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Showing papers presented at "Advanced Visual Interfaces in 2004"


Proceedings ArticleDOI
25 May 2004
TL;DR: As the field of information visualization matures, the tools and ideas described in research publications are reaching users but evaluation approaches need to take into account the long exploratory nature of users tasks, the value of potential discoveries or the benefits of overall awareness.
Abstract: As the field of information visualization matures, the tools and ideas described in our research publications are reaching users. The reports of usability studies and controlled experiments are helpful to understand the potential and limitations of our tools, but we need to consider other evaluation approaches that take into account the long exploratory nature of users tasks, the value of potential discoveries or the benefits of overall awareness. We need better metrics and benchmark repositories to compare tools, and we should also seek reports of successful adoption and demonstrated utility.

671 citations


Proceedings ArticleDOI
25 May 2004
TL;DR: It is argued that the only way to significantly improve user interfaces is to shift the research focus from designing interfaces to designing interaction, which requires powerful interaction models, a better understanding of both the sensory-motor details of interaction and a broader view of interaction in the context of use.
Abstract: Although the power of personal computers has increased 1000-fold over the past 20 years, user interfaces remain essentially the same. Innovations in HCI research, particularly novel interaction techniques, are rarely incorporated into products. In this paper I argue that the only way to significantly improve user interfaces is to shift the research focus from designing interfaces to designing interaction. This requires powerful interaction models, a better understanding of both the sensory-motor details of interaction and a broader view of interaction in the context of use. It also requires novel interaction architectures that address reinterpretability, resilience and scalability.

327 citations


Proceedings ArticleDOI
25 May 2004
TL;DR: The general requirements of stitching are identified and a prototype photo sharing application is described that uses stitching to allow users to copy images from one tablet to another that is nearby, expand an image across multiple screens, establish a persistent shared workspace, or use one Tablet to present images that a user selects from another tablet.
Abstract: Stitching is a new interaction technique that allows users to combine pen-operated mobile devices with wireless networking by using pen gestures that span multiple displays. To stitch, a user starts moving the pen on one screen, crosses over the bezel, and finishes the stroke on the screen of a nearby device. Properties of each portion of the pen stroke are observed by the participating devices, synchronized via wireless network communication, and recognized as a unitary act performed by one user, thus binding together the devices. We identify the general requirements of stitching and describe a prototype photo sharing application that uses stitching to allow users to copy images from one tablet to another that is nearby, expand an image across multiple screens, establish a persistent shared workspace, or use one tablet to present images that a user selects from another tablet. We also discuss design issues that arise from proxemics, that is, the sociological implications of users collaborating in close quarters.

312 citations


Proceedings ArticleDOI
25 May 2004
TL;DR: Four issues concerning the design of suitable preference elicitation and aggregation methods and ways of making members aware of each other's preferences and motivational orientations, such as the use of animated representatives of group members are identified.
Abstract: Systems that recommend items to a group of two or more users raise a number of challenging issues that are so far only partly understood. This paper identifies four of these issues and points out that they have been dealt with to only a limited extent in the group recommender systems that have been developed so far. The issues are especially important in settings where group members specify their preferences explicitly and where they are not able to engage in face-to-face interaction. We illustrate some of the solutions discussed with reference to the TRAVEL DECISION FORUM prototype. The issues concern (a) the design of suitable preference elicitation and aggregation methods, in particular nonmanipulable aggregation mechanisms; and (b) ways of making members aware of each other's preferences and motivational orientations, such as the use of animated representatives of group members.

259 citations


Proceedings ArticleDOI
25 May 2004
TL;DR: The model for the system is explained and the features of the user interface and visualization engine are introduced and an intermediate language is developed that is used to decouple the interpretation of the program from its visualization.
Abstract: We present a program visualization tool called Jeliot 3 that is designed to aid novice students to learn procedural and object oriented programming. The key feature of Jeliot is the fully or semi-automatic visualization of the data and control flows. The development process of Jeliot has been research-oriented, meaning that all the different versions have had their own research agenda rising from the design of the previous version and their empirical evaluations. In this process, the user interface and visualization has evolved to better suit the targeted audience, which in the case of Jeliot 3, is novice programmers. In this paper we explain the model for the system and introduce the features of the user interface and visualization engine. Moreover, we have developed an intermediate language that is used to decouple the interpretation of the program from its visualization. This has led to a modular design that permits both internal and external extensibility.

252 citations


Proceedings ArticleDOI
25 May 2004
TL;DR: A tool was deployed to a group of single monitor and multiple monitor users to log window management activity and revealed that usage of interaction components may change with an increase in number of monitors, and window visibility can be a useful measure of user display space management activity, especially for several monitor users.
Abstract: The continuing trend toward greater processing power, larger storage, and in particular increased display surface by using multiple monitor supports increased multi-tasking by the computer user. The concomitant increase in desktop complexity has the potential to push the overhead of window management to frustrating and counterproductive new levels. It is difficult to adequately design for multiple monitor systems without understanding how multiple monitor users differ from, or are similar to, single monitor users. Therefore, we deployed a tool to a group of single monitor and multiple monitor users to log window management activity. Analysis of the data collected from this tool revealed that usage of interaction components may change with an increase in number of monitors, and window visibility can be a useful measure of user display space management activity, especially for multiple monitor users. The results from this analysis begin to fill a gap in research about real-world window management practices.

159 citations


Proceedings ArticleDOI
25 May 2004
TL;DR: This work proposes to adapt to the e-learning domain the so called SUE (Systematic Usability Evaluation) inspection, providing evaluation patterns able to drive inspectors' activities in the evaluation of an e- learning tool.
Abstract: The new challenge for designers and HCI researchers is to develop software tools for effective e-learning. Learner-Centered Design (LCD) provides guidelines to make new learning domains accessible in an educationally productive manner. A number of new issues have been raised because of the new "vehicle" for education. Effective e-learning systems should include sophisticated and advanced functions, yet their interface should hide their complexity, providing an easy and flexible interaction suited to catch students' interest. In particular, personalization and integration of learning paths and communication media should be provided.It is first necessary to dwell upon the difference between attributes for platforms (containers) and for educational modules provided by a platform (contents). In both cases, it is hard to go deeply into pedagogical issues of the provided knowledge content. This work is a first step towards identifying specific usability attributes for e-learning systems, capturing the peculiar features of this kind of applications. We report about a preliminary users study involving a group of e-students, observed during their interaction with an e-learning system in a real situation. We then propose to adapt to the e-learning domain the so called SUE (Systematic Usability Evaluation) inspection, providing evaluation patterns able to drive inspectors' activities in the evaluation of an e-learning tool.

121 citations


Proceedings ArticleDOI
25 May 2004
TL;DR: Scalable Fabric couples window management with a flexible visual representation to provide a focus-plus-context solution to desktop complexity and leverages human spatial memory to make task switching easier.
Abstract: Our studies have shown that as displays become larger, users leave more windows open for easy multitasking. A larger number of windows, however, may increase the time that users spend arranging and switching between tasks. We present Scalable Fabric, a task management system designed to address problems with the proliferation of open windows on the PC desktop. Scalable Fabric couples window management with a flexible visual representation to provide a focus-plus-context solution to desktop complexity. Users interact with windows in a central focus region of the display in a normal manner, but when a user moves a window into the periphery, it shrinks in size, getting smaller as it nears the edge of the display. The window "minimize" action is redefined to return the window to its preferred location in the periphery, allowing windows to remain visible when not in use. Windows in the periphery may be grouped together into named tasks, and task switching is accomplished with a single mouse click. The spatial arrangement of tasks leverages human spatial memory to make task switching easier. We review the evolution of Scalable Fabric over three design iterations, including discussion of results from two user studies that were performed to compare the experience with Scalable Fabric to that of the Microsoft Windows XP TaskBar.

111 citations


Proceedings ArticleDOI
25 May 2004
TL;DR: ZoneZoom is an input technique that lets users traverse large information spaces on smartphones and segments a given view of an information space into nine sub-segments, each of which is mapped to a key on the number keypad of the smartphone.
Abstract: ZoneZoom is an input technique that lets users traverse large information spaces on smartphones. Our technique ZoneZoom, segments a given view of an information space into nine sub-segments, each of which is mapped to a key on the number keypad of the smartphone. This segmentation can be hand-crafted by the information space author or dynamically created at run-time. ZoneZoom supports "spring-loaded" view shifting which allows users to easily "glance" at nearby areas and then quickly return to their current view. Our ZoneZoom technique lets users gain an overview and compare information from different parts of a dataset. SmartPhlow is an optimized application for browsing a map of local-area road traffic conditions.

107 citations


Proceedings ArticleDOI
25 May 2004
TL;DR: A novel navigation aid that aims at allowing users to easily locate objects and places inside large-scale VEs, which exploits 3D arrows to point towards the objects and Places the user is interested in is proposed.
Abstract: The navigation support provided by user interfaces of Virtual Environments (VEs) is often inadequate and tends to be overly complex, especially in the case of large-scale VEs. In this paper, we propose a novel navigation aid that aims at allowing users to easily locate objects and places inside large-scale VEs. The aid exploits 3D arrows to point towards the objects and places the user is interested in. We illustrate and discuss the experimental evaluation we carried out to assess the usefulness of the proposed solution, contrasting it with more traditional 2D navigation aids. In particular, we compared subjects' performance in 4 conditions which differ for the type of provided navigation aid: three conditions employed respectively the proposed "3D arrows" aid, an aid based on 2D arrows, and a 2D aid based on a radar metaphor; the fourth condition was a control condition with no navigation aids available.

99 citations


Proceedings ArticleDOI
25 May 2004
TL;DR: An efficient, space-constrained, multi-focal tree layout algorithm ("TreeBlock") and techniques at both the system and interactive levels for dealing with scale are introduced, supporting real-time interactive visualization and exploration of data sets containing on the order of a million nodes.
Abstract: This paper extends previous work on focus+context visualizations of tree-structured data, introducing an efficient, space-constrained, multi-focal tree layout algorithm ("TreeBlock") and techniques at both the system and interactive levels for dealing with scale. These contributions are realized in a new version of the Degree-Of-Interest Tree browser, supporting real-time interactive visualization and exploration of data sets containing on the order of a million nodes.

Proceedings ArticleDOI
25 May 2004
TL;DR: An approach for identifying design principles for producing visually comprehensible and accessible instructions through experiments investigating the production, preference, and comprehension of assembly instructions for furniture is described and an algorithm that automatically generates assembly instructions is instantiated.
Abstract: Designing effective instructions for everyday products is challenging. One reason is that designers lack a set of design principles for producing visually comprehensible and accessible instructions. We describe an approach for identifying such design principles through experiments investigating the production, preference, and comprehension of assembly instructions for furniture. We instantiate these principles into an algorithm that automatically generates assembly instructions. Finally, we perform a user study comparing our computer-generated instructions to factory-provided and highly rated hand-designed instructions. Our results indicate that the computer-generated instructions informed by our cognitive design principles significantly reduce assembly time an average of 35% and error by 50%. Details of the experimental methodology and the implementation of the automated system are described.

Proceedings ArticleDOI
25 May 2004
TL;DR: A new digital annotation system organized in a client-server architecture, where the client is a plug-in for a standard web browser and the servers are repositories of annotations to which different clients can login.
Abstract: Digital annotation of multimedia documents adds information to a document (e.g. a web page) or parts of it (a multimedia object such as an image or a video stream contained in the document). Digital annotations can be kept private or shared among different users over the internet, allowing discussions and cooperative work. We study the possibility of annotating multimedia documents with objects which are in turn of multimedial nature. Annotations can refer to whole documents or single portions thereof, as usual, but also to multi-objects, i.e. groups of objects contained in a single document. We designed and developed a new digital annotation system organized in a client-server architecture, where the client is a plug-in for a standard web browser and the servers are repositories of annotations to which different clients can login. Annotations can be retrieved and filtered, and one can choose different annotation servers for a document. We present a platform-independent design for such a system, and illustrate a specific implementation for Microsoft Internet Explorer on the client side and on JSP/MySQL for the server side.

Proceedings ArticleDOI
25 May 2004
TL;DR: This paper introduces a new approach for visualizing multidimensional time-referenced data sets, called Circle View, which supports the visualization of the changing characteristics over time, and provides user interaction and drill down mechanism depending on user demands for a effective exploratory data analysis.
Abstract: This paper introduces a new approach for visualizing multidimensional time-referenced data sets, called Circle View. The Circle View technique is a combination of hierarchical visualization techniques, such as treemaps [6], and circular layout techniques such as Pie Charts and Circle Segments [2]. The main goal is to compare continuous data changing their characteristics over time in order to identify patterns, exceptions and similarities in the data.To achieve this goal Circle View is a intuitive and easy to understand visualization interface to enable the user very fast to acquire the information needed. This is an important feature for fast changing visualization caused by time related data streams. Circle View supports the visualization of the changing characteristics over time, to allow the user the observation of changes in the data. Additionally it provides user interaction and drill down mechanism depending on user demands for a effective exploratory data analysis. There is also the capability of exploring correlations and exceptions in the data by using similarity and ordering algorithms.

Proceedings ArticleDOI
25 May 2004
TL;DR: Results from this work indicate that visual displays can indeed be used beyond simple information rendering but can actually play an important role in creating user experiences.
Abstract: As technologies in the area of storage, connectivity and displays are rapidly evolving and business development is pointing to the direction of the experience economy, the vision of Ambient Intelligence is positioning the human needs central to technology development. Equipped with a special research instrument called HomeLab, scenarios of Ambient Intelligence are implemented and tested. As two examples of bringing real user experiences through display technology into the digital home, research on creating the feeling of immersion and the feeling of being connected, are discussed. Results from this work indicate that visual displays can indeed be used beyond simple information rendering but can actually play an important role in creating user experiences.

Proceedings ArticleDOI
25 May 2004
TL;DR: A user study is presented that helps practitioners determine which visualization technique--- fisheye view, overview, or regular linear view---to pick for which type of visual search scenario.
Abstract: Fishnet is a web browser that always displays web pages in their entirety, independent of their size. Fishnet accomplishes this by using a fisheye view, i.e. by showing a focus region at readable scale while spatially compressing page content above and below that region. Fishnet offers search term highlighting, and assures that those terms are readable by using "popouts". This allows users to visually scan search results within the entire page without scrolling.The scope of this paper is twofold. First, we present fishnet as a novel way of viewing the results of highlighted search and we discuss the design space. Second, we present a user study that helps practitioners determine which visualization technique--- fisheye view, overview, or regular linear view---to pick for which type of visual search scenario.

Proceedings ArticleDOI
25 May 2004
TL;DR: A tool, called VU-Flow, that is able to automatically record usage data of VEs and then visualize it in formats that make it easy for the VE designer to visually detect peculiar users' behaviors and thus better understand the effects of her design choices is proposed.
Abstract: Although some guidelines (e.g., based on architectural principles) have been proposed for designing Virtual Environments (VEs), several usability problems can be identified only by studying the behavior of real users in VEs. This paper proposes a tool, called VU-Flow, that is able to automatically record usage data of VEs and then visualize it in formats that make it easy for the VE designer to visually detect peculiar users' behaviors and thus better understand the effects of her design choices. In particular, the visualizations concern: i) the detailed paths followed by single users or groups of users in the VE, ii) areas of maximum (or minimum) users' flow, iii) the parts of the environment more seen (or less seen) by users, iv) detailed replay of users visits. We show examples of how these visualizations allow one to visually detect useful information such as the interests of users, navigation problems, users' visiting style. Although this paper describes how VU-Flow can be used in the context of VEs, it is interesting to note that the tool can be also applied to the study of users of location-aware mobile devices in physical environments.

Proceedings ArticleDOI
25 May 2004
TL;DR: This paper presents the open source, platform independent toolkit for developing 3D talking agents, namely Xface, which relies on MPEG-4 Face Animation standard and the main design principles for Xface are ease of use and extendibility.
Abstract: In this paper, we present our open source, platform independent toolkit for developing 3D talking agents, namely Xface. It relies on MPEG-4 Face Animation (FA) standard. The toolkit currently incorporates three pieces of software. The core Xface library is for developers who want to embed 3D facial animation to their software as well as researchers who want to focus on related topics without the hassle of implementing a full framework from scratch. XfaceEd editor provides an easy to use interface to generate MPEG-4 ready meshes from static 3D models. Last, XfacePlayer is a sample application that demonstrates the toolkit in action. All the pieces are implemented in C++ programming language and rely on only operating system independent libraries. The main design principles for Xface are ease of use and extendibility.

Proceedings ArticleDOI
25 May 2004
TL;DR: This paper proposes ValueCharts, a set of visualizations and interactive techniques intended to support decision-makers in inspecting linear models of preferences and evaluation and claims that it will make the inspection and application of these models more natural and effective.
Abstract: In this paper we propose ValueCharts, a set of visualizations and interactive techniques intended to support decision-makers in inspecting linear models of preferences and evaluation. Linear models are popular decision-making tools for individuals, groups and organizations. In Decision Analysis, they help the decision-maker analyze preferential choices under conflicting objectives. In Economics and the Social Sciences, similar models are devised to rank entities according to an evaluative index of interest. The fundamental goal of building models expressing preferences and evaluations is to help the decision-maker organize all the information relevant to a decision into a structure that can be effectively analyzed. However, as models and their domain of application grow in complexity, model analysis can become a very challenging task. We claim that ValueCharts will make the inspection and application of these models more natural and effective. We support our claim by showing how ValueCharts effectively enable a set of basic tasks that we argue are at the core of analyzing and understanding linear models of preferences and evaluation.

Proceedings ArticleDOI
25 May 2004
TL;DR: In this approach, scrollable text annotations that are associated with the various parts of the model can be revealed dynamically, either in part or in full, by moving the mouse cursor within annotation trigger areas, providing textual context within the spatial context of the 3D model.
Abstract: Understanding complex 3D virtual models can be difficult, especially when the model has interior components not initially visible and ancillary text. We describe new techniques for the interactive exploration of 3D models. Specifically, in addition to traditional viewing operations, we present new text extrusion techniques combined with techniques that create an interactive explosion diagram. In our approach, scrollable text annotations that are associated with the various parts of the model can be revealed dynamically, either in part or in full, by moving the mouse cursor within annotation trigger areas. Strong visual connections between model parts and the associated text are included in order to aid comprehension. Furthermore, the model parts can be separated, creating interactive explosion diagrams. Using a 3D probe, occluding objects can be interactively moved apart and then returned to their initial locations. Displayed annotations are kept readable despite model manipulations. Hence, our techniques provide textual context within the spatial context of the 3D model.

Proceedings ArticleDOI
25 May 2004
TL;DR: A group recommender system for vacations that helps group members who are not able to communicate synchronously to specify their preferences collaboratively and to arrive at an agreement about an overall solution is presented.
Abstract: We present a group recommender system for vacations that helps group members who are not able to communicate synchronously to specify their preferences collaboratively and to arrive at an agreement about an overall solution. The system's design includes two innovations in visual user interfaces: 1. An interface for collaborative preference specification offers various ways in which one group member can view and perhaps copy the previously specified preferences of other users. This interface has been found to further mutual understanding and agreement. The same interface is used by the system to display recommended solutions and to visualize the extent to which a solution satisfies the preferences of the various group members. 2. In a novel application of animated characters, each character serves as a representative of a group member who is not currently available for communication. By responding with speech, facial expressions, and gesture to proposed solutions, a representative conveys to the current real user some key aspects of the corresponding real group member's responses to a proposed solution. Taken together, these two aspects of the interface provide complementary and partly redundant means by which a group member can achieve awareness of the preferences and responses of other group members: an abstract, complete, graphical representation and a concrete, selective, human-like representation. By allowing users to choose flexibly which representation they will attend to under what circumstances, we aim to move beyond the usual debates about the relative merits of these two general types of representation.

Proceedings ArticleDOI
25 May 2004
TL;DR: The purpose of this paper is to introduce the GP paradigm in the area of GUI application generation and demonstrates how automatically customized executable applications with GUI parts can be generated from an abstract specification.
Abstract: Generative Programming (GP) is a computing paradigm allowing automatic creation of entire software families utilizing the configuration of elementary and reusable components. GP can be projected on different technologies, e.g. C++-templates, Java-Beans, Aspect-Oriented Programming (AOP), or Frame technology. This paper focuses on Frame Technology, which aids the possible implementation and completion of software components. The purpose of this paper is to introduce the GP paradigm in the area of GUI application generation. It demonstrates how automatically customized executable applications with GUI parts can be generated from an abstract specification.

Proceedings ArticleDOI
25 May 2004
TL;DR: The use of the new tools extended to support exploration of spatio-temporal data includes animated thematic maps, map series, value flow maps, time graphs, and dynamic transformations of the data.
Abstract: CommonGIS is a developing software system for exploratory analysis of spatial data. It includes a multitude of tools applicable to different data types and helping an analyst to find answers to a variety of questions. CommonGIS has been recently extended to support exploration of spatio-temporal data, i.e. temporally variant data referring to spatial locations. The set of new tools includes animated thematic maps, map series, value flow maps, time graphs, and dynamic transformations of the data. We demonstrate the use of the new tools by considering different analytical questions arising in the course of analysis of thematic spatio-temporal data.

Proceedings ArticleDOI
Steven M. Drucker1, Curtis G. Wong1, Asta Roseway1, Steven C. Glenner1, Steven De Mar1 
25 May 2004
TL;DR: MediaBrowser is a friendly, useable tool for turning shoeboxes of old photos into labeled collections that can be easily browsed, shared, and enjoyed.
Abstract: Applying personal keywords to images and video clips makes it possible to organize and retrieve them, as well as automatically create thematically related slideshows. MediaBrowser is a system designed to help users create annotations by uniting a careful choice of interface elements, an elegant and pleasing design, smooth motion and animation, and a few simple tools that are predictable and consistent. The result is a friendly, useable tool for turning shoeboxes of old photos into labeled collections that can be easily browsed, shared, and enjoyed.

Proceedings ArticleDOI
25 May 2004
TL;DR: The 3Book, a 3D interactive visualization of a codex book as a component for various digital library and sensemaking systems, includes methods in which the automatic semantic analysis of the book's content is used to dynamically tailor access.
Abstract: This paper describes the 3Book, a 3D interactive visualization of a codex book as a component for various digital library and sensemaking systems. The book is designed to hold large books and to support sensemaking operations by readers. The book includes methods in which the automatic semantic analysis of the book's content is used to dynamically tailor access.

Proceedings ArticleDOI
25 May 2004
TL;DR: Collaborative Annotations on Visualizations is designed to support the collection and sharing of annotations, through the use of mobile devices connected to visualization servers, to enhance scientific discovery by supporting collaboration in the context of data visualizations.
Abstract: We present Collaborative Annotations on Visualizations (CAV), a system for annotating visual data in remote and collocated environments. Our system consists of a network framework, and a client application built for tablet PC's. CAV is designed to support the collection and sharing of annotations, through the use of mobile devices connected to visualization servers. We have developed a working system prototype based on tablet PC's that supports digital ink, voice and text annotation, and illustrates our approach in a variety of application domains, including biology, chemistry, and telemedicine. We have created an XML based open standard that supports access to a variety of client devices by publishing visualizations (data and annotations) as streams of images. CAV's primary goal is to enhance scientific discovery by supporting collaboration in the context of data visualizations.

Proceedings ArticleDOI
25 May 2004
TL;DR: Using a new taxonomy of pointing tasks which includes view pointing beside traditional cursor pointing, it is demonstrated theoretically and experimentally that the time needed to reach a remotely located target in a multi-scale interface still obeys Fitts' law and the bandwidth of the interaction is proportional to view size.
Abstract: Using a new taxonomy of pointing tasks which includes view pointing beside traditional cursor pointing, we introduce the concept of multi-scale pointing. Analyzing the impact of view size, we demonstrate theoretically and experimentally that (1) the time needed to reach a remotely located target in a multi-scale interface still obeys Fitts' law and (2) the bandwidth of the interaction (i.e., the inverse of Fitts' law slope) is proportional to view size, a relationship bounded by an early ceiling effect. We discuss these results with special reference to navigation in miniaturized and enlarged interfaces.

Proceedings ArticleDOI
25 May 2004
TL;DR: The interface design was tightly coupled to understanding hypervideo structure and that different designs greatly affected what parts of the video people accessed, and new guidelines for hypervideo authoring were suggested.
Abstract: We introduced detail-on-demand video as a simple type of hypervideo that allows users to watch short video segments and to follow hyperlinks to see additional detail. Such video lets users quickly access desired information without having to view the entire contents linearly. A challenge for presenting this type of video is to provide users with the appropriate affordances to understand the hypervideo structure and to navigate it effectively. Another challenge is to give authors tools that allow them to create good detail-on-demand video. Guided by user feedback, we iterated designs for a detail-on-demand video player. We also conducted two user studies to gain insight into people's understanding of hypervideo and to improve the user interface. We found that the interface design was tightly coupled to understanding hypervideo structure and that different designs greatly affected what parts of the video people accessed. The studies also suggested new guidelines for hypervideo authoring.

Proceedings ArticleDOI
25 May 2004
TL;DR: This article describes ICON (Input Configurator), an input management system that enables interactive applications to achieve a high level of input adaptability and describes several examples of interaction techniques implemented with little or no support from applications that are hard or impossible to implement using regular GUI toolkits.
Abstract: This article describes ICON (Input Configurator), an input management system that enables interactive applications to achieve a high level of input adaptability. We define input adaptability as the ability of an interactive application to exploit alternative input devices effectively and offer users a way of adapting input interaction to suit their needs. We describe several examples of interaction techniques implemented using ICON with little or no support from applications that are hard or impossible to implement using regular GUI toolkits.

Proceedings ArticleDOI
25 May 2004
TL;DR: This work discusses adaptivity of interaction in 3D environments, obtained through the coordinated use of three approaches: structured design of the interaction space, distinction between a base world layer and an interactive experience layer, and user monitoring in order to infer interaction patterns.
Abstract: In a navigation-oriented interaction paradigm, such as desktop, mixed and augmented virtual reality, recognizing the user needs is a valuable improvement, provided that the system is able to correctly anticipate the user actions. Methodologies for adapting both navigation and content allow the user to interact with a customized version of the 3D world, lessening the cognitive load needed for accomplishing tasks such as finding places and objects, and acting on virtual devices.This work discusses adaptivity of interaction in 3D environments, obtained through the coordinated use of three approaches: structured design of the interaction space, distinction between a base world layer and an interactive experience layer, and user monitoring in order to infer interaction patterns. Identification of such recurring patterns is used for anticipating users actions in approaching places and objects of each experience class. An agent based architecture is proposed, and a simple application related to consumer e-business is analyzed.