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CHI
2003
ACM
16 years 7 months ago
Ambiguity as a resource for design
Ambiguity is usually considered anathema in Human Computer Interaction. We argue, in contrast, that it is a resource for design that can be used to encourage close personal engage...
William W. Gaver, Jacob Beaver, Steve Benford
CHI
2003
ACM
16 years 7 months ago
Mobile computing in the retail arena
Although PDAs typically run applications in a "standalone" mode, they are increasingly equipped with wireless communications, which makes them useful in new domains. Thi...
Erica Newcomb, Toni Pashley, John T. Stasko
HRI
2010
ACM
16 years 1 months ago
Investigating multimodal real-time patterns of joint attention in an hri word learning task
Abstract—Joint attention – the idea that humans make inferences from observable behaviors of other humans by attending to the objects and events that these others humans attend...
Chen Yu, Matthias Scheutz, Paul W. Schermerhorn
FDG
2009
ACM
16 years 1 months ago
Relating cognitive models of computer games to user evaluations of entertainment
As the interactive entertainment industry matures, a better understanding of what makes software entertaining is needed. A natural starting point is the application of traditional...
Paolo Piselli, Mark Claypool, James Doyle
ISWC
2000
IEEE
15 years 11 months ago
Spectators at a Geek Show: An Ethnographic Inquiry into Wearable Computing
As new technologies create smaller, cheaper and faster machines, we see a paradigm shift from desktop computing to wearable computing. In less than a decade, we have witnessed the...
Jennifer G. Sheridan, Valerie Lafond-Favieres, Wen...