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94
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CSCW
2006
ACM
15 years 3 months ago
Strangers and friends: collaborative play in world of warcraft
We analyze collaborative play in an online video game, World of Warcraft, the most popular personal computer game in the United States, with significant markets in Asia and Europe...
Bonnie A. Nardi, Justin Harris
CHI
2008
ACM
16 years 1 days ago
Friends and foes: ideological social networking
Traditional online social network sites use a single monolithic "friends" relationship to link users. However, users may have more in common with strangers, suggesting t...
Gábor Szabó, Michael J. Brzozowski, ...
CHI
2007
ACM
16 years 1 days ago
Testing the technology: playing games with video conferencing
Video connections can establish a media space in which games may be played, just as people play games while collocated. Experiments with participants playing the game `Mafia'...
Archer L. Batcheller, Brian Hilligoss, Kevin Nam, ...
CHI
2010
ACM
15 years 6 months ago
Generating default privacy policies for online social networks
Default privacy policies have a significant impact on the overall dynamics and success of online social networks, as users tend to keep their initial privacy policies. In this wor...
Eran Toch, Norman M. Sadeh, Jason I. Hong
98
Voted
SIGUCCS
2006
ACM
15 years 5 months ago
We got the message: creating an instant messenger service point
Figuring out the best way to communicate with and serve students is one of the paramount challenges facing library and technology organizations today, including Bucknell Universit...
Jason Snyder, Meredith Field