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  Angesleva, Jussi interaction designer and researcher,
MIT Media Lab Europe, Dublin
Body Mnemonics: Body-Shaped Interface Body mnemonics is a meta tool for portable devices that enhances their usability, shifts the interaction to the periphery of our concentration and makes them more responsive to our cultural background on the basis of three principles: proprioceptic sense, body image, and the "method of loci" mnemonic device.
  Beigl, Dr. Michael
Telecooperation Office (TecO)
Institut für Telematik
Fakultät für Informatik
Universität Karlsruhe (TH)

A location model for communicating and processing of context

Location is one of the most important elements of context in ubiquitous computing. In this paper we describe a location model, a spatial-aware communication model and an implementation of the models that exploit location for processing and communicating context. The presented location model describes a location tree, which contains human-readable semantic and geometric information about an organisation and a structure to describe the current location of an object or a context. The proposed system is dedicated to work not only on more powerful devices like handhelds, but also on small computer systems that are embedded into everyday artefact (making them a digital artefact). Model and design decisions were made on the basis of experiences from 3 prototype setups with several applications, which we built from 1998 to 2002. While running these prototypes we collected experiences from designers, implementers and users and formulated them as guidelines in this paper. All the prototype applications heavily use location information for providing their functionality. We found that location is not only of use as information for the application but also important for communicating context. In this paper we introduce the concept of spatial-aware communication, where data is communicated based on the relative location of digital artefacts rather than on their
29|09|04 Buxton, Bill In the fall of 2004,  he will begin a stint asa part-time instructor in the Department of Industrial Design at the Ontario College of Art and Design .  He also  has an association with Bruce Mau Design , of Toronto, where he acts as Chief Scientist, and is an Associate Professor in the Department of Computer Science at the University of Toronto

A DIRECTORY OF SOURCES FOR INPUT TECHNOLOGIES

Bill Baxton:

"This page is a work in progress. The main part of it contains a list which I have compiled over a number of years of companies that make input devices and technologies. I have done this as part of the research for a book which I am preparing.

What follows is the current state of my conversion to hypertext of the original linear text version. It includes some somewhat dated information. But even that may have some historical interest.

My purpose of placing the document on the web is, first, to make it accessible to a larger community, and second, to take advantage of the ability to add links to the increasing number of relevant sources that now have a presence on the web. One of the most interesting aspects of this process has been the recognition of the extent to which this document is better suited to the hypertext format than linear text.

I welcome suggestions for additions, corrections, or any other feedback."

  Diniz, Nancy Her research focuses on new human-computer paradigms. The main concept is to hide the usual paraphernalia of hardware and software towards an ubiquitous computing with "invisible" interfaces.

City of Gestures

The goal of this project was to try to conceive an interface which allowed for the most intuitive kind of interaction with the machine in order to move the technology to the background. One consequence of these advances is that the clumsy and encumbering but totally immersive concept of virtual reality will be exchanged for alternating and overlapping physical and virtual environments. Virtual Realities require for new paradigms and techniques. The challenge is to bring a highly responsive system, where a user can experience virtual environments to a level which could be used to interpret the user's gestures and modify itself according to her/his requests.

Hand movements with a little flash light - gestures activating actions, would change geometry, on a constant basis. Real time changing of form creates a new dimension to human-computer interaction, based in re-configurable dialogues made of dynamic surfaces and space.
  Donker, Hilko Carl von Ossietzky Universität Oldenburg
Fachbereich Informatik, Abteilung Computer Graphics und Software Ergonomie

Didaktisches Interaktions- und Informationsdesign
von eLearning-Software

Gegenstand dieser Arbeit ist die methodische Fundierung des software-ergonomischen Gestaltungsprozesses
von eLearning-Software, indem eine Synthese von Konzepten und Methoden des Interaktions-, Informations-
und didaktischen Designs vorgenommen wird. Als Ergebnis dieser Synthese wird die Methode „Didaktisches
Interaktions- und Informationsdesign“ (DIID) zur modellgeleiteten Entwicklung von eLearning-
Software vorgestellt. Ziel des methodischen Vorgehens beim DIID ist es, das Modell eines Prototyps der zu gestaltenden eLearning-Software zu entwerfen. Das DIID soll helfen, den Gestaltungsprozess zu strukturieren, die Komplexität der Gestaltungsaufgaben geeignet zu reduzieren und den Designern die zentralen Gestaltungsprobleme
bewusst zu machen.
  Dostal, Dr. Werner Bundesanstalt für Arbeit, Nürnberg
Head of Section 4: Occupational and Qualification Research

Human Computer Interaction:
Socioeconomic Aspects and Effects on the Working Environment

CD HCI 2003

Information processing, with or without information technology, is of great significance today. On the one hand, the individual's role and position in a society can only be safeguarded by information skills, on the other, the information technologies have increased access to and the use of information and made them more abstract. Occupations and qualification groups which are mainly defined at information level show a high dominance in working life and in society.
Reducing human computer interaction to the traditional elements of keyboard and screen – with small additions – does not do justice to the significance of this interface. On the one hand, because these elements make only rudimentary use of the broad spectrum of human possibilities, on the other, because they are a heavy physical and psychological burden due to their one-sidedness. Steps to broaden these interfaces, as has been done in other technologies, therefore seem long overdue.
Changes in society are currently leading to a convergence in the use of information technologies in the private and business environment as well as in society as such. The significance of the different spheres of life has shifted dramatically: Neither working life nor leisure time are dominant, but rather a new area which is in between these two poles, yet provides room for activities.
If new forms of human computer interaction become established in this area in particular, they will have a massive influence on society as a whole. If they are only relevant in niches of leisure time or working life, however, they will hardly experience a breakthrough. The example of teleworking shows that technologies and new forms of organization only stand a chance under suitable framework conditions and when they meet acceptance.

  Fleischmann, Monika MARS Lab, Fraunhofer Gesellschaft St. Augustin

netzspannung.org netzspannung.org ist ein dynamisches Wissensportal für digitale Kulturen.
Als fachübergreifendes Bindeglied zwischen Medienkunst und -gestaltung, Wissenschaft und Technologie kommuniziert die Plattform die vielfältigen Aktivitäten der Medienkulturszene und baut einen aktuellen Informationspool auf.

netzspannung.org bietet ein Online-Archiv für digitale Kunst, Gestaltung und Medientechnologie, das mittels innovativer Interfaces explorativ erforscht werden kann.

Künstler, Mediengestalter und Informatiker können ihre Arbeiten auf der Plattform online publizieren und präsentieren. Dabei werden ähnliche Inhalte zueinander in Bezug gesetzt und kontextualisiert. Zugleich werden Kuratoren, Journalisten und Wissenschaftler in ihren Recherchen aktiv unterstützt und erhalten intuitiven Zugang zu aufbereiteter Information.
  Friedl, Markus Game Designer Online Game Interactivity Theory Book Description: Interactivity is one of the most important and distinguishable features of a game. Designing effective interactivity, however, can be a challenge for even the most experienced game developer. This is especially true in the design process of multiplayer online games, so it is critical that developers have a solid understanding of game design and interactivity. Online Game Interactivity Theory is about online game design—its concepts, techniques, and tools. It guides you through the design process for multiplayer online games, beginning with discussions of online game history, the differences between single-player games and online games, and how the various categories of online games affect design. The emphasis throughout the process is on interactivity—how to define it, how to cope with its complexity, and how to integrate it into your designs.
Online Game Interactivity Theory defines interactivity on three different levels: player-to-computer, player-to-player, and player-to-game. By understanding the key factors of the three types of interactivity, you will gain insights into how a game’s level of interactivity can influence its potential for success, and what you can do to improve it. Methods for applying interactivity to your online game designs are discussed, and techniques for "designing" it into your games are provided. Details on multiplayer game design issues are also discussed along with guidelines and suggestions for integrating these issues into your games. These guidelines range from community design to the unique importance of a player’s avatar. The book concludes with discussions of valuable tools and strategies that will help improve your workflow. Interviews with some of the most influential people in the computer game industry are also included, to provide insight into their thoughts on online games, the unique features of online game design, and various interpretations of interactivity.
 

Harashima, Fumio

Tokyo Denki University

State of the Art in Human Computer Interaction
“Interaction and Intelligence”

CD HCI 2003

The role of human-computer interaction in the future human society is discussed, and the state of the art in human-computer interaction is reviewed. A research project called “Interaction and intelligence” supported by JST (Japan Science and Technology Corporation) is presented.

The research topics of this project include integration and fusion of sensing and decision, smart actuators, intelligent interface, intelligent robots, learning machines, intelligent micro-machines, virtual reality, intelligent mechatronics, and so

  Heidkamp, Philipp FH Köln
Interface Design
Mixed Realities / Enhanced Systems Augmented or mixed reality (AR) research aims to develop
technologies that allow to mix or overlap computer generated
2D or 3D virtual objects on the real world.
  Hess, Prof. Dr. Wolfgang Institut für Kommunikationsforschung und Phonetik (IKP) Universität Bonn Systeme der akustischen Mensch-Maschine-Kommunikation Texterfassung, Symbolverarbeitung und Sprachsynthese mit Blick auf Spracherkennung
 

Kakihara, Masao

Department of Information Systems
London School of Economics and Political Science, United Kingdom
Mobility Reconsidered:
Topological Aspects of Interaction
The emergence and convergence of Information and Communication Technologies (ICTs) such as the mobile phone and Personal Digital Assistants (PDAs) along with radical changes in work practices the fundamental issue of mobility. Current debates on mobility almost exclusively focus on human mobility freed from
geographical constraints with support of ICTs. However, mobility should not only be linked to human corporeal travel but also to the interaction people perform. The aim of this paper is to reconsider the concept of mobility. In order to appreciate the topological nature of human interaction, three interrelated dimensions of mobility are discussed: spatial, temporal, and contextual. A fluid metaphor is proposed and addressed for capturing the topology of mobile interaction. Based on these sociological discussions, we suggest applying the concept of Ba as a way of understanding the nature of mobile interaction in particular organisational contexts.
 

Krämer, Nicole C.

Uni Köln Virtuelle Helfer: Embodied Conversational Agents in der Mensch-Computer-Interaktion Verbales und nonverbales Verhalten der ECAs beeinflussen den Nutzer.
 

Mac Williams, Carmen

Laboratory for Mixed Realities,
Kunsthochschule für Medien Köln
MECiTV - Media Collaboration for interactive TV

Das Projekt verbindet Medieninhalte und Medientechnologien im Bereich i_TV. Ein interdisziplinäres Forschungsteam aus Künstlern, Journalisten, Wissenschaftlern und Technikern entwickelt eine Autorenplattform für Journalisten und Medienkünstler, um nicht-lineare, interaktive TV-Stories zu erstellen und besseren Zugang zu inspirierenden Inhalten aus digitalen Archiven zu ermöglichen. Als praktische Anwendung der neuen Plattform wird eine nicht lineare interaktive i-TV Story für MHP produziert.

Authoring tool for i-TV: Interactive storytelling based on Emergent methods and Dramaturgical principles
Creation of non-linear scripts for i-TV

Prototype production for i-TV: To demonstrate the performance of the developed tools
Presentation of an interactive TV test bed

06|09|04
Milekic, Dr. Slavko
Associate professor of Cognitive Science & Digital Design at the University of the Arts in Philadelphia
Gesture Gallery

Summary

Gesture Gallery is a gesture based interactive station designed for access to a wide range of materials in digital format. It provides an alternative way of interacting with museum/gallery content and makes it accessible to different audiences including children, the elderly and populations with special needs.


Gesture Gallery Interactions

Gesture Gallery allows browsing and interactions with digital content by simple hand movements (corresponding to the flipping of a newspaper page). Interactions may be synchronized with appropriate voice narration or sound effects. Supported interactions include:

. gesture-browsing of images;
. rotation of 3D objects;
. text browsing;
. browsing of audio content;
. digital video review;

Gesture Gallery interaction mechanism is intuitive and accessible to populations of all ages, including the population with special needs.

Customization:

The content one may want to make available using the Gesture Gallery is infinitely customizable. Adding a new set of images, audio or video clips, or digitized three dimensional objects consists of putting them in a designated folder. By following a simple naming convention it is possible to associate browsing of visual files with voice narration. Gesture Gallery has been already successfully used in Art Museums.

 
Neuendorff , Prof. Dr. Hartmut
Sozialforschungsstelle Dortmund + Lehrstuhl für Soziologie der Universität Dortmund und der Gesellschaft für Angewandte Unternehmensforschung und Sozialstatistik mbH (GAUS)
Schnittstelle INTERNET: Das Internet als Medium eines Wandels der Interaktions- und Organisationsbeziehungen in Unternehmen? Die zu überprüfende zentrale Hypothese lautete: Die vor allem seitens der Ökonomie angenommenen Virtualisierungspotentiale – d.h. die Substituierungswirkung des Interneteinsatzes hinsichtlich ‚normaler‘, zeitlich-räumlich, material und personal situierter Arbeit – und damit auch deren Rationalisierungspotentiale – werden überschätzt. Die Einbettung des Internet erfolgt stattdessen (zunächst) im Spannungsverhältnis mit etablierten Arbeitsformen, was eine ephemere oder nicht zweckgerichtete Nutzung des neuen Mediums ebenso einschließen kann wie die Verunsicherung gewachsener Vertrauensbeziehungen von Akteuren in und zwischen Unternehmen.
 
Nitschke, Julia
Institut für Psychologie der Humboldt-Universität zu Berlin
Möglichkeiten der Erforschung von Anforderungen der Benutzer an die Technik der Zukunft In diesem Beitrag wollen wir vorstellen, welche Möglichkeiten es gibt, die Anforderungen von Benutzern an die Technik der Zukunft zu erforschen. Die hier vorgestellten Methoden der Mensch-Mensch- Interaktion als Modell für die Mensch-Technik-Interaktion, die Szenariotechnik und verschiedene
Befragungsmöglichkeiten wurden von uns im Rahmen des Projekts EMBASSI, einem der Leitprojekte
zur Mensch-Technik-Interaktion des BMBF (Fkz. 01IL904I), in dem intelligente Assistenzsysteme für
Informationssysteme entwickelt werden, bereits angewandt.
 

Oberquelle, Prof. Dr. Horst

Universität Hamburg / Fachbereich Informatik
Arbeitsbereich Angewandte und Sozialorientierte Informatik (ASI)
Koordinator Task-Force "Mensch & Computer: Information, Interaktion, Kooperation" Der Fachausschuß 2.3 "Ergonomie in der Informatik" der GI und seine drei Fachgruppen (Software-Ergonomie, Werkzeuge für die Schnittstellengestaltung, Benutzermodellierung) haben zusammen mit interessierten Mitgliedern anderer Fachgruppen die Initiative ergriffen, um das wichtige Querschnittsthema "Mensch & Computer" mit allen interessierten Personen und Organisationen gemeinsam neu anzugehen.
  Oviatt, Sharon Center for Human-Computer Communication (CHCC)
Department of Computer Science and Engineering
OGI School of Science & Engineering
Oregon Health & Science University

Multimodal Interaction and Interface Design

Multimodal systems process two or more combined user input modes- such as speech, pen, touch, manual gestures, gaze, and head and body movements- in a coordinated manner with multimedia system output. This class of systems represents a new direction for computing, and a paradigm shift away from conventional WIMP interfaces. Since the appearance of Bolt's (1980) "Put That There" demonstration system, which processed speech in parallel with touch-pad pointing, a variety of new multimodal systems has emerged. This new class of interfaces aims to recognize naturally occurring forms of human language and behavior, which incorporate at least one recognition-based technology (e.g., speech, pen, vision). The development of novel multimodal systems has been enabled by the myriad input and output technologies currently becoming available, including new devices and improvements in recognition-based technologies. This chapter reviews the main types of multimodal interfaces, their advantages and cognitive science underpinnings, primary features and architectural characteristics, and general research in the field of multimodal interaction and interface design.

 
Pearce, Celia

Meta-Game Group
of Cal-(IT)²

Towards a Game Theory of Game A number of debates have been raging about the definition and role of "narrative" in games. It seems only natural that people who have considerable expertise in other narrative media would seek to bring their own knowledge to bear in this argument. However, it is very important to understand that narrative has a profoundly different function in games than it does in other narrative-based media. In games, narrative structures operate in a comparable but at the same time diametrically opposed way to that of traditional narratives. And although there is much to be learned from traditional narratives, and a great value in drawing comparisons between the two, without understanding the fundamental differences, the discourse becomes ultimately irrelevant because it entirely misses the fundamental point of what games are about.
29|09|04
Pentland, Alex

He is a co-founder of the Wearable Computing research community, the Autonomous Mental Development research community, the Center for Future Health,   the international Digital Nations Consortium , and was the founding director of the Media Lab Asia . He was formerly the Academic Head of the MIT Media Laboratory, and is the Toshiba Professor of Media Arts and Sciences.

Human Dynamics

Humans and machines are interacting ever more closely, and this is changing both the structure of human organizations and the experience of the participants. We ask how technology can enhance the individual in order to produce organizations that are more creative and efficient, and which better support the individual.

GroupMedia

GroupMedia is a set of tools and applications to enable social context awareness and quantitative intelligence on pervasive cellphones and PDAs.

Learning Humans

The purpose of this set of projects is to develop techniques for learning human behavior in an office or a social situation.

LiveNet: Distributed Wearable Healthcare Applications

Based on the premise that low-cost, minimally invasive sensing can be used to capture and predict behavior, this project attempts to use wearable technology and non-invasive sensing to extract long-term behavioral trends from an individual's life.

Marketplace of Ideas

The Marketplace of Ideas is exploring the use of digital tools in the understanding and enhancing of community social capital.

MIThril

MIThril is the next-generation research platform for body-worn interaction and sensing developed at the MIT Media Lab.

06|09|04

Segen, Dr. Jakub

Doctorate in Electrical and Bio-engineering from the Carnegie-Mellon University

Dialog Table

Dialog Table is a shared interface where you use hand gestures to discover more about any data set. 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, whether it be an artwork or a service.
The table was originally commissioned by the Walker Art Center in Minneapolis as a permanent interface for its collection, it will open in February 2005. The first version was shown last summer at the exhibition "Strangely Familiar: Design and Everyday Life". The actual Dialog Table is version 2.

The table is a collaboration by:
Marek Walczak
Michael McAllister
Jakub Segen
Peter Kennard

 

Vorderer, Prof. Dr. Peter

Institut für Journalistik und
Kommunikationsforschung,
Hochschule für Musik und Theater Hannover

„Lernen unter Non-Mediation
Bedingungen? Konzept und Wirkung von Presence“
Kein linearer Zusammenhang zwischen dem medialen Immersionspotenzial und dem Presence-Erleben. Frage: Wieviel Immersionspotenzial ist mindestens erforderlich?

Forschungsfragen (Projekt bis 2005):
• Wie genau entsteht Presence?
• Welche personalen und medialen Faktoren
fürhren zu Presence? Wie kann es gemessen
werden?
• Kann Presence als Motor für E-Learning genutzt werden ? Funktioniert das auch bei traditionellen Medien (Buch, Film, Hypertext)?
• Wie müssen Medien gestaltet sein, damit Presence-Erleben sich einstellt?
• Gibt es auch Gefahren (Sucht!)?

  Weber-Wulff, Debora Institut für Medieninformatiok, FHTW Berlin

What does Interaction in Multimedia Really Mean?

We often find multimedia applications that are called "interactive" media, but for which the interactions seem to be restricted to simple electronic page turning. In this paper we discuss the different aspects of interaction that we have implemented in multimedia instructional materials. Our goal is the creation of Internet-based multimedia materials that use a seminaristic instructional paradigm for encouraging coordination, cooperation and communication in distance learning.

 

Weyrich, Claus, Prof.

Siemens AG, Corporate Technology

Industrial View on Human Computer Interaction - From Man Machine Interaction to Human Computer Cooperation

(CD HCI 2003)

Modern Information & Communications Influence all
Economical Sectors. Human Computer Interaction is Turning into Human Computer Cooperation and Will Support Many Trends of I&C.

Outline

  • Trends which change the way of interaction
  • User Interfaces and our Living Spaces
  • Key Factors for market success
  • Conclusion
 

Wiberg, Mikael

Interaction Theory Lab, Schweden

In between Mobile Meetings:
Exploring Seamless Ongoing Interaction
Support for Mobile CSCW

The overall research question is: What are the specific needs of interaction support related to mobile meetings and dispersed interaction, how might these be supported, and what are the implications for current interaction models and support within CSCW (Computer Supported Cooperative Work).?

The overall conclusions related to the question stated in this thesis are that mobile interaction can be described as ongoing across mobile meetings, including both co -located face-to-face and dispersed interaction. Further, the interaction is maintained by the mobile workers through their efforts of re-establishing different threads of interaction across co -located and dispersed settings. Overall: There is a need to bridge co-located and dispersed meetings with sustained interaction support.

04|08|04   The-IT-Resource.com Human-Computer Interaction resources Directory of Human-Computer Interaction related websites.


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