Deborah G. Tatar

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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 studying the use of Cognoter, a multi-user 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(More)
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)
Department of Computer Science and (by courtesy) Art and Art History, Virginia Tech, 121 VTKW II, 2202 Kraft Dr – MC 0106 Blacksburg, VA 24060, USA b Information Science and Science & Technology Studies, Cornell University, 301 College Ave., Ithaca, NY 14580, USA Department of Computer Science and (by courtesy) Psychology, Virginia Tech, 123 VTKW II, 2202(More)
The central point of this paper concerns the way the particular contexts of people, events and loci constitute places through the pragmatics of being and acting in physical space and how this can give designers traction over place design. Although we focus here on meaning associated with the concept of “place”, unlike some thinkers, we also believe that(More)
This workshop is aimed at exploring the issues at the intersection of feminist thinking and human computer interaction. Both feminism and HCI have made important contributions to social science in the past several decades, but though their potential for overlap seem high, they have not engaged each other directly until recently. In this workshop we will(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)
A successful collaborative tool designed to aid discussion must be flexible, maintain the user's coordinative agency, and be appropriable in many contexts. We have developed a tool, called ThoughtSwap, to help widen and deepen the scope of participation in facilitated discussions while supporting, not supplanting, discussants' coordination. By driving the(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)