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CHINZ Tables of Contents: 05060708091011121315

Proceedings of CHINZ'11, the ACM SIGCHI New Zealand Chapter's International Conference on Computer-Human Interaction

Fullname:Proceedings of the 11th ACM SIGCHI New Zealand Chapter's International Conference on Computer-Human Interaction
Editors:Sally Jo Cunningham; Masood Masoodian; Bill Rogers
Location:Hamilton, New Zealand
Dates:2011-Jul-04 to 2011-Jul-05
Publisher:ACM
Standard No:ISBN 1-4503-0676-4, 978-1-4503-0676-8; ACM DL: Table of Contents hcibib: CHINZ11
Papers:18
Pages:132
Links:Conference Home Page
A Bookmaker's Workbench BIBAFull-Text 1-8
  Veronica Liesaputra; Ian H. Witten
We have been developing electronic Realistic Books that combine the natural advantages of electronic documents -- full-text search, hyperlinks, animation, multimedia -- with those of conventional books -- the ambient information provided by the physical object, analog page turning, random-access navigation, bookmarks, highlighting and annotation. Although simple Realistic Books can easily be created from PDF or HTML files using a shell script or web service, it is not so easy for book designers to take advantage of advanced features that are not normally represented in the input files. This paper describes the Bookmaker's Workbench, an interactive system intended to help book designers produce Realistic Books. It incorporates many features, including a text mining option that automatically identifies significant key terms and marks them visually in the text, the ability to incorporate synonyms automatically into the full-text search capability, and include automatically generated back-of-the-book index. A user evaluation is reported that demonstrates the system's usability and learnability.
Evaluating IMMEDIATE: the long march to an e-learning appliance BIBAFull-Text 9-16
  Elizabeth A. Kemp; Russell S. Johnson; Ashleigh-Jane Thompson; Piyaporn Boonphadh; Norlaila Hussain; Jun Ye
In this paper we describe the many evaluations that have been required to ensure that the learning appliance, IMMEDIATE, provides, in an accessible manner, the required functionality for supporting distance teaching. An iterate and revise approach was followed as IMMEDIATE grew from a proof of concept prototype to a full working system. A primary goal has been for users to find the interface easy to use, supporting their educational endeavors. There have been many challenges over the years: technical, educational, practical and cultural. These issues are discussed here.
Social security: collaborative documentation for malware analysis BIBAFull-Text 17-24
  Jennifer Baldwin; Yvonne Coady
Documentation and collaboration are critical elements for malware analysis, however current tool support falls short of enabling a means for these activities in a low level domain. An initial survey not only confirms how important these elements are, but also the ways in which they are not currently supported. We have built a prototype that provides collaborative documentation through comments over shared comprehension artifacts. A preliminary evaluation, through interviews with users, shows how this approach holds promise and provides many avenues for a more social approach to reverse engineering even within this low level, hostile domain.
Requirements on dance-driven 3-D camera interaction: a collaboration between dance, graphic design and computer science BIBAFull-Text 25-32
  Doris Jung; Simon Laing; Marie Hermo Jensen; Paul Hunkin; Andreas Löf; Nicola Tims
In this paper we describe our initial ideas towards research investigating dance-driven 3-D-camera interaction as a tool for creating holistic pieces of art for an enriched performance experience.
   In the first part, we focus on the technical analysis of requirements on a set of input parameters for the dance input.
   In the second part we explore requirements stemming from the creative themes envisaged.
   In the discussion we synergize these requirements towards the requirements on a first prototype of the dance-driven 3-D-camera interaction.
UMM: a maturity model for UI-pattern languages BIBAFull-Text 33-40
  E. G. Todd; E. A. Kemp; C. H. E. Phillips
The set of tests developed to assess the internal validity of a user interface (UI) pattern languages [27, 28] form the basis of the proposed UI pattern language maturity model (UMM). UMM uses the UI pattern modelling technique developed for describing example UIs [26]. By building these models a UI pattern language's structure can be improved - a generative process. The UI pattern language maturity model is evaluated by using it to rate a selection of general UI pattern languages, plus two versions of a pattern language developed specifically for teaching purposes.
The effects of distinctiveness on the use of workspace and grabbing of other's documents BIBAFull-Text 41-48
  Norlaila Hussain; Oscar de Bruijn
In this paper we describe the findings from experiments that were conducted to test two hypotheses on the behavior of designers when collaborating around an interactive tabletop. The experiments were conducted using the tabletop, DiamondTouch. In order to test the hypotheses, two conditions of the tabletop display were used -- distinctive and non-distinctive, which involved three different tasks within each condition. The findings support the hypotheses and interestingly revealed how the designers continuously restructured the organisation of the images on the workspace and created new external resources for action, which assisted their task significantly.
Views on information objects: an exploratory user study BIBAFull-Text 49-56
  Michael Rinck; Annika Hinze
This paper describes the design and results of an exploratory user study to explore the concept of views on information objects. The concept was developed to support personalized sharing of documents in a distributed environment. Different to typical versioning systems, our document model consists of several parts, modelling text, illustrations and metadata as separately linked items. A view on a document defines display and access rules for each part of the document, such as hidden, anonymized or read-and-write. Our paper-based study explores how participants collaborate with each other while parts of the collaboration documents may be hidden from view.
A pilot study of four cultural touch-screen games BIBAFull-Text 57-64
  Li Wang; Erik Champion
Four simple single-player games (based on the "Four Arts" of traditional Chinese culture) have been designed in Flash for a touch-screen display. The aim is to allow players to experience a digital interactive recreation of traditional Chinese culture, in order to understand features of traditional Chinese culture and related philosophical concepts such as Daoism.
   To evaluate the effectiveness of the design, a pilot study was conducted with twelve participants, six were Chinese speaking and six were not. The pilot study suggest that there are differences between Chinese and non-Chinese users in perceived notions of authenticity and ease of use and it has provided us with ideas on how to improve both the games and the evaluation.
Learning outcome dependency on contemporary ICT in the New Zealand middle school classroom BIBAFull-Text 65-72
  Claire Timpany; Nicholas Vanderschantz
Often studies of children's technology use in the classroom is internally focused and small scale. This study attempts a globalised exploratory overview of an entire New Zealand middle school to understand the technology usages across a range of curriculum and learning outcomes. Observations of the use of technology in the classroom during eight different lessons were conducted followed by structured-open-ended interviews. From our classroom observations and through teacher interviews, we have been able to identify three levels of the dependency of learning outcome on contemporary-ICT.
PETAC: from visualisation to personalisation of tag clouds BIBAFull-Text 73-80
  Timothy Christie; Christopher Lueg; Nilufar Baghaei
Tag clouds are relatively new, visual representations of tags -- and are becoming increasingly popular on the web today. They have shown great potential for use as visualisation or interaction techniques; however, at the same time they have also been shown to be somewhat limited in regards to capabilities and usefulness. In contrast to many popular views on the usefulness of tag clouds, it has been suggested that their primary advantage may be for use as signallers of the social activity occurring within a system -- as opposed to purely visualisations of data. Little work has been done on the generation of personalised tag clouds and their effect on increasing users' enjoyment and engagement with a system. We propose PETAC (PErsonal TAg Cloud), a system that allows differently configured tag clouds to be compared side-by-side. It was developed to examine the feasibility of increasing the social awareness information provided by tag clouds. Results show that there is potential for improving the usefulness of tag clouds by including additional social awareness information in these clouds.
TrekWizard: a GIS interface that adds value to a small-screen GPS BIBAFull-Text 81-88
  Ken York; Paul Lyons; John Gawith; Arthur Todd
We present a description and an evaluation of the interface for the TrekWizard, a tool that adds value to raw location information available to trekkers from the GPS system. The interface has a novel component for providing distance and time readouts, including ETA (Estimated Time of Arrival) and ETT (Estimated Time to Travel) information.
Designing bodily engaging games: learning from sports BIBAFull-Text 89-96
  Maiken Hillerup Fogtmann
This paper presents a novel approach for designing bodily engaging games based on fundamental skills and gaming characteristics specific to interactive sports. The concept of kinesthetic empathy interaction is used to articulate the space of interaction where the motivation for action is developed in collaboration between the participants. General open skills of interactive sports are distilled into design parameters, and three gaming characteristics are derived. Together, these contribute to the theoretical foundation for the design of new games that encourage the use of both cognitive and physical abilities. The approach is based on two experimental design cases, and illustrates how the developed design parameters are a determining factor in the physical design or digital qualities embedded in the product.
Visualising present and past: a meter with a flexible pointer BIBAFull-Text 97-100
  Paul Monigatti; Mark Apperley; Bill Rogers
Meters and gauges based on analogue pointers provide a convenient way to visualise single dimensional data streams, such as speed, voltage, altitude, or fuel level. However, often a small amount of historical information helps to understand the data at a glance, and reduces the need for constant vigilance; is the parameter relatively stable; is it increasing or decreasing? Have there been any transients in the past minute? What trends are present?
   This paper describes a virtual analogue meter with a flexible pointer that shows both the instantaneous value at the tip and bends to a brief interval of history along its length. The meter has been developed in the context of monitoring the electricity grid, but has many other potential applications.
Architecture of a ubiquitous smart energy management system for residential homes BIBAFull-Text 101-104
  Michael Kugler; Florian Reinhart; Kevin Schlieper; Masood Masoodian; Bill Rogers; Elisabeth André; Thomas Rist
A range of technology for monitoring electricity consumption at residential homes is gradually becoming available to users. Almost all of these systems, however, only aim to assist users with reducing their total power consumption, without being concerned too much about how those savings are actually made. Our research, aims to provide a basis for design of systems that give users control over management of power usage, so that savings in energy consumption can be made more intelligently. This paper describes the requirements of such a system, and proposes an architecture for these types of ubiquitous systems for residential homes.
Lessons learnt from collaboratively creating maps on a touch table BIBAFull-Text 105-108
  Hien Tran; Craig Anslow; Stuart Marshall; Alex Potanin; Mairéad de Róiste
While touch tables have improved support for creative, co-located, collaborative tasks, the very act of studying what groups create on such tables (and how) remains non-trivially difficult. We developed an experimental tool to study what map designs would be created by pairs of users collaborating around a touch table, however to paraphrase the German military strategist Helmuth von Moltke: "no experimental tool survives contact with the table". While running our experiments, we made a series of observations around issues with table interaction, and our initial expectations on how the users would be able to interact with the tool. In this paper, we contribute these observations to assist other researchers considering undertaking a similar course of action.
Gotta keep 'em separated: why the single search box may not be right for libraries BIBAFull-Text 109-112
  Dana McKay
As a result of users' well-documented frustrations with complex library information systems, it has long been assumed that they would prefer a Google-like single search box for to library resources. Early studies of such systems, however, have reported user resistance to this approach. This paper presents the results of focus groups investigating the information practices and understandings underpinning users' perceptions of the library single search box.
Videoconferenced lectures are a preferred download BIBAFull-Text 113-116
  James Phillips; Graeme Hyman; Philip Bertling; Max Jory
Information and Communication Technology can extend the reach of lecturers in time and space. To address factors influencing acceptance of this technology we tracked the relative rates at which university students downloaded simple audio+slide recordings compared to recordings of the videoconferenced versions of the same lecture (video+audio+slide). Tracking statistics indicated that students preferred the recordings of the videoconferenced version. Downloadings were higher for the initial lectures in a topic. Tracking suggests a speaker's video authenticates a recording (if downloaded).
Using augmented reality for rapid prototyping and collaborative design to model 3D buildings BIBAFull-Text 117-120
  Rory Clifford; Adrian Clark; Mikhail Rogozin
Using Computer Vision techniques, a system was designed that automatically creates 3D virtual building models from 2D diagrams, such as architectural blueprints. The software creates vertex point data from the distinct features found in these 2D blueprints and virtual walls by extruding found line segments. Augmented Reality is then used to overlay the virtual 3D structure on the real 2D diagram.