Logo - springer
Slogan - springer

Computer Science - HCI | People and Computers XVI - Memorable Yet Invisible - Proceedings of HCI 2002

People and Computers XVI - Memorable Yet Invisible

Proceedings of HCI 2002

Faulkner, Xristine, Finlay, Janet, Detienne, Francoise (Eds.)

Softcover reprint of the original 1st ed. 2002, XIII, 422 p.

Available Formats:
eBook
Information

Springer eBooks may be purchased by end-customers only and are sold without copy protection (DRM free). Instead, all eBooks include personalized watermarks. This means you can read the Springer eBooks across numerous devices such as Laptops, eReaders, and tablets.

You can pay for Springer eBooks with Visa, Mastercard, American Express or Paypal.

After the purchase you can directly download the eBook file or read it online in our Springer eBook Reader. Furthermore your eBook will be stored in your MySpringer account. So you can always re-download your eBooks.

 
$69.99

(net) price for USA

ISBN 978-1-4471-0105-5

digitally watermarked, no DRM

Included Format: PDF

download immediately after purchase


learn more about Springer eBooks

add to marked items

Softcover
Information

Softcover (also known as softback) version.

You can pay for Springer Books with Visa, Mastercard, American Express or Paypal.

Standard shipping is free of charge for individual customers.

 
$99.00

(net) price for USA

ISBN 978-1-85233-659-2

free shipping for individuals worldwide

usually dispatched within 3 to 5 business days


add to marked items

For the last 20 years the dominant form of user interface has been the Graphical User Interface (GUl) with direct manipulation. As software gets more complicated and more and more inexperienced users come into contact with computers, enticed by the World Wide Web and smaller mobile devices, new interface metaphors are required. The increasing complexity of software has introduced more options to the user. This seemingly increased control actually decreases control as the number of options and features available to them overwhelms the users and 'information overload' can occur (Lachman, 1997). Conversational anthropomorphic interfaces provide a possible alternative to the direct manipulation metaphor. The aim of this paper is to investigate users reactions and assumptions when interacting with anthropomorphic agents. Here we consider how the level of anthropomorphism exhibited by the character and the level of interaction affects these assumptions. We compared characters of different levels of anthropomorphic abstraction, from a very abstract character to a realistic yet not human character. As more software is released for general use with anthropomorphic interfaces there seems to be no consensus of what the characters should look like and what look is more suited for different applications. Some software and research opts for realistic looking characters (for example, Haptek Inc., see http://www.haptek.com). others opt for cartoon characters (Microsoft, 1999) others opt for floating heads (Dohi & Ishizuka, 1997; Takama & Ishizuka, 1998; Koda, 1996; Koda & Maes, 1996a; Koda & Maes, 1996b).

Content Level » Research

Keywords » CSCW - Racter - Usability - User Interface Design - Virtual Reality - emotion - human-computer interaction (HCI) - multimedia - robot - tools

Related subjects » Artificial Intelligence - Database Management & Information Retrieval - HCI

Table of contents 

Keynotes.- Fun, Communication and Dependability: Extending the Concept of Usability.- Anthropomorphism.- Invisible but Audible: Enhancing Information Awareness through Anthropomorphic Speech.- User Perception of Anthropomorphic Characters with Varying Levels of Interaction.- CSCW.- A Tool for Performing and Analysing Experiments on Graphical Communication.- A Comparison of Text Messaging and Email Support for Digital Communities: A Case Study.- An Affordance-based Framework for CVE Evaluation.- Extending Low-cost Remote Evaluation with Synchronous Communication.- Impedance Matching: When You Need to Know What.- Multiple Viewpoints on Computer Supported Team Work: A Case Study on Ambulance Dispatch.- Design Process.- Pattern Languages in Participatory Design.- Provoking Innovation: Acting-out in Contextual Scenarios.- Haptic Interfaces.- Guidelines for the Design of Haptic Widgets.- Multi-session VR Medical Training: The HOPS Simulator.- Memorable Systems.- An Investigation of Memory for Daily Computing Events.- How People Recognise Previously Seen Web Pages from Titles, URLs and Thumbnails.- MATI: A System for Accessing Travel Itinerary Information using Mobile Phones.- User Interface Design as Systems Design.- Usability.- A Comparison of Think-aloud, Questionnaires and Interviews for Testing Usability with Children.- An Eye Movement Analysis of Web Page Usability.- Auditory Emotional Feedback Facilitates Human-Computer Interaction.- Navigation in the Software Development Information Space.- Selecting the ‘Invisible’ User Interface Development Tool.- VE and Games.- Non-Verbal Communication Forms in Multi-player Game Session.- Support Robots for Playing Games: The Role of Player-Actor Relationship.- Author Index.- Keyword Index.

Popular Content within this publication 

 

Articles

Read this Book on Springerlink

Services for this book

New Book Alert

Get alerted on new Springer publications in the subject area of User Interfaces and Human Computer Interaction.

Additional information