| Computational Support for Sketching in Design: A Review | | BIBA | Full-Text | 1-93 | |
| Gabe Johnson; Mark D. Gross; Jason Hong; Ellen Yi-Luen Do | |||
| Computational support for sketching is an exciting research area at the intersection of design research, human-computer interaction, and artificial intelligence. Despite the prevalence of software tools, most designers begin their work with physical sketches. Modern computational tools largely treat design as a linear process beginning with a specific problem and ending with a specific solution. Sketch-based design tools offer another approach that may fit design practice better. This review surveys literature related to such tools. First, we describe the practical basis of sketching -- why people sketch, what significance it has in design and problem solving, and the cognitive activities it supports. Second, we survey computational support for sketching, including methods for performing sketch recognition and managing ambiguity, techniques for modeling recognizable elements, and human-computer interaction techniques for working with sketches. Last, we propose challenges and opportunities for future advances in this field. | |||
| Ubiquitous Computing for Capture and Access | | BIBA | Full-Text | 95-171 | |
| Khai N. Truong; Gillian R. Hayes | |||
| People may want to recall a multitude of experiences and information from
everyday life. Human memory, however, has its limitations and can be
insufficient for capturing and allowing access to salient information and
important details over time. A variety of tools -- primitive, analog, or
digital -- can complement natural memories through recording. Throughout
history, in fact, record keeping and documentation have become increasingly
important. In recent years, ubiquitous computing researchers have also designed
and constructed mechanisms to support people in gathering, archiving, and
retrieving these artifacts, a broad class of applications known as capture and
access.
In this paper, we overview the history of documentation and recording leading broadly from primitive tools into the current age of ubiquitous computing and automatic or semi-automatic recording technologies. We present historical visions motivating much of the early computing research in this area. We then outline the key problems that have been explored in the last three decades. Additionally, we chart future research directions and potential new focus areas in this space. This paper is based on a comprehensive analysis of the literature and both our experiences and those of many of our colleagues. | |||
| Web History Tools and Revisitation Support: A Survey of Existing Approaches and Directions | | BIBA | Full-Text | 173-278 | |
| Matthias Mayer | |||
| Millions of web pages are visited, and revisited every day. On average,
every second page loaded was already visited before by the same user --
individual means for recurrence rates range between 20% and 72% (cf. p. 24).
People revisit pages within a session or between parallel ones, they reuse
web-based tools habitually, monitor specific content or resume interrupted
sessions, and they want to re-find content after longer periods of time.
Current history tools that support such revisits show unique and severe
shortcomings. Often, revisits are cumbersome, more than necessary.
This survey summarizes existing knowledge about revisitations on the web, and surveys the potential of graphic-based web history tools. A taxonomy of revisit-types distinguishes between short-, medium-, and long-term revisits, but also intra- and inter-session revisits. Assisted by a clear nomenclature this provides more clarity to the current discussion. The potential use of graphic-based tools is analyzed and discussed with respect to the found categories. The value of the current, mainly non-graphical history tools, such as back button, bookmarks, history list, search engines, and search bars is examined and related to the potential offered by graphic-based tools. The survey provides summaries of key studies and bodies of research for those who are interested in improving the web users' experience by simplifying the processes of going back to resources visited seconds, minutes, hours, weeks, or even months ago. It is meant for developers and researchers, browser and search engine producers, web usability professionals, and those who feel an irresistible urge to creatively innovate the web. The time has come to design and offer more appropriate history support. This survey aims at providing a foundation, as well as valuable ideas for doing so. | |||
| The Evolution of TV Systems, Content, and Users Toward Interactivity | | BIBA | Full-Text | 281-373 | |
| Pablo Cesar; Konstantinos Chorianopoulos | |||
| Interactive TV research spans across a rather diverse body of scientific subfields. Research articles have appeared in several venues, such as multimedia, HCI, CSCW, UIST, user modeling, media and communication sciences. In this study, we explore the state-of-the-art and consider two basic issues: What is interactive TV research? Can it help us reinvent the practices of authoring, delivering, and watching TV? For this purpose, we have reviewed the research literature, as well as the industrial developments and identified three concepts that provide a high-level taxonomy of interactive TV research: (1) content editing, (2) content sharing, and (3) content control. We propose this simple taxonomy (edit-share-control) as an evolutionary step over the established hierarchical produce-deliver-consume paradigm. Moreover, we demonstrate how each disciplinary effort has contributed to and why the full potential of interactive TV has not yet been fulfilled. Finally, we describe how interdisciplinary approaches could provide solutions to some notable contemporary research issues. 'Interactive Television is an oxymoron. On the other hand, television provides the most common ground in our culture for ordinary conversation, which is arguably the most enjoyable interaction a person has. We should try to leverage the power of television while creating some channel back from the audience to provide content, control or just a little conversation.'* | |||