The Experts below are selected from a list of 7110 Experts worldwide ranked by ideXlab platform
Allison Woodruff - One of the best experts on this subject based on the ideXlab platform.
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eavesdropping on electronic Guidebooks observing learning resources in shared listening environments
arXiv: Human-Computer Interaction, 2002Co-Authors: Allison Woodruff, Paul M Aoki, Amy Hurst, Margaret H Szymanski, Rebecca E Grinter, James D ThorntonAbstract:We describe an electronic guidebook, Sotto Voce, that enables visitors to share audio information by eavesdropping on each other's guidebook activity. We have conducted three studies of visitors using electronic Guidebooks in a historic house: one study with open air audio played through speakers and two studies with eavesdropped audio. An analysis of visitor interaction in these studies suggests that eavesdropped audio provides more social and interactive learning resources than open air audio played through speakers.
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sotto voce exploring the interplay of conversation and mobile audio spaces
arXiv: Human-Computer Interaction, 2002Co-Authors: Paul M Aoki, Amy Hurst, Margaret H Szymanski, Rebecca E Grinter, James D Thornton, Allison WoodruffAbstract:In addition to providing information to individual visitors, electronic Guidebooks have the potential to facilitate social interaction between visitors and their companions. However, many systems impede visitor interaction. By contrast, our electronic guidebook, Sotto Voce, has social interaction as a primary design goal. The system enables visitors to share audio information - specifically, they can hear each other's guidebook activity using a technologically mediated audio eavesdropping mechanism. We conducted a study of visitors using Sotto Voce while touring a historic house. The results indicate that visitors are able to use the system effectively, both as a conversational resource and as an information appliance. More surprisingly, our results suggest that the technologically mediated audio often cohered the visitors' conversation and activity to a far greater degree than audio delivered through the open air.
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the conversational role of electronic Guidebooks
Ubiquitous Computing, 2001Co-Authors: Allison Woodruff, Paul M Aoki, Margaret H Szymanski, Amy HurstAbstract:We describe an electronic guidebook prototype and report on a study of its use in a historic house. Visitors were given a choice of information delivery modes, and generally preferred audio played through speakers. In this delivery mode, visitors assigned the electronic guidebook a conversational role, e.g., it was granted turns in conversation, it introduced topics of conversation, and visitors responded to it verbally. We illustrate the integration of the guidebook into natural conversation by showing that discourse with the electronic guidebook followed the conversational structure of storytelling. We also demonstrate that visitors coordinated object choice and physical positioning to ensure that the electronic Guidebooks played a role in their conversations. Because the visitors integrated the electronic Guidebooks in their existing conversations with their companions, they achieved social interactions with each other that were more fulfilling than those that occur with other presentation methods such as traditional headphone audio tours.
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the guidebook the friend and the room visitor experience in a historic house
Human Factors in Computing Systems, 2001Co-Authors: Allison Woodruff, Paul M Aoki, Amy Hurst, Margaret H SzymanskiAbstract:In this paper, we describe an electronic guidebook prototype and report on a study of its use in a historic house. Supported by mechanisms in the guidebook, visitors constructed experiences that had a high degree of interaction with three entities: the guidebook, their companions, and the house and its contents. For example, we found that most visitors played audio descriptions through speakers (rather than using headphones or reading textual descriptions) to facilitate communication with their companions.
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the guidebook the friend and the room visitor experience in a historic house
arXiv: Human-Computer Interaction, 2001Co-Authors: Allison Woodruff, Paul M Aoki, Amy Hurst, Margaret H SzymanskiAbstract:In this paper, we describe an electronic guidebook prototype and report on a study of its use in a historic house. Supported by mechanisms in the guidebook, visitors constructed experiences that had a high degree of interaction with three entities: the guidebook, their companions, and the house and its contents. For example, we found that most visitors played audio descriptions played through speakers (rather than using headphones or reading textual descriptions) to facilitate communication with their companions.
Margaret H Szymanski - One of the best experts on this subject based on the ideXlab platform.
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eavesdropping on electronic Guidebooks observing learning resources in shared listening environments
arXiv: Human-Computer Interaction, 2002Co-Authors: Allison Woodruff, Paul M Aoki, Amy Hurst, Margaret H Szymanski, Rebecca E Grinter, James D ThorntonAbstract:We describe an electronic guidebook, Sotto Voce, that enables visitors to share audio information by eavesdropping on each other's guidebook activity. We have conducted three studies of visitors using electronic Guidebooks in a historic house: one study with open air audio played through speakers and two studies with eavesdropped audio. An analysis of visitor interaction in these studies suggests that eavesdropped audio provides more social and interactive learning resources than open air audio played through speakers.
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sotto voce exploring the interplay of conversation and mobile audio spaces
arXiv: Human-Computer Interaction, 2002Co-Authors: Paul M Aoki, Amy Hurst, Margaret H Szymanski, Rebecca E Grinter, James D Thornton, Allison WoodruffAbstract:In addition to providing information to individual visitors, electronic Guidebooks have the potential to facilitate social interaction between visitors and their companions. However, many systems impede visitor interaction. By contrast, our electronic guidebook, Sotto Voce, has social interaction as a primary design goal. The system enables visitors to share audio information - specifically, they can hear each other's guidebook activity using a technologically mediated audio eavesdropping mechanism. We conducted a study of visitors using Sotto Voce while touring a historic house. The results indicate that visitors are able to use the system effectively, both as a conversational resource and as an information appliance. More surprisingly, our results suggest that the technologically mediated audio often cohered the visitors' conversation and activity to a far greater degree than audio delivered through the open air.
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the conversational role of electronic Guidebooks
Ubiquitous Computing, 2001Co-Authors: Allison Woodruff, Paul M Aoki, Margaret H Szymanski, Amy HurstAbstract:We describe an electronic guidebook prototype and report on a study of its use in a historic house. Visitors were given a choice of information delivery modes, and generally preferred audio played through speakers. In this delivery mode, visitors assigned the electronic guidebook a conversational role, e.g., it was granted turns in conversation, it introduced topics of conversation, and visitors responded to it verbally. We illustrate the integration of the guidebook into natural conversation by showing that discourse with the electronic guidebook followed the conversational structure of storytelling. We also demonstrate that visitors coordinated object choice and physical positioning to ensure that the electronic Guidebooks played a role in their conversations. Because the visitors integrated the electronic Guidebooks in their existing conversations with their companions, they achieved social interactions with each other that were more fulfilling than those that occur with other presentation methods such as traditional headphone audio tours.
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the guidebook the friend and the room visitor experience in a historic house
Human Factors in Computing Systems, 2001Co-Authors: Allison Woodruff, Paul M Aoki, Amy Hurst, Margaret H SzymanskiAbstract:In this paper, we describe an electronic guidebook prototype and report on a study of its use in a historic house. Supported by mechanisms in the guidebook, visitors constructed experiences that had a high degree of interaction with three entities: the guidebook, their companions, and the house and its contents. For example, we found that most visitors played audio descriptions through speakers (rather than using headphones or reading textual descriptions) to facilitate communication with their companions.
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the guidebook the friend and the room visitor experience in a historic house
arXiv: Human-Computer Interaction, 2001Co-Authors: Allison Woodruff, Paul M Aoki, Amy Hurst, Margaret H SzymanskiAbstract:In this paper, we describe an electronic guidebook prototype and report on a study of its use in a historic house. Supported by mechanisms in the guidebook, visitors constructed experiences that had a high degree of interaction with three entities: the guidebook, their companions, and the house and its contents. For example, we found that most visitors played audio descriptions played through speakers (rather than using headphones or reading textual descriptions) to facilitate communication with their companions.
Amy Hurst - One of the best experts on this subject based on the ideXlab platform.
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eavesdropping on electronic Guidebooks observing learning resources in shared listening environments
arXiv: Human-Computer Interaction, 2002Co-Authors: Allison Woodruff, Paul M Aoki, Amy Hurst, Margaret H Szymanski, Rebecca E Grinter, James D ThorntonAbstract:We describe an electronic guidebook, Sotto Voce, that enables visitors to share audio information by eavesdropping on each other's guidebook activity. We have conducted three studies of visitors using electronic Guidebooks in a historic house: one study with open air audio played through speakers and two studies with eavesdropped audio. An analysis of visitor interaction in these studies suggests that eavesdropped audio provides more social and interactive learning resources than open air audio played through speakers.
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sotto voce exploring the interplay of conversation and mobile audio spaces
arXiv: Human-Computer Interaction, 2002Co-Authors: Paul M Aoki, Amy Hurst, Margaret H Szymanski, Rebecca E Grinter, James D Thornton, Allison WoodruffAbstract:In addition to providing information to individual visitors, electronic Guidebooks have the potential to facilitate social interaction between visitors and their companions. However, many systems impede visitor interaction. By contrast, our electronic guidebook, Sotto Voce, has social interaction as a primary design goal. The system enables visitors to share audio information - specifically, they can hear each other's guidebook activity using a technologically mediated audio eavesdropping mechanism. We conducted a study of visitors using Sotto Voce while touring a historic house. The results indicate that visitors are able to use the system effectively, both as a conversational resource and as an information appliance. More surprisingly, our results suggest that the technologically mediated audio often cohered the visitors' conversation and activity to a far greater degree than audio delivered through the open air.
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the conversational role of electronic Guidebooks
Ubiquitous Computing, 2001Co-Authors: Allison Woodruff, Paul M Aoki, Margaret H Szymanski, Amy HurstAbstract:We describe an electronic guidebook prototype and report on a study of its use in a historic house. Visitors were given a choice of information delivery modes, and generally preferred audio played through speakers. In this delivery mode, visitors assigned the electronic guidebook a conversational role, e.g., it was granted turns in conversation, it introduced topics of conversation, and visitors responded to it verbally. We illustrate the integration of the guidebook into natural conversation by showing that discourse with the electronic guidebook followed the conversational structure of storytelling. We also demonstrate that visitors coordinated object choice and physical positioning to ensure that the electronic Guidebooks played a role in their conversations. Because the visitors integrated the electronic Guidebooks in their existing conversations with their companions, they achieved social interactions with each other that were more fulfilling than those that occur with other presentation methods such as traditional headphone audio tours.
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the guidebook the friend and the room visitor experience in a historic house
Human Factors in Computing Systems, 2001Co-Authors: Allison Woodruff, Paul M Aoki, Amy Hurst, Margaret H SzymanskiAbstract:In this paper, we describe an electronic guidebook prototype and report on a study of its use in a historic house. Supported by mechanisms in the guidebook, visitors constructed experiences that had a high degree of interaction with three entities: the guidebook, their companions, and the house and its contents. For example, we found that most visitors played audio descriptions through speakers (rather than using headphones or reading textual descriptions) to facilitate communication with their companions.
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the guidebook the friend and the room visitor experience in a historic house
arXiv: Human-Computer Interaction, 2001Co-Authors: Allison Woodruff, Paul M Aoki, Amy Hurst, Margaret H SzymanskiAbstract:In this paper, we describe an electronic guidebook prototype and report on a study of its use in a historic house. Supported by mechanisms in the guidebook, visitors constructed experiences that had a high degree of interaction with three entities: the guidebook, their companions, and the house and its contents. For example, we found that most visitors played audio descriptions played through speakers (rather than using headphones or reading textual descriptions) to facilitate communication with their companions.
Paul M Aoki - One of the best experts on this subject based on the ideXlab platform.
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eavesdropping on electronic Guidebooks observing learning resources in shared listening environments
arXiv: Human-Computer Interaction, 2002Co-Authors: Allison Woodruff, Paul M Aoki, Amy Hurst, Margaret H Szymanski, Rebecca E Grinter, James D ThorntonAbstract:We describe an electronic guidebook, Sotto Voce, that enables visitors to share audio information by eavesdropping on each other's guidebook activity. We have conducted three studies of visitors using electronic Guidebooks in a historic house: one study with open air audio played through speakers and two studies with eavesdropped audio. An analysis of visitor interaction in these studies suggests that eavesdropped audio provides more social and interactive learning resources than open air audio played through speakers.
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sotto voce exploring the interplay of conversation and mobile audio spaces
arXiv: Human-Computer Interaction, 2002Co-Authors: Paul M Aoki, Amy Hurst, Margaret H Szymanski, Rebecca E Grinter, James D Thornton, Allison WoodruffAbstract:In addition to providing information to individual visitors, electronic Guidebooks have the potential to facilitate social interaction between visitors and their companions. However, many systems impede visitor interaction. By contrast, our electronic guidebook, Sotto Voce, has social interaction as a primary design goal. The system enables visitors to share audio information - specifically, they can hear each other's guidebook activity using a technologically mediated audio eavesdropping mechanism. We conducted a study of visitors using Sotto Voce while touring a historic house. The results indicate that visitors are able to use the system effectively, both as a conversational resource and as an information appliance. More surprisingly, our results suggest that the technologically mediated audio often cohered the visitors' conversation and activity to a far greater degree than audio delivered through the open air.
-
the conversational role of electronic Guidebooks
Ubiquitous Computing, 2001Co-Authors: Allison Woodruff, Paul M Aoki, Margaret H Szymanski, Amy HurstAbstract:We describe an electronic guidebook prototype and report on a study of its use in a historic house. Visitors were given a choice of information delivery modes, and generally preferred audio played through speakers. In this delivery mode, visitors assigned the electronic guidebook a conversational role, e.g., it was granted turns in conversation, it introduced topics of conversation, and visitors responded to it verbally. We illustrate the integration of the guidebook into natural conversation by showing that discourse with the electronic guidebook followed the conversational structure of storytelling. We also demonstrate that visitors coordinated object choice and physical positioning to ensure that the electronic Guidebooks played a role in their conversations. Because the visitors integrated the electronic Guidebooks in their existing conversations with their companions, they achieved social interactions with each other that were more fulfilling than those that occur with other presentation methods such as traditional headphone audio tours.
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the guidebook the friend and the room visitor experience in a historic house
Human Factors in Computing Systems, 2001Co-Authors: Allison Woodruff, Paul M Aoki, Amy Hurst, Margaret H SzymanskiAbstract:In this paper, we describe an electronic guidebook prototype and report on a study of its use in a historic house. Supported by mechanisms in the guidebook, visitors constructed experiences that had a high degree of interaction with three entities: the guidebook, their companions, and the house and its contents. For example, we found that most visitors played audio descriptions through speakers (rather than using headphones or reading textual descriptions) to facilitate communication with their companions.
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the guidebook the friend and the room visitor experience in a historic house
arXiv: Human-Computer Interaction, 2001Co-Authors: Allison Woodruff, Paul M Aoki, Amy Hurst, Margaret H SzymanskiAbstract:In this paper, we describe an electronic guidebook prototype and report on a study of its use in a historic house. Supported by mechanisms in the guidebook, visitors constructed experiences that had a high degree of interaction with three entities: the guidebook, their companions, and the house and its contents. For example, we found that most visitors played audio descriptions played through speakers (rather than using headphones or reading textual descriptions) to facilitate communication with their companions.
Debbie Lisle - One of the best experts on this subject based on the ideXlab platform.
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humanitarian travels ethical communication in lonely planet Guidebooks
Review of International Studies, 2008Co-Authors: Debbie LisleAbstract:Aside from the more mundane purpose of telling us where to eat, sleep and sightsee in foreign lands, Guidebooks communicate an ethical vision that sees travel as the key to reducing cultural differences and inequalities. This article argues that Lonely Planet Guidebooks in particular encourage a form of ‘responsible independent travel’ that both reflects and produces a powerful discourse of humanitarianism. By examining the controversy over Lonely Planet’s publication of Guidebooks to Burma, this article uncovers the problematic colonial logic embedded in that ethical vision.