Kaj Grønbæk

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Has also published under the name of:
"K. Gronboek" and "Kaj Gronbaek"



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Publications by Kaj Grønbæk (bibliography)

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» 2008 «

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Hansen, Frank Allan and Grønbæk, Kaj (2008): Social web applications in the city: a lightweight infrastructure for urban computing. In: Proceedings of the Nineteenth ACM Conference on Hypertext and Hypermedia 2008. pp. 175-180. Available online

In this paper, we describe an infrastructure for browsing and multimedia blogging of Web-based information anchored with physical places in an urban environment. The infrastructure is generic in the sense that it may use any means such as GPS, RFID or 2D-barcodes as ubiquitous links anchors to anchor Web-based information, blogs, and services in the physical environment. The infrastructure is inspired from earlier work on open hypermedia, in the sense that the anchoring and blogging functionality can be integrated to augment arbitrary Web sites providing information that is relevant to places or objects in the physical world. The blog and anchor functionality is implemented as a set of Web services running on a server external to the content server. Experiences and design issues from three cases are discussed, which use Semacode-based physical anchoring to support lightweight urban Web applications.

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Kortbek, Karen Johanne and Grønbæk, Kaj (2008): Communicating art through interactive technology: new approaches for interaction design in art museums. In: Proceedings of the Fifth Nordic Conference on Human-Computer Interaction 2008. pp. 229-238. Available online

This paper discusses new approaches to interaction design for communication of art in the physical museum space. In contrast to the widespread utilization of interactive technologies in cultural heritage and natural science museums it is generally a challenge to introduce technology in art museums without disturbing the domain of the art works. To explore the possibilities of communicating art through the use of technology, and to minimize disturbance of the artworks, we apply four main approaches in the communication: 1) gentle audio augmentation of art works; 2) conceptual affinity of art works and remote interactive installations; 3) using the body as an interaction device; 4) consistent audio-visual cues for interaction opportunities. The paper describes the application of these approaches for communication of inspirational material for a Mariko Mori exhibition. The installations are described and argued for. Experiences with the interactive communication are discussed based on qualitative and quantitative evaluations of visitor reactions. It is concluded that the installations are received well by the visitors, who perceived exhibition and communication as a holistic user experience with a seamless interactive communication.

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Kortbek, Karen Johanne and Grønbæk, Kaj (2008): Interactive spatial multimedia for communication of art in the physical museum space. In: El-Saddik, Abdulmotaleb, Vuong, Son, Griwodz, Carsten, Bimbo, Alberto Del, Candan, K. Selcuk and Jaimes, Alejandro (eds.) Proceedings of the 16th International Conference on Multimedia 2008 October 26-31, 2008, Vancouver, British Columbia, Canada. pp. 609-618. Available online

» 2007 «

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Dindler, Christrian, Krogh, Peter G., Beck, Sofie, Stenfelt, Liselott, Nielsen, Kaspar Rosengreen and Grønbæk, Kaj (2007): Peephole experiences: field experiments with mixed reality hydroscopes in a marine center. In: Proceedings of DUX07 Designing for User eXperiences 2007. p. 20. Available online

This paper discusses the principle of Peepholes in the context of aesthetics of interaction. The idea of Peepholes is to stimulate curiosity, imagination, and exploration by allowing users access to only a small part of a larger universe. The paper discusses the development and first evaluation of a concrete instance of the Peephole principle for a marine centre, where Peepholes are designed as mixed reality Hydroscopes to study a digital ocean universe with fish and other undersea phenomena. The design and evaluation of the Hydroscope installation is discussed and issues for future design are outlined. Following this discussion, we move to consider the concept of Peepholes in relation to interaction design and aesthetics of interaction more generally and outline four central dimensions of peepholes: the senses, the social, the spatiality, and the tangibility.

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Grønbæk, Kaj, Iversen, Ole Sejer, Kortbek, Karen Johanne, Nielsen, Kaspar Rosengreen and Aagaard, Louise (2007): IGameFloor: a platform for co-located collaborative games. In: Inakage, Masa, Lee, Newton, Tscheligi, Manfred, Bernhaupt, Regina and Natkin, Stéphane (eds.) Proceedings of the International Conference on Advances in Computer Entertainment Technology - ACE 2007 June 13-15, 2007, Salzburg, Austria. pp. 64-71. Available online

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Grønbæk, Kaj, Iversen, Ole Sejer, Kortbek, Karen Johanne, Nielsen, Kaspar Rosengreen and Aagaard, Louise (2007): Interactive Floor Support for Kinesthetic Interaction in Children Learning Environments. In: Baranauskas, Maria Cecília Calani, Palanque, Philippe A., Abascal, Julio and Barbosa, Simone Diniz Junqueira (eds.) DEGAS 2007 - Proceedings of the 1st International Workshop on Design and Evaluation of e-Government Applications and Services September 11th, 2007, Rio de Janeiro, Brazil. pp. 361-375. Available online

» 2006 «

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Grønbæk, Kaj (2006): Ubiquitous hypermedia and social interaction in physical environments. In: Proceedings of the Seventeenth ACM Conference on Hypertext 2006. pp. 119-120. Available online

Hypermedia and the Web have been successful means to create global social networks via the Internet. Collaborative hypermedia systems and standards like BSCW, Wikis, and WebDAV enable people to establish formal and informal collaboration patterns across the Internet. The easy to use Blog/Weblog systems have made it possible for people to establish communities, express opinions, and spark debates over the Internet with minimal effort. Open hypermedia and annotation systems have been developed to support linking and commenting on existing Web documents to support scholarly discourse of online material. Many e-learning applications have been built on top of these systems to provide support for remote learning activities in schools and at workplaces. However, this focus on remote and distributed social networks has to some degree taken the focus away from social networks and collaboration among people who share the same physical environment whether face-to-face or over time. Physical environments in this context may be public spaces or buildings such as workplaces, schools, libraries, museums, and homes. Some of the technologies listed above may of course be applied by people who are in close proximity to each other who shares the same space over time, but I will argue that there is a need to focus on and conduct research in new ubiquitous hypermedia infrastructures and interaction techniques to also support social interaction and networking among people who share the same physical environment. In the Center for Interactive Spaces and predecessor projects, we have focused on the development of various kinds of ubiquitous hypermedia infrastructures and applications that support collaboration or social interaction among proximate peers at work, at school, at libraries, at museums, etc. We are applying various augmented reality tagging mechanisms (e.g., geo-tags, RFID, Bluetags, and visual tags) to provide hypermedia links among digital resources, people, objects and places. We are applying various mobile, spatial, and multi-user interaction techniques to provide new types of interfaces for social interaction in physical spaces. In the Center for Interactive Spaces we have developed several examples of ubiquitous hypermedia applications: eBag -- an electronic schoolbag system with seamless login based on bluetooth ID; iFloor -- an interactive floor for libraries and schools providing hypermedia functionality for collective search, exploration, debate, and knowledge sharing; InfoGallery -- an exhibition system for digital resources and debates at libraries, museums, attractions, and cityscapes; HyConExplorer utilizing geo- and RFID-tagging to annotate the outdoor environment for school projects or the like. Related examples from other projects and labs are Slogan-benches from the Presence project in Amsterdam; Informative Art from PLAY at Chalmers University, Sweden; the CatchBob! pervasive game developed at EPFL, Switzerland. The talk will: motivate the research in ubiquitous hypermedia supporting social interaction in physical environments; provide a brief overview of ubiquitous hypermedia techniques; give examples of ubiquitous hypermedia used for social interaction in specific domains; and, finally, outline further research issues for developing novel hypermedia techniques to be integrated in physical spaces.

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» 2005 «

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Jehøj, Henning Qin, Bouvin, Niels Olof and Grønbæk, Kaj (2005): AwareDAV: a generic WebDAV notification framework and implementation. In: Proceedings of the 2005 International Conference on the World Wide Web 2005. pp. 180-189. Available online

WebDAV needs awareness support in order to be a full-fledged collaboration system, This paper introduces AwareDAV, a new WebDAV extension framework enabling shared awareness through event notification. By extending the WebDAV protocol with seven new request-methods and an extensible XML based event subscription scheme, AwareDAV supports fine grained event subscriptions over a range of transport mechanisms and enables a wide range of collaboration scenarios. This paper describes the design of AwareDAV, its API, experiences with its initial implementation, as well as a comparison with Microsoft Exchange and WebDAV-notify.

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Brodersen, Christina, Christensen, Bent G., Grønbæk, Kaj, Dindler, Christian and Sundararajah, BalaSuthas (2005): eBag: a ubiquitous Web infrastructure for nomadic learning. In: Proceedings of the 2005 International Conference on the World Wide Web 2005. pp. 298-306. Available online

This paper describes the eBag infrastructure, which is a generic infrastructure inspired from work with school children who could benefit from a electronic schoolbag for collaborative handling of their digital material. The eBag infrastructure is utilizing the Context-aware HyCon framework and collaborative web services based on WebDAV. A ubiquitous login and logout mechanism has been built based on BlueTooth sensor networks. The eBag infrastructure has been tried out in field tests with school kids. In this paper we discuss experiences and design issues for ubiquitous Web integration in interactive school environments with multiple interactive whiteboards and workstations. This includes proposals for specialized and adaptive XLink structures for organizing school materials as well as issues in login/logout based on proximity of different display surfaces.

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» 2004 «

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Andersen, Troels L., Kristensen, Sune, Nielsen, Bjorn W. and Grønbæk, Kaj (2004): Designing an augmented reality board game with children: the battleboard 3D experience. In: Proceedings of ACM IDC04: Interaction Design and Children 2004. pp. 137-138. Available online

This demo shows BattleBoard 3D which is an Augmented Reality (AR) based game prototype featuring the use of LEGO for the physical and digital pieces. Design concepts, the physical setting and, user interface for the game is illustrated and described. Based on qualitative studies of children playing the game we illustrate design issues for AR board games.

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Hansen, Frank Allan, Bouvin, Niels Olof, Christensen, Bent G., Grønbæk, Kaj, Pedersen, Torben Bach and Gagach, Jevgenij (2004): Integrating the web and the world: contextual trails on the move. In: Proceedings of the Fifteenth ACM Conference on Hypertext 2004. pp. 98-107. Available online

This paper presents applications of HyCon, a framework for context aware hypermedia systems. The HyCon framework encompasses annotations, links, and guided tours associating locations and RFID- or Bluetooth-tagged objects with maps, Web pages, and collections of resources. The user-created annotations, links and guided tours, are represented as XLink structures, and HyCon introduces the use of XLink for the representation of recorded geographical paths with annotations and links. The HyCon architecture extends upon earlier location based hypermedia systems by supporting authoring in the field and by providing access to browsing and searching information through a novel geo-based search (GBS) interface for the Web. Interface-wise, the HyCon prototype utilizes SVG on an interface level, for graphics as well as for user interface widgets on tablet PCs and mobile phones.

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Petersen, Marianne Graves and Grønbæk, Kaj (2004): Shaping the Ambience of Homes with Domestic Hypermedia. In: Markopoulos, Panos, Eggen, Berry, Aarts, Emile H. L. and Crowley, James L. (eds.) EUSAI 2004 - Ambient Intelligence - Second European Symposium November 8-11, 2004, Eindhoven, The Netherlands. pp. 218-229. Available online

» 2003 «

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Grønbæk, Kaj, Orbaek, Peter, Kristensen, Jannie F. and Eriksen, Mette Agger (2003): Physical hypermedia: augmenting physical material with hypermedia structures. In New Review of Hypermedia and Multimedia, 9 pp. 5-34

This paper introduces the notion of physical hypermedia, addressing the problem of organizing material in mixed digital and physical environments. Based on empirical studies, we propose concepts for collectional actions and meta-data actions, and present prototypes combining principles from augmented reality and hypermedia to support organization of mixtures of digital and physical materials. Our prototype of a physical hypermedia system is running on an augmented architect's desk and digital walls utilizing Radio Frequency Identifier (RFID) tags as well as visual tags tracked by cameras. It allows users to tag physical materials, and have these tracked by readers (antennas) that may become pervasive in our work environments. In the physical hypermedia system, we work with three categories of RFID tags: simple object tags, collectional tags, and tooltags invoking operations such as grouping and linking of physical material. In addition, we utilize visual ARToolKit tags for linking and navigating 3D models on a physical desk. Our primary application domain is architecture and design, and so we discuss the use of augmented collectional artifacts primarily for this domain.

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Bouvin, Niels Olof, Christensen, Bent G., Grønbæk, Kaj and Hansen, Frank Allan (2003): HyCon: a framework for context-aware mobile hypermedia. In New Review of Hypermedia and Multimedia, 9 pp. 59-88

This paper introduces the notion of context-aware mobile hypermedia. Context awareness means to take the users' context such as location, time, objective, community relations, etc., into account when browsing, searching, annotating, and linking. Attributes constituting the context of the user may be sensed automatically and/or be provided by the user directly. When mobile, the user may obtain context-aware hypermedia support on a variety of small and medium sized computing platforms such as mobile phones, PDAs, tablet PCs, and laptops. This paper introduces the HyCon (HyperContext) framework with an architecture for context-aware hypermedia. The architecture includes interfaces for a sensor tier encapsulating relevant sensors and represents the hypermedia objects in structures based on the XLink and RDF standards. A prototype called the HyConExplorer created with the framework is presented, and it is illustrated how the classical hypermedia features such as browsing, searching, annotating, linking, and collaboration are supported in context-aware hypermedia. Among the features of the HyConExplorer are real-time location-based searches via Google collecting hits within a specified nimbus around the user's GPS position. Finally, the use of scenarios for and evaluation of the use of the HyConExplorer in public school projects are discussed.

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Grønbæk, Kaj, Kristensen, Jannie F., Orbaek, Peter and Eriksen, Mette Agger (2003): "Physical hypermedia": organising collections of mixed physical and digital material. In: Proceedings of the Fourteenth ACM Conference on Hypertext 2003. pp. 10-19. Available online

This paper addresses the problem of organizing material in mixed digital and physical environments. It presents empirical examples of how people use collectional artefacts and organize physical material such as paper, samples, models, mock-ups, plans, etc. in the real world. Based on this material, we propose concepts for collectional actions and meta-data actions, and present prototypes combining principles from augmented reality and hypermedia to support organising and managing mixtures of digital and physical materials. The prototype of the tagging system is running on digital desks and walls utilizing Radio Frequency IDentifier (RFID) tags and tag-readers. It allows users to tag important physical materials, and have these tracked by antennas that may become pervasive in our work environments. We work with three categories of tags: simple object tags, collectional tags, and tooltags invoking operations such as grouping and linking of physical material. Our primary application domain is architecture and design, thus we discuss use of augmented collectional artefacts primarily for this domain.

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» 2002 «

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Grønbæk, Kaj, Vestergaard, Peter Posselt and Orbaek, Peter (2002): Towards geo-spatial hypermedia: Concepts and prototype implementation. In: Hypertext'02 - Proceedings of the Thirteenth ACM Conference on Hypertext and Hypermedia June 11-15, 2002, College Park, Maryland, USA. pp. 117-126. Available online

This paper combines spatial hypermedia with techniques from Geographical Information Systems and location based services. We describe the Topos 3D Spatial Hypermedia system and how it has been developed to support geo-spatial hypermedia coupling hypermedia information to model representations of real world buildings and landscapes. The prototype experiments are primarily aimed at supporting architects and landscape architects in their work on site. Here it is useful to be able to superimpose and add different layers of information to, e.g. a landscape depending on the task being worked on. We introduce a number of central concepts to understand the relation between hypermedia and spatial information management. The distinction between metaphorical (and abstract) versus literal (and concrete) spaces is introduced together with a workspace composition semantics and a distinction between direct and indirect navigation. Finally, we conclude with a number of research issues which are central to the future development of geo-spatial hypermedia, including design issues in combining metaphorical and literal hypermedia space, as well as a discussion of the role of spatial parsing in a geo-spatial context.

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Whitehead, Jim, Bra, Paul De, Grønbæk, Kaj, Larsen, Deena, Leggett, John and Schraefel, M. C. (2002): Seven Issues, Revisited. In: Hypertext'02 - Proceedings of the Thirteenth ACM Conference on Hypertext and Hypermedia June 11-15, 2002, College Park, Maryland, USA. p. 171. Available online

It has been 15 years since the original presentation by Frank Halasz at Hypertext'87 on seven issues for the next generation of hypertext systems. These issues are: * Search and Query * Composites * Virtual Structures * Computation in/over hypertext network * Versioning * Collaborative Work * Extensibility and Tailorability Since that time, these issues have formed the nucleus of multiple research agendas within the Hypertext community. Befitting this direction-setting role, the issues have been revisited several times, by Halasz in his 1991 Hypertext keynote talk, and by Randy Trigg in his 1996 Hypertext keynote five years later. Additionally, over the intervening 15 years, many research systems have addressed the original seven issues, and new research avenues have opened up. The goal of this panel is to begin the process of developing a new set of seven issues for the next generation of hypertext system. Toward this end, we have convened seven experts on hypertext, and charged them with determining one issue, something deserving significant focus by the research community, and one non-issue, a red herring no longer worthy of consideration. At the end of the panel, the panelists and the audience will vote on which issues they consider to be the most important, and which non-issue is the least important.

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Bouvin, Niels Olof, Zellweger, Polle T., Grønbæk, Kaj and Mackinlay, Jock D. (2002): Fluid annotations through open hypermedia: using and extending emerging web standards. In: Proceedings of the 2002 International Conference on the World Wide Web 2002. pp. 160-171. Available online

The Fluid Documents project has developed various research prototypes that show that powerful annotation techniques based on animated typographical changes can help readers utilize annotations more effectively. Our recently-developed Fluid Open Hypermedia prototype supports the authoring and browsing of fluid annotations on third-party Web pages. This prototype is an extension of the Arakne Environment, an open hypermedia application that can augment Web pages with externally stored hypermedia structures. This paper describes how various Web standards, including DOM, CSS, XLink, XPointer, and RDF, can be used and extended to support fluid annotations.

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» 2001 «

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Grønbæk, Kaj, Gundersen, K. K., Mogensen, Preben and Orboek, P. (2001): Interactive Room Support for Complex and Distributed Design Projects. In: Proceedings of IFIP INTERACT01: Human-Computer Interaction 2001, Tokyo, Japan. pp. 407-414.

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Sandvad, Elmer S., Grønbæk, Kaj, Sloth, Lennert and Knudsen, Jørgen Lindskov (2001): A metro map metaphor for guided tours on the Web: the Webvise guided tour system. In: Proceedings of the 2001 International Conference on the World Wide Web 2001. pp. 326-333. Available online

» 2000 «

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Mogensen, Preben and Grønbæk, Kaj (2000): Hypermedia in the Virtual Project Room -- Toward Open 3D Spatial Hypermedia. In: Hypertext 00 - Proceedings of the Eleventh ACM Conference on Hypertext and Hypermedia May 30 - June 03, 2000, San Antonio, Texas, USA. pp. 113-122. Available online

» 1999 «

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Davis, H. C., Millard, David E., Reich, Siegfried, Bouvin, Niels Olof, Grønbæk, Kaj, Nurnberg, P. J., Sloth, L., Wiil, Uffe Kock and Anderson, Kenneth M. (1999): Interoperability between Hypermedia Systems: The Standardisation Work of the OHSWG. In: Hypertext 99 - Proceedings of the Tenth ACM Conference on Hypertext and Hypermedia February 21-25, 1999, Darmstadt, Germany. pp. 201-202. Available online

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Lowe, David and Grønbæk, Kaj (1999): Editorial. In New Review of Hypermedia and Multimedia, 5 pp. 1-8

» 1997 «

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Grønbæk, Kaj, Kyng, Morten and Mogensen, Preben (1997): Toward a cooperative experimental system development approach. In: Kyng, Morten and Mathiassen, Lars "Computers and Design in Context". MIT Press p. 201–238

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Grønbæk, Kaj, Bouvin, Niels Olof and Sloth, L. (1997): Designing Dexter-Based Hypermedia Services for the World Wide Web. In: Bernstein, Mark, Carr, Leslie and Osterbye, Kasper (eds.) Hypertext 97 - Proceedings of the Eighth ACM Conference on Hypertext April 06-11, 1997, Southampton, UK. pp. 146-156. Available online

This paper discusses how to augment the WWW with a Dexter-based hypermedia service that provides anchors, links and composites as objects stored external to the Web pages. The hypermedia objects are stored in an object-oriented database that is accessible on the Web via an ordinary URL. The Dexter-based hypermedia service is based on the Devise Hypermedia framework. Three client solutions are described and discussed, one that is platform independent based on Netscape Navigator 3.0, utilizing Java, Javascript, and LiveConnect, and two that are platform dependent, one utilizing Netscape plug-ins, and another using Microsoft Internet Explorer 3.0, utilizing mainly ActiveX. The server part is developed as a specialization of the Devise Hypermedia framework accessible through CGI scripts. Thus the system provides the full power of Dexter-based hypermedia to arbitrary Web pages on the Internet. This includes the ability for multiple users to create links from parts of HTML Web pages they do not own and support for creating links to parts of Web pages without writing HTML target tags. Support for providing links to/from parts of non-HTML data, such as Quicktime movies or VRML documents will also be possible in the future provided that appropriate open plug-in modules become available.

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Grønbæk, Kaj and Mogensen, Preben (1997): Informing General CSCW Product Development through Cooperative Design in Specific Work Domains. In Computer Supported Cooperative Work, 6 (4) pp. 275-304

Cooperative analysis and design is often considered only to be applicable in settings where a system is being developed solely for the 'user' participants in the process. This paper, however, argues that there are quite good prospects in applying cooperative analysis and design techniques in specific use settings to inform development of general CSCW products. We describe and discuss the application of cooperative -- i.e., participatory -- analysis and design techniques in a project developing a general cooperative hypermedia framework as well as specific hypermedia applications to support sharing of materials in the engineering domain. In our project, a single engineering company (Great Belt Link Ltd.) was chosen as the user organization. The paper summarizes the process from observational studies, over a future workshop and cooperative prototyping activities, to a pilot installation. We describe how these activities informed the general hypermedia framework and application design. Use scenarios and prototypes with example data from the users' daily work were used as sources both to trigger design ideas and new insights regarding work practice. Common participants in specific activities and general development activities supported transfer of work domain knowledge into general features of the product being developed. Mutual challenging characterized the interaction between specific cooperative analysis and design activities and general development activities. Prototypes, scenarios, materials from the work practice, and concise bullet list summaries were used as mediating artifacts in this interaction rather than comprehensive requirement and design specifications.

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» 1996 «

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Grønbæk, Kaj and Trigg, Randall H. (1996): Toward a Dexter-Based Model for Open Hypermedia: Unifying Embedded References and Link Objects. In: Hypertext 96 - Proceedings of the Seventh ACM Conference on Hypertext March 16-20, 1996, Washington, DC. pp. 149-160. Available online

The Dexter Hypertext Reference model is well suited to modelling anchor-based hypermedia systems and static hypermedia structures. But it is less clear that Dexter is adequate for systems whose linking is based on embedded references like the World Wide Web (WWW), nor for modelling the dynamic aspects of contemporary hypermedia systems like DHM and Microcosm. This paper proposes a new Dexter-based extensible object-oriented model designed to cover a broader spectrum of the features of contemporary hypermedia systems. The model introduces two new concepts, LocationSpecifiers and ReferenceSpecifiers, which let us model links as references embedded in documents as well as links as objects in separate databases. This suggests the idea of new systems that could support both styles as one step toward integrating global networked information sources with application-bridging systems on local hosts. In addition, our model is better equipped to handle dynamic hypermedia structures. As an example, a model of Microcosm's Generic Link is given which extends that important concept in useful ways.

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Grace, Miriam, Webber, Ward, Grønbæk, Kaj and Glushko, Robert J. (1996): Case Study: A Hypermedia System as Change Agent. In: Hypertext 96 - Proceedings of the Seventh ACM Conference on Hypertext March 16-20, 1996, Washington, DC. p. 256. Available online

Boeing is re-engineering the corporation by doing fundamental business process redesign and development in conjunction with implementation of new technologies and tools to support the new business processes. A strong link between the end-users and the newly defined business process information is necessary, or it won't be possible to maintain the gains created by the re-engineering program. The Boeing participants will present an overview of their system development activities, focusing mainly on how they used hypertext to increase the usability of paper documentation and the role of the customer in the development process. After describing the context in which they developed their original hypertext system (COIN) they will discuss current development activities that are supporting the process re-engineering of Boeing. The current information system design (based on the original COIN model) will make a significant contribution toward the success of the re-engineering.

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» 1994 «

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Grønbæk, Kaj (1994): Composites in a Dexter-Based Hypermedia Framework. In: Proceedings of ECHT 94 the ACM European Conference on Hypermedia Technology Sept 18-23, 1994, Edinburgh, UK. pp. 59-69. Available online

This paper discusses the design and use of a generic composite mechanism in the object oriented DEVISE Hypermedia (DHM) development framework. The DHM framework is based on the Dexter Hypertext Reference Model, which introduces a notion of composite to model editors with complex or multiple types of contents. The original Dexter notion of composites is, however, insufficient to cover structural composites including or referencing other components. Thus the DHM framework has been extended with generic composite classes suited to support structures within the hypermedia network itself. The paper presents and discusses the design of the generic composite classes belonging to the STORAGE and RUNTIME layers of the framework. A central aspect of the design is that the structuring mechanism is a true composite with a collection of components as its contents rather than an atomic component with links to other components as in the classical systems such as NoteCards, Intermedia, and KMS. It is also shown how the powerful generic classes can be used to implement a variety of useful hypermedia concepts such as: hierarchy by inclusion, hierarchy by reference, virtual and computed browsers, TableTops and GuidedTours.

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Grønbæk, Kaj, Hem, Jens A., Madsen, Ole Lehrmann and Sloth, Lennert (1994): Cooperative Hypermedia Systems: A dexter-Based Architecture. In Communications of the ACM, 37 (2) pp. 65-74

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Grønbæk, Kaj and Trigg, Randall H. (1994): Hypermedia - Introduction to the Special Section. In Communications of the ACM, 37 (2) pp. 26-29

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Grønbæk, Kaj and Trigg, Randall H. (1994): Design Issues for a Dexter-Based Hypermedia System. In Communications of the ACM, 37 (2) pp. 40-49

» 1993 «

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Grønbæk, Kaj, Grudin, Jonathan, Bødker, Susanne and Bannon, Liam (1993): Achieving Co-operative System Design - shifting from product to process focus. In: Schuler, D. and Namioka, A. "Participatory Design: Perspectives of Systems Design". Lawrence Erlbaum Associates pp. 79-98

Used on the following page:

» Participatory Design: [/encyclopedia/participatory_design.html]


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Grønbæk, Kaj, Hem, Jens A., Madsen, Ole L. and Sloth, L. (1993): Designing Dexter-Based Cooperative Hypermedia Systems. In: Stotts, P. David and Furuta, Richard (eds.) Proceedings of ACM Hypertext 93 Conference November 14-18, 1993, Seattle, Washington. pp. 25-38. Available online

This paper discusses issues for the design of a Dexter-based cooperative hypermedia architecture and a specific system, DeVise Hypermedia (DHM), developed from this architecture. The Dexter Hypertext Reference Model [Hala90] was used as basis for designing the architecture. The Dexter model provides a general and solid foundation for designing a general hypermedia architecture. It introduces central concepts and proposes a layering of the architecture. However, to handle cooperative work aspects, such as sharing material and cooperative authoring, we have to go beyond the Dexter model concepts. To deal with such aspects we have extended our implementation of the Dexter concepts with support for long-term transactions, locking and event notification as called for by Halasz [Hala88]. The result is a platform independent architecture for developing cooperative hypermedia systems. The architecture consists of a portable kernel that constitutes an object oriented framework for developing Dexter compliant hypermedia systems. It is a client/server architecture including an object oriented database (OODB) to store the objects implementing the Dexter Storage Layer. We use a general OODB being co-developed to support long term transactions, flexible locking, and event notification. The transaction and locking mechanism support several modes of cooperation on shared hypermedia materials, and the notification mechanism supports the users in maintaining awareness of each others' activity. The portable kernel was used to implement the DHM system on two quite different platforms: UNIX/X-windows and Apple Macintosh.

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Grønbæk, Kaj, Kyng, Morten and Mogensen, Preben (1993): CSCW Challenges: Cooperative Design in Engineering Projects. In Communications of the ACM, 36 (6) pp. 67-77

» 1992 «

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Grønbæk, Kaj, Kyng, Morten and Mogensen, Preben (1992): CSCW Challenges in Large-Scale Technical Projects -- A Case Study. In: Mantel, Marilyn and Baecker, Ronald M. (eds.) Proceedings of the 1992 ACM conference on Computer-supported cooperative work November 01 - 04, 1992, Toronto, Ontario, Canada. pp. 338-345. Available online

This paper investigates CSCW aspects of large-scale technical projects based on a case study of a specific Danish engineering company and uncovers challenges to CSCW applications in this setting. The company is responsible for management and supervision of one of the worlds largest tunnel/bridge construction projects. Our primary aim is to determine requirements on CSCW as they unfold in this concrete setting as opposed to survey and laboratory investigations. The requirements provide feedback to product development both on specific functionality and as a long term vision for CSCW in such settings. The initial qualitative analysis identified a number of bottlenecks in daily work, where support for cooperation is needed. Examples of bottlenecks are: sharing materials, issuing tasks, and keeping track of task status. Grounded in the analysis, cooperative design workshops based on scenarios of future work situations were established to investigate the potential of different CSCW technologies in this setting. In the workshops, mock-ups and prototypes were used to support end-users in assessing CSCW technologies based on concrete, hands-on experiences. The workshops uncovered several challenges. First, support for sharing materials would require a huge body of diverse materials to be integrated, for example into a hypermedia network. Second, daily work tasks are event driven and plans change too rapidly for people to register them on a computer. Finally, tasks are closely coupled to materials being processed thus a coordination tool should integrate facilities for managing materials.

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Grønbæk, Kaj and Trigg, Randall H. (1992): Design Issues for a Dexter-Based Hypermedia System. In: Lucarella, D., Nanard, Jocelyne, Nanard, Marc and Paolini, P. (eds.) Proceedings of ECHT 92 the Fourth ACM Conference on Hypertext November 30 - December 04, 1992, Milano, Italy. pp. 191-200. Available online

This paper discusses experiences and lessons learned from the design of an open hypermedia system, one that integrates applications and data not "owned" by the hypermedia. The Dexter Hypertext Reference Model [8] was used as the basis for the design. Though our experiences were generally positive, we found the model constraining in certain ways and underdeveloped in others. For instance, Dexter argues against dangling links, but we found several situations where permitting and supporting dangling links was advisable. In Dexter, the data objects making up a component's contents are encapsulated in the component; in practice, references to objects stored apart from the hypermedia structure should be allowed. We elaborate Dexter's notion of composite component to include composites that "contain" other components and composites with structured contents, among others. The paper also includes a critique of Dexter's notion of link directionality, proposes a distinction between marked and unmarked anchors, and discusses anchoring within a composite.

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» 1991 «

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Bødker, Susanne and Grønbæk, Kaj (1991): Cooperative Prototyping: Users and Designers in Mutual Activity. In International Journal of Man-Machine Studies, 34 pp. 453-478

Used on the following page:

» Participatory Design: [/encyclopedia/participatory_design.html]


» 1989 «

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Bødker, Susanne and Grønbæk, Kaj (1989): Cooperative prototyping experiments. In: EC-CSCW 89 - Proceedings of the First European Conference on Computer-Supported Cooperative Work 13-15 September, 1989, Gatwick, London. pp. 343-357.

This paper describes experiments with a design technique that we denote cooperative prototyping. The experiments consider design of a patient case record system for municipal dental clinics in which we used HyperCard, an off the shelf programming environment for the Macintosh. In the experiments we tried to achieve a fluent work-like evaluation of prototypes where users envisioned future work with a computer tool, at the same time as we made on-line modifications of prototypes in cooperation with the users when breakdowns occur in their work-like evaluation. The experiments showed that it was possible to make a number of direct manipulation changes of prototypes in cooperation with the users, in interplay with their fluent work-like evaluation of these. However, breakdowns occurred in the prototyping process when we reached the limits of the direct manipulation support for modification. From these experiences we discuss problems in the process, requirements for design tools, and issues involved in getting going with cooperative prototyping with active user involvement.

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27 Feb 2010: Enabled abstracts to be shown on Kaj Gr?nb?k's author page.
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Publication statistics

Publication period:1989-2008
Publication count:39
Number of co-authors:57



Productive colleagues

Kaj Grønbæk's 3 most productive colleagues in number of publications:

Jonathan Grudin:92
Jock D. Mackinlay:41
David E. Millard:32


Collaboration count

Number of publications with 3 favourite co-authors:

Preben Mogensen:6
Niels Olof Bouvin:6
Karen Johanne Kortbek:4

 

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Learn more about Kaj Grønbæk:
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- ACM
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Mar 19

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