*** If you are wondering if I would be a good fit to review a paper, I am comfortable reviewing: ***
- Pen computing (including touch and stylus latency, unintended touch / palm rejection, etc.)
- Digital fabrication and creativity support tools (systems to help novices more so than new 3D printing techniques)
- Livestreaming and social media
- Mobile computing (smartwatches, tablets, and mobile phones more so than head-mounted wearables)
- Applications of technology to physical and occupational therapy or rehabilitation
Book Chapters
Skill Acquisition (B. 1) Annett, M., Anderson, F., and Bischof, W.F. (2015). Activities and Evaluations for Technology-based Upper Extremity Rehabilitation. In F. Hu, J. Lu, T. Zhang (Eds.), Virtual Reality Enhanced Robotic Systems for Disability Rehabilitation. Hershey, PA: IGI Global, 307-338. PDF |
Patents
Input and Interaction (P. 2) Annett, M., Grossman, T., Wigdor, D., and Fitzmaurice, G. (2015). Proximity-Aware Multi-touch Tabletop. U.S. Patent No. 8,976,136, filed October 13, 2011 and issued March 10, 2015. PDF |
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Input and Interaction (P.1) Annett, M., Grossman, T., Wigdor, D., and Fitzmaurice, G. (2015). Proximity-Aware Multi-touch Tabletop. U.S. Patent No. 8,976,135 filed October 13, 2011 and issued March 10, 2015. PDF |
Journal Publications
Skill Acquisition (J. 13) Xia, H., Glueck, M., Annett, M., Wang, M., and Wigdor, D. (2022). Iteratively Designing Gesture Vocabularies: A Survey and Analysis of Best Practices in the HCI Literature. ACM Transactions on Computer-Human Interaction, 29(4), 37. PDF |
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Digital Fabrication and Making (J. 12) Annett, M. (2020). Understanding the Homepreneurship Opportunities afforded By Social Networking and Personal Fabrication Technologies. Proceedings of the ACM on Human-Computer Interaction, 4, CSCW2, Article 99. PDF |
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Digital Fabrication and Making / Livestreaming (J.11) Lu, Z., Annett, M., and Wigdor, D. (2019). Vicariously Experiencing it all Without Going Outside: A Study of Outdoor Live Streaming in China. Proceedings of the ACM on Human-Computer Interaction 3, CSCW, 25. PDF |
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Input and Interaction (J. 10) Li, Z., Annett, M., Hinckley, K., and Wigdor, D. (2019). SMAC: A Simplified Model of Attention and Capture in Multi-Device Desk-centric Environments. ACM Transactions on Human-Computer Interaction, 3(EICS), Article 2. PDF |
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Digital Fabrication and Making (J. 9) Annett, M., Grossman, T., Wigdor, D., and Fitzmaurice, G. (2019). Exploring and Understanding the Role of Workshop Environments in Personal Fabrication Processes. ACM Transactions on Computer Human Interaction, 26(2), Article 10.PDF |
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Pen Computing (J. 8) Lu, Z., Fan, M., Wang, Y., Zhao, J., Annett, M., and Wigdor, D. (2018). InkPlanner: Supporting Prewriting via Intelligent Visual Diagramming. IEEE Transactions on Visualization and Computer Graphics, 25(1). PDF |
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Digital Fabrication and Making (J. 7) Lakier, M., Annett, M., and Wigdor, D. (2018). Automatics: Dynamically Generating Fabrication Tasks to Adapt to Varying Contexts. Transactions on Computer Human Interaction, 25(4), 22. PDF |
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Pen Computing (J. 6) Annett, M., Gupta, A., and Bischof, W.F. (2014). Exploring and Understanding Unintended Touch during Direct Pen Interaction. Transactions on Computer Human Interaction, 21(5), 28. PDF |
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Skill Acquisition (J. 5) Annett, M., Anderson, F., and Bischof, W.F. (2010). Hands, Tables, and Groups Make Rehabilitation Awesome! Annual Review of Cybertherapy and Telemedicine, 8, 3 - 6. PDF |
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Skill Acquisition (J. 4) Anderson, F., Annett, M., and Bischof, W.F. (2010). Lean on Wii: Physical Rehabilitation with Virtual Reality and Wii Peripherals. Annual Review of Cybertherapy and Telemedicine, 8, 181 - 184. PDF |
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Virtual, Augmented, and Mixed Reality (J. 3) Annett, M. and Bischof, W.F. (2010). Investigating the Application of Virtual Reality Systems to Psychology and Cognitive Neuroscience. Special Issue of Presence: Teleoperators and Virtual Environments, Reflections on the Design and Implementation of Virtual Environment Systems, 19:2, 131 - 141. PDF |
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Data Visualization (J.2) Radzikowska, M., Ruecker, S., Bischof, W., Annett, M., and Forbes, F. (2010). Gearing Up: Visualizing Decision Support for Manufacturing. Journal of the Chicago Colloquium on Digital Humanities and Computer Science, 1(2). PDF |
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Virtual, Augmented, and Mixed Reality (J. 1) Annett, M. and Bischof, W.F. (2009). The SNaP Framework: A Tool for Assessing Spatial Navigation. Annual Review of Cybertherapy and Telemedicine, 7, 61 - 65. PDF |
Conference Publications
Virtual, Augmented, and Mixed Reality (CP. 20) Li, Z., Annett, M., Hinckley, K., Singh, K., and Wigdor, D. (2019). HoloDoc: Enabling Mixed Reality Workspaces that Harness Physical and Digital Content. Proceedings of ACM Conference on Human Factors in Computing Systems, Paper 687. PDF |
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Digital Fabrication and Making / Livestreaming (CP. 19) Lu, Z., Annett, M., Fan, M. and Wigdor, D. (2019). “I feel it is my responsibility to stream”: Streaming and Engaging with Intangible Cultural Heritage through Livestreaming. Proceedings of ACM Conference on Human Factors in Computing Systems, Paper 229. Best Paper Award winner. PDF |
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Virtual, Augmented, and Mixed Reality (CP. 18) Ens, B., Anderson, F., Grossman, T., Annett, M., Irani, P., and Fitzmaurice, G. (2017). Won by a Head: A Platform Comparison of Smart Object Linking in Virtual Environments. In the Proceedings of the ICAT-EGVE 2017 - International Conference on Artificial Reality and Telexistence and Eurographics. PDF |
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Input and Interaction (CP. 17) Han, T., Han, Q., Annett, M., Anderson, F., Huang, D., and Yang, X. D. (2017). Frictio: Passive Kinesthetic Force Feedback for Smart Ring Output. In the Proceedings of the ACM Symposium on User Interface Software and Technology, 131 - 142. PDF |
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Virtual, Augmented, and Mixed Reality (CP. 16) Ens, B., Anderson, F., Grossman, T., Annett, M., Irani, P., and Fitzmaurice, G. (2017). Ivy: Exploring Spatially Situated Visual Programming for Authoring and Understanding Intelligent Environments. In the Proceedings of Graphics Interface, 156-163. PDF |
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Input and Interaction (CP. 15) Heo, S., Annett, M., Lafreniere, B., Grossman, T., and Fitzmaurice, G. (2017). No Need to Stop What You’re Doing: Exploring No-Handed Smartwatch Interaction. In the Proceedings of Graphics Interface, 107-116. PDF |
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Input and Interaction (CP. 14) Annett, M., Lakier, M., Li, M., Wigdor, D., Grossman, T., and Fitzmaurice, G. (2016). The Living Room: Exploring the Haunted and Paranormal to Transform Design and Interfaces. In the Proceedings of Designing Interactive Systems, 1328 – 1340. PDF |
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Digital Fabrication and Making (CP. 13) Annett, M., Grossman, T., Wigdor, D., and Fitzmaurice, G. (2015). MoveableMaker: Facilitating the Design, Generation, and Assembly of Moveable Papercraft. In the Proceedings of the ACM Symposium on User Interface Software and Technology, 565 - 574. PDF |
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Input and Interaction (CP. 12) Annett, M. and Bischof, W.F. (2015). Hands, Hover, and Nibs: Understanding Stylus Accuracy on Tablets. In the Proceedings of Graphics Interface, 203 - 210. PDF |
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Input and Interaction (CP. 11) Annett, M., Anderson, F., Bischof, W.F., and Gupta, A. (2014). The Pen is Mightier: Understanding Stylus Behavior While Inking on Tablets. In the Proceedings of Graphics Interface, 193 - 200. PDF |
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Input and Interaction (CP. 10) Annett, M., Ng, A., Dietz, P., Bischof, W.F., and Gupta, A. (2014). How Low Should We Go? Understanding the Perception of Latency While Inking. In the Proceedings of Graphics Interface, 167 - 174. PDF |
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Input and Interaction (CP. 9) Ng, A., Annett, M., Dietz, P., Bischof, W.F., and Gupta, A. (2014). In the Blink of an Eye: Investigating Latency Perception during Stylus Interaction. In the Proceedings of ACM Conference on Human Factors in Computing Systems, 1103 - 1112. PDF |
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Input and Interaction / Skill Acquisition (CP. 8) Annett, M. and Bischof, W.F. (2013). Your Left Hand Can Do It Too! Investigating Intermanual Symmetric Gesture Transfer on Touchscreens. In the Proceedings of ACM Conference on Human Factors in Computing Systems, 1119 - 1128. PDF |
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Skill Acquisition (CP. 7) Annett, M., Anderson, F., and Bischof, W.F. (2012). User Perspectives on Tabletop Therapy. In the Proceedings of the International Conference on Disability, Virtual Reality, and Associated Technologies, 255 - 260. PDF |
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Input and Interaction (CP. 6) Annett, M., Wigdor, D., Grossman, T., and Fitzmaurice, G. (2011). Medusa: A Proximity-Aware Multi-touch Tabletop. In the Proceedings of the ACM Symposium on User Interface Software and Technology, 337 - 346. PDF |
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Data Visualization (CP. 5) Radzikowska, M., Ruecker, S., Bischof, W., Annett, M., and Forbes, F. (2010). Geared Decisions: Experimenting with Decision Support Visualizations. In the Proceedings of the 7th International Conference on Design and Emotion. PDF |
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Skill Acquisition (CP. 4) Annett, M., Anderson, F., Goertzen, D., Halton, J., Ranson, Q., Bischof, W.F., and Boulanger, P. (2009). Using a Multi-Touch Tabletop for Upper Extremity Motor Rehabilitation. In the Proceedings of the Annual Conference of the Australian Computer-Human Interaction Special Interest Group: Design: Open 24/7, 261 - 264. PDF |
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Virtual, Augmented, and Mixed Reality (CP. 3) Annett, M. and Bischof, W.F. (2009). VR for Everybody: The SNaP Framework. In the Proceedings of the 2nd Workshop on Software Engineering and Architectures for Real-time Interactive Systems, 25 - 30. PDF |
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Data Visualization / Software Engineering (CP. 2) Annett, M. and Stroulia, E. (2008). Building Highly-Interactive, Data-Intensive, REST Applications: The Invenio Experience. In the Proceedings of the 18th Annual International Conference on Computer Science and Software Engineering, 192 - 206. PDF |
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Natural Language Processing (CP. 1) Annett, M. and Kondrak, G. (2008). A Comparison of Sentiment Analysis Techniques: Polarizing Movie Blogs. In the Proceedings of the Canadian Artificial Intelligence Conference, LNAI 5032, 25 - 35. PDF |
Extended Abstracts (Juried)
Digital Fabrication and Making (EA. 3) Kim, J., Takahashi, H., Miyashita, H., Annett, M., and Yeh, T. (2017). Machines as Co-Designers: A Fiction on the Future of Human-Fabrication Machine Interaction, (alt.chi) In the Extended Abstracts of the ACM Conference on Human Factors in Computing Systems, 790-805. PDF |
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Skill Acquisition (EA. 2) Anderson, F., Annett, M., and Bischof, W.F. (2012). Tabletops in Motion: The Kinetics and Kinematics of Interactive Surface Physical Therapy. In the Extended Abstracts of the ACM Conference on Human Factors in Computing Systems, 2351 - 2356. PDF |
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Virtual, Augmented, and Mixed Reality (EA. 1) Anderson, F., Annett, M., Bischof, W.F., and Boulanger, P. (2010). Virtual Equine Assisted Therapy. In the Proceedings of IEEE Virtual Reality, 255 - 256. PDF |
Magazine Articles
Pen Computing (M.1) Annett, M. (2017). (Digitally) Inking in the 21st Century. Computer Graphics and Applications, January/February 2017, 92-99. Invited by Jim Foley. PDF |
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