All Stories

  1. ARTHUR: authoring human–robot collaboration processes with augmented reality using hybrid user interfaces
  2. Investigating AR Assistance for Human-Robot Collaboration in Mould Assembly “in the Wild”
  3. Supporting tailorability in augmented reality based remote assistance in the manufacturing industry: A user study
  4. Enriching Industrial Training Experience in Virtual Reality with Pseudo-Haptics and Vibrotactile Stimulation
  5. Pseudo-Haptics for Weight Perception in VR: Controller vs. Bare Hand Interactions with Tracking Delay and Vertical Offset
  6. RoboVisAR: Immersive Authoring of Condition-based AR Robot Visualisations
  7. CADTrack: Instructions and Support for Orientation Disambiguation of Near-Symmetrical Objects
  8. AR-supported Human-Robot Collaboration: Facilitating Workspace Awareness and Parallelized Assembly Tasks
  9. AUIT – the Adaptive User Interfaces Toolkit for Designing XR Applications
  10. XRgonomics: Facilitating the Creation of Ergonomic 3D Interfaces
  11. Designing for Heterogeneous Cross-Device Collaboration and Social Interaction in Virtual Reality
  12. Digital Assistance for Quality Assurance
  13. InsideInsights: Integrating Data‐Driven Reporting in Collaborative Visual Analytics
  14. Tailorable Remote Assistance with RemoteAssistKit: A Study of and Design Response to Remote Assistance in the Manufacturing Industry
  15. Augmented Reality Supported Modeling of Industrial Systems to Infer Software Configuration
  16. Participatory Design
  17. A Study on the Impact of Indoor Positioning Performance on Activity Recognition Applications
  18. Clear Visual Separation of Temporal Event Sequences
  19. Task phase recognition and task progress estimation for highly mobile workers in large building complexes
  20. Calming Children When Drawing Blood Using Breath-based Biofeedback
  21. A visual programming approach based on domain ontologies for configuring industrial IoT installations
  22. A comparative analysis of Indoor WiFi Positioning at a large building complex
  23. Building Models of Installations to Recommend Applications in IoT Software Ecosystems
  24. Changing Family Practices with Assistive Technology
  25. Semantic Model of Variability and Capabilities of IoT Applications for Embedded Software Ecosystems
  26. Accounting for the Invisible Work of Hospital Orderlies
  27. A Follow-up Study of a Successful Assistive Technology for Children with ADHD and Their Families
  28. An assistive technology design framework for ADHD
  29. Design Strategies for Balancing Exertion Games
  30. Designing Assistive Technologies for the ADHD Domain
  31. Scribble query
  32. Supporting interactive visual analytics of energy behavior in buildings through affine visualizations
  33. Designing Real Time Assistive Technologies
  34. Challenge
  35. PivotViz
  36. Keepin' it Real
  37. Designing training games for soccer
  38. Distinguishing Electric Vehicles from Fossil-Fueled Vehicles with Mobile Sensing
  39. Estimating Common Pedestrian Routes through Indoor Path Networks Using Position Traces
  40. Design sensitivities for interactive sport-training games
  41. Accurate Estimation of Indoor Travel Times - Learned Unsupervised from Position Traces
  42. Handheld versus wearable interaction design for professionals
  43. On heterogeneity in mobile sensing applications aiming at representative data collection
  44. The SITA principle for location privacy — Conceptual model and architecture
  45. Time-lag method for detecting following and leadership behavior of pedestrians from mobile sensing data
  46. Exploring new potentials in preventing unhealthy computer habits
  47. Computational environmental ethnography
  48. Exploring Opponent Formats
  49. Mobile Urban Drama: interactive storytelling in real world environments
  50. Indoor Pedestrian Navigation Based on Hybrid Route Planning and Location Modeling
  51. Using Extracted Behavioral Features to Improve Privacy for Shared Route Tracks
  52. Designing Playful Interactive Installations for Urban Environments – The SwingScape Experience
  53. Interaction technology for collective and psychomotor training in sports
  54. Mobile Web 2.0
  55. Mobile urban drama for multimedia-based out-of-school learning
  56. Indoor Positioning Using GPS Revisited
  57. PerPos
  58. TacTowers
  59. UrbanWeb
  60. MediaJourney
  61. Social web applications in the city
  62. Communicating art through interactive technology
  63. Interactive spatial multimedia for communication of art in the physical museum space
  64. Mobile Urban Drama – Setting the Stage with Location Based Technologies
  65. Peephole experiences
  66. IGameFloor
  67. Interactive Floor Support for Kinesthetic Interaction in Children Learning Environments
  68. InfoGallery
  69. Ubiquitous hypermedia and social interaction in physical environments
  70. AwareDAV
  71. eBag
  72. Domestic hypermedia
  73. Integrating the web and the world
  74. Randomized controlled azathioprine withdrawal after more than two years treatment in Crohn's disease: increased relapse rate the following year
  75. Designing an augmented reality board game with children
  76. Computational Science - ICCS 2004
  77. Shaping the Ambience of Homes with Domestic Hypermedia
  78. "Physical hypermedia"
  79. HyCon: A framework for context-aware mobile hypermedia
  80. Physical hypermedia: Augmenting physical material with hypermedia structures
  81. Introduction
  82. Towards geo-spatial hypermedia: Concepts and prototype implementation
  83. Fluid annotations through open hypermedia
  84. A metro map metaphor for guided tours on the Web
  85. Collaborative augmented reality environments
  86. Open hypermedia as user controlled meta data for the Web
  87. Hypermedia in the virtual project room - toward open 3D spatial hypermedia
  88. Webvise: browser and proxy support for open hypermedia structuring mechanisms on the World Wide Web
  89. Interoperability between hypermedia systems
  90. A component-based open hypermedia approach to integrating structure services
  91. Addressing interoperability in open hypermedia: the design of the open hypermedia protocol
  92. Dynamic Use of Digital Library Material — Supporting Users with Typed Links in Open Hypermedia
  93. Editorial
  94. Ariadne: a Java-based guided tour system for the World Wide Web
  95. Informing General CSCW Product Development through Cooperative Design in Specific Work Domains
  96. Designing Dexter-based hypermedia services for the World Wide Web
  97. DHM
  98. Toward a Dexter-based model for open hypermedia
  99. Building tailorable hypermedia systems
  100. Hypermedia system design applying the Dexter model
  101. Cooperative hypermedia systems: a Dexter-based architecture
  102. Design issues for a Dexter-based hypermedia system
  103. The Dexter hypertext reference model
  104. Composites in a Dexter-based hypermedia framework
  105. Building tailorable hypermedia systems
  106. CSCW challenges: cooperative design in engineering projects
  107. Designing Dexter-based cooperative hypermedia systems
  108. Design issues for a Dexter-based hypermedia system
  109. Cooperative prototyping: users and designers in mutual activity
  110. Rapid Prototyping With Fourth Generation Systems – An Empirical Study
  111. Designing for Co-located Social media use in the home using the CASOME infrastructure
  112. Spatial Computing and Spatial Practices