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In this paper, we present a study of responses to the idea of being recorded by a ubicomp recording technology called SenseCam. This study focused on real-life situations in two N...
David H. Nguyen, Gabriela Marcu, Gillian R. Hayes,...
We describe a new application of interactive participatory performance in interaction design. Our pragmatic strategy permits us to use performance as an investigatory tool in the ...
Robyn Taylor, Pierre Boulanger, Patrick Olivier, J...
Organizational processes often take place over long periods of time and require intermittent attention. Remembering and reasoning about upcoming process tasks is important, but no...
Robert Farrell, Hina Shah, Thomas Erickson, Wendy ...
Mobile imaging and digital storytelling currently support a growing practice of multimedia communication in the West. In this paper we describe a project which explores their bene...
David M. Frohlich, Dorothy Rachovides, Kiriaki Rig...
This paper proposes a mobile application to facilitate the meeting of people in unmarked spaces. We report on the concept, aspects of the work-in-progress implementation and futur...
George T. Hayes, Dhawal Mujumdar, Thomas Schluchte...
Cross-species computer applications have a history of blended science and humor, despite the real potential for improving the canine-human bond. New activities available to humans...
Chadwick A. Wingrave, Jeremy Rose, Todd Langston, ...
Designing new interactive experiences requires effective methods for sensing human activities. In this paper we propose new sensor architecture based on tracking changes in resona...
Ivan Poupyrev, Zhiquan Yeo, Joshua D. Griffin, Sco...
The fields HCI/usability and computer games have existed for a few decades with virtually no mutual interaction. However, in recent years, a number of exchanges have appeared, bot...
This talk discusses how to strike a good balance between making the user an active co-constructor of system functionality versus making a too strong, interpretative design that do...
In this paper we describe a two-part study that was used to establish the requirements for an interactive museum environment for children aged between 5 and 10. The paper outlines...