Human-computer interaction in the new millennium/ (Record no. 1591)

MARC details
000 -LEADER
fixed length control field 01087cam a22002414a 4500
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 0201704471
040 ## - CATALOGING SOURCE
Transcribing agency CUS
082 00 - DEWEY DECIMAL CLASSIFICATION NUMBER
Classification number 004.019
Item number CAR/H
245 00 - TITLE STATEMENT
Title Human-computer interaction in the new millennium/
Statement of responsibility, etc. edited by John M. Carroll
260 ## - PUBLICATION, DISTRIBUTION, ETC. (IMPRINT)
Place of publication, distribution, etc. New York:
Name of publisher, distributor, etc. Addison-Wesley,
Date of publication, distribution, etc. c2002.
300 ## - PHYSICAL DESCRIPTION
Extent xxxvii, 703 p. :
Other physical details ill. ;
Dimensions 25 cm.
504 ## - BIBLIOGRAPHY, ETC. NOTE
Bibliography, etc Includes bibliographical references and index.
505 ## - FORMATTED CONTENTS NOTE
Formatted contents note PART I MODELS, THEORIES, AND FRAMEWORKS<br/>CHAPTER 1 On the Effective Use and Reuse of HCI Knowledge<br/>Alistair Sutcliffe<br/>1.1 Introduction<br/>1.2 Theories and Cognitive Models<br/>1.3 Claims, Products, and Artifacts<br/>1.4 Generalizing Claims and Reusing<br/>HCI Knowledge<br/>1.5 Conclusions<br/>CHAPTER 2 Macrotheory for Systems of Interactors<br/>Philip Barnard, Jon May, David Duke, and David Duce<br/>2.1 Theory Development in a Boundless Domain<br/>2.2 Systems of Interactors, Macrotheory, Microtheory,<br/>and Layered Explanation<br/>2.3 Macrotheory and Interaction<br/>2.4 Capturing Significant Variation<br/>in Interaction Trajectories<br/>2.5 Realizing Coherent Type 1 Theories<br/>of Interaction<br/>2.6 Extension to Higher Order Systems<br/>of Interaction<br/>2.7 Conclusion<br/>CHAPTER 3 Design In the MoRAS<br/>George W. Furnas<br/>3.1 Introduction: ++HCI and the MoRAS<br/>3.2 The MoRAS<br/>3.3 Illustrating the Consequences<br/>3.3.1 Blindness from Ignoring<br/>the MoRAS<br/>3.3.2 Design Opportunities from Considering<br/>the MoRAS<br/>3.3.3 New Problems Addressed—Needs<br/>and Wants<br/>3.4 The MoRAS and ++HCI Design<br/>3.5 Future Directions<br/>CHAPTER 4 Distributed Cognition: Toward a New Foundation<br/>for Human-Computer Interaction Research<br/>James Hollan, Edwin Hutchins, and David Kirsh<br/>4.1 Introduction<br/>4.2 A Distributed Cognition Approach<br/>4.2.1 Socially Distributed Cognition<br/>4.2.2 Embodied Cognition<br/>4.2.3 Culture and Cognition<br/>4.2.4 Ethnography of Distributed<br/>Cognitive Systems<br/>4.3 An Integrated Framework<br/>for Research<br/>4.3.1 Ship Navigation<br/>4.3.2 Airline Cockpit Automation<br/>4.3.3 Beyond Direct Manipulation<br/>4.3.4 History-Enriched Digital Objects<br/>4.3.5 PAD++: Zoomable Multiscale<br/>Interfaces<br/>4.3.6 Intelligent Use of Space<br/>4.4 Conclusions and Future Directions<br/>PART II USABILITY ENGINEERING METHODS<br/>AND CONCEPTS<br/>CHAPTER 5 The Strategic Use of Complex Computer<br/>Systems<br/>Suresh K. Bhavnani and Bonnie E. John<br/>5.1 Introduction<br/>5.2 Strategies in the Intermediate Layers<br/>of Knowledge<br/>5.2.1 Strategies That Exploit the Iterative Power<br/>of Computers<br/>5.2.2 Acquiring Strategies in the Intermediate<br/>Layers of Knowledge<br/>5.2.3 Generality of Strategies in the Intermediate<br/>Layers of Knowledge<br/>5.3 Evidence for the Effects of Aggregation Strategies<br/>on Performance<br/>5.3.1 The Panel Clean-up Task<br/>5.3.2 How LI Performed the Panel<br/>Clean-up Task<br/>5.3.3 Cognitive Analysis of the Panel<br/>Clean-up Task<br/>5.3.4 Inefficient Use Reported<br/>in Other Studies<br/>5.4 Possible Explanations for Inefficient<br/>Computer Usage<br/>5.4.1 Efficient Strategies Not Known<br/>5.4.2 Efficient Strategies Known<br/>But Not Used<br/>5.4.3 Discussion of Possible Explanations<br/>of Inefficient Computer Usage<br/>5.5 General Computer Strategies<br/>beyond Aggregation<br/>5.5.1 Propagation Strategies<br/>5.5.2 Organization Strategies<br/>5.5.3 Visualization Strategies<br/>5.6 Summary and Future Research<br/>CHAPTER 6 User Interface Evaluation:<br/>How Cognitive Models Can Help<br/>Frank E. Ritter, Gordon D. Baxter, Gary Jones,<br/>and Richard M. Young<br/>6.1 The Synergy between Cognitive Modeling<br/>and HCI<br/>6.1.1 The Advantages for HCI<br/>6.1.2 The Advantages for Models<br/>6.2 A Route to Supporting Models as Users<br/>6.2.1 The Artifacts of the Cognitive Modeling<br/>Process<br/>6.2.2 The Role of User Interface Management<br/>Systems<br/>6.2.3 Cognitive Model Interface Management<br/>Systems<br/>6.2.4 A Functional Model Eye and Hand<br/>6.3 Example Cognitive Models That Perform<br/>Interactive Tasks<br/>6.3.1 A Simplified Air Traffic Control<br/>Model<br/>6.3.2 Tower of Nottingham Model<br/>6.3.3 Electronic Warfare Task Model<br/>6.3.4 Related Systems<br/>6.3.5 Limitations of This Approach<br/>6.4 Cognitive Models as Users<br/>in the New Millennium<br/>6.4.1 Implications for Models<br/>6.4.2 Implications for Interfaces<br/>CHAPTER 7 HCI in the Global Knowledge-Based Economy:<br/>Designing to Support Worker Adaptation<br/>KimJ. Vicente<br/>7.1 Introduction<br/>7.2 Case Study: Hedge Funds in August 1998<br/>7.2.1 What Are Hedge Funds?<br/>7.2.2 What Happened?<br/>7.2.3 Why Did It Happen?<br/>7.2.4 Generalizing the Lessons Learned<br/>7.3 The Global Knowledge-Based Economy and the<br/>Demand for Adaptation<br/>7.3.1 The Global Knowledge-Based<br/>Economy<br/>7.3.2 The Future Demand<br/>for Adaptation<br/>7.3.3 The Relationship between<br/>Adaptation and Learning<br/>7.3.4 How Much Have Things Changed?<br/>7.4 Cognitive Work Analysis: A Potential<br/>Programmatic Approach<br/>7.4.1 A Constraint-Based Approach<br/>7.4.2 Five Layers of Constraint<br/>7.4.3 Modeling Tools and<br/>Design Implications<br/>7.5 The Future: What Can We Be Sure Of?<br/>CHAPTER 8 A Reference Task Agenda for HCI<br/>Steve Whittaker, Loren Terveen, and Bonnie A. Nardi<br/>8.1 The Problems with HCI<br/>as Radical Invention<br/>8.1.1 Radical Invention Is Not Always<br/>Effective<br/>8.1.2 What We Don't Know: Requirements,<br/>Metrics, and Uses of Everyday<br/>Technologies<br/>8.1.3 How We Don't Know It:<br/>The Dissemination Problem<br/>8.2 The Reference Task Solution<br/>8.2.1 Reference Tasks In Other<br/>Disciplines<br/>8.3 Reference Tasks In HCI<br/>8.3.1 Lessons from DARPA and TREC<br/>8.4 How to Define a Reference Task<br/>8.5 An Example Reference Task: Browsing<br/>and Retrieval In Speech Archives<br/>8.5.1 Selecting and Specifying Reference Tasks<br/>In the Domain of Speech Archives<br/>8.5.2 Defining Metrics<br/>8.5.3 Task-Oriented Evaluation<br/>of a Speech Browsing System<br/>8.5.4 General Issues Arising from Reference<br/>Task-Based Evaluation<br/>8.6 Conclusions<br/>CHAPTER 9 The Maturation of HCI: Moving beyond Usability<br/>toward Holistic Interaction<br/>Ken Maxwell<br/>9.1 Introduction<br/>9.2 Present Levels of HCI Maturity<br/>9.2.1 Level 1 HCI: Basic Usability<br/>9.2.2 Level 2 HCI: Collaborative, Organizational,<br/>and Role-Based Interaction<br/>9.3 Future HCI: Level 3: Individualized<br/>and Holistic Interaction<br/>9.3.1 The Future Computing Environment<br/>9.3.2 Individualized and Holistic Interaction<br/>Design<br/>9.3.3 Moving toward Holistic Interaction<br/>9.4 Summary and Conclusions<br/>PART III USER INTERFACE SOFTWARE AND TOOLS<br/>CHAPTER 10 Past, Present, and Future of<br/>User Interface Software Tools<br/>Brad Myers, Scott E. Hudson, and Randy Pausch<br/>10.1 Introduction<br/>10.2 Historical Perspective<br/>10.2.1 Themes in Evaluating Tools<br/>10.2.2 What Worked<br/>10.2.3 Promising Approaches That<br/>Have Not Caught On<br/>10.3 Future Prospects and Visions<br/>10.3.1 Computers Becoming a Commodity<br/>10.3.2 Ubiquitous Computing<br/>10.3.3 Recognition-Based User Interfaces<br/>10.3.4 Three-Dimensional Technologies<br/>10.3.5 End-User Programminq, Customization,<br/>and Scripting<br/>10.3.6 Further Issues for Future Tools<br/>10.4 Operating System Issues<br/>10.5 Conclusions<br/>CHAPTER 11 Creating Creativity: User Interfaces<br/>for Supporting Innovation<br/>Ben Shneiderman<br/>11.1 Introduction<br/>11.2 Three Perspectives on Creativity<br/>11.3 Levels of Creativity<br/>11.4 Genex: A Four-Phase Framework<br/>for Generating Excellence<br/>11.5 Integrating Creative Activities<br/>11.5.1 Searching and Browsing<br/>Digital Libraries<br/>11.5.2 Consulting with Peers and Mentors<br/>11.5.3 Visualizing Data and Processes<br/>11.5.4 Thinking by Free Associations<br/>11.5.5 Exploring Solutions—"What If" Tools<br/>11.5.6 Composing Artifacts<br/>and Performances<br/>11.5.7 Reviewing and Replaying<br/>Session Histories<br/>11.5.8 Disseminating Results<br/>11.6 Architectural Scenario<br/>11.7 Conclusion<br/>CHAPTER 12 Interaction Spaces for Twenty-First-Century<br/>Computing<br/>Terry Winograd<br/>12.1 Introduction<br/>12.1.1 Scenario<br/>12.2 Architecture Models<br/>12.2.1 Decoupling Devices from Programs<br/>12.2.2 Decoupling Devices from<br/>Phenomena<br/>12.3 Robust Dynamic Configuration<br/>and Communication<br/>12.4 Context-Based Interpretation<br/>12.5 Action and Perception<br/>12.5.1 Examples<br/>12.6 Research Issues<br/>12.6.1 Person-Centered Interaction<br/>12.6.2 Dealing Efficiently with Incomplete<br/>and Unreliable Information<br/>12.6.3 Variable Quality Guaranteed<br/>Response Rate<br/>12.6.4 Multiperson, Multidevice.<br/>Interaction Modes<br/>12.6.5 Standard Models<br/>12.7 Conclusion<br/>PART IV GROUPWARE AND COOPERATIVE ACTIVITY<br/>CHAPTER 13 Computer-Mediated Communications for Group Support:<br/>Past and Future<br/>Murray Turoff, Starr Roxanne Hiltz, Jerry Fjermestad,<br/>Michael Bieber, and Brian Whitworth<br/>13.1 Introduction<br/>13.2 Early Roots and Insights<br/>13.2.1 Quantitative Communication<br/>Structures<br/>13.2.2 Content-Based Communication<br/>13.2.3 Indirect Communication<br/>13.2.4 Roles<br/>13.2.5 Notifications<br/>13.3 Tailoring Communications<br/>13.3.1 Next Generation Systems<br/>13.4 Discourse Structures<br/>13.5 Collective Intelligence<br/>13.5.1 Collaborative Model Building<br/>13.5.2 Consistency Problems<br/>13.5.3 Arrow's Paradox<br/>13.6 Multimedia Communication Systems<br/>13.6.1 Multi-Mode Experiments<br/>13.6.2 Graphics and Collaborative<br/>Model Building<br/>13.6.3 Virtual Reality<br/>13.6.4 Pervasive/Mobile CMC Systems<br/>13.7 Conclusion<br/>CHAPTER 14 The Intellectual Challenge of CSCW: The Gap between<br/>Social Requirements and Technical Feasibility<br/>Mark S. Ackerman<br/>14.1 Introduction<br/>14.2 A Biased Summary of CSCW Findings<br/>14.3 The Social-Technical Gap in Action<br/>14.3.1 Technical Research in CSCW<br/>14.3.2 Arguments against the Significance<br/>of the Gap<br/>14.4 What to Do?<br/>14.4.1 A Return to Simon: The Science<br/>of CSCW<br/>14.4.2 Palliatives: Ideological, Political,<br/>and Educational<br/>14.4.3 Beginning Systematic Exploration:<br/>First-Order Approximations<br/>14.4.4 Toward Making CSCW into a Science<br/>of the Artificial<br/>14.5 Conclusion<br/>CHAPTER 15 Social Translucence: Designing Systems That Support<br/>Social Processes<br/>Thomas Erickson and Wendy A. Kellogg<br/>15.1 Introduction<br/>15.2 Foundations: Social Translucence<br/>15.2.1 Visibility, Awareness,<br/>and Accountability<br/>15.2.2 Translucence: Visibility and Privacy<br/>15.3 Application Domain: Knowledge<br/>Management<br/>15.3.1 Knowledge Management<br/>as a Social Phenomenon<br/>15.3.2 From Knowledge Management<br/>to Knowledge Communities<br/>15.3.3 Conversation: Knowledge Work<br/>Made Visible<br/>15.3.4 The Vision: Conversationally<br/>Based Knowledge Communities<br/>15.4 Implementation: Social Translucence<br/>in Digital Systems<br/>15.4.1 Making Activity Visible<br/>15.4.2 Abstract Representations of Social<br/>Information: The Babble Prototype<br/>15.5 Some Research Issues<br/>15.5.1 Social Proxies: What Should Be<br/>Represented?<br/>15.5.2 Supporting Coherent Activity<br/>15.5.3 Visualizing Conversation<br/>15.5.4 Restructuring Conversation<br/>15.5.5 Organizational Knowledge Spaces<br/>15.6 Conclusion<br/>CHAPTER 16 Transcending the Individual Human Mind:<br/>Creating Shared Understanding through<br/>Collaborative Design<br/>Ernesto G. Arias, Hal Eden, Gerhard Fischer,<br/>Andrew Gorman, and Eric Scharff<br/>16.1 Introduction<br/>16.2 Challenging Problems for the Future of<br/>Human-Computer Interaction<br/>16.2.1 Transcending the Individual Human<br/>Mind<br/>16.2.2 Exploiting the Symmetry<br/>of Ignorance<br/>16.2.3 Recognizing the Need for Externalizations<br/>in Collaborative Design<br/>16.2.4 Supporting New Forms of Civic Discourse:<br/>From Access to Informed Participation<br/>16.2.5 Moving beyond Closed Systems<br/>16.2.6 Understanding Motivation<br/>and Rewards<br/>16.2.7 Summary of Challenging Problems<br/>for the Future of Human-Computer<br/>Interaction<br/>16.3 The Envisionment and<br/>Discovery Collaboratory (EDC)<br/>16.3.1 A Scenario: Creating Shared<br/>Understanding through<br/>Collaborative Design<br/>16.3.2 The Conceptual Principles<br/>behind the EDC<br/>16.3.3 The Integration of Action<br/>and Reflection<br/>16.3.4 The EDC as an Open System<br/>16.4 Assessment<br/>16.4.1 Integrating Assessment with Design<br/>and Practice<br/>16.4.2 Assessment through<br/>Participatory Design<br/>16.4.3 Assessment of Open Systems and<br/>Emerging Applications<br/>16.4.4 Assessment of the Effectiveness<br/>of Interaction Techniques<br/>16.5 Future Work<br/>16.5.1 Assessment of Support for the Creation<br/>of Shared Understanding<br/>16.5.2 Use of the EDC in Actual Work<br/>Situations<br/>16.5.3 Beyond Binary Choices<br/>16.6 Conclusion<br/>CHAPTER 17 The Development of Cooperation: Five Years<br/>of Participatory Design in the Virtual School<br/>John M. Carroll, George Chin, Mary Beth Rosson,<br/>and Dennis C. Neale<br/>17.1 Introduction<br/>17.2 Stages of Cooperative Engagement<br/>17.3 The Practitioner-Informant<br/>17.4 The Analyst<br/>17.5 The Designer<br/>17.6 The Coach<br/>17.7 Transitions between Stages<br/>17.8 Conclusion<br/>CHAPTER 18 Distance Matters<br/>Gary M. Olson and Judith S. Olson<br/>18.1 Introduction<br/>18.2 Collocated Work Today<br/>18.3 Remote Work Today<br/>18.3.1 Successes<br/>18.3.3 Failures<br/>18.4 The Findings Integrated; Four Concepts<br/>18.4.1 Common Ground—A Characteristic<br/>of the Players<br/>18.4.2 Coupling in Work—A Characteristic<br/>of the Work Itself<br/>18.4.3 Collaboration Readiness<br/>18.4.4 Technology Readiness<br/>18.5 Distance Work in the New Millennium<br/>18.5.1 Common Ground, Context, and Trust<br/>18.5.2 Different Time Zones<br/>18.5.3 Culture<br/>18.5.4 Interactions among These Factors<br/>and with Technology<br/>18.6 Conclusion<br/>PART V MEDIA AND INFORMATION<br/>CHAPTER 19 Designing the User Interface<br/>for Multimodal Speech and Pen-Based<br/>Gesture Applications: State-of-the-Art<br/>Systems and Future Research Directions<br/>Sharon Oviatt, Phil Cohen, Lizhong Wu, John Vergo,<br/>Lisbeth Duncan, Bernhard Suhm, Josh Bers,<br/>Thomas Holzman, Terry Winograd, James Landay,<br/>Jim Larson, and David Ferro<br/>19.1 Introduction to Multimodal Speech<br/>and Gesture Interfaces<br/>19.2 Advantages and Optimal Uses<br/>of Multimodal Interface Design<br/>19.3 Architectural Approaches to Multimodal Integration<br/>and Systems<br/>19.3.1 Introduction to Multimodal Architectural<br/>Requirements<br/>19.3.2 Multi-Agent Architectures and Multimodal<br/>Processing Flow<br/>19.3.3 Frame-Based and Unification-Based<br/>Multimodal Integration<br/>19.3.4 New Hybrid Architectures:<br/>An Illustration<br/>19.4 Diversity of Emerging Speech<br/>and Gesture Applications<br/>19.4.1 OGI's QuickSet System<br/>19.4.2 IBM's Human-Centric Word Processor<br/>19.4.3 Boeing's Virtual Reality Aircraft Maintenance<br/>Training Prototype<br/>19.4.4 NCR's Field Medic Information<br/>System<br/>19.4.5 Limitations of Current Speech and Gesture<br/>Multimodal Systems<br/>19.5 Future Research Directions<br/>for Multimodal Interfaces<br/>19.5.1 New Multimodal Interface Concepts<br/>19.5.2 Error Handling Techniques<br/>19.5.3 Adaptive Multimodal Architectures<br/>19.5.4 Multimodal Research Infrastructure<br/>19.6 Conclusion<br/>CHAPTER 20 Technologies of Information:<br/>HCI and the Digital Library<br/>Andrew Dillon<br/>20.1 Introduction<br/>20.2 Antecedents of Digital Libraries:<br/>The Ideas and the Evidence<br/>20.2.1 The Major Thinkers<br/>20.2.2 HCI Enters the Digital Library<br/>20.3 HCI Research: From Enabling to Envisioning<br/>20.3.1 Stage 1—Interface Design<br/>and the Methodological Tradition<br/>20.3.2 Stage 2—Modeling Interaction:<br/>The Theoretical Tradition<br/>20.3.3 Stage 3—Beyond Usability:<br/>Enhancement and the Design<br/>of Augmenting Technologies<br/>20.4 Problems with HQ's Role<br/>in Digital Library Design<br/>20.4.1 Do We Really Know Our Users?<br/>20.4.2 Variables in HQ Research<br/>and Measurement<br/>20.5 Extending HQ's Remit with DLs<br/>20.5.1 The Multimedia Mix and Match<br/>20.5.2 Digital Genres and the Perception<br/>of Information Shape<br/>20.5.3 Learning, Education, and Instruction<br/>20.5.4 "Intelligent" IR<br/>20.5.5 Ubiquity (or "We Want Information<br/>Where We Are")<br/>20.6 Conclusion<br/>CHAPTER 21 Interfaces That Give and Take Advice<br/>Henry Lieberman<br/>21.1 Introduction: Advance-Based<br/>Interfaces<br/>21.1.1 Agents and Advice<br/>21.2 Examples of Advice in Interfaces<br/>21.2.1 Letizia: A Web Browser That<br/>Gives Advice<br/>21.2.2 Mondrian: A Graphical Editor<br/>That Takes Advice<br/>21.3 Advice-Based Interfaces in Al and HQ<br/>21.3.1 More Flexible Planning<br/>and Reasoning<br/>21.3.2 Resource-Limited Reasoning<br/>21.3.3 Anytime Algorithms<br/>21.3.4 Critics<br/>21.3.5 Programming by Example<br/>21.3.6 Context-Sensitivity<br/>21.4 The Future of Advice-Oriented<br/>Interfaces<br/>21.4.1 Internet Applications<br/>21.4.2 Physically Based Interfaces<br/>21.4.3 Speech, Natural Language,<br/>and Gesture Interfaces<br/>21.4.4 Advice and the Design<br/>of Visual Communication<br/>21.4.5 Advice as a Tool for Helping<br/>People Learn<br/>21.5 Conclusion<br/>CHAPTER 22 Beyond Recommender Systems:<br/>Helping People Help Each Other<br/>Loren Terveen snd Will Hill<br/>22.1 Introduction<br/>22.2 Recommendation: Examples and Concepts<br/>22.3 A Model of the Recommendation Process<br/>22.3.1 Issues for Computational<br/>Recommender Systems<br/>22.3.2 Major Types of Recommender<br/>Systems<br/>22.4 Content-Based Recommenders<br/>22.5 Recommendation Support Systems<br/>22.6 Social Data Mining<br/>22.7 Collaborative Filtering<br/>22.8 Current Challenges and New Opportunities<br/>22.8.1 Forming and Supporting Communities<br/>of Interest<br/>22.8.2 Combining Multiple Types of Information<br/>to Compute Recommendations<br/>22.9 Conclusion<br/>PART VI INTEGRATING COMPUTATION<br/>AND REAL ENVIRONMENTS<br/>CHAPTER 23 Charting Past, Present, and Future Research<br/>in Ubiquitous Computing<br/>Gregory D. Abowd and Elizabeth D. Mynatt<br/>23.1 Introduction<br/>23.1.1 Overview<br/>23.2 Computing with Natural Interfaces<br/>23.2.1 First-Class Natural Data Types<br/>23.2.2 Error-Prone Interaction<br/>for Recognition-Based Interaction<br/>23.3 Context-Aware Computing<br/>23.3.1 What Is Context?<br/>23.3.2 Representations of Context<br/>23.3.3 The Ubiquity of Context Sensing—<br/>Context Fusion<br/>23.3.4 Coupling Context-Aware<br/>and Natural Interaction—<br/>Augmented Reality<br/>23.4 Automated Capture and Access<br/>to Live Experiences<br/>23.4.1 Challenges in Capture and Access<br/>23.5 Toward Everyday Computing<br/>23.5.1 Research Directions in Everyday<br/>Computing<br/>23.6 Additional Challenges for Ubicomp<br/>23.6.1 Evaluating Ubicomp Systems<br/>23.6.2 Social Issues for Ubiquitous<br/>Computing<br/>23.7 Conclusion<br/>CHAPTER 24 Situated Computing: The Next Frontier<br/>for HCI Research<br/>Kevin L Mills and Jean Scholtz<br/>24.1 Introduction<br/>24.2 Grand Challenge #1:<br/>Emancipating Information<br/>24.2.1 Moving Information to People<br/>24.2.2 Removing the Tyranny of<br/>an Interface per Application<br/>per Device 1<br/>24.2.3 Information Interaction:<br/>Making It Real Again<br/>24.3 Grand Challenge #2: Clueing<br/>in Those Clueless Computers<br/>24.3.1 Adapting Information Delivery<br/>Using Knowledge of People, Places,<br/>and Devices<br/>24.3.2 Solving Three Hard Problems<br/>24.4 Conclusion<br/>CHAPTER 25 Roomware: Toward the Next Generation of<br/>Human-Computer Interaction Based on an Integrated<br/>Design of Real and Virtual Worlds<br/>NorbertA. Streitz, Peter Tandler, Christian<br/>Muller-Tomfelde, and Shin'ichi Konomi<br/>25.1 Introduction<br/>25.1.1 CSW<br/>25.1.2 Ubiquitous Computing<br/>25.1.3 Augmented Reality<br/>25.1.4 Architecture<br/>25.2 Three Points of Departure '<br/>25.2.1 Information Technology; From the Desktop<br/>to the Invisible Computer<br/>25.2.2 Organization: New Work Practices<br/>and Team Work<br/>25.2.3 Architecture: The New Role and Structure<br/>of Office Buildings<br/>25.3 Related Work<br/>25.4 Design Perspectives for the Workspaces<br/>of the Future<br/>25.5 Cooperative Buildings<br/>25.6 Requirements from Creative Teams<br/>25.7 Roomware® Components<br/>25.7.1 The i-LAND Environment<br/>25.7.2 TheDynaWall®<br/>25.7.3 The CommChairs®<br/>25.7.4 The InteracTable®<br/>25.7.5 The ConnecTable®<br/>25.7.6 The Passage Mechanism<br/>25.8 Network Infrastructure<br/>25.9 The Beach Software: Supporting Creativity<br/>25.10 Conclusion<br/>CHAPTER 26 Emerging Frameworks for Tangible User<br/>Interfaces<br/>Brygg Ullmer and Hiroshi Ishii<br/>26.1 Introduction<br/>26.2 A First Example: Urp<br/>26.3 Tangible User Interfaces<br/>26.4 Interaction Model<br/>26.5 Key Characteristics<br/>26.6 Example Two: mediaBlocks<br/>26.7 Terminology<br/>26.8 Coupling Objects with Digital<br/>Information<br/>26.8.1 Kinds of Digital Bindings<br/>26.8.2 Methods of Coupling Objects<br/>with Information<br/>26.8.3 Approaches to Physical<br/>Representation<br/>26.8.4 Technical Realization<br/>of Physical/Digital Bindings<br/>26.9 Interpreting Systems of Objects<br/>26.9.1 Spatial Systems<br/>26.9.2 Relational Systems<br/>26.9.3 Constructive Systems<br/>26.9.4 Mixed Constructive/Relational<br/>Systems<br/>26.10 Application Domains<br/>26.11 Related Areas<br/>26.11.1 Broad Context<br/>26.11.2 HCI Context<br/>26.12 Conclusion<br/>PART VII HCI AND SOCIETY<br/>CHAPTER 27 Learner-Centered Design: Reflections<br/>and New Directions<br/>Chris Quintana, Andrew Carra, Joseph Krajclk,<br/>and Elliot Soloway<br/>27.1 Introduction<br/>27.2 An Overview of Learner-Centered Design<br/>27.2.1 Audience: Who Are "Learners"?<br/>27.2.2 LCD Problem: The Conceptual Gap betwden<br/>Learner and Work (<br/>27.2.3 Bridging the Learner-Centered Conceptual<br/>Gap: Designing for Learners<br/>27.3 Open Issues In Designing Learner-Centered<br/>Tools<br/>27.3.1 Issues in Learner-Centered Work<br/>and Task Analysis<br/>27.3.2 Issues in Learner-Centered Requirements<br/>Specification<br/>27.3.3 Issues in Learner-Centered<br/>Software Design<br/>27.3.4 Issues in Learner-Centered<br/>Software Evaluation<br/>27.4 Conclusion<br/>CHAPTER 28 HCI Meets the "Real World": Designing Technologies<br/>for Civic Sector Use<br/>Doug Schuler<br/>28.1 Introduction: A "Network Society"<br/>28.2 Support for the Community<br/>28.3 Community Networks<br/>28.4 The Seattle Community Network-<br/>A Whirlwind Tour<br/>28.5 Opportunities and Ideas<br/>28.6 How Can HCI Research Get Transferred<br/>to the Community?<br/>28.7 Challenges for HCI<br/>28.8 Discussion<br/>28.9 Conclusion<br/>CHAPTER 29 Beyond Bowling Together: SocloTechnlcal Capital<br/>Paul Resnick<br/>29.1 Introduction<br/>29.1.1 The Civic Challenge<br/>29.2 How Social Capital Works<br/>29.3 The Anatomy of Social Capital<br/>29.4 SocioTechnical Capital Opportunities<br/>29.4.1 Removing Barriers to Interaction<br/>29.4.2 Expanding Interaction Networks<br/>29.4.3 Restricting Information Flows<br/>29.4.4 Managing Dependencies<br/>29.4.5 Maintaining History<br/>29.4.6 Naming<br/>29.4.7 Summary<br/>29.5 Examples of New SocioTechnica! Relations<br/>29.5.1 Enhanced Group Self-Awareness<br/>29.5.2 Brief Interactions<br/>29.5.3 Maintaining Ties While Spending<br/>Less Time<br/>29.5.4 Support for Large Groups<br/>29.5.5 Introducer Systems; Just-in-Time<br/>Social Ties<br/>29.6 Research Agenda<br/>29.6.1 Measurement of SocioTechnical<br/>Capital<br/>29.6.2 Case Studies of New SocioTechnical<br/>Relations<br/>29.6.3 Codification of the Opportunity Space<br/>and Determining Which Features<br/>Are Productive<br/>29.7 Conclusionv
650 #0 - SUBJECT
Keyword Human-computer interaction.
700 1# - ADDED ENTRY--PERSONAL NAME
Personal name Carroll, John M.
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