[1]
MoodRhythm: tracking and supporting daily rhythms
Poster, demo, & video presentations
/
Voida, Stephen
/
Matthews, Mark
/
Abdullah, Saeed
/
Xi, Mengxi (Chrissie)
/
Green, Matthew
/
Jang, Won Jun
/
Hu, Donald
/
Weinrich, John
/
Patil, Prashama
/
Rabbi, Mashfiqui
/
Rahman, Tauhidur
/
Gay, Geri
/
Frank, Ellen
/
Choudhury, Tanzeem
Adjunct Proceedings of the 2013 International Joint Conference on Pervasive
and Ubiquitous Computing
2013-09-08
v.2
p.67-70
© Copyright 2013 ACM
Summary: Rhythms guide our lives. Our biological clocks tell us when we need to
sleep, eat and wake. But our use of technology can interrupt and obstruct these
rhythms, making it difficult for our bodies to get what they need to stay
healthy and balanced. Our MoodRhythm app helps individuals to live a more
naturally rhythmic day. The key goals of MoodRhythm are to use patients'
smartphones to actively and passively track daily rhythms and to provide
affective feedback that can help patients to maintain a regular daily rhythm,
while feeding this clinically valuable information back to their physicians.
[2]
The Distribution of Visibility Levels at Target Detection in a Modified
Adrian/CIE Visibility Model
SURFACE TRANSPORTATION
/
Ising, Kurt W.
/
Green, Marc
Proceedings of the Human Factors and Ergonomics Society 53rd Annual Meeting
2009-10-19
v.53
p.1796-1800
© Copyright 2009 Human Factors and Ergonomics Society
Summary: Adrian's Visibility Model is a useful tool for assessing the visibility of
an object at night and has been accepted as the Small Target Visibility (STV)
design criteria in the Illuminating Engineering Society's American National
Standard Practice for Roadway Lighting. In this study, a modified model has
been used which incorporates more recent findings involving glare sources.
Previous work has shown that the average visibility level (VL) at target
detection will vary depending upon the observer's age, headlight beam pattern,
and target reflectivity. However, the population distribution of VL at
detection was still uncertain making it difficult to assess confidence in
detection calculations. This study has mined available data to determine the
distribution of VLs at target detection for a driving subject group. A
log-normal fit has been generated for alerted and unalerted subjects which
demonstrates the wide range of values that must be considered for confidence in
accident avoidance analyses.
[3]
User interface description languages for next generation user interfaces
Workshops
/
Shaer, Orit
/
Jacob, Robert J. K.
/
Green, Mark
/
Luyten, Kris
Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems
2008-04-05
v.2
p.3949-3952
© Copyright 2008 ACM
Summary: In recent years HCI researchers have developed a broad range of new
interfaces that diverge from the "window, icon, menu, pointing device" (WIMP)
paradigm, employing a variety of novel interaction techniques and devices.
Developers of these next generation user interfaces face challenges that are
currently not addressed by state of the art user interface software tools. As
part of the user interface software community's effort to address these
challenges, the concept of a User Interface Description Language (UIDL),
reemerge as a promising approach.
To date, the UIDL research area has demonstrated extensive development,
mainly targeting multi-platform and multi-modal user interfaces. However, many
open questions remain regarding the usefulness and effectiveness of UIDLs in
supporting the development of next generation interfaces.
The aim of this workshop is to bring together both developers of next
generation user interfaces and UIDL researchers in an effort to identify key
challenges facing this community, to jointly develop new approaches aimed at
solving these challenges and finally to consider future spaces for UIDL
research.
[4]
The Use of Mobile Phones to Support Children's Literacy Learning
Persuasion Via Mobile Phones
/
Revelle, Glenda
/
Reardon, Emily
/
Green, Makeda Mays
/
Betancourt, Jeanette
/
Kotler, Jennifer
Proceedings of the 2007 International Conference on Persuasive Technology
2007-04-26
p.253-258
Keywords: Mobile; Phone; Education; Learning; Literacy; Parents; Children; Sesame
Street; Video; Audio; Text
© Copyright 2007 Springer-Verlag
Summary: The goal of this study was to develop a mobile-phone based intervention that
would encourage parents to engage their children in daily literacy-learning
activities. The intervention content included text messages for parents, audio
messages for parents and children, and Sesame Street letter videos for
children. Messaging to parents suggested real-world activities that they could
use to engage their children in learning letters. Pre- and post-interviews
indicated a significant increase in the frequency with which parents reported
engaging their children in literacy activities after participating in this
study. In addition, 75% of lower-income participants and 50% of middle-income
participants reported that they believed watching the Sesame Street letter
videos helped their children learn letters. More than 75% of participants
reported believing that a mobile phone used in this way can be an effective
learning tool, since mobile-phone delivery made it extremely easy to
incorporate literacy activities into their daily routines.
[5]
A layout framework for 3D user interfaces
Interaction and design -- I
/
Lee, Wai Leng
/
Green, Mark
Proceedings of the 2005 ACM Symposium on Virtual Reality Software and
Technology
2005-11-07
p.96-105
Keywords: 3D user interface, layout techniques
© Copyright 2005 ACM
Summary: Two of the main problems facing the developers of 3D user interface are the
wide range of device configurations that must be supported and the lack of
software tools for constructing 3D user interfaces. The Grappl project aims to
solve these problems by producing user interfaces that adapt to the device
configurations that they encounter at runtime. Since the user interface is
constructed at runtime one of the problems confronted by Grappl is laying out
the different user interface components and possibly some of the application
objects. This paper presents a framework for automating the layout of 3D user
interfaces, including the types of information provided by the user interface
designer, the high level architecture of the layout system and the algorithms
used for empty space management.
[6]
The Grappl 3D interaction technique library
Session 1A: object interactions and collisions
/
Green, Mark
/
Lo, Joe
Proceedings of the 2004 ACM Symposium on Virtual Reality Software and
Technology
2004-11-10
p.16-23
Keywords: 3D user interfaces, interaction techniques
© Copyright 2004 ACM
Summary: One of the obstacles to the widespread use of interactive 3D applications is
the lack of good tools for developing them. The development of these tools has
been complicated by the wide range of hardware configurations used in 3D
applications. Also, there is a lack of common software platforms for developing
the tools required for 3D user interfaces. As a result, many groups develop
their own set of interaction techniques without taking advantage of the work of
others, wasting a considerable amount of development time. The Grappl project
aims to solve these problems by providing software tools that adapt to the
hardware configuration and automatically design most of the user interface. One
of the main components of this project is an interaction technique library that
supports a wide range of input and output devices. This library provides an
open platform for the development of 3D interaction techniques that encourages
further development in this area. Interaction techniques developed using this
toolkit can be used in our user interface design system, so application
developers can easily take advantage of new interaction techniques. The design
and implementation of this library is described in this paper.
[7]
Towards virtual environment authoring tools for content developers
Authoring tools & systems
/
Green, Mark
Proceedings of the 2003 ACM Symposium on Virtual Reality Software and
Technology
2003-10-01
p.117-123
Keywords: authoring tools
© Copyright 2003 ACM
Summary: The development of digital media requires the skills of both technical and
creative individuals. Technical experts produce the underlying technology that
makes the medium possible, but without high quality content the medium won't be
successful. In order for a digital medium to be successful it must be possible
for content designers to have as much access as possible to the technology
without requiring the hands-on assistance of technology experts. This paper
examines the problem of creating authoring tools for virtual environments that
allow content designers to produce interesting artistic environments without
the direct assistance of programmers. Over the past two years we have been
developing authoring tools for artistic virtual environments, and these tools
form the basis of our virtual reality courses. Most of the students in these
courses have limited programming abilities, so they cannot use programming
based tools for producing their virtual environments. This paper presents some
of the important things that we have learned and a brief discussion of the
tools that we have produced.
[8]
Template-based generation of road networks for virtual city modeling
Modeling/simulation
/
Sun, Jing
/
Yu, Xiaobo
/
Baciu, George
/
Green, Mark
Proceedings of the 2002 ACM Symposium on Virtual Reality Software and
Technology
2002-11-11
p.33-40
Keywords: 3D modeling, GIS, urban synthesis, virtual reality
© Copyright 2002 ACM
Summary: In modern urban areas, we often find a transportation network that follows a
superimposed pattern. In this paper, we propose a novel method to generate a
virtual traffic network based on (1) image-derived templates, and (2) a
rule-based generating system. Using 2D images as input maps, various road maps
with different patterns could be produced. This traffic network generating
model adjusts itself intelligently in order to avoid restricted geographical
areas or urban developments. The generative model follows closely directions of
elevation and connects road ends in ways that allow various types of
breakpoints.
[9]
INTERNET
Human Centred Design
/
Green, Marie
2002-08-28
Norway
Human Centred Design
Keywords: Human Factors, Ergonomics, HCI, Interface Design, Information Architecture,
Usability, Human Error
Summary: Human Centred Design is a consultancy specialising in the user-centred
design of information and technical systems and equipment. We apply systematic
techniques to reduce human error in human-system interaction.
[10]
Human Factors Research at the OECD Halden Reactor Project into the 21st
Century
3: MULTIPLE-SESSION SYMPOSIA: Current Status of Human Factors and Ergonomics
in Power Systems [Research]
/
Holmstroem, Conny O.
/
Green, Mark
Proceedings of the Joint IEA 14th Triennial Congress and Human Factors and
Ergonomics Society 44th Annual Meeting
2000-07-30
v.44
n.3
p.803-806
© Copyright 2000 HFES
Summary: The OECD Halden Reactor Project is a joint undertaking of national nuclear
organisations from 20 countries, who together sponsor a research programme
under the auspices of the OECD -- Nuclear Energy Agency. One of the Projects
important research areas addresses human factors in control room design and
operation. The simulator-based Halden Man-Machine Laboratory (HAMMLAB) has,
since its establishment in 1983, been the main facility for conducting research
in this area. It's objective is to provide knowledge for improving today's
control rooms, through the introduction and evaluation of computer-based
solutions for effective and safe control of the plant, across all process
conditions. The laboratory facility will be introduced and the recent major
upgrades, involving moving from one nuclear simulator to three full-scale
simulators, plus an oil production platform simulator described. The aim of the
human factors research programme itself is to provide knowledge about the
capabilities and limitations of the human operators within a control room
environment. Understanding the impact of new technology on operating personnel
is crucial in decision-making concerning safety and efficiency for nuclear
power plants. The Halden Project's new three year research programme in this
area includes many aspects of human performance. The main elements of this
programme will be briefly described in order to provide an overview of the
breadth of the research topics currently of interest to the Projects 100
participating nuclear organisations.
[11]
Development of an Incident Investigation Process
4: SAFETY: Safety Monitoring and Reporting [Research]
/
Green, Marie M.
/
Morisseau, Dolores
/
Seim, Lars Age
/
Skriver, Jan
Proceedings of the Joint IEA 14th Triennial Congress and Human Factors and
Ergonomics Society 44th Annual Meeting
2000-07-30
v.44
n.4
p.388-390
© Copyright 2000 HFES
Summary: In many industries a traditional approach to incident investigation is still
used, especially in incidents with limited consequences, and near-misses. The
systematic identification of underlying and root causes is often limited to
accidents with more serious consequences. While it is widely acknowledged that
human error plays a role in a large number of incidents across all industries,
many still rely on methods such as the International Safety Rating System for
classifying the causes of incidents. In such systems, factors which can
influence human performance, such as training, procedures, work systems, etc.,
are only superficially addressed. This results in data which are of little
value in developing remedial actions to prevent reoccurrence. This paper
outlines a simple but systematic incident investigation process, which is aimed
at identifying the human and organisational causes of everyday incidents in the
offshore petroleum industry.
[12]
A method for progressive and selective transmission of multi-resolution
models
/
To, Danny S. P.
/
Lau, Rynson W. H.
/
Green, Mark
Proceedings of the 1999 ACM Symposium on Virtual Reality Software and
Technology
1999-12-20
p.88-95
Keywords: computer supported cooperative work, concurrent programming, distributed
graphics, distributed virtual environment, scene graph, virtual reality
© Copyright 1999 ACM
Summary: Distributed Open Inventor is an extension to the popular Open Inventor
toolkit for interactive 3D graphics. The toolkit is extended with the concept
of a distributed shared scene graph, similar to distributed shared memory. From
the application programmer's perspective, multiple workstations share a common
scene graph. The proposed system introduces a convenient mechanism for writing
distributed graphical applications based on a popular tool in an almost
transparent manner. Local variations in the scene graph allow for a wide range
of possible applications, and local low latency interaction mechanisms called
input streams enable high performance while saving the programmer from network
peculiarities.
[13]
Multi-resolution model transmission in distributed virtual environments
/
Chim, Jimmy H. P.
/
Lau, Rynson W. H.
/
Si, Antonio
/
Leong, Hong Va
/
To, Danny
/
Green, Mark
/
Lam, Miu Ling
Proceedings of the 1998 ACM Symposium on Virtual Reality Software and
Technology
1998-11-02
p.25-34
© Copyright 1998 ACM
[14]
Virtual world modeler
/
Tsang, Elton K. H.
/
Sun, Hanqiu
/
Green, Mark
Proceedings of the 1998 ACM Symposium on Virtual Reality Software and
Technology
1998-11-02
p.179-186
© Copyright 1998 ACM
[15]
A framework for performance evaluation of real-time rendering algorithms in
virtual reality
/
Yuan, Ping
/
Green, Mark
/
Lau, Rynson W. H.
Proceedings of the 1997 ACM Symposium on Virtual Reality Software and
Technology
1997-09-15
p.51-58
© Copyright 1997 ACM
[16]
Two-Handed Polygonal Surface Design
Two Hands and Three Dimensions
/
Shaw, Chris
/
Green, Mark
Proceedings of the 1994 ACM Symposium on User Interface Software and
Technology
1994-11-02
p.205-212
Keywords: User interface software, Virtual reality, Interactive 3D graphics, Two
handed interfaces, Free-form surfaces, Geometric modeling
© Copyright 1994 Association for Computing Machinery
Summary: This paper describes a Computer Aided Design system for sketching free-form
polygonal surfaces such as terrains and other natural objects. The user
manipulates two 3D position and orientation trackers with three buttons, one
for each hand. Each hand has a distinct role to play, with the dominant hand
being responsible for picking and manipulation, and the less-dominant hand
being responsible for context setting of various kinds. The less-dominant hand
holds the workpiece, sets which refinement level that can be picked by the
dominant hand, and generally acts as a counterpoint to the dominant hand. In
this paper, the architecture of the system is outlined, and a simple surface is
shown.
[17]
A Framework for User Customization
IV. User Issues
/
Wang, Haiying
/
Green, Mark
Proceedings of the Fifth International Conference on Human-Computer
Interaction
1993-08-08
v.1
p.552-557
© Copyright 1993 Elsevier Science Publishers
Summary: We present a domain independent object-oriented framework for supporting
programming-by-example in user interfaces. It simplifies the construction of
domain-specific customizations by providing programming abstractions that are
common across domains. It defines three basic abstractions: primitive
customization objects encapsulate the recording and replay mechanisms for
individual interactive objects in a domain, the modeling component records
user's interaction, identifies the user's behavior pattern and creates a
simulation agent; and the simulation agents perform the tasks on behalf of the
user. This paper describes the methodology as well as design and
implementation issues of the proposed framework.
[18]
The use of relations for motion control in an environment with multiple
moving objects
/
Sun, Hanqiu
/
Green, Mark
Proceedings of the 1993 Conference on Graphics Interface
1993-05-19
p.209-218
[19]
Decoupled Simulation in Virtual Reality with the MR Toolkit
Special Issue on Virtual Worlds
/
Shaw, Chris
/
Green, Mark
/
Liang, Jiandong
/
Sun, Yunqi
ACM Transactions on Information Systems
1993
v.11
n.3
p.287-317
Keywords: Software engineering, Tools and techniques, Software libraries, User
interfaces, Information interfaces and presentation, User interfaces, Input
devices and strategies, Theory and methods, Computer graphics, Methodology and
techniques, Device independence, Interaction techniques, Computer graphics,
Three-dimensional graphics and realism, Virtual reality, Design, Human factors,
Interactive 3D graphics, User interface software
© Copyright 1993 Association for Computing Machinery
Summary: The Virtual Reality (VR) user interface style allows natural hand and body
motions to manipulate virtual objects in 3D environments using one or more 3D
input devices. This style is best suited to application areas where
traditional two-dimensional styles fall short, such as scientific
visualization, architectural visualization, and remote manipulation.
Currently, the programming effort required to produce a VR application is too
large, and many pitfalls must be avoided in the creation of successful VR
programs. In this article we describe the Decoupled Simulation Model (DSM) for
creating successful VR applications, and a software system that embodies this
model. The MR Toolkit simplifies the development of VR applications by
providing standard facilities required by a wide range of VR user interfaces.
These facilities include support for distributed computing, head-mounted
displays, room geometry management, performance monitoring, hand input devices,
and sound (audio) feedback. The MR Toolkit encourages programmers to structure
their applications to take advantage of the distributed computing capabilities
of workstation networks, improving the application's performance. In this
article, the motivations and the architecture of the toolkit are outlined; the
programmer's view is described; and a simple application is briefly described.
[20]
The Decoupled Simulation Model for Virtual Reality Systems
Tools & Architectures for Virtual Reality and Multi-User, Shared Data
/
Shaw, Chris
/
Liang, Jiandong
/
Green, Mark
/
Sun, Yunqi
Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems
1992-05-03
p.321-328
Keywords: User interface software, Virtual reality, Interactive 3D graphics
© Copyright 1992 Association for Computing Machinery
Summary: The Virtual Reality user interface style allows the user to manipulate
virtual objects in a 3D environment using 3D input devices. This style is best
suited to application areas where traditional two dimensional styles fall
short, but the current programming effort required to produce a VR application
is somewhat large. We have built a toolkit called MR, which facilities the
development of VR applications. The toolkit provides support for distributed
computing, head-mounted displays, room geometry, performance monitoring, hand
input devices, and sound feedback. In this paper, the architecture of the
toolkit is outlined, the programmer's view is described, and two simple
applications are described.
[21]
EDITED BOOK
The Separable User Interface
Computers and People Series
/
Edmonds, Ernest
1992
p.371
London, England
Academic Press
PART 1 INTRODUCTION (5-18)
The Emergence of the Separable User Interface (5-18)
+ Edmonds, E. A.
PART 2 EARLY WORK (19-72)
A Graphical Technique for Numerical Input (21-28) (1968)
+ Newman, W. M.
A System for Interactive Graphical Programming (29-44) (1968)
+ Newman, W. M.
On the Use of Transition Diagrams in the Design of a User Interface for an Interactive Computer System (45-58) (1969)
+ Parnas, D. L.
Specification and Design of Dialogue Systems with State Diagrams (59-72) (1977)
+ Denert, E.
PART 3 FIRST GENERATION USER INTERFACE SYSTEMS (73-128)
BRIDGE: An Interactive Dialogue-Generation Facility (75-86) (1975)
+ Stallings, W.
The Man-Machine Interface -- A New Approach (87-96) (1977)
+ Maher, P. K. C.
+ Bell, H. V.
Language Facilities for Programming User-Computer Dialogues (97-128) (1978)
+ Lafuente, J. M.
+ Gries, D.
PART 4 USER INTERFACE SPECIFICATION FOR SEPARABILITY (129-182)
Adaptive Man-Computer Interfaces (131-148) (1981)
+ Edmonds, E. A.
Modelling User Interface-Application Interactions (149-166) (1989)
+ Hurley, W. D.
+ Sibert, J. L.
Propositional Production Systems for Dialogue Description (167-182) (1990)
+ Olsen, D. R., Jr.
PART 5 ARCHITECTURES (183-280)
The Man-Machine Interface: A Note on Concept and Design (185-194) (1982)
+ Edmonds, E. A.
A Report on Dialogue Specification Tools (195-210) (1985)
+ Green, M.
The Run-Time Structure of UIMS-Supported Applications (211-226) (1987)
+ Dance, J. R.
+ Granor, T. E.
+ Hill, R. D.
+ Hudson, S. E.
+ Meads, J. D.
+ Myers, B. A.
+ Schulert, A.
Localization of Application Knowledge in Incremental Development of User Interfaces (227-238) (1990)
+ Gray, P. D.
+ Wood, C. A.
+ Kilgour, A. C.
The User interface Management System DIAMANT (239-260) (1990)
+ Trefz, B.
+ Ziegler, J.
An Architecture for Knowledge-Based Front Ends (261-270) (1990)
+ Edmonds, E. A.
+ McDaid, E.
Back-End Manager: An Interface Between a Knowledge-Based Front End and its Application Subsystem (271-280)
PART 6 PRACTICAL ISSUES OF SEPARABILITY (281-343)
Report on the Interface of the UIMS to the Application (283-294) (1985)
+ Enderle, G.
Application Modelling in a User Interface Management System (295-312) (1986)
+ Alty, J. L.
+ Mckell, P.
Implementation of a Program's Designer Model (313-330) (1988)
+ Szekely, P.
A Case Study of User Interface Management System Development and Application (331-343) (1989)
+ Mannheimer, J. M.
+ Burnett, R. C.
+ Wallers, J. A.
PART 7 LOOKING BACKWARDS (AND FORWARDS) (345-356)
The Separable User Interface: A Conversation
+ Newman, W. M.
+ Edmonds, E. A.
Bibliography
Index
[22]
On Temporal-Spatial Realism in the Virtual Reality Environment
Virtual Workspaces
/
Liang, Jiandong
/
Shaw, Chris
/
Green, Mark
Proceedings of the 1991 ACM Symposium on User Interface Software and
Technology
1991-11-11
p.19-25
© Copyright 1991 Association for Computing Machinery
Summary: The Polhemus Isotrak is often used as an orientation and position tracking
device in virtual reality environments. When it is used to dynamically
determine the user's viewpoint and line of sight (e.g. in the case of a head
mounted display) the noise and delay in its measurement data causes
temporal-spatial distortion, perceived by the user as jittering of images and
lag between head movement and visual feedback. To tackle this problem, we
first examined the major cause of the distortion, and found that the lag felt
by the user is mainly due to the delay in orientation data, and the jittering
of images is caused mostly by the noise in position data. Based on these
observations, a predictive Kalman filter was designed to compensate for the
delay in orientation data, and an anisotropic low pass filter was devised to
reduce the noise in position data. The effectiveness and limitations of both
approaches were then studied, and the results shown to be satisfactory.
[23]
An Event-Object Recovery Model for Object-Oriented User Interfaces
UI Frameworks
/
Wang, Haiying
/
Green, Mark
Proceedings of the 1991 ACM Symposium on User Interface Software and
Technology
1991-11-11
p.107-115
© Copyright 1991 Association for Computing Machinery
Summary: An important aspect of interactive systems is the provision of a recovery
facility that allows the user to reverse the effects of his interactions with
the system. Due to differences between object-oriented and non-object-oriented
methodologies, user recovery approaches used for non-object-oriented software
are not suitable for object-oriented software. This paper presents an
event-object user recovery model for the construction of recovery facilities in
object-oriented user interfaces. Our approach divides traditional
history/command lists into per-object lists which fit well with object-oriented
structure. Unique features of this framework are the hierarchical structure of
the local recovery objects that reflect the application structure, its simple
semantics, and its ease of implementation, which greatly reduces the effort
required by the interface builder to incorporate it into existing
object-oriented user interface structures. We introduce this framework by
describing the event-object model, defining the protocol used by the local
facilities to perform user recovery, and presenting examples of how the
framework is used.
[24]
Automating the Lexical and Syntactic Design of Graphical User Interfaces:
The UofA* UIMS
Research Contributions
/
Singh, Gurminder
/
Green, Mark
ACM Transactions on Graphics
1991
v.10
n.3
p.213-254
Keywords: Software engineering, Design, Methodologies, Software engineering,
Miscellaneous, Rapid prototyping, Computer graphics, Methodology and
techniques, Interaction techniques, Design, Human factors, User interface
design, User interface management systems
© Copyright 1991 Association for Computing Machinery
Summary: The primary goal of the UofA* UIMS is to address a key problem with UIMSs:
their inability to help in the initial design of user interfaces. Because of
this inability, most existing UIMSs require the interface designer to work with
low level syntactic and lexical detail, which can be very time-consuming and
expensive in terms of effort required. The UofA* approach to this problem is
to produce the initial design specification and implementation of the user
interface automatically, and then enable the interface designer to improve its
appearance and effectiveness through an interactive refinement process. The
interface designer, in this approach, works at the conceptual and semantic
levels of the user interface and produces a high-level description of the
commands the interface is to support. Based on this description the syntactic
and lexical levels of the interface are automatically designed and implemented.
This interface can be refined by the designer to improve the resulting
interaction with the user. The UofA* UIMS facilitates exploration in interface
design by using user's preferences and designer's guidelines as optional
inputs. It allows the creation of interfaces in which many different types of
syntaxes can coexist.
[25]
The datapaper: Living in the virtual world
/
Green, Mark
/
Shaw, Chris
Proceedings of the 1990 Conference on Graphics Interface
1990-05-14
p.123-130