An Analysis of Cognitive Learning Context in MOOC Forum Messages
Late-Breaking Works: Collaborative Technologies
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Wong, Jian-Syuan
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Pursel, Bart
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Divinsky, Anna
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Jansen, Bernard J.
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.1315-1321
© Copyright 2016 ACM
Summary: In this research, we analyze a large number of discussions of forum messages
from three MOOC courses using a keyword taxonomy approach to identify learning
processes occurring among the students. We conduct analysis on more than
100,000 forum messages from 14,647 forum threads from three MOOCs, with a
combined 200,000+ enrollment. We map messages to six levels of Bloom's Taxonomy
for cognitive learning. The results of this research indicate that learning
processes of particular cognitive learning levels could be observed within
discussions on MOOC forums. Results imply that different types of forum
communications have features associated to particular learning levels, and the
volume of higher levels of cognitive learning domains increase as the course
progresses.
User Defined Gestures for Augmented Virtual Mirrors: A Guessability Study
WIP Theme: Augmented Reality
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Lee, Gun A.
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Wong, Jonathan
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Park, Hye Sun
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Choi, Jin Sung
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Park, Chang Joon
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Billinghurst, Mark
Extended Abstracts of the ACM CHI'15 Conference on Human Factors in
Computing Systems
2015-04-18
v.2
p.959-964
© Copyright 2015 ACM
Summary: Public information displays are evolving from passive screens into more
interactive and smarter ubiquitous computing platforms. In this research we
investigate applying gesture interaction and Augmented Reality (AR)
technologies to make public information displays more intuitive and easy to
use. We focus especially on designing intuitive gesture based interaction
methods to use in combination with an augmented virtual mirror interface. As an
initial step, we conducted a user study to identify the gestures that users
feel are natural for performing common tasks when interacting with augmented
virtual mirror displays. We report initial findings from the study, discuss
design guidelines, and suggest future research directions.
Cognitive Dynamics of Distributed Teams Performing Dynamic, Complex Tasks
Virtual Environments: VE2 -- Current Research in Simulations, Virtual
Environments, and Games
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Wong, Jason H.
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Wright, Helen
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Ogren, Lauren
Proceedings of the Human Factors and Ergonomics Society 2014 Annual Meeting
2014-10-27
p.2383-2387
doi 10.1177/1541931214581496
© Copyright 2014 HFES
Summary: Traditional team training is conducted by physically co-locating students
and accessing a common system. This method of training involves bringing the
entire team to where the system is located. This can be made more efficient by
allowing students to remotely access these systems from their duty station.
However, the effects of conducting training in this distributed manner have not
been investigated. This study identifies task and cognitive performance
decrements of distributed teams. Teams of three people were trained on a
complex, dynamic task and performed several scenarios. The key variable of
interest was whether teams were seated next to each other (co-located) or were
in separate spaces (distributed). Task performance metrics were collected,
along with measures of workload, communications, and team cohesion. Results
demonstrate that all teams had similar mission outcomes, but distributed teams
reported higher team workload, lower group integration, and increased
communications. This suggests that the act of distributing a team will impact
training, but these impacts may not all be negative. Improvements to
distributed training environments should be developed to increase performance
and reduce workload in distributed teams.
Developing and Assessing Immersive Content for Naval Training: Lessons
Learned in the Virtual World
Training: T2 -- Training and Retention of Knowledge
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Wong, Jason H.
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Nguyen, Anh B.
Proceedings of the Human Factors and Ergonomics Society 2012 Annual Meeting
2012-10-22
p.2447-2451
doi 10.1177/1071181312561498
© Copyright 2012 HFES
Summary: Content was developed in an immersive, 3-D virtual world (SecondLife
Enterprise) as a pilot project to support a Navy training need to teach
complex, highly visual concepts in an engaging fashion. An avatar-based virtual
world was used due to their unique social and content creation properties. This
project consisted of a series of modules designed to teach the naval concept of
target motion analysis. The resulting 'immersive learning trail' augmented a
two-week unit that was part of a longer course. Students from a Naval
schoolhouse participated in classes that used this content, and several
assessments were performed. Students gained the most from the content when
complex spatial concepts were taught, though impressions of the entire trail
were positive. Several lessons learned are reported, including the need to
consistently make the experience as immersive as possible and the kind of
content that benefits most from immersion.
Effect of scenario media on human-robot interaction evaluation
LBR highlights
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Xu, Qianli
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Ng, Jamie Suat Ling
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Cheong, Yian Ling
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Tan, Odelia Yiling
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Wong, Ji Bin
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Tay, Benedict Tiong Chee
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Park, Taezoon
Proceedings of the 7th International Conference on Human-Robot Interaction
2012-03-05
p.275-276
© Copyright 2012 ACM
Summary: Different media used to present the human-robot interaction (HRI) scenarios
may affect users' perception of a robot in the user studies. We investigated
how different scenario media (text, video, and live interaction) might
influence user evaluation of social robots based on a controlled experiment. We
found that multiple aspects of user acceptance were influenced by the scenario
media. Moreover, more design problems and redesign proposals were elicited when
users were exposed to media with higher fidelity. The results led to useful
insights into choosing scenario media in HRI evaluation.
Memory Makers -- The Experience of Camera Usage by Women
Part VI / Social Interaction and On-line Communities
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Kao, Yu-Lung
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Wong, Ju-Joan
HCI International 2011: 14th International Conference on HCI - Posters'
Extended Abstracts, Part I
2011-07-09
v.5
p.435-439
Keywords: Qualitative research; Camera; Feminist theories of technology; Married
women; Family photography
Copyright © 2011 Springer-Verlag
Summary: This study focuses on gender perspective to explore the Taiwan married
women's experience in using the camera. Unlike Western women who dominate the
family photography for a long time, early family photography in Taiwan is
mainly responsible by the male. Until the early '80s women had more shooting
opportunities. In this study, through the interview to seven of Taiwan's
middle-class women's camera usage, we focused on the impact of experience in
photography for their lives. Preliminary study results indicated that: In
addition to her husband's busy and rejection of photography etc. factors,
women's self independent and outgoing nature make them more interested in
photography. In addition, due to the computer knowledge they obtained through
work and other interests, these women could be more initiatively to adopt
digital photography, but they also reduced the chance to actually interact with
people. According to the above, the study believes in the late
industrialization countries, women are not always passive technology users, but
are able to use technology to show themselves; and the future of technology in
the development of photography should take a fresh look at women's ability to
operate the technology, and to derive self-empowerment of each interacting
process.
Connecting with Dysphonia: Human-Computer Interface for Amyotrophic Lateral
Sclerosis Patients
Part VII / Health and Wellbeing
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Su, Chun-Yang
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Wong, Ju-Joan
HCI International 2011: 14th International Conference on HCI - Posters'
Extended Abstracts, Part II
2011-07-09
v.6
p.453-457
Keywords: Amyotrophic lateral sclerosis (ALS); pictograph; human-computer interface
(HCI); dysarthria; universal design (UD)
Copyright © 2011 Springer-Verlag
Summary: This research studied how Amyotrophic Lateral Sclerosis patients can
communicate after losing speech and typing abilities. To create a friendly and
useful HCI system, this research studied the graphical user interfaces (GUI)
through participant observations, to understanding how to innovate a better
communication device for ALS patients and the elderly, to gaining a better
quality of life.
The Entwined Economic and Cultural Issues in the Production of Barbie in
Taiwan, Taishan
Cultural Issues in Business and Industry
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Wong, Ju-Joan
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Lin, Rungtai
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Lin, Zhe-An
IDGD 2011: 4th International Conference on Internationalization, Design and
Global Development
2011-07-09
p.417-426
Keywords: Barbie doll; community building; global commodity chains; cultural and
creative industries; women's empowerment
Copyright © 2011 Springer-Verlag
Summary: Barbie Doll is regarded as one of the most important design labels
representing the twentieth century. Up until today, it is estimated that around
100 million Barbie dolls have been sold in 150 countries around the world. In
1967, the manufacturer of Barbie, Mattel Inc., set up a joint venture
establishment, the Meining factory in Taishan Township, Taipei County. However,
Mattel shut down the Meining factory in 1987 due to rising labor costs, the
development of the local economy suddenly lost its basis. In 1998, the township
council imported the concept and practices of community building and employed
the industry of doll culture as a program to enhance the local economy. This
way, not only has Taishan Township brought about new business opportunities,
many of the women participating in community development can hopefully improve
their self-empowerment.
This paper reviewed the development history of industries in Taishan
Township from the perspective of globalization theories, aimed to analyze the
difficulties of local industrial upgrades from the perspective of economic
geography, and examine the effects of industrial promotion strategies in
community building. Lastly, this paper aimed to explore opportunities for the
empowerment of women in the community. It hoped to clarify the issues of
industrial upgrading, community building, and women's empowerment regarding
local industry development history, and reestablish the relationship between
economic development and cultural experience.
An Analysis of Game Controller and Touchscreen Devices for Input Into a
Complex High-Information Display
COMPUTER SYSTEMS: CS4 -- Input and Display
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Ogren, Lauren
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Wong, Jason H.
Proceedings of the Human Factors and Ergonomics Society 54th Annual Meeting
2010-09-27
v.54
p.615-619
© Copyright 2010 HFES
Summary: Recently, there has been rapid growth in different methods of providing
input into a computer system. Increased familiarity with the unique button
layouts of game controllers and direct manipulation touchscreen devices has
afforded an opportunity to evaluate how these new input methods can increase
efficiency of computer systems that involve the display of complex,
densely-packed information. Here, alternative button layouts (through various
game controllers) and touchscreen devices were used to navigate through a
simulated workflow in a submarine contact management task. Task completion time
and errors were recorded, and results show that only some of the alternative
input devices sped up the time it takes to cycle through a commonly used
workflow. Implications for integration of these devices with already-existing
systems are discussed along with future research directions.
TUTORING SHIP HANDLING SKILLS: INTELLIGENT TUTOR AND EXPERT MODEL IN A
SIMULATION
TRAINING: T3 -- Training Issues in Military and Defense
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Kirschenbaum, Susan S.
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Wong, Jason H.
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Peters, Stanley
Proceedings of the Human Factors and Ergonomics Society 54th Annual Meeting
2010-09-27
v.54
p.2279-2283
© Copyright 2010 HFES
Summary: The goal of this project is to develop an intelligent tutoring system (ITS)
for ship handling. The system employs a cognitive model of expert surface ship
navigation integrated with a spoken intelligent tutor (developed by Stanford
University) and a ship handling simulation system, the Conning Officer Virtual
Environment (COVE). This paper describes how the expert model was developed and
how it is integrated with the ITS and COVE.
Blogging with CONTEXT: a context-aware information retrieval system for
bloggers
Poster session
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Gruzd, Anatoliy
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Wong, Justin
Proceedings of the 2010 Symposium on Information Interaction in Context
2010-08-18
p.289-292
© Copyright 2010 ACM
Summary: The poster describes the development process and evaluation of a
context-aware information retrieval system for blog authors, called CONTEXT. As
a blogger writes a post, the system automatically retrieves and displays links
to web resources (web sites, news stories, video, etc) that are relevant to the
blogger's entry. CONTEXT continuously monitors the blog post for new search
keywords to find and display the most relevant resources to the blogger. The
main goal of this system is to inform the blogger in real time of other related
discussions that are going on in the blogosphere or elsewhere and give her/him
a chance to be part of the 'global' conversation and thus improve his/her entry
by incorporating some of the suggested resources into a post. Our expectation
is that CONTEXT will lead to more interactive and content-rich blog entries, in
which bloggers are not just expressing their own opinions, but they are also
addressing each other and building on each other's arguments.
Looking for the Image of Modernization: The Story of Made in Taiwan (MIT)
ICT for Global Development
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Wong, Ju-Joan
IDGD 2009: 3rd International Conference on Internationalization, Design and
Global Development
2009-07-19
p.419-428
Keywords: Made in Taiwan (MIT); modernization; economic development; industrial
design; national identity
Copyright © 2009 Springer-Verlag
Summary: Beginning in the 1980s, Taiwan's most vigorous global economic activity
trade department faced several difficult issues in succession. Reversing this
unfavorable situation by improving the MIT product image in international
markets was seen as the solution to these issues. This paper analyzes the
cultural contents of those economic and trade policies, and reveals how Taiwan,
a marginal state forced by the wave of globalization, constructed a national
identity by improving the product image of MIT. Furthermore, this process
demonstrates Taiwan's desire to be a 'modern' nation among the developing
countries. Based on the above, this paper argues that 'Taiwan's modern design
movement' was promoted by MIT discourses through a succession of economic and
trade policies. Besides declaring an aesthetic form, this movement also was one
of nationalism. However, whether modern design or nationalism movement, both
are transcended by the reasonable manipulation of capitalism, and become
ideological bubbles.
End-user programming of mashups with vegemite
Intelligent web systems
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Lin, James
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Wong, Jeffrey
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Nichols, Jeffrey
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Cypher, Allen
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Lau, Tessa A.
Proceedings of the 2009 International Conference on Intelligent User
Interfaces
2009-02-08
p.97-106
Keywords: automation, data integration, end-user programming, mashup, programming by
demonstration, web
© Copyright 2009 ACM
Summary: Mashups are an increasingly popular way to integrate data from multiple web
sites to fit a particular need, but it often requires substantial technical
expertise to create them. To lower the barrier for creating mashups, we have
extended the CoScripter web automation tool with a spreadsheet-like environment
called Vegemite. Our system uses direct-manipulation and
programming-by-demonstration techniques to automatically populate tables with
information collected from various web sites. A particular strength of our
approach is its ability to augment a data set with new values computed by a web
site, such as determining the driving distance from a particular location to
each of the addresses in a data set. An informal user study suggests that
Vegemite may enable a wider class of users to address their information needs.
Fishing for sustainability: the effects of indirect and direct persuasion
Works in progress
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Aleahmad, Turadg
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Balakrishnan, Aruna D.
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Wong, Jeffrey
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Fussell, Susan R.
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Kiesler, Sara
Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems
2008-04-05
v.2
p.3021-3026
© Copyright 2008 ACM
Summary: Websites and technologies that promote sustainable behavior often employ
direct persuasion by being open about persuasive intent. We examined the use of
indirect persuasion, methods that do not make persuasive intent clear. We built
two variants of a recipe website designed to induce changes in users: one using
direct persuasion and the other using indirect methods. We measured the effects
of each site on users' attitudes and actions towards the environment.
Preliminary results show that the direct style influenced actions while the
indirect style influenced attitudes. We discuss the implications of this
dissociation for research and applications.
Sharing a single expert among multiple partners
Expert/novice
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Wong, Jeffrey
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Oh, Lui Min
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Ou, Jiazhi
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Rosé, Carolyn P.
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Yang, Jie
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Fussell, Susan R.
Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems
2007-04-28
v.1
p.261-270
© Copyright 2007 ACM
Summary: Expertise to assist people on complex tasks is often in short supply. One
solution to this problem is to design systems that allow remote experts to help
multiple people in simultaneously. As a first step towards building such a
system, we studied experts' attention and communication as they assisted two
novices at the same time in a co-located setting. We compared simultaneous
instruction when the novices are being instructed to do the same task or
different tasks. Using machine learning, we attempted to identify speech
markers of upcoming attention shifts that could serve as input to a remote
assistance system.
Making mashups with marmite: towards end-user programming for the web
Programming by & with end-users
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Wong, Jeffrey
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Hong, Jason I.
Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems
2007-04-28
v.1
p.1435-1444
© Copyright 2007 ACM
Summary: There is a tremendous amount of web content available today, but it is not
always in a form that supports end-users' needs. In many cases, all of the data
and services needed to accomplish a goal already exist, but are not in a form
amenable to an end-user. To address this problem, we have developed an end-user
programming tool called Marmite, which lets end-users create so-called mashups
that re-purpose and combine existing web content and services. In this paper,
we present the design, implementation, and evaluation of Marmite. An informal
user study found that programmers and some spreadsheet users had little
difficulty using the system.
Combining audio and video to predict helpers' focus of attention in
multiparty remote collaboration on physical tasks
Oral session 4: collaborative systems and environments
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Ou, Jiazhi
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Shi, Yanxin
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Wong, Jeffrey
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Fussell, Susan R.
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Yang, Jie
Proceedings of the 2006 International Conference on Multimodal Interfaces
2006-11-02
p.217-224
Keywords: computer-supported cooperative work, focus of attention, multimodal
integration, remote collaborative physical tasks
© Copyright 2006 ACM
Summary: The increasing interest in supporting multiparty remote collaboration has
created both opportunities and challenges for the research community. The
research reported here aims to develop tools to support multiparty remote
collaborations and to study human behaviors using these tools. In this paper we
first introduce an experimental multimedia (video and audio) system with which
an expert can collaborate with several novices. We then use this system to
study helpers' focus of attention (FOA) during a collaborative circuit assembly
task. We investigate the relationship between FOA and language as well as
activities using multimodal (audio and video) data, and use learning methods to
predict helpers' FOA. We process different modalities separately and fusion the
results to make a final decision. We employ a sliding window-based delayed
labeling method to automatically predict changes in FOA in real time using only
the dialogue among the helper and workers. We apply an adaptive background
subtraction method and support vector machine to recognize the worker's
activities from the video. To predict the helper's FOA, we make decisions using
the information of joint project boundaries and workers' recent activities. The
overall prediction accuracies are 79.52% using audio only and 81.79% using
audio and video combined.
Marmite: end-user programming for the web
Work-in-progress
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Hong, Jason
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Wong, Jeffrey
Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems
2006-04-22
v.2
p.1541-1546
© Copyright 2006 ACM
Summary: A tremendous amount of semi-structured data is available today on the web
but is not necessarily in a form which is suitable for a user's tasks. For
example, a website may show a listing of local events but a user wants to
filter out those which are too far from him. To address this problem, we are
developing a tool called Marmite that helps users extract data from web pages
and create new applications using a dataflow architecture in a manner similar
to Unix pipes. In this paper, we describe formative user studies, some
evaluations of low-fidelity prototypes, and a set of design recommendations for
this tool.
Development of the Internet Clinical Communication Centre: a Patient
Centered Application for Prostate Cancer Follow-up
HEALTH CARE: Posters
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Wong, Jennifer
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Hohenadel, Joanne
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Rizo, Carlos
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Jadad, Alejandro R.
Proceedings of the Human Factors and Ergonomics Society 49th Annual Meeting
2005-09-26
v.49
p.1094-1098
© Copyright 2005 HFES
Summary: This project aims to provide selected follow-up healthcare services via
Internet technologies. A user-centered approach and qualitative method of
inquiry taken in the development of a prostate cancer Internet Clinical
Communication Centre (iC3) to provide clinicians and patients access to
portions of the electronic health record, illustrates the critical importance
of security, privacy, and the patient-provider relationship.
Surface deformation using the sensor glove
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Ma, Lizhuang
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Lau, Rynson W. H.
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Feng, Jieqing
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Peng, Qunsheng
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Wong, Janis
Proceedings of the 1997 ACM Symposium on Virtual Reality Software and
Technology
1997-09-15
p.189-196
© Copyright 1997 ACM