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GaussMarbles: Spherical Magnetic Tangibles for Interacting with Portable Physical Constraints Everyday Objects as Interaction Surfaces / Kuo, Han-Chih / Liang, Rong-Hao / Lin, Long-Fei / Chen, Bing-Yu Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.4228-4232
ACM Digital Library Link
Summary: This work develops a system of spherical magnetic tangibles, GaussMarbles, that exploits the unique affordances of spherical tangibles for interacting with portable physical constraints. The proposed design of each magnetic sphere includes a magnetic polyhedron in the center. The magnetic polyhedron provides bi-polar magnetic fields, which are expanded in equal dihedral angles as robust features for tracking, allowing an analog Hall-sensor grid to resolve the near-surface 3D position accurately in real-time. Possible interactions between the magnetic spheres and portable physical constraints in various levels of embodiment were explored using several example applications.

FlexiBend: Enabling Interactivity of Multi-Part, Deformable Fabrications Using Single Shape-Sensing Strip Session 9B: Pens, Mice and Sensor Strips / Chien, Chin-yu / Liang, Rong-Hao / Lin, Long-Fei / Chan, Liwei / Chen, Bing-Yu Proceedings of the 2015 ACM Symposium on User Interface Software and Technology 2015-11-05 v.1 p.659-663
ACM Digital Library Link
Summary: This paper presents FlexiBend, an easily installable shape-sensing strip that enables interactivity of multi-part, deformable fabrications. The flexible sensor strip is composed of a dense linear array of strain gauges, therefore it has shape sensing capability. After installation, FlexiBend can simultaneously sense user inputs in different parts of a fabrication or even capture the geometry of a deformable fabrication.

Human-Centric Images and Videos Analysis Tutorials / Liu, Si / Ni, BingBing / Lin, Liang Proceedings of the 2015 ACM International Conference on Multimedia 2015-10-26 p.1331-1332
ACM Digital Library Link
Summary: This article summarizes the corresponding half-day tutorial at ACM Multimedia 2015. This tutorial reviews recent progresses in human-centric images and videos analysis: 1) fashion analysis: parsing, attribute prediction and retrieval; 2) action analysis: discriminative feature selection, pooling and fusion; 3) person verification: cross-domain person verification via learning a generalized similarity measure, and bit-scalable deep hashing with regularized similarity learning.

3D Human Activity Recognition with Reconfigurable Convolutional Neural Networks Action, Activity, and Event Recognition / Wang, Keze / Wang, Xiaolong / Lin, Liang / Wang, Meng / Zuo, Wangmeng Proceedings of the 2014 ACM International Conference on Multimedia 2014-11-03 p.97-106
ACM Digital Library Link
Summary: Human activity understanding with 3D/depth sensors has received increasing attention in multimedia processing and interactions. This work targets on developing a novel deep model for automatic activity recognition from RGB-D videos. We represent each human activity as an ensemble of cubic-like video segments, and learn to discover the temporal structures for a category of activities, i.e. how the activities to be decomposed in terms of classification. Our model can be regarded as a structured deep architecture, as it extends the convolutional neural networks (CNNs) by incorporating structure alternatives. Specifically, we build the network consisting of 3D convolutions and max-pooling operators over the video segments, and introduce the latent variables in each convolutional layer manipulating the activation of neurons. Our model thus advances existing approaches in two aspects: (i) it acts directly on the raw inputs (grayscale-depth data) to conduct recognition instead of relying on hand-crafted features, and (ii) the model structure can be dynamically adjusted accounting for the temporal variations of human activities, i.e. the network configuration is allowed to be partially activated during inference. For model training, we propose an EM-type optimization method that iteratively (i) discovers the latent structure by determining the decomposed actions for each training example, and (ii) learns the network parameters by using the back-propagation algorithm. Our approach is validated in challenging scenarios, and outperforms state-of-the-art methods. A large human activity database of RGB-D videos is presented in addition.

LiveRender: A Cloud Gaming System Based on Compressed Graphics Streaming Multimedia Systems / Lin, Li / Liao, Xiaofei / Tan, Guang / Jin, Hai / Yang, Xiaobin / Zhang, Wei / Li, Bo Proceedings of the 2014 ACM International Conference on Multimedia 2014-11-03 p.347-356
ACM Digital Library Link
Summary: In cloud gaming systems, the game program runs at servers in the cloud, while clients access game services by sending input events to the servers and receiving game scenes via video streaming. In this paradigm, servers are responsible for all performance-intensive operations, and thus suffer from poor scalability. An alternative paradigm is called graphics streaming, in which graphics commands and data are offloaded to the clients for local rendering, thereby mitigating the server's burden and allowing more concurrent game sessions. Unfortunately, this approach is bandwidth consuming, due to large amounts of graphic commands and geometry data. In this paper, we present LiveRender, an open source gaming system that remedies the problem by implementing a suite of bandwidth optimization techniques including intra-frame compression, inter-frame compression, and caching, establishing what we call compressed graphics streaming. Experiments results show that the new approach is able to reduce bandwidth consumption by 52-73% compared to raw graphics streaming, with no perceptible difference in video quality and reduced response delay. Compared with the video streaming approach, LiveRender achieves a traffic reduction of 40-90% with even improved video quality and substantially smaller response delay, while enabling higher concurrency at the server.

Fashion Parsing with Video Context Multimedia Applications / Liu, Si / Liang, Xiaodan / Liu, Luoqi / Lu, Ke / Lin, Liang / Yan, Shuicheng Proceedings of the 2014 ACM International Conference on Multimedia 2014-11-03 p.467-476
ACM Digital Library Link
Summary: In this paper, we explore how to utilize the video context to facilitate fashion parsing. Instead of annotating a large amount of fashion images, we present a general, affordable and scalable solution, which harnesses the rich contexts in easily available fashion videos to boost any existing fashion parser. First, we crawl a large unlabelled fashion video corpus with fashion frames. Then for each fashion video, the cross-frame contexts are utilized for human pose co-estimation, and then video co-parsing to obtain satisfactory fashion parsing results for all frames. More specifically, Sift Flow and super-pixel matching are used to build correspondences across frames, and these correspondences then contextualize the pose estimations and fashion parsing in individual frames. Finally, these parsed video frames are used as the reference corpus for the non-parametric fashion parsing component of the whole solution. Extensive experiments on two benchmark fashion datasets as well as a newly collected challenging Fashion Icon (FI) dataset demonstrate the encouraging performance gain from our general pipeline for fashion parsing.

Person Search in a Scene by Jointly Modeling People Commonness and Person Uniqueness Posters 2 / Xu, Yuanlu / Ma, Bingpeng / Huang, Rui / Lin, Liang Proceedings of the 2014 ACM International Conference on Multimedia 2014-11-03 p.937-940
ACM Digital Library Link
Summary: This paper presents a novel framework for a multimedia search task: searching a person in a scene using human body appearance. Existing works mostly focus on two independent problems related to this task, i.e., people detection and person re-identification. However, a sequential combination of these two components does not solve the person search problem seamlessly for two reasons: 1) the errors in people detection are carried into person re-identification unavoidably; 2) the setting of person re-identification is different from that of person search which is essentially a verification problem. To bridge this gap, we propose a unified framework which jointly models the commonness of people (for detection) and the uniqueness of a person (for identification). We demonstrate superior performance of our approach on public benchmarks compared with the sequential combination of the state-of-the-art detection and identification algorithms.

A Survey Applying the Concepts of Creation and Consumption to Common Tasks and Assessing Preferred Device Usage Between Desktops and Tablets Internet: I2/CS -- Usability and Usable Metrics / Guarrera-Schick, Theresa K. / Lin, Li / Fairbanks, Rollin J. / Bisantz, Ann M. Proceedings of the Human Factors and Ergonomics Society 2014 Annual Meeting 2014-10-27 p.1481-1485
doi 10.1177/1541931214581309
Link to HFES Digital Content
Summary: Tablets, although initially used as personal, entertainment devices, are more frequently appearing in the work environment. It has been suggested, but not empirically verified, that tablets are best suited for tasks where information is 'consumed' whereas 'creation' tasks are better suited to desktop or traditional computers. A survey was administered in order to better understand how tasks may be classified as consumption or creation tasks, and to determine if a relationship exists between this categorization and user preference to complete a task with a tablet or a traditional computer. Participants classified 57 tasks/applications according to consumption/creation dimensions, and according to their preference to complete the task on a tablet or desktop computer. Results indicate creation and consumption are not mutually exclusive categories and that device preference is not directly related to these categories. Results of this work may be used in the further design, development and evaluation of applications across devices.

Probabilistic ensemble learning for Vietnamese word segmentation Poster session (short papers) / Liu, Wuying / Lin, Li Proceedings of the 2014 Annual International ACM SIGIR Conference on Research and Development in Information Retrieval 2014-07-06 p.931-934
ACM Digital Library Link
Summary: Word segmentation is a challenging issue, and the corresponding algorithms can be used in many applications of natural language processing. This paper addresses the problem of Vietnamese word segmentation, proposes a probabilistic ensemble learning (PEL) framework, and designs a novel PEL-based word segmentation (PELWS) algorithm. Supported by the data structure of syllable-syllable frequency index, the PELWS algorithm combines multiple weak segmenters to form a strong segmenter within the PEL framework. The experimental results show that the PELWS algorithm can achieve the state-of-the-art performance in the Vietnamese word segmentation task.

Learning with the Body: An Embodiment-Based Learning Strategy Enhances Performance of Comprehending Fundamental Optics / Hung, I-Chun / Lin, Lung-I / Fang, Wei-Chieh / Chen, Nian-Shing Interacting with Computers 2014-07 v.26 n.4 p.360-371
iwc.oxfordjournals.org/content/26/4/360
Summary: Theories of embodied cognition argue that mental modal simulations in the brain, body, environment and situated actions are composed of central representations in cognition. Based on embodied cognition, body movements of performing natural science experiments can provide learners with external perceptions for better knowledge construction. At present, the way of using a keyboard/mouse to conduct simulation exercises just reproduces physical experimental procedures on a computer. However, it lacks for utilizing environmental factors and bodily states as external information to help brain constructing knowledge during the experiment simulation processes. For example, learners interact with the multimedia content of fundamental optics simulation exercises by using conventional controller-based methods such as moving a mouse or pressing a hot key. Using a controller as a routine interaction device while learners associate their external bodily perceptions with internal knowledge schema does not benefit cognitive processing. To cope with this problem, an embodiment-based learning strategy is designed to provide simulated practices by learners' gestures so that they can interact with the digital content directly. Through the learning system, fundamental optics knowledge can be constructed using holistic schematization of mental modal simulations in the brain, body, environment and situated actions. A total of 51 fifth-year students were divided into 'embodiment-based learning group' and 'keyboard-mouse learning group' for a quasi-experiment to evaluate the effectiveness of the proposed strategy. This study designed an embodiment-based learning strategy to help learners perform optics simulation exercises and improve their learning performance. The result shows that the embodiment-based learning group outperformed the keyboard-mouse learning group on learning performance. Besides, learners usually need to invest additional mental effort before they overcome the run-in period to getting used to a new technology. No significant difference in cognitive load between the two groups was found, which implies the embodiment-based learning strategy is an effective learning design.

Learning latent spatio-temporal compositional model for human action recognition Action and event recognition / Liang, Xiaodan / Lin, Liang / Cao, Liangliang Proceedings of the 2013 ACM International Conference on Multimedia 2013-10-21 p.263-272
ACM Digital Library Link
Summary: Action recognition is an important problem in multimedia understanding. This paper addresses this problem by building an expressive compositional action model. We model one action instance in the video with an ensemble of spatio-temporal compositions: a number of discrete temporal anchor frames, each of which is further decomposed to a layout of deformable parts. In this way, our model can identify a Spatio-Temporal And-Or Graph (STAOG) to represent the latent structure of actions e.g. triple jumping, swinging and high jumping. The STAOG model comprises four layers: (i) a batch of leaf-nodes in bottom for detecting various action parts within video patches; (ii) the or-nodes over bottom, i.e. switch variables to activate their children leaf-nodes for structural variability; (iii) the and-nodes within an anchor frame for verifying spatial composition; and (iv) the root-node at top for aggregating scores over temporal anchor frames. Moreover, the contextual interactions are defined between leaf-nodes in both spatial and temporal domains. For model training, we develop a novel weakly supervised learning algorithm which iteratively determines the structural configuration (e.g. the production of leaf-nodes associated with the or-nodes) along with the optimization of multi-layer parameters. By fully exploiting spatio-temporal compositions and interactions, our approach handles well large intra-class action variance (e.g. different views, individual appearances, spatio-temporal structures). The experimental results on the challenging databases demonstrate superior performance of our approach over other methods.

SkyWords: an engagement machine at Chicago City Hall Video showcase presentations / Braun, Lauren / Rivera, Jaime / Mello, Jose / Hindi, Kareem / Lin, Lee / Patel, Keta / Mathew, Anijo Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.2839-2840
ACM Digital Library Link
Summary: When governments make new policies they often have limited methods for engaging the public and gathering opinions. As a result, policy-making is not always inclusive and too often important decisions are made by just a few. SkyWords is a site-specific installation or "civic engagement machine". SkyWords leveraged technology, interaction design and the universal appeal of play to give hundreds of people the opportunity to participate in government.

Focusing our vision: the process of redesigning adobe acrobat Case studies / Lin, Liang-Cheng / Scull, Craig / Walsh, Daniel Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing Systems 2012-05-05 v.2 p.629-644
ACM Digital Library Link
Summary: In this paper we describe the rationale, strategy, and approach of redesigning Adobe Acrobat and Reader from 2008 to 2010. User research techniques, methodologies, and a series of lessons learned during the two-and-a-half-year development cycle are also summarized.

Core capabilities for practitioners in achieving e-business innovation / Lin, Li-Min / Hsia, Tzyh-Lih Computers in Human Behavior 2011-09 v.27 n.5 p.1884-1891
Keywords: E-business
Keywords: E-business innovation
Keywords: IS innovation
Keywords: Dynamic capabilities
Link to Article at sciencedirect
Summary: The rapid advance of information technology and its penetration into the core elements of the business model and organizational structures is enabling profound and significant organizational changes. In such a dynamic environment, firms must be able to continually evolve their capabilities to facilitate electronic business (e-business) innovation. Yet, current research pays little attention to the core capabilities that contribute to e-business innovation in general. This research seeks to identify the core capabilities that are necessary for achieving e-business innovation. We propose a tri-core model of e-business innovation adopted from Swanson (1994), which knits together three cores: business technology, the business model and the value network. We use this model initially to specify the functional areas of the capabilities. Based on data collected through an intensive literature review and an exploratory Delphi study, thirteen essential capabilities were considered as the keys to e-business innovation exploitation and exploration. Firms can facilitate their e-business solutions over time through the successful development of these capabilities. These findings provide great insights for practitioners and scholars alike to better understand the core capabilities for achieving e-business innovation. It can also help practitioners form a template of the requisite in-house management for identifying knowledge gaps and developing action plans.

HRI pioneers workshop 2011 Tutorials & workshops / Kollar, Thomas / Weiss, Astrid / Monast, Jason / Austermann, Anja / Lu, David / Patel, Mitesh / Gribovskaya, Elena / Datta, Chandan / Kelley, Richard / Osawa, Hirotaka / Lin, Lanny Proceedings of the 6th International Conference on Human-Robot Interaction 2011-03-06 p.9-10
ACM Digital Library Link
Summary: The 2011 HRI Pioneers Workshop will be conducted in conjunction with the 2011 ACM/IEEE International Conference on Human-Robot Interaction (HRI). The 2011 HRI Pioneers Workshop will provide a forum for graduate students and postdocs to learn about the current state of HRI, to present their work and to network with one another and with select senior researchers in a setting that is less formal and more interactive than the main conference. Workshop participants will discuss important issues and open challenges in the field, encouraging the formation of collaborative relationships across disciplines and geographic boundaries.

Factors affecting selection of information sources: a study of Ramkhamhaeng University Regional Campuses graduate students Posters / Angchun, Peemasak / Turner, Philip / Lin, Lin / Alemneh, Daniel Proceedings of the 2011 iConference 2011-02-08 p.638-639
ACM Digital Library Link
Summary: Regional students succeed in their studies when they can easily access information through convenient sources. Therefore, the researcher will investigate factors affecting regional students' selection of information sources to meet their information needs, as well as investigate these regional students' satisfaction with Ramkhamhaeng University (RU) Regional Library Services and their satisfaction with the perceived quality of information retrieved from other information sources. The researcher applies The Principle of Least Effort for this study. This principle governs and predicts the choices of these regional students' selection of information channel qualities (i.e. convenience, ease of use, familiarity, availability, accessibility, and proximity of libraries to home or work), whereas Simon's Satisficing Theory explains the selection and use of the information retrieved without considering whether the information is optimal. Furthermore, the researcher will determine to what extent information channel qualities affect how often students use information sources. This means that the most convenient, easier to use, and familiar the information channel qualities are, the most information sources will be selected and used. The researcher will gather the data with a survey method. The population is composed of approximately 3,000 graduate students who will enroll in classes in the spring of 2011 at RU Regional Campuses (RURCs). The researcher will employ a stratified random sampling technique to select a sample from the population that is divided into separate groups (strata) by geographical locations (South, North, Central, and Northeast). The total sample size of this study is 353 representatives of these graduate students. The researcher will analyze data by using the Statistics Package for Social Science (SPSS) program for Windows The researcher will use both descriptive and inferential statistics. The descriptive statistics consist of frequency, percentage rate, arithmetic mean, and standard deviation. The inferential statistics will be evaluated using a multiple regression method. The researcher will discuss the results from this study and compare them with previous research. The researcher expects the finding to provide practical advice to librarians to improve their services and to provide suggestions for administrators of RU's library systems for improving the information sources and the quality of information retrieved. The researcher will provide a new model of information-seeking behavior to contribute new knowledge of library services to the Thai community in the field of library and information science. This study will help stakeholders provide new technologies, such as Web portal to library services, in order to allow equal access to information of students at each RURCs.

Evaluating Emergency Department Information Technology Using a Simulation-based Approach COGNITIVE ENGINEERING AND DECISION MAKING / Pennathur, Priyadarshini R. / Cao, Dapeng / Sui, Zheng / Bisantz, Ann M. / Lin, Li / Fairbanks, Rollin J. / Guarrera, Theresa K. / Brown, Jennifer L. / Perry, Shawna J. / Wears, Robert L. Proceedings of the Human Factors and Ergonomics Society 53rd Annual Meeting 2009-10-19 v.53 p.207-211
Link to HFES Digital Content
Summary: Manual status boards, which are used in many emergency departments to track patient and ED status information, are being replaced with electronic patient tracking systems. Such technology transitions can be challenging for the users and can produce undesirable consequences if the new technologies are not properly designed and tested. Understanding the impact of technologies such as electronic patient tracking systems before implementation in a real ED can help avert adverse safety consequences and promote user adoption. However, it is challenging to test technologies in real-world domains such as an ED, due to time pressures and safety critical tasks. A more feasible alternative is to employ simulation in a lab-based environment. This paper describes research measuring situation awareness and workload during user interaction with a simulated electronic patient tracking system. The impact of technology design on situation awareness and workload, and insights on design improvement are discussed.

Screening Enhancements: Why dont they enhance performance COGNITIVE ENGINEERING AND DECISION MAKING: CE8 - Improving Visual Search and Identification in Complex Systems / Ghylin, K. M. / Schwaninger, A. / Drury, C. G. / Redford, J. / Lin, L. / Batta, R. Proceedings of the Human Factors and Ergonomics Society 52nd Annual Meeting 2008-09-22 v.52 p.353-357
Link to HFES Digital Content
Summary: Data obtained utilizing image enhancements in a carry-on bag x-ray screening task were analyzed to determine whether and how image enhancements affect performance. To complement earlier studies of experienced screeners, sixty-six novices to the screening task used six different overall enhancements. Results indicated a significant worsening of performance, A', between Original images and Negative images, but no performance differences for the other enhancements, similar to effects found for experienced screeners. There was little overall performance learning taking place on the task. More detailed analysis by splitting response times into search and non-search components revealed little more enhancement effect, but a reduction in False Alarm response time as the task progressed. It appears that the locus of lack of positive effects of enhancements is not just a function of familiarity with the current screen view.

WISA: a novel web image semantic analysis system Posters group 3: multimedia and domain specific IR / Xu, Hongtao / Zhou, Xiangdong / Lin, Lan Proceedings of the 31st Annual International ACM SIGIR Conference on Research and Development in Information Retrieval 2008-07-20 p.777-778
ACM Digital Library Link
Summary: We present a novel Web Image Semantic Analysis (WISA) system, which explores the problem of adaptively modeling the distributions of the semantic labels of the web image on its surrounding text. To deal with this problem, we employ a new piecewise penalty weighted regression model to learn the weights of the contributions of the different parts of the surrounding text to the semantic labels of images. Experimental results on a real web image data set show that it can improve the performance of web image semantic annotation significantly.

Question classification with semantic tree kernel Posters group 4: theory and IR models / Pan, Yan / Tang, Yong / Lin, Luxin / Luo, Yemin Proceedings of the 31st Annual International ACM SIGIR Conference on Research and Development in Information Retrieval 2008-07-20 p.837-838
ACM Digital Library Link
Summary: Question Classification plays an important role in most Question Answering systems. In this paper, we exploit semantic features in Support Vector Machines (SVMs) for Question Classification. We propose a semantic tree kernel to incorporate semantic similarity information. A diverse set of semantic features is evaluated. Experimental results show that SVMs with semantic features, especially semantic classes, can significantly outperform the state-of-the-art systems.

Temporal Effects in a Security Inspection Task: Breakdown of Performance Components AEROSPACE SYSTEMS: Safety and Training / Ghylin, K. M. / Drury, C. G. / Batta, R. / Lin, L. Proceedings of the Human Factors and Ergonomics Society 51st Annual Meeting 2007-10-01 v.51 p.93-97
Link to HFES Digital Content
Summary: Data from certified screeners performing an x-ray inspection task for 4 hours, or 1000 images, were analyzed to identify the nature of the vigilance decrement. The expected vigilance decrement was found, with performance measured by probability of detection (PoD) and probability of false alarm [P(FA)] decreasing from hour 1 to hour 4. Correlations between PoD and P(FA) indicate that sensitivity between hours remained the same, however a shift in criterion (Beta) occurred. Significant decreases in both detection and stopping time were found from the first hour to the second, third, and fourth hour. Evidence of changes in the search component of the time per item was found to account for part of the vigilance decrement. As the task continued, participants spent less time actively searching the image, as opposed to other activities. Evidence is provided for truncation of active search as security inspection continues.

Human Factors Contributes to Queuing Theory: Parkinson's Law and Security Screening GENERAL SESSION: Human Factors in Complex Operational Environments / Marin, Clara V. / Drury, Colin G. / Batta, Rajan / Lin, Li Proceedings of the Human Factors and Ergonomics Society 51st Annual Meeting 2007-10-01 v.51 p.602-606
Link to HFES Digital Content
Summary: It is the thesis of this paper that queuing theory should take into account not just the behavior of customers in queues, but also the behavior of servers. Servers may change their behavior in response to queue length, which has implications for service quality as well as for customer waiting time. Parkinson's Law would be one explanation of any speed-up effect as queue length increases. We provide empirical evidence for this assertion in one queuing situation with high visibility and high error consequence: security screening at an airport.

UI toolkit for non-designers in the enterprise applications industry Experience report / Lin, Liang-Cheng / Lee, Wai On Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007-04-28 v.2 p.1795-1804
ACM Digital Library Link
Summary: This report describes a user interface (UI) toolkit used for prototyping by non-designers. The toolkit enables the development of standardized UI wireframes and click-through prototypes that comply with User Experience UI style guides and design specifications.

Empirical evaluation of the revised end user computing acceptance model / Wu, Jen-Her / Chen, Yung-Cheng / Lin, Li-Min Computers in Human Behavior 2007-01 v.23 n.1 p.162-174
Keywords: End user computing
Keywords: Technology acceptance model
Keywords: Computer self-efficiency
Keywords: Network externalities
Keywords: Computer enjoyment
Keywords: Task-technology fit
Link to Article at sciencedirect
Summary: This paper proposed a revised technology acceptance model for measuring end user computing (EUC) acceptance. An empirical study was conducted to collect data. This data was empirically used to test the proposed research model. The structural equation modeling technique was used to evaluate the causal model and confirmatory factor analysis was performed to examine the reliability and validity of the measurement model. The results demonstrate that the model explains 56% of the variance. This finding contributes to an expanded understanding of the factors that promote EUC acceptance. The implication of this work to both researchers and practitioners is discussed.

EDITED BOOK The human-computer interaction handbook: fundamentals, evolving technologies, and emerging applications / Jacko, Julie A. / Sears, Andrew 2003 p.1277 Lawrence Erlbaum Associates
ISBN: 0-8058-3838-4 (case) 0-8058-4468-6 (pbk.)
www.isrc.umbc.edu/HCIHandbook/index1st.html
I. The Evolution of Human-Computer Interaction: From Memex to Bluetooth and Beyond
	www.isrc.umbc.edu/HCIHandbook/Intro.html
	+ Pew, Richard W.
II. HUMANS IN HCI (Mary Czerwinski)
1. Perceptual-Motor Interaction: Some Implications for HCI
	www.isrc.umbc.edu/HCIHandbook/Chapter_1.html
	+ Chua, Romeo
	+ Weeks, Daniel J.
	+ Goodman, David
2. Human Information Processing: An overview for Human-Computer Interaction
	www.isrc.umbc.edu/HCIHandbook/Chapter_2.html
	+ Proctor, Robert W.
	+ Vu, Kim-Phuong L.
3. Mental Models
	www.isrc.umbc.edu/HCIHandbook/Chapter_3.html
	+ van der Veer, Gerrit C.
	+ Melguizo, Maria del Carmen Puerta
4. Emotion in Human-Computer Interaction
	www.isrc.umbc.edu/HCIHandbook/Chapter_4.html
	+ Brave, Scott
	+ Nass, Cliff
5. Cognitive Architecture
	www.isrc.umbc.edu/HCIHandbook/Chapter_5.html
	+ Byrne, Michael D.
6. Modeling Humans in HCI
	www.isrc.umbc.edu/HCIHandbook/Chapter_6.html
	+ Yoshikawa, Hidekazu
III. COMPUTERS IN HCI (Rob Jacob)
7. Input Technologies and Techniques
	www.isrc.umbc.edu/HCIHandbook/Chapter_7.html
	+ Hinckley, Ken
8. Conversational Interface Technologies
	www.isrc.umbc.edu/HCIHandbook/Chapter_8.html
	+ Karat, Clare-Marie
	+ Vergo, John
	+ Nahamoo, David
9. Visual Displays
	www.isrc.umbc.edu/HCIHandbook/Chapter_9.html
	+ Luczak, Holger
	+ Roetting, Matthias
	+ Oehme, Olaf
10. Haptic Interfaces
	www.isrc.umbc.edu/HCIHandbook/Chapter_10.html
	+ Iwata, Hiroo
11. Non-speech Auditory Output
	www.isrc.umbc.edu/HCIHandbook/Chapter_11.html
	+ Brewster, Stephen
IV. HUMAN-COMPUTER INTERACTION
IV.A. Interaction Fundamentals (Julie Jacko)
12. Multimedia User Interface Design
	www.isrc.umbc.edu/HCIHandbook/Chapter_12.html
	+ Sutcliffe, Alistair
13. Visual Design Principles for Usable Interfaces
	www.isrc.umbc.edu/HCIHandbook/Chapter_13.html
	+ Watzman, Suzanne
14. Multimodal Interfaces
	www.isrc.umbc.edu/HCIHandbook/Chapter_14.html
	+ Oviatt, Sharon
15. Adaptive Interfaces and Agents
	www.isrc.umbc.edu/HCIHandbook/Chapter_15.html
	+ Jameson, Anthony
16. Network-Based Interaction
	www.isrc.umbc.edu/HCIHandbook/Chapter_16.html
	+ Dix, Alan
17. Motivating, Influencing, and Persuading Users
	www.isrc.umbc.edu/HCIHandbook/Chapter_17.html
	+ Fogg, BJ
18. Human Error Identification in Human Computer Interaction
	www.isrc.umbc.edu/HCIHandbook/Chapter_18.html
	+ Stanton, Neville A.
19. Design of Computer Workstations
	www.isrc.umbc.edu/HCIHandbook/Chapter_19.html
	+ Smith, Michael J.
	+ Carayon, Pascale
	+ Cohen, William J.
IV. B. Designing Interfaces For Diverse Users (Gregg Vanderheiden)
20. Genderizing HCI
	www.isrc.umbc.edu/HCIHandbook/Chapter_20.html
	+ Cassell, Justine
21. Designing Computer Systems for Older Adults
	www.isrc.umbc.edu/HCIHandbook/Chapter_21.html
	+ Czaja, Sara J.
	+ Lee, Chin Chin
22. HCI for Kids
	www.isrc.umbc.edu/HCIHandbook/Chapter_22.html
	+ Bruckman, Amy
	+ Bandlow, Alisa
23. Global / Intercultural User-Interface Design
	www.isrc.umbc.edu/HCIHandbook/Chapter_23.html
	+ Marcus, Aaron
24. Information Technology for Cognitive Support
	www.isrc.umbc.edu/HCIHandbook/Chapter_24.html
	+ Newell, Alan F.
	+ Carmichael, Alex
	+ Gregor, Peter
	+ Alm, Norman
25. Physical Disabilities and Computing Technologies: An Analysis of Impairments
	www.isrc.umbc.edu/HCIHandbook/Chapter_25.html
	+ Sears, Andrew
	+ Young, Mark
26. Perceptual Impairments and Computing Technologies
	www.isrc.umbc.edu/HCIHandbook/Chapter_26.html
	+ Jacko, Julie A.
	+ Vitense, Holly
	+ Scott, Ingrid
IV.C. Interaction Issues for Special Applications (Jenny Preece)
27. Documentation: Not yet implemented but coming soon!
	www.isrc.umbc.edu/HCIHandbook/Chapter_27.html
	+ Mehlenbacher, Brad
28. Information Visualization
	www.isrc.umbc.edu/HCIHandbook/Chapter_28.html
	+ Card, Stuart
29. Groupware and Computer Supported Cooperative Work
	www.isrc.umbc.edu/HCIHandbook/Chapter_29.html
	+ Olson, Gary M.
	+ Olson, Judith S.
30. Online Communities: Sociability and Usability
	www.isrc.umbc.edu/HCIHandbook/Chapter_30.html
	+ Preece, Jenny
	+ Maloney-Krichmar, Diane
31. Virtual Environments
	www.isrc.umbc.edu/HCIHandbook/Chapter_31.html
	+ Stanney, Kay M.
32. User-Centered Interdisciplinary Design of Wearable Computers
	www.isrc.umbc.edu/HCIHandbook/Chapter_32.html
	+ Siewiorek, Daniel P.
	+ Smailagic, Asim
33. A Cognitive Systems Engineering Approach to the Design of Decision Support Systems
	www.isrc.umbc.edu/HCIHandbook/Chapter_33.html
	+ Smith, Philip J.
	+ Geddes, Norman D.
34. Computer-Based Tutoring Systems: A Behavioral Approach
	www.isrc.umbc.edu/HCIHandbook/Chapter_34.html
	+ Emurian, Henry H.
	+ Durham, Ashley G.
35. Conversational Speech Interfaces
	www.isrc.umbc.edu/HCIHandbook/Chapter_35.html
	+ Lai, Jennifer
	+ Yankelovich, Nicole
36. The World-Wide Web
	www.isrc.umbc.edu/HCIHandbook/Chapter_36.html
	+ Lazar, Jonathan
37. Information Appliances
	www.isrc.umbc.edu/HCIHandbook/Chapter_37.html
	+ Sharpe, W. P.
	+ Stenton, S. P.
V. APPLICATION DOMAINS (Arnold M. Lund)
38. E-Commerce Interface Design
	www.isrc.umbc.edu/HCIHandbook/Chapter_38.html
	+ Vergo, John
	+ Noronha, Sunil
	+ Kramer, Joseph
	+ Lenchner, Jon
	+ Cofino, Thomas A.
39. The Evolution of HCI during the Telecommunications Revolution
	www.isrc.umbc.edu/HCIHandbook/Chapter_39.html
	+ Israelski, Edmond
	+ Lund, Arnold M.
40. Government Roles in HCI
	www.isrc.umbc.edu/HCIHandbook/Chapter_40.html
	+ Scholtz, Jean
41. Human Computer Interaction in Health Care
	www.isrc.umbc.edu/HCIHandbook/Chapter_41.html
	+ Sainfort, Francois
	+ Jacko, Julie
	+ Booske, Bridget C.
42. A Framework for Understanding the Development of Educational Software
	www.isrc.umbc.edu/HCIHandbook/Chapter_42.html
	+ Quintana, Chris
	+ Krajcik, Joseph
	+ Soloway, Elliot
	+ Norris, Cathleen
43. Understanding Entertainment: Story and Gameplay are One
	www.isrc.umbc.edu/HCIHandbook/Chapter_43.html
	+ Schell, Jesse
44. Motor Vehicle Driver Interfaces
	www.isrc.umbc.edu/HCIHandbook/Chapter_44.html
	+ Green, Paul
45. Human Computer Interaction in Aerospace
	www.isrc.umbc.edu/HCIHandbook/Chapter_45.html
	+ Pritchett, Amy R.
46. User-centered design in games
	www.isrc.umbc.edu/HCIHandbook/Chapter_46.html
	+ Pagulayan, Randy J.
	+ Keeker, Kevin
	+ Wixon, Dennis
	+ Romero, Ramon L.
	+ Fuller, Thomas
VI. THE DEVELOPMENT PROCESS
VII.A. Requirements Specification (Michael J. Muller)
47. Requirements Specification within the Usability Engineering Lifecycle
	www.isrc.umbc.edu/HCIHandbook/Chapter_47.html
	+ Mayhew, Deborah
48. Task Analysis
	www.isrc.umbc.edu/HCIHandbook/Chapter_48.html
	+ Redish, Janice (Ginny)
	+ Wixon, Dennis
49. Contextual Design
	www.isrc.umbc.edu/HCIHandbook/Chapter_49.html
	+ Holtzblatt, Karen
50. The Ethnographic Approach to Design
	www.isrc.umbc.edu/HCIHandbook/Chapter_50.html
	+ Blomberg, Jeanette
	+ Burrell, Mark
	+ Guest, Greg
VII.B. Design and Development (Tom Stewart)
51. Guidelines, Standards, and Style Guides
	www.isrc.umbc.edu/HCIHandbook/Chapter_51.html
	+ Stewart, Tom
	+ Travis, David
52. Prototyping tools and techniques
	www.isrc.umbc.edu/HCIHandbook/Chapter_52.html
	+ Beaudouin-Lafon, Michel
	+ Mackay, Wendy
53. Scenario-based Design
	www.isrc.umbc.edu/HCIHandbook/Chapter_53.html
	+ Rosson, Mary Beth
	+ Carroll, John M.
54. Participatory Design: The Third Space in HCI
	www.isrc.umbc.edu/HCIHandbook/Chapter_54.html
	+ Muller, Michael J.
55. Unified User Interface Development
	www.isrc.umbc.edu/HCIHandbook/Chapter_55.html
	+ Stephanidis, C.
	+ Savidis, A.
VII.C. Testing and Evaluation (Andrew Sears)
56. User-based Evaluations
	www.isrc.umbc.edu/HCIHandbook/Chapter_56.html
	+ Dumas, Joseph S.
57. Inspection-based Evaluations
	www.isrc.umbc.edu/HCIHandbook/Chapter_57.html
	+ Cockton, Gilbert
	+ Lavery, Darryn
	+ Woolrych, Alan
58. Model-based Evaluation
	www.isrc.umbc.edu/HCIHandbook/Chapter_58.html
	+ Kieras, David
59. Beyond Task Completion: Evaluation of Affective Components of Use
	www.isrc.umbc.edu/HCIHandbook/Chapter_59.html
	+ Karat, John
VII. MANAGING HCI AND EMERGING ISSUES (HANS-JOERG BULLINGER AND JURGEN ZIEGLER)
60. Technology Transfer
	www.isrc.umbc.edu/HCIHandbook/Chapter_60.html
	+ Schofield, Kevin
61. Human values, Ethics, and Design
	www.isrc.umbc.edu/HCIHandbook/Chapter_61.html
	+ Friedman, Batya
	+ Kahn, Peter H., Jr.
62. Cost Justification
	www.isrc.umbc.edu/HCIHandbook/Chapter_62.html
	+ Bias, Randolph G.
	+ Mayhew, Deborah J.
	+ Upmanyu, Dilip
63. The Evolving Role of Security, Privacy and Trust in a Digitized World
	www.isrc.umbc.edu/HCIHandbook/Chapter_63.html
	+ Diller, Steve
	+ Lin, Lynn
	+ Tashjian, Vania
64. Achieving compatibility in HCI design and evaluation
	www.isrc.umbc.edu/HCIHandbook/Chapter_64.html
	+ Karwowski, Waldemar
VIII. Perspectives on HCI
	www.isrc.umbc.edu/HCIHandbook/Future.html
	+ Salvendy, Gavriel
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