VLDB 2026 Research / reviewers in the wild / expert
Stacey D. Scott
dblp:69/4875
· DBLP profile ↗
32ranked-venue papers
5as first author
5since 2021 · last 2026
0000-0003-4721-7293ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 31 · 4 first-author · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-authorSystems, architecture and hardware · 1 · 1 first-author · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | The Evil Bird and the Right to Disconnect: Children's Vulnerability to Exit Dark Patterns in Gamified Educational AppsabstractGamified educational apps, widely used by children, are often celebrated for sustaining daily practice. Yet such engagement can conceal a problematic outcome: continued use that no longer supports meaningful learning but is difficult to pause or quit. This paper examines how retention-oriented gamification can harm children’s wellbeing and learning through exit dark patterns—design strategies that increase the cognitive and emotional costs of disengagement. Drawing on online interviews with North American parent–child dyads, we examine families’ daily use of a mainstream gamified language-learning app (Duolingo) as an emblematic case. Our findings introduce two analytic constructs: goal drift, in which engagement shifts from mastery-oriented learning to metric maintenance, and gamified obligation, characterized by guilt or disappointment associated with exiting. We further show how exit friction stabilizes engagement even as educational meaning wanes. We conclude with design implications for child-centered learning technologies, arguing for an “easy way out” as learning-supportive design. Shan Kuo, Zhao Zhao 0001, Stacey D. Scott |
IDC | 3 |
| 2026 | The Pluralistic Nature of Emotion: Human and Machine Interpretations of Textual Emotional ContentabstractThis paper explores the complex nature of emotion interpretation in text-based communication by comparing human and machine approaches to emotion detection. Human emotions, shaped by personal experiences and cultural backgrounds, reflect individuality, yet many detection systems overlook these nuances. Zayn J. Abbas, Stacey D. Scott |
IUI | 2 |
| 2022 | Handoff and Deposit: Designing Temporal Coordination in Cross-Device Transfer Techniques for Mixed-Focus CollaborationabstractWhen working together, people frequently share information with each other to enable division of labour, assistance, and delegation of responsibility. The literature has explored both synchronous and asynchronous transfer techniques, known as Handoff and Deposit, respectively. However, current cross-device environments tend to only provide a single mechanism. Moreover, we have little understanding of the impact of different techniques on collaborative process. To understand how Handoff and Deposit may be designed to support complex sensemaking tasks, we followed a Research through Design process to iteratively design Handoff and Deposit techniques using paper and digital sketches and high-fidelity prototypes. We consulted the HCI literature to corroborate our findings with studies and descriptions of existing cross-device transfer designs and to understand the potential impact of those designs on mixed-focus collaboration. We learned that as we move away from a restricted physical workspace and leverage the flexibility of digital personal devices, there is a large design space for realizing cross-device transfer. To inform these designs, we provide five design considerations for cross-device transfer techniques: Transfer Acceptance, Action Dependencies, Immediate Usability, Interruption Potential, and Connection Actions. Leila Homaeian, James R. Wallace, Stacey D. Scott |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2021 | Investigating device-specific visual feedback for cross-device transfer in table-centric multisurface environmentsabstractSummary Table‐centric multisurface environments (T‐MSEs) that combine small multitouch surfaces (eg, smartphones and tablets) with large interactive tabletops provide people with both personal and shared workspaces to support various independent and collective tasks during group activities. This paper reports on the third in a series of studies exploring how existing interaction methods for cross‐device transfer, such as the Pick‐and‐Drop (P&D) method, can be adapted to table‐centric multisurface environment settings. The study examined the use of device‐specific visual feedback to improve users' awareness of transferred content during P&D transfer. The tabletop feedback utilized the existing Surface Ghosts P&D feedback approach (ie, “ghosted” versions of transferred content were displayed in real time under the user's hand). The tablet feedback consisted of a static “Tablet Bridge” feedback showing miniature versions of transferred content along the top edge of the tablet interface. The study found that providing both types of feedback significantly improved users' transfer awareness over providing Surface Ghosts feedback alone. It also revealed that the Tablet Bridge feedback helped compensate for technical and usability issues associated with the Surface Ghosts feedback design. Lessons learned from our combined series of cross‐device transfer studies are reflected upon, and relevant design implications are discussed. Stacey D. Scott, Guillaume Besacier, Nippun Goyal, Frank Cento |
Concurr. Comput. Pract. Exp. | 1 |
| 2021 | Joint Action Storyboards: A Framework for Visualizing Communication Grounding CostsabstractBuilding and maintaining common ground is vital for effective collaboration in CSCW. Moreover, subtle changes in a CSCW user interface can significantly impact grounding and collaborative processes. Yet, researchers and technology designers lack tools to understand how specific user interface designs may hinder or facilitate communication grounding. In this work, we leverage the well-established theory of communication grounding to develop a visual framework, called Joint Action Storyboards (JASs), to analyze and articulate how interaction minutiae impact the costs of communication grounding. JASs can depict an integrated view of mental actions of collaborators, their physical interactions with each other and the CSCW environment, and the corresponding grounding costs incurred. We present the development of JASs and discuss its various benefits for HCI and CSCW research. Through a series of case studies, we demonstrate how JASs provide an analysis tool for researchers and technology designers and serve as a tool to articulate the impact of interaction minutiae on communication grounding. Leila Homaeian, James R. Wallace, Stacey D. Scott |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2019 | Jumping on the Bandwagon: Overcoming Social Barriers to Public Display Use
Marvin Pafla, Caroline Wong, Daniel J. Gillis, Ulrike Pfeil, Stacey D. Scott |
Graphics Interface | 5 |
| 2018 | Group vs Individual: Impact of TOUCH and TILT Cross-Device Interactions on Mixed-Focus CollaborationabstractCross-device environments (XDEs) have been developed to support a multitude of collaborative activities. Yet, little is known about how different cross-device interaction techniques impact group collaboration, including how their impact on independent and joint work that often occurs during group work. In this work, we explore the impact of two XDE data browsing techniques: TOUCH and TILT. Through a mixed-methods study of a collaborative sensemaking task, we show that TOUCH and TILT have distinct impacts on how groups accomplish, and shift between, independent and joint work. Finally, we reflect on these findings and how they can more generally inform the design of XDEs. Leila Homaeian, Nippun Goyal, James R. Wallace, Stacey D. Scott |
CHI | 4 |
| 2018 | Increasing Passersby Engagement with Public Large Interactive Displays: A Study of Proxemics and ConationabstractPrior research has shown that large interactive displays deployed in public spaces are often underutilized, or even un- noticed, phenomena connected to 'interaction' and 'display blindness', respectively. To better understand how designers can mitigate these issues, we conducted a field experiment that compared how different visual cues impacted engagement with a public display. The deployed interfaces were designed to progressively reveal more information about the display and entice interaction through the use of visual content designed to evoke direct or indirect conation (the mental faculty related to purpose or will to perform an action), and different animation triggers (random or proxemic). Our results show that random triggers were more effective than proxemic triggers at overcoming display and interaction blindness. Our study of conation - the first we are aware of - found that "conceptual" visuals designed to evoke indirect conation were also useful in attracting people's attention. Mojgan Ghare, Marvin Pafla, Caroline Wong, James R. Wallace, Stacey D. Scott |
ISS | 5 |
| 2018 | Post-meeting Curation of Whiteboard Content Captured with Mobile DevicesabstractThe traditional dry-erase whiteboard is a ubiquitous tool in the workplace, particularly in collaborative meeting spaces. Recent studies show that meeting participants commonly capture whiteboard content using integrated cameras on mobile devices such as smartphones or tablets. Yet, little is known about how people curate or use such whiteboard photographs after meetings, or how their curation practices relate to post-meeting actions. To better understand these post-meeting activities, we conducted a qualitative, interview-based study of 19 frequent whiteboard users to probe their post-meeting practices with whiteboard photos. The study identified a set of unmet design needs for the development of improved mobile-centric whiteboard capture systems. Design implications stemming from the study include the need for mobile devices to quickly capture and effortlessly transfer whiteboard photos to productivity-oriented devices and to shared-access tools, and the need to better support the extraction of whiteboard content directly into other productivity application tools. Danniel Varona-Marin, Jan A. Oberholzer, Edward Tse, Stacey D. Scott |
ISS | 4 |
| 2017 | Investigating Communication Grounding in Cross-Surface InteractionabstractThis work investigates how two different cross-surface interaction techniques support communication "grounding" during a collaborative sensemaking task. Grounding is the process of establishing mutual knowledge, beliefs, or assumptions during conversation to effectively communicate, and is essential for collaborative analysis. Our study found several specific design features of the studied cross-surface interfaces that either supported or hindered the grounding process. For instance, one technique provided "flexible ownership" of widgets on a shared tabletop that controlled the data connection between the tabletop and users' personal tablets. This feature enabled cooperative interaction strategies known to facilitate the grounding process. We discuss these results, and other cross-surface design features that impact grounding. Leila Homaeian, Nippun Goyal, James R. Wallace, Stacey D. Scott |
ISS | 4 |
| 2017 | The Disappearing Tabletop: Social and Technical Challenges for Cross-Surface CollaborationabstractAfter 20 years of research, it is unclear what role the tabletop should play in the home or workplace. Progress has been made towards hardware and software interfaces, connectivity with nearby devices, and understanding human behaviour on and around the table -- yet, in practice tabletops see limited use. This workshop seeks to explore the development and use of tabletops from historical, technical, and social perspectives. Workshop goals include synthesizing opinion and experience from new and established researchers on future directions of tabletop research, and an open discussion of questions such as to what applications are tabletops best suited? and how can tabletops be better integrated into larger workflows and digital ecosystems? James R. Wallace, Steven Houben, Craig Anslow, Andrés Lucero, Yvonne Rogers, Stacey D. Scott |
ISS | 6 |
| 2016 | Proxemics-Based Visual Concepts to Attract and Engage Public Display Users: Adaptive Content Motion and Adaptive User ShadowabstractLarge interactive displays presenting useful content responding to users' actions are becoming ubiquitous in public places such as museums and campuses. Being an integral part of the surrounding environment, a major design challenge is to first attract passersby's attention and entice them to interact. One promising approach is to incorporate proxemics parameters to guide how the content are visually presented. In this paper we describe the design of a field experiment using user-display distances in determining how visual content was displayed, and its deployment at a university campus with frequent foot traffic. We also offer some selection criteria for reference when conducting a field experiment with public large interactive displays. Victor Cheung, Stacey D. Scott |
ISS | 2 |
| 2015 | A laboratory-based study methodology to investigate attraction power of large public interactive displaysabstractA known challenge of designing large public interactive displays is to create an interface that attracts a passerby's attention and communicates its interactivity. However, typical "in-the-wild" field study methods of assessing public display design solutions require costly system implementation and deployment, creating challenges for assessing early stage design concepts. Such studies also limit the amount of experimental control researchers have over the environment, limiting the precision of results. To address these issues, we developed a complementary laboratory-based study methodology that employs experimental deception to assess the ability of an interface design solution to attract a passerby's attention. Our methodology enables more rigorous control of confounding factors, study of early-stage prototypes, and requires minimal setup. We used this methodology to assess existing visual design solutions for drawing attention and enticing interaction, compare our results to previous studies, and reflect on the benefits and limitations of this assessment approach. Victor Cheung, Stacey D. Scott |
UbiComp | 2 |
| 2013 | Canyon: providing location awareness of multiple moving objects in a detail view on large displaysabstractOverview+Detail interfaces can be used to examine the details of complex data while retaining the data's overall context. Dynamic data introduce challenges for these interfaces, however, as moving objects may exit the detail view, as well as a person's field of view if they are working at a large interactive surface. To address this "off-view" problem, we propose a new information visualization technique, called Canyon. This technique attaches a small view of an off-view object, including some surrounding context, to the external boundary of the detail view. The area between the detail view and the region containing the off-view object is virtually "folded" to conserve space. A comparison study was conducted contrasting the benefits and limitations of Canyon to an established technique, called Wedge. Canyon was more accurate across a number of tasks, especially more complex tasks, and was comparably efficient. Alexandra Ion, Yu-Ling Betty Chang, Michael Haller, Mark S. Hancock, Stacey D. Scott |
CHI | 5 |
| 2013 | Collaborative sensemaking on a digital tabletop and personal tablets: prioritization, comparisons, and tableauxabstractWe describe an investigation of the support that three different display configurations provided for a collaborative sensemaking task: a digital table; personal tablets; and both the tabletop and personal tablets. Mixed-methods analyses revealed that the presence of a digital tabletop display led to improved sensemaking performance, and identified activities that were supported by the shared workspace. The digital tabletop supported a group's ability to prioritize information, to make comparisons between task data, and to form and critique the group's working hypothesis. Analyses of group performance revealed a positive correlation with equity of member participation using the shared digital table, and a negative correlation of equity of member participation using personal tablets. Implications for the support of sensemaking groups, and the use of equity of member participation as a predictive measure of their performance are discussed. James R. Wallace, Stacey D. Scott, Carolyn G. MacGregor |
CHI | 2 |
| 2012 | Regional undo/redo techniques for large interactive surfacesabstractWhen multiple users are simultaneously sharing a workspace, it is not always clear what should happen when a user invokes an undo action. In this paper we explore different user interfaces for undo/redo for co-located collaborative workspaces, such as large interactive whiteboards. A preliminary study revealed that users expect neither a global nor personal undo, but rather a regional undo. We propose and evaluate three automatic regional undo/redo techniques (clustering, workspace, field of view) designed for a large interactive whiteboard. The results of the evaluation showed that an undo technique based on users' field of view was most preferred, while the content-based clustering technique produced most errors. We conclude with potential improvements to the developed techniques, and propose a set of design recommendations for implementing regional undo/redo on large interactive surfaces. Thomas Seifried, Christian Rendl, Michael Haller, Stacey D. Scott |
CHI | 4 |
| 2012 | Communication channels and awareness cues in collocated collaborative time-critical gamingabstractDuring collaborative gameplay players make use of various methods to become aware of the overall game status, develop strategies, and convey information to other players. Efficient and effective use of these methods is essential, especially during fast-paced time-critical collaborative games such as first-person shooters. This paper presents an observational study aimed to understand the communication channels and awareness cues used by players during gameplay to collaboratively achieve the game objectives. The study revealed that players utilize a variety of unconventional communication channels and awareness cues in both the physical and virtual environments to compensate for the inability to use commonly available collaborative human interaction mechanisms, such as eye gaze and gesturing, during gameplay. Players tended to use only auditory cues from their partner in the physical environment, while relying heavily on interacting with their partner through the virtual environment, using a variety of central and peripheral cues to maintain awareness during gameplay. Implications of these findings are discussed and recommendations for improving the quality of gameplay are provided. Victor Cheung, Yu-Ling Betty Chang, Stacey D. Scott |
CSCW | 3 |
| 2011 | MemTable: an integrated system for capture and recall of shared histories in group workspacesabstractThis paper presents the design, implementation, and evaluation of an interactive tabletop system that supports co-located meeting capture and asynchronous search and review of past meetings. The goal of the project is to evaluate the design of a conference table that augments the everyday work patterns of small collaborative groups by incorporating an integrated annotation system. We present a holistic design that values hardware ergonomics, supports heterogeneous input modalities, generates a memory of all user interactions, and provides access to historical data on and off the table. We present a user evaluation that assesses the usefulness of the input modalities and software features, and validates the effectiveness of the MemTable system as a tool for assisting memory recall. Seth E. Hunter, Pattie Maes, Stacey D. Scott, Henry Kaufman |
CHI | 3 |
| 2011 | Investigating communication and social practices in real-time strategy games: are in-game tools sufficient to support the overall gaming experience?
Phillip J. McClelland, Simon J. Whitmell, Stacey D. Scott |
Graphics Interface | 3 |
| 2011 | Investigating the Role of a Large, Shared Display in Multi-Display Environments
James R. Wallace, Stacey D. Scott, Eugene Lai, Deon Jajalla |
Comput. Support. Cooperative Work. | 2 |
| 2010 | The NICE discussion room: integrating paper and digital media to support co-located group meetingsabstractCurrent technological solutions that enable content creation and sharing during group discussion meetings are often cumbersome to use, and are commonly abandoned for traditional paper-based tools, which provide flexibility in supporting a wide range of working styles and task activities that may occur in a given meeting. Paper-based tools, however, have their own drawbacks; paper-based content is difficult to modify or replicate. We introduce a novel digital meeting room design, the NiCE Discussion Room, which integrates digital and paper tools into a cohesive system with an intuitive pen-based interface. The combination of digital and paper media provides groups with a flexible design solution that enables them to create, access, and share information and media from a variety of sources to facilitate group discussions. This paper describes the design solution, along with results from a user study conducted to evaluate the usability and utility of the system. © 2010 ACM. Michael Haller, Jakob Leitner, Thomas Seifried, James R. Wallace, Stacey D. Scott, Christoph Richter, Peter Brandl, Adam Gokcezade, Seth E. Hunter |
CHI | 5 |
| 2010 | InfoFlow Framework for Evaluating Information Flow and New Health Care TechnologiesabstractThis article presents a framework of 6 distinct yet interrelated factors for describing information flow that arose from a combination of field studies in a hospital ward and a review of literature. These studies investigated the dynamics of nurses' information flow, focusing on shift change. The InfoFlow Framework's 6 interrelated factors that affect the information flow are information, personnel, artifacts, spatiality, temporality, and communication mode. The framework is presented as a tool for evaluating new health care technologies. The 6 factors and their interrelationships are described first. Next, this structure is applied as a tool to aid in the analysis of the data generated in a study that assesses technology in use. Then the use of the framework is illustrated by structuring it as a set of questions that can be used as a guide for other researchers to generate coherent descriptions of the information flow and to evaluate technology deployments. Finally, there is a discussion of areas where the InfoFlow framework may be applied to allow an evaluation of the extent to which the framework may be generalized to other settings. Charlotte Tang, Sheelagh Carpendale, Stacey D. Scott |
Int. J. Hum. Comput. Interact. | 3 |
| 2009 | Investigating teamwork and taskwork in single- and multi-display groupware systems
James R. Wallace, Stacey D. Scott, Taryn Stutz, Tricia Enns, Kori Inkpen |
Pers. Ubiquitous Comput. | 2 |
| 2006 | Evaluating the effects of fluid interface components on tabletop collaborationabstractTabletop displays provide exciting opportunities to support individual and collaborative activities such as planning, organizing, and storyboarding. It has been previously suggested that continuous flow of interface items can ease information access and exploration on a tabletop workspace, yet this concept has not been adequately studied. This paper presents an exploratory user study of Interface Currents, a reconfigurable and mobile tabletop interface component that offers a controllable flow for interface items placed on its surface. Our study shows that Interface Currents supported information access and sharing on a tabletop workspace. The study findings also demonstrate that mobility, flexibility, and general adjustability of Interface Currents are important factors in providing interface support for variations in task and group interactions. Uta Hinrichs, Sheelagh Carpendale, Stacey D. Scott |
AVI | 3 |
| 2005 | Fluid integration of rotation and translationabstractPrevious research has shown that rotation and orientation of items plays three major roles during collaboration: comprehension, coordination and communication. Based on these roles of orientation and advice from kinesiology research, we have designed the Rotate'N Translate (RNT) interaction mechanism, which provides integrated control of rotation and translation using only a single touch-point for input. We present an empirical evaluation comparing RNT to a common rotation mechanism that separates control of rotation and translation. Results of this study indicate RNT is more efficient than the separate mechanism and better supports the comprehension, coordination and communication roles of orientation. Russell Kruger, Sheelagh Carpendale, Stacey D. Scott, Anthony Tang 0001 |
CHI | 3 |
| 2004 | Territoriality in collaborative tabletop workspacesabstractResearchers seeking alternatives to traditional desktop computers have begun exploring the potential collaborative benefits of digital tabletop displays. However, there are still many open issues related to the design of collaborative tabletop interfaces, such as whether these systems should automatically orient workspace items or enforce ownership of workspace content. Understanding the natural interaction practices that people use during tabletop collaboration with traditional media (e.g., pen and paper) can help to address these issues. Interfaces that are modeled on these practices will have the additional advantage of supporting the interaction skills people have developed over years of collaborating at traditional tables. To gain a deeper understanding of these interaction practices we conducted two observational studies of traditional tabletop collaboration in both casual and formal settings. Our results reveal that collaborators use three types of tabletop territories to help coordinate their interactions within the shared tabletop workspace: personal, group, and storage territories. Findings from a spatial analysis of collaborators' tabletop interactions reveal important properties of these tabletop territories. In order to provide a comprehensive picture of the role of tabletop territoriality in collaboration, we conclude with a synthesis of our findings and previous research findings and with several relevant design implications. Stacey D. Scott, Sheelagh Carpendale, Kori Inkpen |
CSCW | 1 |
| 2004 | Avoiding interference: how people use spatial separation and partitioning in SDG workspacesabstractSingle Display Groupware (SDG) lets multiple co-located people, each with their own input device, interact simultaneously over a single communal display. While SDG is beneficial, there is risk of interference: when two people are interacting in close proximity, one person can raise an interface component (such as a menu, dialog box, or movable palette) over another person's working area, thus obscuring and hindering the other's actions. Consequently, researchers have developed special purpose interaction components to mitigate interference techniques. Yet is interference common in practice? If not, then SDG versions of conventional interface components could prove more suitable. We hypothesize that collaborators spatially separate their activities to the extent that they partition their workspace into distinct areas when working on particular tasks, thus reducing the potential for interference. We tested this hypothesis by observing co-located people performing a set of collaborative drawing exercises in an SDG workspace, where we paid particular attention to the locations of their simultaneous interactions. We saw that spatial separation and partitioning occurred consistently and naturally across all participants, rarely requiring any verbal negotiation. Particular divisions of the space varied, influenced by seating position and task semantics. These results suggest that people naturally avoid interfering with one another by spatially separating their actions. This has design implications for SDG interaction techniques, especially in how conventional widgets can be adapted to an SDG setting. Edward Tse, Jonathan Histon, Stacey D. Scott, Saul Greenberg |
CSCW | 3 |
| 2004 | Roles of Orientation in Tabletop Collaboration: Comprehension, Coordination and Communication
Russell Kruger, Sheelagh Carpendale, Stacey D. Scott, Saul Greenberg |
Comput. Support. Cooperative Work. | 3 |
| 2003 | System Guidelines for Co-located, Collaborative Work on a Tabletop Display
Stacey D. Scott, Karen D. Grant, Regan L. Mandryk |
ECSCW | 1 |
| 2003 | How people use orientation on tables: comprehension, coordination and communicationabstractIn order to support co-located collaboration, many researchers are now investigating how to effectively augment tabletops with electronic displays. As far back as 1988, orientation was recognized as a significant human factor issue that must be addressed by electronic tabletop designers. As with traditional tables, when people stand at different positions around a horizontal display they will be viewing the contents from different angles. One common solution to this problem is to have the software reorient objects so that any given individual can view them 'right way up.' Yet is this the best approach? If not, how do people actually use orientation on tables? To answer these questions, we conducted an observational study of collaborative activity on a traditional table. Our results show that the strategy of reorienting objects to a person's view is overly simplistic: while important, it is an incomplete view of how people exploit their ability to reorient objects. Orientation proves critical in how individuals comprehend information, how collaborators coordinate their actions, and how they mediate communication. The coordinating role of orientation is evident in how people establish personal and group spaces, and how they signal ownership of objects. In terms of communication, orientation is useful in initiating communicative exchanges and in continuing to speak to individuals about particular objects and work patterns as collaboration progresses. The three roles of orientation have significant implications for the design of tabletop software and the assessment of existing tabletop systems. Russell Kruger, Sheelagh Carpendale, Stacey D. Scott, Saul Greenberg |
GROUP | 3 |
| 2002 | Investigating human-computer optimizationabstractScheduling, routing, and layout tasks are examples of hard optimization problems with broad application in industry. Past research in this area has focused on algorithmic issues. However, this approach neglects many important human-computer interaction issues that must be addressed to provide people with practical solutions to optimization problems. Automatic methods do not leverage human expertise and can only find solutions that are optimal with regard to an invariably over-simplified problem description. Furthermore, users must understand the generated solutions in order to implement, justify, or modify them. Interactive optimization helps address these issues but has not previously been studied in detail. This paper describes experiments on an interactive optimization system that explore the most appropriate way to combine the respective strengths of people and computers. Our results show that users can successfully identify promising areas of the search space as well as manage the amount of computational effort expended on different subproblems Stacey D. Scott, Neal Lesh, Gunnar W. Klau |
CHI | 1 |
| 2000 | Towards Seamless Support of Natural Collaborative Interactions
Stacey D. Scott, Garth B. D. Shoemaker, Kori Inkpen |
Graphics Interface | 1 |