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HandVis: Visualized Gesture Support for Remote Cross-Lingual Communication Late-Breaking Works: Collaborative Technologies / Lin, Kuan-Yu / Yong, Seraphina / Wang, Shuo-Ping / Lai, Chien-Tung / Wang, Hao-Chuan Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.1236-1242
ACM Digital Library Link
Summary: Effective communication between those who are not fluent in a non-native language can potentially be quite difficult. The common language selected to be used throughout an exchange can encumber those who might not speak it as proficiently as others. Remote communication further heightens the difficulty since less channels are available for communication. We introduce HandVis, a video conferencing interface that visualizes elements of hand gesture, such as trajectory and amount. Gesture is intended to be a communicative tool that can compensate for language deficits. The results of a user study indicate how HandVis can be utilized constructively by less-proficient speakers during cross-lingual communication.

The reasons why people continue editing Wikipedia content -- task value confirmation perspective / Lai, Cheng-Yu / Yang, Heng-Li Behaviour and Information Technology 2014-12-02 v.33 n.12 p.1371-1382
Link to Article at Taylor & Francis
Summary: Recently, Wikipedia has garnered increasing public attention. However, few studies have examined the intentions of individuals who edit Wikipedia content. Furthermore, previous studies ascribed a 'knowledge sharing' label to Wikipedia content editors. However, in this work, Wikipedia can be viewed as a platform that allows individuals to show their expertise. This study investigates the underlying reasons that drive individuals to edit Wikipedia content. Based on expectation-confirmation theory and expectancy-value theory for achievement motivations, we propose an integrated model that incorporates psychological and contextual perspectives. Wikipedians from the English-language Wikipedia site were invited to survey. Partial least square was applied to test our proposed model. Analytical results indicated and confirmed that subjective task value, commitment, and procedural justice were significant to satisfaction of Wikipedians; and satisfaction significantly influenced continuance intention to edit Wikipedia content.

Kinect-taped communication: using motion sensing to study gesture use and similarity in face-to-face and computer-mediated brainstorming Applications of body sensing / Wang, Hao-Chuan / Lai, Chien-Tung Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.3205-3214
ACM Digital Library Link
Summary: One key difference between face-to-face (F2F) communication and computer-mediated communication (CMC) is the availability of visual cues. It is often assumed that the reduction of visibility in audio and video conferencing may negatively impact the use of gesture to communicate, and thus negatively influence other outcomes. In this paper we "Kinect-taped" F2F and CMC communication in brainstorming groups by using motion sensors to record and analyze group members' hand movements during communication. We investigate how different media influence gesture use and gestural similarity, and how the use of gesture associates with level of understanding and brainstorming performance. Implications to future research and design are discussed.

Ziklo: bicycle navigation through tactile feedback Video showcase presentations / Huxtable, Brianna Jean / Lai, Carlo Ka-Ho / Zhu, Johnson Wen Jun / Lam, Paulina Mun-Yee / Choi, Yeseul Tracy / Neustaedter, Carman / Corness, Greg J. Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.177-178
ACM Digital Library Link
Summary: Ziklo is a tactile interface for wayfinding devices designed for cyclists. It is made up of two wristbands that vibrate to signal left and right turns. These wristbands are wirelessly connected to the user's mobile device via Bluetooth. An application on the mobile device hosts the wayfinding functionality and interface to control the wristbands. The wristbands consists of three vibration motors each, allowing for different vibration patterns and strengths to send different notifications. Ziklo's goal is to create an alternative interface for wayfinding devices that does not hinder the user's awareness when they are engaged in situations that demand their visual and/or auditory attention.

Loopo: a tangible programming game for kids Video showcase presentations / Lam, Paulina Mun-Yee / Lai, Carlo Ka-Ho / Choi, Yeseul Tracy / Huxtable, Brianna Jean / Castro, Jan Rainier / Hawryshkewich, Andrew / Neustaedter, Carman Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.179-180
ACM Digital Library Link
Summary: This project explores a method to incorporate computer programming into primary school education. Through researching into effective teaching methods and combining it with inspirations taken from existing educational computer programming projects, we developed Loopo. Loopo blends a specially designed tangible interface with a digital interface. The tangibility of Loopo encourages collaboration among the users and motivates them to learn together. To keep up with the increasingly earlier adoption of computer technology, Loopo's goal is to teach children the fundamentals of computer programming in a fun, relatable, and interesting way, while nurturing collaboration through an easily approachable system.

KinChat: veiling your face without suppressing facial expression in text communication Works-in-progress / Wang, Shuo-Ping / Lai, Chien-Tung / Huang, Ai-Ju / Wang, Hao-Chuan Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.2461-2466
ACM Digital Library Link
Summary: In computer-mediated communication (CMC), the lack of visual cues in text communication can make communication difficult. However, video chat with rich cues may raise privacy concerns and social biases. In this paper, we present an instant messaging tool, namely KinChat, that combines text messaging with visualizations of facial expression and head movement. We conduct an evaluation study, confirming the utility of this design.

An exploration of the potential educational value of Facebook / Jong, Bin-Shyan / Lai, Chien-Hung / Hsia, Yen-Teh / Lin, Tsong-Wuu / Liao, Yu-Syuan Computers in Human Behavior 2014-03 v.32 n.0 p.201-211
Keywords: Facebook
Keywords: E-learning
Keywords: Bulletin board system
Keywords: Learning platform
Link to Article at sciencedirect
Summary: Current research on Facebook use suggests that students primarily use it to enhance social connectedness, but seldom for educational purposes. The aim of this study is to respond to the three following questions: (1) Is there a potential educational value in using Facebook? (2) If so, how does Facebook's educational value compare with its other known values? (3) How does the educational utility of Facebook compare with that of other social mediums available on the Internet, such as the bulletin board system (BBS)? A total of 387 subjects voluntarily participated in an anonymous online survey. These subjects were questioned about their use of Facebook, BBS platforms, and e-learning platforms. There were three major new findings. Firstly, 81% of subjects had discussed course-related problems with their peers on Facebook. Secondly, in relation to the six known motives for using Facebook, peer discussion of educational matters was considered to be the fourth most important in this survey. Lastly, Facebook does not satisfy users' occasional need to review or browse through past communication records; BBS fares much better in this regard.

An integrated approach to untangling mediated connectedness with online and mobile media / Lai, Chih-Hui Computers in Human Behavior 2014-02 v.31 n.0 p.20-26
Keywords: Mobile apps
Keywords: Social media
Keywords: Media repertoires
Keywords: Public engagement
Keywords: Theory of niche
Keywords: Communication infrastructure
Link to Article at sciencedirect
Summary: With the growth and convergence of mobile and social computing technology, mobile media are accorded new social meaning manifested in different aspects of our everyday life. This paper employs multiple theoretical frameworks -- including the theory of the niche, the framework of media repertoires, and the communication infrastructure model -- to examine individual-technology relationship as manifested through media repertoires and media connectedness. It argues that individuals tend to construct a set of media options and build connectedness with media technologies by engaging in a wide scope of activities through these media. In turn, this media repertoire and media connectedness may facilitate the performance of social and cultural practices in the public space. To investigate this conceptualization empirically, this study conducted a secondary analysis of data collected by the Pew Research Center in the United States. The results showed that multidimensional use of mobile apps was predicted by multidimensional Internet use, along with the scope of regular apps used and monetary investment by users. Additionally, multidimensional Internet use and the use of media repertoires consisting of mobile media and social media for socio-cultural activities facilitate public socio-cultural engagement. These results bring to light a new way of understanding how humans appropriate multiple types of technologies for activities in everyday life.

A Novel Human-Computer Interface for Browsing Web Data by Leaping Up Web Pages Information Searching, Browsing and Structuring / Hung, Che-Lun / Chin, Cherng / Lai, Chen-Chun / Cheung, Ho Cheung HIMI 2013: Human Interface and the Management of Information, Part I: Information and Interaction Design 2013-07-21 v.1 p.197-202
Keywords: Web Browser; Web Page; Leaping Up; Browser Interface
Link to Digital Content at Springer
Summary: With the rapid growth of network technologies, various web services have been developed for providing information. Therefore, search engines become popular to obtain the useful data. It is critical to efficiently acquire the data from huge data pool in the Internet; especially the number of web pages is increasing dramatically. In this paper, we propose an efficient approach to browse web data by leaping up web pages. In addition, the proposed approach using web preloading and cache technologies to enhance the performance of accessing web page. The simulation results show the proposed approach can be useful for browsing and searching data in the Internet.

Usability Evaluation of Comprehension Performance and Subjective Assessment on Mobile Text Advertising Business Integration / Lin, Ya-Li / Lai, Chih-Hsiang HIMI 2013: Human Interface and the Management of Information, Part III: Information and Interaction for Learning, Culture, Collaboration and Business 2013-07-21 v.3 p.501-510
Keywords: Mobile Text Advertising; NASA-TLX; Leading Display; User Interface Satisfaction (UIS); Rapid Serial Visual Presentation (RSVP)
Link to Digital Content at Springer
Summary: The effects of text presentation applied to mobile advertisings were examined in the context of the explosion of small-screen devices. Presentation mode of text advertising visual structure, position of layout, moving speed, format of segmented presentation, and luminance contrast of text/background window are used as design factors. Ad comprehension, user interface satisfaction, and overall workload would be collected using an orthogonal array experiment. The results indicate the interaction effects of presentation mode and position as well as presentation mode and speed on Ad comprehension are statistically significant. In addition, the interaction effects of presentation mode and format as well as presentation mode and position are statistically significant on user interface satisfaction. It also indicates the interaction effects of presentation mode and format as well as presentation mode and luminous contrast are statistically significant on overall workload. In summary, the interaction effects between text advertising visual structures have to be taken into account for the user-centered usability of mobile text advertising presentation.

Audience Experience in Sound Performance Session 4: Performance (2) / Lai, Chi-Hsia / Bovermann, Till NIME 2013: New Interfaces for Musical Expression 2013-05-27 p.12
Keywords: Audience Experience Study; Live Performance; Evaluation, Research Methods
nime2013.kaist.ac.kr/program/papers/day2/paper4/197/197_Paper.pdf
Summary: This paper presents observations from investigating audience experience of a practice-based research in live sound performance with electronics. In seeking to understand the communication flow and the engagement between performer and audience in this particular performance context, we designed an experiment that involved the following steps: (a) performing WOSAWIP at a new media festival, (b) conducting a qualitative research study with audience members and (c) analyzing the data for new insights. Although this study is only at an initial stage, we already found that the post-performance interviews with the audience members is a valuable method to help identifying instrument design and performance considerations.

WanderOnStage: the convergence of percussion performance and media technology / Lai, Chi-Hsia Proceedings of the 2012 Audio Mostly Conference: A Conference on Interaction with Sound 2012-09-26 p.94-97
ACM Digital Library Link
Summary: In this paper, we present the WanderOnStage project and its improvisational performance entitled Untitled #1, created with a focus to engage with the audience within the context of live percussion performance with electronics. This project is carried out with author's experiences of being a percussionist and media artist. The technical solution of WanderOnStage enables the performer to control real-time recording with arm and bodily movements. The wireless device also provides a theatrical potential by allowing the performer to move around freely in the performance space, join the audience as a listener, or motivate audience members to participate performing. This paper traces the design process over matter of concept development, relevant technology, interface design, and the configuration of the concert performance. In addition, the author's experience gained from the concert performance, which involved audience participation is also discussed as well as what has been learnt.

A Design Approach to Engage with Audience with Wearable Musical Instruments: Sound Gloves Posters / Lai, Chi-Hsia / Tahiroglu, Koray NIME 2012: New Interfaces for Musical Expression 2012-05-21 p.197
Keywords: NIME, wearable electronics, performance, design approach
www.eecs.umich.edu/nime2012/Proceedings/papers/197_Final_Manuscript.pdf
Summary: This paper addresses the issue of engaging the audience with new musical instruments in live performance context. We introduce design concerns that we consider influential to enhance the communication flow between the audience and the performer. We also propose and put in practice a design approach that considers the use of performance space as a way to engage with the audience. A collaborative project, Sound Gloves, presented here exemplifies such a concept by dissolving the space between performers and audience. Our approach resulted in a continuous interaction between audience and performers, in which the social dynamics was changed in a positive way in a live performance context of NIMEs. Such an approach, we argue, may be considered as one way to further engage and interact with the audience.

Going to college and staying connected: communication between college freshmen and their parents Privacy and the home / Smith, Madeline E. / Nguyen, Duyen T. / Lai, Charles / Leshed, Gilly / Baumer, Eric P. S. Proceedings of ACM CSCW'12 Conference on Computer-Supported Cooperative Work 2012-02-11 v.1 p.789-798
ACM Digital Library Link
Summary: For many first-year college students in their late teen years, communicating with parents provides crucial social support. When going to college involves moving away from home for the first time, students and their parents must rely on technologies to keep communication channels open. We studied the ways in which college freshmen communicate with their parents and the various communication technologies they use. Interviews with nineteen first-year students at a major United States university revealed insights into students' perspectives of their communication and relationships with parents. We found students to use a variety of tools to connect with their parents and identified some considerations they make when choosing tools. Furthermore, the use of these communication tools played a significant role in mediating students' social and emotional closeness with, and independence from, their parents. We conclude by discussing technical and social implications for social support of students and student-parent relationships.

Perceived physicality in audio-enhanced force input Oral session 3: gesture and touch / Lai, Chi-Hsia / Niinimäki, Matti / Tahiroglu, Koray / Kildal, Johan / Ahmaniemi, Teemu Proceedings of the 2011 International Conference on Multimodal Interfaces 2011-11-14 p.287-294
ACM Digital Library Link
Summary: This paper investigates how the perceived physicality of the action of applying force with a finger on a rigid surface (such as on a force-sensing touch screen) can be enhanced using real-time synthesized audio feedback. A selection of rich and evocative audio designs was used. Additionally, audio-tactile cross-modal integration was encouraged, by observing that the main rules of multisensory integration were supported. The study conducted showed that richness of perceived physicality increased considerably, mostly in its auditory expression (what pressing sounded like). In addition, in many instances it was observed that the haptic expression of physicality also increased (what pressing felt like), including some perception of compliance. This last result was particularly interesting as it showed that audio-tactile cross-modal integration might be present.

Leveraging web 2.0 data for scalable semi-supervised learning of domain-specific sentiment lexicons Poster session: databases / Lau, Raymond Yiu Keung / Lai, Chun Lam / Bruza, Peter B. / Wong, Kam F. Proceedings of the 2011 ACM Conference on Information and Knowledge Management 2011-10-24 p.2457-2460
ACM Digital Library Link
Summary: Since manually constructing domain-specific sentiment lexicons is extremely time consuming and it may not even be feasible for domains where linguistic expertise is not available, research on automatic construction of domain-specific sentiment lexicons has become a hot topic in recent years. The main contribution of this paper is the illustration of a novel semi-supervised learning method which exploits both term-to-term and document-to-term relations hidden in a corpus for the construction of domain-specific sentiment lexicons. More specifically, the proposed two-pass pseudo labeling method combines shallow linguistic parsing and corpus-base statistical learning to make domain-specific sentiment extraction scalable with respect to the sheer volume of opinionated documents archived on the Internet these days. Our experiments show that the proposed method can generate high quality domain-specific sentiment lexicons according to users' evaluation.

Strike on Stage: a Percussion and Media Performance / Martin, Charles / Lai, Chi-Hsia NIME 2011: New Interfaces for Musical Expression 2011-05-30 p.142-143
Keywords: percussion, media performance, computer vision
www.nime.org/proceedings/2011/nime2011_142.pdf
Summary: This paper describes Strike on Stage, an interface and corresponding audio-visual performance work developed and performed in 2010 by percussionists and media artists ChiHsia Lai and Charles Martin. The concept of Strike on Stage is to integrate computer visuals and sound into an improvised percussion performance. A large projection surface is positioned directly behind the performers, while a computer vision system tracks their movements. The setup allows computer visualisation and sonification to be directly responsive and unified with the performers' gestures.

Understanding knowledge-sharing behaviour in Wikipedia / Yang, Heng-Li / Lai, Cheng-Yu Behaviour and Information Technology 2011-01-01 v.30 n.1 p.131-142
Link to Article at Taylor & Francis
Summary: Wikipedia is the world's largest multilingual free-content encyclopaedia written by users collaboratively. It is interesting to investigate why individuals have willingness to spend their time and knowledge to engage in it. In this study, we try to explore the influence of self-concept-based motivation and individual attitudes towards Wikipedia on individual's knowledge-sharing intention in Wikipedia. Members from Wikipedia were invited to participate in the investigation. An online questionnaire and structural equation modelling technology was utilised to test the proposed model and hypotheses. Analytical results indicate that internal self-concept-based motivation significantly influences individual's knowledge-sharing intention. Further, both information and system quality have significant effects on individual's attitude towards Wikipedia, and therefore, influence the intention to share knowledge in it.

Sequence-based trust in collaborative filtering for document recommendation / Liu, Duen-Ren / Lai, Chin-Hui / Chiu, Hsuan International Journal of Human-Computer Studies 2011 v.69 n.9 p.587-601
10.1016/j.ijhcs.2011.06.001
Keywords: Collaborative filtering / Recommender system / Sequence-based trust / Document recommendation
Link to Article at sciencedirect
Summary: Collaborative filtering (CF) recommender systems have emerged in various applications to support item recommendation, which solve the information-overload problem by suggesting items of interest to users. Recently, trust-based recommender systems have incorporated the trustworthiness of users into CF techniques to improve the quality of recommendation. They propose trust computation models to derive the trust values based on users' past ratings on items. A user is more trustworthy if s/he has contributed more accurate predictions than other users. Nevertheless, conventional trust-based CF methods do not address the issue of deriving the trust values based on users' various information needs on items over time. In knowledge-intensive environments, users usually have various information needs in accessing required documents over time, which forms a sequence of documents ordered according to their access time. We propose a sequence-based trust model to derive the trust values based on users' sequences of ratings on documents. The model considers two factors -- time factor and document similarity -- in computing the trustworthiness of users. The proposed model enhanced with the similarity of user profiles is incorporated into a standard collaborative filtering method to discover trustworthy neighbors for making predictions. The experiment result shows that the proposed model can improve the prediction accuracy of CF method in comparison with other trust-based recommender systems.

Motivations of Wikipedia content contributors / Yang, Heng-Li / Lai, Cheng-Yu Computers in Human Behavior 2010-11 v.26 n.6 p.1377-1383
Keywords: Motivation theory
Keywords: Self-concept-based motivation
Keywords: Knowledge-sharing
Keywords: Wikipedia
Link to Article at sciencedirect
Summary: Rapidly developing web technologies have increased the prevalence of user-generated Internet content. Of the many websites with user-generated content on the Internet, one of the most renowned is Wikipedia, which is the largest multilingual free-content encyclopedia written by users collaboratively. Nevertheless, although contributing to Wikipedia takes time and knowledge, contributors are rarely compensated. As a result, there is a need to understand why individuals share their knowledge in Wikipedia. The aim of this study was to evaluate the effects of both conventional and self concept-based motivation on individual willingness to share knowledge in Wikipedia. After performing an online questionnaire survey, SEM was applied to assess the proposed model and hypotheses. The analytical results showed that internal self-concept motivation is the key motivation for knowledge sharing on Wikipedia.

Is it really about me?: message content in social awareness streams Me, us and them: affiliation, reputation and social media use / Naaman, Mor / Boase, Jeffrey / Lai, Chih-Hui Proceedings of ACM CSCW'10 Conference on Computer-Supported Cooperative Work 2010-02-06 p.189-192
Keywords: communication systems, social media, twitter
ACM Digital Library Link
Summary: In this work we examine the characteristics of social activity and patterns of communication on Twitter, a prominent example of the emerging class of communication systems we call "social awareness streams." We use system data and message content from over 350 Twitter users, applying human coding and quantitative analysis to provide a deeper understanding of the activity of individuals on the Twitter network. In particular, we develop a content-based categorization of the type of messages posted by Twitter users, based on which we examine users' activity. Our analysis shows two common types of user behavior in terms of the content of the posted messages, and exposes differences between users in respect to these activities.

Computational models and experimental investigations of effects of balance and symmetry on the aesthetics of text-overlaid images / Lai, Chien-Yin / Chen, Pai-Hsun / Shih, Sheng-Wen / Liu, Yili / Hong, Jen-Shin International Journal of Human-Computer Studies 2010 v.68 n.1/2 p.41-56
DOI: 10.1016/j.ijhcs.2009.08.008
Keywords: Computational aesthetics / Interface design / Compositional attributes
Link to Article at sciencedirect
Summary: This article describes computational models based on principles of visual weights to compute the symmetry and balance of text-overlaid images. Two experiments were conducted to investigate the effects of symmetry and balance on the aesthetic appeal of text-overlaid images. In the first experiment, five color photos were used to compose a set of test images overlaid with a paragraph of Chinese texts as the stimuli. Contrastly, the second experiment applied monochrome photos to compute the stimuli. The positions of the text overlay were determined by varying the balance and symmetry in order to validate computational aesthetic quantification algorithms with subjective ratings. The stimuli were rated by 20 subjects in each experiment using the ratio-scale magnitude estimation method against a benchmark image for each photo. Results from both experiments show that subjects are adept at judging symmetry and balance in both the horizontal and vertical directions. Subjects are also adept at judging radial symmetry about the center point of an image. The experiments also established a relationship between a higher averaged visual balance and the aesthetic appeal of text-overlaid images. Symmetry in either direction, however, did not result in any proportional relations to the aesthetic appeal.

Hands On Stage: A Sound and Image Performance Interface / Lai, Chi-Hsia NIME 2009: New Interfaces for Musical Expression 2009-06-04 p.39-40
www.nime.org/proceedings/2009/nime2009_039.pdf

Metadata data dictionary for analog sound recordings Posters / Lai, Catherine / Fujinaga, Ichiro JCDL'06: Proceedings of the 6th ACM/IEEE-CS Joint Conference on Digital Libraries 2006-06-11 p.344
ACM Digital Library Link
Summary: This paper introduces a new metadata data dictionary design to assist in the consistent creation of digital libraries of analog sound recording and to promote their interoperability.

Resolving the unencoded character problem for Chinese digital libraries Digital libraries and cyberinfrastructure: creating information representations for the humanities (part 2) / Juang, Derming / Wang, Jenq-Haur / Lai, Chen-Yu / Hsieh, Ching-Chun / Chien, Lee-Feng / Ho, Jan-Ming JCDL'05: Proceedings of the 5th ACM/IEEE-CS Joint Conference on Digital Libraries 2005-06-07 p.311-319
ACM Digital Library Link
Summary: Constructing a Chinese digital library, especially for a historical article archiving, is often bothered by the small character sets supported by the current computer systems. This paper is aimed at resolving the unencoded character problem with a practical and composite approach for Chinese digital libraries. The proposed approach consists of the glyph expression model, the glyph structure database, and supporting tools. With this approach, the following problems can be resolved. First, the extensibility of Chinese characters can be preserved. Second, it would be as easy to generate, input, display, and search unencoded characters as existing ones. Third, it is compatible with existing encoding schemes that most computers use.
    This approach has been utilized by organizations and projects in various application domains including archeology, linguistics, ancient texts, calligraphy and paintings, and stone and bronze rubbings. For example, in Academia Sinica, a very large full-text database of ancient texts called Scripta Sinica has been created using this approach. The Union Catalog of National Digital Archives Project (NDAP) dealt with the unencoded characters encountered when merging the metadata of 12 different thematic domains from various organizations. Also, in Bronze Inscriptions Research Team (BIRT) of Academia Sinica, 3,459 Bronze Inscriptions were added, which is very helpful to the education and research in historic linguistics.
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