HCI Bibliography : Search Results skip to search form | skip to results |
Database updated: 2016-05-10 Searches since 2006-12-01: 32,689,208
director@hcibib.org
Hosted by ACM SIGCHI
The HCI Bibliogaphy was moved to a new server 2015-05-12 and again 2016-01-05, substantially degrading the environment for making updates.
There are no plans to add to the database.
Please send questions or comments to director@hcibib.org.
Query: Nack_F* Results: 23 Sorted by: Date  Comments?
Help Dates
Limit:   
[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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
Link to Article at Taylor & Francis

[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
www.igi-global.com/article/good-times-problems-design-considerations/55395
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ISBN: 978-1-84882-700-4 (print), 978-1-84882-701-1 (online)
Link to Digital Content at Springer
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
Link to Digital Content at Springer
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
ACM Digital Library Link
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
ACM Digital Library Link
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
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
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
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
Broken Link to ACM Digital Library
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.