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Steven L. Rohall

dblp:37/5688 · DBLP profile ↗
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13ranked-venue papers
2as first author
0since 2021 · last 2018
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 10 · 1 first-authorComputer networks · 2Databases, data management, data science and information retrieval · 1 · 1 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
7 papers
Collaborative and social computing · 83% Design research and methods · 11% Interaction techniques and input · 3%
Software engineering, system software, and programming languages
1 paper
Software maintenance and evolution · 77% Programming languages and type systems · 23%

Topics — the 15 heaviest of 18, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing › collaborative editing
real-time collaborative editing
0.112011
Real-time collaborative editing behavior in USA and Japanese distributed teams · CHI 2011
Collaborative and social computing › team collaboration
virtual teams
0.112011
Real-time collaborative editing behavior in USA and Japanese distributed teams · CHI 2011
Collaborative and social computing
computer-supported cooperative work
0.122004
Lessons from the reMail prototypes · CSCW 2004
The Rendezvous Architecture and Language for Constructing Multi-User Applications · ACM Trans. Comput. Hum. Interact. 1994
Design research and methods › design process
iterative design
0.012004
Lessons from the reMail prototypes · CSCW 2004
Software maintenance and evolution › software maintenance
legacy systems
0.012004
Retrofitting collaboration into UIs with aspects · CSCW 2004
Collaborative and social computing › team collaboration
cross-cultural collaboration
0.012011
Real-time collaborative editing behavior in USA and Japanese distributed teams · CHI 2011
Interaction techniques and input
large display interaction
0.011996
The VIEP System: Interacting with Collaborative Multimedia · ACM Symposium on User Interface Software and Technology 1996
Collaborative and social computing › computer-supported cooperative work › collaborative technology
multimedia collaboration
0.011996
The VIEP System: Interacting with Collaborative Multimedia · ACM Symposium on User Interface Software and Technology 1996
Design research and methods › user-centered design
user needs
0.012004
Lessons from the reMail prototypes · CSCW 2004
Programming languages and type systems
aspect-oriented programming
0.012004
Retrofitting collaboration into UIs with aspects · CSCW 2004
Collaborative and social computing › collaborative systems
multiuser applications
0.011994
The Rendezvous Architecture and Language for Constructing Multi-User Applications · ACM Trans. Comput. Hum. Interact. 1994
User interface design and tools
user interface toolkit
0.011994
The Rendezvous Architecture and Language for Constructing Multi-User Applications · ACM Trans. Comput. Hum. Interact. 1994
Information retrieval › personalized search
user interest profile
0.011990
Service Architecture, Prototype Description, and Network Implication of a Personalized Information Grazing Service · INFOCOM 1990
User interface design and tools › user interface architecture
user interface management system
0.011990
Rendezvous: An Architecture for Synchronous Multi-User Applications · CSCW 1990
Internet architecture and protocols
broadband network
0.011990
Service Architecture, Prototype Description, and Network Implication of a Personalized Information Grazing Service · INFOCOM 1990

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

qualitative user study · 0.1feature probes · 0.1aspect-oriented programming · 0.1user trials · 0.0prototype · 0.0iterative design · 0.0system design · 0.0prototype system design · 0.0implicit feedback · 0.0explicit feedback · 0.0multicast protocols · 0.0multicast protocol · 0.0architecture description · 0.0
YearPublicationVenuePosition
2018 Recommendations for chemists: a case study
abstract
Large pharmaceutical companies have a wealth of reaction and chemical structure data, but face a new problem: analyzing that corpus to yield project insights and future directions. One straight-forward approach would be to have a recommendation system to match drug structures with similar research endeavors across geographically- or organizationally-separated groups. We developed and deployed Chem Recommender, a system that suggests similar, related work to experiments that chemists have recently started. The goal of the system is to accelerate the drug discovery process by ensuring that chemists are aware of each other's work. To date, we have sent more than 8500 recommendations to over 800 medicinal chemists in our organization. The results have been positive, with several chemists reporting that the recommendations have aided their molecular syntheses.
Steven L. Rohall, Margaret Pancost-Heidebrecht, Bill Shirley, Douglas Bacon, Michael A. Tarselli
RecSys1
2011 Real-time collaborative editing behavior in USA and Japanese distributed teams
abstract
While there are tools that allow distributed teams to collaboratively edit in real time, little work examines this practice among real teams doing real work. Even less is known about how teams from different countries make use of real-time collaborative editing tools. The current work highlights results from a qualitative user study of real-world Japanese and U.S. distributed work teams who used LiveDeck, a real-time slide editing and whiteboarding tool. Through the implementation of various novel features used as probes, differences in behavior and attitudes between team members were uncovered. Differences in the use of slide navigation options, anonymity features, and pop-up 'emotes' representing nonverbal gestures are discussed.
Lauren E. Scissors, N. Sadat Shami, Tatsuya Ishihara, Steven L. Rohall, Shin Saito
CHI4
2010 Avatars meet meetings: design issues in integrating avatars in distributed corporate meetings
abstract
The difficulties remote participants of distributed meetings face are widely recognized. In this paper we describe the design of an avatar-based e-meeting support tool named Olympus, which aims to ameliorate some of the challenges remote participants face in distributed meetings. Olympus provides a customizable peripheral display on the bottom of existing e-meeting solutions. An initial observational study was conducted of the use of Olympus in 6 meetings, three each of a status meeting and a presentation meeting. By illustrating how avatars were used in the two meeting types, we hope to surface design issues and refine our understanding of how avatars may be useful in the design of online meeting spaces.
N. Sadat Shami, Li-Te Cheng, Steven L. Rohall, Andrew Sempere, John L. Patterson
GROUP3
2005 E-Mail Research: Targeting the Enterprise
Martin Wattenberg, Steven L. Rohall, Dan Gruen, Bernard Kerr
Hum. Comput. Interact.2
2004 Retrofitting collaboration into UIs with aspects
abstract
Mission critical applications and legacy systems may be difficult to revise and rebuild, and yet it is sometimes desirable to retrofit their user interfaces with new collaborative features without modifying and recompiling the original code. We describe the use of Aspect-Oriented Programming as a lightweight technique to accomplish this, present an example of incorporating presence awareness deeply into an application's user interface, and discuss the implications of this technique for developing CSCW software.
Li-Te Cheng, Steven L. Rohall, John F. Patterson, Steven I. Ross, Susanne Hupfer
CSCW2
2004 Lessons from the reMail prototypes
abstract
Electronic mail has become the most widely-used application for business productivity and communication, yet many people are frustrated with their email. Though email usage has changed, our email clients largely have not. In this paper, we describe a prototype email client developed out of a multi-year iterative design process aimed at providing those who "live in their email" with an improved, integrated email experience. We highlight innovative features and describe the user trials for each version of the prototype with resulting modifications. Finally, we discuss how these studies have recast our understanding of the email "habitat" and user needs.
Dan Gruen, Steven L. Rohall, Suzanne O. Minassian, Bernard Kerr, Paul Moody, Bob Stachel, Martin Wattenberg, Eric Wilcox
CSCW2
1999 Pagers, Pilots and Prairie Dog: Awareness via Handheld Devices
Kamal Ayad, Mark Day, Steve Foley, Dan Gruen, Steven L. Rohall, Quinton Zondervan
Pers. Ubiquitous Comput.5
1996 The VIEP System: Interacting with Collaborative Multimedia
abstract
This paper presents a survey of the Visual Information Environment Prototype (VIEP), a system which demonstrates the next generation of Command, Control, Communication,and Intelligence (C31) systems.In particular, VIEP provides a novel integration of user interaction techniques including wireless input and largescreen output to facilitate the task of collaborating with media such as large images, audio, and video.The prototype has been implemented and demonstrated over both local and wide area networks.
Steven L. Rohall, Eric P. Lahtinen
ACM Symposium on User Interface Software and Technology1
1994 High Performance Infrastructure for Visually-Intensive CSCW Applications
abstract
We describe a scalable CSCW infrastructure designed to handle heavy-weight data sets, such as extremely large images and video. Scalability is achieved through exclusive use of reliable and unreliable multicast protocols. The infrastructure uses a replicated architecture rather than a centralized architecture, both to reduce latency and to improve responsiveness. Use of 1) reliable (multicast) transport of absolute, rather than relative, information sets, 2) time stamps, and 3) a last-in-wins policy provide coherency often lacking in replicated architectures. The infrastructure allows users to toggle between WYSIWIS and non-WYSIWIS modes. That, coupled with effective use of multicast groups, allows greatly improved responsiveness and performance for managing heavy-weight data.
Stephen Zabele, Steven L. Rohall, Ralph L. Vinciguerra
CSCW2
1994 The Rendezvous Architecture and Language for Constructing Multi-User Applications
abstract
When people have meetings or discussions, frequently they use conversational props : physical models, drawings, or other concrete representations of information used to enhance the exchange of information. If the participants are geographically separated, it is difficult to make effective use of props since each physical prop can only exist in one place. Computer applications that allow two or more users to simultaneously view and manipulate the same data can be used to augment human-to-human telecommunication. We have built the Rendezvous system is similar to many UIMSs or user interface toolkits in that it is intended to simplify the construction of graphical direct-manipulation interfaces. It goes beyond these systems by adding functionality to support the construction of multiuser applications. Based on experience with several large applications built with the Rendezvous system, we believe that it is useful for building conversational props and other computer-supported cooperative work (CSCW) applications. We present a list of required features of conversational props, some example applications built with the Rendezvous system, and a description of the Rendezvous system.
Ralph D. Hill, Tom Brinck, Steven L. Rohall, John F. Patterson, Wayne T. Wilner
ACM Trans. Comput. Hum. Interact.3
1992 Enhancing the Touring Machine API to Support Integrated Digital Transport
Mauricio Arango, Michael Kramer, Steven L. Rohall, Lillian Ruston, Abel Weinrib
NOSSDAV3
1990 Rendezvous: An Architecture for Synchronous Multi-User Applications
abstract
Rendezvous is an architecture for creating synchronous multi-user applications. It consists of two parts: a run-time architecture for managing the multi-user session and a start-up architecture for managing the network connectivity. The run-time architecture is based on a User Interface Management System called MEL, which is a language extension to Common Lisp providing support for graphics operations, object-oriented programming, and constraints. Constraints are used to manage three dimensions of sharing: sharing of underlying information, sharing of views, and sharing of access. The start-up architecture decouples invoking and joining an application so that not all users need be known when the application is started. At present, the run-time architecture is completed and running test applications. As a first test of the complete Rendezvous architecture, we will implement a multi-user card game by the end of the summer.
John F. Patterson, Ralph D. Hill, Steven L. Rohall, W. Scott Meeks
CSCW3
1990 Service Architecture, Prototype Description, and Network Implication of a Personalized Information Grazing Service
abstract
A passive information grazing system (PIGS) is presented which is a prototype information delivery and filtering system for casual users. In PIGS, information articles in multimedia form are electronically transmitted to users over a prototype broadband network. To assist users in managing the potential flood of articles, PIGS selects information for individual users based on their personalized interest profiles. As users' interests change over time, their profiles could be automatically adapted using implicit and explicit feedback about each article. An examination is made of PIGS, with particular emphasis on transmission and call processing capacity requirements.>
Howard E. Bussey, Carmen Egido, Amy Kaplan, Steven L. Rohall, Rosanna Yuan
INFOCOM4