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In order to describe a spatial environment, people must take a perspective on it. Previous researchers had claimed that in describing space, speakers take listeners on mental tours, using a consistent perspective. In contrast, we find that people use survey and mixed perspectives as well as route perspectives, and that the configuration of an environment(More)
WYSIWIS (What You See Is What I See) is a foundational abstraction for multiuser interfaces that expresses many of the characteristics of a chalkboard in face-to-face meetings. In its strictest interpretation, it means that everyone can also see the same written information and also see where anyone else is pointing. In our attempts to build software(More)
When looking out across the intellectual landscape of HCI, how do we make sense of it? More importantly , how do we evaluate what constitutes legitimate investigation? As an interdisciplinary field, HCI faces challenges in incorporating sometimes conflicting intellectual approaches. While new approaches enrich our view of interaction, they can also lead to(More)
When studying the use of Cognoter, a multiuser idea organizing tool, we noticed that users encountered unexpected communicative breakdowns. Many of these difficulties stemmed from an incorrect model of conversation implicit in the design of the software. Drawing on recent work in psychology and sociology, we were able to create a more realistic model of the(More)
Instructional models that reflective educators develop and share with their peers can primarily drive advances in the use of tablets in education. Communities that form around platforms such as Classroom Presenter and Group Scribbles should provide an excellent forum for such advances.
3M's Post-It ® notes proven popular not only as a simple and ubiquitous reminder tool, but as a medium for collaborative brainstorming and various other conceptual activities. In this paper we analyze the properties of Post-It notes that contribute to their success and discuss how they can be enhanced in the virtual environment. We then present a(More)
This paper investigates whether and how digitally mediated social touch (remote touch) may influence the sense of connectedness toward a speaker and the emotional experience of what is being communicated. We employ an 'augmented' storytelling methodology where we manipulate the modality of an 'emotive' channel that accompanies the speech, and the contextual(More)
Classrooms equipped with wirelessly networked tablets and handhelds can engage students in powerful collaborative learning activities that are otherwise impractical or impossible. However, the system must fulfill certain technological and pedagogical requirements such as tolerance for latecomers, supporting disconnected mode gracefully, robustness across(More)
It is well known that scripts based on good practices can enhance the collaboration effectiveness and efficiency in CSCL environments. Yet, to achieve rich, interactive, and creative collaborative learning settings CSCL tools need new flexible, dynamic and lightweight metaphors. This design tension between social and technology-mediated coordination is(More)