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Showing papers on "Interactive systems engineering published in 2011"


Journal ArticleDOI
TL;DR: A new pragmatic framework for socio-technical systems engineering (STSE) is proposed which builds on the (largely independent) research of groups investigating work design, information systems, computer-supported cooperative work, and cognitive systems engineering.

1,068 citations


Journal ArticleDOI
TL;DR: This article collects examples of visualizations with ‘best-in-class’ interaction and uses them to extract practical design guidelines for future designers and researchers to address the issue of interaction in visualization.
Abstract: Despite typically receiving little emphasis in visualization research, interaction in visualization is the catalyst for the user's dialogue with the data, and, ultimately, the user's actual understanding and insight into these data. There are many possible reasons for this skewed balance between the visual and interactive aspects of a visualization. One reason is that interaction is an intangible concept that is difficult to design, quantify, and evaluate. Unlike for visual design, there are few examples that show visualization practitioners and researchers how to design the interaction for a new visualization in the best manner. In this article, we attempt to address this issue by collecting examples of visualizations with 'best-in-class' interaction and using them to extract practical design guidelines for future designers and researchers. We call this concept fluid interaction, and we propose an operational definition in terms of the direct manipulation and embodied interaction paradigms, the psychological concept of 'flow', and Norman's gulfs of execution and evaluation.

234 citations


Journal ArticleDOI
TL;DR: It is argued that expanding the scope of interaction design beyond products requires a revision of some of the most central concepts in interaction design, including the notion of “the object of design” and the understanding of the impact of technologies on human practices.
Abstract: The field of interaction design to date has been predominantly concerned with designing products, that is, devices, systems, and more recently services. A growing body of theoretical and empirical ...

82 citations


Book
01 Jan 2011
TL;DR: The role of iconic gestures in the production and comprehension of language has been empirically analyzed in the context of human-computer interaction as mentioned in this paper, with a focus on the use of interactive gestures as markers of common ground.
Abstract: Analysis of Gesture.- The Role of Iconic Gestures in Production and Comprehension of Language: Evidence from Brain and Behavior.- Speakers' Use of Interactive Gestures as Markers of Common Ground.- Gesture Space and Gesture Choreography in European Portuguese and African Portuguese Interactions: A Pilot Study of Two Cases.- Concepts of Gesture.- The Embodied Morphemes of Gaze.- On Factoring Out a Gesture Typology from the Bielefeld Speech-and-Gesture-Alignment Corpus (SAGA).- Function and Form of Gestures in a Collaborative Design Meeting.- Gesture Recognition.- Continuous Realtime Gesture Following and Recognition.- Multiscale Detection of Gesture Patterns in Continuous Motion Trajectories.- Recognition of Gesture Sequences in Real-Time Flow, Context of Virtual Theater.- Deictic Gestures with a Time-of-Flight Camera.- Gesture Processing.- Towards Analysis of Expressive Gesture in Groups of Users: Computational Models of Expressive Social Interaction.- On Gestural Variation and Coarticulation Effects in Sound Control.- Gesture Saliency: A Context-Aware Analysis.- Towards a Gesture-Sound Cross-Modal Analysis.- Methods for Effective Sonification of Clarinetists' Ancillary Gestures.- Gesture Simulation.- Systematicity and Idiosyncrasy in Iconic Gesture Use: Empirical Analysis and Computational Modeling.- To Beat or Not to Beat: Beat Gestures in Direction Giving.- Requirements for a Gesture Specification Language.- Statistical Gesture Models for 3D Motion Capture from a Library of Gestures with Variants.- Modeling Joint Synergies to Synthesize Realistic Movements.- Gesture and Multimodal Interfaces.- Multimodal Interfaces in Support of Human-Human Interaction.- Gestures for Large Display Control.- Gestural Attributions as Semantics in User Interface Sound Design.- Gestural Interfaces for Elderly Users: Help or Hindrance?.- Gestures in Human-Computer Interaction - Just Another Modality?.- Sign Language.- Body Posture Estimation in Sign Language Videos.- Influence of Handshape Information on Automatic Sign Language Recognition.- Towards Interactive Web-Based Virtual Signers: First Step, a Platform for Experimentation Design.- Toward Modeling Sign Language Coarticulation.

53 citations


Journal ArticleDOI
03 Jan 2011
TL;DR: It is shown that simulation offers great potential for the field of IR; and that simulations of user interaction can make explicit the user and the user interface while maintaining the advantages of the Cranfield paradigm.
Abstract: All search in the real-world is inherently interactive. Information retrieval (IR) has a firm tradition of using simulation to evaluate IR systems as embodied by the Cranfield paradigm. However, to a large extent, such system evaluations ignore user interaction. Simulations provide a way to go beyond this limitation. With an increasing number of researchers using simulation to evaluate interactive IR systems, it is now timely to discuss, develop and advance this powerful methodology within the field of IR. During the SimInt 2010 workshop around 40 participants discussed and presented their views on the simulation of interaction. The main conclusion and general consensus was that simulation offers great potential for the field of IR; and that simulations of user interaction can make explicit the user and the user interface while maintaining the advantages of the Cranfield paradigm.

49 citations


Proceedings ArticleDOI
13 Jun 2011
TL;DR: It is explained how task and interactive systems modeling can be bound to job analysis to ensure that each trainee meets the performance goals required and thus to improve human reliability.
Abstract: Operation of safety critical systems requires qualified operators that have detailed knowledge about the system they are using and how it should be used. Instructional Design and Technology intends to analyze, design, implement, evaluate, maintain and manage training programs. Among the many methods and processes that are currently in use, the first one to be widely exploited was Instructional Systems Development (ISD) which has been further developed in many ramifications and is part of the Systematic Approach to Training (SAT) instructional design family. One of the key features of these processes (at least when they are refined) is the importance of Instructional Task Analysis, particularly the decomposition of a job in its tasks and sub-tasks in order to decide what knowledge and skills must be acquired by the trainee. This paper proposes to leverage this systematic approach using model-based approaches currently used for interactive systems engineering in order to design such training programs and thus to improve human reliability. The paper explains how task and interactive systems modeling can be bound to job analysis to ensure that each trainee meets the performance goals required. Such training ensures proper learning at the three levels of the Skills Rule Knowledge (SRK) levels of Rasmussen's. In the case study we describe the process for building a training program for operators of satellite ground segments, which is based on and compatible with the Ground Systems and Operations ECSS standard. Then, we propose to enhance this process with a) the application of a Systematic Approach to Training and b) the use of both a System Model and an Operator Task Model. The system model is build using the ICO notation while operators' goals and tasks are described using HAMSTERS notation.

47 citations


Book
01 Jan 2011
TL;DR: In this article, a highway automatic toll collection system user interface design proves that the multilevel approach can bridge the gap between developers and designers making team members use their respective strong points.
Abstract: This paper examines problems and solutions related to the integration of the HCI perspective in software engineering and production. The goal is to bridge the gap between software engineers and HCI professionals by improving mutual understanding of their respective fields of interest. An information system is a complex system that can be modelled by means of the multilevel theory. The user interface design is a design problem without a single proper solution. There is no standard user interface look and feel, so that a multilevel user interface model is proposed. The user interface design is approached through hierarchical levels making it possible to choose between multiple developments methodologies. Case study: A highway automatic toll collection system user interface design proves that the multilevel approach can bridge the gap between developers and designers making team members use their respective strong points.

45 citations


Journal ArticleDOI
TL;DR: This article proposes extending the concept of sketching with a pencil on paper to the more generic concept of fluent exploration of interactive materials, and implements the proposed concept within Sketchify, a tool for sketching user interfaces.
Abstract: Recent discussions in the interaction design community have called attention to sketching as an omnipresent element of any disciplined activity of design, and have pointed out that sketching should be extended beyond the simple creation of a pencil trace on paper. More specifically, the need to deal with all attributes of a user experience, especially the timing, phrasing, and feel of the interaction, has been identified. In this article, we propose extending the concept of sketching with a pencil on paper to the more generic concept of fluent exploration of interactive materials. We define interactive materials as any piece of software or hardware that represents or simulates a part of the interactive user experience, such as input from sensors, output in the form of sound, video, or image, or interaction with Web services or specialized programs. We have implemented the proposed concept within Sketchify, a tool for sketching user interfaces. Sketchify gives designers the freedom to manipulate interactive materials by combining elements of traditional freehand sketching with functional extensions and end-user programming tools, such as spreadsheets and scripting. We have evaluated Sketchify in the education of interaction designers, identifying both successful aspects and aspects that need further improvements.

43 citations


Proceedings ArticleDOI
16 Oct 2011
TL;DR: This dissertation work aims to advance the understanding of how to design effective end-user interaction with interactive machine learning systems by investigating new techniques that move beyond naïve or ad-hoc approaches and balance the needs of both end-users and machine learning algorithms.
Abstract: End-user interactive machine learning is a promising tool for enhancing human capabilities with large data. Recent work has shown that we can create end-user interactive machine learning systems for specific applications. However, we still lack a generalized understanding of how to design effective end-user interaction with interactive machine learning systems. My dissertation work aims to advance our understanding of this question by investigating new techniques that move beyond naive or ad-hoc approaches and balance the needs of both end-users and machine learning algorithms. Although these explorations are grounded in specific applications, we endeavored to design strategies independent of application or domain specific features. As a result, our findings can inform future end-user interaction with machine learning systems.

41 citations


Proceedings ArticleDOI
13 Jun 2011
TL;DR: The results demonstrate that the log data at model level can be used not only to identify usability problems but also to identify where to operate changes to these models in order to fix usability problems.
Abstract: This paper offers a contribution for engineering interaction techniques by proposing a model-based approach for supporting usability evaluation. This approach combines different techniques including formal analysis of models, simulation and, in particular, analysis of log data in a model-based environment. This approach is integrated in a process and is supported by a model-based CASE tool for modeling, simulation and evaluation of interactive systems. A case study illustrates the approach and operation of the tool. The results demonstrate that the log data at model level can be used not only to identify usability problems but also to identify where to operate changes to these models in order to fix usability problems. Finally we show how the analysis of log data allows the designer to easily shape up the interaction technique (as the results of log analysis are presented at the same abstraction level of models). Such as an approach offers an alternative to user testing that are very difficult to configure and to interpret especially when advanced interaction techniques are concerned

40 citations


Proceedings ArticleDOI
07 May 2011
TL;DR: The findings of a user study investigating conversational patterns across three conditions of table-based interaction for different types of educational activities demonstrate that communication style is significantly affected by interaction techniques.
Abstract: This paper presents the findings of a user study investigating conversational patterns across three conditions of table-based interaction (direct touch interactive table, pantograph interactive table and non-digital table) for different types of educational activities. Findings demonstrate that communication style is significantly affected by interaction techniques. The direct touch technique stimulated conversations based around the topic and pedagogical method. The pantograph technique promoted playfulness and had a higher number of directive utterances between participants, with fewer task-based, group-oriented utterances. The non-digital table promoted reflective forms of task-orientated utterance, encouraged group communication and fostered more equitable participation between members. The findings provide insights into the design of interactive tables to support particular forms of social interaction.

Patent
08 Jul 2011
TL;DR: In this paper, an interaction system for facilitating user interaction between users using different virtual environments may generate a user interaction interface for the first user, which may facilitate real-time or near-real-time interaction between the user and the second user.
Abstract: An interaction system for facilitating user interaction between users using different virtual environments may generate a user interaction interface for the first user. The user interaction interface may present status information regarding a second user currently participating in a second virtual environment to the first user, while the first user may be participating in a first environment that is different from the second environment. The user interaction interface may facilitate real time or near real time interaction between the first user and the second user.


Proceedings ArticleDOI
24 Oct 2011
TL;DR: WILD, a high-performance environment for exploring multi-surface interaction that includes an ultra-high resolution wall display, a multitouch table, a motion tracking system and various mobile devices is described.
Abstract: Creating the next generation of interactive systems requires experimental platforms that let us explore novel forms of interaction in real settings. This article describes WILD, a high-performance environment for exploring multi-surface interaction that includes an ultra-high resolution wall display, a multitouch table, a motion tracking system and various mobile devices. The article describes the integrative research approach of the project and the lessons learned with respect to hardware, participatory design, interaction techniques and software engineering.

Book ChapterDOI
05 Sep 2011
TL;DR: Designers and developers should address the need of secondary users and include them in the design and evaluation process by designing devices or GUIs that support non-verbal communication, provide feedback to the secondary users, use their language and representation, and is tailored for the secondary user.
Abstract: Computer systems are first and foremost designed for primary users. The needs of the other types of users, such as secondary users, are often overlooked. These users are not interacting with the system directly but are yet affected by it. This study is based on empirical findings from two usability evaluations in a realistic hospital setting with physicians and patient actors. We have found that also secondary users, such as patients, have a kind of user experience during the primary user's interaction with the system. We conclude from this that designers and developers should also address the need of secondary users and include them in the design and evaluation process. This means designing devices or GUIs that (1) support non-verbal communication, (2) provide feedback to the secondary users, (3) use their language and representation, and (4) is tailored for the secondary user. Sometimes a focus on the secondary user implies that the designer must deal with conflicting needs between the primary and the secondary users.

Book ChapterDOI
09 Jul 2011
TL;DR: An integrated design science framework for designing and assessing user experience is proposed and the results of an experimental study are presented to validate the framework and the instrument employed.
Abstract: User Experience is a well recognized factor in design and evaluation of artifacts in Human-Computer Interaction. There are many user experience models reported in the literature to reflect this status. Techniques and instruments for managing user experience are still not sufficient. In this paper, we discuss design science research and important user experience models reported in the literature and propose an integrated design science framework for designing and assessing user experience. We also present the results of an experimental study to validate our proposed framework and the instrument employed.

Book ChapterDOI
05 Sep 2011
TL;DR: This tutorial introduces a set of 78 user experience evaluation methods that have been collecting from the user experience community 2008-2010 and gives both an overview of the different types of methods and examine a selected set of methods in detail.
Abstract: User experience has many dimensions and therefore, it is tricky to evaluate it. When the goal of user experience evaluation is to investigate how people feel about using an interactive system, the traditional usability methods are hardly applicable. In this tutorial, we introduce a set of 78 user experience evaluation methods that we have been collecting from the user experience community 2008-2010. We give both an overview of the different types of methods and examine a selected set of methods in detail.

Book
08 Oct 2011
TL;DR: Professional usability consultants, designers of interactive systems and departmental managers responsible for commissioning or selecting software systems will find this book essential reading, and students of human-computer interaction and software engineering will find it offers a highly readable account of the major problems that can occur when developing human- computer systems.
Abstract: From the Publisher: Conceptual Modeling for User Interface Development provides a practical and usable technique for designing and evaluating user interfaces. The technique, called ERMIA, Entity-Relationship Modeling of Information Artefacts, has been developed with both the designers and the users of computer systems in mind, to provide a 'language' in which to express high level issues concerned with the usability of computer software and other 'information artefacts'.. "Professional usability consultants, designers of interactive systems and departmental managers responsible for commissioning or selecting software systems will find this book essential reading, and students of human-computer interaction and software engineering will find it offers a highly readable account of the major problems that can occur when developing human-computer systems.

Proceedings ArticleDOI
25 Oct 2011
TL;DR: A model for user interaction data collection about an application is proposed that intends to compare the designer's point of view with the user effective behavior in real situations through the automatic data capture that serves as basis for the process of usability assessment of the designed applications.
Abstract: The omnipresence of these new technologies associated to different ways of interaction and to the diversity of user characteristics (such as age, level of education and geographical distribution) create new challenges for the usability assessment of these devices and their applications. One of those challenges is the proposal of oil methodologies that perform usability tests contextualized in the environment where such devices are used (called in vitro tests). The mobility properties and the use of multimodal interfaces provide ways of interaction, to some extent unusual, which would hardly be reproduced in laboratory (in vitro tests). This paper focuses on this sphere and proposes a model for user interaction data collection about an application. The model intends to compare the designer's point of view with the user effective behavior in real situations through the automatic data capture that serves as basis for the process of usability assessment of the designed applications.

01 Sep 2011
TL;DR: Methods to evaluate the user experience of BCI systems include: involvement of users in the design process, administration of standardized questionnaires, and assessment of cognitive and physiological state.
Abstract: While there is a gap between user-centered human-computer interaction (HCI) research and the more technology driven brain-computer interface (BCI) research, there are numerous possibilities and advantages for the two fields to help each other. Methods to evaluate the user experience of BCI systems include: 1) involvement of users in the design process, 2) administration of standardized questionnaires, 3) assessment of cognitive and physiological state.

Journal ArticleDOI
01 Dec 2011
TL;DR: This paper builds on earlier approaches to human interaction with a computer and adapt them to the latest technologies for computer screen capture and eye tracking and proposes a new transcription notation scheme that is designed to represent the interweaving streams of input actions, display events and eye movements.
Abstract: Today's personal computers enable complex forms of user interaction. Unlike older mainframe computers that required batch processing, personal computers enable real-time user control on a one-to-one basis. Such user interaction involves mixed initiative, logic, language and pointing gestures, features reminiscent of interaction with another human. Yet there are also major differences between computer interaction and human interaction, such as computers' inability to stray from scripts or to adapt to the idiosyncrasies of particular recipients or situations. Given these similarities and differences, can we study computer interaction using methods similar to those for studying human interaction? If so, are the findings from the analysis of human interaction also useful in understanding computer interaction? In this paper, we explore these questions and outline a novel methodological approach for examining human-computer interaction, which we call "computer interaction analysis." We build on earlier approaches to human interaction with a computer and adapt them to the latest technologies for computer screen capture and eye tracking. In doing so, we propose a new transcription notation scheme that is designed to represent the interweaving streams of input actions, display events and eye movements. Finally we demonstrate the approach with concrete examples involving the phenomena of placeholding, repair and referential practices.

Journal ArticleDOI
TL;DR: The study reports on issues that need to be considered by human–computer interaction researchers, interaction design practitioners, and usability professionals and are complementary to usability and accessibility work in e-learning evaluation studies.
Abstract: This article presents an evaluation of web-based, asynchronous e-learning in academic education, reflecting on its adoption and use in conjunction to teaching in the classroom. The principal aim of the study was to identify the implications of asynchronous e-learning to (a) students' and teachers' overall satisfaction and perceived performance, (b) the organization and management of learning, and (c) social interaction and collaboration between/among students and teachers. The results provide insights for important interaction design and development issues in e-learning such as note-taking and annotations on e-learning content, student comprehension and satisfaction, skipping courses, cost-effective educational and time management, social awareness, collaboration, “flaming,” and “border-crossing.” The study reports on issues that need to be considered by human–computer interaction researchers, interaction design practitioners, and usability professionals and are complementary to usability and accessibilit...

Journal ArticleDOI
TL;DR: A conceptual framework for realizing adaptive personalized interaction in virtual environments is proposed and how to establish, verify and apply a user model is discussed, which forms the first and important step in implementing the proposed conceptual framework.
Abstract: When interacting in a virtual environment, users are confronted with a number of interaction techniques. These interaction techniques may complement each other, but in some circumstances can be used interchangeably. Because of this situation, it is difficult for the user to determine which interaction technique to use. Furthermore, the use of multimodal feedback, such as haptics and sound, has proven beneficial for some, but not all, users. This complicates the development of such a virtual environment, as designers are not sure about the implications of the addition of interaction techniques and multimodal feedback. A promising approach for solving this problem lies in the use of adaptation and personalization. By incorporating knowledge of a user's preferences and habits, the user interface should adapt to the current context of use. This could mean that only a subset of all possible interaction techniques is presented to the user. Alternatively, the interaction techniques themselves could be adapted, e.g. by changing the sensitivity or the nature of the feedback. In this paper, we propose a conceptual framework for realizing adaptive personalized interaction in virtual environments. We also discuss how to establish, verify and apply a user model, which forms the first and important step in implementing the proposed conceptual framework. This study results in general and individual user models, which are then verified to benefit users interacting in virtual environments. Furthermore, we conduct an investigation to examine how users react to a specific type of adaptation in virtual environments (i.e. switching between interaction techniques). When an adaptation is integrated in a virtual environment, users positively respond to this adaptation as their performance significantly improve and their level of frustration decrease.

Journal ArticleDOI
TL;DR: This paper is an attempt to highlights the study of interaction between people (users) and computers.
Abstract: computer interaction (HCI) is the study of how people design, implement, and use interactive computer systems and how computers affect individuals, organizations and society. This encompasses not only ease of use but also new interaction techniques for supporting user tasks, providing better access to information, and creating more powerful forms of communication. It involves input and output devices and the interaction techniques that use them; how information is presented and requested; how the computer's actions are controlled and monitored; all forms of help, documentation, and training; the tools used to design, build, test, and evaluate user interfaces; and the processes that developers follow when creating Interfaces. This paper is an attempt to highlights the study of interaction between people (users) and computers.


Proceedings ArticleDOI
10 Jun 2011
TL;DR: This paper will look at existing HCI and the recent advances in the field with a focus on functionality and usability.
Abstract: Human-Computer Interaction (HCI) is the design and implementation of interactive computing systems that users can interact with. It includes desktop systems as well as embedded systems in different devices. Success of a technology simply results from the easiness with which the user can interact with it. If the interface is poor or hard to use then the user will simply ignore the product or the technology. A simple and easy way to use a system doesn't mean that a simple technology is behind such a system, on the contrary, a well advanced technology needed to build it. The most important concepts in HCI are functionality and usability. Services provided usually by a system are called functions. Usability is when a user utilizes the system's functions easily, properly and clearly. Functionality and usability may vary from one system to another. A system is said to be successful if there is a balance between both functionality and usability. In this paper we will look at existing HCI and the recent advances in the field.

Proceedings ArticleDOI
25 May 2011
TL;DR: The design and implementation of a multimodal interactive guidance system for the elderly for the use in hospital environments, which combined common design principles of conventional interactive interfaces and ageing specific characteristics is presented.
Abstract: In this paper we present the design and implementation of a multimodal interactive guidance system for the elderly for the use in hospital environments, which combined common design principles of conventional interactive interfaces and ageing specific characteristics. To evaluate the system we have conducted a pilot study with seven elderly persons. The experiment results are overall positive and therefore support our design decisions. On the other hand, they also reveal some context sensitive problems and advise further improvements.

Book ChapterDOI
01 Apr 2011
TL;DR: With the aim of coming up with more conclusive and inclusive design, it is conjured that the contextual information that is important to the user should be left to the judgment of the end user.
Abstract: Communication is an important aspect of human life; it is with communication that helps human beings connect with each other as individuals and as independent groups. In informatics, the very purpose of the existence of computer is information dissemination – to be able to send and receive information. Humans are quite successful in conveying ideas with one another and reacting appropriately because we share the richness of our language, have a common understanding of how things work and have an implicit understanding of everyday situations. When human communicate with human, they comprehend the information that is apparent to the current situation, or context, hence increasing the conversational bandwidth. This ability to convey ideas, however, does not transfer when human interacts with computer. On its own, computers do not understand our language, do not understand how the world works and cannot sense information about the current situation. In a typical impoverished computing set-up where providing computer with information is through the use of mouse, keyboard and screen, the result is we explicitly provide information to computers, producing an effect that is contrary to the promise of transparency and calm technology in Marc Weiser’s vision of ubiquitous computing (Weiser 1991; Weiser 1993; Weiser and Brown 1996). To reverse this, it is imperative that methodologies are developed that will enable computers to have access to context. It is through context-awareness that we can increase the richness of communication in humancomputer interaction, through which we can reap the most likely benefit of more useful computational services. Context (Dey and Abowd 1999; Gwizdka 2000; Dey 2001; Coutaz, Crowley et al. 2005) is a subjective idea and its interpretation is personal. Context evolves and the acquisition of contextual information is essential. However, we believe that the one with the final word on whether the envisioned context is correctly captured/acquired or not is the end user. Current research works indicate that some contextual information are already predefined by their systems from the very beginning – this is correct if the application domain is fixed but is incorrect if we infer that a typical user does different computing tasks in different occasions. With the aim of coming up with more conclusive and inclusive design, we conjure that the contextual information that is important to the user should be left to the judgment of the end

Book
01 Jan 2011
TL;DR: The most inspiring book today from a very professional writer in the world, towards autonomous adaptive and context aware multimodal interfaces theoretical and practical issues third cost 2102 international training papers lecture notes in computer science.
Abstract: This volume brings together the advanced research results obtained by the European COST Action 2102: "Cross Modal Analysis of Verbal and Nonverbal Communication". The research published in this book was discussed at the 3rd jointly EUCOGII-COST 2102 International Training School entitled "Toward Autonomous, Adaptive, and Context-Aware Multimodal Interfaces: Theoretical and Practical Issues ", held in Caserta, Italy, on March 15-19, 2010. The book is arranged into two scientific sections. The 18 revised papers of the first section, "Human-Computer Interaction: Cognitive and Computational Issues", deal with conjectural and processing issues of defining models, algorithms, and strategies for implementing cognitive behavioural systems. The second section, "Synchrony through Verbal and Nonverbal Signals", presents 21 revised lectures that provide theoretical and practical solutions to the modelling of timing synchronization between linguistic and paralinguistic expressions, actions, body movements, activities in human interaction and on their assistance for an effective communication.

Proceedings ArticleDOI
13 Jul 2011
TL;DR: This paper introduces design patterns which support developers in exploiting the possibilities of combined voice and touch interaction for newly developed systems, so that interaction with these systems becomes more natural for the respective end users.
Abstract: Touch- and voice-based input have emerged as the most popular and relevant interaction modes to enable a natural interaction with computer systems. However, until now, they have mostly been treated separately. In particular, explicit design knowledge on the effective combinations of these modes for an improved user experience is currently not available in a comprehensive form. In this paper, we address this shortage and introduce design patterns which support developers in exploiting the possibilities of combined voice and touch interaction for newly developed systems, so that interaction with these systems becomes more natural for the respective end users.