[1]
Situated Micro-displays for Activity-Aware Systems
Developing Distributed, Pervasive and Intelligent Environments
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Medina, Esunly
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Kawsar, Fahim
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Meseguer, Roc
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Ochoa, Sergio F.
DAPI 2014: 2nd International Conference on Distributed, Ambient, and
Pervasive Interactions
2014-06-22
p.450-461
Keywords: Situated micro-display; activity-centric system; mobile work
© Copyright 2014 Springer International Publishing
Summary: Most activity-aware systems designed to support mobile workers in dynamic
environments, such as hospitals or industrial plants, typically consider the
use of mobile devices and large displays. However, we envision potential
benefits of using ubiquitous micro-displays as support of mobile workers
activities. Particularly, in this paper we show how the use of situated
micro-displays, as a mechanism for embedding information into a physical
environment, can contribute to improve the performance and experience of mobile
workers in those scenarios. The article also describes the prototype of a
micro-display network designed to support people performing spatially
distributed activities. It also presents a user study that helps understand how
the spatial distribution of situated micro-displays impacts on the mobile
workers performance.
[2]
The relationship between socializing on the Spanish online networking site
Tuenti and teenagers' subjective wellbeing: The roles of self-esteem and
loneliness
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Apaolaza, Vanessa
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Hartmann, Patrick
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Medina, Esteban
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Barrutia, Jose M.
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Echebarria, Carmen
Computers in Human Behavior
2013-07
v.29
n.4
p.1282-1289
Keywords: Social networking site
Keywords: Adolescents
Keywords: Loneliness
Keywords: Self-esteem
Keywords: Subjective wellbeing
Keywords: Socializing
© Copyright 2013 Elsevier Ltd.
Summary: This study addresses the influences of Spanish teenagers' usage intensity of
the Spanish online social networking site Tuenti on their psychological
wellbeing. Tuenti is the social networking site that is most preferred and used
by Spanish adolescents. Hypothesized relationships are analyzed by structural
equation analysis in a sample of 344 Spanish adolescents aged 12 -- 17 with an
online Tuenti profile. Teenagers' usage intensity of Tuenti was positively
related to the degree of socializing on the social networking site.
Furthermore, socializing on Tuenti had a significantly positive influence on
teenagers' perception of wellbeing. This relationship was not direct, however,
but mediated by the intervening variables of self-esteem and loneliness.
Results confirmed that Tuenti has become a suitable platform for the
development, consolidation and growth of Spanish teenagers' social relations.
Contrary to some previous research pointing to a detrimental effect of SNS use
on mental health and psychological wellbeing, the findings of this study are in
line with those of a number of authors who suggest that SNS use may on the
whole be positive for users, including most teenagers.
[3]
INTERNET
Masters of Science in HCI
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Bardzell, Jeffrey
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Bardzell, Shaowen
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Blevis, Eli
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Connelly, Kay
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Groth, Dennis P.
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Hakken, David
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Medina, Eden
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Rawlins, Gregory J. E.
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Sabanovic, Selma
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Siegel, Martin
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Stolterman, Erik A.
2012-08-28
2002-12-02
United States, Indiana, Bloomington
Indiana University
Summary: Masters degree in HCI offered through the School of Informatics at IU.
[4]
Building Real-World Ad-Hoc Networks to Support Mobile Collaborative
Applications: Lessons Learned
Mobile Collaboration
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Messeguer, Roc
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Ochoa, Sergio F.
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Pino, José A.
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Medina, Esunly
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Navarro, Leandro
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Royo, Dolors
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Neyem, H. Andrés
CRIWG 2009: Groupware: Design, Implementation, and Use
2009-09-13
p.1-16
Keywords: Mobile Collaboration; Communication Support; Wireless Networks
© Copyright 2009 Springer-Verlag
Summary: Mobile collaboration is required in several work scenarios, i.e. education,
healthcare, business and disaster relief. The features and capabilities of the
communication infrastructure used by mobile collaborative applications will
influence the type of coordination and collaboration that can be supported in
real work scenarios. Developers of these applications are typically unaware of
the constraints the communication infrastructure imposes on the collaborative
system. Therefore, this paper presents an experimental study of how ad-hoc
networks can effectively support mobile collaborative work. The article
analyzes several networking issues and it determines how they influence the
collaborative work. The paper also presents the lessons learned and it provides
recommendations to deal with the networking issues intrinsic to ad-hoc
networks.
[5]
USES OF EYE TRACKING TECHNOLOGY IN DESIGN
POSTERS: Eye Tracking
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Medina, Eliana
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Cuddihy, Elisabeth
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Goldberg, Eli
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Ramey, Judith A.
Proceedings of the Human Factors and Ergonomics Society 52nd Annual Meeting
2008-09-22
v.52
p.1574-1578
© Copyright 2008 HFES
Summary: Eye tracking technology has caught the attention of designers who wish to
better understand how users visually interact with products and technologies.
Given the availability of eye tracking technologies, which are able to measure
users' eye gaze on computer screens, designers and researchers can employ eye
tracking to answer a very wide variety of questions about users' visual
behavior, cognition, and visual attention strategies. Yet, commercial eye
tracking software typically provides a limited number of out-of the-box
analysis tools for understanding the massive amount of data generated during
eye tracking sessions. This poster (1) surveys the range of questions that
people have successfully asked using eye tracking technology and (2) summarizes
how raw eye tracking data is transformed into higher-level constructs that are
more appropriate for analysis and the kinds of analysis that can be performed.
The goal of this poster is to help designers make more informed decisions when
considering the use of eye tracking to aid them in design.
[6]
VIRTUSPHERE: Walking in a human size VR hamster ball
VIRTUAL ENVIRONMENTS: VE1 - Human Interfaces for Virtual Environments
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Medina, Eliana
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Fruland, Ruth
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Weghorst, Suzanne
Proceedings of the Human Factors and Ergonomics Society 52nd Annual Meeting
2008-09-22
v.52
p.2102-2106
© Copyright 2008 HFES
Summary: A major challenge for virtual reality (VR) interfaces is to provide
realistic human interactions with the virtual world in more natural ways; one
solution is to use a device called the VirtuSphere (VS). The VS provides a
mechanism for walking in VR in semi-natural way; however, users have to adapt
to walking in a moving platform, having limited visual feedback and integrating
motion cues with physical responses. In this study we report on the challenges
novice users of this virtual reality locomotion device encounter when
performing navigation tasks in a virtual environment in two visual conditions
(first-person and third-person viewpoint). We analyzed how performance,
simulator sickness, and satisfaction vary under these two viewpoint conditions.
We found that motion sickness and balance disturbance were more pronounced for
the first-person viewpoint group than for the third-person group. However the
first-person viewpoint group performed better and enjoyed the experience more
than the third-person view group.
[7]
Some aspects of software documentation
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Medina, Enrique Arce
ACM Third International Conference on Systems Documentation
1984-05-16
p.57-59
© Copyright 1984 ACM
Summary: The documentation of software systems is discussed in this paper. It
describes the contents, organization and purpose -- of the internal
documentation and the -- user's manual.