All Stories

  1. How to Create and Foster Sustainable Smart Cities? Insights on Ethics, Trust, Privacy, Transparency, Incentives, and Success
  2. Rethinking 'smart' islands
  3. From ‘Smart-only’ Island Towards Lighthouse of Research and Innovation
  4. From Smart-Only Cities Towards Humane and Cooperative Hybrid Cities
  5. Empowering Citizen-Environment Interaction vs. Importunate Computer-Dominated Interaction: Let’s Reset the Priorities!
  6. Distributed, Ambient and Pervasive Interactions
  7. Distributed, Ambient and Pervasive Interactions
  8. HCI International 2020 – Late Breaking Papers: Digital Human Modeling and Ergonomics, Mobility and Intelligent Environments
  9. Seven HCI Grand Challenges
  10. Grand Challenges for Ambient Intelligence
  11. Distributed, Ambient and Pervasive Interactions
  12. Redefining the ‘smart-everything’ Paradigm
  13. Distributed, Ambient and Pervasive Interactions: Technologies and Contexts
  14. Distributed, Ambient and Pervasive Interactions: Understanding Humans
  15. Distributed, Ambient and Pervasive Interactions
  16. Reconciling Humans and Technology: The Role of Ambient Intelligence
  17. Distributed, Ambient and Pervasive Interactions
  18. Distributed, Ambient, and Pervasive Interactions
  19. Distributed, Ambient, and Pervasive Interactions
  20. Distributed, Ambient, and Pervasive Interactions
  21. An Interview with Ubicomp Pioneer Norbert Streitz
  22. Designing interactive lighting
  23. The Streitz perspective: computation is ubiquitous, yet must be designed for human use (a festschrift for Norbert Streitz)
  24. Ambient Intelligence
  25. Pervasive Socio-Technical Fabric
  26. Smart Cities, Ambient Intelligence and Universal Access
  27. Ambient Intelligence
  28. Ambient Intelligence Research Landscapes: Introduction and Overview
  29. Ambient Intelligence
  30. It's All in the (ambient) Environment: Designing Experiences in Ubiquitous Hybrid Worlds
  31. From cognitive compatibility to the disappearing computer
  32. Smart Artefacts as Affordances for Awareness in Distributed Teams
  33. The Disappearing Computer
  34. Designing interaction for smart environments: ambient intelligence and the disappearing computer
  35. From information design to experience design
  36. Introduction
  37. Building disappearing computers
  38. Designing smart artifacts for smart environments
  39. From Human-Computer Interaction to Human-Artefact Interaction: Interaction Design for Smart Environments
  40. User requirements for intelligent home environments
  41. Roomware: computers disappear and interaction evolves
  42. Ambient agoras
  43. Ambient Displays and Mobile Devices for the Creation of Social Architectural Spaces
  44. Interaction Design for the Disappearing Computer
  45. Roomware----moving toward ubiquitous computers
  46. Developing CSCW tools for idea finding -
  47. Developing CSCW tools for idea finding -
  48. Graphics in the large
  49. Roomware?
  50. Roomware?
  51. CSCW-Kompendium
  52. Einführung
  53. Einführung
  54. Einführung
  55. Einführung
  56. Einführung
  57. Kollaborationsorientierte synchrone Werkzeuge
  58. Kooperative Gebäude und Roomware
  59. Mensch-Computer-Interaktion in allgegenwärtigen Informationssystemen
  60. Ubiquitous Computing and The Disappearing Computer - Research Agendas, Issues, and Strategies
  61. Cooperative Buildings. Integrating Information, Organizations, and Architecture
  62. Neue Möglichkeiten der Analyse der Mensch-Computer-Interaktion zur Evaluation von computerunterstützten Gruppensitzungen
  63. Passage: Physical Transportation of Digital Information in Cooperative Buildings
  64. i-LAND
  65. Anforderungen an interaktive Kooperationslandschaften für kreatives Arbeiten und erste Realisierungen
  66. Basics of integrated information and physical spaces
  67. Cooperative Buildings: Integrating Information, Organization, and Architecture
  68. Cooperative buildings---integrating information, organization and architecture
  69. Integrated design of real architectural spaces and virtual information spaces
  70. Roomware for Cooperative Buildings: Integrated Design of Architectural Spaces and Information Spaces
  71. „Spuren“ in vernetzten Dokumenten als Datenquelle für die Analyse computer-unterstützter Gruppenaktivitäten
  72. Hypermedia Use in Group Work: Changing the Product, Process, and Strategy
  73. Does “roomware” matter ?
  74. Hypertext & hypermedia in organizational memory systems (panel)
  75. From electronic whiteboards to distributed meetings (video program)(abstract only)
  76. From individual work and desktop-based collaboration to ubiquitous meeting environments
  77. Hypermedia structures and the division of labor in meeting room collaboration
  78. Introduction
  79. Introduction
  80. Multimedia, Hypermedia, and Virtual Reality Models, Systems, and Applications
  81. Research on human-computer interaction and cooperative hypermedia at GMD-IPSI
  82. World-Wide Web authoring and collaboration
  83. Designing hypermedia: a collaborative activity
  84. Knowledge-based editing and visualization for hypermedia encyclopedias
  85. Designing User Interfaces for Hypermedia
  86. Foundations of Hypermedia Design
  87. The Use of Hypermedia in Group Problem Solving: An Evaluation of the DOLPHIN Electronic Meeting Room Environment
  88. Coexistence and transformation of informal and formal structures
  89. DOLPHIN
  90. Zur Zukunft computerunterstützter Gruppensitzungen
  91. Argumentation in action
  92. The SEPIA hypermedia system as part of the POLIKOM telecooperation scenario
  93. Thinking or acting? Mental workload and subjective preferences for a command code and a direct manipulation interaction style
  94. Hypertext und Hypermedia 1992
  95. SEPIA
  96. Hypertext: Bestandsaufnahme, Trends und Perspektiven
  97. The role of hypertext for CSCW applications
  98. Elaborating Arguments: Writing, Learning, and Reasoning in a Hypertext Based Environment for Authoring
  99. Hypertext und Hypermedia
  100. Hypertext: Ein innovatives Medium zur Kommunikation von Wissen
  101. Cognitive aspects of designing hypertext systems
  102. From ideas and arguments to hyperdocuments: travelling through activity spaces
  103. Mental Models and Metaphors: Implications for the Design of Adaptive User-System Interfaces
  104. Analysis and Proposals
  105. Biological Perspective on Cognitive Science
  106. Cognitive Ergonomics
  107. Cognitive Science in Europe
  108. FROM NOVICE TO EXPERT USER: A TRANSFER OF LEARNING EXPERIMENT ON DIFFERENT INTERACTION MODES
  109. Preface
  110. Survey of Cognitive Competencies
  111. Survey of Cognitive Science Resources in the EEC
  112. What is Cognitive Science ?
  113. The Role of Problem Orientations and Goals in Text Comprehension and Recall
  114. A Graduate Programme in Science Education: Experiences and Suggestions
  115. Context-dependent email notification using ambient displays and mobile devices
  116. The role of ubiquitous computing and the disappearing computer for CSCW
  117. Designing for People in Ambient Intelligence Environments
  118. From Human–Computer Interaction to Human–Environment Interaction: Ambient Intelligence and the Disappearing Computer
  119. Putting objects to work: Hypermedia as the subject matter and the medium for computer-supported cooperative work
  120. The Disappearing Computer: User-Centered Interaction Design for Smart Artefacts