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OZCHI
2009
ACM
14 years 5 months ago
When three worlds collide: a model of the tangible interaction process
The design of Tangible Interfaces has already evolved since the first projects were developed. Frameworks and taxonomies have helped to understand the field of Tangible Interactio...
Marc Hermann, Michael Weber
OZCHI
2009
ACM
14 years 7 months ago
You can be too rich: mediated communication in a virtual world
Internet-based virtual worlds (VWs) have emerged as a popular form of collaborative virtual environment. Most have offered only text chat for user communication; however several V...
Greg Wadley, Martin R. Gibbs, Nicolas Ducheneaut
OZCHI
2009
ACM
14 years 7 months ago
Beyond the user: use and non-use in HCI
For many, an interest in Human-Computer Interaction is equivalent to an interest in usability. However, using computers is only one way of relating to them, and only one topic fro...
Christine Satchell, Paul Dourish
OZCHI
2009
ACM
14 years 7 months ago
Doing things backwards: the OWL project
The OWL project is inspired by Arthur C. Clarke's Third Law of Technology Prediction: Any sufficiently advanced technology is indistinguishable from magic. It consists of a s...
Danielle Wilde, Kristina Andersen
OZCHI
2009
ACM
14 years 7 months ago
Using a multi-touch tabletop for upper extremity motor rehabilitation
Millions of people in Canada have impairments that result in a loss of function and directly affect their ability to carry out activities of daily living. Many individuals with di...
Michelle Annett, Fraser Anderson, Darrell Goertzen...
OZCHI
2009
ACM
14 years 7 months ago
A study of email and SMS use in rural Indonesia
This paper describes a two-year research study that piloted and evaluated the use of low-cost, low-bandwidth Information and Communications Technology (ICT) to support meetings be...
Dean M. G. Hargreaves, Toni Robertson
OZCHI
2009
ACM
14 years 7 months ago
Technological approaches to promoting physical activity
This paper reflects on the HCI community’s current and potential contributions to the problem of promoting physical activity. It does so by first presenting a conceptual overvie...
Julie Maitland, Katie A. Siek
OZCHI
2009
ACM
14 years 7 months ago
Having fun at home: interleaving fieldwork and goal models
We aim to make sense of a perplexing human experience (fun) as it occurs in a recently discovered place for sociotechnical study (the home). Our toolkit includes technology probes...
Sonja Pedell, Tim Miller, Frank Vetere, Leon Sterl...
OZCHI
2009
ACM
14 years 7 months ago
Brute force interactions: leveraging intense physical actions in gaming
People use a wide range of intensity when interacting with computers, spanning from subtle to brute force. However, computer interfaces so far have mainly focused on interactions ...
Florian Mueller, Stefan Agamanolis, Frank Vetere, ...
OZCHI
2009
ACM
14 years 7 months ago
My phone is my keypad: privacy-enhanced PIN-entry on public terminals
More and more services are available on public terminals. Due to their public location and permanent availability, they can easily fall victim to manipulation. These manipulations...
Alexander De Luca, Bernhard Frauendienst, Sebastia...