[1]
CountMeIn: evaluating social presence in a collaborative pervasive mobile
game using NFC and touchscreen interaction
Locative media
/
Wolbert, Michael
/
El Ali, Abdallah
/
Nack, Frank
Proceedings of the 2014 International Conference on Advances in Computer
Entertainment Technology
2014-11-11
p.5
© Copyright 2014 Authors
Summary: This paper presents the motivation, design and evaluation of CountMeIn, a
mobile collaborative pervasive memory game to revive social interactions in
public places (e.g. a train station or bus stop). Two versions of CountMeIn
were tested; an NFC-based and a touchscreen version. In a 2×1
within-subject (NFC vs. Touch) experiment (N = 20), postexperiment group
interviews and findings indicate the NFC version led to increased perception of
social presence while participants were more aware of others' actions and
intentions (mode of co-presence). However, we did not find quantitative
evidence that attributes of social presence were higher from the Social
Presence Game Questionnaire. Together, our findings suggest that placement of a
physical NFC interface does not necessarily increase perceived social presence
when users play collaboratively. However, social expansion in mobile
collaborative pervasive games can greatly benefit from people's mutual
awareness from such an interface. This mutual awareness has the potential to
both attract users and spectators, and reduce anxiety of users to invite
spectators, or accept an invite from users.
[2]
Aggregated search interface preferences in multi-session search tasks
Users and interactive IR I
/
Bron, Marc
/
van Gorp, Jasmijn
/
Nack, Frank
/
Baltussen, Lotte Belice
/
de Rijke, Maarten
Proceedings of the 2013 Annual International ACM SIGIR Conference on
Research and Development in Information Retrieval
2013-07-28
p.123-132
© Copyright 2013 ACM
Summary: Aggregated search interfaces provide users with an overview of results from
various sources. Two general types of display exist: tabbed, with access to
each source in a separate tab, and blended, which combines multiple sources
into a single result page. Multi-session search tasks, e.g., a research
project, consist of multiple stages, each with its own sub-tasks. Several
factors involved in multi-session search tasks have been found to influence
user search behavior. We investigate whether user preference for source
presentation changes during a multi-session search task.
The dynamic nature of multi-session search tasks makes the design of a
controlled experiment a non-trivial challenge. We adopt a methodology based on
triangulation and conduct two types of observational study: a longitudinal
study and a laboratory study. In the longitudinal study we follow the use of
tabbed and blended displays by 25 students during a project.
We find that while a tabbed display is used more than a blended display,
subjects repeatedly switch between displays during the project. Use of the
tabbed display is motivated by a need to zoom in on a specific source, while
the blended display is used to explore available material across sources
whenever the information need changes.
In a laboratory study 44 students completed a multi-session search task
composed of three sub-tasks, the first with a tabbed display, the second and
third with blended displays. The tasks were manipulated by either providing
three task about the same topic or about three different topics. We find that a
stable information need over multiple sub-tasks negatively influences perceived
usability of the blended displays, while we do not find an influence when the
information need changes.
[3]
Photographer paths: sequence alignment of geotagged photos for
exploration-based route planning
Social media analysis and interventions
/
El Ali, Abdallah
/
van Sas, Sicco N. A.
/
Nack, Frank
Proceedings of ACM CSCW'13 Conference on Computer-Supported Cooperative Work
2013-02-23
v.1
p.985-994
© Copyright 2013 ACM
Summary: Urban mobility analysis of geotagged photos can unlock mobility patterns of
users who took these photos, which can be used for exploration-based city route
planners. Applying sequence alignment techniques on 5 years of geotagged Flickr
photos in Amsterdam (The Netherlands) allowed creating walkable city routes
based on paths traversed by multiple photographers (or photographer paths). To
evaluate our approach, we conducted a user study with Amsterdam residents to
compare our routes with the most efficient and popular route variations.
Drawing on experience questionnaire data, web survey responses, and user
interviews, our results show that our photographer paths were perceived as most
stimulating and suitable for city exploration. Moreover, while digital aids
based on photographer paths can potentially aid city exploration, their
acceptance in mainstream route planners likely depends on their visualization.
From our proof-of-concept approach and user study findings, we discuss the
potential of data-driven exploration-based city route planners.
[4]
Lost in navigation: evaluating a mobile map app for a fair
Poster session
/
Bouwer, Anders
/
Nack, Frank
/
El Ali, Abdallah
Proceedings of the 2012 International Conference on Multimodal Interfaces
2012-10-22
p.173-180
© Copyright 2012 ACM
Summary: This paper describes a field study evaluating a mobile map application for
the Paris Air Show. The aim of the study was to investigate how well users can
navigate (to static and moving targets) and orient themselves in a fair (an
unknown environment posing realistic challenges for wayfinding) with a mobile
map system. The study involved 14 fair visitors who carried out three
navigation tasks, which required them to switch between map navigation and
deciding upon their orientation in the physical environment. Our results
indicate that navigation and orientation are not as tightly coupled as
described in the traditional wayfinding literature and may require different
modality approaches to optimally support users. Based on this, we draw design
implications on how to balance supporting the user in navigation and
orientation with mobile systems without diminishing users' awareness of their
surroundings.
[5]
A subjunctive exploratory search interface to support media studies
researchers
Users 2: exploratory search
/
Bron, Marc
/
van Gorp, Jasmijn
/
Nack, Frank
/
de Rijke, Maarten
/
Vishneuski, Andrei
/
de Leeuw, Sonja
Proceedings of the 35th Annual International ACM SIGIR Conference on
Research and Development in Information Retrieval
2012-08-12
p.425-434
© Copyright 2012 ACM
Summary: Media studies concerns the study of production, content, and/or reception of
various types of media. Today's continuous production and storage of media is
changing the way media studies researchers work and requires the development of
new search models and tools.
We investigate the research cycle of media studies researchers and find that
it is an iterative process consisting of several search processes in which data
is gathered and the research question is refined. Changes in the research
question, however, trigger new data gathering processes.
Based on these outcomes we propose a subjunctive exploratory search
interface to support media studies researchers in refining their research
question in an earlier stage of their research. To assess the subjunctive
interface we conduct a user study and compare to a traditional exploratory
search interface.
We find that with the subjunctive interface users explore more diverse
topics than with the standard interface and that users formulate more specific
research questions. Although the subjunctive interface is more complex, this
does not decrease its usability.
These findings suggest that the subjunctive interface supports media studies
researchers. The advantage of a subjunctive interface for exploration suggests
a new direction for the development of exploratory search systems.
[6]
Mobile digital interactive storytelling -- a winding path
/
Nack, Frank
/
Waern, Annika
New Review of Hypermedia and Multimedia
2012-03
v.18
n.1/2
p.3-9
© Copyright 2012 Taylor and Francis Group, LLC
[7]
Good Times?!: 3 Problems and Design Considerations for Playful HCI
/
El Ali, Abdallah
/
Nack, Frank
/
Hardman, Lynda
International Journal of Mobile Human Computer Interaction
2011-07
v.3
n.3
p.50-65
Keywords: Context-Awareness, Location-Aware Multimedia Messages, Mobile and Ubiquitous
Computing, Playful Experiences, Playful HCI
© Copyright 2011 IGI Global
Summary: Using Location-aware Multimedia Messaging (LMM) systems as a research
testbed, this paper presents an analysis of how 'fun or playfulness' can be
studied and designed for under mobile and ubiquitous environments. These LMM
systems allow users to leave geo-tagged multimedia messages behind at any
location. Drawing on previous efforts with LMM systems and an envisioned
scenario illustrating how LMM can be used, the authors discuss what playful
experiences are and three problems that arise in realizing the scenario: how
playful experiences can be inferred (the inference problem), how the experience
of capture can be motivated and maintained (the experience-capture maintenance
problem), and how playful experiences can be measured (the measurement
problem). In response to each of the problems, three design considerations are
drawn for playful Human-Computer Interaction: 1) experiences can be approached
as information-rich representations or as arising from human-system interaction
2) incentive mechanisms can be mediators of fun and engagement, and 3)
measuring experiences requires a balance in testing methodology choice.
[8]
Towards support for collaborative navigation in complex indoor environments
Interactive presentations
/
Bouwer, Anders
/
Nack, Frank
/
Evers, Vanessa
Proceedings of ACM CSCW'11 Conference on Computer-Supported Cooperative Work
2011-03-19
p.601-604
© Copyright 2011 ACM
Summary: In this paper we present first results of an observation study on indoor
navigation behaviour of visitors at a large public fair. As an outcome we
present a number of requirements for mobile indoor navigation systems that
support collaborative destination and path finding tasks.
[9]
Understanding contextual factors in location-aware multimedia messaging
Human-centered HCI
/
El Ali, Abdallah
/
Nack, Frank
/
Hardman, Lynda
Proceedings of the 2010 International Conference on Multimodal Interfaces
2010-11-08
p.22
© Copyright 2010 ACM
Summary: Location-aware messages left by people can make visible some aspects of
their everyday experiences at a location. To understand the contextual factors
surrounding how users produce and consume location-aware multimedia messaging
(LMM), we use an experience-centered framework that makes explicit the
different aspects of an experience. Using this framework, we conducted an
exploratory, diary study aimed at eliciting implications for the study and
design of LMM systems. In an earlier pilot study, we found that subjects did
not have enough time to fully capture their everyday experiences using an LMM
prototype, which led us to conduct a longer study using a multimodal diary
method. The diary study data (verified for reliability using a categorization
task) provided a closer look at the different aspects (spatiotemporal, social,
affective, and cognitive) of people's experience. From the data, we derive
three main findings (predominant LMM domains and tasks, capturing experience
vs. experience of capture, context-dependent personalization) to inform the
study and design of future LMM systems.
[10]
EDITED BOOK
Mobile TV: Customizing Content and Experience: Mobile Storytelling, Creation
and Sharing
Human-Computer Interaction Series
/
Marcus, Aaron
/
Roibás, Anxo Cereijo
/
Sala, Riccardo
2010
n.24
p.372
Springer London
DOI: 10.1007/978-1-84882-701-1
Mobile TV: Customizing Content and Experience (1-2)
+ Marcus, Aaron
+ Cereijo-Roibas, Anxo
+ Sala, Riccardo
== What It All Means: Six Perspectives on Mobile TV ==
Mobile TV's Time to Shine Has Arrived (5-9)
+ Kitson, Fred
Saddlebags, Paperbacks and Mobile Media (11-13)
+ Zwick, Carola
The Path Tells a Story (15-19)
+ Nack, Frank
Introduction to Social TV (21-24)
+ Harboe, Gunnar
The Sociability of Mobile TV (25-28)
+ Geerts, David
Interactive TV Narrativity (29-33)
+ Ursu, Marian F.
== User Experience and Design of Mobile TV in Everyday Life ==
Culture, Interface Design, and Design Methods for Mobile Devices (37-66)
+ Lee, Kun-pyo
Mobile Video in Everyday Social Interactions (67-80)
+ Reponen, Erika
+ Lehikoinen, Jaakko
+ Impiö, Jussi
Does Mobile Television Enhance a New Television Experience? (81-96)
+ Lievens, Bram
+ Vanhengel, Eva
+ Pierson, Jo
+ Jacobs, An
== Innovation Through Conceptual and Participatory Design for Mobile Multimedia Systems ==
An Ambient Intelligence Framework for the Provision of Geographically Distributed Multimedia Content to Mobility Impaired Users (99-119)
+ Kehagias, Dionysios D
+ Giakoumis, Dimitris
+ Tzovaras, Dimitrios
+ Bekiaris, Evangelos
+ et al
Creativity in Interactive TV: Personalize, Share, and Invent Interfaces (121-139)
+ Vatavu, Radu-Daniel
== Understanding the Context: Data Gathering, Requirements and Evaluation Methodologies ==
Content for Mobile Television: Issues Regarding a New Mass Medium Within Today's ICT Environment (143-163)
+ Schuurman, Dimitri
+ De Marez, Lieven
+ Evens, Tom
Different Attitudes Concerning the Usage of Live Mobile TV and Mobile Video (165-193)
+ Miyauchi, Koji
+ Sugahara, Taro
+ Oda, Hiromi
User Experience Evaluation in the Mobile Context (195-204)
+ Obrist, Marianna
+ Meschtscherjakov, Alexander
+ Tscheligi, Manfred
== Context and Sociability in Mobile Interactive Multimedia Systems ==
Social Properties of Mobile Video (207-233)
+ Mitchell, April Slayden
+ O'Hara, Kenton
+ Vorbau, Alex
m-YouTube Mobile UI: Video Selection Based on Social Influence (235-241)
+ Marcus, Aaron
+ Perez, Angel
Scenarios of Use for Sociable Mobile TV (243-254)
+ Chorianopoulos, Konstantinos
"What Are You Viewing?" Exploring the Pervasive Social TV Experience (255-290)
+ Schatz, Raimund
+ Baillie, Lynne
+ Fröhlich, Peter
+ Egger, Sebastian
+ Grechenig, Thomas
== Advanced Interaction Modalities with Mobile Digital Content ==
m-LoCoS UI: A Universal Visible Language for Global Mobile Communication (293-304)
+ Marcus, Aaron
The Future of Mobile TV: When Mobile TV Meets the Internet and Social Networking (305-326)
+ Montpetit, Marie-José
+ Klym, Natalie
+ Blain, Emmanuel
From One to Many Boxes: Mobile Devices as Primary and Secondary Screens (327-348)
+ Cesar, Pablo
+ Knoche, Hendrik
+ Bulterman, Dick C. A.
Watch-and-Comment as an Approach to Collaboratively Annotate Points of Interest in Video and Interactive-TV Programs (349-368)
+ Pimentel, Maria da Graça C.
+ Cattelan, Renan G.
+ Melo, Erick L.
+ Freitas, Giliard B.
+ et al
Conclusion (The Mobile Future) (369-372)
+ Marcus, Aaron
+ Sala, Riccardo
+ Roibás, Anxo Cereijo
[11]
Interaction and user experiences with multimedia technologies: challenges
and future topics
/
Scherp, Ansgar
/
Nack, Frank
/
Nahrstedt, Klara
/
Inoue, Masashi
/
Girgensohn, Andreas
/
Henrich, Andreas
/
Sandhaus, Philipp
/
Thieme, Sabine
/
Zhou, Michelle
Proceedings of the 2008 ACM International Workshop on Human-Centered
Multimedia
2008-10-31
p.1-6
Keywords: creative arts, human-computer interaction, information retrieval,
interaction, multimedia, networked multimedia, user experience
© Copyright 2008 ACM
Summary: In this paper, we investigate future topics and challenges of interaction
and user experience in multimedia We bring together different perspectives from
overlapping fields of research such as multimedia, human-computer interaction,
information retrieval, networked multimedia, and creative arts. Based on
potential intersections, we define three application domains to be investigated
further, as they create high demand and good prospect for long-lasting
developments in the future. These application domains are: media working
environments, media enter-/edutainment, and social media engagement. Each
application domain is analyzed along five dimensions, namely: information
quality, presentation quality, ambience, interactivity, and user expectations.
Based on this analysis, we identify the most pressing research questions and
key challenges for each area. Finally, we advocate a user-centered approach to
tackle these challenges and questions in order to develop relevant multimedia
applications that best meet the users' expectations.
[12]
Broadcast yourself on YouTube: really?
/
Kruitbosch, Gijs
/
Nack, Frank
Proceedings of the 2008 ACM International Workshop on Human-Centered
Multimedia
2008-10-31
p.7-10
Keywords: search for video content, user-generated content, YouTube
© Copyright 2008 ACM
Summary: One essential reason for people to publish on the web is to express
themselves freely. YouTube facilitates this self-expression by allowing users
to upload video content they generated. This paper investigates to what extent
the videos on YouTube are self-generated content, instead of amalgamated
content that was mainly professionally authored in the first place. Results
show that most of the popular content on YouTube was professionally generated,
even though a random sample shows that there is plenty of user-generated
content available -- it just does not make the cut. As a result we propose that
YouTube is more of a social filter, allowing anyone to share content they find
interesting rather than a way for aspiring creative people to show their
creative abilities to the world. The outcome is a set of requirements which
describe better means for YouTube to support better authoring and presentation
of video, where the core research direction is focused on the
self-representation of humans in the realm of their creative possibilities on
one side as well as the stimulation of new insights on existing material to
stimulate new creative impulses.
[13]
The future of online social interactions: what to expect in 2020
Panels
/
John, Ajita
/
Adamic, Lada
/
Davis, Marc
/
Nack, Frank
/
Shamma, David A.
/
Seligmann, Doree D.
Proceedings of the 2008 International Conference on the World Wide Web
2008-04-21
p.1255-1256
Keywords: online interactions, social media, social networks
© Copyright 2008 International World Wide Web Conference Committee (IW3C2)
Summary: Blogs, wikis, tagging, podcasts, and social networking websites such as
MySpace, Facebook, Flickr and YouTube have radically changed user interactions
on the World Wide Web from a static, one-way, consumption model to a dynamic,
multi-way, participation model. Broad user power and flexibility have changed
how people engage in and experience their interconnections, interests, and
collaborations. Online social interactions will evolve in the next decade to
address the growing needs of its user community and make entries into many
aspects of our lives. This evolution may very well be among the most exciting
ones of our times where the individual and collective power of people to
contribute and share content, experiences, ideas, expertise etc. may be even
more enhanced than it is today. The enhancement may be shaped through a better
understanding of user needs and behavior and it may be enabled through the
seamless convergence of multi-modal technologies, new applications, new
domains, data mining and better navigational and search capabilities. Some of
these changes will also permeate into the workplace and change the way we work.
This panel will discuss how online social interactions may evolve in the next
decade and what impact it may have on diverse dimensions in our world.
[14]
Pillows as adaptive interfaces in ambient environments
Session 1
/
Nack, Frank
/
Schiphorst, Thecla
/
Obrenovic, Zeljko
/
KauwATjoe, Michiel
/
de Bakker, Simon
/
Rosillio, Angel Perez
/
Aroyo, Lora
Proceedings of the 2007 ACM International Workshop on Human-Centered
Multimedia
2007-09-28
p.3-12
Keywords: haptic sensing, human-centred computing, input devices and strategies,
presence, social interaction, tactile UIs, tangible UI, user experience design
© Copyright 2007 ACM
Summary: We have developed a set of small interactive throw pillows containing
intelligent touch-sensing surfaces, in order to explore new ways to model the
environment, participants, artefacts, and their interactions, in the context of
expressive non-verbal interaction. We present the overall architecture of the
environment, describing a model of the user, the interface (the interactive
pillows and the devices it can interact with) and the context engine. We
describe the representation and process modules of the context engine and
demonstrate how they support real-time adaptation. We present an evaluation of
the current prototype and conclude with plans for future work.
[15]
PillowTalk: can we afford intimacy?
Connectedness
/
Schiphorst, Thecla
/
Nack, Frank
/
KauwATjoe, Michiel
/
de Bakker, Simon
/
Stock, A
/
Aroyo, Lora
/
Rosillio, Angel Perez
/
Schut, Hielke
/
Jaffe, Norm
Proceedings of the 1st International Conference on Tangible and Embedded
Interaction
2007-02-15
p.23-30
© Copyright 2007 ACM
Summary: This paper describes the move.me interaction prototype developed in
conjunction with V2_lab in Rotterdam. move.me proposes a scenario for social
interaction and the notion of social intimacy. Interaction with
sensory-enhanced, soft, pliable, tactile, throw-able cushions afford new
approaches to pleasure, movement and play. A somatics approach to touch and
kinaesthesia provides an underlying design framework. The technology developed
for move.me uses the surface of the cushion as an intelligent tactile
interface. Making use of a movement analysis system called Laban Effort-Shape,
we have developed a model that provides a high-level interpretation of varying
qualities of touch and motion trajectory. We describe the notion of social
intimacy, and how we model it through techniques in somatics and performance
practice. We describe the underlying concepts of move.me and its motivations.
We illustrate the structural layers of interaction and related technical
detail. Finally, we discuss the related body of work in the context of
evaluating our approach and conclude with plans for future work.
[16]
Personalized ambient media experience: move.me case study
Short papers
/
Aroyo, Lora
/
Nack, Frank
/
Schiphorst, Thecla
/
Schut, Hielke
/
KauwATjoe, Michiel
Proceedings of the 2007 International Conference on Intelligent User
Interfaces
2007-01-28
p.298-301
© Copyright 2007 ACM
Summary: The move.me prototype illustrates a scenario for social interaction in which
users can manipulate audio-visual sources presented on various screens through
an interaction with a sensor-enhanced pillow. The technology developed for
move.me uses the surface of a pillow as a tactile interface. We describe the
underlying concepts of move.me and its motivations. We present a case study of
the environment as the context of evaluating aspects of our approach and
conclude with plans for future work.
[17]
Combining Coherence and Adaptation in Discourse-Oriented Hypermedia
Generation
Short Papers
/
Falkovych, Kateryna
/
Cena, Federica
/
Nack, Frank
Proceedings of AH 2006 Adaptive Hypermedia and Adaptive Web-based Systems
2006-06-21
p.274-278
© Copyright 2006 Springer-Verlag
Summary: This paper provides a solution to discourse structure adaptation in the
process of automatic hypermedia presentation generation. Existing approaches to
discourse structure composition are based on the assumption that a user can
comprehend relations between the elements in a discourse structure if the
overall structure is semantically coherent. This assumption does not, so far,
take into account specific user needs. In this paper we show that although
discourse structure composition approaches significantly differ, a general
model of the composition process can be derived. Within this general model we
identify how adaptation can be applied. We formulate the problem of discourse
adaptation with regard to the general model and present our proposed solution.
[18]
Supporting the generation of argument structure within video sequences
Quantifying and computing with structure
/
Bocconi, Stefano
/
Nack, Frank
/
Hardman, Lynda
Proceedings of the Sixteenth ACM Conference on Hypertext
2005-09-06
p.75-84
© Copyright 2005 ACM
Summary: We describe our approach to the automatic generation of argument structures
in the domain of video documentaries. Our approach releases control of the
final video sequencing from the film maker/annotator to the system and thus
allows users to select their own documentaries for viewing. Each video segment
is annotated using a formal structure filled in with terms from a thesaurus.
The annotations are used for finding and combining video segments into a final
presentation. In order to influence the documentaries that can be generated, we
introduce three methods for the annotator to evaluate the effectiveness of the
annotations and to influence the process of automatic link generation.
[19]
Vox populi: a tool for automatically generating video documentaries
Demos
/
Bocconi, Stefano
/
Nack, Frank
/
Hardman, Lynda
Proceedings of the Sixteenth ACM Conference on Hypertext
2005-09-06
p.292-294
© Copyright 2005 ACM
Summary: Vox Populi is a system that automatically generates video documentaries. Our
application domain is video interviews about controversial topics. Via a Web
interface the user selects one of the possible topics and a point of view she
would like the generated sequence to present, and the engine selects and
assembles video material from the repository to satisfy the user request.
[20]
Dennotative and Connotative Semantics in Hypermedia: Proposal for a
Semiotic-Aware Architecture
/
Nack, Frank
/
Hardman, Lynda
New Review of Hypermedia and Multimedia
2001
v.7
p.7-37
© Copyright 2001 Taylor and Francis Ltd.
Summary: In this article we claim that the linguistic-centred view within hypermedia
systems needs refinement through a semiotic-based approach before real
interoperation between media can be achieved. We discuss the problems of visual
signification for images and video in dynamic systems, in which users can
access visual material in a non-linear fashion. We describe how semiotics can
help overcome such problems, by allowing descriptions of the material on both
denotative and connotative levels. Finally we propose an architecture for a
dynamic semiotic-aware hypermedia system.
[21]
The Role of High-Level and Low-Level Features in Style-based Retrieval and
Generation of Multimedia Presentations
/
Nack, Frank
/
Windhouwer, Menzo
/
Hardman, Lynda
/
Pauwels, Eric
/
Huijberts, Michele
New Review of Hypermedia and Multimedia
2001
v.7
p.39-65
© Copyright 2001 Taylor and Francis Ltd.
Summary: In this article we argue that the automatic generation of dynamic multimedia
presentation requires both low-level collections of objective measurements for
media units representing prototypical style elements, and high-level conceptual
descriptions supporting contextual and presentational requirements. Only the
combination of both facilitates the retrieval of adequate material and its
user-centred presentation. We discuss the problems of visual signification for
images in dynamic systems and explain how a combined approach can help overcome
such problems. We then propose an architecture for such a system and present
its applicability for a museum-oriented multimedia system with a working
example.
[22]
Hybrid Narrative and Categorical Strategies for Interactive and Dynamic
Video Presentation Generation
/
Lindley, Craig A.
/
Nack, Frank
New Review of Hypermedia and Multimedia
2000
v.6
p.111-145
© Copyright 2000 Taylor and Francis Ltd.
Summary: There are a number of different approaches for automatically selecting video
clips from a video database and sequencing them into meaningful presentations
for viewers. The video database represents a multidimensional video hyperspace,
and the sequencing algorithms function as (interactive) dynamic linking and
path generation techniques within this hyperspace. Sequencing has been based
upon either a narrative or a categorical model of video form. Each of these
forms has its respective advantages and disadvantages, and varying suitability
for different applications. The two primary forms may also be combined into
several hybrid forms, both at the same level and at different levels of the
syntactic composition of video sequences, to provide more options for authoring
interactive dynamic video productions. Narrative, categorical, and hybrid
sequence generation strategies can be applied to a variety of media modalities,
including the automated generation of behaviour within virtual environments and
computer animations.
[23]
Innovative Interface Metaphors for Visual Media
Workshops
/
Steinmetz, Arnd
/
Nack, Frank
/
Gershon, Nahum
Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems
(Summary)
1998-04-18
v.2
p.199
Keywords: CHI-98 Workshop, Visual media, Video, User interface
Summary: The purpose of the workshop is to explore new ideas for representations of
visual media and to clarify the nature, scope, limits, and dangers of new
interface metaphors for visual media.