[1]
The Role of Social Influence in Security Feature Adoption
Influence and the Social Network
/
Das, Sauvik
/
Kramer, Adam D. I.
/
Dabbish, Laura A.
/
Hong, Jason I.
Proceedings of ACM CSCW 2015 Conference on Computer-Supported Cooperative
Work and Social Computing
2015-02-28
v.1
p.1416-1426
© Copyright 2015 ACM
Summary: Social influence is key in technology adoption, but its role in
security-feature adoption is unique and remains unclear. Here, we analyzed how
three Facebook security features' Login Approvals, Login Notifications, and
Trusted Contacts-diffused through the social networks of 1.5 million people.
Our results suggest that social influence affects one's likelihood to adopt a
security feature, but its effect varies based on the observability of the
feature, the current feature adoption rate among a potential adopter's friends,
and the number of distinct social circles from which those feature-adopting
friends originate. Curiously, there may be a threshold higher than which having
more security feature adopting friends predicts for higher adoption likelihood,
but below which having more feature-adopting friends predicts for lower
adoption likelihood. Furthermore, the magnitude of this threshold is modulated
by the attributes of a feature-features that are more noticeable (Login
Approvals, Trusted Contacts) have lower thresholds.
[2]
Transfer of Computer-Based Training to Simulated Driving In Older Adults
Surface Transportation: ST1 -- Cognitive Training and Driving
/
Cassavaugh, Nicholas D.
/
Kramer, Arthur F.
Proceedings of the Human Factors and Ergonomics Society 2014 Annual Meeting
2014-10-27
p.2043-2047
doi 10.1177/1541931214581426
© Copyright 2014 HFES
Summary: We evaluated the transfer of training on computer-based tasks that were
specifically designed to tap cognitive abilities that are presumed to be used
while driving, namely divided attention, visual monitoring and working memory.
In particular, as older adults have been shown to suffer declines in cognitive
abilities with advancing age, we asked whether some of these declines could be
remediated with training. Using a driving simulator, participants' driving
performance was evaluated in several complex scenarios. Both computer-based
training and driving tasks were presented individually and in combination with
manual control tasks. We used regression analysis to examine the effects of the
training on driving performance. Results revealed limited transfer of training
from the computer-based training system to driving.
[3]
Simplifying orientation measurement for mobile audio augmented reality
applications
Novel approaches to navigation
/
Heller, Florian
/
Krämer, Aaron
/
Borchers, Jan
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.615-624
© Copyright 2014 ACM
Summary: Audio augmented reality systems overlay the physical world with a virtual
audio space. Today's smartphones provide enough processing power to create the
impression of virtual sound sources being located in the real world. To achieve
this, information about the user's location and orientation is necessary which
requires additional hardware. In a real-world installation, however, we
observed that instead of turning their head to localize sounds, users tend to
turn their entire body. Therefore, we suggest to simply measure orientation of
the user's body -- or even just the mobile device she is holding -- to generate
the spatial audio.
To verify this approach, we present two studies: Our first study in examines
the user's head, body, and mobile device orientation when moving through an
audio augmented reality system in a lab setting. Our second study analyzes the
user experience in a real-world installation when using head, body, or device
orientation to control the audio spatialization. We found that when navigating
close to sound sources head tracking is necessary, but that it can potentially
be replaced by device tracking in larger or more explorative usage scenarios.
These findings help reduce the technical complexity of mobile audio augmented
reality systems (MAARS), and enable their wider dissemination as mobile
software-only apps.
[4]
Creating a new dynamic measure of the useful field of view using
gaze-contingent displays
Analysis I: eye tracking data analysis methods
/
Ringer, Ryan V.
/
Johnson, Aaron P.
/
Gaspar, John G.
/
Neider, Mark B.
/
Crowell, James
/
Kramer, Arthur F.
/
Loschky, Lester C.
Proceedings of the 2014 Symposium on Eye Tracking Research &
Applications
2014-03-26
p.59-66
© Copyright 2014 ACM
Summary: We have developed a measure of transient changes in the useful field of view
(UFOV) in simulators using gaze-contingent displays (GCDs). It can be used to
evaluate safety-critical tasks such as driving or flight, and in training to
increase the UFOV under cognitive load, stress, and fatigue. Unlike the
established UFOV© measure, our measure can be used in simulators.
Furthermore, previous peripheral detection tasks used in simulators controlled
neither the target's retinal eccentricity nor stimulus intensity. Our approach
overcomes these limitations by using GCDs to present stimuli producing equal
performance across eccentricities under single-task conditions for two
dependent measures: blur detection and Gabor orientation discrimination. We
then measure attention under dual task conditions by varying cognitive load via
an N-back task. Our results showed blur sensitivity varied predictably with
retinal eccentricity, but detection of blur did not vary with cognitive load.
Conversely, peripheral Gabor orientation discrimination showed a significant
cognitive load decrement. While this method is still in development, the
results suggest that a GC UFOV method is promising.
[5]
Providing conversation partners views of the driving scene mitigates cell
phone-related distraction
Perception & Performance: PP5 -- Research on Speech & Driving:
Together & Separate
/
Gaspar, John G.
/
Street, Whitney M.
/
Windsor, Matthew B.
/
Carbonari, Ronald
/
Kaczmarski, Henry
/
Kramer, Arthur F.
/
Mathewson, Kyle E.
Proceedings of the Human Factors and Ergonomics Society 2013 Annual Meeting
2013-09-30
p.1209-1213
doi 10.1177/1541931213571269
© Copyright 2013 HFES
Summary: Cognitively demanding cell phone conversations impair driving performance.
In some situations, conversations with a passenger are less disruptive than
cell phone conversations, in theory because of heightened situational
awareness. Here, drivers completed challenging freeway drives in a
high-fidelity simulator while conversing with a partner. The pairs engaged in
naturalistic conversations in three different conditions: remotely on a
hands-free phone, as a passenger in the vehicle, and in a videophone condition
where the hands-free phone experience was enhanced by a live video the driving
scene and the driver's face. This condition was designed to increase the
conversation partner's awareness of the driving situation to a level similar to
that of an in-vehicle passenger, to test our hypothesis that this cognizance
leads to less distracted driving. We compared these conversation conditions to
a driving-alone condition. Drivers were involved in more collisions with
merging vehicles in the phone condition compared to drive-alone, passenger or
videophone conditions, and crucially there was no difference in collisions
between the passenger and videophone conditions. Providing remote conversation
partner information about the driver and driving scene reduces the detrimental
effect of cell phone conversations, possibly by increasing shared situational
awareness.
[6]
Examining the Efficacy of Training Interventions in Improving Older Driver
Performance
Aging: A2 -- Working, Driving, Serving, and at Home: Older Adults are
Everywhere!
/
Gaspar, John G.
/
Neider, Mark B.
/
Simons, Daniel J.
/
McCarley, Jason S.
/
Kramer, Arthur F.
Proceedings of the Human Factors and Ergonomics Society 2012 Annual Meeting
2012-10-22
p.144-148
doi 10.1177/1071181312561007
© Copyright 2012 HFES
Summary: An increasing number of commercial training products claim to improve older
driver performance by training underlying cognitive abilities. However,
research examining transfer of such training to driving performance is limited.
The current study examined whether 16 hours of training on a commercial
training package improved older adults' performance in a high-fidelity driving
simulator. Data showed no differential improvements between the training group
and a control group on any driving performance measure following training. The
commercial training program did not improve the simulated driving performance
of older adults.
[7]
Examining cognitive function across the lifespan using a mobile application
/
Lee, Hyunkyu
/
Baniqued, Pauline L.
/
Cosman, Joshua
/
Mullen, Sean
/
McAuley, Edward
/
Severson, Joan
/
Kramer, Arthur F.
Computers in Human Behavior
2012-09
v.28
n.5
p.1934-1946
Keywords: Age-related difference
Keywords: Exercise
Keywords: Leisure activity
Keywords: Mobile-application
© Copyright 2012 Elsevier Ltd.
Summary: Many studies conducted in a laboratory or university setting are limited by
funding, personnel, space, and time constraints. In the present study, we
introduce a method of data collection using a mobile application that
circumvents these typical experiment administration issues. Using the
application, we examined cross-sectional age differences in cognitive function.
We obtained data from more than 15,000 participants and replicated specific
patterns of age-related differences in cognition. Using a subset of these
participants, we also examined the processing speed account of age-related
cognitive differences, and the association of exercise and leisure activity
with cognitive function across the lifespan. We discuss the relative advantages
and disadvantages of data collection with a mobile application, and provide
recommendations for the use of this method in research.
[8]
The spread of emotion via Facebook
Intimacy & connection
/
Kramer, Adam D. I.
Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems
2012-05-05
v.1
p.767-770
© Copyright 2012 ACM
Summary: In this paper we study large-scale emotional contagion through an
examination of Facebook status updates. After a user makes a status update with
emotional content, their friends are significantly more likely to make a
valence-consistent post. This effect is significant even three days later, and
even after controlling for prior emotion expressions by both users and their
friends. This indicates not only that emotional contagion is possible via
text-only communication and that emotions flow through social networks, but
also that emotion spreads via indirect communications media.
[9]
Facebook for health: opportunities and challenges for driving behavior
change
Panel
/
Morris, Margaret E.
/
Consolvo, Sunny
/
Munson, Sean
/
Patrick, Kevin
/
Tsai, Janice
/
Kramer, Adam D. I.
Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems
2011-05-07
v.2
p.443-446
© Copyright 2011 ACM
Summary: Obesity, mood, and associated behaviors spread within social networks [1].
Facebook, the primary representation of these networks, shapes our perceptions
of social norms and the expectations we set for ourselves. As such, Facebook
holds potential to influence health behaviors of individuals and improve public
health. This panel explores that potential from a variety of perspectives
including psychology, public health, privacy, and design innovation. Panelists
include: Margie Morris and Sunny Consolvo, researchers at Intel who have
created novel mobile health and Facebook applications; Sean Munson, a social
computing researcher at University of Michigan; Kevin Patrick, of UCSD, who is
investigating social media for preventing and reducing weight gain in young
adults; and Janice Tsai, from Microsoft, who focuses on privacy implications of
Facebook. This panel will identify opportunities for health interventions on
Facebook to have a broad social impact, challenges to implementing effective
interventions on this dynamic platform, appropriate research methods, and
considerations related to privacy and ethics.
[10]
An unobtrusive behavioral model of "gross national happiness"
Language 2.0
/
Kramer, Adam D. I.
Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems
2010-04-10
v.1
p.287-290
Keywords: emotion, Facebook, gross national happiness, psychology, quantitative
methods, statistics
© Copyright 2010 ACM
Summary: I analyze the use of emotion words for approximately 100 million Facebook
users since September of 2007. "Gross national happiness" is operationalized as
a standardized difference between the use of positive and negative words,
aggregated across days, and present a graph of this metric. I begin to validate
this metric by showing that positive and negative word use in status updates
covaries with self-reported satisfaction with life (convergent validity), and
also note that the graph shows peaks and valleys on days that are culturally
and emotionally significant (face validity). I discuss the development and
computation of this metric, argue that this metric and graph serves as a
representation of the overall emotional health of the nation, and discuss the
importance of tracking such metrics.
[11]
Effect of Overheard Conversations on Bystander Productivity
POSTERS
/
Gilbert, Jaimie L.
/
Steelman-Allen, Kelly S.
/
Lansing, Charissa R.
/
McCarley, Jason S.
/
Kramer, Arthur F.
Proceedings of the Human Factors and Ergonomics Society 53rd Annual Meeting
2009-10-19
v.53
p.1314-1318
© Copyright 2009 Human Factors and Ergonomics Society
Summary: Overheard cell phone conversations are often perceived as particularly
annoying or disruptive. The effect on bystander productivity from overheard
cell phone conversations for younger and older adults was investigated for two
cognitive tasks, mental arithmetic and proofreading. Performance (accuracy and
speeded response) was compared in the presence of overheard cell phone
conversations, overheard face-to-face conversation, and in quiet. Subjective
ratings of mental workload were also obtained in each condition. In general,
overheard cell phone and face-to-face conversations had very similar
detrimental effects on performance and were associated with greater ratings of
frustration in the arithmetic task. When balanced for number of conversational
turns and overall number of words, overheard cell phone conversations do not
have a greater effect on bystander productivity than overheard face-to-face
conversations.
[12]
Autism online: a comparison of word usage in bloggers with and without
autism spectrum disorders
Learning challenges
/
Newton, A. Taylor
/
Kramer, Adam D. I.
/
McIntosh, Daniel N.
Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems
2009-04-04
v.1
p.463-466
Keywords: autism spectrum disorders, blogs, comparative text analysis, liwc,
unobtrusive methodology, word usage
© Copyright 2009 ACM
Summary: The Internet has become a place of refuge for individuals with autism
spectrum disorders (ASD). In particular, weblogs are a popular option for
personal expression via the Internet. Perhaps this means of communication is
well suited to bypassing deficits in social interaction and communication that
characterize ASD. Using the Linguistic Inquiry and Word Count (LIWC)
dictionaries [10], we compared blogs of individuals with ASD to the writing of
neurotypical (NT) bloggers. We found that rates of word usage were nearly
identical in the two groups with one exception -- there was more variation in
the use of social words in ASD compared to NT blogs. This similarity in
language between ASD and NT authors suggests that communication deficits
routinely found in people with ASD may be due to the social context in which
their communication skills are tested, and that the affordances of asynchronous
computer-mediated communication may offer alternative means of testing and
expression.
[13]
Word usage and posting behaviors: modeling blogs with unobtrusive data
collection methods
Shared Authoring
/
Kramer, Adam D. I.
/
Rodden, Kerry
Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems
2008-04-05
v.1
p.1125-1128
© Copyright 2008 ACM
Summary: We present a large-scale analysis of the content of weblogs dating back to
the release of the Blogger program in 1999. Over one million blogs were
analyzed from their conception through June 2006. These data was submitted to
the Text Analysis: Word Counts program [12], which conducted a word-count
analysis using Linguistic Inquiry and Word Counts (LIWC) dictionaries [20] to
provide and analyze a representative sample of blogger word usage. Covariation
among LIWC dictionaries suggests that blogs vary along five psychologically
relevant linguistic dimensions: Melancholy, Socialness, Ranting,
Metaphysicality, and Work-Relatedness. These variables and others were
subjected to a cluster analysis in an attempt to extract natural usage groups
to inform design of blogging systems, the results of which were mixed.
[14]
Applying a user-centered metric to identify active blogs
Work-in-progress
/
Kramer, Adam D. I.
/
Rodden, Kerry
Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems
2007-04-28
v.2
p.2525-2530
© Copyright 2007 ACM
Summary: Current methods of determining whether a blog is active or abandoned tend to
rely on simple rules, such as identifying whether it has been posted to within
the last 7 or 30 days. Individual bloggers vary widely in their posting
activity levels, however, and so using such fixed cutoffs can result in both
misses (calling active blogs "abandoned") and false positives (calling
abandoned blogs "active"). We suggest using an alternative metric that varies
the cutoff date according to the properties of each individual blog, and show
how its results relate to those of the standard 30-day active metric. From our
initial analysis, we believe that such a metric offers a more accurate
representation of the intuitive notion of blog activity.
[15]
Using linguistic features to measure presence in computer-mediated
communication
Awareness and presence
/
Kramer, Adam D. I.
/
Oh, Lui Min
/
Fussell, Susan R.
Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems
2006-04-22
v.1
p.913-916
© Copyright 2006 ACM
Summary: We propose a method of measuring people's sense of presence in
computer-mediated communication (CMC) systems) based on linguistic features of
their dialogues. We create variations in presence by asking participants to
collaborate on physical tasks in four CMC conditions. We then correlate
self-reported feelings of presence with the use of specific linguistic
features. Regression analyses show that 30% of the variance in self-reported
presence can be accounted for by a small number of task-independent linguistic
features. Even better prediction can be obtained when self-reported
coordination is added to the regression equation. We conclude that linguistic
measures of presence have value for studies of CMC.
[16]
Text analysis as a tool for analyzing conversation in online support groups
Late breaking result papers
/
Kramer, Adam D. I.
/
Fussell, Susan R.
/
Setlock, Leslie D.
Proceedings of ACM CHI 2004 Conference on Human Factors in Computing Systems
2004-04-24
v.2
p.1485-1488
© Copyright 2004 ACM
[17]
Gestures Over Video Streams to Support Remote Collaboration on Physical
Tasks
/
Fussell, Susan R.
/
Setlock, Leslie D.
/
Yang, Jie
/
Ou, Jiazhi
/
Mauer, Elizabeth
/
Kramer, Adam D. I.
Human-Computer Interaction
2004
v.19
n.3
p.273-309
© Copyright 2004 Lawrence Erlbaum Associates
Summary: This article considers tools to support remote gesture in video systems
being used to complete collaborative physical tasks-tasks in which two or more
individuals work together manipulating three-dimensional objects in the real
world. We first discuss the process of conversational grounding during
collaborative physical tasks, particularly the role of two types of gestures in
the grounding process: pointing gestures, which are used to refer to task
objects and locations, and representational gestures, which are used to
represent the form of task objects and the nature of actions to be used with
those objects. We then consider ways in which both pointing and
representational gestures can be instantiated in systems for remote
collaboration on physical tasks. We present the results of two studies that use
a "surrogate" approach to remote gesture, in which images are intended to
express the meaning of gestures through visible embodiments, rather than direct
views of the hands. In Study 1, we compare performance with a cursor-based
pointing device that allows remote partners to point to objects in a video feed
of the work area to performance side-by-side or with the video system alone. In
Study 2, we compare performance with two variations of a pen-based drawing tool
that allows for both pointing and representational gestures to performance with
video alone. The results suggest that simple surrogate gesture tools can be
used to convey gestures from remote sites, but that the tools need to be able
to convey representational as well as pointing gestures to be effective. The
results further suggest that an automatic erasure function, in which drawings
disappear a few seconds after they were created, is more beneficial for
collaboration than tools requiring manual erasure. We conclude with a
discussion of the theoretical and practical implications of the results, as
well as several areas for future research.
[18]
Effects of Age on Utilization and Perceived Reliability of an Automated
Decision-Making Aid for Luggage Screening
COGNITIVE ENGINEERING AND DECISION MAKING: Decision-Making and Automated
Decision Support: Theoretical and Applied Issues
/
McCarley, Jason S.
/
Wiegmann, Doug A.
/
Wickens, Christopher D.
/
Kramer, Arthur F.
Proceedings of the Human Factors and Ergonomics Society 47th Annual Meeting
2003-10-13
v.47
p.340-343
© Copyright 2003 HFES
Summary: An experiment examined the effects of age on utilization and perceived
reliability of an imperfectly reliable decision-making aid in a luggage x-ray
screening task. Forty-five young adults and 45 elderly adults performed a
simulated luggage screening task. Some subjects were provided the assistance of
an automated decision aid with a hit rate of .90 and a false alarm rate of .25.
Others performed the task with no aid. Signal-detection analysis revealed that
automation improved sensitivity only for younger participants, suggesting a
tendency for older participants to underutilize the aid's recommendations. Data
also revealed unique patterns of individual differences in cue reliance among
older and younger participants. Perceived reliability of the aid did not differ
between age groups. Order of information presentation (with the aid's
recommendation coming before or after the raw data) had little effect for
either age group.
[19]
A Multilevel Input System with Force-Sensitive Elements
/
Tang, Hui
/
Beebe, David J.
/
Kramer, Arthur F.
International Journal of Human-Computer Studies
2001
v.54
n.4
p.495-507
Keywords: user interface; tactile; input device; multilevel; force sensitive.
© Copyright 2001 Academic Press
Summary: Force-sensitive multilevel input elements are introduced as the basic
building blocks for compact-size input devices in mobile environments. Compared
with switch-type keys, multilevel elements can decrease the number of keys on a
keyboard while maintaining the input capacity. A multilevel input mechanism
using force-sensitive sensor pads is demonstrated in a three-level
three-element tactile chording system with multimodal feedback. Two schemes are
introduced to segment the output range of the sensor into levels. For
relatively unpracticed users, the scheme based on maximum finger forces gives
an average error rate of 20.2% and an input time of 2.24 s for a chord of three
inputs. Reclassification of the experimental data using Gaussian segmentation
shows that significant improvement of the performance can be expected.
[20]
Classifying Two Dimensional Gestures in Interactive Systems
Semiotics of Gesture and Movement
/
Kramer, Axel
GW 1997: Gesture Workshop
1997-09-17
p.37-48
© Copyright 1997 Springer-Verlag
Summary: This paper motivates and presents a classification scheme for
two-dimensional gestures in interactive systems. Most pen-based systems allow
the user to perform gestures in order to enter and execute commands, but the
usage of gestures can be found in other interactive systems as well. Much
research so far has been focused on how to implement two-dimensional gestures,
how to recognize the users input, or what context to use gestures in.
Instead, the focus of this paper is to explore and classify interactive
characteristics of two-dimensional gestures as they are used in interactive
systems. The benefits for the field are three-fold. First, such a
classification describes one design space for the usage of two-dimensional
gestures in interactive systems and thus presents possible choices to system
designers. Second, empirical researchers can make use of such a classification
to make systematic choices about aspects of gesture based systems that are
worth studying. Finally, it can serve as a starting point for drawing parallels
and exploring differences to gestures used in three-dimensional interfaces.
[21]
Dynamic interpretations in translucent patches: representation-based
applications
Interface tools
/
Kramer, Axel
Proceedings of the 1996 International Conference on Advanced Visual
Interfaces
1996-05-27
p.141-147
Keywords: application design, gestural interfaces, interaction techniques,
interpretations, pen based interfaces, translucent patches
© Copyright 1996 ACM
Summary: Our goal is to empower individuals involved in design activities using the
written medium, by amending it carefully with computational facilities. To
preserve the fluidity and swiftness of design activities, we let users
dynamically associate marks on the display surface with interpretations that
provide interesting operations to the user.
Inherent to typical computer applications is a very static relationship
between internal data structures and presentation. In contrast, applications in
our system (we call them interpretations), have to be able to deal with a much
more dynamic relationship between those areas.
This paper motivates this idea, presents challenges faced by such an
approach, explains a framework for designing and implementing such
interpretations, and illustrates how exemplary interpretations make use of this
framework.
[22]
Visual Search and the Older Adult: Not All is Lost
AGING: Age-Related Differences in Cognitive Functioning [Lecture]
/
Humphrey, Darryl G.
/
Kramer, Arthur F.
/
Schneider, Donnelle R.
Proceedings of the Human Factors and Ergonomics Society 39th Annual Meeting
1995-10-09
v.1
p.134-138
© Copyright 1995 Human Factors and Ergonomics Society
WARNING: THE ABSTRACT OF THIS ENTRY HAS NOT BEEN VALIDATED
Summary: Plude and Doussard-Roosevelt (1989) reported age-related search slope
differences in a conjunction search task but not in a feature search task.
According to Feature Integration Theory (Treisman & Gelade, 1980), older adults
may suffer an impairment in the feature integration mechanism required for
conjunction searches. We extend this work by examining age-related differences
a series of feature, conjunction, and triple conjunction search tasks. The
results of the feature and conjunction search tasks support the previous
findings. However, the results of the triple conjunction search task suggest
that the conjunction search impairment is not universal. As the triple
conjunction search results are difficult to accommodate within Feature
Integration Theory, the results are discussed within the framework of the
Guided Search model of visual selective attention.
[23]
Capture of Attention by Visual Onsets
VISUAL PERFORMANCE: Visual Displays: Attention [Lecture]
/
Martin-Emerson, Robin
/
Kramer, Arthur F.
Proceedings of the Human Factors and Ergonomics Society 39th Annual Meeting
1995-10-09
v.2
p.1385-1389
© Copyright 1995 Human Factors and Ergonomics Society
WARNING: THE ABSTRACT OF THIS ENTRY HAS NOT BEEN VALIDATED
Summary: The appearance of a new object within a multiple item display has been shown
to capture attention in a stimulus-driven manner. Capture may be either
beneficial or detrimental to performance depending on whether the new object is
a target or distractor. In the present study we show that the ability of new
objects to capture attention is mediated by the number of objects that change
or morph. This finding establishes a boundary condition of the phenomena of
attentional capture and has implications for the design of complex displays.
[24]
Supporting Design Activities in the Written Medium
Doctoral Consortium
/
Kramer, Axel
Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems
1995-05-07
v.2
p.61-62
© Copyright 1995 Association for Computing Machinery
Summary: The goal of this thesis is to empower individuals involved in design
activities using the written medium. The aim is to preserve positive features
of traditional written medium while enhancing them by computational components.
Towards this goal, the thesis explores the role of the written medium in the
design process, discusses prior art in support of such activities, and presents
a framework to integrate computational components into the written medium.
The central idea of this work is to dissolve the static association between
input marks and their interpretation and experiment with a dynamic, yet fluid,
user driven association instead.
[25]
Translucent History
Short Papers: Pens and Touchpads
/
Genau, Andreas
/
Kramer, Axel
Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems
1995-05-07
v.2
p.250-251
Keywords: Versioning, History-mechanism, Translucency, Interface metaphor, Pen-based
interface
© Copyright 1995 Association for Computing Machinery
Summary: This paper presents an approach that visualizes object history by using
translucent presentations. It extends the typical sequential presentation of
an object history by a concurrent presentation of the object contents through
time.
Our goal is to enable the fluid refinement and animation of graphically
presented ideas while exposing the changes to objects as a whole and not just
in discrete steps.
Translucency, as a mechanism, works particularly well if the object content
is sufficiently spatially distributed.