All Stories

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