Jon Hindmarsh

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14ranked-venue papers
4as first author
0since 2021 · last 2007
0000-0002-8162-1997ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 14 · 4 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
4 papers
Collaborative and social computing · 34% Ubiquitous computing and smart environments · 23% Interaction techniques and input · 21%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 11 heaviest of 14, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Ubiquitous computing and smart environments › public displays
museum interaction
0.122007
Engaging constable: revealing art with new technology · CHI 2007
Creating assemblies: : aboard the Ghost Ship · CSCW 2002
Interaction techniques and input
gesture input
0.112007
Engaging constable: revealing art with new technology · CHI 2007
Collaborative and social computing
computer-supported cooperative work
0.122002
Creating assemblies: : aboard the Ghost Ship · CSCW 2002
Fragmented Interaction: Establishing Mutual Orientation in Virtual Environments · CSCW 1998
Collaborative and social computing
collaborative virtual environments
0.022000
Object-focused interaction in collaborative virtual environments · ACM Trans. Comput. Hum. Interact. 2000
Fragmented Interaction: Establishing Mutual Orientation in Virtual Environments · CSCW 1998
Collaborative and social computing › interpersonal communication
informal communication
0.012002
Creating assemblies: : aboard the Ghost Ship · CSCW 2002
Games and playful interaction
interactive art
0.012002
Creating assemblies: : aboard the Ghost Ship · CSCW 2002
Immersive interaction › artistic expression
interactive installation
0.022007
Engaging constable: revealing art with new technology · CHI 2007
Creating assemblies: : aboard the Ghost Ship · CSCW 2002
Interaction techniques and input › direct manipulation
object-based interaction
0.012000
Object-focused interaction in collaborative virtual environments · ACM Trans. Comput. Hum. Interact. 2000
Immersive interaction
virtual reality interaction
0.012000
Object-focused interaction in collaborative virtual environments · ACM Trans. Comput. Hum. Interact. 2000
Virtual and augmented reality › immersive interaction
collaborative virtual environments
0.011998
Fragmented Interaction: Establishing Mutual Orientation in Virtual Environments · CSCW 1998
Collaborative and social computing › social interaction › interpersonal coordination
mutual orientation
0.011998
Fragmented Interaction: Establishing Mutual Orientation in Virtual Environments · CSCW 1998

Methods — techniques the papers use, named apart from their topics

video analysis · 0.1field observation · 0.1experimental study · 0.0design sensitivities · 0.0video recording · 0.0observational analysis · 0.0
YearPublicationVenuePosition
2007 Engaging constable: revealing art with new technology
abstract
Museums increasingly deploy new technologies to enhance visitors' experience of their exhibitions. They primarily rely on touch-screen computer systems, PDAs and digital audio-guides. Tate Britain recently employed two innovative systems in one of their major exhibitions of John Constable's work; a gestural interface and a touch-screen panel, both connected to large projection screens. This paper reports on the analysis of video-recordings and field observations of visitors' action and interaction. It explores how people interact with and around the systems, how they configure the space around the installation and how they examine and discover their properties. It suggests that designers of interfaces and installations developed for museum exhibitions face particular challenges, such as the transparency of the relationship between people's actions and the system' response, the provision of opportunities for individual and collaborative experiences and the interweaving of technological and aesthetic experiences.
Dirk vom Lehn, Jon Hindmarsh, Paul Luff, Christian Heath
CHI2
2007 The Distributed Work of Local Action: Interaction amongst virtually collocated research teams
Dylan Tutt, Jon Hindmarsh, Muneeb Shaukat, Mike Fraser 0001
ECSCW2
2006 Remote Collaboration Over Video Data: Towards Real-Time e-Social Science
Mike Fraser 0001, Jon Hindmarsh, Katie Best, Christian Heath, Greg Biegel, Christopher Greenhalgh, Stuart Reeves
Comput. Support. Cooperative Work.2
2005 Creating Assemblies in Public Environments: Social Interaction, Interactive Exhibits and CSCW
Jon Hindmarsh, Christian Heath, Dirk vom Lehn, Jason Cleverly
Comput. Support. Cooperative Work.1
2003 Assembling History: Achieving Coherent Experiences with Diverse Technologies
Mike Fraser 0001, Danaë Emma Beckford Stanton Fraser, Kher Hui Ng, Steve Benford, Claire O'Malley, John Bowers 0001, Gustav Taxén, Kieran Ferris, Jon Hindmarsh
ECSCW9
2003 Workplace Studies: Recovering Work Practice and Informing System Design
Paul Luff, Jon Hindmarsh, Christian Heath, Pamela J. Hinds
Comput. Support. Cooperative Work.2
2003 Fractured Ecologies: Creating Environments for Collaboration
abstract
It is increasingly recognized that social interaction and collaboration rely on the participants' abilities to access and use a range of resources including objects and artifacts from within the immediate environment. In recent years, system support for remote collaboration has begun to address this issue, and we have witnessed the emergence of a number of technologies designed to provide remote participants with access to (features of) each others' environment. In this article we examine the use of one such system, an innovative mixed media environment designed to enable participants to refer to and point at objects and artifacts within each other's remote environment. The article addresses the ways in which participants use the system to undertake various collaborative activities and discusses the problems and issues that emerge, for the participants' themselves, in coordinating action with and through objects. We then consider these issues with regard to interaction and collaboration in more conventional environments such as work settings, and we discuss the ways in which the interpretation and production of action are inextricably embedded within the immediate environment, an environment of action that is inadvertently fractured in even this more sophisticated media space.
Paul Luff, Christian Heath, Hideaki Kuzuoka, Jon Hindmarsh, Keiichi Yamazaki, Shinya Oyama
Hum. Comput. Interact.4
2002 Creating assemblies: : aboard the Ghost Ship
abstract
This paper examines the use of an interactive artwork that was designed by members of the research team and exhibited at the Sculpture, Objects and Functional Art (SOFA) Exposition in Chicago, USA. The paper uses audio-visual recordings of interaction with and around the work to consider how people encounter and make sense of an assembly of traditional objects and video technologies. The analysis of action and interaction is used to develop a series of 'design sensitivities' to inform the development of technological assemblies to engender informal interaction and sociability in museums and galleries.
Jon Hindmarsh, Christian Heath, Dirk vom Lehn, Jason Cleverly
CSCW1
2002 Configuring Awareness
Christian Heath, Marcus Sanchez Svensson, Jon Hindmarsh, Paul Luff, Dirk vom Lehn
Comput. Support. Cooperative Work.3
2000 Object-focused interaction in collaborative virtual environments
abstract
This paper explores and evaluates the support for object-focused interaction provided by a desktop Collaborative Virtual Environment. An experimental “design” task was conducted, and video recordings of the participants' activities facilitated an observational analysis of interaction in, and through, the virtual world. Observations include: problems due to “fragmented” views of embodiments in relation to shared objects; participants compensating with spoken accounts of their actions; and difficulties in understanding others' perspectives. Implications and proposals for the design of CVEs drawn from these observations are: the use of semidistorted views to support peripheral awareness; more explicit or exaggerated representations of actions than are provided by pseudohumanoid avatars; and navigation techniques that are sensitive to the actions of others. The paper also presents some examples of the ways in which these proposals might be realized.
Jon Hindmarsh, Mike Fraser 0001, Christian Heath, Steve Benford, Christopher Greenhalgh
ACM Trans. Comput. Hum. Interact.1
1999 Supporting Awareness and Interaction Through Collaborative Virtual Interfaces
abstract
This paper explores interfaces to virtual environments supporting multiple users. An interface to an environment allowing interaction with virtual artefacts is constructed, drawing on previous proposals for 'desktop' virtual environments. These include the use of Peripheral Lenses to support peripheral awareness in collaboration; and extending the ways in which users' actions are represented for each other. Through a qualitative analysis of a design task, the effect of the proposals is outlined. Observations indicate that, whilst these designs go some way to re-constructing physical co-presence in terms of awareness and interaction through the environment, some issues remain. Notably, peripheral distortion in supporting awareness may cause problematic interactions with and through the virtual world; and extended representations of actions may still allow problems in re-assembling the composition of others' actions. We discuss the potential for: designing representations for distorted peripheral perception; and explicitly displaying the course of action in object-focused interaction.
Mike Fraser 0001, Steve Benford, Jon Hindmarsh, Christian Heath
ACM Symposium on User Interface Software and Technology3
1998 Fragmented Interaction: Establishing Mutual Orientation in Virtual Environments
abstract
~s paper explores and evaluates the support for objectfocused cotiaboration provided by a destiop CoUaborative Virtual Environment me system was usd to support an experimental 'design' task.Video recordings of the participants' activities factitated an observationrd analysis of interaction in, and through, the virtual world.Observations include problems due to tigmented views of embodiments in relation to shared objects; participants compensating with spoken accounts of their actions; and difficulties in understanding otiers' perspectives.Design impXcations include: more expficit representations of actions than are provided by pseudo-humanoid embodiments; and navigation techniques that are sensitive to the actions of others.
Jon Hindmarsh, Mike Fraser 0001, Christian Heath, Steve Benford, Christopher Greenhalgh
CSCW1
1994 Unpacking Collaboration: the Interactional Organisation of Trading in a City Dealing Room
Christian Heath, Marina Jirotka, Paul Luff, Jon Hindmarsh
Comput. Support. Cooperative Work.4
1993 Unpacking Collaboration: The Interactional Organisation of Trading in a City Dealing Room
Christian Heath, Marina Jirotka, Paul Luff, Jon Hindmarsh
ECSCW4