[1]
Balancing exertion experiences
Movement-based gameplay
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Mueller, Florian
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Vetere, Frank
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Gibbs, Martin
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Edge, Darren
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Agamanolis, Stefan
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Sheridan, Jennifer
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Heer, Jeffrey
Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems
2012-05-05
v.1
p.1853-1862
© Copyright 2012 ACM
Summary: Exercising with others, such as jogging in pairs, can be socially engaging.
However, if exercise partners have different fitness levels then the activity
can be too strenuous for one and not challenging enough for the other,
compromising engagement and health benefits. Our system, Jogging over a
Distance, uses heart rate data and spatialized sound to create an equitable,
balanced experience between joggers of different fitness levels who are
geographically distributed. We extend this prior work by analyzing the
experience of 32 joggers to detail how specific design features facilitated,
and hindered, an engaging and balanced exertion experience. With this
knowledge, we derive four dimensions that describe a design space for balancing
exertion experiences: Measurement, Adjustment, Presentation and Control. We
also present six design tactics for creating balanced exertion experiences
described by these dimensions. By aiding designers in supporting participants
of different physical abilities, we hope to increase participation and
engagement with physical activity and facilitate the many benefits it brings
about.
[2]
Digital art: evaluation, appreciation, critique (invited SIG)
SIGs
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England, David
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Fantauzzacoffin, Jill
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Bryan-Kinns, Nick
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Latulipe, Celine
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Candy, Linda
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Sheridan, Jennifer
Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing
Systems
2012-05-05
v.2
p.1213-1216
© Copyright 2012 ACM
Summary: This SIG examines the vexed question of evaluation of Digital Art and how
lessons on evaluation can be exchanged between the arts and mainstream HCI. We
start by looking at critiques of standard approaches to evaluation in HCI. We
then look at approaches, which have been developed in Digital Art to merge
qualitative and quantitative methods. These investigations set the agenda for
the SIG with the aim of uncovering the audience's knowledge and attempts at
Digital Art evaluation, appreciation and critique. The chief outcome will be an
exchange of experiences and proposals for ways forward for both the Digital
Arts community and the broader CHI community.
[3]
Conversing with a computer: the body language of the box
Demo session
/
Sheridan, James
Proceedings of the 2011 Conference on Creativity and Cognition
2011-11-03
p.417-418
© Copyright 2011 ACM
Summary: This small performance looks at novel interactive ways for better
understanding the attentive processes and there affects on things like
perception. This is done via the user exploring an audio-visual environment
that reacts to their attention in different ways. The users gaze and brainwaves
(via EEG) are dynamically mapped to different visual and sonic objects based on
the ways in which they pay attention. This allows them to setup and explore
different feedback loops, which begin to resonate with each other allowing the
users attentive patterns to be represented as a unique audio-visual structure.
[4]
Demo hour
Demo hour
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Vetere, Frank
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Gibbs, Martin R.
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Edge, Darren
/
Agamanolis, Stefan
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Sheridan, Jennifer G.
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Leithinger, Daniel
/
Lakatos, Dávid
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DeVincenzi, Anthony
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Blackshaw, Matthew
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Portocarrero, Edwina
/
Robert, David
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Chung, Michelle
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Follmer, Sean
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Wang, Ye
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Johansson, Lina
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Ericson, Claes
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Karlsson, David
interactions
2011-11
v.18
n.6
p.8-9
© Copyright 2011 ACM
[5]
Developing an open source exertion interface for two-handed 3D and 6DOF
motion tracking and visualisation
3D and targeting
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Sheridan, Jennifer G.
Proceedings of the 25th BCS Conference on Human-Computer Interaction
2011-07-04
p.289-298
© Copyright 2011 Authors
Summary: Novel technologies offer the potential for tracking and visualizing whole
body movement in new ways which opens up possibilities for creating new forms
of interaction. We highlight the problems and opportunities for designing for
and the visualising of six degree of freedom (6DOF) motion tracking for
absolute, two-handed input using the Nintendo Wiimote as our baseline platform
and a playground clapping game as our context. We present a new technique for
combining linear movement, rotation and vision tracking for two-handed motion
tracking and provide links to open source tools and applications for next
generation 6DOF motion tracking and visualisation of exertion games.
[6]
Designing sports: a framework for exertion games
Cats, dogs, sports, games & books
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Mueller, Florian 'Floyd'
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Edge, Darren
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Vetere, Frank
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Gibbs, Martin R.
/
Agamanolis, Stefan
/
Bongers, Bert
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Sheridan, Jennifer G.
Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems
2011-05-07
v.1
p.2651-2660
© Copyright 2011 ACM
Summary: Exertion games require investing physical effort. The fact that such games
can support physical health is tempered by our limited understanding of how to
design for engaging exertion experiences. This paper introduces the Exertion
Framework as a way to think and talk about Exertion Games, both for their
formative design and summative analysis. Our Exertion Framework is based on the
ways in which we can conceive of the body investing in game-directed exertion,
supported by four perspectives on the body (the Responding Body, Moving Body,
Sensing Body and Relating Body) and three perspectives on gaming (rules, play
and context). The paper illustrates how this framework was derived from prior
systems and theory, and presents a case study of how it has been used to
inspire novel exertion interactions.
[7]
Digital arts and interaction (invited)
SIG
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England, David
/
Edmonds, Ernest
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Sheridan, Jennifer G.
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Pobiner, Scott
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Bryan-Kinns, Nick
/
Wright, Peter
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Twidale, Michael
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Diana, Carla
Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems
2011-05-07
v.2
p.609-612
© Copyright 2011 ACM
Summary: This SIG proposal, sponsored by the CHI Design Community, looks at the
intersection and cross-fertilization between HCI, and Digital and Performance
Arts. We consider how the exploration of engaging and meaningful artistic
experience can further push the boundaries of HCI research and practice and how
tool use and models of evaluation can be explored to assist the development of
creative enterprises. We consider how artists' early experiments with
technology can inform mainstream design thinking, and how theories and practice
in aesthetics can feed into User Experience.
[8]
Graffito: crowd-based performative interaction at festivals
Interactivity special performances
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Sheridan, Jennifer
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Bryan-Kinns, Nick
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Reeves, Stuart
/
Marshall, Joe
/
Lane, Giles
Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems
2011-05-07
v.2
p.1129-1134
© Copyright 2011 ACM
Summary: Crowd-based events are generating new forms of crowd-based performative
interaction. Nightclubs and festivals are at the cutting edge of crowd-based
interaction with ubiquitous computing. The social capital of crowd-based
interaction is not well understood and is usually limited to one-off events.
Our intention is to explore the possibility for generating a lifelong
contextual footprint of crowd-based performative interaction. In this paper, we
present and discuss two case studies of designing applications for crowd-based
performative interaction at two large-scale festivals and reflect on their
implications for design.
[9]
Jogging over a distance between Europe and Australia
Feet or TOE CHI
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Mueller, Florian
/
Vetere, Frank
/
Gibbs, Martin R.
/
Edge, Darren
/
Agamanolis, Stefan
/
Sheridan, Jennifer G.
Proceedings of the 2010 ACM Symposium on User Interface Software and
Technology
2010-10-03
p.189-198
Keywords: audio, exergame, exergaming, exertion interface, heart rate, mobile phone,
physiological data, running, spatialization, sports, whole-body interaction
© Copyright 2010 ACM
Summary: Exertion activities, such as jogging, require users to invest intense
physical effort and are associated with physical and social health benefits.
Despite the benefits, our understanding of exertion activities is limited,
especially when it comes to social experiences. In order to begin understanding
how to design for technologically augmented social exertion experiences, we
present "Jogging over a Distance", a system in which spatialized audio based on
heart rate allowed runners as far apart as Europe and Australia to run
together. Our analysis revealed how certain aspects of the design facilitated a
social experience, and consequently we describe a framework for designing
augmented exertion activities. We make recommendations as to how designers
could use this framework to aid the development of future social systems that
aim to utilize the benefits of exertion.
[10]
When clapping data speaks to Wii: physical creativity and performative
interaction in playground games and songs
Physical & urban HCI
/
Sheridan, Jennifer G.
Proceedings of the HCI'10 Conference on People and Computers XXIV
2010-09-06
v.9
p.299-308
© Copyright 2010 Authors
Summary: In this paper, we explore how exertion interfaces can promote physical
creativity and the role that this might play in performative interaction. In
particular, we are interested in exploring how to design and develop devices
and applications which use physical interaction, or exertion, to promote
performative interaction or the witting transitions between observing,
participating and performing. Using the Nintendo Wii as an exertion interface,
we are updating, analysing and representing a small selection of clapping games
found in the Opie Collection of Children's Games and Songs in the British
Library and emerging from ethnographic studies of playgrounds in London and
Sheffield, UK. We describe the Physics of clapping and associated technical
issues, the design of a low-fi, open source exertion interface and the analysis
of a participant study. We suggest guidelines for designing for physical
creativity, namely kinesthetic literacy, performative interaction and
believability, and conclude with a discussion of future considerations.
[11]
Interactional Sound and Music: Listening to CSCW, Sonification, and Sound
Art
/
Bryan-Kinns, Nick
/
Fencott, Robin
/
Metatla, Oussama
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Nabavian, Shahin
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Sheridan, Jennifer G.
NIME 2010: New Interfaces for Musical Expression
2010-06-15
p.403-406
© Copyright 2010 Authors
[12]
Whole body interaction 2010
Workshops
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England, David
/
Sheridan, Jennifer G.
/
Crane, Beth
Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems
2010-04-10
v.2
p.4465-4468
Keywords: motion capture, multi-modal, physicality, whole body interaction
© Copyright 2010 ACM
Summary: In this workshop we explore the notation of whole body interaction. We bring
together different disciplines to create a new research direction for study of
this emerging form of interaction.
[13]
Action and representation in tangible systems: implications for design of
learning interactions
Learning through physical interaction
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Price, Sara
/
Sheridan, Jennifer G.
/
Falcão, Taciana Pontual
Proceedings of the 4th International Conference on Tangible and Embedded
Interaction
2010-01-24
p.145-152
Keywords: action, design, interaction, learning opportunities, tangible systems
© Copyright 2009 ACM
Summary: In tangible learning systems, the facility to promote physically active
engagement highlights the need to understand how different designs impact on
action and interaction, and the subsequent implications for learning. This
paper draws on studies involving two tangible learning systems to analyse the
effect of design choices on the kinds of (inter)actions engendered and how they
create, shape and constrain different learning opportunities. Main findings
suggest the need to promote and allow for different kinds of opportunities for
conceptual reflection within the collective physical interaction; the
importance of balancing collective representations and individual action-effect
links; and the need to enhance appropriate awareness when dealing with several
loci of attention.
[14]
DIY design process for interactive surfaces
/
Sheridan, Jennifer G.
/
Tompkin, James
/
Maciel, Abel
/
Roussos, George
Proceedings of the HCI'09 Conference on People and Computers XXIII
2009-09-01
p.485-493
Keywords: TUIO, design, diffusion, fiducial, infrared, interactive surface,
multi-touch, tabletop
© Copyright 2009 Author
Summary: This paper charts the design and build of two interactive tabletops that use
infrared (IR) illumination techniques. One table implements fiducial tracking,
whilst the other implements multi-touch tracking. Trade-offs in both designs
are discussed to highlight key considerations when building an interactive
table. Using three key dimensions from lessons learned, we conduct a
comparative analysis of both approaches. Finally, we propose a DIY Design
Process to assist designers in building their own interactive table.
[15]
Design and adoption of social collaboration software within businesses
Special interest groups
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Blackwell, Jason
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Sheridan, John
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Instone, Keith
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Schwartz, David R.
/
Kogan, Sandra
Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems
2009-04-04
v.2
p.2759-2762
Keywords: social collaboration, social computing
© Copyright 2009 ACM
Summary: Social networking and collaboration sites are having a large impact on
people's personal lives. These same applications, similar functions and related
experiences are being adopted within businesses. This special interest group
will address the issues around social collaboration software in the business
setting. What is the value for the business and its users? How do you measure
success? What strategic design and user experience issues are key for
successful adoption? What roles do user experience professionals play in this
type of social system?
[16]
The effect of representation location on interaction in a tangible learning
environment
New perspectives and theories on tangibility
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Price, Sara
/
Falcão, Taciana Pontual
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Sheridan, Jennifer G.
/
Roussos, George
Proceedings of the 3rd International Conference on Tangible and Embedded
Interaction
2009-02-18
p.85-92
Keywords: children, learning, representation, tangible interface
© Copyright 2009 ACM
Summary: Drawing on the 'representation' TUI framework [21], this paper reports a
study that investigated the concept of 'representation location' and its effect
on interaction and learning. A reacTIVision-based tangible interface was
designed and developed to support children learning about the behaviour of
light. Children aged eleven years worked with the environment in groups of
three. Findings suggest that different representation locations lend themselves
to different levels of abstraction and engender different forms and levels of
activity, particularly with respect to speed of dynamics and differences in
group awareness. Furthermore, the studies illustrated interaction effects
according to different physical correspondence metaphors used, particularly
with respect to combining familiar physical objects with digital-based
table-top representation. The implications of these findings for learning are
discussed.
[17]
Mind-modulated music in the mind attention interface
Visualization
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Swift, Ben
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Sheridan, James
/
Zhen, Yang
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Gardner, Henry J.
Proceedings of OZCHI'07, the CHISIG Annual Conference on Human-Computer
Interaction
2007-11-28
p.83-86
© Copyright 2007 CHISIG and author(s)
Summary: A recent study of electroencephalogram (EEG) activity associated with
musical cognition has suggested a correlate for the amount of active musical
processing taking place in the brains of musicians. Using a version of this
measure, we have built a new brain computer interface which harnesses the
"natural" brain activity of musicians to mold and modulate music as it is being
composed and played. This computer music instrument is part of a system, the
Mind Attention Interface, which provides an interface to a virtual reality
theatre using measures of a participant's EEG, eye-gaze and head position. The
theatre itself, and its spatialised sound system, closes a feedback loop
through the mind of the participant.
[18]
Encouraging Witting Participation and Performance in Digital Live Art
Creative and Aesthetic Experiences
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Sheridan, Jennifer G.
/
Bryan-Kinns, Nick
/
Bayliss, Alice
Proceedings of the HCI'07 Conference on People and Computers XXI
2007-09-03
v.1
p.2
Summary: We describe a framework for characterizing people's behavior with Digital
Live Art. Our framework considers people's wittingness, technical skill, and
interpretive abilities in relation to the performance frame.
Three key categories of behavior with respect to the performance frame are
proposed: performing, participating, and spectating. We exemplify the use of
our framework by characterizing people's interaction with a DLA -- iPoi. This
DLA is based on the ancient Maori art form of poi and employs a wireless,
peer-to-peer exertion interface. The design goal of iPoi is to draw people into
the performance frame and support transitions from audience to participant and
on to performer. We reflect on iPoi in a public performance and outline its key
design features.
[19]
Designing for the opportunities and risks of staging digital experiences in
public settings
Games and performances
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Benford, Steve
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Crabtree, Andy
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Reeves, Stuart
/
Sheridan, Jennifer
/
Dix, Alan
/
Flintham, Martin
/
Drozd, Adam
Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems
2006-04-22
v.1
p.427-436
© Copyright 2006 ACM
Summary: Mobile experiences that take place in public settings such as on city
streets create new opportunities for interweaving the fictional world of a
performance or game with the everyday physical world. A study of a touring
performance reveals how designers generated excitement and dramatic tension by
implicating bystanders and encouraging the (apparent) crossing of normal
boundaries of behaviour. The study also shows how designers dealt with
associated risks through a process of careful orchestration. Consequently, we
extend an existing framework for designing spectator interfaces with the
concept of performance frames, enabling us to distinguish audience from
bystanders. We conclude that using ambiguity to blur the frame can be a
powerful design tactic, empowering players to willingly suspend disbelief, so
long as a safety-net of orchestration ensures that they do not stray into
genuine difficulty.
[20]
Exploring bluetooth based mobile phone interaction with the hermes photo
display
Designing mobile interaction
/
Cheverst, Keith
/
Dix, Alan
/
Fitton, Daniel
/
Kray, Chris
/
Rouncefield, Mark
/
Sas, Corina
/
Saslis-Lagoudakis, George
/
Sheridan, Jennifer G.
Proceedings of 7th Conference on Human-computer interaction with mobile
devices and services
2005-09-19
p.47-54
© Copyright 2005 ACM
Summary: One of the most promising possibilities for supporting user interaction with
public displays is the use of personal mobile phones. Furthermore, by utilising
Bluetooth users should have the capability to interact with displays without
incurring personal financial connectivity costs. However, despite the relative
maturity of Bluetooth as a standard and its widespread adoption in today's
mobile phones, little exploration seems to have taken place in this area --
despite its apparent significant potential. This paper describe the findings of
an exploratory study involving our Hermes Photo Display which has been extended
to enable users with a suitable phone to both send and receive pictures over
Bluetooth. We present both the technical challenges of working with Bluetooth
and, through our user study, we present initial insights into general user
acceptability issues and the potential for such a display to facilitate notions
of community.
[21]
Sweep and point and shoot: phonecam-based interactions for large public
displays
Late breaking results: short papers
/
Ballagas, Rafael
/
Rohs, Michael
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Sheridan, Jennifer G.
Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems
2005-04-02
v.2
p.1200-1203
© Copyright 2005 ACM
Summary: This paper focuses on enabling interactions with large public displays using
the most ubiquitous personal computing device, the mobile phone. Two new
interaction techniques are introduced that use the embedded camera on mobile
phones as an enabling technology. The "Point & Shoot" technique allows users to
select objects using visual codes to set up an absolute coordinate system on
the display surface instead of tagging individual objects on the screen. The
"Sweep" technique enables users to use the phone like an optical mouse with
multiple degrees of freedom and allows interaction without having to point the
camera at the display. Prototypes of these interactions have been implemented
and evaluated using modern mobile phone technologies. This proof of concept
provides a performance baseline and gives valuable insights to guide future
research and development. These techniques are intended to inspire and enable
new classes of large public display applications.
[22]
Understanding Interaction in Ubiquitous Guerrilla Performances in Playful
Arenas
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Sheridan, J. G.
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Dix, A.
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Lock, S.
/
Bayliss, A.
Proceedings of the HCI'04 Conference on People and Computers XVIII
2004-09-06
p.3-18
© Copyright 2004 Springer
[23]
PICK - A Scenario-based Approach to Sensor Selection for Interactive
Applications
Human factors and ergonomics
/
Sheridan, J.
/
Allanson, J.
Proceedings of the Tenth International Conference on Human-Computer
Interaction
2003-06-22
v.1
p.706-710
© Copyright 2003 Lawrence Erlbaum Associates