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New Review of Hypermedia and Multimedia 15

Editors:Douglas Tudhope; Daniel Cunliffe
Dates:2009
Volume:15
Publisher:Taylor & Francis
Standard No:ISSN 1361-4568 (print); ISSN 1740-7842 (online)
Papers:15
Links:Table of Contents
  1. HYPERMM 2009 Volume 15 Issue 1
  2. HYPERMM 2009 Volume 15 Issue 2
  3. HYPERMM 2009 Volume 15 Issue 3

HYPERMM 2009 Volume 15 Issue 1

Introduction to Special Issue on Adaptive Hypermedia BIBFull-Text 1-3
  Paul De Bra; Peter Brusilovsky
AH 12 years later: a comprehensive survey of adaptive hypermedia methods and techniques BIBAFull-Text 5-38
  Evgeny Knutov; Paul De Bra; Mykola Pechenizkiy
A hypermedia application offers its users much freedom to navigate through a large hyperspace. Adaptive hypermedia (AH) offers personalized content, presentation, and navigation support. Many adaptive hypermedia systems (AHS) are tightly integrated with one specific application and/or use a limited number of techniques and methods. This makes it difficult to capture all of them in one generic model. In this paper we examine adaptation questions stated in the very beginning of the AH era and elaborate on their recent interpretations. We will reconsider design issues for application independent generic AHS, review open questions of system extensibility introduced in adjacent research fields and try to come up with an up-to-date taxonomy of adaptation techniques and an extensive set of requirements for a new adaptive system reference model or architecture, to be developed in the future.
Aspect-oriented adaptation specification in web information systems: a semantics-based approach BIBAFull-Text 39-71
  Sven Casteleyn; William Van Woensel; Kees van der Sluijs; Geert-Jan Houben
By tailoring content access, presentation, and functionality to the user's location, device, personal preferences, and needs, Web Information Systems (WISs) have become increasingly user and context-dependent. In order to realize such adaptive behavior, Web engineers are thus faced with an additional challenge: engineering the required adaptation concerns. In this article, we present, in the context of a WIS design method, an adaptation engineering process that is separated from the regular Web design process. Our approach is based on the use of two key elements: (1) aspect-oriented techniques to achieve the separation of (adaptation) concerns; and (2) the exploitation of semantic information and metadata associated with the content, for enhanced expressivity and flexibility. By combining these key elements, we demonstrate a robust, rich, consistent, and flexible way to specify adaptation in WISs.
Topic development pattern analysis-based adaptation of information spaces BIBAFull-Text 73-96
  Syed Toufeeq Ahmed; K. Selçuk Candan; Sangwoo Han; Yan Qi
While navigation within complex information spaces is a challenge for all users, the problem is most evident with individuals who are blind or visually impaired. A particular challenge faced by students who are blind when accessing documents in digital libraries is that long documents are almost impenetrable for these users who cannot skim through large documents effectively and who cannot visually organize and re-organize documents for later use in new contexts. We highlight that adaptation and personalization of textual media can be possible only through novel algorithms that can segment media content to its basic information units and enable users to pick, recombine, and re-organize these units into new personalized documents. This is a multi-faceted problem that requires research into technical challenges from user modeling to context analysis. In this paper, we focus on two specific challenges key to the adaptation of textual media: content-segmentation and content-reorganization. In particular, we show that topic development analysis is fundamental in supporting both of these tasks. The algorithms proposed in this paper analyze topic development patterns without having to distill the specific topics, thereby keeping the overall analysis and adaptation processes light weight.
Addictive links: the motivational value of adaptive link annotation BIBAFull-Text 97-118
  Peter Brusilovsky; Sergey Sosnovsky; Michael Yudelson
Adaptive link annotation is a popular adaptive navigation support technology. Empirical studies of adaptive annotation in the educational context have demonstrated that it can help students to acquire knowledge faster, improve learning outcomes, reduce navigational overhead, and encourage non-sequential navigation. In this paper, we present our exploration of a lesser known effect of adaptive annotation, its ability to significantly increase students' motivation to work with non-mandatory educational content. We explored this effect and confirmed its significance in the context of two different adaptive hypermedia systems. The paper presents and discusses the results of our work.

HYPERMM 2009 Volume 15 Issue 2

Now with Added Experience? BIBFull-Text 119-128
  Mark Blythe; Marc Hassenzahl; Effie Law
Toward an articulation of interaction esthetics BIBAFull-Text 129-146
  Jonas Löwgren
Even though the emerging field of user experience generally acknowledges the importance of esthetic qualities in interactive products and services, there is a lack of approaches recognizing the fundamentally temporal nature of interaction esthetics. By means of interaction criticism, I introduce four concepts that begin to characterize the esthetic qualities of interaction. Pliability refers to the sense of malleability and tightly coupled interaction that makes the use of an interactive visualization captivating. Rhythm is an important characteristic of certain types of interaction, from the sub-second pacing of musical interaction to the hour-scale ebb and flow of peripheral emotional communication. Dramaturgical structure is not only a feature of online role-playing games, but plays an important role in several design genres from the most mundane to the more intellectually sophisticated. Fluency is a way to articulate the gracefulness with which we are able to handle multiple demands for our attention and action in augmented spaces.
Designing for human emotion: ways of knowing BIBAFull-Text 147-172
  Danielle Lottridge; Gale Moore
Recently researchers from a range of disciplines have begun inquiring into the place of emotion in the design and use of technology to ask how, and in what ways, products and systems evoke emotions in people and how these emotions can be understood, measured, or more generally assessed? This diversity of perspectives has brought theoretical and methodological richness to the field, yet has made it increasing challenging to make sense of the literature. This paper argues that by organizing these diverse accounts of design according to the underlying epistemology and theoretical perspective, it is possible to accommodate a variety of approaches and provide a way to give meaning to the diverse outcomes. Published papers representing a range of the approaches to research on human emotion were identified in the literature, and assessed in terms of researcher motivation, the way "emotion" is conceptualized and operationalized, the nature of the knowledge claims, and the background assumptions of the authors, both implicit and explicit. By mapping research production to more fundamental assumptions and values, a space is opened for more constructive and nuanced dialog on the validity, meaning, and significance of diversity for advancing the field overall.
Mood Swings: design and evaluation of affective interactive art BIBAFull-Text 173-191
  Leticia S. S. Bialoskorski; Joyce H. D. M. Westerink; Egon L. van den Broek
The field of affective computing is concerned with developing emphatic products, such as affective consumer products, affective games, and affective art. This paper describes Mood Swings, an affective interactive art system, which interprets and visualizes affect expressed by a person. Mood Swings consists of eight luminous orbs that react to movement. When a person experiences certain emotion, his/her movements are claimed to have certain characteristics. Based on the integration of a framework for affective movements and a color model, Mood Swings recognizes affective movement characteristics, and subsequently displays a color that matches the expressed emotion. Mood Swings was evaluated in a museum for contemporary art by 36 museum visitors. The Trajectory of Interaction (ToI) was applied to assess common phases in interacting with Mood Swings, i.e. response, control, contemplation, belonging, and disengagement. The visitors who interacted with Mood Swings were videotaped. Results showed that The ToI could be identified, although not all phases were experienced by everyone. Few participants reached the contemplation phase and none of them reached the belonging phase. All together, the introduction of the new affective interactive art system was a success.
Designing for playful photography BIBAFull-Text 193-209
  Marianne Graves Petersen; Sara Ljungblad; Maria Håkansson
This paper highlights the concept of playful photography as an emerging and important area for Human Computer Interaction (HCI) research, through bringing together three research projects investigating new ways of engaging with digital photography with theories related to playfulness and experience-centred design. Drawing upon this, we start to unpack playful photography and its characteristics. Instead of aiming for a unifying theory of photography related to experience-centred research, we take a reflective stance on our own research work. This is intended to encourage a critical discussion about playful photography, as well as support the on-going research in this area with a possible theoretical perspective.
Designing in the face of change: the elusive push toward emotionally resonate experiences BIBAFull-Text 211-220
  Matt Schoenholz; Jon Kolko
Designers are facing simultaneous and extremely meaningful shifts from artifact to experience, from styling to emotional resonance, and from the massive and faceless to the local and personal. These changes are not immediate, and are not complete; just as they didn't begin overnight, they will continue to evolve as culture continues to morph. These shifts, however, have already had -- and will continue to have -- unprecedented effects on the essence of business, commerce, and trade. Each of the shifts, taken individually, tells a compelling tale of opportunity and cultural change; when considered together, the three shifts paint a picture of a world where the human condition is empowered by the connections of design and business, and where the products, systems, and services that are bought and sold have a positive impact on society and culture.
   While these dramatic shifts are changing the very essence of industrialized business and culture, the industrial design process that is commonly taught and practiced hasn't similarly evolved. Thus, as the Fortune 500 and Global 2000 realize the need for cohesive ecosystem design and search for the "end-to-end product experience," design consultancies are struggling to deliver more complicated offerings in shorter timeframes. A new process -- a more fluid, responsible, and integrated design process -- is necessary to solve the business and cultural problems facing by today's designers. This new process implies a push away from artifact and toward insight, with great repercussions for the traditionally "physical" field of product design.
   This paper summarizes trends the authors have seen while working at a strategic level with major stakeholders of very large corporations. While the particular clients change and the nuances of the design problems are always different, we've seen these three shifts while dealing with clients in consumer electronics, enterprise hardware, telecommunications, and other assorted corporate disciplines. It is, therefore, helpful to understand our respective backgrounds in order to realize the point of view from which we write.

HYPERMM 2009 Volume 15 Issue 3

Editors' Introduction BIBFull-Text 221-222
  Daniel Cunliffe; Douglas Tudhope
Automatic device-tailored evaluation of mobile web guidelines BIBAFull-Text 223-244
  Markel Vigo; Amaia Aizpurua; Myriam Arrue; Julio Abascal
Mobile web guidelines aim at providing developers with guidance to develop web content suitable for mobile devices. Automatic guideline review tools help evaluating conformance with respect to these guidelines in a systematic way. Yet, a number of mobile web guidelines refer to specific device features such as screen size, support for particular picture formats or support for pointing device. Since mobile devices are very diverse, in order to address the greater number of devices, guidelines adopt a device profile that may be considered as the common denominator device which is able to provide a satisfactory experience. While this approach is useful to define guidelines and make them more understandable, it introduces critical inaccuracies that make tool effectiveness decrease. This paper presents an application that considers specific device features in the evaluation process to produce device-tailored reports. As a result, higher rates of evaluation tool completeness, correctness and specificity are obtained.
A case study-based investigation of students' experiences with social software tools BIBAFull-Text 245-265
  Shailey Minocha
The term "social software" covers a range of tools which allow users to interact and share data with other users, primarily via the web. Blogs, wikis, podcasts and social networking websites are some of the tools that are being used in educational, social and business contexts. We have examined the use of social software in the UK further and higher education to collect evidence of the effective use of social software in student learning and engagement. We applied case study methodology involving educators and students from 26 initiatives. In this paper, we focus on the student experience: educational goals of using social software; benefits to the students; and the challenges they experience. Our investigations have shown that social software supports a variety of ways of learning: sharing of resources; collaborative learning; problem-based and inquiry-based learning; and reflective learning. Students gain transferable skills of team working, negotiation, communication and managing digital identities. Although these tools enhance a student's sense of community, the need to share and collaborate brings in additional responsibility and workload, which some students find inflexible and "forced". Our findings show that students have concerns about usability, privacy and the public nature of social software tools for academic activities.
Does tailoring help people find the information they need? BIBAFull-Text 267-286
  Nathalie Colineau; Cécile Paris
In this paper, we present an empirical study assessing the impact of tailoring on information-seeking tasks. Our aim was to evaluate whether providing tailored information would help people find the information they need more quickly and accurately. Our results show that tailored documents have an impact on information-seeking, at least when the information to be found is spread over a number of sources and needs to be synthesised. With documents tailored to their needs, people can find the information they seek more quickly, and overall, more accurately. In our study, we also investigated how people looked for information to gain a better understanding of the strategies employed by people to find information.