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New Review of Hypermedia and Multimedia 9

Editors:Douglas Tudhope
Dates:2003
Volume:9
Publisher:Taylor & Francis
Standard No:ISSN 1361-4568 (print); ISSN 1740-7842 (online)
Papers:7
Links:Table of Contents
  1. HYPERMM 2003 Volume 9

HYPERMM 2003 Volume 9

Introduction BIBFull-Text 1-3
 
Physical hypermedia: augmenting physical material with hypermedia structures BIBAKFull-Text 5-34
  Kaj Grønbæk; Peter Orbaek; Jannie F. Kristensen; Mette Agger Eriksen
This paper introduces the notion of physical hypermedia, addressing the problem of organizing material in mixed digital and physical environments. Based on empirical studies, we propose concepts for collectional actions and meta-data actions, and present prototypes combining principles from augmented reality and hypermedia to support organization of mixtures of digital and physical materials. Our prototype of a physical hypermedia system is running on an augmented architect's desk and digital walls utilizing Radio Frequency Identifier (RFID) tags as well as visual tags tracked by cameras. It allows users to tag physical materials, and have these tracked by readers (antennas) that may become pervasive in our work environments. In the physical hypermedia system, we work with three categories of RFID tags: simple object tags, collectional tags, and tooltags invoking operations such as grouping and linking of physical material. In addition, we utilize visual ARToolKit tags for linking and navigating 3D models on a physical desk. Our primary application domain is architecture and design, and so we discuss the use of augmented collectional artifacts primarily for this domain.
Keywords: Spatial hypermedia, Ubiquitous hypermedia, Augmented reality, Tagging, Physical material, Collections
Putting the gloss on paper: a framework for cross-media annotation BIBAKFull-Text 35-57
  Corsin Decurtins; Moira C. Norrie; Beat Signer
We present a general framework for cross-media annotation that can be used to support the many different forms and uses of annotation. Specifically, we discuss the need for digital annotation of printed materials and describe how various technologies for digitally augmented paper can be used in support of work practices. The state of the art in terms of both commercial and research solutions is described in some detail, with an analysis of the extent to which they can support both the writing and reading activities associated with annotation. Our framework is based on an extension of the information server that was developed within the Paper++ project to support enhanced reading. It is capable of handling both formal and informal annotation across printed and digital media, exploiting a range of technologies for information capture and display. A prototype demonstrator application for mammography is presented to illustrate both the functionality of the framework and the status of existing technologies.
Keywords: Cross-media annotation, Digital paper, Open hypermedia, Mixed media integration, Information sharing
HyCon: a framework for context-aware mobile hypermedia BIBAKFull-Text 59-88
  Niels Olof Bouvin; Bent G. Christensen; Kaj Grønbæk; Frank Allan Hansen
This paper introduces the notion of context-aware mobile hypermedia. Context awareness means to take the users' context such as location, time, objective, community relations, etc., into account when browsing, searching, annotating, and linking. Attributes constituting the context of the user may be sensed automatically and/or be provided by the user directly. When mobile, the user may obtain context-aware hypermedia support on a variety of small and medium sized computing platforms such as mobile phones, PDAs, tablet PCs, and laptops. This paper introduces the HyCon (HyperContext) framework with an architecture for context-aware hypermedia. The architecture includes interfaces for a sensor tier encapsulating relevant sensors and represents the hypermedia objects in structures based on the XLink and RDF standards. A prototype called the HyConExplorer created with the framework is presented, and it is illustrated how the classical hypermedia features such as browsing, searching, annotating, linking, and collaboration are supported in context-aware hypermedia. Among the features of the HyConExplorer are real-time location-based searches via Google collecting hits within a specified nimbus around the user's GPS position. Finally, the use of scenarios for and evaluation of the use of the HyConExplorer in public school projects are discussed.
Keywords: Context aware computing, Context aware hypermedia, Geo-spatial hypermeida, Open hypermedia, XLink, SVG
A hypermedia authoring tool for augmented and virtual reality BIBAKFull-Text 89-116
  Sinem Guven; Steven Feiner
Most existing hypermedia authoring systems are intended for use on desktop computers. These systems are typically designed for the creation of 2D documents and therefore employ 2D authoring mechanisms. In contrast, authoring systems for nontraditional multimedia/hypermedia experiences for 3D virtual or augmented worlds focus mainly on creating separate media objects and embedding them within the user's surroundings. As a result, linking these media objects to create 3D hypermedia is a tedious manual task. To address this issue, we present an authoring tool for creating and editing linked 3D hypermedia narratives that are interwoven with a wearable computer user's surrounding environment. Our system is designed for use by authors who are not programmers, and allows them to preview their results on a desktop workstation, as well as with an augmented or virtual reality system.
Keywords: 3D Hypermedia, Augmented reality, Virtual reality, Hypermedia authoring, Multimedia authoring, Situated hypermedia, Wearable computing, Mobile computing
Augmented reality as an interface to adaptive hypermedia systems BIBAKFull-Text 117-136
  Patrick A. S. Sinclair; Kirk Martinez; David E. Millard; Mark J. Weal
Adaptive Hypermedia has sought to tackle the problems of dealing with complex, heavily structured information and the presentation of views of that structure to users. Increasingly, adaptive content is achieved through different forms of context. Using two case-study applications, we will reflect on how Augmented Reality may present solutions to a number of Adaptive Hypermedia presentation problems. Each case study describes a different physical interaction metaphor for exposing the complex adaptation of hypermedia content in an intuitive way. The preliminary findings of our early evaluations are discussed. Finally, conclusions are drawn as to how Augmented Reality applications could use the modelling techniques of the Adaptive Hypermedia community to deal more easily with complex information.
Keywords: Augmented Reality, Tangible Interfaces, Adaptive Hypermedia, Contextual Hypermedia
Hypermedia in the ambient wood BIBAKFull-Text 137-156
  Mark J. Weal; Danius T. Michaelides; Mark K. Thompson; David C. de Roure
The Ambient Wood project, carried out as part of the Equator project, set out to provide an augmented learning experience for children in an outdoor environment. Using a variety of devices, the children gathered information about the woodland habitats performing basic scientific enquiry and hypothesis testing. In this paper, we describe the supporting information infrastructure used in the project, focusing on how hypermedia tools and techniques were used to structure and deliver the information to the children, helping to orchestrate the learning activities.
Keywords: Hypermedia tools, Learning environment, Pervasive computing, Physical hypermedia, Sculptural hypermedia