Publication statistics

Pub. period:1989-2010
Pub. count:13
Number of co-authors:16



Co-authors

Number of publications with 3 favourite co-authors:

Ajita John:6
Steven K. Feiner:4
Munmun De Choudhury:4

 

 

Productive colleagues

Doree Duncan Seligmann's 3 most productive colleagues in number of publications:

Steven K. Feiner:76
Blair MacIntyre:43
Hari Sundaram:31
 
 
 

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Doree Duncan Seligmann

Ph.D

Picture of Doree Duncan Seligmann.
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Personal Homepage:
http://www.cs.columbia.edu/~doree/

Current place of employment:
Avaya Labs

Dr. Dore Duncan Seligmann is currently the director of Collaborative Applications Research at Avaya Labs where she works in the areas of communication-enabling business processes, context-aware applications, presence-based technologies, mobile communication solutions, communications middleware, and user-interface techniques. Since joining Avaya she has filed over 50 patents. Her interest is to develop new systems that enable people to communicate more effectively and efficiently. Under the broad rubric of providing a rich user interface, this work involves issues ranging from aesthetic considerations to mechanisms to increase ease-of-use and a user's control over devices and systems to ways of humanizing network management systems. Seligmann studied anthropology at Harvard U., writing a thesis that compared Irish and Irish-American pubs. Afterward, she moved to Paris, where she spent several years directing and designing theatrical productions and started a English-language theatre. Unpon returning to the United States, she earned a PhD in Computer Science at Columbia University. Her dissertation, Interactive Intent-Based Illustrations: Visual Language for 3D Worlds, describes a system to automatically generate 3D graphics based on communicative intent. At Bell Laboratories, she was a designer of Rapport, and early multimedia conferencing system from which several products at AT&T and Lucent Technologies were born. She also developed N-ICE (Networked-Interactive Collaborative Environment) that enables users to share arbitrary application programs in persistent environments. She then developed Archways, which merges her dissertation work with her work in multimedia systems. Archways automatically generates a 3D virtual environment (3D graphics and 3D sound) for multimedia communication using knowledge-based graphics and intelligent objects. She was head of the Metaphorium, experiments in visual metaphors and narratives, including the Message is The Medium, SubwaySurface, MessageInABottle, SandTypewriter/SkyWriter, LiveWebStationary, and the IsleOfWrite. Seligmann has written a book about her great-aunt, Isadora Duncan, entitled "Life Into Art: Isadora Duncan and Her World" published by W.W.Norton, NY. She edits the art and technology column in IEEE Multimedia.

 

Publications by Doree Duncan Seligmann (bibliography)

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2010
 
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Kelkar, Shreeharsh, John, Ajita and Seligmann, Doree Duncan (2010): Some observations on the "live" collaborative tagging of audio conferences in the enterprise. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 995-998. Available online

This paper describes preliminary findings related to a system for "live" collaborative tagging of enterprise meetings taking place on an audio bridge between distributed participants. Participants can apply tags to different points of the interaction as it is ongoing and can see, in near real-time, the "flow" of tags as they are being contributed. Two novel types of tags are proposed: "deep tags" that apply to a portion of the interaction and "instant tags" that apply to an instant of the interaction. Our system is being used by enterprise users and we analyze a corpus of 737 live-tags collected from 16 conversations that took place over several months. We found that the live-tags for audio have slightly different characteristics from Web 2.0 tags: they are longer and confer affordances on the audio like description and summarization. Some observations on the "cognitive cost" of live-tagging are offered.

© All rights reserved Kelkar et al. and/or their publisher

2009
 
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Choudhury, Munmun De, Sundaram, Hari, John, Ajita and Seligmann, Doree Duncan (2009): What makes conversations interesting?: themes, participants and consequences of conversations in online social media. In: Proceedings of the 2009 International Conference on the World Wide Web 2009. pp. 331-340. Available online

Rich media social networks promote not only creation and consumption of media, but also communication about the posted media item. What causes a conversation to be interesting, that prompts a user to participate in the discussion on a posted video? We conjecture that people participate in conversations when they find the conversation theme interesting, see comments by people whom they are familiar with, or observe an engaging dialogue between two or more people (absorbing back and forth exchange of comments). Importantly, a conversation that is interesting must be consequential -- i.e. it must impact the social network itself. Our framework has three parts: characterizing themes, characterizing participants for determining interestingness and measures of consequences of a conversation deemed to be interesting. First, we detect conversational themes using a mixture model approach. Second, we determine interestingness of participants and interestingness of conversations based on a random walk model. Third, we measure the consequence of a conversation by measuring how interestingness affects the following three variables -- participation in related themes, participant cohesiveness and theme diffusion. We have conducted extensive experiments using dataset from the popular video sharing site, YouTube. Our results show that our method of interestingness maximizes the mutual information, and is significantly better (twice as large) than three other baseline methods (number of comments, number of new participants and PageRank based assessment).

© All rights reserved Choudhury et al. and/or ACM Press

2008
 
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Choudhury, Munmun De, Sundaram, Hari, John, Ajita and Seligmann, Doree Duncan (2008): Can blog communication dynamics be correlated with stock market activity?. In: Proceedings of the Nineteenth ACM Conference on Hypertext and Hypermedia 2008. pp. 55-60. Available online

In this paper, we develop a simple model to study and analyze communication dynamics in the blogosphere and use these dynamics to determine interesting correlations with stock market movement. This work can drive targeted advertising on the web as well as facilitate understanding community evolution in the blogosphere. We describe the communication dynamics by several simple contextual properties of communication, e.g. the number of posts, the number of comments, the length and response time of comments, strength of comments and the different information roles that can be acquired by people (early responders / late trailers, loyals / outliers). We study a "technology-savvy" community called Engadget (http://www.engadget.com). There are two key contributions in this paper: (a) we identify information roles and the contextual properties for four technology companies, and (b) we model them as a regression problem in a Support Vector Machine framework and train the model with stock movements of the companies. It is interestingly observed that the communication activity on the blogosphere has considerable correlations with stock market movement. These correlation measures are further cross-validated against two baseline methods. Our results are promising yielding about 78% accuracy in predicting the magnitude of movement and 87% for the direction of movement.

© All rights reserved Choudhury et al. and/or ACM Press

 
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Choudhury, Munmun De, Sundaram, Hari, John, Ajita and Seligmann, Doree Duncan (2008): Multi-scale characterization of social network dynamics in the blogosphere. In: Proceeding of the 17th ACM conference on Information and knowledge management October 26-30, 2008, Napa Valley, California, USA. pp. 1515-1516. Available online

We have developed a computational framework to characterize social network dynamics in the blogosphere at individual, group and community levels. Such characterization could be used by corporations to help drive targeted advertising and to track the moods and sentiments of consumers. We tested our model on a widely read technology blog called Engadget. Our results show that communities transit between states of high and low entropy, depending on sentiments (positive / negative) about external happenings. We also propose an innovative method to establish the utility of the extracted knowledge, by correlating the mined knowledge with an external time series data (the stock market). Our validation results show that the characterized groups exhibit high stock market movement predictability (89%) and removal of 'impactful' groups makes the community less resilient by lowering predictability (26%) and affecting the composition of the groups in the rest of the community.

© All rights reserved Choudhury et al. and/or ACM

 
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Choudhury, Munmun De, Sundaram, Hari, John, Ajita and Seligmann, Doree Duncan (2008): Dynamic prediction of communication flow using social context. In: Proceedings of the Nineteenth ACM Conference on Hypertext and Hypermedia 2008. pp. 49-54. Available online

In this paper, we develop a temporally evolving representation framework for context that can efficiently predict communication flow in social networks between a given pair of individuals. The problem is important because it facilitates determining social and market trends as well as efficient information paths among people. We describe communication flow by two parameters: the intent to communicate and communication delay. To estimate these parameters, we design features to characterize communication and social context. Communication context refers to the attributes of current communication. Social context refers to the patterns of participation in communication (information roles) and the degree of overlap of friends between two people (strength of ties). A subset of optimal features of the communication and social context is chosen at a given time instant using five different feature selection strategies. The features are thereafter used in a Support Vector Regression framework to predict the intent to communicate and the delay between a pair of individuals. We have excellent results on a real world dataset from the most popular social networking site, www.myspace.com. We observe interestingly that while context can reasonably predict intent, delay seems to be more dependent on the personal contextual changes and other latent factors characterizing communication, e.g. 'age' of information transmitted and presence of cliques among people.

© All rights reserved Choudhury et al. and/or ACM Press

2007
 
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Renduchintala, Adithya, Kelkar, Shreeharsh, John, Ajita and Seligmann, Doree Duncan (2007): Designing for persistent audio conversations in the enterprise. In: Proceedings of DUX07 Designing for User eXperiences 2007. p. 11. Available online

Social media websites like flickr and del.icio.us enable collaboration by allowing users to easily share content on the web through tagging. To provide a similar advantage to the enterprise, we have designed a tagging system for audio conversations. We are developing telephonic interfaces, where participants of a spoken conversation can opt to archive and share it. We have also developed a web-based visual interface that enables annotation, search, and retrieval of archived conversations. In this interface, we have focused on visualizing relationships between users, tags and conversations, which will enable efficient searching and browsing, and more importantly, provide contextualized interaction histories. A pilot user study, conducted using simulated data, showed that our social network visualization was effective.

© All rights reserved Renduchintala et al. and/or ACM Press

2006
 
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Sammon, Michael J., Brotman, Lynne Shapiro, Peebles, Ed and Seligmann, Doree Duncan (2006): MACCS: enabling communications for mobile workers within healthcare environments. In: Proceedings of 8th conference on Human-computer interaction with mobile devices and services 2006. pp. 41-44. Available online

As wireless communications systems become more ubiquitous, enterprise workers are becoming more and more mobile. Addressing mobility in the enterprise has recently become a pressing concern for many corporations. In particular, there is a growing component of mobile workers whose job tasks require them to be mobile within their local workspace. These workers sometimes do not have a desk or phone and frequently use their hands in performing required tasks; they typically referred to as "corridor cruisers" or "campus roamers". One class of workers that fall under this category is healthcare professionals (e.g. nurses). Communication enabling these workers usually involves an expensive proposition: equipping them with a mobile/wireless phone, PDA or a paging device. Our goal was to see if we could address the communications needs of healthcare workers by using a small, inexpensive, wearable, hands-free audio device (a wireless headset) along with a speech interface to an intelligent agent. In this paper we present the results of an industrial user study in a real world healthcare environment of our Mobile Access to Converged Communications System (MACCS) which empowers mobile workers with a hands-free voice interface to manage their communications. In addition we also discuss the design, implementation and deployment of MACCS.

© All rights reserved Sammon et al. and/or ACM Press

1995
 
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Seligmann, Doree Duncan, Mercuri, Rebecca T. and Edmark, John T. (1995): Providing Assurances in a Multimedia Interactive Environment. In: Katz, Irvin R., Mack, Robert L., Marks, Linn, Rosson, Mary Beth and Nielsen, Jakob (eds.) Proceedings of the ACM CHI 95 Human Factors in Computing Systems Conference May 7-11, 1995, Denver, Colorado. pp. 250-256. Available online

In ordinary telephone calls, we rely on cues for the assurance that the connection is active and that the other party is listening to what we are saying. For instance, noise on the line (whether it be someone's voice, traffic sounds, or background static from a bad connection) tells us about the state of our connection. Similarly, the occasional "uhuh" or muffled sounds from a side conversation tells us about the focus and activity of the person on the line. Conventional telephony is based on a single connection for communication between two as such, it has relatively simple assurance needs. Multimedia, multiparty systems increase the complexity of the communication in two orthogonal directions, leading to a concomitant increase in assurance needs. As the complexity of these systems and services grows, it becomes increasingly difficult for users to assess the current state of these services and the level of the user interactions within the systems. We have addressed this problem through the use of assurances that are designed to provide information about the connectivity, presence, focus, and activity in an environment that is part virtual and part real. We describe how independent network media services (a virtual meeting room service, a holophonic sound service, an application sharing service, and a 3D augmented reality visualization system) were designed to work together, providing users with coordinated cohesive assurances for virtual contexts in multimedia, multiparty communication and interaction.

© All rights reserved Seligmann et al. and/or ACM Press

1993
 
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Seligmann, Doree Duncan and Feiner, Steven K. (1993): Supporting Interactivity in Automated 3D Illustrations. In: Gray, Wayne D., Hefley, William and Murray, Dianne (eds.) International Workshop on Intelligent User Interfaces 1993 January 4-7, 1993, Orlando, Florida, USA. pp. 37-44. Available online

An interactive intent-based illustration is a picture designed to satisfy an input communicative intent, and which can be interactively redesigned as it is viewed. We describe how the architecture of IBIS (Intent-Based Illustration System) automates the design of 3D interactive intent-based illustrations. The types of interaction that IBIS supports include changes in the world, as objects move and otherwise change state; changes in the communicative intent, as modified by the user or other programs; queries, in which the user can request additional information; and self-evaluation, in which other programs can request IBIS to analyze various properties of the illustration, such as how well an illustration's communicative intent is satisfied or which graphical techniques it uses. We show how IBIS's design process and rule base make possible these forms of interaction.

© All rights reserved Seligmann and Feiner and/or ACM Press

1992
 
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Ensor, J. R., Ahuja, S. R., Connaghan, R. B., Pack, M. and Seligmann, Doree Duncan (1992): The Rapport Multimedia Communication System. In: Bauersfeld, Penny, Bennett, John and Lynch, Gene (eds.) Proceedings of the ACM CHI 92 Human Factors in Computing Systems Conference June 3-7, 1992, Monterey, California. pp. 581-582. Available online

 
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Feiner, Steven K., MacIntyre, Blair and Seligmann, Doree Duncan (1992): Annotating the real world with knowledge--based graphics on a see--through head--mounted display. In: Graphics Interface 92 May 11-15, 1992, Vancouver, British Columbia, Canada. pp. 78-85.

 Cited in the following chapters:

Mobile Computing: [/encyclopedia/mobile_computing.html]

3D User Interfaces: [/encyclopedia/3d_user_interfaces.html]


 
 Cited in the following chapters:

Mobile Computing: [/encyclopedia/mobile_computing.html]

3D User Interfaces: [/encyclopedia/3d_user_interfaces.html]


 
1991
 
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Seligmann, Doree Duncan and Feiner, Steven K. (1991): Automated generation of intent-based 3D Illustrations. In: Proceedings of the 18th annual conference on Computer graphics and interactive techniques SIGGRAPH 91 July 28-August 2, 1991, Las Vegas, NV. pp. 123-132. Available online

This paper describes an automated intent-based approach to illustration. An illustrution is a picture that is designed to fulfill a communicative intent such as showing the location of an object or showing how an object is manipulated. An illustration is generated by implementing a set of stylistic decisions, ranging from determining the way in which an individual object is lit, to deciding the general composition of the illustration. The design of an illustration is treated as a goal-driven process within a system of constraints. The goal is to achieve communicative intent; the constraints are the illustrative techniques an illustrator can apply.We have developed IBIS (Intent-Based Illustration System), a system that puts these ideas into practice. IBIS designs illustrations using a generate-and-test approach, relying upon a rule-based system of methods and evaluators. Methods are rules that specify how to accomplish visual effects, while evaluators are rules that specify how to determine how well a visual effect is accomplished in an illustration. Examples of illustrations designed by IBIS are included.

© All rights reserved Seligmann and Feiner and/or ACM

1989
 
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Seligmann, Doree Duncan and Feiner, Steven K. (1989): Specifying Composite Illustrations with Communicative Goals. In: Sibert, John L. (ed.) Proceedings of the 2nd annual ACM SIGGRAPH symposium on User interface software and technology November 13 - 15, 1989, Williamsburg, Virginia, United States. pp. 1-9.

IBIS (Intent-Based Illustration System) generates illustrations automatically, guided by communicative goals. Communicative goals specify that particular properties of objects, such as their color, size, or location are to be conveyed in the illustration. IBIS is intended to be part of an interactive multimedia explanation generation system. It has access to a knowledge base that contains a collection of objects, including information about their geometric properties, material, and location. As the goals are interpreted by a rule-based control component, the system generates a precise definition of the final illustration. If IBIS determines that a set of goals cannot be satisfied in a single picture, then it attempts to create a composite illustration that has multiple viewports. For example, a composite illustration may contain a nested inset illustration showing an object in greater detail than is possible in the parent picture. Each component illustration is defined by its placement, size, viewing specification, lighting specification, and list of objects to be displayed and their graphical style.

© All rights reserved Seligmann and Feiner and/or ACM Press

 
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