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CHIMe Lab at Stanford University

Welcome to the Communication Between Humans and Interactive Media Lab, located in the Communication Department at Stanford University.
Our laboratory focuses on uncovering fundamental relationships between humans and interactive media. We are interested both in advancing the overall understanding of human psychology and in exploring the practical implications of our discoveries.

chime.stanford.edu - Preview

academic-lab school(Stanford) computer human interaction hci media-studies

Clifford Nass

Clifford Nass is currently the Thomas M. Storke Professor at Stanford University; he has been a professor at Stanford since 1986. ...Nass's research focuses on (laboratory and field) experimental studies of social-psychological aspects of human-interactive media interaction. Specifically, Nass discovered that people use the same rules and heuristics when interacting with technology as they do when interacting with other people. This approach is called the "Computers are Social Actors" (CASA) paradigm or "The Media Equation" (media equals real life).

www.stanford.edu/~nass - Preview

people academic research computer technology technology-effects communication hci human technology-adoption interaction media-studies school(Stanford)

11 Aug 09

Secure Passwords Keep You Safer

  • So if you want your password to be hard to guess, you should choose something not on any of the root or appendage lists. You should mix upper and lowercase in the middle of your root. You should add numbers and symbols in the middle of your root, not as common substitutions. Or drop your appendage in the middle of your root. Or use two roots with an appendage in the middle.

    Even something lower down on PRTK's dictionary list -- the seven-character phonetic pattern dictionary -- together with an uncommon appendage, is not going to be guessed. Neither is a password made up of the first letters of a sentence, especially if you throw numbers and symbols in the mix. And yes, these passwords are going to be hard to remember, which is why you should use a program like the free and open-source Password Safe to store them all in. (PRTK can test only 900 Password Safe 3.0 passwords per second.)

08 Aug 09

Don Norman's jnd.org / When Security Gets in the Way

The numerous incidents of defeating security measures prompts my cynical slogan: The more secure you make something, the less secure it becomes. Why? Because when security gets in the way, sensible, well-meaning, dedicated people develop hacks and workarounds that defeat the security.

jnd.org/..._security_gets_in_the_way.html - Preview

security technology computer usability design risk

03 Aug 09

ProFantasy Software - map making for fantasy, modern and SF RPGs, and historical cartographers

ProFantasy Software brings you everything you need to create great maps for your games.
There are symbols and tools for overland maps from all ages, buildings, floorplans, heraldry and many other uses. We help you create more and better maps, more quickly, than any comparable softwar

www.profantasy.com - Preview

mapping maps geography computer software windows fantasy literature games

31 Jul 09

Green Chameleon » The War Between Awareness and Memory

A pace layering view helps to sort out a spectrum of possibilities, from looking after awareness needs (which faster, more fragmented, more context-bound tools provide) through to socialisation tools (thanks Olivier) which strengthen inter-personal connections, trust-warrants for where is good to pay attention to, and knowledge flows; then we pass through collaboration (eg wikis) into more reflective solidification of knowledge assets, whether for near term use (documents) or long term memory (records).

www.greenchameleon.com/...r_between_awareness_and_memory - Preview

awareness memory computer cscw knowledge-management knowledge-work

anotherheideggerblog: Interview with Ian Bogost

Today I am happy to bring you the long-awaited interview with Ian Bogost who is currently an Associate Professor at Georgia Tech Institute at Technology, a co-founder of Persuasive Games, and a board member at the educational publishing house Open Texture.

anotherheideggerblog.blogspot.com/...interview-with-ian-bogost.html - Preview

philosophy critical-theory computer gaming games persuasion technology interview

Finding Innovation in Design - Bokardo

In Chapter 2 of my book Designing for the Social Web, I introduce and talk about what I call the AOF method. AOF stands for Activity, Objects, and Features. First you determine and research the activity you’re going to support. This helps you identify the social objects within that activity and the actions people take on those social objects. These objects and actions become your feature set.

bokardo.com/...-for-the-future-design-for-now - Preview

design methods online computer programming

21 Jul 09

I cite: Emergence? Not again

Short critique of Emergence by Stephen Johnson (and inter alia other emergence popularizations) re: the confusions between small and large scale, face to face with computer mediated communication, and reflexivity.

jdeanicite.typepad.com/...emergence-not-again.html - Preview

emergence complexity cscw computer technology-effects technology conversation reflexivity mediation institutions

17 Jul 09

The Church-Turing Thesis: Breaking the Myth | Lambda the Ultimate

This paper seeks to explode the myth that Turing Machines (TM) are the universal model for all computation.

lambda-the-ultimate.org/1038 - Preview

computer algorithms theory mathematics computer-science

04 Jul 09

[0907.0455] The Peter Principle Revisited: A Computational Study

In the late sixties the Canadian psychologist Laurence J. Peter advanced the apparently paradoxical principle, named since then after him, which can be summarized as follows: "Every new member in a hierarchical organization climbs the hierarchy until he/she reaches his/her level of maximum incompetence". Despite its apparent unreasonableness, such a principle would realistically act in any organization where the way of promotion rewards the best members and where the competence at their new level in the hierarchical structure does not depend on the competence they had at the previous level, usually because the tasks of the levels are very different between each other. Here we show, by means of agent based simulations, that if the latter two features actually hold in a given model of an organization with a hierarchical structure, then not only the "Peter principle" is unavoidable, but it yields in turn a significant reduction of the global efficiency of the organization. Within a game theory-like approach, we explore different promotion strategies and we find, counter intuitively, that in order to avoid such an effect the best ways for improving the efficiency of a given organization are either to promote each time an agent at random or to promote randomly the best and the worst members in terms of competence.

arxiv.org/0907.0455 - Preview

agent-based-model peter-principle business promotion behavior management success skills computer model social

29 Jun 09

Beating The Radar: Getting A Jump On Storm Prediction

By running high-speed five-minute satellite scans through a carefully designed computer algorithm, the scientists can quickly analyze cloud top temperature changes to look for signs of storm formation.

www.sciencedaily.com/...090617123702.htm - Preview

weather meteorology satellite remote-sensing observation computer modeling forecast

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