in an
online community
%S Net communities
%A Cliff Lampe
%A Erik Johnston
%B GROUP05
%D 2005
%P 11-20
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099206
%X Many virtual communities involve ongoing discussions, with large
numbers of users and established, if implicit rules for participation.
As new users enter communities like this, both they and existing members
benefit when new users learn the standards for participation. Slashdot
is a news and discussion site that has developed a system of distributed
moderation to provide feedback about the value of posts on their site.
This study examines three explanations for how new users learn to
participate in a digital community: learning transfer from previous
experiences, observation of other members, and feedback from other
members. We find that new user behavior is affected by a combination of
their viewing behavior, the moderation feedback they receive, and
replies to their comments.

%M C.GROUP.05.21
%T Supporting social worlds with the community bar
%S Net communities
%A Gregor McEwan
%A Saul Greenberg
%B GROUP05
%D 2005
%P 21-30
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099207
%X The Community Bar is groupware supporting informal awareness and
casual interaction for small social worlds: a group of people with a
common purpose. Its conceptual design is primarily based on a
comprehensive sociological theory called the Locales Framework, with
extra details supplied by the Focus/Nimbus model of awareness. Design
nuances are strongly influenced by observations and feedback supplied by
a community who had been using both the Community Bar and its
Notification Collage predecessor for a total of five years. As a
consequence, Community Bar's design supports how communities of ad-hoc
and long-standing groups are built and sustained within multiple
locales: places that offer a group the site and means for maintaining
awareness of one another and for rapidly moving into interaction. This
includes a person's lightweight management of his or her membership in
multiple locales, as well as ones varying engagement with the people and
artefacts within them.

%M C.GROUP.05.31
%T The proximity factor: impact of distance on co-located collaboration
%S Collocation and virtual collocation
%A Kirstie Hawkey
%A Melanie Kellar
%A Derek Reilly
%A Tara Whalen
%A Kori M. Inkpen
%B GROUP05
%D 2005
%P 31-40
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099209
%X Groups collaborating around a large wall display can do so in a
variety of arrangements, positioning themselves at different distances
from the display and from each other. We examined the impact of
proximity on the effectiveness and enjoyment of co-located
collaboration. Our results revealed collaborative benefits when
participants were positioned close together, and interaction with the
display was felt to be more effective when participants were close to
the display. However, clear tradeoffs were evident for these
configurations. When at a distance to the display, the choice of direct
versus indirect interaction revealed that interactions were easier when
using direct input but the effectiveness of the collaboration was
compromised.

%M C.GROUP.05.41
%T Integrating 2D and 3D views for spatial collaboration
%S Collocation and virtual collocation
%A Wendy A. Schafer
%A Doug A. Bowman
%B GROUP05
%D 2005
%P 41-50
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099210
%X Spatial collaboration is a specialized form of collaboration where
the discussion relates to a physical space. This work investigates how
to support distributed spatial collaboration activities. It presents a
novel prototype that integrates both two-dimensional and
three-dimensional representations. This collaborative software is
examined in a qualitative study as a group virtually rearranges their
lab furniture. The results describe the group's collaboration and their
use of the combined representations. The findings highlight the
usefulness of multiple representations and the need for additional
features to support collaboration across representations.

%M C.GROUP.05.51
%T Benefits of synchronous collaboration support for an
application-centered analysis team working on complex problems: a case
study
%S Collocation and virtual collocation
%A John M. Linebarger
%A Andrew J. Scholand
%A Mark A. Ehlen
%A Michael J. Procopio
%B GROUP05
%D 2005
%P 51-60
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099211
%X A month-long quasi-experiment was conducted using a distributed team
responsible for modeling, simulation, and analysis. Six experiments of
three different time durations (short, medium, and long) were performed.
The primary goal was to discover if synchronous collaboration capability
through a particular application improved the ability of the team to
form a common mental model of the analysis problem(s) and solution(s).
The results indicated that such collaboration capability did improve the
formation of common mental models, both in terms of time and quality
(i.e., depth of understanding), and that the improvement did not vary by
time duration. In addition, common mental models were generally formed
by interaction around a shared graphical image, the progress of
collaboration was not linear but episodic, and tasks that required
drawing and conversing at the same time were difficult to do.

%M C.GROUP.05.61
%T Matching human actors based on their texts: design and evaluation of
an instance of the ExpertFinding framework
%S Finding expertise and information
%A Tim Reichling
%A Kai Schubert
%A Volker Wulf
%B GROUP05
%D 2005
%P 61-70
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099213
%X Bringing together human actors with similar interests, skills or
expertise is a major challenge in community-based knowledge management.
We believe that writing or reading textual documents can be an indicator
for a human actor's interests, skills or expertise. In this paper, we
describe an approach of matching human actors based on the similarity of
text collections that can be attributed to them. By integrating standard
methods of text analysis, we extract and match user profiles based on a
large collection of documents. We present an instance of the
ExpertFinder Framework which measures the similarity of these profiles
by means of the Latent Semantic Indexing (LSI) algorithm. The quality of
the algorithmic approach was evaluated by comparing its results with
judgments of different human actors.

%M C.GROUP.05.71
%T Searching for expertise in social networks: a simulation of potential
strategies
%S Finding expertise and information
%A Jun Zhang
%A Mark S. Ackerman
%B GROUP05
%D 2005
%P 71-80
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099214
%X People search for people with suitable expertise all of the time in
their social networks - to answer questions or provide help. Recently,
efforts have been made to augment this searching. However, relatively
little is known about the social characteristics of various algorithms
that might be useful. In this paper, we examine three families of
searching strategies that we believe may be useful in expertise
location. We do so through a simulation, based on the Enron email data
set. (We would be unable to suitably experiment in a real organization,
thus our need for a simulation.) Our emphasis is not on graph
theoretical concerns, but on the social characteristics involved. The
goal is to understand the tradeoffs involved in the design of social
network based searching engines.

%M C.GROUP.05.81
%T Real-world oriented information sharing using social networks
%S Finding expertise and information
%A Junichiro Mori
%A Tatsuhiko Sugiyama
%A Yutaka Matsuo
%B GROUP05
%D 2005
%P 81-84
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099215
%X While users disseminate various information in the open and widely
distributed environment of the Semantic Web, determination of who shares
access to particular information is at the center of looming privacy
concerns. We propose a real-world-oriented information sharing system
that uses social networks. The system automatically obtains users'
social relationships by mining various external sources. It also enables
users to analyze their social networks to provide awareness of the
information dissemination process. Users can determine who has access to
particular information based on the social relationships and network
analysis.

%M C.GROUP.05.85
%T A survey of collaborative information seeking practices of academic
researchers
%S Finding expertise and information
%A Patricia Ruma Spence
%A Madhu C. Reddy
%A Richard Hall
%B GROUP05
%D 2005
%P 85-88
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099216
%X Information seeking and management practices are an integral aspect
of people's daily work. However, we still have little understanding of
collaboration in the information seeking process. Through a survey of
collaborative information seeking practices of academic researchers, we
found that researchers reported that (1) the lack of expertise is the
primary reason that they collaborate when seeking information; (2)
traditional methods, including face-to-face, phone, and email are the
preferred communication mediums for collaboration; and (3) collaborative
information seeking activities are usually successful and more useful
than individually seeking information. These results begin to highlight
the important role that collaborative information seeking plays in daily
work.

%M C.GROUP.05.89
%T Broadcasting information via display names in instant messaging
%S IM and usability
%A Stephanie Smale
%A Saul Greenberg
%B GROUP05
%D 2005
%P 89-98
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099218
%X Many instant messenger (IM) clients let a person specify the
identifying name that appears in another person's contact list. We have
noticed that many people add extra information to this name as a way to
broadcast information to their contacts. Twelve IM contact lists
comprising 444 individuals were monitored over three weeks to observe
how these individuals used and altered their display names. Almost half
of them changed their display names at varying frequencies, where the
new information fell into seventeen different categories of
communication supplied to others. Three themes encompass these
categories: Identification ("who am I"?), Information About Self ("this
is what is going on with me") and Broadcast Message ("I am directing
information to the community"). The design implication is that systems
supporting person to person casual interaction, such as IM, should
explicitly include facilities that allow people to broadcast these types
of information to their community of contacts.

%M C.GROUP.05.99
%T "...real, concrete facts about what works...": integrating evaluation
and design through patterns
%S IM and usability
%A Elizabeth S. Guy
%B GROUP05
%D 2005
%P 99-108
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099219
%X Recent CSCW research has focused on methods for evaluating usability,
rather than the more problematic evaluation of systems in use. A
possible approach to the integration of use, design and evaluation is
through the representation of evaluation findings as design-oriented
models. A method is described for modeling computer-supported
cooperative work and its context: a design patterns language, based on
the principles of activity theory. The language is the outcome of an
evaluation of the evolving use of tools to support collaborative
information sharing, carried out at a global NGO.

%M C.GROUP.05.109
%T Uncovering privacy attitudes and practices in instant messaging
%S IM and usability
%A Sameer Patil
%A Alfred Kobsa
%B GROUP05
%D 2005
%P 109-112
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099220
%X We present an analysis of privacy attitudes and practices in Instant
Messaging based on responses to an online questionnaire. On a 7-point
Likert scale, the reported concern about IM privacy spanned the whole
range, with the average being slightly below "medium". Respondents'
justifications for privacy concerns revealed that the main contributing
factors were: sensitivity of content, personal disposition towards
privacy, understanding of technology, and potential persistence of
conversations. Expectations for various categories of contacts differed
significantly. Our findings indicate that it may be useful to leverage
grouping functionality for privacy management. We also propose making
the underlying technology more transparent.

%M C.GROUP.05.113
%T Instant messaging bots: accountability and peripheral participation
for textual user interfaces
%S IM and usability
%A Stephen Chan
%A Benjamin Hill
%A Sarita Yardi
%B GROUP05
%D 2005
%P 113-115
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099221
%X Over the last several years, studies of instant messaging have
observed its increasing role in the workplace[1] and in social
situations[2]. We propose that modifying applications to interact with
users over Instant Messaging (as IM bots) extends the collaborative
benefits of IM into new areas. As IM Bots participating in group
chatrooms, applications that had previously been restricted to a single
user command line are able to engage in many to many interactions
between users and applications. Current command line oriented user
interfaces can be made into collaborative interfaces that exhibit (at a
basic level) the ethnomethodological property of accountability as well
as supporting legitimate peripheral participation.

%M C.GROUP.05.116
%T VERN: facilitating democratic group decision making online
%S Decision-making and communication
%A Sarita Yardi
%A Benjamin Hill
%A Stephen Chan
%B GROUP05
%D 2005
%P 116-119
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099223
%X VERN is an online collaborative tool that coordinates and distributes
the process of finding optimal meeting times across the members of a
group. The system combines the underlying democratic process inherent in
email chain conversations with a remapping of the voting process to a
calendar-based graphical user interface. As an alternative to existing
forms of constrained democracy in which members vote from a previously
defined set of options, we offer VERN as a case study for the potential
of using a visual interface to enable all group members to contribute
equally without constraints to the group decision making process.

%M C.GROUP.05.120
%T Adaptive radio: achieving consensus using negative preferences
%S Decision-making and communication
%A Dennis L. Chao
%A Justin Balthrop
%A Stephanie Forrest
%B GROUP05
%D 2005
%P 120-123
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099224
%X We introduce the use of negative preferences to produce solutions
that are acceptable to a group of users. This technique takes advantage
of the fact that discovering what a user does not like can be easier
than discovering what the user does like. To illustrate the approach, we
implemented Adaptive Radio, a system that selects music to play in a
shared environment. Rather than attempting to play the songs that users
want to hear, the system avoids playing songs that they do not want to
hear. Negative preferences could potentially be applied to information
filtering, intelligent environments, and collaborative design.

%M C.GROUP.05.124
%T Quality improvement of email communication in work groups and
organizations by reflection
%S Decision-making and communication
%A Guy Vollmer
%A Katrin Gassner
%B GROUP05
%D 2005
%P 124-127
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099225
%X Email communication in work groups and organizations suffers from
ill-composed messages. In this paper we introduce two approaches aiming
to improve the overall quality of email communication by means of
reflection. For this purpose, we determine, rate and classify quality
problems as encountered in today's email communication. Subsequently, we
derive criteria to rate the quality of email communication, both
objectively as well as subjectively. The results of these ratings are
then presented to the authors of email messages to encourage them to
improve their email communication behaviour. Preliminary results suggest
that our approach might have the potential to overcome problems of email
communication caused by ill-composed messages.

%M C.GROUP.05.128
%T FrameDrops: a mobile VideoBlog for workgroups and virtual communities
%S Decision-making and communication
%A Tom Gross
%A Martin Kleppe
%B GROUP05
%D 2005
%P 128-131
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099226
%X In this paper FrameDrops is presented. FrameDrops is a mobile
VideoBlog-it allows users to capture videos and pictures on the move
with modern mobile phones, and to send these data with a comment and
with information on the current geographical position to a FrameDrops
server. FrameDrops servers automatically insert the data in a
repository, and generate integrated interactive Web pages. FrameDrops
can be used for various purposes where users want to easily capture
information in-situ and share it with others.

%M C.GROUP.05.132
%T Design decisions in the RideNow project
%S Collaborative learning
%A Rick Wash
%A Libby Hemphill
%A Paul Resnick
%B GROUP05
%D 2005
%P 132-135
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099228
%X The RideNow Project is designed to help individuals within a group or
organization coordinate ad hoc shared rides. This paper describes three
design decisions the RideNow team made in order to allow incremental
adoption and evolution and to capitalize on local conditions. (1) The
system allows users to interact with the system through email or Web,
because we anticipate that email will be most convenient when there are
few users but the Web interface will be more useful as the number of
users increase. (2) The system does not force structure on user-entered
data such as dates, times, and locations, instead allowing conventions
to emerge. (3) We use the group's shared physical spaces to provide
additional information about ride sharing activity.

%M C.GROUP.05.136
%T Collaboration support for novice team programming
%S Collaborative learning
%A Davor Cubranic
%A Margaret Anne D. Storey
%B GROUP05
%D 2005
%P 136-139
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099229
%X Learning computer programming in a modern university course is rarely
an individual activity; however, IDEs used in introductory programming
classes do not support collaboration at a level appropriate for novices.
The goal of our research is to make it easier for first-year students to
experience working in a team in their programming assignments. Based on
our previous work developing and evaluating IDEs for novice programmers,
we have identified two main areas of required functionality: 1) features
for code sharing and coordination; and 2) features to support
communication. We have extended an existing teaching-oriented integrated
development environment (called Gild) with features to support code
sharing and coordination. We report on a preliminary study in which
pairs of students used a prototype of our collaborative IDE to work on a
programming assignment. The goals of this study were to evaluate the
effectiveness and usability of the new features and to determine
requirements for future communication support.

%M C.GROUP.05.140
%T "Bring your own laptop unless you want to follow the lecture":
alternative communication in the classroom
%S Collaborative learning
%A Louise Barkhuus
%B GROUP05
%D 2005
%P 140-143
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099230
%X The introduction of laptops and wireless networks in classrooms has
increased the possibilities for student-teacher interaction. Here we
explore the premises for this interaction by studying the use of
ActiveClass, a system that enables students to ask questions
electronically and anonymously in-class. The study emphasizes how the
diverse prerequisites for teaching interaction separates students even
more in the classroom. We then suggest a differentiated approach to the
introduction of interactive technologies in the class room.

%M C.GROUP.05.144
%T Supporting the dissertation process with grad tools
%S Collaborative learning
%A Michelle Bejian Lotia
%A Stephanie D. Teasley
%B GROUP05
%D 2005
%P 144-147
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099231
%X Heavy use of an online collaboration and learning environment (CLE)
at a large research university led the graduate school to consider how a
CLE might support dissertation committees. The project team conducted
focus groups with 38 student, faculty, and administrative staff to
determine system requirements. Results showed that users would benefit
from a tool designed to facilitate the dissertation process, especially
if social norms and work-benefit disparity issues were directly
addressed. The development team designed and built a "dissertation
navigator" in our CLE. 645 users have adopted Grad Tools, suggesting
that some traditional groupware design challenges have been overcome.

%M C.GROUP.05.148
%T Negotiated rhythms of mobile work: time, place, and work schedules
%S Work rhythms and coordinative artifacts
%A Magnus Nilsson
%A Morten Hertzum
%B GROUP05
%D 2005
%P 148-157
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099233
%X This study investigates the role of rhythms in the collaborative
coordination of mobile work as well as in the individual actors'
comprehension and command of their work. Drawing on an ethnographic
study of home-care work, we examine the ways in which temporal
regularities or rhythms are formed and reinforced. Further, we analyse
how the major temporal rhythms are configured and furnished by
individual, collective, and social rhythms, and how these rhythms
contribute to the collaborative flow of activities. Finally, we discuss
how the concept of rhythms adds to an understanding of alignment and
coordination in mobile and distributed work settings.

%M C.GROUP.05.158
%T When once is not enough: the role of redundancy in a hospital ward
setting
%S Work rhythms and coordinative artifacts
%A Federico Cabitza
%A Marcello Sarini
%A Carla Simone
%A Michele Telaro
%B GROUP05
%D 2005
%P 158-167
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099234
%X The paper discusses the role of redundancy in hospital ward work on
the basis of a field study that focuses on the use of paper artifacts
supporting healthcare and its coordination. On the basis of literature
and direct observations, we identified different kinds of redundancy,
i.e. redundancy of effort, functions and data. Hence, we analyzed how
these different forms of redundancy may affect each other and the
coordination inside hospital wards. Redundancy plays a positive or
negative role depending on various circumstances. This twofold nature
defines different requirements for a technology to support healthcare
and ward work by preserving practices linked to paper-based artifacts
and by unobtrusively augmenting them with computational capabilities.

%M C.GROUP.05.168
%T A web of coordinative artifacts: collaborative work at a hospital
ward
%S Work rhythms and coordinative artifacts
%A Jakob E. Bardram
%A Claus Bossen
%B GROUP05
%D 2005
%P 168-176
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099235
%X This paper reports from a field study of a hospital ward and
discusses how people achieve coordination through the use of a wide
range of interrelated non-digital artifacts, like whiteboards, work
schedules, examination sheets, care records, post-it notes etc. These
artifacts have multiple roles and functions which in combination
facilitate location awareness, continuous coordination, cooperative
planning and status overview. We described how actors achieve
coordination by using different aspects of these artifacts: their
material qualities, the structure they provide as templates and the
signs inscribed upon them that are only meaningful to knowledgeable
actors. We finally discuss the implication for the design of CSCW tools
from the study.

%M C.GROUP.05.177
%T Thematic coherence and quotation practices in OSS design-oriented
online discussions
%S Open source and distributed software development
%A Flore Barcellini
%A Francoise Detienne
%A Jean-Marie Burkhardt
%A Warren Sack
%B GROUP05
%D 2005
%P 177-186
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099237
%X This paper presents an analysis of online discussions in Open Source
Software (OSS) design. The objective of our work is to understand and
model the dynamics of OSS design that take place in mailing list
exchanges. We show how quotation practices can be used to locate design
relevant data in discussion archives. OSS developers use quotation as a
mechanism to maintain the discursive context. To retrace thematic
coherence in the online discussions of a major OSS project, Python, we
follow how messages are linked through quotation practices. We compare
our quotation-based analysis with a more conventional analysis: a
thread-based of the reply-to links between messages. The advantages of a
quotation-based analysis over a thread-based analysis are outlined. Our
analysis reveals also the links between the social structure and
elements in the discussion space and how it shapes influence in the
design process.

%M C.GROUP.05.187
%T Negotiation and the coordination of information and activity in
distributed software problem management
%S Open source and distributed software development
%A Robert J. Sandusky
%A Les Gasser
%B GROUP05
%D 2005
%P 187-196
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099238
%X Publicly accessible bug report repositories maintained by free / open
source development communities provide vast stores of data about
distributed software problem management (SWPM). Qualitative analysis of
individual bug reports, texts that record community responses to
reported software problems, shows how this distributed community uses
its SWPM process to manage software quality. We focus on the role of one
basic social process, negotiation, in SWPM. We report on the varieties
and frequencies of negotiation practices and demonstrate how instances
of negotiation in different contexts affect the organization of
information, the allocation of community resources, and the disposition
of software problems.

%M C.GROUP.05.197
%T Seeking the source: software source code as a social and technical
artifact
%S Open source and distributed software development
%A Cleidson de Souza
%A Jon Froehlich
%A Paul Dourish
%B GROUP05
%D 2005
%P 197-206
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099239
%X In distributed software development, two sorts of dependencies can
arise. The structure of the software system itself can create
dependencies between software elements, while the structure of the
development process can create dependencies between software developers.
Each of these both shapes and reflects the development process. Our
research concerns the extent to which, by looking uniformly at artifacts
and activities, we can uncover the structures of software projects, and
the ways in which development processes are inscribed into software
artifacts. We show how a range of organizational processes and
arrangements can be uncovered in software repositories, with
implications for collaborative work in large distributed groups such as
open source communities.

%M C.GROUP.05.207
%T Supporting the shared experience of spectators through mobile group
media
%S Supporting communities
%A Giulio Jacucci
%A Antti Oulasvirta
%A Antti Salovaara
%A Risto Sarvas
%B GROUP05
%D 2005
%P 207-216
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099241
%X Interesting characteristics of large-scale events are their spatial
distribution, their extended duration over days, and the fact that they
are set apart from daily life. The increasing pervasiveness of
computational media encourages us to investigate such unexplored
domains, especially when thinking of applications for spectator groups.
Here we report of a field study on two groups of rally spectators who
were equipped with multimedia phones, and we present a novel mobile
group media application called mGroup that supports groups in creating
and sharing experiences. Particularly, we look at the possibilities of
and boundary conditions for computer applications posed by our findings
on group identity and formation, group awareness and coordination, the
meaningful construction of an event experience and its grounding in the
event context, the shared context and discourses, protagonism and active
spectatorship. Moreover, we aim at providing a new perspective on
spectatorship at large scale events, which can make research and
development more aware of the socio-cultural dimension.

%M C.GROUP.05.217
%T Supporting creativity in distributed scientific communities
%S Supporting communities
%A Umer Farooq
%A John M. Carroll
%A Craig H. Ganoe
%B GROUP05
%D 2005
%P 217-226
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099242
%X We are interested in supporting creativity in distributed scientific
communities through socio-technical interventions. Based on a synthetic
literature analysis of creativity and collaborative groups, we present
and justify three requirements for supporting creativity: support for
divergent and convergent thinking, development of shared objectives, and
reflexivity. We discuss our collaboratory prototype and its existing
functionality to support creativity. We propose three design
implications to support creativity in CSCW: integrate support for
individual, dyadic, and group brainstorming, leverage cognitive conflict
by preserving and reflecting on minority dissent, and support
flexibility in granularity of planning.

%M C.GROUP.05.227
%T eCell: spatial IT design for group collaboration in school
environments
%S Supporting communities
%A Christina Brodersen
%A Ole Sejer Iversen
%B GROUP05
%D 2005
%P 227-235
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099243
%X In this paper we present the eCell; a temporary, collaborative niche
for group work in school environments. The eCell consists of a private
inner display and a public outer display located in unused public spaces
e.g. in corridors and libraries throughout the school premises. The
inner display is a large touch-sensitive screen connected to a standard
computer. The outer display consists of a projection on a large
semitransparent surface. Combined, the two displays comprise an
IT-supported, collaborative environment especially suited for project
based education. Through three iterations of design, we describe the
technological, the spatial and the educational aspects of the eCell and
outline its potential for supporting collaborative activities in a
temporary niche, in which the architecture of the school itself reflects
ongoing work. Thus, the eCell stimulates knowledge sharing, awareness
and social interaction among pupils and teachers who are part of the
school community.

%M C.GROUP.05.236
%T Roles and relationships for unified activity management
%S Supporting activities
%A Beverly L. Harrison
%A Alex Cozzi
%A Thomas P. Moran
%B GROUP05
%D 2005
%P 236-245
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099245
%X This paper reports on three ethnographic studies of how people
coordinate their activities in various work settings. The findings
reported here are a derived set of relationships reflecting the nature
of involvement of people in their activities. These findings were then
tested by six analysts, who were conducting field studies of patterns of
complex business activities. They used the derived relationships in the
analysis of their data and in the representation of activity patterns.
These usage cases revealed confusion between involvement relationships
and job roles. Finally, several implications of these studies for
designing an activity management prototype are presented.

%M C.GROUP.05.246
%T Proactive support for the organization of shared workspaces using
activity patterns and content analysis
%S Supporting activities
%A Wolfgang Prinz
%A Baber Zaman
%B GROUP05
%D 2005
%P 246-255
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099246
%X Shared workspace systems provide virtual places for self-organized
and semi-structured cooperation between local and distributed team
members. These cooperation systems have been adopted by a large
community over the past years and the volume of managed information is
increasing rapidly. However, a problem that occurs frequently is the
missing user support for the workspace organization and a lack of
assistance finding the right place for storing new documents and
contributions. This often results in poorly organized workspaces, making
it difficult to find documents. Starting with a user survey, this paper
presents a solution that assists the users in finding the right location
based on an analysis of recent individual and group activities combined
with a content analysis of the shared workspaces. The evaluation of the
system shows evidence that the combination of the two approaches
provides a useful assistance for different work situations. Furthermore
some unexpected effects could be observed that makes the solution also
suitable for cooperative knowledge management.

%M C.GROUP.05.256
%T As technophobia disappears: implications for design
%S Supporting activities
%A Jonathan Grudin
%A Shari Tallarico
%A Scott Counts
%B GROUP05
%D 2005
%P 256-259
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099247
%X We conducted two studies of communication: an ethnographic study of
communication primarily in homes, cars, and public places, and a survey
of communication in a large corporation. A clear pattern emerged. To a
greater degree than expected in the ethnographic study, people were
familiar with a broad range of communication tools. Awareness and a lack
of anxiety was the norm even for tools that a person rarely or had not
yet used. As a result, people frequently shifted to the tool that was
most appropriate for a task at hand. The resulting behaviors conflict
with popular press images and have implications for the designers of
communication tools.

%M C.GROUP.05.260
%T What ideal end users teach us about collaborative software
%S Supporting activities
%A David Redmiles
%A Hiroko Wilensky
%A Kristie Kosaka
%A Rogerio de Paula
%B GROUP05
%D 2005
%P 260-263
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099248
%X Many studies have evaluated different uses of collaborative software.
Typically, the research has focused on the shortcomings and, sometimes,
the ways end users succeed or fail to work around these shortcomings. In
a recent field study, surprisingly, a group demonstrated unimpaired
dexterity using a full range of collaborative software. Some interesting
lessons emerged from observing these "perfect" collaborators. Lessons
include implications for more typical or "less than perfect" end users,
especially around the adoption of collaboration technology. Also, there
is a general, but subtle, lesson that studying successful users of
technology (or "ideal end users" as we put it) can be as valuable as
studying those who struggle with technology and highlight its
shortcomings.

%M C.GROUP.05.264
%T Consistency maintenance based on the mark & retrace technique in
groupware systems
%S Consistency maintenance
%A Ning Gu
%A Jiangming Yang
%A Qiwei Zhang
%B GROUP05
%D 2005
%P 264-273
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099250
%X Replicated architecture is widely used for concealing network delay.
However, consistency maintenance in fully replicated architecture is a
major technical challenge. In this paper, we report a Mark & Retrace
based method in replicated groupware systems. Compared with the
Operation Transformation technique, it does not adjust the operation's
position but retraces the document's address space to the state at the
time of the operation's generation. Then the operation can be executed
directly in this address space. Mark & Retrace method can not only
achieve the same goal of consistency maintenance but also provide a
better support for Undo. This paper provides the proof of the
algorithm's correctness of consistency maintenance, in which both the
orders of character nodes and marks of each node at all sites are kept
consistent. Furthermore, the amortized efficiency can reach O(log n).

%M C.GROUP.05.274
%T An optimization approach to group coupling in heterogeneous
collaborative systems
%S Consistency maintenance
%A Carlos D. Correa
%A Ivan Marsic
%B GROUP05
%D 2005
%P 274-283
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099251
%X Recent proliferation of computing devices has brought attention to
heterogeneous collaborative systems, where key challenges arise from the
resource limitations and disparities. Sharing data across disparate
devices makes it necessary to employ mechanisms for adapting the
original data and presenting it to the user in the best possible way.
However, this could represent a major problem for effective
collaboration, since users may find it difficult to reach consensus with
everyone working with individually tailored data. This paper presents a
novel approach to controlling the coupling of heterogeneous
collaborative systems by combining concepts from complex systems and
data adaptation techniques. The key idea is that data must be adapted to
each individual's preferences and resource capabilities. To support and
promote collaboration this adaptation must be interdependent, and
adaptation performed by one individual should influence the adaptation
of the others. These influences are defined according to the user's
roles and collaboration requirements. We model the problem as a
distributed optimization problem, so that the most useful data--both for
the individual and the group as a whole--is scheduled for each user,
while satisfying their preferences, their resource limitations, and
their mutual influences. We show how this approach can be applied in a
collaborative 3D design application and how it can be extended to other
applications.

%M C.GROUP.05.284
%T A landmark-based transformation approach to concurrency control in
group editors
%S Consistency maintenance
%A Rui Li
%A Du Li
%B GROUP05
%D 2005
%P 284-293
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099252
%X Operational transformation (OT) is a responsive and nonblocking
concurrency control method widely-accepted in group editors. Correctness
and performance are the basis of usefulness and usability of OT-based
group editors. However, the correctness of previous OT algorithms
depends on conditions that are very difficult to verify. In this paper
we propose a novel landmark-based transformation (LBT) approach, its
correctness no longer depending on those conditions and thus easy to
prove. In addition, we give an example algorithm that significantly
outperforms a state-of-the-art OT algorithm. This work reveals a more
practical approach to developing OT algorithms.

%M C.GROUP.05.294
%T Designing for transformations in collaboration: a study of the
deployment of homecare technology
%S Transforming health care
%A Jakob E. Bardram
%A Claus Bossen
%A Anders Thomsen
%B GROUP05
%D 2005
%P 294-303
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099254
%X Transformations in collaborative work due to the introduction of new
technology are inevitable, but are often difficult to study. In this
paper, we consider the patterns of transformation that are seen in a
patient-physician relationship based on the introduction of homecare
monitoring equipment. We report findings from interviews and fieldwork
with patients and physicians participating in a clinical experiment of
homecare monitoring. By studying both the group of patients who receive
homecare-based treatment and the control group we were able to identify
transformations in the collaborative activity as caused by the homecare
monitoring technology. We apply activity theory as a theoretical basis
for this analysis. We consider the implications of these findings for
the design of pervasive health monitoring technologies.

%M C.GROUP.05.304
%T Involvement matters: the proper involvement of users and behavioural
theories in the design of a medical teleconferencing application
%S Transforming health care
%A Margit Biemans
%A Janine Swaak
%A Marike Hettinga
%A Jan Gerrit Schuurman
%B GROUP05
%D 2005
%P 304-312
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099255
%X WoundLog is a mobile application that enables district nurses to
consult dermatologists, while being in the home situation of the
patient. Next to communication tools for teleconferencing and multimedia
messaging, it also provides a wound logbook service, and presence,
location and availability information of various healthcare
professionals. In this paper, we describe the applied user-centred
design approach, and a conducted user experiment. The results of the
experiment reveal that even district nurses with modest (or no)
computing experiences can work adequately with WoundLog. Moreover, they
expect that using WoundLog will increase the quality and efficiency of
wound care.

%M C.GROUP.05.313
%T Timing in the art of integration: 'that's how the bastille got
stormed'
%S Transforming health care
%A David Martin
%A Mark Rouncefield
%A Jacki O'Neill
%A Mark Hartswood
%A Dave Randall
%B GROUP05
%D 2005
%P 313-322
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099256
%X This paper uses a long term ethnographic study of the design and
implementation of an electronic patient records (EPR) system in a UK
hospital Trust to consider issues arising in the multi-faceted process
of integration when a customizable-off-the-shelf (COTS) system is
configured and deployed in a complex setting. The process involves
trying to artfully work out how disparate technologies integrate with
existing and evolving patterns of work within developing regulatory
requirements. We conclude by suggesting ways in which ethnographic
interventions and user involvement may be timed and targeted to aid in
achieving this process.

%M C.GROUP.05.323
%T Intelligent design or felicitous evolution?: sustaining order and
activity in online communities
%S Panel
%A Thomas Erickson
%A Christine A. Halverson
%B GROUP05
%D 2005
%P 323
%K collaboration, community, computer mediated communication, computer
supported cooperative work, design, evolution, online community, virtual
community
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099258

%M C.GROUP.05.324
%T Why everyone loves to text message: social management with SMS
%S Posters
%A Louise Barkhuus
%B GROUP05
%D 2005
%P 324-325
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099260
%X This poster presents a study of SMS use among young adults and how
they manage their social lives by SMS. It focuses on three features:
overcoming shyness, facilitating 'appropriate behavior' and how users
exploit the conciseness of messages. In conclusion we discuss the
surprising value of this modest medium in people's everyday lives.

%M C.GROUP.05.326
%T Proactive behaviour may lead to failure in virtual project-based
collaborative learning
%S Posters
%A Pernille Bjorn
%A Morten Hertzum
%B GROUP05
%D 2005
%P 326-327
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099261
%X This paper argues that proactive behaviour, caused by high engagement and
motivation of the learners, may lead to failure of collaborative learning. By
examining empirical data from real-world text-only virtual negotiations
between dispersed participants engaged in project-based collaborative
learning, we discover that volunteering self-initiated activities promotes the
participants' individualistic behaviour. Also, the technology made it easy for
participants to include their own statements in new contributions and
deconstruct the statements of others, permitting few opportunities for others
to influence proposals.

%M C.GROUP.05.328
%T SAGE: software agent-based groupware using e-services
%S Posters
%A M. Brian Blake
%A Daniel Kahan
%A David H. Fado
%A Gregory A. Mack
%B GROUP05
%D 2005
%P 328-329
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099262
%X Service-oriented computing (SOC) suggests that the Internet will be
an open repository of millions of modular capabilities realized as web
services. Organizations may be able to leverage this SOC paradigm if
their employees are able to ubiquitously incorporate such capabilities
and their resulting information into their daily practices. This paper
presents an architecture, Software Agent-Based Groupware using
E-services (SAGE), that incorporates the use of intelligent agents to
help integrate organizational processes with web services. Our first
steps toward the development of SAGE consist of an operational concept
and middleware prototype (i.e. groupware plug-in) to mediate
service-oriented information.

%M C.GROUP.05.330
%T A survey of personal and household scheduling
%S Posters
%A A. J. Bernheim Brush
%A Tammara Combs Turner
%B GROUP05
%D 2005
%P 330-331
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099263
%X We describe results from a survey of employees at Microsoft about how
they manage personal and household scheduling. We saw a much greater use
of digital calendars than we expected. Of our 621 respondents, 51% (317)
used their digital calendar at work as the calendar where most of their
personal and household events were recorded, while 38% (233) of
respondents primarily used paper calendars. We discuss reasons
respondents gave for choosing a particular type of calendar as well as
challenges faced by respondents in scheduling events for themselves and
their households.

%M C.GROUP.05.332
%T Pair programming and the re-appropriation of individual tools for
collaborative programming
%S Posters
%A Sallyann Bryant
%A Pablo Romero
%A Benedict du Boulay
%B GROUP05
%D 2005
%P 332-333
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099264
%X Although pair programming is becoming more prevalent in software
development, and a number of reports have been written about it [4] [6],
few have addressed the manner in which pairing actually takes place [5].
Even fewer consider the methods employed to manage issues such as role
change or the communication of complex issues. Here we contribute by
highlighting the way resources designed for individuals are
re-appropriated and augmented to facilitate pair collaboration.

%M C.GROUP.05.334
%T Heterogeneity in harmony: diverse practice in a multimedia arts
collective
%S Posters
%A Eric Cook
%A Stephanie D. Teasley
%A Judith S. Olson
%B GROUP05
%D 2005
%P 334-335
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099265
%X HCI and CSCW researchers have begun to call for greater and more
explicit support of creative endeavors. Current theories of creativity
suggest that it is an inherently collaborative activity, situated and
highly contextualized. This work argues that a contextualized view of
creativity calls in turn for assessment and technological support to be
considered in situ.
   This poster presents a case study of the creative collaboration in a
multimedia arts collective, with the goal of describing their current
practices to inform appropriate information system design. We found that
even a small and cohesive collaborative arts group contained a multitude
of artistic practices and production tool choices, several distinct but
interdependent work tracks and a variety of attitudes about the
individual members' collaborative roles. Such heterogeneity, evidenced
even within a self-selected and self-organized group, suggests
challenges for future technological support of creative practices.

%M C.GROUP.05.336
%T Collaboratory use by peripheral scientists
%S Posters
%A Airong Luo
%A Judith S. Olson
%B GROUP05
%D 2005
%P 336-337
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099266
%X Recent years have seen an increasing use of collaboratories in
scientific work. It is hypothesized that by enabling scientists to reach
remotely located data, instruments and experts, collaboratories will
benefit peripheral scientists (e.g., scientists from developing
countries and scientists from minority colleges in the U.S.) more than
core scientists. However, previous studies on computer network use have
shown mixed results regarding peripherality effects. Adopting a
qualitative approach, this study intends to investigate cultural,
political, and technical factors that influence collaboratory use by
peripheral scientists.

%M C.GROUP.05.338
%T Mediating the co-production of complex media products
%S Posters
%A Anja Bechmann Petersen
%A Susanne Bodker
%B GROUP05
%D 2005
%P 338-339
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099267
%X In this poster we present a study of cross-media challenges for an
organization that has recently moved from traditional newspaper
production to production involving the integrated digital production of
newspaper, TV, radio and web-news. The poster shows problems of
integrating work pace and contents of the different media. In this
poster we will focus on how the rhythms of different media work together
and apart and how these rhythms can be supported by different
coordinating and planning tools.

%M C.GROUP.05.340
%T Taking juxtaposition into account: supporting people's work with maps
%S Posters
%A Marten Pettersson
%A Sarah Olofsson
%B GROUP05
%D 2005
%P 340-341
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099268
%X This poster presents research about how maps are used at an emergency
service centre. It focus on emergency service operators' work practices,
how they use maps in order to find the address and communicate to others
the location of incidents, such as traffic accidents and fires. We
analyse how the operators juxtapose the physical paper map with the
computerised counterpart. When designing new technology there is a need
to take juxtaposition into account.

%M C.GROUP.05.342
%T Promoting awareness in distributed mobile organizations: a cultural
and technological challenge
%S Posters
%A Julie Rennecker
%B GROUP05
%D 2005
%P 342-343
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099269
%X Increasing mutual awareness among distributed collaborators has been
a focus of the CSCW community for over a decade. The majority of these
studies, however, have been on availability and contextual awareness
among coworkers in distributed but fixed contexts. This paper intends to
contribute to our understanding of the awareness needs of distributed,
mobile organizations by describing the inadvertent erosion of awareness
in a 25-member division of one high-tech firm and the members' responses
to proposed solutions. The findings suggest that managerial shifts may
need to precede technology developments.

%M C.GROUP.05.344
%T Thoughts on critical infrastructure collaboration
%S Posters
%A Andrew J. Scholand
%A John M. Linebarger
%A Mark A. Ehlen
%B GROUP05
%D 2005
%P 344-345
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099270
%X In this paper, we describe what we believe to be the characteristics
of the collaborations required in the domain of critical infrastructure
modeling, based on our experiences to date. We adopt a knowledge
management philosophy, which imposes two classes of requirements,
contextual who, when, and why), and semantic what interactions are
conducted around). We observe that infrastructure models can often
engender more insight when used as the basis for a meaningful discussion
between the disparate stakeholder groups (private industry, trade
organizations, industry lobbying groups, etc.) than when exercised
computationally.

%M C.GROUP.05.346
%T DAView: a linux WebDAV client supporting effective distributed
authoring
%S Posters
%A Won-Joon Shin
%A Dong-Ho Kim
%A Myung-Joon Lee
%B GROUP05
%D 2005
%P 346-347
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099271
%X Current authoring applications that support WebDAV, such as Word,
Photoshop, or Dreamweaver, work by integrating WebDAV capabilities into
the application. While this approach provides solid support for
collaborative authoring, it is an expensive approach. To add remote
authoring capabilities to WebDAV-unaware authoring tools with automatic
lock management, we developed DAView running on Linux KDE. DAView
provides a GUI view of a WebDAV server, similar to existing
WebDAV-enabled file managers. Unique among WebDAV file managers, it also
provides the ability to launch an authoring application from its WebDAV
view with automatic lock management.

%M C.GROUP.05.348
%T Insightful illusions: requirements gathering for large-scale
groupware systems
%S Posters
%A Kevin F. White
%A Wayne G. Lutters
%B GROUP05
%D 2005
%P 348-349
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099272
%X Large-scale, organization-wide groupware systems are high risk
development efforts. Requirements gathering and early evaluation are
constrained by the need to attain a critical mass of users and content.
One approach to mitigate this risk is to employ Wizard of Oz style
system simulations during the requirements gathering phase. While this
method has historically been used to test quasi-functional system
prototypes, we have found it to be a useful method for assessing
organizational feasibility.

%M C.GROUP.05.350
%T Unraveling the ordering in persistent chat: a new message ordering
feature
%S Posters
%A Lu Xiao
%A Jayne S. Litzinger
%B GROUP05
%D 2005
%P 350-351
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099273
%X A common problem in chat is that the chat display only reveals the
temporal order of the conversation. A better user interface is desired
that reveals the logical order of the messages. The existing tree model
groups messages that share the topic together. However, it does not
reveal the temporal order of the messages. The temporal order is an
important feature for a chat interface, as it is intuitive and similar
to face-to-face conversation where people discuss issues following a
sequential order. In this paper, we introduce a new message ordering
chat feature that addresses the problem of logical ordering while
keeping the temporal order of the chat. The trade offs of the new
feature are discussed.

%M C.GROUP.05.352
%T Analyzing misconceptions in multilingual computer-mediated
communication
%S Posters
%A Naomi Yamashita
%A Toru Ishida
%B GROUP05
%D 2005
%P 352-353
%* (c) Copyright 2005 ACM
%W http://doi.acm.org/10.1145/1099203.1099274
%X Multilingual communities using machine translation to overcome
language barriers are showing up with increasing frequency. However,
when a large number of translation errors get mixed into conversation,
it becomes difficult for users to fully understand each other. In this
paper, we focus on misconceptions found in high volume in actual online
conversations using machine translation. By comparing responses via
machine translation and responses without machine translation, we
extract two response patterns, which may be strongly related to the
occurrence of misconceptions in machine translation-mediated
communication. The two response patterns are that users tend to respond
to short phrases of the original message and tend to trip on the wording
of the original message when responding via machine translation.

fpack:!@#$%^&*(): 


From perlman@turing.acm.org Wed Nov 30 21:02:09 2005 -0500
Date: Wed, 30 Nov 2005 21:02:09 -0500 (EST)
From: Gary PERLMAN <perlman@turing.acm.org>
To: "Gary Perlman @ Yahoo" <garyperlman@yahoo.com>
Subject: bu CHI81 ECSCW
Message-ID: <Pine.LNX.4.44.0511302101580.20727-100000@turing.acm.org>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 
X-Keywords:                  
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Listing of files in this pack:
  ECSCW01.BA
  ECSCW03.BA
  CHI81.BA
fpack:!@#$%^&*(): ECSCW01.BA
%M C.ECSCW.01.1
%T Cooperation in massively distributed information space
%A O. W. Bertelsen
%A S. Bodker
%B ECSCW01
%D 2001
%P 1-18
%* (c) Copyright 2001 Kluwer Academic Publishers

%M C.ECSCW.01.19
%T Adaptability of classification schemes in cooperation: What does it
mean?
%A C. Simone
%A M. Sarini
%B ECSCW01
%D 2001
%P 19-38
%* (c) Copyright 2001 Kluwer Academic Publishers

%M C.ECSCW.01.39
%T Finding patterns in the fieldwork
%A D. Martin
%A T. Rodden
%A M. Rouncefield
%A I. Sommerville
%A S. Viller
%B ECSCW01
%D 2001
%P 39-58
%* (c) Copyright 2001 Kluwer Academic Publishers

%M C.ECSCW.01.59
%T Team automata for spatial access control
%A M. H. T. Beek
%A C. A. Ellis
%A J. Kleijn
%A G. Rozenberg
%B ECSCW01
%D 2001
%P 59-78
%* (c) Copyright 2001 Kluwer Academic Publishers

%M C.ECSCW.01.79
%T Supporting distributed software development by modes of collaboration
%A T. Schummer
%A J. M. Haake
%B ECSCW01
%D 2001
%P 79-98
%* (c) Copyright 2001 Kluwer Academic Publishers

%M C.ECSCW.01.99
%T Flexible support for application-sharing architecture
%A G. Chung
%A P. Dewan
%B ECSCW01
%D 2001
%P 99-118
%* (c) Copyright 2001 Kluwer Academic Publishers

%M C.ECSCW.01.119
%T Creating coherent environments for collaboration
%A C. Heath
%A P. Luff
%A H. Kuzuoka
%A K. Yamazaki
%B ECSCW01
%D 2001
%P 119-138
%* (c) Copyright 2001 Kluwer Academic Publishers

%M C.ECSCW.01.139
%T Spaces of practice
%A M. Buscher
%A P. Mogensen
%A D. Shapiro
%B ECSCW01
%D 2001
%P 139-158
%* (c) Copyright 2001 Kluwer Academic Publishers

%M C.ECSCW.01.159
%T Collaboratively improvising magic: An approach to managing
participation in an on-line drama
%A A. Drozd
%A J. Bowers
%A S. Benford
%A C. Greenhalgh
%A M. Fraser
%B ECSCW01
%D 2001
%P 159-178
%* (c) Copyright 2001 Kluwer Academic Publishers

%M C.ECSCW.01.179
%T Music sharing as a computer supported collaborative application
%A B. Brown
%A A. J. Sellen
%A E. Geelhoed
%B ECSCW01
%D 2001
%P 179-198
%* (c) Copyright 2001 Kluwer Academic Publishers

%M C.ECSCW.01.199
%T PolyLens: A recommender system for groups of user
%A M. O. Connor
%A D. Cosley
%A J. A. Konstan
%A J. Riedl
%B ECSCW01
%D 2001
%P 199-218
%* (c) Copyright 2001 Kluwer Academic Publishers

%M C.ECSCW.01.219
%T y do tngrs luv 2 txt msg?
%A R. E. Grinter
%A M. Eldridge
%B ECSCW01
%D 2001
%P 219-238
%* (c) Copyright 2001 Kluwer Academic Publishers

%M C.ECSCW.01.239
%T Coordinating heterogeneous work: Information and representation in
medical care
%A M. C. Reddy
%A P. Dourish
%A W. Pratt
%B ECSCW01
%D 2001
%P 239-258
%* (c) Copyright 2001 Kluwer Academic Publishers

%M C.ECSCW.01.259
%T Cognitive properties of a whiteboard: A case study in a trauma centre
%A Y. Xiao
%A C. Lasome
%A J. Moss
%A C. F. Mackenzie
%A S. Faraj
%B ECSCW01
%D 2001
%P 259-278
%* (c) Copyright 2001 Kluwer Academic Publishers

%M C.ECSCW.01.279
%T On finding things out: Situating organisational knowledge in CSCW
%A K. Groth
%A J. Bowers
%B ECSCW01
%D 2001
%P 279-298
%* (c) Copyright 2001 Kluwer Academic Publishers

%M C.ECSCW.01.299
%T The effects of network delays on group work in real-time groupware
%A C. Gutwin
%B ECSCW01
%D 2001
%P 299-318
%* (c) Copyright 2001 Kluwer Academic Publishers

%M C.ECSCW.01.319
%T Community support and identity management
%A M. Koch
%A W. Worndl
%B ECSCW01
%D 2001
%P 319-338
%* (c) Copyright 2001 Kluwer Academic Publishers

%M C.ECSCW.01.339
%T Reducing interference in single display groupware through
transparency
%A A. Zanella
%A S. Greenberg
%B ECSCW01
%D 2001
%P 339-358
%* (c) Copyright 2001 Kluwer Academic Publishers

%M C.ECSCW.01.359
%T Harnessing complexity in CSCW
%A S. Kaplan
%A L. Seebeck
%B ECSCW01
%D 2001
%P 359-378
%* (c) Copyright 2001 Kluwer Academic Publishers

%M C.ECSCW.01.379
%T Decentralizing the control room: Mobile work and institutional order
%A O. Juhlin
%A A. Weilenmann
%B ECSCW01
%D 2001
%P 379-398
%* (c) Copyright 2001 Kluwer Academic Publishers

%M C.ECSCW.01.399
%T When worlds collide: Molecular biology as interdisciplinary
collaboration
%A V. L. O. Day
%A A. Adler
%A A. Kuchinsky
%A A. Bouch
%B ECSCW01
%D 2001
%P 399-418
%* (c) Copyright 2001 Kluwer Academic Publishers

fpack:!@#$%^&*(): ECSCW03.BA
%M C.ECSCW.03.1
%T Pruning the Answer Garden: Knowledge sharing in maintenance
engineering
%A V. Pipek
%A V. Wulf
%B ECSCW03
%D 2003
%P 1-20
%* (c) Copyright 2003 Kluwer Academic Publishers

%M C.ECSCW.03.21
%T Discovery of implicit and explicit connections between people using
email utterance
%A R. McArthur
%A P. Bruza
%B ECSCW03
%D 2003
%P 21-40
%* (c) Copyright 2003 Kluwer Academic Publishers

%M C.ECSCW.03.41
%T Applying cyber-archaeology
%A Q. Jones
%B ECSCW03
%D 2003
%P 41-60
%* (c) Copyright 2003 Kluwer Academic Publishers

%M C.ECSCW.03.61
%T Dependable red hot action
%A K. Clarke
%A J. Hughes
%A D. Martin
%A M. Rouncefield
%A I. Sommerville
%A C. Gurr
%A M. Hartswood
%A R. Procter
%A R. Slack
%A A. Voss
%B ECSCW03
%D 2003
%P 61-80
%* (c) Copyright 2003 Kluwer Academic Publishers

%M C.ECSCW.03.81
%T Reconsidering common ground: Examining Clark's contribution theory in
the OR
%A T. Koschmann
%A C. D. LeBaron
%B ECSCW03
%D 2003
%P 81-98
%* (c) Copyright 2003 Kluwer Academic Publishers

%M C.ECSCW.03.99
%T Group-to-group distance collaboration: Examining the "Space Between"
%A G. Mark
%A S. Abrams
%A N. Nassif
%B ECSCW03
%D 2003
%P 99-118
%* (c) Copyright 2003 Kluwer Academic Publishers

%M C.ECSCW.03.119
%T Informing the development of calendar systems for domestic use
%A A. Crabtree
%A T. Hemmings
%A T. Rodden
%A J. Mariani
%B ECSCW03
%D 2003
%P 119-138
%* (c) Copyright 2003 Kluwer Academic Publishers

%M C.ECSCW.03.139
%T Supporting collaboration ubiquitously: An augmented learning
environment for architecture students
%A G. Iacucci
%A I. Wagner
%B ECSCW03
%D 2003
%P 139-158
%* (c) Copyright 2003 Kluwer Academic Publishers

%M C.ECSCW.03.159
%T System guidelines for co-located, collaborative work on a tabletop
display
%A S. D. Scott
%A K. D. Grant
%A R. L. Mandryk
%B ECSCW03
%D 2003
%P 159-178
%* (c) Copyright 2003 Kluwer Academic Publishers

%M C.ECSCW.03.179
%T Assembling history: Achieving coherent experiences with diverse
technologies
%A M. Fraser
%A D. Stanton
%A K. H. Ng
%A S. Benford
%A C. O. Malley
%A J. Bowers
%A G. Taxen
%A K. Ferris
%A J. Hindmarsh
%B ECSCW03
%D 2003
%P 179-198
%* (c) Copyright 2003 Kluwer Academic Publishers

%M C.ECSCW.03.199
%T Learning and living in the "New office"
%A E. Bjerrum
%A S. Bodker
%B ECSCW03
%D 2003
%P 199-218
%* (c) Copyright 2003 Kluwer Academic Publishers

%M C.ECSCW.03.219
%T Seeing what your are hearing: Co-ordinating responses to trouble
reports in network troubleshooting
%A S. Whittaker
%A B. Amento
%B ECSCW03
%D 2003
%P 219-238
%* (c) Copyright 2003 Kluwer Academic Publishers

%M C.ECSCW.03.239
%T When can I expect an email response? A study of rhythms in email
usage
%A J. R. Tyler
%A J. C. Tang
%B ECSCW03
%D 2003
%P 239-258
%* (c) Copyright 2003 Kluwer Academic Publishers

%M C.ECSCW.03.259
%T Multi-team facilitation of very large-scale distributed meetings
%A D. R. Millen
%A M. A. Fontaine
%B ECSCW03
%D 2003
%P 259-276
%* (c) Copyright 2003 Kluwer Academic Publishers

%M C.ECSCW.03.277
%T Proving correctness of transformation functions in real-time
groupware
%A A. Imine
%A P. Molli
%A G. Oster
%A M. Rusinowitch
%B ECSCW03
%D 2003
%P 277-294
%* (c) Copyright 2003 Kluwer Academic Publishers

%M C.ECSCW.03.295
%T Awareness in context
%A T. Gross
%A W. Prinz
%B ECSCW03
%D 2003
%P 295-314
%* (c) Copyright 2003 Kluwer Academic Publishers

%M C.ECSCW.03.315
%T Customizable collaborative editor relying on treeOPT algorithm
%A C.-L. Ignat
%A M. C. Norrie
%B ECSCW03
%D 2003
%P 315-334
%* (c) Copyright 2003 Kluwer Academic Publishers

%M C.ECSCW.03.335
%T Tourism and mobile technology
%A B. Brown
%A M. Chalmers
%B ECSCW03
%D 2003
%P 335-354
%* (c) Copyright 2003 Kluwer Academic Publishers

%M C.ECSCW.03.355
%T Moving to get aHead: Local mobility and collaborative work
%A J. E. Bardram
%A C. Bossen
%B ECSCW03
%D 2003
%P 355-374
%* (c) Copyright 2003 Kluwer Academic Publishers

%M C.ECSCW.03.375
%T 'Repairing' the Machine: A case study of evaluating computer-aided
detection tools in breast screening
%A M. Hartswood
%A R. Procter
%A M. Rouncefield
%A R. Slack
%A J. Soutter
%A A. Voss
%B ECSCW03
%D 2003
%P 375-394
%* (c) Copyright 2003 Kluwer Academic Publishers

fpack:!@#$%^&*(): CHI81.BA
%M C.CHI.81.1.1
%T Comparison of some available packages for use in research data management
%A Edward A. Greenberg
%A Wm. Max Ivey
%A Bruce R. Lewis
%B CHI81
%D 1981
%V 1
%P 1-8
%* (c) Copyright 2081 ACM
%W http://doi.acm.org/10.1145/800275.810922
%X Data management features of SIR, SAS, and SPSS were applied to a sample
hierarchical data base. For each package, the areas investigated included the
logical definition of the data base, data entry, data retrieval, data
integrity, security, reporting, and updating.

%M C.CHI.81.1.9
%T Organizing the annual housing surveys as a very large relationally oriented
data base
%A Andrew A. Beveridge
%A Jennifer A. Norris
%B CHI81
%D 1981
%V 1
%P 9-15
%* (c) Copyright 2081 ACM
%W http://doi.acm.org/10.1145/800275.810923
%X Since 1973, the Department of Housing and Urban Development, through the
Bureau of the Census, has conducted a yearly nationwide survey of housing.
Data on a wide range of topics are collected during face to face interviews
with over 190,000 individuals. Plainly, the Annual Housing Surveys represent
one of the largest longitudinal general social and economic data collection
efforts ever undertaken.
   Due to changing policy and substantive interests, as well as government
requirements, the interview schedules have changed significantly from year to
year. Since the great potential for data from the Annual Housing Survey is in
longitudinal analysis, it is necessary to have common variable definitions and
consistent formats.
   To accomplish this, we have developed and implemented a system which
includes: 1) documentation of the variables, questionnaires, and files across
all years and surveys; 2) files created using one homogeneously defined data
structure; 3) a simple system to produce custom user files; 4) a method to
easily produce routine custom analyses and tabulations using the data.
   We have applied the relational model to create a small data base which
documents the interview schedules, files and variable definitions. From this
we produce up to date documentation and computer programs which are used to
update the Annual Housing Survey data base, to handle custom file requests,
and to perform analyses.

%M C.CHI.81.1.16
%T The 1940 and 1950 Public Use Sample Project: Data quality issues
%A Richard M. Cohn
%A Howard R. Prouse
%B CHI81
%D 1981
%V 1
%P 16-19
%* (c) Copyright 2081 ACM
%W http://doi.acm.org/10.1145/800275.810924
%X The 1940 and 1950 Public Use Sample Project is the creation of 1/100
household samples from the 1940 and 1950 Censuses of Population. The data
source for the samples is the microfilmed original Population Schedules which
contain the census enumerator's recording of household information. The
procedure to sample the universe of household listings and transcribe the
sample households' data is described in the paper. A pretest of the 1940
Public Use Sample included a comparison of three methods of sampling and
transcription. The results of this comparison are reported. The applicability
of these procedures to similar projects is discussed.

%M C.CHI.81.1.20
%T The automation of data processing, analysis, and reporting in a large
survey time-series database.
%A Christopher J. Gordon
%A Michael B. Zartman
%B CHI81
%D 1981
%V 1
%P 20-23
%* (c) Copyright 2081 ACM
%W http://doi.acm.org/10.1145/800275.810925
%X The May 1981 Survey will mark the 152nd Survey of Consumer Attitudes.
Initiated in 1946, the purpose of the surveys is to measure changes in
consumer attitudes and expectations, to understand why these changes occur,
and to evaluate how they relate to consumer decisions to save, to borrow, or
to make discretionary purchases under changing conditions.
   Each survey contains approximately 40 core questions, each of which probes
a different aspect of consumer confidence. Open-ended questions are asked
concerning evaluations of expectations about personal finances, employment,
price changes, and the national business situation. Additional questions probe
for the respondents appraisal of present market conditions for houses, and
other durables. Demographic data obtained in these surveys include income,
age, sex, race, education, and occupation, among others. While many questions
designed to measure change in attitudes and behavior are repeated in identical
form in each survey, special questionnaire supplements are added to most
surveys by outside sponsors on a time share basis. Supplements to the ongoing
surveys give sponsors prompt turnaround to survey materials while taking
advantage of shared field expenses. When the research task is first
undertaken, a maximum amount of time and effort can be spent in developing
these survey materials, not in establishing and setting in motion standard
sampling and interviewing procedures, questionnaire and code development for
standard demographic items, and so forth.
   Although each survey task is unique in its time requirements, shared time
participation on the ongoing Surveys of Consumer Attitudes is an effective and
flexible approach for meeting many research needs. Current procedures include
production of a fully documented computer data file available for analytic use
within 48 hours of the close of interviewing. Within one week of the close of
the survey, a report containing tabulations and charts of questions asked is
sent to the sponsors.

%M C.CHI.81.1.24
%T A new process for documenting and checking archival data
%A Erik W. Austin
%A Sylvia J. Barge
%A Susan M. Horvath
%A Santa M. Traugott
%B CHI81
%D 1981
%V 1
%P 24-31
%* (c) Copyright 2081 ACM
%W http://doi.acm.org/10.1145/800275.810926
%X The Inter-university Consortium for Political and Social Research (ICPSR)
is a data archive and repository for social science data. A major function of
the ICPSR is to disseminate the data holdings in a reasonably standard format.
For holdings that will be extensively used, additional effort is made to
prepare comprehensive, machine-readable documentation, to cross-check the
documentation against the data for accuracy and consistency, and to correct or
document any inconsistencies discovered.
   In the past, "cleaning" and documenting the data involved using a number of
different computer programs. A great deal of human time was expended on
procedural matters: which programs to use, when to use them, and how to
coordinate the various stages of the cleaning process. As staff costs and the
number of new acquisitions skyrocketed, and computers increased in power and
decreased in cost, it became imperative to automate as much as possible the
procedure for preparing data for distribution. The GIDO software was developed
to meet this need.
   GIDO is an interactive multi-function program package that guides staff
members through the procedure for documenting and cleaning social science
data. A cohesive history of the processing operations performed on the data is
maintained automatically in machine-readable form. Video terminals are used to
display "forms" which the staff fill out with the textual and technical
documentation for the data. GIDO immediately verifies the contents of each
form and provides an opportunity to make corrections. The forms allow the
input of information without requiring knowledge of specialized syntax and
conventions. After all documentary materials have been entered, GIDO checks
the data for consistency with the original documentation, corrects or flags
discrepancies encountered, reformats the data using uniform conventions, and
produces machine-readable documentation in a form ready for dissemination.
   Use of GIDO enables the ICPSR archive to perform its data processing
functions more efficiently and at lower cost, thus permitting the organization
to meet ever-increasing demands on its resources.

%M C.CHI.81.1.32
%T An automated system for responding to data service requests
%A Tina G. Bixby
%A Janet K. Vavra
%B CHI81
%D 1981
%V 1
%P 32-35
%* (c) Copyright 2081 ACM
%W http://doi.acm.org/10.1145/800275.810927
%X During the 1970s, there was a steady decline in the cost and size of
computing hardware with a corresponding phenomenal growth in computing
capability. Computers now help store, manage, duplicate and interpret vast
quantities of data with an ease and relative economy undreamed of in the past.
These developments have, over the years, fostered the growth of new research
methods in a variety of fields, including the social sciences. Large and more
complex bodies of quantitative data have been collected as social scientists
seek ways to understand human behavior with empirical research methods and
scientific sampling techniques. In addition to collecting their own data,
researchers have also utilized vast amounts of machine-readable data that have
been prepared by other researchers, governmental agencies, and private
organizations.
   The changes in the computing industry combined with the increased demand
for services have made it feasible for organizations to consider automating as
many tasks as possible. FAST (Facility to Aid Servicing Transactions) is one
system that was created in response to these conditions. This paper describes
FAST and its impact on the organization which developed it.

%M C.CHI.81.1.36
%T Online searches of social science data sets: The RIQS system and ICPSR data
%A Ann Janda
%A Kenneth Janda
%B CHI81
%D 1981
%V 1
%P 36-44
%* (c) Copyright 2081 ACM
%W http://doi.acm.org/10.1145/800275.810928
%X Every solution seems to generate a new problem. The problem of accurately
assessing public opinion led to the invention of the sample survey. The
subsequent problem of analyzing survey responses brought widespread use of
machine-readable data. The problem of preserving machine-readable data for
secondary analysis stimulated the creation of data depositories or "archives."
Growth over time in the holdings of these social science data archives,
however, has aroused needs for improved retrieval of data. This paper explains
one method of dealing with such needs. It involves an interactive search of
the holdings of the most diversified social science data archive, the
Inter-University Consortium for Political and Social Research, using a
general-purpose information retrieval system, RIQS, written for CDC computers.

%M C.CHI.81.1.45
%T Developing an aggregated survey/macro-economic database for statistical and
graphical social science applications
%A Michael B. Zartman
%A Christopher J. Gordon
%B CHI81
%D 1981
%V 1
%P 45-47
%* (c) Copyright 2081 ACM
%W http://doi.acm.org/10.1145/800275.810929
%X The Survey Research Center at The University of Michigan has routinely
conducted surveys of consumer attitudes since 1946. The May 1981 survey is the
152nd in this series which provides regular assessments of consumer attitudes
and expectations. The surveys are designed to explore why changes in consumer
attitudes and expectations occur, and how these changes influence consumer
spending and saving decisions. A major research objective of the project is to
use this collected data to evaluate economic trends and prospects.
   Each survey contains "standard" questions asked at regular intervals, many
of which have been included from the project's inception. The aggregated
results of these surveys provide a wealth of time-series data with the
potential to be an important factor in forecasting consumer behavior. The
"standard" questions themselves can be disseminated into approximately 190
separate data series (including index transformations). When "nonstandard" (or
non-core) questions are included, this total jumps considerably. With such a
large number of data variables, many different areas of analysis are available
to be researched. When the many macro-economic data series (e.g., Federal
Reserve, Census, or Retail Sales data) are added to this compilation, the data
management problems increase. The research results which could be achieved,
then, are directly related to the development of a flexible method of data
storage and retrieval.

%M C.CHI.81.1.48
%T On-line manipulation of small area demographic data: AmericanProfile sm
%A Garry S. Meyer
%B CHI81
%D 1981
%V 1
%P 48-57
%* (c) Copyright 2081 ACM
%W http://doi.acm.org/10.1145/800275.810930
%X A new approach to the way in which users interact with the computer in an
on-line environment is presented. The method is designed specifically to
provide both a friendly and highly productive means of communicating user
requirements. Unlike systems which are targeted toward either novice computer
users or experienced programmers, the approach we take is well suited for all
levels along this continuum. AmericanProfile sm, a system which provides access
to demographic and economic data for both standard geo-political units of
analysis (states, counties, SMSA's, Zip codes, etc.) and unique small areas
(polygons, circles, etc.), is discussed as an actual case point to illustrate
our approach.

%M C.CHI.81.1.58
%T Bibliometric analysis of American history data by FAMULUS
%A Miranda Lee Pao
%B CHI81
%D 1981
%V 1
%P 58
%* (c) Copyright 2081 ACM
%O (abstract only)
%W http://doi.acm.org/10.1145/800275.810932
%X NOVA*STATUS is a text-retrieval system which is available at all Norwegian
universities and several government institutions, running on computers from
different manufacturers.
   NOVA*STATUS is a full-text retrieval system originally developed by AERE,
Harwell, England, and redeveloped at the Norwegian Computing Centre for the
Humanities and other Norwegian institutions. The data is divided into
documents and each word (or a truncated part of it) in each document is
potentially a key word. The format of the document is free. By use of prefixes
it is possible to divide each document into specific fields of information.
   A request to the system can consist of a Boolean expression of words and
prefixes and relational expressions between prefixed words. The system allows
for macros which can be permanently stored which makes, for example, synonym
lists possible. The system also contains procedures for off-line sorting and
printing of catalogues and for the coding of data for statistical analysis by
SPSS.
   At the Norwegian Computing Centre for the Humanities, NOVA*STATUS has been,
and is still being used in a variety of humanistic archive applications.
Several of these have a common data format which consists of 20-30 defined
fields of fixed information and one or more fields of free-text description of
e.g., photographs, paintings, archaeological and cultural artifacts, old
buildings and documents. The second part of the paper will describe the actual
use of the system in these various applications.

%M C.CHI.81.1.58
%T Bibliometric analysis of isi's Arts & Humanities Citation index
%A Morton V. Malin
%A Martha C. Dean
%B CHI81
%D 1981
%V 1
%P 58
%* (c) Copyright 2081 ACM
%W http://doi.acm.org/10.1145/800275.810931
%X The most frequently cited journal articles in the Arts & Humanities
Citation Index (A&HCI) are analyzed in terms of their disciplinary
classification. Four years (1976-79) of the A&HCI data base yielded 144
journal articles which were cited 10 or more times during the period. These
articles are predominantly from the disciplines of Language and Linguistics
(31%), Philosophy (23%), History (13%), Religion (8%), and Archeology (6%).
   However, most citations in the A&HCI are to books rather than journal
articles (96% versus 4% among those items cited 10 or more times). The
discipline of Literature (or Literary Criticism) is predominant in the list of
highly cited books.
   These statistics suggest systematic variation in the resources used by the
different disciplines. Various other aspects of the A&HCI data base are
explored, and some specific examples are discussed in depth.

%M C.CHI.81.1.58
%T A TEXT-RETRIEVAL SYSTEM USED IN HUMANISTIC ARCHIVE APPLICATIONS
%A Knut Hofland
%A Sigbjorn Arhus
%B CHI81
%D 1981
%V 1
%P 58-59
%* (c) Copyright 2081 ACM
%O (abstract only)
%W http://doi.acm.org/10.1145/800275.1016160
%X NOVA*STATUS is a text-retrieval system which is available at all Norwegian
universities and several government institutions, running on computers from
different manufacturers.
   NOVA*STATUS is a full-text retrieval system originally developed by AERE,
Harwell, England, and redeveloped at the Norwegian Computing Centre for the
Humanities and other Norwegian institutions. The data is divided into
documents and each word (or a truncated part of it) in each document is
potentially a key word. The format of the document is free. By use of prefixes
it is possible to divide each document into specific fields of information.
   A request to the system can consist of a Boolean expression of words and
prefixes and relational expressions between prefixed words. The system allows
for macros which can be permanently stored which makes, for example, synonym
lists possible. The system also contains procedures for off-line sorting and
printing of catalogues and for the coding of data for statistical analysis by
SPSS.
   At the Norwegian Computing Centre for the Humanities, NOVA*STATUS has been,
and is still being used in a variety of humanistic archive applications.
Several of these have a common data format which consists of 20-30 defined
fields of fixed information and one or more fields of free-text description of
e.g., photographs, paintings, archaeological and cultural artifacts, old
buildings and documents. The second part of the paper will describe the actual
use of the system in these various applications.

%M C.CHI.81.1.59
%T The text's the thing: Concordances to literary texts
%A Michael Preston
%B CHI81
%D 1981
%V 1
%P 59
%* (c) Copyright 2081 ACM
%O (abstract only)
%W http://doi.acm.org/10.1145/800275.810935
%X The history of computer-generated concordances is already one-third of a
century long. Thousands of concordances have been generated; many have been
published. Most of these are useful, but there are limitations to all of them.
In this presentation I discuss a number of variations on concordance-making
based on specific projects being carried out at the University of Colorado.
   A word-form concordance can be of considerable utility. Particularly for
older states of language of which our knowledge is often less than perfect,
this "primary" concordance form seems best for initial circulation, but such a
concordance is insensitive to variants and ambiguities. It is often as
suggestive of what might have been done as it is directly useful.
   With the increasing availability of microcomputers and various kinds of
remote terminals, it is now possible to remove many of the difficulties of
text-editing so that a "secondary" concordance edited toward particular
applications can be produced more readily. At the University of Colorado, at
which the majority of humanists who use computers wish to make maximum use of
the available technology without becoming computing scientists, I have found
it practical to suggest a particular synthesis of batch and interactive
computing. This involves the use of a retrieval, concordance-generating, and
editing system so modular in design that editorial intervention is practical
at many points. This editing makes use of device-dependent text editors of
sufficient sophistication that the user perceives little of the technical
operation beyond requesting his programs and his text; otherwise he has the
freedom of a typewriter coupled to the benefits of a screen for displaying
modifications to his text as they are made, whether directly by him or by a
variety of programmed functions. Stations built around "smart" terminals as
well as "dumb" terminals with microcomputer and floppy disks are operational.
   Thus it is now more practical to produce second-generation concordances
which more nearly reflect the perceived needs of a scholarly community: words
may be (manually) disambiguated by meaning and function, contexts may be
edited either to omit extraneous material or insert explanatory matter, and
words may be clustered by dictionary or thesaurus. The result is concordances
of far greater utility in specific areas and more meaningful statistics.
   The development of better equipment and new techniques has made it possible
to interact more thoroughly with one's text. There is no need for premature
data reduction, but rather the encouragement of what I call the "infinite loop
of literary scholarship": one works with one's texts to produce results which
suggest work to produce more results which suggest still more work .... The
newer technology seems to fit the humanist far better than did the old.

%M C.CHI.81.1.59
%T Sift - searching in free text: A text retrieval system
%A Oystein Reigem
%B CHI81
%D 1981
%V 1
%P 59
%* (c) Copyright 2081 ACM
%O (abstract only)
%W http://doi.acm.org/10.1145/800275.810936
%X The SIFT project is aimed at developing an advanced text retrieval system
possessing the features of high modularity, high portability, possibilities
for integration with word processing systems and a flexible user interface.
Possible applications for such a system would be found wherever any sizable
collection of information requires efficient retrieval. The SIFT system is
mainly designed to solve the problems of searching in free, i.e. unstructured,
text but extensive functions for dealing with structured information are also
offered.
   The SIFT project is based on former experience in the use of other
retrieval systems, particularly the Norwegian version of the British STATUS
system, NOVA*STATUS, a system which has found application in various public
agencies and at all Norwegian universities.
   The SIFT project was initiated on January 1, 1980, and a prototype version
of the system will be implemented on a NORD computer towards the end of 1981.
The final product will be made available free of charge.
   This presentation will treat the structure, characteristics and
applications of the SIFT system.

%M C.CHI.81.1.59
%T A thesaurus for Canadian iconography
%A Denis Castonguay
%B CHI81
%D 1981
%V 1
%P 59-60
%* (c) Copyright 2081 ACM
%O (abstract only)
%W http://doi.acm.org/10.1145/800275.810934
%X The Picture Division of The Public Archives of Canada has undertaken the
construction of a thesaurus of iconographic terms as part of its preparations
for a computerized inventory system. The thesaurus which complements an
existing set of descriptive standards will serve as a terminological control
device enabling indexers and researchers to translate natural language into a
more restrained and logical system language. General characteristics of the
thesaurus will be described. Special emphasis will be given to the impact of
on-line information retrieval computer technology on the design and
development of the system language. Sample pages of the thesaurus will be
available for examination and further discussion. An overview of other
Canadian experiments in the field of subject access to visual records will
also be provided.

%M C.CHI.81.1.60
%T Folk
%A Jan Oldervoll
%B CHI81
%D 1981
%V 1
%P 60
%* (c) Copyright 2081 ACM
%O (abstract only)
%W http://doi.acm.org/10.1145/800275.810940
%X Ethnography is a methodology which emphasises a "soft" interpretative
approach to social reality. It is often portrayed as being at the opposite
pole to quantitative approaches as exemplified in the classic
Merton-Lazarsfeld paradigm (Structural-Functionalism wedded to the survey
method).
   Ethnography is a method in which the researcher actively engages in and
records the life of a social group. This record of experience is essentially
qualitative. It is primarily constructed in the form of textual description:
an ongoing account of a person's observations, thoughts and feelings while in
the "field". This text is usually given the generic title of field-notes.
   The Ethnographic researcher is therefore normally confronted with a vast
amount of textual data. To get some understanding of, and control over this
data, the Ethnographer must in some way split up this record of raw
experience. He must in some way "chunk" up his data into easily manageable
units or categories. It is this classificatory activity which forms the basis
of Ethnographic analysis.
   In greater detail, Ethnographic data analysis may be generally portrayed as
consisting of three analytically distinct, but empirically indistinct
activities: represents a
 1. The reading of field-notes, accompanied by the recording of themes and
    hypotheses;
 2. The coding of important topics observed within the field-notes under
    different category headings;
 3. The disassembling of field-notes by coded category;
the purpose being the creative filing and retrieving of one's data.
   The prime concern of this presentation will be to discuss means by which
such analysis may be accomplished.
   It is the author's belief that the schema shown below possible evolutionary
trend in Ethnographic data analysis: items lower down the schema give the
Ethnographer greater power and flexibility in the way he handles text.
Reference will be made to presently ongoing research at Cardiff as evidence of
this claim.
 1. The Traditional Filing Cabinet.
  a. Simple chronological filing of text.
  b. Multiple filing: the actual disassembling of text into files.
 2. The Filing cabinet and Separate Indices.
  a. Chronological filing: card indices.
  b. Chronological filing: specialised indices.
  c. Chronological filing: computer indices.
 3. The Full Computer Approach.
  a. Indices and fieldnotes stored on UNIX.
  b. A System of Personalised Interactive Computing for Ethnographers.
     SPICE: a term purely invented to emphasise the "spice" of Ethnographic
     research.
Finally, this presentation will also discuss the implications that this
research has for textual management in general. The projected computer
arrangement will, I believe, prove of advantage not only to the Ethnographer,
but to any researcher who employs continuous text as his/her primary resource.

%M C.CHI.81.1.60
%T Thesaurus on American works of art
%A Eleanor E. Fik
%B CHI81
%D 1981
%V 1
%P 60
%* (c) Copyright 2081 ACM
%O (abstract only)
%W http://doi.acm.org/10.1145/800275.810938
%X FOLK is an online analysis and retrieval system developed for the 1801
census of Norway, which is machine readable in a full-text and a coded
version, each with approximately 1,000,000 records on individuals. The main
advantage of the system is speed. FOLK consists of several parts:- A fast
program for statistical analysis of the simple kind. Cross tabulations can be
done in 1/16 of the time used by SPSS.- An interface to statistical and
graphical packages for more complicated analysis.- A retrieval system for
finding subsets of the data base. The subset can be anything from a single
person to a region. Information from the coded and the full text version can
be used for subtracting individuals.- A recoding system for recoding the coded
version using a simple semantic analysis of the full-text version.- A fully
computerized record linkage system. Information from other sources can be
automatically added to the records on the individuals in the census.

%M C.CHI.81.1.60
%T Art and architecture thesaurus
%A Pat Mohlot
%B CHI81
%D 1981
%V 1
%P 60
%* (c) Copyright 2081 ACM
%O (abstract only)
%W http://doi.acm.org/10.1145/800275.810939
%X Designing and providing subject access to works of art has traditionally
been very subjective. This is due to the fact that there are no standardized
word lists which can be expected to meet the scope of all art collections.
Whereas tailoring subject terms to the scope of a given collection is the most
practical approach for the curator in charge of the collection, the
researcher, who may not be an art specialist, often is frustrated when the
listing of subject terms does not include the terms relevant for his/her
purposes. This presentation will explore how the development of a thesaurus
resolves the conflict of subject vocabulary. Specific examples will be drawn
from four computer projects at the National Museum of American Art. Each of
the projects varies in scope, yet a single subject classification guide has
been developed for purposes of providing subject access to the contents of
each project.
   Because a separate subject word list was not originally designed for each
project, a thesaurus is now being developed which will allow for a listing of
terms not used for indexing but which are relevant to both the scope of each
project and anticipated researcher needs.
   From a practical viewpoint, the presentation will demonstrate how the
computer can be used to generate terminology to be included in the thesaurus.

%M C.CHI.81.1.60
%T The role of the computer in ethnographic analysis
%A Paul Beynon Davies
%B CHI81
%D 1981
%V 1
%P 60
%* (c) Copyright 2081 ACM
%O (abstract only)
%W http://doi.acm.org/10.1145/800275.810937
%X Art and architecture literature presents indexing difficulties due to the
absence of a recognized controlled vocabulary. A recent investigation showed a
number of independent partial efforts targeted to local needs. The Art and
Architecture Thesaurus (AAT) group is building on the experience of others to
create a unified, hierarchical thesaurus for these fields. Although the
thesaurus itself will be in machine "readable form, the real value of
automation will be the ability to search hierarchically the literature indexed
with the AAT.

%M C.CHI.81.1.61
%T New file management in P-STAT
%A Roald Buhler
%B CHI81
%D 1981
%V 1
%P 61
%* (c) Copyright 2081 ACM
%O (abstract only)
%W http://doi.acm.org/10.1145/800275.810941
%X In January of 1981, the Center for the Study of Youth Development initiated
an on-line catalog of the holdings of its specialized library consisting of
10,000 monographs, journals, vertical file materials, etc. The present paper
discusses the reactions of the end-user or patron population to the resource.
The background of the library automation project -- including issues of
cost-effectiveness, increased power, and user utility--is discussed in order
to establish the initial goals of this activity. Then, attention is given to
how the project was implemented; this includes a comparison of preliminary
goals with what ultimately was delivered. The transition from a COM catalog to
the on-line catalog required training of patrons (some of whom had little or
no experience with a computer terminal), and only half of the Center staff
participated in the initial training sessions. Preliminary patron behavior is
reviewed, and an attempt to informally analyze both positive and negative
experiences is offered. The initial experiences are summarized in a discussion
of the problems and prospects of the user interface of the "query" portion of
the on-line catalog software.

%M C.CHI.81.1.61
%T Initial experiences with an on-line catalog
%A Rebecca D. Dixon
%A Edmund D. Meyers, Jr.
%B CHI81
%D 1981
%V 1
%P 61
%* (c) Copyright 2081 ACM
%O (abstract only)
%W http://doi.acm.org/10.1145/800275.810942
%X P-STAT began as a collection of integrated commands which read rectangular
files sequentially. A simple modification language for recoding and case
selection was added in the late 1960's. Commands were added throughout the
1970's. Recently, however, a major effort has gone into language enhancement
and file structure improvements.
   P-RADE, a random access data enhancement to P-STAT, is an example. This
type of file structure supports up to 10 indexing keys, allowing a case or a
group of cases to be accessed very rapidly. In addition, any P-STAT command
can read a P-RADE file sequentially in any key order.
   In some ways, this approach blends aspects of database technology into
statistical software. Examples of its use will be given.

%M C.CHI.81.1.62
%T Urben research in ethnic, demographic and household-economic structures
with small area, micro-databases
%A Harold Benenson
%A Steven Just
%B CHI81
%D 1981
%V 1
%P 62
%* (c) Copyright 2081 ACM
%O (abstract only)
%W http://doi.acm.org/10.1145/800275.810943
%X A data management system for art museums is presented. In addition to
providing conventional cataloging functions such as searching, sorting and
indexing, the system is shown to be able to model complex relationships
between entities relevant to the application. The importance of this
capability with regard to representing higher levels of information (beyond
pure physical characteristics) is pointed out. Alternative representations of
such relationships are discussed and some directions of further work in the
area of automation of a museum's catalog is cited.

%M C.CHI.81.1.62
%T Beyond cataloging functions for art museum data banks
%A Andrew B. Whinston
%B CHI81
%D 1981
%V 1
%P 62
%* (c) Copyright 2081 ACM
%O (abstract only)
%W http://doi.acm.org/10.1145/800275.810944
%X Computerized U.S. Census data has been most widely used for (1) employment,
fertility, demographic and stratification research involving Public Use Sample
(PUS) microdata on the national level, and (2) applied research (for planning,
administration, marketing, and other applications) with summary (aggregated)
data for localized (i.e., block, tract, community, etc.) geographic units. A
third, highly productive avenue of research, involving Census PUS micro-data
for localized urban units (i.e., SMSAs, counties and especially selected
large-city neighborhoods), has not received the attention it merits, either
among sophisticated public data users or among novice users.
   Three forms of current or future small area, Census microdata constitute
resources for urban research. First, conventional 1970 Census PUS data sets
are available for counties and/or SMSAs (with minimum populations of 250,000).
Second, special tabulations for the two largest U.S. cities permit analysis of
1970 household and person records group by (sub-county) urban neighborhoods
(27 in New York City; 12 in Chicago). Third, 1980 Census microdata, by
allowing identification of geographic areas of smaller population size
(100,000 population), will vastly expand the applications of localized
research with the conventional PUS or special tabulations. In addition, the
1980 PUS microdata will, for the first time, allow comparative time-series
analyses of county (or SMSA) area populations, over the 1970-1980 decade.
   In contrast to national PUS microdata research, local level analyses have
the advantages of (1) smaller data set size and processing costs, (2) more
immediate integration of computerized research hypotheses with additional
sources of (qualitative) information and questions (stemming from direct
knowledge of the communities studied), and (3) increased ability to zero in on
specialized ethnic, occupational-industrial, migrant, age, etc. urban
population groups which are disproportionately represented in particular local
environments. Our own research projects (at various stages of development)
which attempt to exploit these advantages include computerized analysis of:
 1. Patterns of household composition, and source and structure of family
    income, among Upper East Side and Upper West Side Manhattan residents with
    family incomes of $50,000. or more (as reported in the 1970 Census)
 2. Employment patterns of married women of Cuban immigrant background, in
    relation to family class position and period of immigration, for Hudson
    County, New Jersey
 3. Contrasts in the occupational positions and household patterns of
    first-generation and second-generation husbands and wives of Italian
    background in a New York City working class community (Astoria-Long Island
    City, Queens)
 4. Wives' employment patterns in relation to ethnic background and husbands'
    occupations and income levels in a working class community located in a
    manufacturing center (South Side, Chicago)
 5. Change in the social and demographic characteristics of succeeding groups
    of migrants to an expanding "sunbelt" metropolitan area (Albuquerque, New
    Mexico)
 6. Contrasts in local housing markets and housing availability, involving
    analysis of the number and characteristics of vacant housing units for New
    Jersey counties.
   These, as well as other projects we have assisted, have been undertaken
with varied software resources, including packages (such as CENTS-AID) with
unique hierarchical file processing capabilities, as well as more versatile
(non-hierarchical), general purpose packages (such as SPSS). The advantages
and research applications of small area, micro-databases can be realized with
a range of software techniques and user-formulated research strategies.

%M C.CHI.81.1.63
%T Making computer capabilities accessible to musicians
%A Ann K. Blombach
%B CHI81
%D 1981
%V 1
%P 63
%* (c) Copyright 2081 ACM
%O (abstract only)
%W http://doi.acm.org/10.1145/800275.810945
%X During the past ten years at The Ohio State University we have developed a
large library of music-related computer programs, encompassing many aspects of
music scholarship. These programs include procedures for performing basic
music analysis functions as well as programs for information retrieval. We
have also prepared a considerable library of encoded musical data and
bibliographic information. All our programs and data are stored on disks on
OSU's Amdahl 470, making them immediately accessible to any computer
programmer who has been initiated into the mysteries of manipulating
disk-stored data sets. We wanted, however, to make everything equally
accessible to those musicians who are not particularly interested in mastering
the complexities of computers, but who would nevertheless like to make use of
computer-produced results. We have taken two significant steps toward solving
this difficult problem:
 1. SLAM (Simple Language for Analyzing Music), a "super-high-level" language
    written in SPITBOL by Thomas G.  Whitney (formerly on the staff of OSU's
    Instruction and Research Computer Center). With SLAM, the musician
    specifies which music analysis procedures and which musical data he would
    like to use, communicating with the computer in normal English using
    traditional music analysis terminology. Though he must satisfy certain
    syntactical requirements and must include certain key words, such
    constraints are minimal. For example, "Please count the intervals in the
    alto voice of Bach's chorale 308." and "Count intervals alto 308." are
    both legal SLAM commands which would produce the same results. SLAM
    translates the user's request into the appropriate job control language
    statements which call the programs and data necessary to perform the task.
 2. IRRS (Information Retrieval Request System), written in SPITBOL, currently
    under development. This system provides access to different types of
    bibliographic, textual, and descriptive data stored on the computer. The
    user makes his request in the appropriate format, and the computer
    executes the steps necessary to produce the requested information. For
    example, in order to retrieve a bibliography of books and articles written
    between 1960 and 1970, dealing with the perception of music intervals, the
    user enters "keyterm: perception, music intervals" and "year: 1960-1970"
    from a computer terminal. The terminal then prints a list of books and
    articles meeting these criteria.
SLAM has been very successful. Not only have the non-computer-programmers
found SLAM invaluable, but even our musician-programmers have found it much
easier to access existing programs through SLAM. The information retrieval
programs are well under way, and we expect them to be equally useful in
providing access to research materials. In short, we are achieving our goals:
1) to make available a variety of computer procedures and data to computer-shy
musicians and 2) to eliminate the fears, disappointments, and general
confusion too often associated with musicians' attempts to use computers.

%M C.CHI.81.1.63
%T Requirements for improving the use of computers to support the development
of policy decisions
%A John Henize
%B CHI81
%D 1981
%V 1
%P 63
%* (c) Copyright 2081 ACM
%O (abstract only)
%W http://doi.acm.org/10.1145/800275.810946
%X Computer based information systems have been developed and used
successfully for production and engineering and for lower level management
tasks but they have yet to be widely applied to aiding management decision
making at the higher policy making levels. Despite many attempts, the failures
have been many and the successes few. This has resulted in large part from the
fact that the technicians who have been engaged to design such systems have
not correctly understood the nature of the problem environment with which they
are dealing. Because they themselves have had no experience at the policy
making levels, they have had a poor conception of the problems to be solved,
and thus have made mistakes which they would not have made, had they been
designing an information system for lower level tasks. In designing an
inventory or process control system, for instance, the technicians have
carefully studied the nature of the problems to be dealt with, and have
decided which information is important and which not. They have not, in these
cases, delivered reams of superfluous information to every point in the
system. But when designing an information system to aid higher level decision
making, they have tended to do the exact opposite. They have attempted to put
every conceivable piece of information that could possibly be of the most
remote interest at the fingertips of each and every policy maker -- each of
whom is already suffering from a severe information overload. The decision
maker could never possibly begin to digest all of this information, even if he
found it useful, which, in general, he does not. This paper proposes methods
for dealing with this crucial inhibiting problem.

%M C.CHI.81.1.63
%T On the need for human rationing
%A Francis M. Sim
%A Glen D. Kreider
%A Roscoe T. Miller
%B CHI81
%D 1981
%V 1
%P 63-64
%* (c) Copyright 2081 ACM
%O (abstract only)
%W http://doi.acm.org/10.1145/800275.810947
%X The occasion for this discussion is our recent experience with a severe
shortfall in computational capacity at The Pennsylvania State University.
Although the details of this affliction may not be reproduced elsewhere, it is
our opinion that the events we experienced stem from essential, underlying
phenomena which do have wide currency. These are, first, that overall demand
for computational facilities and services is increasing "exponentially" and
shows no sign of slowdown, and, second, that resources (most especially
including funds) to provide increases in the relevant supply of computing
capacities are not keeping pace and can not be expected to do so.
   It is possible that technical advances can treat this disorder, but in the
nature of the political/bureaucratic systems which are the vehicles for the
delivery of such "fixes", acquiring them will not be painless. Concretely, it
seems unlikely that faculty and students in colleges and universities can
expect relief from recurrent boom-and-bust in computational resources, whether
the duration of such cycles is measured in decades or days. It behooves us to
ask whether the attendant pains must be endured, and whether they are
conducive to easier and more productive use of computing systems. Our answers
are, first, that such pain does not ennoble, and, second, that it often is
counterproductive. Consequently, we must try to identify the proximate sources
of the disrupting effects of these cyclic shortfalls and attempt to curb them,
within our means.
   We propose that the appropriate guidelines for allocating scarce computing
resources may be characterized as prescriptions for humane rationing. In the
most general terms, these prescriptions are 1) that qualified users should be
ensured a fair share of the available resource without unnecessary expenses of
effort in competition for them and in queuing, and 2) that use of computing
resources should be so governed as to insure that all user sessions are as
free as possible of delays, encumbrances, and constraints induced by
management practices rather than by inherent limits of hard and software.
   While rationing is unnecessary during the occasional boom in academic
computing resources, we should have on the shelf the management tools which
can make fair and effective allocation possible during the recurrent busts we
may anticipate in the 1980's.

%M C.CHI.81.1.64
%T Relational data base management systems: A tale of two systems
%A Malcolm S. Cohen
%B CHI81
%D 1981
%V 1
%P 64
%* (c) Copyright 2081 ACM
%O (abstract only)
%W http://doi.acm.org/10.1145/800275.810948
%X This project management system is designed to provide research
administrators and department executives the capability to handle the
financial accounting needs for 30 or more separately budgeted
projects/departments on a computer with 64K of RAM and two floppy disks. The
system generates a wide variety of flexible reports including: a Cost
Accounting Summary showing previous period expenses, current period expenses,
total expenses, budgeted amount, encumbrances, and remaining balance by line
item; a Budgetary Summary which shows for the current period and year-to-date
the actual expenses, the budgeted amount, the variance between actual and
budget, and the percent of budget by line item expended; an Income Statement
showing revenue and expenses; an Expense Report; and a Transaction Register;
and more.

%M C.CHI.81.1.64
%T A micro-based project management system
%A William R. Dahms
%B CHI81
%D 1981
%V 1
%P 64
%* (c) Copyright 2081 ACM
%O (abstract only)
%W http://doi.acm.org/10.1145/800275.810949
%X A comparison is made of systems the author has designed for a main frame
and a microcomputer. The limitations and advantages of microcomputers for data
base management are discussed. Example applications are presented. Advantages
of the set theoretic approach are discussed. Applications most suitable for
the relational model are described, and contrasted on both the large and small
system.
   The systems discussed include a commercial system Condor Series 20 DBMS
which runs on CP/M, on Z-80 microcomputers and MICRO, a system which runs on
MTS on large virtual memory main frame computers. CP/M is the operating system
of Digital Research. MTS is the operating system at the University of
Michigan.

%M C.CHI.81.1.64
%T Combining database management and statistical subroutines into a
user-oriented data analysis facility
%A Marek Rusinkiewizc
%B CHI81
%D 1981
%V 1
%P 64-65
%* (c) Copyright 2081 ACM
%O (abstract only)
%W http://doi.acm.org/10.1145/800275.810950
%X Most database management systems (DBMS) offer convenient and flexible data
structures and very good data maintenance facilities. At the same time their
data manipulation languages are usually limited and most data analysis
applications require extensive programming in a host language. On the other
hand, the packages of statistical subroutines (PSS) usually have very good
data manipulation and analysis facilities, while at the same time they lack
the well known advantages of DBMS. An attempt was made to combine the data
definition and maintenance facilities of DBMS and the data manipulation and
analysis facilities of PSS into a single user-oriented system. The additional
software developed for this purpose performs the following functions:
 1. Allows the user to define his own analysis and (optionally) store it in a
    library for further reference.
 2. Allows the user to define the data on which analysis is to be performed.
 3. Allows the user to execute the (predefined) analysis in the following way:
 a. the user's description of analysis is translated into a sequence of data
    analysis and/or data manipulation subroutines of PSS.
 b. the required data are retrieved from a database under the control of DBMS
    and put into a temporary file, whose structure is determined by the
    analysis input requirements.
 c. the analysis is performed under the control of the executing program PSS.
The outlined system is now being implemented, as an interdepartmental effort,
in The Institute for Organization of the Medicine Industry, Warsaw, Poland. It
utilizes IMS/VS as a database management system and the OSIRIS III package for
statistical data processing. Although the system is still under development it
is used not only by research workers but also by administrators and management
for relatively simple analysis which are not routinely performed, standard
reports. The main advantages of the outlined approach can be summarized as
follows:
 a. reduction of time and cost of preparing the analysis,
 b. increasing the reliability
 c. presenting the tool for the actual decision makers to perform their own
    data analysis without the interference with programmers.

%M C.CHI.81.1.65
%T Introductory sociology with the general social survey
%A David L. Ellison
%B CHI81
%D 1981
%V 1
%P 65
%* (c) Copyright 2081 ACM
%O (abstract only)
%W http://doi.acm.org/10.1145/800275.1016647
%X The purpose of this presentation is to describe an alternative sociology
course that links student computer skills with available social survey data.
Students are given access to a file of SPSS programs which they can easily
modify to fit their own purposes. Using the General Social Survey they can
test hypotheses on current data reflecting their interests. The broad range of
data allows beginning students with little or no previous computer experience
to investigate a wide variety of topics.

%M C.CHI.81.1.65
%T Operating systems, editors and application packages: Conceptual and
terminological problems facing new users of BMDP and SPSS
%A William Bezdek
%B CHI81
%D 1981
%V 1
%P 65
%* (c) Copyright 2081 ACM
%O (abstract only)
%W http://doi.acm.org/10.1145/800275.810951
%X The purpose of this presentation is to describe an alternative sociology
course that links student computer skills with available social survey data.
Students are given access to a file of SPSS programs which they can easily
modify to fit their own purposes. Using the General Social Survey they can
test hypotheses on current data reflecting their interests. The broad range of
data allows beginning students with little or no previous computer experience
to investigate a wide variety of topics.

%M C.CHI.81.1.66
%T Public use of an economic data base system.
%A Charles G. Renfro
%B CHI81
%D 1981
%V 1
%P 66
%* (c) Copyright 2081 ACM
%O (Abstract Only)
%W http://doi.acm.org/10.1145/800275.810952
%X The subject of this paper is the design of an economic data base system for
public use, taking as a case study the Kentucky Economic Information System.
This system offers its users facilities ranging from simple data retrieval and
display to the capability to construct, maintain, and use econometric models
online. It was designed originally to be user friendly to the trained
econometrician, offering a semi-natural, verbal-mathematical free-format
command language as the basic communication mechanism. However, with the
development of the KEIS into a data base system that is widely used by
government officials, academics, and others throughout Kentucky, the need has
developed to provide a facility that is user friendly to any possible user.
This paper considers the issue of user friendliness as a variable, depending
upon the category of user. But it also considers the role played by the
computer network and its operating conventions as a determinant of the user
friendly features that are required. For example, in order to make the KEIS
useable by reference librarians in universities, it was necessary to design a
special interface; this necessity relates to the operating policies of the
Kentucky Educational Computing Network, one of the computer networks the KEIS
is resident upon. In addition, this paper considers the issue of user
friendliness as it arises due to the specific characteristics of data and the
operations performed: an economic data base system is inherently more
difficult to operate than, say, a bibliographic data base system. Various
other aspects of the KEIS have been considered in articles and papers
appearing in such journals as the Journal of the American Society for
Information Science and the Review of Public Data Use and in the proceedings
of such conferences as the 1981 National Online Conference (March 1981) and
the 8th European Urban Data Management Symposium, Oslo, Norway (June, 1981). A
paper on the econometric modeling language (MODLER) that is available as part
of the KEIS will be given at the 1981 Economic Control and Dynamics
Conference, Copenhagen, Denmark (June 1981). This paper complements these
other articles and papers.

%M C.CHI.81.2.1
%T Recent advances in user assistance
%A N. Relles
%A N. K. Sondheimer
%A G. P. Ingargiola
%B CHI81
%D 1981
%V 2
%P 1-5
%* (c) Copyright 2081 ACM
%W http://doi.acm.org/10.1145/800276.810953
%X As interactive users find conventional methods of training and
documentation inadequate, designers are providing systems with online
reference information, descriptions of valid input, elaboration of error
messages, and explanations of a system's behavior. This paper describes some
existing commercial systems that offer online assistance and more experimental
approaches by the research community. The following material was originally
presented at the SIGSOC conference on Easier and More Productive Use of
Computing Systems. An extended version will appear in a special issue of the
IEEE Transactions on Systems, Man, and Cybernetics (Volume SMC-12,
March/April, 1982), and is reprinted here with the permission of the IEEE.
   Online user assistance is now offered on commercial systems and is the
subject of investigation in experimental settings. It is difficult to compare
the advantages and limitations of different approaches because they vary along
many dimensions and because there is no commonly accepted terminology. A
grouping of these dimensions into major categories is a necessary first step
towards more empirical evaluations. The major software-related features of
online assistance appear to fall into four categories:
 * access method -- the way users can construct or enter requests for
   assistance;
 * data structure -- the manner in which different portions of assistance
   information are related to each other;
 * software architecture -- how assistance requests and their responses are
   communicated among a user, an operating system, application programs, and
   the assistance database; and
 * contextual knowledge -- how much information is retained about the
   assistance environment, including the user, the application, and the tasks
   being performed.

%M C.CHI.81.2.6
%T Automatic construction of explanation networks for a cooperative user
interface
%A Philip J. Hayes
%A Ingrid D. Glasner
%B CHI81
%D 1981
%V 2
%P 6-14
%* (c) Copyright 2081 ACM
%W http://doi.acm.org/10.1145/800276.810954
%X This paper is concerned with providing automatically generated on-line
explanations to the user of a functional computer subsystem or tool about what
the tool can and cannot do, what parameters and options are available or
required with a given command, etc.. The explanations are given through the
COUSIN interface system which provides a cooperative tool-independent user
interface for tools whose objects, operations, input syntax, display formats,
etc. are declaratively represented in a tool description data base. The
explanations are produced automatically from this data base, with no
incremental effort on the part of the tool designer, and in a single uniform
style for any tool that uses COUSIN as its interface. The explanation facility
takes the form of a fine-grained, tightly linked network of text frames
supported by the ZOG menu-selection system. Exactly what information the net
building program, NB, extracts from a tool description, and the way in which
this information is formatted in the text frames is controlled by a second
declarative data base called the aspect description. The declarative nature of
the aspect description makes it easy to adapt NB to changes in and extensions
to the tool description formalism, and to experiment with the structure of the
explanation network. We also describe how the appropriate network frame can be
found and displayed in response to specific explanation requests from the
user.

%M C.CHI.81.2.15
%T Using offline documentation online
%A Lynne A. Price
%B CHI81
%D 1981
%V 2
%P 15-20
%* (c) Copyright 2081 ACM
%W http://doi.acm.org/10.1145/800276.810955
%X Current interactive programs usually provide some form of online
documentation in addition to the traditional hard-copy user's manual. To save
the expense of writing two documents covering the same material, it is not
uncommon to find offline manuals that are available interactively as well as
printed versions of material originally organized for online use. Because of
the difficulties inherent in using the same material in different ways,
neither approach is totally satisfactory. The THUMB system minimizes these
problems by structuring offline documentation for interactive use. An expert
on a particular text (e.g., its author) prepares a detailed representation of
the organization of material within the document. Once this data structure
(which resembles a thorough table of contents and heavily cross-referenced
index) is available, users access information free from the strictures of
linear text, simple indices, and page numbers. The expert's task is
nontrivial, but it requires less effort than writing a new document. Creation
and revision of text are made easy by supportive utilities. THUMB monitors
reader's requests in order to provide experts with feedback about a document's
use. Readers need not be aware of THUMB's underlying data structure or the
tools available for experts.

%M C.CHI.81.2.21
%T How shall we evaluate prototype natural language processors?
%A Bruce W. Ballard
%B CHI81
%D 1981
%V 2
%P 21-26
%* (c) Copyright 2081 ACM
%W http://doi.acm.org/10.1145/800276.810956
%X Recent years have seen important advances in computational linguistics and
artificial intelligence. Although many problems remain, the goal of providing
limited English-processing facilities for non-technical computer users is
within sight. By the end of the decade, numerous systems providing limited
coverage of "natural language" will be available for business and home use.
Several systems (e.g. TQA [16]) have already become operational. One system
(ROBOT [7]) has been supporting natural language inputs in a dozen or so
different commercial database applications for at least three years. Many
other systems have been developed to the prototype stage and will soon be able
to be transferred, with varying degrees of effort, from a research to a
production environment. Each system tends to provide special features of its
own, and the future prospects for database, office, instructional, and other
environments are quite exciting.

%M C.CHI.81.2.27
%T Redesign of the user interface involving users of a large operational
real-time system
%A Thomas H. Martin
%B CHI81
%D 1981
%V 2
%P 27-30
%* (c) Copyright 2081 ACM
%W http://doi.acm.org/10.1145/800276.810957
%X Today many large systems exist which have had many designers, have been
patched up over the years, were designed for a different type of user than
current users, and were once (but no longer) state of the art. The Deep Space
Network at Jet Propulsion Laboratory is such a system. In Australia, Spain,
and California, operators of the system use inflexible, incompatible routines
to route data to Pasadena. Worker motivation and accuracy have to remain high
for the system to work. In an attempt to develop redesign guidelines, users
were queried regarding their attitudes and difficulties with the system.
Interface alternatives were isolated and incorporated into a prototype for
assessing the impact of the alternatives on user behavior. The resulting
guidelines form a user-oriented, experience-based basis for continuing system
evolution.

%M C.CHI.81.2.31
%T Evaluating the "friendliness" of a timesharing system
%A Lorraine Borman
%A Rosemary Karr
%B CHI81
%D 1981
%V 2
%P 31-34
%* (c) Copyright 2081 ACM
%W http://doi.acm.org/10.1145/800276.810958
%X The decade of the Sixties served to introduce most university campuses to
the computer; the Seventies brought the computer, via a terminal, into every
facet of university life. Computing in the Eighties will cause every
university and college to evaluate and reconsider its exploitation of modern
computing equipment for education and research.
   For example, at Northwestern University, it was recognized that continued
growth in timesharing would be a major factor in computing at NU in the 1980s
and that this growth would come from a large community of new users and of
casual users. In January 1980, the Computing Center began a long-range
planning study. A five-year equipment enhancement and replacement plan was to
be developed which was intended to reverse an unsatisfactory trend toward
computer saturation, to further improve and modernize our computer offerings,
and to ensure that NU remained on a path of excellence in computing. Since
time-sharing had already increased to over 50% of the total usage of the
computer, a decision was made to begin the evaluation of modern timesharing
systems, with special emphasis in two areas: 1) efficiency and reliability,
and 2) the user interface.
   This paper describes the processes which were developed and used for the
evaluation of the user interface, or as it came to be known, the
"friendliness" study [1].

%M C.CHI.81.2.35
%T Evolution of a query translation system
%A Jyh-Sheng Ke
%A Shi-kuo Chang
%B CHI81
%D 1981
%V 2
%P 35-41
%* (c) Copyright 2081 ACM
%W http://doi.acm.org/10.1145/800276.810959
%X This paper presents the motivation, history, and idiosyncrasy of a query
translation system. Detail of the translation process has also been described.

%M C.CHI.81.2.42
%T The need for quantitative measurement of on-line user behavior
%A W. David Penniman
%B CHI81
%D 1981
%V 2
%P 42-45
%* (c) Copyright 2081 ACM
%W http://doi.acm.org/10.1145/800276.810960
%X An argument is made for the systematic collection and analysis of data
regarding user-computer interaction in an on-line setting. A suggested
approach involving preliminary data collection/analysis, development of a
conceptual framework or model, and validation of the model is described. The
case for this approach is supported by presentation of some preliminary
results from a study of monitor data collected from the National Library of
Medicine's ELHILL transaction file. Follow-on steps are proposed including
comparison of research results to other studies of the same system or studies
using similar techniques.

%M C.CHI.81.2.46
%T A statistical user interface for the Relational Model of data
%A Robert F. Teitel
%B CHI81
%D 1981
%V 2
%P 46-52
%* (c) Copyright 2081 ACM
%W http://doi.acm.org/10.1145/800276.810961
%X In the decade since the introduction of the Relational Model as a user view
of large stored data bases, a variety of user languages have been proposed and
a number of experimental systems have been implemented. The current computer
science literature is replete with papers on the theoretical and practical
aspects of the Relational Model and its implementation, as are most recent
texts on data management systems.
   Implicit in the design of the user languages of most database systems,
including those based on the Relational Model, are assumptions regarding the
patterns of access to and the usage of the content of the database. Somewhat
oversimplified, the assumed pattern of access is to search for a particular
occurrence (case, observation) in the database which satisfies a given
condition, and then to display the values of all attributes (fields,
variables) of that one occurrence. The languages are designed to permit users
to pose queries such as, for example, "what widgets do we buy from ABC
industries?" or "display Jones' employment history". Queries of this type are
termed informational queries; and systems supporting such queries with
appropriate user languages and internal data storage techniques and access
methods are information systems.
   A statistical query, similarly oversimplified, specifies a pattern of
access to most, if not all, of the occurrences in a database, and a usage
pattern of at most a few of the attributes. Examples of statistical queries
are "what is the average size of our purchase orders?" and "display the number
of employees by race, sex, and job category". Current statistical systems have
limited capability for performing analysis over large and complex data
collections, and their user languages reflects this limitation. A statistical
query, as defined here, need not involve sophisticated mathematical analysis;
the distinction between informational and statistical is derived from the
antithetical patterns of access to and usage of the data content of a
database. Most work on access languages for relationally based data systems
has been on information query languages; very little work has been done on
statistical query languages.
   This paper, then, discusses some elements of a language for statistical
queries for a data system employing the Relational Model as the user view of
large stored data bases.

%M C.CHI.81.2.53
%T Keyboard entry - can it be simplified?
%A Richard I. Land
%B CHI81
%D 1981
%V 2
%P 53-58
%* (c) Copyright 2081 ACM
%W http://doi.acm.org/10.1145/800276.810962
%X The present keyboard arrangement cannot be defended as comfortable,
logically arranged, or optimized for human efficiency. Information theory
based experiments suggest measures for alternative arrangements. Character
sets used in different tasks can be expected to yield different optimal key
locations. New tasks are introducing new characters and changing the frequency
of selected old ones. Numerous alternative arrangements for alphanumeric
fingered entry have been designed, but none are supported by conclusive
testing. The amateur keyboard user far outnumbers the professional. Computer
entry and word-processors are overtaking the simple typewriter as common
alphanumeric stroke entry devices. Compromise and selection of a simplified
keyboard that is compatible with present mechanical and electronic designs is
advocated.

%M C.CHI.81.2.59
%T Adaptable user interfaces for portable, interactive computing software
systems
%A R. Evans
%A N. J. Fiddian
%A W. A. Gray
%B CHI81
%D 1981
%V 2
%P 59-64
%* (c) Copyright 2081 ACM
%W http://doi.acm.org/10.1145/800276.810963
%X In the context of this paper a computing software system consists of a
database, an associated user interface which allows users to analyse the data
and the routines or programs which implement the analytic functions available
through the user interface. It is assumed that the complete system - source
code and data - already exists in a form which is as easily portable as
possible between different computer environments. For such systems
adaptability is the problem of adjusting the user interface and analytic
capabilities to suit different user communities when such a system is
transferred from one environment to another. This may include adaptation to
specific hardware facilities as well as user requirements.
   In 1977/8 the International Planned Parenthood Federation (IPPF) funded a
project at University College Cardiff to implement a portable computing
software system originating from the Population Dynamics Group (PDG) at the
University of Illinois. This system allowed users to perform population
projections under different demographic conditions showing in a graphical
presentation how the population of a country varies over selected time spans.
The database consisted of population statistics for a number of countries.
When implemented at Cardiff it was intended that this system should be used as
a demographic training aid by the post graduate diploma students in the David
Owen Centre for Population Growth Studies. These students are an international
group who are specialists in the field of demography but have little or no
computing background.
   This paper will discuss briefly how this portable system was implemented on
a PDP 11 minicomputer at Cardiff and then give a fuller description of the
adaptation of the user interface and analytic capabilities to the local
community and its computer facilities. General conclusions will be drawn as to
how such systems should be written so as to ease the problems of adaptability.

%M C.CHI.81.2.65
%T User consulting in three forms of network-based organization
%A Richard C. Roistacher
%B CHI81
%D 1981
%V 2
%P 65-68
%* (c) Copyright 2081 ACM
%W http://doi.acm.org/10.1145/800276.810964
%X The utility of computer networking to organizal tasks is discussed. Three
forms of network organization are described, and some examples given. Problems
of user consulting in each form of organization are discussed.

%M C.CHI.81.2.69
%T Lexicon design using perfect hash functions
%A Nick Cercone
%A Max Krause
%A John Boates
%B CHI81
%D 1981
%V 2
%P 69-78
%* (c) Copyright 2081 ACM
%W http://doi.acm.org/10.1145/800276.810965
%X The research reported in this paper derives from the recent algorithm of
Cichelli (1980) for computing machine-independent, minimal perfect hash
functions of the form: hash value: hash key length + associated value of the
key's first letter + associated value of the key's last letterA minimal
perfect hash function is one which provides single probe retrieval from a
minimally-sized table of hash identifiers [keys]. Cichelli's hash function is
machine-independent because the character code used by a particular machine
never enters into the hash calculation.
   Cichelli's algorithm uses a simple backtracking process to find an
assignment of non-negative integers to letters which results in a perfect
minimal hash function. Cichelli employs a twofold ordering strategy which
rearranges the static set of keys in such a way that hash value collisions
will occur and be resolved as early as possible during the backtracking
process. This double ordering provides a necessary reduction in the size of
the potentially large search space, thus considerably speeding the computation
of associated values.
   In spite of Cichelli's ordering strategies, his method is found to require
excessive computation to find hash functions for sets of keys with more than
about 40 members. Cichelli's method is also limited since two keys with the
same first and last letters and the same length are not permitted.
   Alternative algorithms and their implementations will be discussed in the
next section; these algorithms overcome some of the difficulties encountered
when using Cichelli's original algorithm. Some experimental results are
presented, followed by a discussion of the application of perfect hash
functions to the problem of natural language lexicon design.

%M C.CHI.81.2.79
%T Designing SENSE (a software environment for social science rEsearch): The
role of software tools
%A N. J. Fiddian
%A W. A. Gray
%A M. W. Read
%B CHI81
%D 1981
%V 2
%P 79-85
%* (c) Copyright 2081 ACM
%W http://doi.acm.org/10.1145/800276.810966
%X In most general purpose computer systems there is a wide variety of
software available to users. Such software is usually provided in one of three
organisational forms - routines in a library; collections of related functions
grouped in a package with a common interface; independent programs called
through operating system commands. This interdependent tripartite structure
creates problems for non-sophisticated users as it involves different levels
of user interface complexity.
   At the routine level a user must write programs in an appropriate host
programming language to use the software. If he wishes to use a selection of
routines written in incompatible languages then he may have to familiarise
himself with more than one host language. In each language he must be aware of
the calling conventions for routines, the possible representations of various
types of data, the methods of passing parameters and the ways of inputting and
outputting data to and from the external environment. This type of interface
occurs with libraries like NAG and IMSL.
   In the case of packages the imperative user interface is usually somewhat
simpler, consisting essentially of a name identifying the function required
and some associated parameters which identify variables, labels, files,
options, control and code values, etc as appropriate. However, function calls
of this form must normally be preceded by a non-trivial amount of declarative
and other "red tape" information expressed in the package interface language.
Also, package environments can be restrictive in that the user is constrained
to the types of data structure and analysis supported by the chosen package
unless he is prepared to write programs to transform his data for other
packages or to analyse it independently. SPSS is typical of this kind of
package.
   When software facilities are provided at the program level, the user
interface often consists simply of one-line program invocation commands
written in the local operating system's command language, with program options
and data files identified by command parameters. Common examples of such
facilities are sort and archiving programs. A program level interface becomes
even simpler, and at the same time more powerful, if command sequences can be
formed into parameterised command procedures and if programs are enabled to
communicate directly with one another without the need for explicit
intermediate files.
   In the latter type of environment the application software user generally
finds that there are analytic program tools available to meet only some of his
requirements. Consequently he has to embrace either or both of the other
levels in addition in order to increase the analytic power available to him.
Transfer between levels is not easily accomplished in most systems as
facilities do not normally exist to help the user move data between levels.
This difficulty comes on top of the obvious problem of having to master more
than one interface and more than one level of complexity.
   In the SENSE project (11), which is funded by the U.K. Social Science
Research Council, we are creating a prototype computing environment for social
science researchers which can accommodate non-sophisticated users. The aim is
to provide an integrated environment where such users will have a complete
range of application software available (packages, routines and programs)
through a single, simple user interface. We believe that this can be achieved
by exploiting and extending the concept of software tools propounded by
Kernighan and Plauger (19), so that as far as possible all software can be
used through a program level interface, with its attendant advantages.
Following Kernighan and Plauger we believe that software tools "can be used to
create a comfortable and effective interface to existing programs", as well as
providing an ideal model for the structuring of brand new application
software. This paper will consider various aspects of the initial design of
the SENSE software environment with particular reference to the importance of
software tools in that design.

%M C.CHI.81.2.86
%T Building and accessing an REL database
%A Steve D. Gadol
%A Egon E. Loebner
%B CHI81
%D 1981
%V 2
%P 86-90
%* (c) Copyright 2081 ACM
%W http://doi.acm.org/10.1145/800276.810967
%X This paper discusses the construction of an experimental database at
Hewlett-Packard Laboratories using the REL ENGLISH software provided by
Frederick and Bozena Thompson of the California Institute of Technology. Of
special interest is the quasi-natural interface and its ability to tolerate
ambiguities. This provides a support mechanism for multiple user views of the
same data in which disambiguation is accomplished during semantic processing.

%M C.CHI.81.2.91
%T Cognitive style, categorization, and vocational effects on performance of
REL database users
%A Diana Gail Egly
%A Keith T. Wescourt
%B CHI81
%D 1981
%V 2
%P 91-97
%* (c) Copyright 2081 ACM
%W http://doi.acm.org/10.1145/800276.810968
%X Twelve subjects from two job categories, sales engineers and programmer
analysts, used an REL ENGLISH database to answer a set of questions. These
questions were designed to require successively more complex interactions. The
database contained Hewlett-Packard's Condensed Order Records, which were
pertinent to the jobs of the sales engineers.
   All of the subjects were given a battery of cognitive tests measuring
cognitive style and pattern extrapolation skills prior to using the database.
They also received a brief training session on the structure of the database.
   Analysis of the subjects interactions with the REL ENGLISH database,
particularly analysis of the errors made, showed: first, that cognitive style
is significantly correlated with the number of questions successfully
completed; second, that while sales engineers were able to access all levels
of the hierarchy in the database, programmer analysts had significantly more
difficulty accessing data from higher levels than they did with data from the
same or lower levels than the standard, entry level; and third, that
programmer analysts had less difficulty with the fixed-format,
programming-language-like features of REL ENGLISH, while sales engineers has
less difficulty with the free-format, English-like features of REL ENGLISH.
   These findings suggest that quasi-natural language database interfaces are
appropriate for nonprogrammers who have a field-independent cognitive style
and who already are domain experts in the area covered by the database.

%M C.CHI.81.2.98
%T An integral approach to user assistance
%A Robert S. Fenchel
%B CHI81
%D 1981
%V 2
%P 98-104
%* (c) Copyright 2081 ACM
%W http://doi.acm.org/10.1145/800276.810969
%X User assistance is incorporated into some of today's interactive computing
systems. The assistance is rarely consistent in its accuracy, availability,
accessibility or style. In this paper we discuss general requirements for
assistance systems and a characterization of different types of assistance
which may be provided users. A technique for integrating the design of an
assistance system with the design of an interactive computing system is
described. The technique satisfies the expressed requirements and greatly
facilitates the development of assistance systems. Finally, a brief discussion
of techniques for evaluating the quality and effectiveness of an interactive
assistance system is presented.

%M C.CHI.81.2.105
%T Short-term friendly and long-term hostile?
%A John C. Klensin
%B CHI81
%D 1981
%V 2
%P 105-110
%* (c) Copyright 2081 ACM
%W http://doi.acm.org/10.1145/800276.810970
%X Several authors have suggested, and we are hearing some additional papers
on the subject at this conference, that our computer systems should be
"friendly" -- that the new user, or the infrequent user, should be able to use
them quickly, without any special learning, and without any resort to written
materials. My colleagues and I are responsible for a large analysis system [1,
3] that has been in active use outside its development group for about five
years and which has several philosophically similar predecessor systems that
go back another three or four years [4, 5, 6]. It is interactive in the sense
that one of its reasons for existence is to permit the user to interact with
data and tease results out of them in a variety of ways -- it has never been,
nor is it derived from, a front-end to a batch system or batch thinking. Its
users have ranged in skill and background from the beginning student to the
professional statistician developing new techniques; from the academic
researcher to the clerk in commercial environments. We draw, from this
experience, some differing views on what kinds of system designs are friendly
and what sorts of assumptions lead to "friendly" systems.

%M C.CHI.81.2.111
%T The mini-micro connection
%A G. R. Boynton
%B CHI81
%D 1981
%V 2
%P 111-112
%* (c) Copyright 2081 ACM
%W http://doi.acm.org/10.1145/800276.810971
%X The office of the future is defined. It is a work station dominated by a
micro computer which is in communication with more powerful computers, large
disks, printers, and other equipment which can be shared. The large computers,
disks, printers, and all the rest already exist. Micro Computers or desk top
computers already exist. There are only two steps left in realizing the office
of the future. One step involves electronics; establishing high speed
communication between the desk top computer and all of the other equipment.
The second involves programming; defining and developing coherent software
systems. This paper is about the way in which these two problems were handled
by the department of political science at the university of Iowa.

%M C.CHI.81.2.113
%T A program for social science computer literacy
%A Paul J. Strand
%B CHI81
%D 1981
%V 2
%P 113-115
%* (c) Copyright 2081 ACM
%W http://doi.acm.org/10.1145/800276.810972
%X A strategy for organizing the social science computer user community is
presented. The strategy recognizes that social scientists have exceptional
educational needs and unfavorable budgetary constraints. A series of workshops
is proposed to reduce curriculum redundancy and avoid the costly "on demand"
mode of consultation that has developed in most computer centers. An example
of a workshop is provided.

%M C.CHI.81.2.116
%T Interfacing to text using HELPME
%A Thomas P. Kehler
%A Mike Barnes
%B CHI81
%D 1981
%V 2
%P 116-124
%* (c) Copyright 2081 ACM
%W http://doi.acm.org/10.1145/800276.810973
%X HELPME is a Lisp based system designed to provide on-line help for novice
and expert users of computer systems. HELPME permits the implementation of
easy to use interfaces to existing documents by allowing a user familiar with
a document (a 'document expert') to produce an index and incorporate
information relating to the structure of the document into the interface. A
typical user of HELPME can then interact with the document and index through a
series of commands to quickly find the information desired.
   The primary advantage of a system like HELPME is that it permits
construction of interfaces to existing on-line documents and provides three
modes of interaction with the documents: simple display, indexed-based query
and context overview. Simple display permits forward and reverse movement
through a document while index-based query uses key-words to select relevant
sections of the document hierarchy for display. Context overview permits a
hierarchical view of the document. For example, the table of contents of a
document can be used to construct this hierarchy. Each of these modes of
interaction are independent and may be selected by the user at any point. The
goal of HELPME is to allow a user to find any information in a document
relating to the user's requests. Of course, many users do not have a good
grasp on exactly what they are looking for but rely on inadvertent discovery.
It is hoped that the flexibility of a HELPME-like system will satisfy the
goals of an easy-to-use, extensible help system for computing environments. A
long term goal for HELPME is to use domain knowledge and user models in user
assistance and information management.

%M C.CHI.81.2.125
%T Human diversity and the choice of interface: A design challenge
%A Starr Roxanne Hiltz
%A Murray Turoff
%B CHI81
%D 1981
%V 2
%P 125-130
%* (c) Copyright 2081 ACM
%W http://doi.acm.org/10.1145/800276.810974
%X As part of a field trial, the Electronic Information Exchange System (EIES)
provided a variety of interfaces and user aids. Users were permitted to freely
choose from the available variety at any time. They were then asked to report
on their frequency of use of the various alternatives at two points in time.
We found that there is no one style of interface or source of user support
which will satisfy all users at any point in time, or even the same user as
experience and familiarity with the system change. While their
generalizability is unknown, our observations suggest that human helpers (user
consultants on EIES) are the single most valued source of user support, and
that system designers should consider incorporating an integrated and somewhat
redundant system of both menus and commands into the interface.

%M C.CHI.81.2.131
%T Living taxonomies in the corporate world: The need for multinested data
models
%A Egon E. Loebner
%A Steven D. Gadol
%B CHI81
%D 1981
%V 2
%P 131-136
%* (c) Copyright 2081 ACM
%W http://doi.acm.org/10.1145/800276.810975
%X The complexity of information processing, disseminating and controlling is
very high within a sizable corporation. Database design, targeted to carry out
these functions, is constantly improving. Nevertheless, nonprogrammers have
trouble accessing most databases. Layers of EDP personnel, as well as
unresponsive and cumbersome systems, are an obstacle to effective database
use.
   In this paper, we describe an exploratory investigation of databases based
on REL ENGLISH [1]. In our system, data structures and access language were
designed to map closely the corporate structure and its terminology. Our test
vehicle was a portion of Hewlett-Packard's internal information network, the
corporate Order Processing System. We have identified about a dozen job
related perspectives belonging to geographically dispersed and functionally
stratified end-users within various entities of the HP organization. A
multinested data model is an intertwined hierarchy: the join of separate
hierarchies with different lexicons but shared data events. For our test, we
have selected two major intersecting multinested user views: sales and
manufacturing. Our design accommodates users with differing perspectives of
this model.
   The system data structures were constructed using the REL ENGLISH
primitives. The Condensed Order Records (COR) base spanned a multinested
hierarchy four levels deep for the Sales Organization taxonomy and five levels
deep for the Manufactured Products taxomony. The design permits the user to
query the COR base about the data model itself. He can, of course, also obtain
the standard statistical views of the data.
   Corporate taxonomies are dynamically changing structures. The database
model needs to reflect this change. In most cases, the user wants to
manipulate data at three levels in his own job taxonomy and at all levels in
the other taxonomies. The multinested data model is needed in order to permit
the user to view the data from the same perspective that he views his job in
the corporate organization.

%M C.CHI.81.2.137
%T A study of procedure descriptions by non-programmers
%A Lawrence Miller
%B CHI81
%D 1981
%V 2
%P 137
%* (c) Copyright 2081 ACM
%O (abstract only)
%W http://doi.acm.org/10.1145/800276.810976
%X Providing mechanisms for inexperienced users of computer systems to program
the computer to repetitively perform tasks that the user normally does in his
or her daily job is one of the most challenging tasks for designers of highly
interactive computer systems oriented to naive users. This report presents
early results of a study conducted to ascertain the written analogues of the
programming structures iteration, conditional and variables. The study
required users already familiar with office procedures to practice a routine
forms fill-in and data verification task over a period of one week. At the end
of that time, they were required to write a set of procedures as if they were
instructing a new person in the performance of the job. These written
protocols (in conjunction with verbal protocols taken during the learning
phase) were analyzed in terms of the above-mentioned structures.
   It was found that a variety of structures are used by naive users, but more
importantly, all users made serious errors of both omission and commission. In
particular, events of low probability were not described at all. In certain
cases the written instructions did not correspond with the way in which users
actually performed the tasks.
   The implications for office systems designers, amongst others, are
explored.

%M C.CHI.81.2.137
%T The graphic design of friendly faces for information management
%A Aaron Marcus
%B CHI81
%D 1981
%V 2
%P 137
%* (c) Copyright 2081 ACM
%O (abstract only)
%W http://doi.acm.org/10.1145/800276.810977
%X Principles of graphic design have been utilized in redesigning the
interface for Seedis, a large information management system. The structure and
processes of Seedis are briefly described. The graphic design approach is
explained and graphic design principles are outlined. Examples of enhanced
menus, prompts, help messages and data directories are shown to indicate the
nature of improvements.

%M C.CHI.81.2.138
%T Human factors studies with system message styles
%A Ben Shneiderman
%B CHI81
%D 1981
%V 2
%P 138
%* (c) Copyright 2081 ACM
%O (abstract only)
%W http://doi.acm.org/10.1145/800276.810979
%X Computer systems often contain messages which are imprecise ('SYNTAX
ERROR'), hostile ('FATAL ERROR, RUN ABORTED'), cryptic ('IEH291H'), or obscure
('CTL DAMAGE, TRANS ERR'). Such messages may be acceptable to computer
professionals who regularly use a specific system, but they lead to
frustration for novices and for professionals who are using new features or
facilities.
   We have conducted five studies using COBOL compiler syntax errors and text
editor command errors to measure the impact of improving the wording of system
messages. The results indicate that increased specificity, more positive tone,
and greater clarity can improve correction rates and user satisfaction.
   An overview of the experimental results will be presented along with
guidelines for writing system messages.

%M C.CHI.81.2.138
%T The coming world of "what you see is what you get"
%A Don Hatfield
%B CHI81
%D 1981
%V 2
%P 138
%* (c) Copyright 2081 ACM
%O (abstract only)
%W http://doi.acm.org/10.1145/800276.810978
%X The term 'what you see is what you get' has been used to refer to the
editing of fully formatted documents so that every edit change causes the text
to be updated immediately to show the document as it would appear when
printed, thus eliminating the immediate step of (periodically) invoking a
formatter explicitly. This mode of working is generally agreed to result in
more and better results with less effort, both because the real-world
simulation of a document is easier to use than a mixture of format command
statements and unformatted text, and because many errors show up more
immediately in a real-world situation than in a complicated abstraction.
   What happens if we extend this notion throughout the interface between the
user and the computer? We enter a world of constrained objects and functional
(applicative) actions. If the constraints are algebraic, the result is
VISICALC-Iike. If the constraints are formats, the result is format programs
which are also (unfilled) documents and can be created and edited as document
images. If the constraints are actions themselves, the result is islands of
action-programs in a sea of constraints.
   We propose, as the user interface, a general constraints language for
documents. The documents are also "templates" or "forms", and have a
robustness that makes them hard to injure. Anything may be represented as a
document, from a memo to a database to a protein molecule. The commands for
applying constraints all take no arguments other than the thing the user is
pointing at when the command is given. The user's world is then like a large
Tinkertoy environment, for constructing active and passive things.
   Examples of working in this world, in black and white and in color, will be
given covering traditional text operations, the construction and use of
document templates, the equivalent of programming as we know it, the
equivalent of programming as we don't know it, and finally a John Milton
template to test the relation between Paradise Lost and the fundamental
theorem of the calculus.

%M C.CHI.81.2.139
%T Design issues for online documentation systems
%A Carolyn P. Steinhaus
%B CHI81
%D 1981
%V 2
%P 139
%* (c) Copyright 2081 ACM
%O (abstract only)
%W http://doi.acm.org/10.1145/800276.810980
%X The design of an effective interactive documentation system is introduced
by tracing a hypothetical development effort aimed at shifting information
contained in printed volumes of documentation to a form suitable for
interactive access. Taking this approach presents a view of online
documentation systems as the result of the process of adapting information
conveyed in printed volumes to the constraint of interactive software
considered as an information medium. The resulting discussion necessarily
involves consideration of the demands which interactive software makes on both
the organization of information about interactive programs and on the
cognitive capacities of people using it.
   Existing documentation is typically intended to serve all of the
informational needs of any person who uses an interactive software system. The
requirements of software systems for structure and precision demand a more
detailed understanding than currently exists of exactly how to provide
information to people of varying levels of experience with a particular
program or with computing in general. The interaction between the purposes of
existing documentation and the requirements of an online system provide an
interesting context for discussion of the major issues facing the designer of
an interactive documentation system.

%M C.CHI.81.2.139
%T Naive user behavior in a restricted interactive command environment
%A Allan G. Haggett
%A John R. McFadden
%A Peter R. Newsted
%B CHI81
%D 1981
%V 2
%P 139
%* (c) Copyright 2081 ACM
%O (abstract only)
%W http://doi.acm.org/10.1145/800276.810981
%X Results are reported showing the changing pattern of command use by
introductory business data processing students. Using the ability of the
University of Calgary's Honeywell Multics Operating System to tailor a command
and response environment, a subset of commands and responses (called GENIE)
was set up in a user-friendly environment to facilitate novice students
programming at CRT terminals. Frequency and time of usage of all commands was
metered and changing patterns of usage emerged as the semester progressed. For
example, "help" usage -- which was originally quite extensive and broad --
limited itself over time to questions only about specific topics. Reluctance
to use an "audit" facility to capture an interactive session disappeared as
the commands for such usage were likened to a movie camera taking pictures
over a student's shoulder. It is further noted that specific emphasis was
placed on simplifying commands and reducing options.
   The whole idea of a restricted command environment is compared to the
"abstract machine" concept of Hopper, Kugler, and Unger who are building a
universal command and response language (NICOLA, a NIce Standard COmmand
LAnguage). GENIE is seen as an example of what such an abstract machine could
be if the Multics operating system were viewed as a basic or "parent" abstract
machine. Interactive environments such as Multics provides are viewed as
essential to providing a satisfactory timesharing system for the various, but
frequently intermittent uses, in the social sciences.

%M C.CHI.81.2.140
%T Design considerations for data base facilities on a desk top
%A Susanne S. Cochran
%B CHI81
%D 1981
%V 2
%P 140
%* (c) Copyright 2081 ACM
%O (abstract only)
%W http://doi.acm.org/10.1145/800276.810982
%X The price of computing equipment is decreasing at a rate of about 30% per
year and the cost of professional time is steadily increasing, driving
industry to focus on improving professional productivity.
   Computer-aided engineering (design, analysis, research, testing, and
planning) is a problem area where professional creativity and equipment
flexibility are of paramount importance to success. Engineers and scientists
are not typically computer professionals; they intimately understand the
application at hand and do not want to he bogged down either with computerese
and 25 manuals which might contain a desired answer, or with explaining enough
of the problem to a computer professional to have the program written by
someone else. Ideally, the problem solution should come from the engineer or
scientist when viewed from an efficiency perspective. In such application
areas, price/performance is no longer the primary factor in selecting
computing equipment; ease of adaptability and availability/accessibility are
becoming more important criteria when identifying a computer which can provide
effective man/machine synergy.
   The HP 9845 Computing System has the HP IMAGE DBM System capability
available as a tool for its users. To help non-computer people to design data
bases (the most difficult and frightening part of using data base), we have
created a data base design kit manual. This manual will guide a user, through
either an intuitive or a rigorous design technique, from problem definition to
a working data base diagram. From this diagram, the user is ready to define,
create, and use the data base. For this, we have developed a general purpose
data base management program, called QUERY/45. QUERY/45 can define and create
data bases, and also provides updating facilities including adding, modifying,
and deleting information with or without user-defined forms. All of the helps
and teaching tools will enable engineers and scientists to use a data base
without having to write any programs. After they become more experienced, the
helps and menus can be bypassed in favor of formal command mode.
   The human factors engineering in the design of this program helps the
computer system to become a partner in problem solving for the engineer or
scientist.

%M C.CHI.81.2.140
%T Learning effectiveness: The impact of response time
%A Sherry Weinberg
%B CHI81
%D 1981
%V 2
%P 140
%* (c) Copyright 2081 ACM
%O (abstract only)
%W http://doi.acm.org/10.1145/800276.810983
%X Response time is one of the key components of the human interface in an
interactive computer system. This study evaluated two different response times
and their impact on learning effectiveness. Using a counterbalanced
experimental design (2**2 combinations of 2 response times), this study
measured completion times, lesson mastery, error rates, and attitude. Data
were obtained from student questionnaires.
   The Control Data PLATO Computer-based Education system provided the
environment for the study. The system was connected to two networks with
different response time characteristics. The means of the two response times
tested were .25 sec (response time A) and 1.3 seconds (response time B). The
covariate analysis of variance and chi square tests were used to show the
significant difference between the two response times (p &lt; .05), giving the
following results:
 1. The subjects using the shorter response time finished the lessons
    significantly faster than the subjects using the longer response time.
 2. The number of subjects that mastered the lessons was significantly higher
    for the subjects using the shorter response time.
 3. The performance of subjects using the shorter response time for time
    dependent tasks was significantly better than the subjects using the
    longer response time. However, for time independent tasks, the subjects
    using the longer response time performed significantly better.
 4. The subjects using the faster response time showed significantly more
    favorable attitudes toward the response time experienced than the subjects
    using the slower response time.
   In conclusion, the shorter response time (A) was more efficient for
learning and was more favored by students.

%M C.CHI.81.2.141
%T Concise natural language interaction
%A Paul Roller Michaelis
%A James A. Hendler
%B CHI81
%D 1981
%V 2
%P 141
%* (c) Copyright 2081 ACM
%O (abstract only)
%W http://doi.acm.org/10.1145/800276.810985
%X Advances in both hardware and software continue to make it possible to
design user oriented systems more easily. Because we have not had a language
for describing the user orientation of computer systems, a variety of
interpersonal metaphors have been used to aid in the comparative evaluations
of systems. Recent cultural history has shaped the semantics of computer
systems. Out of the turbulent, liberal strains of the 1960s emerged the
movement to humanize computer systems. During the self-centered backlash of
the 1970s the term friendly became a computer household word. During the 1980s
we need to grow beyond a concern for friendliness alone and build systems that
are considerate.
   Consideration supersedes friendliness in at least three major ways, First,
it goes beyond satisfaction by focusing upon attempts to help and assist
others. Secondly, it requires that a person take the role of another and take
the other's needs into account. Thirdly, to be considerate is to be courteous
and, most importantly, respectful. In these respects, the metaphor of the
considerate system points to the essence of user orientation without
sacrificing other critical system features such as productivity. In fact,
truly considerate systems will facilitate productivity because of improved
communication clarity, greater tolerance for user errors and idiosyncrasies,
and increased availability of options, i.e., user-directed socio-computer
interaction.
   Designing and developing considerate systems is not easy and requires
considerable time and effort. Representative users must he involved in the
selection of system features and in the process (formative) evaluation as well
as the outcome (summative) evaluation. Consequently, there is a very necessary
and essential role for the social scientist in the development of present day
socio-computer systems.

%M C.CHI.81.2.141
%T Issues for Ease of Use in personal computing
%A Harry Tennant
%B CHI81
%D 1981
%V 2
%P 141
%* (c) Copyright 2081 ACM
%O (abstract only)
%W http://doi.acm.org/10.1145/800276.810986
%X It has been demonstrated that interactive natural language dialog is
remarkably unruly, with many misspellings and grammatical errors. Although
progress has been made in getting computers to process pristine English text,
the day when computers will be able to process unlimited interactive natural
language dialog is still very far off.
   The vast majority of the effort that has gone into designing interactive
natural language systems has concentrated on the computer half of the
human-computer dyad. Our approach concentrates on the human half.
Specifically, the goal of our research is to define a human engineered subset
of natural language that retains all of the user-oriented benefits of
unrestricted natural language dialog, while greatly reducing the processing
burden that true natural language interaction places on the computer. This
paper is a preliminary examination of the possibility that these criteria may
be satisfied by simply asking users to be concise.

%M C.CHI.81.2.141
%T Designing considerate systems
%A Ronald E. Anderson
%B CHI81
%D 1981
%V 2
%P 141
%* (c) Copyright 2081 ACM
%O (abstract only)
%W http://doi.acm.org/10.1145/800276.810984
%X Ease of Use can be thought of as consisting of two components: Ease of
Learning and Ease of Doing. In the past, most of the attention in discussions
of Ease of Use has focused on Ease of Learning. This is the motivation behind
consideration for the "naive" or "casual" user. The most common approach has
been to allow trading computing functionality for Ease of Learning. This makes
the most commonly performed tasks very simple to perform, but prevents a wide
range of other tasks from being performed at all. This affects Ease of Doing.
   Ease of Doing is a concept that has been primarily associated with expert
users of computing systems. A task is only Easy to Do on a computer if the
proper tools have been provided for doing it. Since there is an enormous range
of tasks to apply systems to, there must also be a large collection of tools.
A great variety of software tools that are finely tuned to particular
applications should be made available to users. In addition, the system should
be extensible to allow for ready customization.
   We feel that a sophisticated personal computing environment must provide a
quick path for casual users to be able to operate parts of the system, and yet
allow more habitual users a path to gain mastery over the more esoteric
components of the system with time.

%M C.CHI.81.2.142
%T A study of entity-based database interfaces
%A M. M. Mantei
%A R. G. G. Cattell
%B CHI81
%D 1981
%V 2
%P 142
%* (c) Copyright 2081 ACM
%O (abstract only)
%W http://doi.acm.org/10.1145/800276.810987
%X A study is presented of a database system interface in which an entity (a
concept) and the relationships in which it is involved are displayed to the
user: the user is permitted to move about in the database by selecting
entities related to the current one displayed. The database system is intended
as a personalized database (PDB) for a scientist, student, manager, or anyone
who has a need for a fast mechanism for storing and organizing a wide variety
of information. The study is exploratory recording baseline times and types of
behavior for a variety of personal information management tasks performed by
one individual. Data entry, information retrieval, and browsing behavior are
examined and contrasted to behavior with more conventional storage media.

%M C.CHI.81.2.142
%T An editor-based programming support environment
%A W. J. Hansen
%B CHI81
%D 1981
%V 2
%P 142
%* (c) Copyright 2081 ACM
%O (abstract only)
%W http://doi.acm.org/10.1145/800276.810988
%X Users of interactive systems typically must deal with numerous interactive
interfaces, including especially the text editor and the system command
interpreter. Unfortunately, the various interfaces too often have differing
and even conflicting conventions. This paper suggests that an enhanced text
editor can serve as the interactive interface for most purposes. For example,
consider the file directory instead of choosing among half a dozen or more
system commands to view and modify it, the user can edit an image that
represents the directory. Deletion, renaming, and movement to another
directory are easily accomplished with ordinary editor commands. Other system
commands can he supplanted by a mechanism of "creation sequences" for files.
Rather than execute the creation sequence, the user simply asks to view the
file resulting from it.
   To facilitate this form of interaction, the text editor must include some
novel features. It must permit structured files; where the structure can be a
field structure within records or a hierarchical structure between records. A
suitable editor is sketched.

%M C.CHI.81.2.142
%T A contribution towards the measurement of user behavior
%A Helmut Wilke
%B CHI81
%D 1981
%V 2
%P 142
%* (c) Copyright 2081 ACM
%O (abstract only)
%W http://doi.acm.org/10.1145/800276.810989
%X A prerequisite for the design of better systems - in terms of human
interface- is knowledge of its users, their problems and behavior. Within the
context of a larger project comparing several large statistical program
packages, attempts have been made to attack the problem of "knowing the user'.
Among traditional methods like surveys, different ways of automatic data
collection have been tried and their strengths and weaknesses can be
discussed. A particularly powerful tool proved to be a logfile which is
automatically updated each time certain software is used. It contains
individual level data about size of job and data set, control cards and
-statistical procedures used, types of errors and more. This gives valuable
insights about:--the structure of the user community.--styles of package
use,--weak points of packages.
   In my paper I will discuss some general problems of recording and analyzing
user information, and will present data from the logfile described. This
should he considered as an example in the methodological discussion as well as
a substantive contribution to the analysis of SPSS-use and -users.

%M C.CHI.81.2.143
%T What makes computer games fun?
%A Thomas Malone
%B CHI81
%D 1981
%V 2
%P 143
%* (c) Copyright 2081 ACM
%O (abstract only)
%W http://doi.acm.org/10.1145/800276.810990
%X One can't deny the effectiveness of video arcade games in reachipg users!
Just loop at the number of quarters pushed into the slots, the time spent by
people of widely differing abilities, and the number of repeat encounters with
the systems. At least part of the success is due to the ease of getting
started (the first play of the game gets one comfortable with the procedures),
the high degree of visualization of controls and results, and the
responsiveness overall. Other factors will be taken up by the panelists.
   Review of the home computer market shows what can be accomplished by an
easy-to-use accounting aid through advertising store demonstrations, and word
of mouth. Visicalc has sold over a million dollars! Attendees will have an
opportunity to try some of these impressive applications before and after the
session.

%M C.CHI.81.2.143
%T What can be learned from arcade games and home computer applications? (A
Panel Discussion): The case for considering games and home applications
%A Karl L. Zinn
%B CHI81
%D 1981
%V 2
%P 143
%* (c) Copyright 2081 ACM
%O (abstract only)
%W http://doi.acm.org/10.1145/800276.810992
%X The presentation deals with two questions:
 1) What makes games so captivating?
 2) How can the same features (that make computer games captivating) be used to
    make other user interfaces more interesting and enjoyable to use?
First, three empirical studies are described. These studies analyze which
features of several computer games are most important in making the games
enjoyable. Then a set of heuristics for incorporating these features in other
user interfaces will be outlined. The heuristics are organized in three
categories: challenge, fantasy and curiosity.

%M C.CHI.81.2.143
%T Direct manipulation: A step beyond programming languages
%A Ben Shneiderman
%B CHI81
%D 1981
%V 2
%P 143
%* (c) Copyright 2081 ACM
%O (abstract only)
%W http://doi.acm.org/10.1145/800276.810991
%X Direct manipulation is a style of interaction which has been used by
implementers of widely varying systems. Direct manipulation permits novice
users access to powerful facilities without the burden of learning to use a
complex syntax and lengthy list of commands. Display editors use direct
manipulation more than line editors. Form-fill-in is more direct than tag
fields and delimiters. Spatial data management is more direct than
query-by-example, which is more direct than SEQUEL. Computer arcade games and
Visicalc are further examples.
   Direct manipulation involves three interrelated techniques:
 1. Provide a physically direct way of moving a cursor or manipulating the
    objects of interest.
 2. Present a concrete visual representation of the objects of interest and
    immediately change the view to reflect operations.
 3. Avoid using a command language and depend? on operations applied to the
    cognitive model which is shown on the display.

%M C.CHI.81.2.144
%T Learning how to confer: The interplay of theory and practice in computer
conferencing
%A Robert Parnes
%B CHI81
%D 1981
%V 2
%P 144
%* (c) Copyright 2081 ACM
%O (abstract only)
%W http://doi.acm.org/10.1145/800276.810993
%X Members of the Merit staff first met Robert Parnes in the fall of 1975 and
began participating in his experimental CONFERence shortly thereafter. It soon
became evident that CONFER could help us provide consultation to our users,
who were distributed over a large part of southeastern Michigan, and in
January of 1976 Merit started what we believe to be the first CONFERence open
to the general public, MNET: CAUCUS.
   Five years later CAUCUS is still alive and well, and we still use it to
provide help to a widely-dispersed user community--in fact, with the advent of
Telenet service later that same year, and with Telenet's subsequent expansion
of service to Canadian and overseas networks, our users are spread all over
the world. But we have learned over the years that computer conferencing is
good for much more than simply facilitating the user-consultant relationship.
As we gained experience with CONFER we found that it gave us a solution to
problems that were so basic we had simply taken them as part of the
environment. CONFER also provided a medium for communication among
consultants--the Merit staff--and among users.

%M C.CHI.81.2.144
%T Case study of a user-oriented conferencing system
%A Karl L. Zinn
%B CHI81
%D 1981
%V 2
%P 144
%* (c) Copyright 2081 ACM
%O (abstract only)
%W http://doi.acm.org/10.1145/800276.810995
%X This session described how CONFER, a computer-based conferencing system at
the University of Michigan, was developed with participation of users, and
what impact the system has on communities of users. At this conference it may
be especially interesting to discuss various ways in which help provided to
new users has evolved. Some extrapolations may be made for other than
electronic communication aids: orientation and training, on-line reference
information, on-line consultation, etc.

%M C.CHI.81.2.144
%T The CONFER experience of the Merit Computer Network
%A Christine Wendt
%B CHI81
%D 1981
%V 2
%P 144-145
%* (c) Copyright 2081 ACM
%O (abstract only)
%W http://doi.acm.org/10.1145/800276.810994
%X CONFER emerged from a concern with small group governance in both its
communications and decision making dimensions. This context will be described
as well as the principles operationalized in the CONFER system: individual
equality, freedom, privacy and flexibility, and the facilitation of individual
participation. CONFER is based on the proposition that effective communication
is an active process for all concerned. This activity is strongly encouraged
in CONFER through a number of mechanisms designed to facilitate interaction
between the user and the CONFER system, as well as interaction among all the
users of the system. As well, growth of the system over time is promoted by
interaction of the system designer with the user community.

%M C.CHI.81.2.145
%T Uses of CONFER at Wayne State University
%A Alan McCord
%B CHI81
%D 1981
%V 2
%P 145
%* (c) Copyright 2081 ACM
%O (abstract only)
%W http://doi.acm.org/10.1145/800276.810996
%X CONFER is used by a variety of organizations which have no direct contact
with any MTS site (the CONFER host computer system). In many cases, the main
contact of the CONFER user is with the third party vendor or consultant who is
supporting the networking effort. Several problems arise when the third party
relationship is not broadened to include the institutional consulting and
documentation efforts. Such problems include:
 1. Overload on the time of the third-party consultant.
 2. Production of custom documentation which parallels the institutional
    documentation.
 3. User perceptions that they are not "ready" for institutional documentation.
 4. Development of abbreviated cognitive maps of the system and its user
    network.
 5. Users exchange superstitious views of how the system works.
While it is not yet clear that the absorption of third-party, mediated
networks will solve such problems, it is an obvious first step to a solution.

%M C.CHI.81.2.145
%T Third party consulting in the network environment
%A Richard C. Roistacher
%B CHI81
%D 1981
%V 2
%P 145
%* (c) Copyright 2081 ACM
%O (abstract only)
%W http://doi.acm.org/10.1145/800276.810997
%X CONFER, first used at Wayne State University in 1979, has proven itself to
be an extremely useful and adaptable communications medium. Some examples of
present CONFER applications at WSU are: Computing Center Staff
CONFERencePresently used to coordinate communication between the 180 staff
members of the CSC. Communications between various departments isolated by
distance and responsibility has been improved.
   Specialty CONFERencesCONFERences exist on such varied topics as school
transportation, text processing, nursing education, microcomputers and
instructional technology.
   Project ManagementUsed by the University's PLATO development staff for
cross-campus management decision-making and communication. CONFER has reduced
the need for staff meetings, has served as a "tracking device" for personnel
appointments, and has kept a detailed log of project decisions. CONFER has
also been used for CSC project development, notably for the design of an MTS
Help Facility.
   Academic CommunicationsCONFER has been used to facilitate communication
between students in an undergraduate Computer Science course, for graduate
students in Instructional Technology, and for individual student projects.
This summer, a CONFERence will be implemented which will manage course
communications for 300 students in a freshman Computer Science course.

%M C.CHI.81.2.146
%T Conference on easier and more productive use of computing systems
%O (session listings)
%B CHI81
%D 1981
%V 2
%P 146-149
%* (c) Copyright 2081 ACM
%W http://doi.acm.org/10.1145/800276.810998

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