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= EN RW INTERNET G Velocity of Media Consumption: TV vs. the Web Alertbox: Web Usability Newsletter / Nielsen, Jakob 2009-11-24 useit.com
Keywords: hci-sites:alertbox | 
Keywords: interaction velocity, interaction granularity, UI granularity, user control, TV, television, media forms, hypertext, branding, experience branding, video, Web video, flow, production values, social context, granularity, velocity, speed, pace, pacing, instant gratification
www.useit.com/alertbox/media-velocity.html
Summary: The granularity of user decisions is much finer on the Web, which is dominated by the instant gratification of the user's needs in any given instant. Content must cater to this rapid pace.

HYPER09 = ^ + EN RW = EN RW CONFERENCE PROCEEDINGS Hypertext'09: Proceedings of the 20th ACM Conference on Hypertext and Hypermedia / Ciro Cattuto / Giancarlo Ruffo / Filippo Menczer Torino, Italy 2009-06-29 2009-07-01 2009 ACM n.74 p.394 ISBN: 1-60558-486-X, 978-1-60558-486-7; ACM Order Number: 614091
Keynotes
Hypertext structure and usage
Spatial information organization
Information access
Link analysis
Applications
Content analysis
Tracking and exploiting user behavior
Social search
Networks properties
Recommendation and clustering
Weblogs
Perspective and point Of view
Demonstrations
Posters
Workshops
portal.acm.org/toc.cfm?... ACM Digital Library
www.ht2009.org/ Conference Home Page
www.hcibib.org/bibtoc.cgi?... Table of Contents

= ^ + @ EN RW G How to mitigate the significant negative influence of computer anxiety on ease of use perceptions / Fakun, D. Behaviour and Information Technology 2009 v.28 n.3 p.223-238
www.informaworld.com/10.1080/01449290701494563
Summary: The direct or indirect influence of perceived ease of use (EOU) on user acceptance of computerised information systems is well documented. This has led to a number of studies examining system-dependent and system-independent factors that influence EOU perceptions. Among the system-independent factors, computer anxiety (CA) has been found to have a significant negative influence on EOU perceptions. In other words, users judge an application's ease of use on their level of CA. Since the negative relationship may jeopardise the acceptance of an application by some user categories, this study examines the conditions under which the relationship holds and what developers can do to mitigate the relationship so as to increase user acceptance. The information system examined is hypertext/hypermedia applications. The finding suggests that an application that surpasses the expectations of most user categories is likely to invalidate the relationship. Based on this study, a number of recommendations aimed at hypermedia developers are proposed.

= ^ + @ EN RW G combinFormation: Mixed-initiative composition of image and text surrogates promotes information discovery / Kerne, Andruid / Koh, Eunyee / Smith, Steven M. / Webb, Andrew / Dworaczyk, Blake ACM Transactions on Information Systems 2009 v.27 n.1 p.5
Keywords: Creativity support tools, clustering, collections, creative cognition, exploratory search, field study, focused crawler, information discovery, mixed-initiative systems, relevance feedback, semantics, software agents
doi.acm.org/10.1145/1416950.1416955 ACM Digital Library
Summary: combinFormation is a mixed-initiative creativity support tool for searching, browsing, organizing, and integrating information. Images and text are connected to represent surrogates (enhanced bookmarks), optimizing the use of human cognitive facilities. Composition, an alternative to lists and spatial hypertext, is used to represent a collection of surrogates as a connected whole, using principles from art and design. This facilitates the creative process of information discovery, in which humans develop new ideas while finding and collecting information. To provoke the user to think about the large space of potentially relevant information resources, a generative agent proactively engages in collecting information resources, forming image and text surrogates, and composing them visually. The agent develops the collection and its visual representation over time, enabling the user to see ideas and relationships. To keep the human in control, we develop interactive mechanisms for authoring the composition and directing the agent. In a field study in an interdisciplinary course on The Design Process, over a hundred students alternated using combinFormation and Google+Word to collect prior work on information discovery invention assignments. The students that used combinFormation's mixed-initiative composition of image and text surrogates performed better.

= ^ + @ EN RW G SEA: Segment-enrich-annotate paradigm for adapting dialog-based content for improved accessibility / Candan, K. Selçuk / Dönderler, Mehmet E. / Hedgpeth, Terri / Kim, Jong Wook / Li, Qing / Sapino, Maria Luisa ACM Transactions on Information Systems 2009 v.27 n.3 p.15
Keywords: Web navigational aids, annotation, assistive technology for blind users, educational discussion boards and Web sites, segmentation
doi.acm.org/10.1145/1508850.1508853 ACM Digital Library
Summary: While navigation within complex information spaces is a problem for all users, the problem is most evident with individuals who are blind who cannot simply locate, point, and click on a link in hypertext documents with a mouse. Users who are blind have to listen searching for the link in the document using only the keyboard and a screen reader program, which may be particularly inefficient in large documents with many links or deep hierarchies that are hard to navigate. Consequently, they are especially penalized when the information being searched is hidden under multiple layers of indirections. In this article, we introduce a segment-enrich-annotate (SEA) paradigm for adapting digital content with deep structures for improved accessibility. In particular, we instantiate and evaluate this paradigm through the iCare-Assistant, an assistive system for helping students who are blind in accessing Web and electronic course materials. Our evaluations, involving the participation of students who are blind, showed that the iCare-Assistant system, built based on the SEA paradigm, reduces the navigational overhead significantly and enables user who are blind access complex online course servers effectively.

= ^ + @ EN RW G Look-ahead and look-behind shortcuts in large item category hierarchies: The impact on search performance / Pardue, John Harold / Landry, Jeffery Paul / Kyper, Eric / Lievano, Rodrigo Interacting with Computers 2009 v.21 n.4 p.235-242
Keywords: Look-ahead; Shortcuts; Lostness; Time on task
dx.doi.org/10.1016/j.intcom.2009.05.008
1. Introduction
2. Location breadcrumbs with look-ahead shortcuts
3. Research questions
4. Conceptual model
5. Methodology
6. Experimental results
7. Multivariate tests
7.1. Model specification
7.2. Overall test of significance
7.3. Model coefficients -- main effects
7.4. Conclusion: hypotheses H1a-H1d are rejected
7.5. Model coefficients -- interactions
7.6. Conclusion: hypotheses H2a and H2b are rejected
7.7. Summary of hypotheses tests
8. Conclusion
9. Implications and future work
Summary: Websites use shortcuts to facilitate navigation of large hierarchies of item categories. Two common types of shortcuts used for this purpose are location breadcrumbs and down-to-child/up-to-parent links; frequently both are employed simultaneously. The combined used of these shortcuts provide proximal cues which enable the user to look-ahead and look-behind in the navigational structure. In this study, the impact of shortcut usage on search performance on a known-item search task is estimated. A controlled experiment was conducted using a realistic hypertext hierarchy of item categories. The results indicate that greater use of shortcuts decreases both time on task and lostness for the user, and that the decrease is associated with increased depth in the hierarchy. These findings provide insight into possible performance trade-offs involved in website designs that include look-ahead shortcuts for navigating large item category hierarchies.

= ^ + @ EN RW G Technology for supporting web information search and learning in Sign Language / Fajardo, Inmaculada / Vigo, Markel / Salmerón, Ladislao Interacting with Computers 2009 v.21 n.4 p.243-256
Keywords: Web accessibility; Deafness; Sign Language; Information search; e-Learning; Video Technology
dx.doi.org/10.1016/j.intcom.2009.05.005
1. Introduction
2. Information search on the WWW by means of Sign Language
2.1. Hyperlinking by means of Sign Language
2.2. Queries in Sign Language
3. Web learning in Sign Language
3.1. Bilingual (sign plus text) web sites
3.2. SL-only web sites
3.3. Towards a rational combination of SL and text
4. Taxonomy of techniques for Sign Language generation on the WWW
5. Conclusions
Appendix A
Summary: Sign Languages (SL) are underrepresented in the digital world, which contributes to the digital divide for the Deaf Community. In this paper, our goal is twofold: (1) to review the implications of current SL generation technologies for two key user web tasks, information search and learning and (2) to propose a taxonomy of the technical and functional dimensions for categorizing those technologies. The review reveals that although contents can currently be portrayed in SL by means of videos of human signers or avatars, the debate about how bilingual (text and SL) versus SL-only websites affect signers' comprehension of hypertext content emerges as an unresolved issue in need of further empirical research. The taxonomy highlights that videos of human signers are ecological but require a high-cost group of experts to perform text to SL translations, video editing and web uploading. Avatar technology, generally associated with automatic text-SL translators, reduces bandwidth requirements and human resources but it lacks reliability. The insights gained through this review may enable designers, educators or users to select the technology that best suits their goals.

= ^ + @ EN RW G Human-computer interaction -- Whence and whither? Special Issue Papers Section / Shackel, Brian Interacting with Computers 2009 v.21 n.5/6 p.353-366
dx.doi.org/10.1016/j.intcom.2009.04.004
1. Introduction
2. Background and progenitors
2.1. Human-oriented disciplines
2.2. Computer-oriented disciplines
3. Changes in computing and the growth of HCI problems
4. Beginnings of HCI (1950-1970)
5. Foundations of HCI (1970-1985)
6. Development of HCI (1980-1995)
6.1. Growth in journals, books, and society groups
6.2. Growth of papers at conferences and in the HILITES database
6.3. The stimulus of funding programs
7. Continuities from the past and perspectives into the future
7.1. From system supremacy to personal empowerment
7.2. From multi-access to the Internet
7.3. From augmentation to electronic journals
7.4. And to CSCW, hypertext, and digital libraries
7.5. From system design to interface usability and back again
7.6. Other issues towards the future
8. Conclusions
Summary: In this article, an overview is presented of the growth of work in human-computer interaction (HCI) over the last 40 years. Inevitably much must be omitted, but the referenced papers may fill some of the gaps. Various formative influences and contributing disciplines are noted. Aspects of research and human factors knowledge are prominent, but attention is also given to technology, applied problems, and design for usability. Finally, after summarizing the growth in three age-group partitions, some of the major threads of development are noted under the heading of continuities from the past and perspectives into the future.

= ^ + @ EN RW G Introduction to Special Issue on Adaptive Hypermedia / De Bra, Paul / Brusilovsky, Peter New Review of Hypermedia and Multimedia 2009 v.15 n.1 p.1-3
www.informaworld.com/10.1080/13614560902944168

= ^ + @ EN RW G AH 12 years later: a comprehensive survey of adaptive hypermedia methods and techniques / Knutov, Evgeny / De Bra, Paul / Pechenizkiy, Mykola New Review of Hypermedia and Multimedia 2009 v.15 n.1 p.5-38
www.informaworld.com/10.1080/13614560902801608
Summary: 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.

= ^ + @ EN RW G Aspect-oriented adaptation specification in web information systems: a semantics-based approach / Casteleyn, Sven / Van Woensel, William / van der Sluijs, Kees / Houben, Geert-Jan New Review of Hypermedia and Multimedia 2009 v.15 n.1 p.39-71
www.informaworld.com/10.1080/13614560902818297
Summary: 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.

= ^ + @ EN RW G Topic development pattern analysis-based adaptation of information spaces / Ahmed, Syed Toufeeq / Candan, K. Selçuk / Han, Sangwoo / Qi, Yan New Review of Hypermedia and Multimedia 2009 v.15 n.1 p.73-96
www.informaworld.com/10.1080/13614560902803562
Summary: 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.

= ^ + @ EN RW G Addictive links: the motivational value of adaptive link annotation / Brusilovsky, Peter / Sosnovsky, Sergey / Yudelson, Michael New Review of Hypermedia and Multimedia 2009 v.15 n.1 p.97-118
www.informaworld.com/10.1080/13614560902803570
Summary: 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.

= ^ + @ EN RW G Now with Added Experience? / Blythe, Mark / Hassenzahl, Marc / Law, Effie New Review of Hypermedia and Multimedia 2009 v.15 n.2 p.119-128
www.informaworld.com/10.1080/13614560903251100

= ^ + @ EN RW G Toward an articulation of interaction esthetics / Löwgren, Jonas New Review of Hypermedia and Multimedia 2009 v.15 n.2 p.129-146
www.informaworld.com/10.1080/13614560903117822
Summary: 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.

= ^ + @ EN RW G Designing for human emotion: ways of knowing / Lottridge, Danielle / Moore, Gale New Review of Hypermedia and Multimedia 2009 v.15 n.2 p.147-172
www.informaworld.com/10.1080/13614560903165136
Summary: 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.

= ^ + @ EN RW G Mood Swings: design and evaluation of affective interactive art / Bialoskorski, Leticia S. S. / Westerink, Joyce H. D. M. / van den Broek, Egon L. New Review of Hypermedia and Multimedia 2009 v.15 n.2 p.173-191
www.informaworld.com/10.1080/13614560903131898
Summary: 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.

= ^ + @ EN RW G Designing for playful photography / Petersen, Marianne Graves / Ljungblad, Sara / Håkansson, Maria New Review of Hypermedia and Multimedia 2009 v.15 n.2 p.193-209
www.informaworld.com/10.1080/13614560903204653
Summary: 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.

= ^ + @ EN RW G Designing in the face of change: the elusive push toward emotionally resonate experiences / Schoenholz, Matt / Kolko, Jon New Review of Hypermedia and Multimedia 2009 v.15 n.2 p.211-220
www.informaworld.com/10.1080/13614560903204646
Summary: 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.

= ^ + @ EN RW G Editors' Introduction / Cunliffe, Daniel / Tudhope, Douglas New Review of Hypermedia and Multimedia 2009 v.15 n.3 p.221-222
www.informaworld.com/10.1080/13614560903516478

= ^ + @ EN RW G Automatic device-tailored evaluation of mobile web guidelines / Vigo, Markel / Aizpurua, Amaia / Arrue, Myriam / Abascal, Julio New Review of Hypermedia and Multimedia 2009 v.15 n.3 p.223-244
www.informaworld.com/10.1080/13614560903473886
Summary: 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.

= ^ + @ EN RW G A case study-based investigation of students' experiences with social software tools / Minocha, Shailey New Review of Hypermedia and Multimedia 2009 v.15 n.3 p.245-265
www.informaworld.com/10.1080/13614560903494320
Summary: 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.

= ^ + @ EN RW G Does tailoring help people find the information they need? / Colineau, Nathalie / Paris, Cécile New Review of Hypermedia and Multimedia 2009 v.15 n.3 p.267-286
www.informaworld.com/10.1080/13614560903486151
Summary: 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.

= ^ + EN RW G Using Synchronization of Interaction Techniques for Implementing a Hypervideo System / Dardala, Marian / Reveiu, Adriana / Furtuna, Titus Felix Romanian Journal of Human-Computer Interaction 2009 v.2 n.2 p.119-130
Keywords: hypertext, hypermedia, hypervideo, frame segment tree, video stream, interaction synchronization
Summary: Multimedia applications use special techniques to browse their own content such as hypertext and hypermedia. These two concepts provide for the users semantic alternative in accessing a multimedia document. A particular way of achieving the concept of hypermedia is hypervideo. The main difficulty for realize such a system is given the fact that video data has spatial feature as well as a temporal dimension that means it lasts in time. To implement a hypervideo system has to define many modules having specialized functions and that are going to communicate each other. Thus, the article presents a data structure adapted to manage the synchronization of user interaction events, according to the timeline of the video sequence and the objects in view, which received the event. Besides the particular data structure are also presented usual operations for its maintaining as well as to explore it in the hypervideo system context.

= ^ + EN RW G Digital heritage Video showcase / Sankar, Aditya / Prasad, Archana / Joy, Joseph / Datha, Naren / Manchepalli, Ajay Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009 v.2 p.3503-3504
Keywords: heritage, prototyping, user experience design, visualization, world wide web and hypermedia
doi.acm.org/10.1145/1520340.1520513 ACM Digital Library
Summary: The India Digital Heritage Project is a collaborative initiative between the industry and academia, with the aim of using novel techniques to efficiently capture and present various aspects of India's diverse heritage, while at the same time advancing the state-of-the art in related research areas. As part of the Digital Heritage Project, we have built a prototype virtual tour of a South Indian temple that, for the first time, integrates technologies such as Photosynth and HDView, opening up new ways to interactively explore visually complex sites. These technologies are combined with audio, video and guided walkthroughs, to provide a compelling end user experience. The accompanying video highlights the key scenarios of our prototype.
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