Video game players often learn to map their physical actions (e.g., pressing buttons) onto their on-screen avatars' actions (e.g., wielding swords) in order to play. We explo...
We present the design and evaluation of the vacuum, a new interaction technique that enables quick access to items on areas of a large display that are difficult for a user to rea...
This paper presents X-PRT, a new cognitive modeling tool supporting activities ranging from interface design to basic cognitive research. X-PRT provides a graphical model developm...
Irene Tollinger, Richard L. Lewis, Michael McCurdy...
Mobile devices which can capture and view pictures are becoming increasingly common in our life. The limitation of these small-form-factor devices makes the user experience of ima...
Personalization and social awareness, important aspects in the definition of a place, are traditionally overlooked in the design of technology for museums. We describe Imprints, a...
Kirsten Boehner, Jennifer Thom-Santelli, Angela Zo...