Claudia Schremmer’s research while affiliated with CSIRO BioFoundry and other places

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Publications (29)


Figure 3. Overview of the tilt angle preference. The majority of participants selected a support base for a tilted horizontal workspace. 
Figure 4. Setup of the collaborative work environment according to the preferences of the majority of the participants. The shared horizontal workspace is tilted and the fully vertical display is used for video communication.
Tilted tabletops: In between horizontal and vertical workspaces
  • Conference Paper
  • Full-text available

November 2008

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328 Reads

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29 Citations

Christian Muller-Tomfelde

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Claudia Schremmer

In this paper we examine tilted tabletops as workspaces for computer-supported group collaboration. The configuration of a tilted tabletop is considered to be in between a fully horizontal tabletop and a vertical whiteboard. We describe related work, and provide an overview of the advantages and disadvantages of such a configuration. Furthermore, we present the results of a user study about tilted tabletops. We captured the tilt angle preference of 78 participants using mock-ups of the basic workspace elements. The study was conducted after they experienced a combined distributed and co-located collaboration. The results of the study reveal that the majority of the participants prefer a tilted workspace rather than a fully horizontal one for interaction. We discuss the implications of these results for the design of tabletop-based collaborative environments.

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Touchers' and 'mousers': Commonalities and differences in co-located collaboration with multiple input devices

April 2008

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19 Reads

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21 Citations

We present new findings on commonalities and differences between touch and mouse input for co-located interaction between teams of two people who know each other. Twenty-two participants were instructed to work as co-located pairs on three sets of two concurrent digital jigsaw puzzles, displayed on a horizontal tabletop that allows for multiple concurrent input devices. They were advised to use their preference for, or any combination of, direct (touch) and indirect (mouse) input device to achieve the goal. We increased the task?s difficulty: In the second and third puzzle task, participants had to discover that pieces were mixed up between the two puzzle stacks. We used this 'hidden task' to trigger spontaneous transitions from individual to collaborative work. Based on a qualitative analysis of individual interaction trajectories of direct and indirect input devices, we discuss patterns of collaboration. This furthers scientific understanding of co-located collaboration with multiple input devices.


HxI: Research down under in distributed intense collaboration between teams

April 2008

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20 Reads

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4 Citations

The Australian HxI Initiative led by CSIRO, DSTO, and NICTA investigates how the application of information and communication technology can help geographically distributed teams collaborate more effectively. The HxI Initiative embraces not only the development of world-class scientific and industrial outcomes, but the development of human capital in this multi-disciplinary research field. In its first project, [braccetto], a team of engineers, computer scientists, and social scientists are collaborating on overarching research goals to explore the principles underlying distributed intense collaboration and to develop effective applications. We present our research challenges, the research platform, and a suite of experiments conducted during the first year of the [braccetto] project.


Figure 1: The experimental setup with a pair of participants standing side by side at the horizontal display of a [braccetto] component. Touch and mouse input device are provided for interaction.  
Exploratory study on concurrent interaction in co-located collaboration

November 2007

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38 Reads

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9 Citations

We present an exploratory lab study that provides observations and measures about the usage of interaction devices in co-located cooperative work situations at a tabletop display. We designed our experiment with the aim of providing a context for the collaboration that shares as many characteristics of real life as possible. Twenty-two participants were instructed to perform a shared goal task. They worked in co-located pairs on solving three sets of two jigsaw puzzles concurrently. They were allowed to use any combination of direct and indirect input device, i.e., touch and mouse, to achieve the goal. Additionally, a hidden task was imposed on the participants in the second and third puzzle task: They had to discover that pieces were mixed up between the two displayed puzzles. The role of the hidden task was to trigger spontaneous transitions from individual to collaborative work. Our observations focused on the participants' selection and usage of input devices during the task execution. Our study revealed amongst others that participants stuck to their preferred input device even when they got more engaged in coordination and communication with their partner. Our findings are based on log data, questionnaire data and video recordings.


Design Discussion of the [braccetto] Research Platform: Supporting Distributed Intensely Collaborating Creative Teams of Teams

July 2007

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10 Reads

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13 Citations

The growing ubiquity of computer processing power, storage and bandwidth has helped stimulate increased interest in computer-mediated interaction in recent years. Concurrently, many technological solutions to essentially human problems are maturing to the point where their higher socio-psychological context is becoming the limiting factor. An example of this is real time collaboration between remote team members, where new telepresence and groupware solutions continue to close the gap between remote and co-located collaboration. Here, an improved understanding of what types of cues are critical to preserve common ground, the coupling of work, and awareness between remote sites is still fundamentally required. In the HxI Initiative we are investigating, designing, developing, and evaluating Human Computer Interaction, Human Human Interaction, and Human Information Interaction for distributed teams of teams who are intensely collaborating. The mixture of co-located and remote interaction in social communication as well as interaction with a shared digital artifact provides complex research challenges in areas which address particular interaction issues such as multiple cursor support, mixed-presence communication, and action-communication disparities. We present the research platform [braccetto] that we designed as an enabler for the investigations of the above research challenges. The hardware design and setup discussed in this paper are the result of careful requirements engineering and design discussions for rapidly composable and adaptable telepresence workstations for distributed, intensely collaborating teams of teams. We also present underlying software services and components as enablers for telepresence and groupware capabilities that are deployed in our application domains.


Case study for a virtual office tailored to the digital media production industry

January 2006

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222 Reads

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1 Citation

How can people who work in creative industries collaborate when separated by distance? This paper investigates how people who work in a computer-centred, project-focused, creative environment interact with their peers in their current open-plan offices. In our case study, the digital media production company we worked with needs to maintain its competitive advantage by being able to access external talent. They believe the future of their industry depends on the ability to overcome distance, and are therefore aiming to set up satellite offices that are connected to their headquarters through new technologies. In the creative environment that we examined, interactions between people are of great importance in the synthesis of an atmosphere of fun and trust that enables creativity. We observed the importance of spontaneous casual interactions, awareness and engagement with other people for encouraging an atmosphere of creativity. In our design reflections for a virtual office, where the lack of physical proximity is being overcome by communication technologies, we give recommendations to model these interactions.


Meta Data Extraction from Linguistic Meeting Transcripts for the Annodex File Format

February 2005

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10 Reads

Semantic interpretation of the data distributed over the Internet is subject to major current research activity. The Continuous Media Web (CMWeb) extends the World Wide Web to time-continuously sampled data such as audio and video in regard to the searching, linking, and browsing functionality. The CMWeb technology is based the file format Annodex which streams the media content interspersed with markup in the Continuous Media Markup Language (CMML) format that contains information relevant to the whole media file, e.g., title, author, language as well as time-sensitive information, e.g., topics, speakers, time-sensitive hyperlinks. The CMML markup may be generated manually or automatically. This paper investigates the automatic extraction of meta data and markup information from complex linguistic annotations, which are annotated recordings collected for use in linguistic research. We are particularly interested in annotated recordings of meetings and teleconferences and see automatically generated CMML files and their corresponding Annodex streams as one way of viewing such recordings. The paper presents some experiments with generating Annodex files from hand-annotated meeting recordings.


Figure 1: A screenshot of our media browser for the CMWeb technology, implemented in Mac OS X. 
Figure 4: Merging XML markup with media files. 
Figure 5: 
Annodex: a simple architecture to enable hyperlinking, search & retrieval of time--continuous data on the Web

January 2003

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155 Reads

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35 Citations

Today, Web browsers can interpret an enormous amount of different file types, including time-continuous data. By consuming an audio or video, however, the hyperlinking functionality of the Web is "left behind" since these files are typically unsearchable, thus not indexed by common text-based search engines. Our XML-based CMML annotation format and the Annodex file format presented in this paper are designed to solve this problem of "dark matter" on the Internet: Continuous media files are annotated and indexed (i.e., Annodexed), enabling hyperlinks to and from the media. Furthermore, the hyperlinks do not typically point to an entire media file, but to and from arbitrary fragments or intervals. The standards proposed in to create the Continuous Media Web have been submitted to the IETF for review.


Empirical evaluation of layered video coding schemes

October 2001

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19 Reads

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9 Citations

Video coding for Internet applications faces major challenges. Due to the heterogeneity of the network, users with very different access bandwidths to the Internet want to receive videos of the best possible quality. A good coding scheme for layered video pursues the following major goal: it maximises the subjective visual quality at a given bandwidth. In this article, we present four different techniques for video layering. The work focuses on an evaluation carried out on 30 test probands. The objective was twofold: finding both a suitable metric for automatic video quality assessment, as well as the best layering technique. The experimental results lead us to pronounce recommendations on the metric for automatic video quality assessment, and on a best video layering technique with regard to human perception


Empirical Evaluation of Boundary Policies for Wavelet-Based Image Coding

October 2001

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35 Reads

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2 Citations

Lecture Notes in Computer Science

The wavelet transform has become the most interestingn new algorithm for still image compression. Yet there are many parameters within a wavelet analysis and synthesis which govern the quality of a decoded image. In this paper, we discuss different image boundary policies and their implications for the decoded image. A pool of gray-scale images has been wavelet-transformed at different settings of the wavelet filter bank and quantization threshold and with three possible boundary policies. Our empirical evaluation is based on three benchmarks: a first judgment regards the perceived quality of the decoded image. The compression rate is a second crucial factor. Finally, the best parameter settings with regard to these two factors is weighted with the cost of implementation. Contrary to the JPEG2000 standard, where mirror paddingis implemented, our investigation proposes circular convolution as the boundary treatment.


Citations (22)


... The aim of our work is to specify formally the behaviour of this protocol taking in to account the mobile constraints of participants and to check temporal properties related to this protocol. The floor control policy adopted in this work is a chaired control policy [8] in which one person is designated as the chair person or the moderator of a floor by the conference owner. He gives/grabs the floor conference resources and processes the floor requests of a participant. ...

Reference:

An LTL Specification and Verification of a Mobile Teleconferencing System
Creation and use of multimedia teachware in synchronous and asynchronous teleteaching
  • Citing Article
  • February 2001

Business and Information Systems Engineering the international journal of Wirtschaftsinformatik

... However, planning procedures are increasingly digitized and virtualized, thus confirming the death of distance ethos. The work done by Schremmer et al. (2003) supports this assertion. The authors examined three different examples of digital collaborative teamwork, which included teaching, videoconferencing, and a tele-health application. ...

Teleteaching, Telemeeting, Telecaring – Places for Collaborative Teamwork over a Distance
Claudia Schremmer

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Alex Krumm-Heller

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Robert Shields

... In the first instance, let us call these trouble makers the external techno-humanoid contributors. In the second, we may say they are our personal digitalawareness characteristics (Schremmer et al, 2006). As such, cultural dogma and professional practice are good examples of external influences that affect HCI (Myers & Tan, 2002). ...

Supporting Awareness in Intense Distributed Collaboration

... Approaches of this class are sufficient for the segmentation of homogeneous image regions. Ultrasound images contain speckle noise, tissue texture and artifacts which may lead to boundary discontinuities, small holes in the delineated regions, as well as to the delineation of incorrect regions [16],[17]. Moreover, the resulting segmentation depends on the choice of seed pixels [ 18], and human interaction may be required [19]. ...

Wavelet-based Semi-automatic Segmentation of Image Objects Abstract

... Two participants from two different whiteboard teams mentioned that there had been a moment during the modeling session when they lost track of what the others were doing. These findings support statements by [21] and [11] that vertical work surfaces are less supportive for collaboration than horizontal. One might also assume that the restricted size of the working surface, which seems at first as a disadvantage of the tool, might also turn out to be an advantage as it is easier to keep an overview of the whole model than on the larger whiteboard. ...

Tilted tabletops: In between horizontal and vertical workspaces

... Acknowledgments This research was conducted within the HxI Initiative [45], an Australian research initiative led by the Commonwealth Scientific and Industrial Research Organisation (CSIRO), the Defence Science and Technology Organisation (DSTO) and National Information and Communications Technology Australia (NICTA) [48]. The authors thank the test participants for allowing us to collect and publish the presented data. ...

HxI: Research down under in distributed intense collaboration between teams
  • Citing Conference Paper
  • April 2008

... Considering a classical desktop computing environment, Meyer et al. [1994] demonstrated that mouse input is equal or better than direct-touch in tasks that require single point of contact. This is partly due to the fact that, in touch-enabled surfaces, it is difficult to point at objects that are proposed to cope with this problem Forlines et al. 2007;Müller-Tomfelde and Schremmer 2008]. All these works compare indirect mouse input with direct-touch input in large horizontal surfaces, leading to the definition of some design guidelines. ...

Touchers' and 'mousers': Commonalities and differences in co-located collaboration with multiple input devices
  • Citing Conference Paper
  • April 2008

... Touch may be preferred by users for improving their experience feeling more competent, more in control, more related to others, and more immersed [33]. Users also seem to prefer touch for collaboration [10,22]. ...

Exploratory study on concurrent interaction in co-located collaboration

... The first two interfaces for the focus material and the story collection have been written in HTML5, using a Pylons framework that allows for WSGI editing and RESTful data sharing. Annodex (Pfeiffer, 2003) is used to provide an interface for selecting clips of video and audio contributions. Teachers can add comments and link to related material based on the time slot in the workshop where they are most relevant. ...

Annodex: a simple architecture to enable hyperlinking, search & retrieval of time--continuous data on the Web

... In order to make our proposed model have well compatibility with other video quality evaluation models or standards, model extension is provided by introducing corresponding multiaffecting factors into the fuzzy video evaluation model. For instance, most of the other evaluation methods can be annexed to the fuzzy systematic video evaluation model as multi-affecting factors, such as multi-channel properties of the HVS, perceptual distortion assessment, 3D-WSNR, automatic video quality assessment on the metric, perceptual prefiltering model [4][5][6]. According to inductive inference theorem, the reliability of the fuzzy systematic video evaluation model will be enhanced when the relation of these models belongs to implication. ...

Empirical evaluation of layered video coding schemes
  • Citing Conference Paper
  • October 2001