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[1] A Comparative Analysis of Usability Evaluation Methods on Their Versatility in the Face of Diversified User Input Methods Design and Evaluation Methods, Techniques and Tools / Ishikawa, Daiju / Kato, Takashi / Kita, Chigusa HCI International 2015: 17th International Conference on HCI: Posters' Extended Abstracts, Part I 2015-08-02 v.4 p.32-37
Keywords: Usability evaluation method; Qualitative method; Touch-based interaction; Mouse-based interaction
Link to Digital Content at Springer
Summary: Every command consists of an action and an object, suggesting that a usability problem can occur whenever the user is unable to identify an appropriate action and/or the object associated with his/her current goal. The recent shift from mouse-based to touch-based interaction demands that any usability evaluation method be sensitive to not only object-related but also action-related usability problems. This study involved a total of 32 participants, four kinds of tasks differing in the difficulty of identifying objects and executing actions, and four qualitative methods of usability evaluation. Analyses of sets of observation data with concurrent and retrospective protocol by the same participant and interpretive protocol by a new participant indicate that while the oral instruction method seems least appropriate, the newly-devised narration method seems to have better prospects than the observation and the think aloud method for the usability evaluation of touch-based interaction.

[2] Proposal of Advance Care Planning Support System Service Design and Management / Yamamoto, Satomi / Yoshino, Takashi / Kita, Chigusa / Takeshima, Misa / Kato, Takashi HIMI 2015: 17th International Conference on Human Interface and the Management of Information, Symposium on Human Interface, Part I: Information and Knowledge Design 2015-08-02 v.1 p.560-568
Keywords: Terminal care; Advance care planning; Quality of death
Link to Digital Content at Springer
Summary: In terminal care, patients may not receive the treatment they want because they cannot express their will. We found that the "Advance Directive" and the "Living Will" are useful for determining the treatment in terminal care. However, patients being unable to respond to changes due to self-choices and share these self-choices when using a conventional format are some problems that remain. We propose an advance care planning support system that enhances the possibility of performing self-choices, collecting data about end-of-life care, confirming self-choices, and sharing the information with others using social networks.

[3] Hey Peratama: a breeding game with spoken dialogue interface / Xu, Xin / Wu, Jianming / Fujita, Kengo / Kato, Tsuneo / Sugaya, Fumiaki Proceedings of the 2014 International Conference on Mobile and Ubiquitous Multimedia 2014-11-25 p.266-267
ACM Digital Library Link
Summary: In this paper, we designed a breeding game application for smartphone with a spoken dialogue interface. Though there are some public deployments of speech interface on mobile devices, the habitual and continual use still remains a difficult issue. We propose a novel design concept of breeding a dialogue agent, an animated character, through taking care and having dialogues, to establish intelligent and useful conversations. Setting the 20s-40s females as the initial target users, a new spoken dialogue application in the form of breeding game was designed by means of Human-Centered Design. The game scenario was efficiently developed from the proposed concept according to the target users' experiences of using smartphones and playing mobile games. Scenario-based acceptability evaluation verified that the game scenario is highly accepted by the target users. We released the game on Google Play recently. The real-world log data proved the novelty of our design, in which over 23.3% users were keeping speaking in the game continually.

[4] Evaluation of Stability and Effect of Gripping Method on a Laser-Induced Liquid Jet Hand Applicator for Usability Improvement Product Design: PD1 -- Physical Interfaces / Kato, Takashi / Arafune, Tatsuhiko / Washio, Toshikatsu / Yamauchi, Yasushi / Nakagawa, Atsuhiro / Ogawa, Yoshikazu / Tominaga, Teiji / Sakuma, Ichiro / Kobayashi, Etsuko Proceedings of the Human Factors and Ergonomics Society 2014 Annual Meeting 2014-10-27 p.1786-1789
doi 10.1177/1541931214581372
Link to HFES Digital Content
Summary: We developed a pulsed laser-induced liquid jet (LILJ) system to dissect tumor tissues while preserving fine blood vessels within deep and narrow working spaces and evaluated its utility and safety. However, the hand applicator of LILJ is heavy for the operator because of the torque generated by some of the accessories. Consequently, the operator cannot work with precision. To overcome this problem, we ergonomically redesigned the hand applicator of LILJ. Here, we report an assessment of the redesigned hand applicator's usability and stability that were evaluated by using the torque generated around the center of gravity of the hand applicator and the hit probability. We considered the load on the hand by force measured using a force-sensitive sensor attached to the hand applicator. We showed that three out of five subjects were able to generate enough force equally to stabilize the position of the proposed hand applicator after a disturbance was generated and were able to reduce the force enough to control the disturbance.

[5] Probabilistic touchscreen keyboard incorporating gaze point information Gesture & text-entry / Hagiya, Toshiyuki / Kato, Tsuneo Proceedings of 2014 Conference on Human-Computer Interaction with Mobile Devices and Services 2014-09-23 p.329-333
ACM Digital Library Link
Summary: We propose a novel probabilistic keyboard that takes into account the distance between a gaze point and a touch position in order to improve typing efficiency. The proposed keyboard dynamically changes the size of the search space for predicting candidate words based on a model that estimates the magnitude of touch position errors according to the distance between the gaze point and the touch position. This makes it possible for users to type intended words even when they glance at different areas on the screen. Performance was evaluated in terms of input accuracy in total error rate (TER) and of typing speed in words per minute (WPM). The results showed that the proposed keyboard successfully reduced the TER by 18.2% and increased WPM by 12.7% compared to the conventional keyboard.

[6] Easy Handheld Training: Interactive Self-learning App for Elderly Smartphone Novices Design for Aging / Toyota, Yosuke / Sato, Daisuke / Kato, Tsuneo / Takagi, Hironobu UAHCI 2014: 8th International Conference on Universal Access in Human-Computer Interaction, Part III: Aging and Assistive Environments 2014-06-22 v.3 p.203-214
Keywords: Interactive self-learning app; real videos; elderly people; user interfaces; smartphones
Link to Digital Content at Springer
Summary: Smartphones have great potential for elderly people to enrich their lives. Elderly people, however, hesitate to use smartphones compared to younger people due to several factors such as anxieties about the difficulties of unfamiliar devices and the lack of daily assistance. Moreover, a conventional research reported that elderly IT novices struggled with basic operations in the first stage. Hence, we tried to find the common issues faced by the elderly with no previous smartphone experience and then created an interactive self-learning application (app) of the basic smartphone operations. Our demonstration app was designed to give "hands-on" experience by using integrated real videos. Results of usability testing showed that the subjects easily learned by themselves how to operate the smartphones without background information. The subjective evaluation results showed that the app engaged the interest of the subjects and also gave them confidence about acquiring operational skills by themselves.

[7] Quality Function Deployment Using Improved Interpretive Structural Modeling Knowledge Management / Kato, Takeo / Matsuoka, Yoshiyuki HIMI 2014: 16th International Conference on Human Interface and the Management of Information, Symposium on Human Interface, Part I: Information and Knowledge Design and Evaluation 2014-06-22 v.1 p.352-363
Keywords: Design Methodology; QFD; ISM; Structural Modeling
Link to Digital Content at Springer
Summary: Due to the product diversification and complication, sharing the product information between the product development members has been important in the product development process. Quality Function Deployment (QFD) is one of the effective methods to share the information of the product using the quality matrices that describes the relationship between design elements needed to be considered. This paper improves QFD by applying the Interpretive structural modeling (ISM). The ISM visually expresses the complex relationship between design elements by using matrix operation. This paper also improves the ISM in order to evaluate not only the relationships between the same type of design elements but also that between in different type. The proposed QFD is applied to a disc brake design problem, and their applicability is confirmed.

[8] Analysis of Customer Preference through Unforced Natural Passive Observation HCI for Business and Innovation / Tajima, Terumasa / Iida, Yusuke / Kato, Toshikazu HCI International 2013: 15th International Conference on HCI, Part III: Applications and Services 2013-07-21 v.3 p.466-474
Keywords: Passive and active observation; Recommendation system; Machine classifier; Digital signage; Decision making support
Link to Digital Content at Springer
Summary: In our former research, customer's preference has been estimated by passive observation of shopping behavior, e.g. customer's "look" and "touch". It takes much time to understand their preferences form the log. We need quickly to build up the preference model to perform suitable recommendation for a new customer. For this reason, we will propose an active observation mechanism that detects customer's unforced natural behavior to information through ambient devices such as speakers and electric displays. This mechanism also analyzes customer's preference on features and their values of commodities, which enables the system to estimate the rate of preference to an unknown product. We have experimented on ten university students. We had them evaluate the thirty-six Shirts. We used these evaluations for precision evaluations in naive Bayes classifier. We used the leave-one-out cross-validation. As the result, we have achieved the average precision in the estimating preferences by naive Bayes classifier is 71%.

[9] Responses Analysis of Visual and Linguistic Information on Digital Signage Using fNIRS Biophysiological Aspects of Interaction / Iteya, Satoru / Maki, Atsushi / Kato, Toshikazu HCI International 2013: 15th International Conference on HCI, Part V: Towards Intelligent and Implicit Interaction 2013-07-21 v.5 p.411-420
Keywords: fNIRS; Preference on Commodities and Information Parts; Information Recommendation
Link to Digital Content at Springer
Summary: When customers receive recommended information through digital signage, it is important not only to choose suitable commodities matching each customer's preferences, but also to choose suitable information media to express their features. This paper proposes a method to estimate their preferences on information media by measuring brain activity. First step in order to achieve our final goal, we disclose that there are significant differences in brain activity in case subjects receive recommended information. The result of analysis shows there are significant differences in brain activity, especially visual cortex and language area.

[10] Visual Perception Modeling on Sense of Material of Object Surface Perception and Interaction / Aoyama, Yoshiki / Kato, Toshikazu HCI International 2013: 15th International Conference on HCI: Posters' Extended Abstracts Part I 2013-07-21 v.6 p.463-467
Keywords: CG; Texture; Visual Characteristic
Link to Digital Content at Springer
Summary: Human can quickly recognize the state of object surface. This sensation is called "Sense of Material". When simulating materials with CG, the method of complex physical model is mainstream. However, this method causes large production time and cost so we propose simple material models based on human visual characteristics called "Tri-Contrast Perception Model" and "Binocular Parallax Model". The results of discriminant analysis to some material samples, we found that binocular parallax is important affect for sense of material.

[11] Modeling Relationship between Visual Impression of Products and Their Graphical Features Product Design, Marketing and Advertisment / Niwa, Shimon / Kato, Toshikazu HCI International 2013: 15th International Conference on HCI: Posters' Extended Abstracts Part I 2013-07-21 v.6 p.705-708
Keywords: Modeling; Subjective Visual Impression; Machine Learning; Graphical Features
Link to Digital Content at Springer
Summary: Consumers feel heavy burden to find products suited individual preferences owing to large quantity of them on the Web. Therefore, it is necessary to classify products based on subjective preferences. This paper describes the method to model the relationship between subjective visual impressions and objective graphical features through machine learning for each user. The way to describe the visual impression is to use adjectives used by the professional photographers. As graphical feature vectors, we compute Lab color histogram and SURF from product photos. We estimate the subjective visual impression of products and classify them by constructing classifiers for the impression groups using Random Forests. As a result of the experiment, the proposed method achieved 80.1% accuracy on average.

[12] Estimation of Dominant Attributes of Product for Each Customer through Behavior Observation of Shopping Product Design, Marketing and Advertisment / Okuzawa, Mika / Kato, Toshikazu HCI International 2013: 15th International Conference on HCI: Posters' Extended Abstracts Part I 2013-07-21 v.6 p.709-713
Keywords: Ubiquitous Sensing; Modeling of Customer Preference; Smart Shop; Online Shop
Link to Digital Content at Springer
Summary: Our purpose is to make a personalized shopping support system in a retail store. In this study, we estimated dominant attributes for each customer through behavior observation of shopping to collecting decision-making data of them with various kinds of products. The dominant attributes are estimated by conjoint analysis of the product attributes and the degree of interest in the product estimated from customer's behavior. In the experiment with a trial retail store, we achieved success about estimations of 3 of 4 customers. The products recommended by our system also were shown to be better suit for customers.

[13] Estimation of Dominant Features of Commodities Based on Shopping Behavior Analysis Product Design, Marketing and Advertisment / Uchida, Shungo / Kato, Toshikazu HCI International 2013: 15th International Conference on HCI: Posters' Extended Abstracts Part I 2013-07-21 v.6 p.742-746
Keywords: Purchasing Behavior; Behavior Analysis; Dominant Features
Link to Digital Content at Springer
Summary: It is necessary to provide suitable assistance to each consumer in shopping to choose preferable commodities. Each consumer does shopping with checking dominant features of the commodities according to his own criteria [1]. For example, "I want a cloth of a good material", "I want a T-shirt in cool color", and so on. We have developed an experimental shopping space equipped with ubiquitous sensors such as cameras and RFID-tag readers. In our experiment, each subject freely walked around the shelves to find the preferable T-shirts. Our system observed typically the time of three actions, "Look at", "Touch" and "Take" a T-shirt. In this study, we have tried to estimate the dominant features with each consumer through suggest the approach to recommend information in consideration of personal dominant features from observation and analysis of shopping behavior to perform suitable assistance.

[14] Impression Management Support System for Teachers in Computer-Mediated Communication Learning and Education / Mukaiyachi, Tamotsu / Kato, Toshikazu HCI International 2013: 15th International Conference on HCI: Posters' Extended Abstracts Part II 2013-07-21 v.7 p.66-70
Keywords: Teacher support system; Impression management; Computer-Mediated Communication
Link to Digital Content at Springer
Summary: Recently, due to development of Internet technology, online teaching has become very popular. Building good interpersonal relationships between teachers and students is important for the students' performance in online teaching. In this study, we propose an impression management support system for teachers in Computer-Mediated Communication instruction. The system suggests improvements in instruction to teachers to give good impressions and to develop interpersonal relationships with students. As the first step to realize the system, we performed an experiment to investigate impression factors in email instruction. From the experiment, we found that seven e-mail elements which become the factors of the impressions.

[15] Supporting User's Continued Effort for Health by Estimating Mental Loads of Actions Health and Medicine / Ikeda, Hitoshi / Kato, Toshikazu HCI International 2013: 15th International Conference on HCI: Posters' Extended Abstracts Part II 2013-07-21 v.7 p.163-167
Keywords: Information Distribution; Estimate of Situation; Continual; Health Support System
Link to Digital Content at Springer
Summary: Recently, lifestyle disease has become a social problem. It is difficult to improve exercise habits because people are hard to continue efforts for health. In previous studies for encouraging exercises, there are studies to improve user's motivation by visualizing exercise outcome. We should consider not only improvement of motivation but also lessening mental loads for exercises since improvement of exercise habits requires long-term continuation. This study estimates the low degree and gives suitable recommended information which prompts exercises. Therefore we propose health support which facilitates continuation of user's effort for exercise. We propose new approach method to prompt exercise. The experimental result indicated that a part of the approach method is effective. And we constructed KANSEI model, a correlation between degrees of each the feeling and the factors is revealed by data of each user than data of all users.

[16] Relationship Analysis between the Child's Behaviors Patterns and Sense of Anxiety Smart Environments / Sasase, Ayako / Kato, Toshikazu HCI International 2013: 15th International Conference on HCI: Posters' Extended Abstracts Part II 2013-07-21 v.7 p.676-680
Keywords: behavior; anxiety; child; mother; communication
Link to Digital Content at Springer
Summary: This study aims to provide an information assistance mechanism which estimates the child's state of emotion. This paper shows relationship between child behavior patterns and sense of anxiety. We assumed a typical situation; a mother is working at home without caring her child and the child is playing alone near the mother. We assumed that looking at his mother is a reflection of anxiety in the situation. Therefore, we have examined the number of times of looking at his mother. We could observe monolog behaviors in peace of emotion, while speaking to his mother, frequent moving around, and frequent change of behaviors in sense of anxiety. We also found distance between the child and his mother is important for peace of emotion because the anxiety is dissolved by sitting near his mother in his hand distance.

[17] Relationship Analysis between Subjective Evaluation and NIRS-Based Index on Video Content Understanding and Modelling Cognition / Mitsui, Shinsuke / Maki, Atsushi / Kato, Toshikazu FAC 2013: 7th International Conference on Foundations of Augmented Cognition 2013-07-21 p.459-466
Keywords: Frontal cortex; Near-infrared spectroscopy; Subjective evaluation; Video content
Link to Digital Content at Springer
Summary: Brain activities have been investigated, and various functions of brain have been revealed recently. In our experiment, decrease of oxy-Hb change at frontal cortex was observed while subjects were watching video contents. Also, the degrees of decreases were different among the subjective evaluations about impression against the video contents. Revealing the cause of the decrease has the possibility to evaluate video content objectively. In this paper we discuss the relationship between subjective evaluation and brain activity on video content.

[18] Adaptable probabilistic flick keyboard based on HMMs Posters / Hagiya, Toshiyuki / Kato, Tsuneo Proceedings of the 2013 International Conference on Intelligent User Interfaces 2013-03-19 v.2 p.71-72
ACM Digital Library Link
Summary: To provide an accurate and user-adaptable software keyboard for touchscreens, we propose a probabilistic flick keyboard based on HMMs. This keyboard can reduce the input error by taking the time series of the actual touch position into consideration and by user adaptation. We evaluated performance of the HMM-based flick keyboard and MLLR adaptation. Experimental results showed that a user-dependent model reduced the error rate by 28.2%. In a practical setting, MLLR user adaptation with only 10 words reduced the error rate by 16.5% and increased typing speed by 10.5%.

[19] Kansei Modeling on Visual Impression from Small Datasets Part VIII / Access to Information and Knowledge / Uesaka, Shunsuke / Yasukawa, Kazuki / Kato, Toshikazu HCI International 2011: 14th International Conference on HCI - Posters' Extended Abstracts, Part I 2011-07-09 v.5 p.605-609
Keywords: Kansei Modeling; Machine Learning; Image Retrieval System
Link to Digital Content at Springer
Summary: Large datasets are generally required for machine learning. In order to improve the efficiency of the system, our team proposes a new Kansei modeling method, which requires users to collect only a small dataset. Using our method, the small datasets can search and collect large datasets classified in detail. As a result, our method creates the well-tuned Kansei model only from small datasets without the trouble of collecting many datasets.

[20] Visual Perception Model for Sense of Materials Part VI / Ergonomics and Human Modelling Issues / Wang, Wenhao / Kato, Toshikazu HCI International 2011: 14th International Conference on HCI - Posters' Extended Abstracts, Part II 2011-07-09 v.6 p.365-368
Link to Digital Content at Springer
Summary: Natural surfaces has a different materials, human can instantly feel these characteristics. For example, display of fruit on the supermarket shelves, we can determine only the eyes whether they are fresh. When shopping, we can quickly determine the quality of material goods, as well as light and heavy, soft and hard, and so on. We call this feeling "SITUKAN", it is Japanese and means sense of materials.

[21] User Modeling through Unconscious Interaction with Smart Shop User Models, Personas and Virtual Humans / Kato, Toshikazu UAHCI 2011: 6th International Conference on Universal Access in Human-Computer Interaction, Part II: Users Diversity 2011-07-09 v.2 p.61-68
Keywords: Kansei Engineering; Kansei Modeling; Behavior Log and Analysis; Smart Shop
Link to Digital Content at Springer
Summary: Ubiquitous, mobile and wearable networks unified on the internet are rapidly promoted and introduced into our daily living sphere. That means people, unfamiliar to information technology and human computer interaction issue, are becoming a large part of the users of the unified information environment. Thus we need a new concept of information environment design which does not force a person to have and use any computer skills. Such an information environment would provide modest and human friendly manner for users including elderly people.
    This paper introduces a concept of Kansei modeling from the aspects of users' needs in information service. To show its attractive facilities, this paper describes the state of the art of our studies on personal information assistance service in a smart space, such as ubiquitous and wearable environment with robotic information processing mechanism.

[22] Smart Store Understanding Consumer's Preference through Behavior Logs Cultural Issues in Business and Industry / Ogino, Akihiro / Kobayashi, Taketo / Iida, Yusuke / Kato, Toshikazu IDGD 2011: 4th International Conference on Internationalization, Design and Global Development 2011-07-09 p.385-392
Keywords: Ubiquitous Environment; Ambient Technology; Behavior Analysis; Customer Preference; Retail store
Link to Digital Content at Springer
Summary: This paper presents a smart store that estimates a preference of consumers concerning products from their behaviors. This paper proposes a method, which is a passive observation and an active observation, to observe two behaviors, direct behaviors and indirect behaviors. The passive observation is a method to observe direct behaviors of customers towards real products through ambient sensors. The active observation is a method to observe indirect behaviors of customers towards information of products through ambient displays. This study explains a purchase experiment using a prototype smart store that has installed the ambient shelves and displays. This study estimates the favorite clothes from their direct and indirect behavior using the smart store. The result of estimation of preference shows that accuracy rate is 87% by leave-one-out cross-validation.

[23] Auditory Feature Parameters for Music Based on Human Auditory Processes Measuring and Recognising Human Behaviour / Murakami, Masashi / Kato, Toshikazu HIMI 2011: Human Interface and the Management of Information, Symposium on Human Interface, Part I: Interacting with Information 2011-07-09 v.1 p.612-617
Keywords: Music; Hierarchical model of Kansei; Auditory characteristic
Link to Digital Content at Springer
Summary: Authors aim to show the similarity and difference of sensibility effect when human listen to the music. For concrete example, we assume the music recommendation services. To propose the music that users really want, we use the image words that users feel for the music, and retrieve and propose the music based on the similarity of the image word. We intend to propose the music that users really want based on Kansei engineering. We make the Hierarchical model of Kansei. This model shows that human have the 4 processes when listen the music. Feature parameters are physical frequency data with physiological process. These parameters make us possible to represent how human listen the music. In next step, we represent how human feel for the music. These representations help users possible to retrieve the music really want. For representation of human feelings, we use image words and subjective estimation.

[24] Investigation of Indirect Oral Operation Method for Think Aloud Usability Testing Human Centered Design Methods and Tools / Hori, Masahiro / Kihara, Yasunori / Kato, Takashi HCD 2011: 2nd International Conference on Human Centered Design 2011-07-09 p.38-46
Keywords: Concurrent think-aloud protocols; keep talking; usability testing; prototype evaluation
Link to Digital Content at Springer
Summary: Usability testing with prototypes is typically conducted with a concurrent think-aloud protocol. Due to the simultaneous process of prototype operation and verbalization, participants of the think-aloud testing sometimes say very little and are likely to become silent when they are required to think abstractly or complete complex tasks. In this paper, we propose a method of user operation with oral instruction, which facilitates thinking aloud because oral operation would help participants to keep a continuous flow of verbalization. To investigate the quantity and quality of utterances made during think aloud protocols, we conducted a comparative study between oral and conventional manual operation methods. The study was carried out with two test objects: an interactive prototype of a touch-screen digital camera and photo album software with standard mouse/keyboard user interface. Our results demonstrated that the oral operation method was more effective in drawing more utterances for explanation and observation that would be an important source of discovering usability problems although the effect was dependent on the user interface of test objects.

[25] Design and Development of Eyes- and Hands-Free Voice Interface for Mobile Phone Mobile and Ubiquitous Interaction / Fujita, Kengo / Kato, Tsuneo HCD 2011: 2nd International Conference on Human Centered Design 2011-07-09 p.207-216
Keywords: Mobile Phone; Voice Interface; Eyes-free Operation; Hands-free Operation; Bluetooth Headset; Design Process; Japanese users
Link to Digital Content at Springer
Summary: This paper describes the design and development process of our new eyes- and hands-free interface which provides the fundamental functions of a mobile phone by voice interaction through a Bluetooth headset. We first identify four conditions which must be met in order to make the interface acceptable to Japanese users. Next, we define design guides which address each of these conditions. In accordance with the design guides, we propose and implement the interface system. To assess the effectiveness of the proposed interface, we had participants operate a mobile phone while walking while simultaneously confirming a switching signal which either permitted or forbade them to walk. The experimental results showed that the proposed interface was more effective than the conventional interfaces for operating a mobile phone while simultaneously performing other tasks. The participants pointed out some problems during the interviews, and we address these problems.
<<First <Previous Permalink Next> Last>> Records: 1 to 25 of 40 Jump to: 2015 | 14 | 13 | 11 | 09 | 08 | 07 | 06 | 04 | 03 | 00 | 95 | 90 | 86 |