- Usability and User Interface Design
- Personal Information Management and User Behavior
- Innovative Human-Technology Interaction
- Multimedia Communication and Technology
- Team Dynamics and Performance
- Virtual Reality Applications and Impacts
- Digital Games and Media
- Speech and dialogue systems
- Impact of Technology on Adolescents
- Knowledge Management and Sharing
- Innovative Approaches in Technology and Social Development
- Tactile and Sensory Interactions
- Video Analysis and Summarization
- Membrane Separation and Gas Transport
- Wikis in Education and Collaboration
- Design Education and Practice
- Subtitles and Audiovisual Media
- Digital Economy and Work Transformation
- Membrane Separation Technologies
- Digital Mental Health Interventions
- Digital Accessibility for Disabilities
- Context-Aware Activity Recognition Systems
- User Authentication and Security Systems
- Child Development and Digital Technology
- Technology Use by Older Adults
Microsoft (United States)
2016-2025
Hainan University
2024
Microsoft (United Kingdom)
2023
Indiana University – Purdue University Indianapolis
2022
National Yang Ming Chiao Tung University
2020
Stanford University
1988-2020
New Jersey Institute of Technology
2008-2019
Microsoft Research (United Kingdom)
2010-2018
Hong Kong University of Science and Technology
2011
University of Hong Kong
2011
This paper describes the Liveboard, a large interactive display system. With nearly one million pixels and an accurate, multi-state, cordless pen, Liveboard provides basis for research on user interfaces group meetings, presentations remote collaboration. We describe underlying hardware software of along with several applications that have been developed. In describing system, we point out design rationale was used to make various choices. present results informal survey users, some...
Live streaming platforms bring events from all around the world to people's computing devices. We conducted a mixed methods study including interviews (N = 42) and survey 223) understand how people currently experience using Facebook Live, Periscope, Snapchat Stories. identified four dimensions that make remote event viewing engaging: immersion, immediacy, interaction, sociality. find both live streams more curated content found on are immersive immediate, yet Stories enable quickly...
We conducted a mixed methods study of the use Meerkat and Periscope apps for live streaming video audio broadcasts from mobile device. crowdsourced task to describe content, setting, other characteristics 767 streams. also interviewed 20 frequent streamers explore their motivations experiences. Together, data provide snapshot early practices. found diverse range activities broadcast, which interviewees said were used build personal brand. They described as providing an authentic, unedited...
We explored the use of awareness information to facilitate communication by developing a series prototypes. The ConNexus prototype integrates information, instant messaging, and other channels in an interface that runs on desktop computer. Awarenex extends functionality wireless handheld devices, such as Palm. A speech also enables callers make over telephone. While prototypes offer similar functionality, interfaces reflect different design affordances context each platform. discuss...
Article Free Access Share on VideoWhiteboard: video shadows to support remote collaboration Authors: John C. Tang Sun Microsystems, 2550 Garcia Avenue, Mountain View, California and System Sciences Laboratory, Xerox Palo Alto Research Center, 3333 Coyote Hill Road, Alto, CA CAView Profile , Scott Minneman Authors Info & Claims CHI '91: Proceedings of the SIGCHI Conference Human Factors in Computing SystemsApril 1991 Pages 315–322https://doi.org/10.1145/108844.108932Online:01 March...
The Montage prototype provides lightweight audio-video glances among distributed collaborators and integrates other applications for coordinating future contact. We studied a group across three conditions: before installing Montage, with after removing Montage. collected quantitative measures of usage as well video-tape user perception data. found that the used short, interactions were like face-to-face conversations in many respects. Yet phone, offered convenient access to people without...
We examined records of minute-by-minute computer activity coupled with information about the location activity, online calendar appointments, and e-mail activity. present a number visualizations data that exhibit meaningful patterns in users' activities. demonstrate how vary between individuals within according to time day, location, day week. Some augment schedule found people's calendars. discuss applications for group coordination (especially across zones) plus opportunities future...
This paper describes VideoDraw, a shared drawing tool, and the process by which it is being designed developed. VideoDraw prototype, videobased, tool that provides "virtual sketchbook" among two or more collaborators. It not only allows collaborators to see each others' drawings, but also conveys accompanying hand gestures of creating using those drawings. Its design stems from studying how people collaborate spaces. Design implications raised studies were embodied in was turn observed use...
article Free AccessVideodraw: a video interface for collaborative drawing Authors: John C. Tang Xerox Palo Alto Research Center CenterView Profile , Scott L. Minneman Authors Info & Claims ACM Transactions on Information SystemsVolume 9Issue 2pp 170–184https://doi.org/10.1145/123078.128729Published:01 April 1991Publication History 112citation1,413DownloadsMetricsTotal Citations112Total Downloads1,413Last 12 Months115Last 6 weeks17 Get Citation AlertsNew Alert added!This alert has been...
Finding 10 balloons across the U.S. illustrates how Internet has changed way we solve highly distributed problems.
Even with the investment of significant resources, video communication in professional settings has not gained mass appeal. This contrasts consumer space where, despite limited resources and low quality solutions, services such as Skype have seen widespread adoption. In this paper, we explore behavior attitudes individuals who actively use both their personal lives. We highlight similarities differences across these two domains, particular focus on interpersonal relationships, spaces,...
This paper describes a new Augmented Reality (AR) system called HoloLens developed by Microsoft, and the interaction model for supporting collaboration in this space with other users. Whereas traditional AR is between two or more head-mounted displays (HMD) users, we describe single HMD user others who join hitching on view of user. The remote companions participate remotely through Skype-enabled devices such as tablets PC's. novel use 3D digital objects where parties can be achieved...
As a field, telepresence has grown to include wide range of systems, from multi-view videoconferencing units humanlike androids. However, the diversity systems and research makes it difficult form holistic understanding where field stands. We propose framework consisting seven design dimensions for telepresence, iteratively developed previous literature, series three surveys, construction two probes, study. These uniquely categorize 17 scenarios. In this work, we explain our development...
Working from home has become a mainstream work practice in many organizations during the COVID-19 pandemic. While remote received much scholarly and public attention over years, we still know little about how people with disabilities engage their homes what access means this context. To understand rethink accessibility work, present paper studies work-from-home practices of neurodivergent professionals who have Autism Spectrum Disorder, Attention Deficit Hyperactivity learning (e.g.,...
To understand the lived experience of how people with disabilities telework in United States, 25 were interviewed. The participants included who are blind or low vision, deaf hard hearing, neurodiverse, have limited mobility/dexterity, and chronic health issues. interviews focused on they used video calling, screen sharing, collaborative editing technologies to accomplish their telework. found ways which design choices made interact people's abilities, especially those since tools rely...
Virtual reality (VR) has the potential to transform many aspects of our daily lives, including work, entertainment, communication, and education. However, there been little research into understanding usability VR for people with mobility limitations. In this paper, we present results an exploration understand accessibility limited mobility. We conducted semi-structured interviews 16 about their thoughts on, experiences with, systems. identified 7 barriers related physical devices that might...
Workplaces around the globe are beginning to rapidly adopt hybrid meetings conduct, plan, and organize their work. While previous literature explores benefits drawbacks of meetings, experiences professionals with disabilities largely missing. With an orientation towards accessible future work, we interviewed 21 unpack accessibility barriers, opportunities, conflicts meetings. We highlight creative ways developed workarounds repairs these tensions. Our paper expands understanding in by...
Much of the support for communication across distributed communities has focused on meetings and intentional contact. However, most interactions within co-located groups occur when people happen to run into each other. Such unintended should also be supported among communities. We conducted a study patterns large, organization found that tend disseminate information using formal techniques, even though usually receive informally. then designed system called Piazza is intended range styles...
Article Free Access Share on What video can and can't do for collaboration: a case study Authors: Ellen A. Isaacs View Profile , John C. Tang Authors Info & Claims MULTIMEDIA '93: Proceedings of the first ACM international conference MultimediaSeptember 1993 Pages 199–206https://doi.org/10.1145/166266.166289Online:01 September 1993Publication History 58citation1,640DownloadsMetricsTotal Citations58Total Downloads1,640Last 12 Months52Last 6 weeks8 Get Citation AlertsNew Alert added!This alert...
Small group design sessions were empirically studied to understand better collaborative workspace activity. A conventional view of activity may be characterized as concerned only with storing information and conveying ideas through text graphics. Empirical evidence shows that this is deficient in not accounting for how the used: a) a setting, rather than by an individual, b) part process constructing artifacts, just medium resulting artifacts themselves. An understanding needs include role...