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CHI '04: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
ACM2004 Proceeding
Publisher:
  • Association for Computing Machinery
  • New York
  • NY
  • United States
Conference:
CHI04: CHI 2004 Conference on Human Factors in Computing Systems Vienna Austria April 24 - 29, 2004
ISBN:
978-1-58113-702-6
Published:
25 April 2004
Sponsors:

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Abstract

Remember when computers just processed data and Human-Computer Interaction (HCI) just supported users in their work tasks? Now desktop office machines are outnumbered by broadband servers and mobile devices. With them comes joy, persuasion, outrage, delight,faith, campaigns, satire,fun, learning,identity, communities and passion. Now, increasingly, we interact to be, not just to do.Interaction no longer just changes things, it changes people.CHI 2003 recognizes this sea change in HCI and addresses all forms of interactive digital communication, with a focus on three special areas: mass communication and interaction, e-learning, and emotion. Mass communication is addressed in the opening plenary, the Development Consortium, a special area session on Tuesday afternoon, and in conference presentations on personal media and computer-mediated communication. Wednesday's special area session focuses on e-learning, as do many poster presentations (look out for them in The Commons) and a Special Interest Group.Emotion is the focus of the closing plenary, Thursday's special area session, a Short Talks session, and several poster presentations.CHI 2003 has not abandoned established HCI for New Horizons! Everything you'd expect to find in a CHI conference is still here. There are Design and Usability in Practice sessions for usability and design practitioners, with enough panels, special interest groups, posters, exhibitors, recruiters, workshops, and tutorials to make CHI the venue for professional updating. As the meeting place for an inclusive community, there is something for everyone. Students, researchers and educators are spoilt for choice with paper and short talk sessions, demonstrations and posters.Most of all, the CHI conference is the annual gathering of the world's HCI community. So,take the conference focus on interactive communication to heart. Interact and communicate! Make the most of the Commons and daily social events. Find time for interactive venues such as special interest groups, panels and poster presentations, special area sessions, Design and Usability in Practice and the CHI Fringe. Check out the exhibits, society booths, recruitment boards, message boards, and announcements in the Commons. Most of all, take time to check right through this program. There's a lot happening this week in Fort Lauderdale. Make sure that you don't miss anything important to you.

Article
Acquiring in situ training data for context-aware ubiquitous computing applications

Ubiquitous, context-aware computer systems may ultimately enable computer applications that naturally and usefully respond to a user's everyday activity. Although new algorithms that can automatically detect context from wearable and environmental ...

Article
Analysis of combinatorial user effect in international usability tests

User effect in terms of influencing the validity and reliability of results derived from standard usability tests has been studied with different approaches during the last decade, but inconsistent findings were obtained. User effect is further ...

Article
Animaatiokone: an installation for creating clay animation

This paper describes Animaatiokone, an installation for experimenting and learning about stop-motion animation. Located in a movie theater, it allows people to create clay animation while waiting for a movie. Collaboration between users is supported, ...

Article
Breaking the book: translating the chemistry lab book into a pervasive computing lab environment

The UK e-Science programme is relying on the evolution of the paper lab book into a pervasive data gathering lab system. To date take up of existing commercial or research lab book replacement systems has not been great. In this paper, we reconsider ...

Article
a CAPpella: programming by demonstration of context-aware applications

Context-aware applications are applications that implicitly take their context of use into account by adapting to changes in a user's activities and environments. No one has more intimate knowledge about these activities and environments than end-users ...

Article
Caretta: a system for supporting face-to-face collaboration by integrating personal and shared spaces

In this paper, a system called Caretta that integrates personal and shared spaces to support face-to-face collaboration is described. We use PDAs and a multiple-input sensing board for personal and shared spaces, respectively. Users of Caretta can ...

Article
Categorical imperative NOT: facial affect is perceived continuously

Facial affect (or emotion) recognition is a central issue for many VMC and naturalistic computing applications. Most computational models assume "categorical perception" of facial affect, in which a benign illusion promotes robust recognition of ...

Article
Cluster-based find and replace

In current text editors, the find & replace command offers only two options: replace one match at a time prompting for confirmation, or replace all matches at once without any confirmation. Both approaches are prone to errors. This paper explores a ...

Article
Collision warning design to mitigate driver distraction

As computers and other information technology move into cars and trucks, distraction-related crashes are likely to become an important problem. This paper begins to address this problem by examining how alert strategy (graded and single-stage) and alert ...

Article
Combining 2D and 3D views for orientation and relative position tasks

We compare 2D/3D combination displays to displays with 2D and 3D views alone. Combination displays we consider are: orientation icon (i.e., side-by-side), in-place methods (e.g., clip planes), and a new method called ExoVis. We specifically analyze ...

Article
A comparison of consecutive and concurrent input text entry techniques for mobile phones

The numeric keypads on mobile phones generally consist of 12 keys (0-9, *, #). Ambiguity arises when the 36-character alpha-numeric English alphabet is mapped onto this smaller number of keys. In this paper, we first present a taxonomy of the various ...

Article
A comparison of static, adaptive, and adaptable menus

Software applications continue to grow in terms of the number of features they offer, making personalization increasingly important. Research has shown that most users prefer the control afforded by an adaptable approach to personalization rather than a ...

Article
Computational GOMS modeling of a complex team task: lessons learned

This paper presents the lessons learned when a computational GOMS modeling tool was used to evaluate user interface concepts and team structure designs for a new class of military shipboard workstations. The lessons are both encouraging and cautionary: ...

Article
Connecting time-oriented data and information to a coherent interactive visualization

In modern intensive care units (ICUs), the medical staff has to monitor a huge amount of high-dimensional and time-oriented data, which needs to be visualized user- and task-specifically to ease diagnosis and treatment planning. Available visual ...

Article
"Constant, constant, multi-tasking craziness": managing multiple working spheres

Most current designs of information technology are based on the notion of supporting distinct tasks such as document production, email usage, and voice communication. In this paper we present empirical results that suggest that people organize their ...

Article
A constraint satisfaction approach to predicting skilled interactive cognition

In this paper we report a new approach to generating predictions about skilled interactive cognition. The approach, which we call Cognitive Constraint Modeling, takes as input a description of the constraints on a task environment, on user strategies, ...

Article
Deception and design: the impact of communication technology on lying behavior

Social psychology has demonstrated that lying is an important, and frequent, part of everyday social interactions. As communication technologies become more ubiquitous in our daily interactions, an important question for developers is to determine how ...

Article
Design guidelines for learner-centered handheld tools

Handheld computers are mobile, flexible devices that can provide real-time, one-to-one support for students from within the context of their learning activities. This paper describes the design of three learner-centered handheld tools used as part of a ...

Article
Designing a compelling user interface for morphing

We present a new user interface for the common morphing tool found in animation packages. Previously this interface has been based on the features of the underlying algorithm, with little regard to how artists actually use this feature. By careful ...

Article
Designing the whyline: a debugging interface for asking questions about program behavior

Debugging is still among the most common and costly of programming activities. One reason is that current debugging tools do not directly support the inquisitive nature of the activity. Interrogative Debugging is a new debugging paradigm in which ...

Article
Designing to support awareness: a predictive, composite model

In this paper we propose an account of human/computer awareness for use in the (re)design of complex human/computer interaction, before empirically testing its utility. Specifically, having situated our work in the wider field of human/computer ...

Article
DiamondSpin: an extensible toolkit for around-the-table interaction

DiamondSpin is a toolkit for the efficient prototyping of and experimentation with multi-person, concurrent interfaces for interactive shared displays. In this paper, we identify the fundamental functionality that tabletop user interfaces should embody, ...

Article
A diary study of task switching and interruptions

We report on a diary study of the activities of information workers aimed at characterizing how people interleave multiple tasks amidst interruptions. The week-long study revealed the type and complexity of activities performed, the nature of the ...

Article
Dual ecologies of robot as communication media: thoughts on coordinating orientations and projectability

The aim of our study is to investigate systems for supporting remote instruction via a mobile robot. In the real world, instructions are typically given through words and body orientations such as head movements, which make it possible to project others'...

Article
Effects of instant messaging on the management of multiple project trajectories

We present a study of the effects of instant messaging (IM) on individuals' management of work across multiple collaborative projects. Groups of four participants completed four web design tasks. Each participant worked on two tasks, each task with a ...

Article
Energy-aware user interfaces: an evaluation of user acceptance

The utility of a handheld device is often constrained by the battery life, particularly with recent usage patterns where the device is likely to be powered on at all times. The display component in these devices is a major consumer of battery energy and ...

Article
Examining the robustness of sensor-based statistical models of human interruptibility

Current systems often create socially awkward interruptions or unduly demand attention because they have no way of knowing if a person is busy and should not be interrupted. Previous work has examined the feasibility of using sensors and statistical ...

Article
Exploring PC-telephone convergence with the enhanced telephony prototype

Industry trends suggest that the PC and telephone user experiences will converge over the next several years. This convergence raises important questions for the HCI community: how should the PC-phone user experience be designed, and how does PC-phone ...

Article
The familiar stranger: anxiety, comfort, and play in public places

As humans we live and interact across a wildly diverse set of physical spaces. We each formulate our own personal meaning of place using a myriad of observable cues such as public-private, large-small, daytime-nighttime, loud-quiet, and crowded-empty. ...

Article
Fan-out: measuring human control of multiple robots

A goal of human-robot interaction is to allow one user to operate multiple robots simultaneously. In such a scenario the robots provide leverage to the user's attention. The number of such robots that can be operated is called the fan-out of a human-...

Contributors
  • University of Salzburg

Index Terms

  1. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
      Index terms have been assigned to the content through auto-classification.

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      Acceptance Rates

      Overall Acceptance Rate6,199of26,314submissions,24%
      YearSubmittedAcceptedRate
      CHI '192,95870324%
      CHI '182,59066626%
      CHI '172,40060025%
      CHI '162,43556523%
      CHI '152,12048623%
      CHI '142,04346523%
      CHI '131,96339220%
      CHI '111,53241027%
      CHI '091,13027725%
      CHI '0871415722%
      CHI '0784018222%
      CHI '053729325%
      CHI '034687516%
      CHI '024146115%
      CHI '013526920%
      CHI '003367221%
      CHI '993127825%
      CHI '983518123%
      CHI '972345524%
      CHI '962565521%
      CHI '942637027%
      CHI '933306219%
      CHI '922166731%
      CHI '912405623%
      CHI '902604718%
      CHI '891995427%
      CHI '881873921%
      CHI '871664628%
      CHI '861224739%
      CHI '851703521%
      CHI '831765934%
      CHI '821657545%
      Overall26,3146,19924%