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» Designing for all users: including the odd users
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CHI
2005
ACM
16 years 7 months ago
Behaviour, realism and immersion in games
Immersion is recognised as an important element of good games. However, it is not always clear what is meant by immersion. Earlier work has identified possible barriers to immersi...
Kevin Cheng, Paul A. Cairns
CHI
2005
ACM
16 years 7 months ago
TxtBoard: from text-to-person to text-to-home
The design of existing mobile phone technology has emphasised the primacy of person-to-person communication for voice, SMS and image-based communication. It may be contrasted with...
Kenton O'Hara, Richard H. R. Harper, Axel Unger, J...
CHI
2004
ACM
16 years 7 months ago
Human-robot speech interface understanding inexplicit utterances using vision
Speech interfaces should have a capability of dealing with inexplicit utterances including such as ellipsis and deixis since they are common phenomena in our daily conversation. T...
Zaliyana Mohd Hanafiah, Chizu Yamazaki, Akio Nakam...
CHI
2003
ACM
16 years 7 months ago
Shorthand writing on stylus keyboard
We propose a method for computer-based speed writing, SHARK (shorthand aided rapid keyboarding), which augments stylus keyboarding with shorthand gesturing. SHARK defines a shorth...
Shumin Zhai, Per Ola Kristensson
HYPERTEXT
2009
ACM
16 years 3 months ago
A scalable, collaborative similarity measure for social annotation systems
Collaborative annotation tools are in widespread use. The metadata from these systems can be mined to induce semantic relationships among Web objects (sites, pages, tags, concepts...
Benjamin Markines, Filippo Menczer