| HDM -- A Model-Based Approach to Hypertext Application Design | | BIBAK | PDF | 1-26 | |
| Franca Garzotto; Paolo Paolini; Daniel Schwabe | |||
| Hypertext development should benefit from a systematic, structured
development, especially in the case of large and complex applications. A
structured approach to hypertext development suggests the notion of
authoring-in-the-large. Authoring-in-the-large allows the description of
overall classes of information elements and navigational structures of complex
applications without much concern with implementation details, and in a
system-independent manner. The paper presents HDM (Hypertext Design Model), a
first step towards defining a general purpose model for authoring-in-the-large.
Some of the most innovative features of HDM are: the notion of perspective; the
identification of different categories of links (structural links, application
links, and perspective links) with different representational roles; the
distinction between hyperbase and access structures; and the possibility of
easily integrating the structure of a hypertext application with its browsing
semantics. HDM can be used in different manners: as a modeling device or as an
implementation device. As a modeling device, it supports producing high level
specifications of existing or to-be-developed applications. As an
implementation device, it is the basis for designing tools that directly
support application development. One of the central advantages of HDM in the
design and practical construction of hypertext applications is that the
definition of a significant number of links can be derived automatically from a
conceptual-design level description. Examples of usage of HDM are also
included. Keywords: Database management, Logical design, Data models, Information storage and
retrieval, Systems and software, Information systems applications, Office
automation, Text processing, Miscellaneous, Hypertext, Design, Languages,
Derived links, HDM, Hypertext design models, Hypertext applications, Hypertext
structures, Models | |||
| Semantic Data Modeling of Hypermedia Associations | | BIBAK | PDF | 27-50 | |
| John L. Schnase; John J. Leggett; David L. Hicks; Ron L. Szabo | |||
| Many important issues in the design and implementation of hypermedia system
functionality focus on the way interobject connections are represented,
manipulated, and stored. A prototypic system called HB1 is being designed to
meet the storage needs of next-generation hypermedia system architectures. HB1
is referred to as a hyperbase management system (HBMS) because it supports, not
only the storage and manipulation of information, but the storage and
manipulation of the connectivity data that link information together to form
hypermedia. Among HB1's distinctions is its use of a semantic network database
system to manage physical storage. Here, basic semantic modeling concepts as
they apply to hypermedia systems are reviewed, and experiences using a semantic
database system in HB1 are discussed.
Semantic data models attempt to provide more powerful mechanisms for structuring objects than are provided by traditional approaches. In HB1, it was necessary to abstract interobject connectivity, behaviors, and information for hypermedia. Building on top of a semantic database system facilitated such a separation and made the structural aspects of hypermedia conveniently accessible to manipulation. This becomes particularly important in the implementation of structure-related operations such as structural queries. Our experience suggests that an integrated semantic object-oriented database paradigm appears to be superior to purely relational, semantic, or object-oriented methodologies for representing the structurally complex interrelationships that arise in hypermedia. Keywords: Models and principles, Systems and information theory, General systems
theory, Database management, Logical design, Data models, Database management,
Systems, Distributed systems, Database management, Database applications,
Information storage and retrieval, Systems and software, Information storage
and retrieval, Miscellaneous, Design, Management, Advanced hypermedia system
architecture, Hyperbase management system, Semantic object-oriented database | |||
| An Investigation of Content Representation Using Text Grammars | | BIBAK | PDF | 51-75 | |
| D. V. Rama; Padmini Srinivasan | |||
| We extend prior work on a model for natural language text representation and
retrieval using a linguistic device called text grammar. We demonstrate the
value of this approach in accessing relevant items from a collection of
empirical abstracts in a medical domain. The advantage, when compared to
traditional keyword retrieval, is that this approach is a significant move
towards knowledge representation and retrieval. Text representation in this
model includes keywords and their conceptual roles in the text. In particular,
it involves extracting TOPIC predicates representing the research issue
addressed and DESIGN predicates representing important methodological features
of the empirical study. Preliminary experimentation shows that keywords
exhibit a variety of text-grammar roles in a text database. Second, as
intuitively expected, retrieval using TOPIC predicates identifies a smaller
subset of texts than Boolean retrieval does. These empirical results along
with the theoretical work indicate that the representation and retrieval
strategies proposed have a significant potential. Finally, EMPIRICIST, a
prototype system, is described. In it the text representation predicates are
implemented as a network while retrieval is through constrained-spreading
activation strategies. Keywords: Information storage and retrieval, Content analysis and indexing, Linguistic
processing, Artificial intelligence, Natural language processing, Text
analysis, Design, Experimentation, Theory, Text grammar, Text representation
for medical abstracts, Text representation for retrieval | |||
| TAE Plus: Transportable Applications Environment Plus: A User Interface Development Environment | | BIBAK | PDF | 76-101 | |
| Martha R. Szczur; Sylvia B. Sheppard | |||
| The Transportable Applications Environment Plus (TAE Plus) is a
NASA-developed user interface development environment (UIDE) for the rapid
prototyping, evaluation, implementation, and management of user interfaces.
TAE Plus provides an intuitive What You See Is What You Get (WYSIWYG) WorkBench
for designing an application's user interface. The WorkBench supports the
creation and sequencing of displays, including real-time, data-driven display
objects. Users can define context-sensitive help for a target application.
They can rehearse the user interface and also generate code automatically. In
addition, TAE Plus contains application services for the runtime manipulation
and management of the user interface. Based on Motif and the MIT X Window
System, TAE Plus runs on a variety of Unix- or VMS-based workstations. TAE
Plus is an evolving system. User-defined requirements and new technology guide
the development of each new version. Advances in virtual operating systems,
human factors, computer graphics, command language design, standardization, and
software portability are monitored and incorporated as they become available. Keywords: Software engineering, Tools and techniques, User interfaces, Information
interfaces and presentation, User interfaces, User interface management
systems, Design, Graphical user interfaces, Prototyping, User interface
development tools | |||
| Designing Database Interfaces with DBface | | BIBAK | PDF | 105-132 | |
| Roger King; Michael Novak | |||
| DBface is a toolkit for designing interfaces to object-oriented databases.
It provides users with a set of tools for building custom interfaces with
minimal programming. This is accomplished by combining techniques from User
Interface Management Systems (UIMS) with a built-in knowledge about the
specific kinds of techniques used by object-oriented databases. DBface allows
users to create graphical constructs and interactive techniques by taking
advantage of an object-oriented database environment and tools. Not only can
database tools be used for creating an interface, but information about the
interface being built is stored within a database schema and is syntactically
consistent with all other schema information. Thus, an interface can deal with
data and schema information, including information about another interface.
This allows for easy reusability of graphical constructs such as data
representations. Keywords: Software engineering, Tools and techniques, User interfaces, Data, Data
storage representations, Models and principles, User/machine systems, Human
factors, Database management, Languages, Database management, Systems, Query
processing, Database management, Database applications, Computer graphics,
Graphics utilities, Design, Experimentation, Human factors, Graphical
interfaces, Object-oriented databases, User interface management systems | |||
| Estimating Accesses in Partitioned Signature File Organizations | | BIBAK | PDF | 133-142 | |
| Paulo Ciaccia; Pavel Zezula | |||
| We show that performance of some basic methods for the partitioning of
signature files, namely Quick Filter and Fixed Prefix, can be easily evaluated
by means of a closed formula. The approximation is based on well-known results
from probability theory, and, as shown by simulations, introduces no
appreciable errors when compared with the exact, cumbersome formulas used so
far. Furthermore, we prove that the exact formulas for the two methods
coincide. Although this does not imply that the two methods behave in the same
way, it sheds light on the way they could be compared. Keywords: Data, Files, Organization/structure, Database management, Physical design,
Access methods, Database management, Systems, Query processing, Information
storage and retrieval, Information storage, File organization, Design,
Performance, Access method, Information retrieval, Performance evaluation,
Superimposed coding | |||
| Incremental Clustering for Dynamic Information Processing | | BIBAK | PDF | 143-164 | |
| Fazli Can | |||
| Clustering of very large document databases is useful for both searching and
browsing. The periodic updating of clusters is required due to the dynamic
nature of databases. An algorithm for incremental clustering is introduced.
The complexity and cost analysis of the algorithm together with an
investigation of its expected behavior are presented. Through empirical
testing it is shown that the algorithm achieves cost effectiveness and
generates statistically valid clusters that are compatible with those of
reclustering. The experimental evidence shows that the algorithm creates an
effective and efficient retrieval environment. Keywords: Database management, Physical design, Access methods, Information storage
and retrieval, Information storage, File organization, Information storage and
retrieval, Information search and retrieval, Clustering, Retrieval models,
Search process, Algorithms, Design, Performance, Best-match cluster search,
Cluster validity, Cover coefficient, Dynamic information retrieval environment,
Information retrieval, Information retrieval effectiveness, Information
retrieval efficiency | |||
| A Reappraisal of Structured Analysis: Design in an Organizational Context | | BIBAK | PDF | 165-193 | |
| Jorgen P. Bansler; Keld Bødker | |||
| We review Structured Analysis as presented by Yourdon and DeMarco. First,
we examine the implicit assumptions embodied in the method about the nature of
organizations, work processes, and design. Following this we present the
results of an exploratory study, conducted to find out how the method is
applied in practice. This study reveals that while some of the tools of
Structured Analysis -- notably the data flow diagrams -- are used and combined
with other tools, the designers do not follow the analysis and design
procedures prescribed by the method. Our findings suggest that there is a gap
between the way systems development is portrayed in the normative technical
literature and the way in which it is carried out. Keywords: Software engineering, Requirements/specifications, Methodologies, Tools,
Software engineering, Management, Life cycle, Software engineering, Design,
Methodologies, Representation, Models and principles, General, Computer
applications, Administrative data processing, Business, Financial, Design,
Documentation, Management, Design process, Qualitative empirical studies,
Structured analysis | |||
| Editorial: Virtual Worlds | | BIB | 195-196 | |
| Steven K. Feiner; Simon J. Gibbs | |||
| Virtual Reality for Palmtop Computers | | BIBAK | PDF | 197-218 | |
| George W. Fitzmaurice; Shumin Zhai; Mark H. Chignell | |||
| We are exploring how virtual reality theories can be applied toward palmtop
computers. In our prototype, called the Chameleon, a small 4-inch hand-held
monitor acts as a palmtop computer with the capabilities of a Silicon Graphics
workstation. A 6D input device and a response button are attached to the small
monitor to detect user gestures and input selections for issuing commands. An
experiment was conducted to evaluate our design and to see how well depth could
be perceived in the small screen compared to a large 21-inch screen, and the
extent to which movement of the small display (in a palmtop virtual reality
condition) could improve depth perception. Results show that with very little
training, perception of depth in the palmtop virtual reality condition is about
as good as corresponding depth perception in a large (but static) display.
Variations to the initial design are also discussed, along with issues to be
explored in future research. Our research suggests that palmtop virtual
reality may support effective navigation and search and retrieval, in rich and
portable information spaces. Keywords: Information storage and retrieval, Information search and retrieval,
Retrieval models Information interfaces and presentation, User interfaces,
Input devices and strategies, Interaction styles, Computer graphics, Hardware
architecture, Three-dimensional displays, Computer graphics, Methodology and
techniques, Interaction techniques, Computer graphics, Three-dimensional
graphics and realism, Virtual reality, Design, Human factors, 3D control and
display, Palmtop computers, Virtual reality | |||
| A Design Method for "Whole-Hand" Human-Computer Interaction | | BIBAK | PDF | 219-238 | |
| David J. Sturman; David Zeltzer | |||
| A disciplined investigation of "whole-hand" interfaces (often glove based,
currently) and their appropriate use for the control of complex task domains is
embodied by the design method for whole-hand input. This is a series of
procedures -- including a common basis for the description, design, and
evaluation of whole-hand input, together with an accompanying taxonomy -- that
enumerates key issues and points for consideration in the development of
whole-hand input. The method helps designers focus on task requirements,
isolate problem areas, and choose appropriate whole-hand input strategies for
their specified tasks. Several experiments were conducted to validate and
demonstrate the use of the design method. The results of the experiments are
summarized and discussed. Keywords: Computer graphics, Methodology and techniques, Interaction techniques, Input
devices, Interaction techniques, Interface design, User interface, Virtual
environments | |||
| Evaluating 3D Task Performance for Fish Tank Virtual Worlds | | BIBAK | PDF | 239-265 | |
| Kevin W. Arthur; Kellogg S. Booth; Colin Ware | |||
| "Fish tank virtual reality" refers to the use of a standard graphics
workstation to achieve real-time display of 3D scenes using stereopsis and
dynamic head-coupled perspective. Fish tank VR has a number of advantages over
head-mounted immersion VR which makes it more practical for many applications.
After discussing the characteristics of fish tank VR, we describe a set of
three experiments conducted to study the benefits of fish tank VR over a
traditional workstation graphics display. These experiments tested user
performance under two conditions: (a) whether or not stereoscopic display was
used and (b) whether or not the perspective display was coupled dynamically to
the positions of a user's eyes. Subjects using a comparison protocol
consistently preferred head coupling without stereo over stereo without head
coupling. Error rates in a tree-tracing task similar to one used by
Sollenberger and Milgram showed an order of magnitude improvement for
head-coupled stereo over a static (nonhead-coupled) display, and the benefits
gained by head coupling were more significant than those gained from stereo
alone. The final experiment examined two factors that are often associated
with human performance in virtual worlds: the lag (or latency) in receiving and
processing tracker data and the rate at which frames are updated. For the
tree-tracing task, lag had a larger impact on performance than did frame update
rate, with lag having a multiplicative effect on response time. We discuss the
relevance of these results for the display of complex 3D data and highlight
areas requiring further study. Keywords: Computer graphics, Methodology and techniques, Interaction techniques,
Computer graphics, Three-dimensional graphics and realism, Human factors,
Head-coupled display, Stereopsis, Virtual reality, Virtual worlds | |||
| The Role of Another Spatial Dimension in Software Visualization | | BIBAK | PDF | 266-286 | |
| Hideki Koike | |||
| The primary objective of this article is to demonstrate the use of
3D-computer graphics in visualizing shapeless software information by focusing
on performance monitoring of parallel/concurrent computer systems. Issues are
addressed from two different perspectives: expressiveness of output media and
user cognition. The former describes the limitations of 2D output media. The
latter refers to a user's cognitive load when using 2D representations in a
multiple-window environment. We show how these problems can be minimized by
using a 3D framework. A prototype visualization system called VOGUE has been
developed. A 3D framework is used to visualize the execution pattern of two
parallel/concurrent computer systems: an electric power control system and a
parallel manipulator system. Through these visualizations, we show the
effectiveness of our framework. The applications of 3D frameworks to other
kinds of software information are also described. Keywords: Programming techniques, Concurrent programming, Distributed programming,
Parallel programming, Software engineering, Tools and techniques, User
interfaces, Software engineering, Distribution and maintenance, Version
control, Programming languages, Language classifications, Concurrent,
distributed, and parallel languages, Object-oriented languages, Models and
principles, User/machine systems, Human factors, Computer graphics,
Three-dimensional graphics and realism, Virtual reality Computer graphics,
Applications, Design, Human factors, Electric power control system, Information
visualization, Parallel manipulator | |||
| Decoupled Simulation in Virtual Reality with the MR Toolkit | | BIBAK | PDF | 287-317 | |
| Chris Shaw; Mark Green; Jiandong Liang; Yunqi Sun | |||
| The Virtual Reality (VR) user interface style allows natural hand and body
motions to manipulate virtual objects in 3D environments using one or more 3D
input devices. This style is best suited to application areas where
traditional two-dimensional styles fall short, such as scientific
visualization, architectural visualization, and remote manipulation.
Currently, the programming effort required to produce a VR application is too
large, and many pitfalls must be avoided in the creation of successful VR
programs. In this article we describe the Decoupled Simulation Model (DSM) for
creating successful VR applications, and a software system that embodies this
model. The MR Toolkit simplifies the development of VR applications by
providing standard facilities required by a wide range of VR user interfaces.
These facilities include support for distributed computing, head-mounted
displays, room geometry management, performance monitoring, hand input devices,
and sound (audio) feedback. The MR Toolkit encourages programmers to structure
their applications to take advantage of the distributed computing capabilities
of workstation networks, improving the application's performance. In this
article, the motivations and the architecture of the toolkit are outlined; the
programmer's view is described; and a simple application is briefly described. Keywords: Software engineering, Tools and techniques, Software libraries, User
interfaces, Information interfaces and presentation, User interfaces, Input
devices and strategies, Theory and methods, Computer graphics, Methodology and
techniques, Device independence, Interaction techniques, Computer graphics,
Three-dimensional graphics and realism, Virtual reality, Design, Human factors,
Interactive 3D graphics, User interface software | |||
| Guest Editorial | | BIB | 319 | |
| Thomas Malone; Norbert Streitz | |||
| Groupwork Close Up: A Comparison of the Group Design Process With and Without a Simple Group Editor | | BIBAK | PDF | 321-348 | |
| Judith S. Olson; Gary M. Olson; Marianne Storrosten; Mark Carter | |||
| A simple collaborative tool, a shared text editor called ShrEdit, changed
the way groups of designers performed their work, and changed it for the
better. First, the designs produced by the 19 groups of three designers were
of higher quality than those of the 19 groups who worked with conventional
whiteboard, paper and pencil. The groups with the new tool reported liking
their work process a little less, probably because they had to adapt their work
style to a new tool. We expected, from the brainstorming literature and recent
work on Group Support Systems, that the reason the designs were of better
quality was that the supported groups generated more ideas. To our surprise,
the groups working with ShrEdit generated fewer design ideas, but apparently
better ones. It appears that the tool helped the supported groups keep more
focused on the core issues in the emerging design, to waste less time on less
important topics, and to capture what was said as they went. This suggests
that small workgroups can capitalize on the free access they have to a shared
workspace, without requiring a facilitator or a work process embedded in the
software. Keywords: Information systems, User/machine systems, Human factors, Human information
processing, Information interfaces and presentation, Group and organization
interfaces, Evaluation/methodology, Synchronous interaction, Design, Human
factors, Collaboration, Concurrent editing, Face-to-face work, Group support
system, Groupware, Small group behavior | |||
| Integration of Interpersonal Space and Shared Workspace: ClearBoard Design and Experiments | | BIBAK | PDF | 349-375 | |
| Hiroshi Ishii; Minoru Kobayashi; Jonathan Grudin | |||
| We describe the evolution of the novel shared drawing medium ClearBoard
which was designed to seamlessly integrate an interpersonal space and a shared
workspace. ClearBoard permits coworkers in two locations to draw with color
markers or with electronic pens and software tools while maintaining direct eye
contact and the ability to employ natural gestures. The ClearBoard design is
based on the key metaphor of "talking through and drawing on a transparent
glass window." We describe the evolution from ClearBoard-1 (which enables
shared video drawing) to ClearBoard-2 (which incorporates TeamPaint, a
multiuser paint editor). Initial observations and findings gained through the
experimental use of the prototype, including the feature of "gaze awareness,"
are discussed. Further experiments are conducted with ClearBoard-0 (a simple
mockup), ClearBoard-1, and an actual desktop as a control. In the settings we
examined, the ClearBoard environment led to more eye contact and potential
awareness of collaborator's gaze direction over the traditional desktop
environment. Keywords: Information systems application, Communications applications, Computer
conferencing and teleconferencing, Information interfaces and presentation,
Multimedia information systems, Video, Information interfaces and presentation,
Group and organization interfaces, Evaluation/methodology, Synchronous
interaction, Design, Human factors, Eye contact, Gaze awareness, Gaze
direction, Groupware, Seamless design, Shared drawing, Video conference | |||
| Capturing, Structuring, and Representing Ubiquitous Audio | | BIBAK | PDF | 376-400 | |
| Debby Hindus; Chris Schmandt; Chris Horner | |||
| Although talking is an integral part of collaboration, there has been little
computer support for acquiring and accessing the contents of conversations.
Our approach has focused on ubiquitous audio, or the unobtrusive capture of
speech interactions in everyday work environments. Speech recognition
technology cannot yet transcribe fluent conversational speech, so the words
themselves are not available for organizing the captured interactions.
Instead, the structure of an interaction is derived from acoustical information
inherent in the stored speech and augmented by user interaction during or after
capture. This article describes applications for capturing and structuring
audio from office discussions and telephone calls, and mechanisms for later
retrieval of these stored interactions. An important aspect of retrieval is
choosing an appropriate visual representation, and this article describes the
evolution of a family of representations across a range of applications.
Finally, this work is placed within the broader context of desktop audio,
mobile audio applications, and social implications. Keywords: Computer systems organization, Special-purpose and application-based
systems, Information storage and retrieval, Content analysis and indexing,
Information systems applications, Communications applications, Information
interfaces and presentation, Multimedia information systems, Audio
input/output, Information interfaces and presentation, User interfaces,
Interaction styles, Information interfaces and presentation, Group and
organization interfaces, Asynchronous interaction, Synchronous interaction,
Design, Human factors, Audio interactions, Collaborative work, Multimedia
workstation software, Semi-structured data, Software telephony, Stored speech,
Ubiquitous computing | |||
| Phone-Based CSCW: Tools and Trials | | BIBAK | PDF | 401-424 | |
| Paul Resnick | |||
| Telephones are the most ubiquitous, best-networked, and simplest computer
terminals available today. They have been used for voice mail but largely
overlooked as a platform for asynchronous cooperative-work applications such as
event calendars, issue discussions, and question-and-answer gathering.
HyperVoice is a software toolkit for constructing such applications. Its
building blocks are high-level presentation formats for collections of
structured voice messages. The presentation formats can themselves be
presented and manipulated, enabling significant customization of applications
by phone. Results of two field trials suggest social-context factors that will
influence the success or failure of phone-based cooperative work applications
in particular settings. Keywords: Software engineering, Tools and techniques, User interfaces, Programming
languages, Language classifications, Specialized application languages, Human
factors, Application generator, Cooperative work, Groupware, Interactive voice
response, Phone-based interface, Semi-structured messages, Telephone bulletin
board, Voice mail | |||