Your Name Goes Here

Your Organization Goes Here Your Address Goes Here


Your mail, email, phone, fax, etc.


Give the URL for your WWW page for more info about your project or your research.


Choose one of these 6 areas that best fits your project (the complete descriptions of the areas are attached at the end): 1. Virtual Environments. 2. Speech and Natural Language Understanding. 3. Other Communication Modalities. 4. Adaptive Human Interfaces. 5. Usability and User-Centered Design. 6. Intelligent Interactive Systems for Persons with Disabilities.

(I know many of us are going to fall in-between, but please pick one best fit first, then you can list others -- because the book has to be printed in some linear order, and I'd like to use the area you list first. I'll cross index by the other areas and several other items below.)


Some keywords that describe your project (about 6), and I'll cross-index by those.


A brief description of your project. You can just steal the "Project Summary" from your NSF proposal and/or rewrite to reflect the current status of your project, as you prefer.


References to papers or other sources of more information about your project.

Put each one in a separate paragraph like this.

Second reference, etc.


Here, we'd like you to write a very brief introduction to your *discipline*, a couple of paragraphs, that you think would be suitable for someone from a different discipline within the ISP who wanted to understand your area and how it could relate to his/her own work.


Please give a short list of your favorite references you'd recommend to someone from a different discipline within the ISP who wanted to start learning about your field.

Put each one in a separate paragraph like this.

Second reference, etc.


List other areas within the ISP that you think might form plausible collaborations with your work. (Choose from the same 6 ISP program areas under "Program Area" above.) I will index on these also.


If you have ideas for projects or collaborations with those related program areas within the ISP, describe some of them briefly here.


Please submit your writeup, 2 pages long, in ACM CHI conference proceeding format, as described below, as soon as possible but no later than Friday, October 13, 5 p.m.

If you use this SGML template, you don't need to do any formatting. Otherwise, follow the format of the ACM CHI conference proceedings (it's pretty conventional 2-column conference format). Our workshop home page ( contains an example and a link to the complete CHI instructions and templates (which are at The only difference is that you don't need to leave space at the bottom of the first column for copyright notice.

Please send your paper to me as either hard copy, Postscript, RTF, or SGML. If you use SGML, use the template at You'll see it's just plain ASCII text, plus markers for the headings and paragraphs and such, looks like very simple HTML.

You can use italic and bold, just like in HTML, e.g., this was italic, and this was bold.

You can make bulletted lists, just like HTML:

But don't use other arbitrary HTML commands, because I'll be running this through a processor that only undertands these constructs, but not full HTML. As with troff, tex, or HTML, line breaks in your input are ignored, the text is filled to the margin.

And, finally, here are the descriptions of the ISP program areas again:

1. Virtual Environments. This element supports research the representation and manipulation of complex, high-dimensional, physical or abstract information for the enhancement of human interaction with computers and human performance in general. This area includes studies on the scientific basis for visualization and virtualization, interface semiotics, visualization and manipulation of programming objects, visualization of task decomposition, principles of human exploration, comprehension, and understanding of representations. Some examples of investigative questions are those which address efficiency, transparency, the human sense of naturalness, fidelity, clarity, or other characteristics of interactions with representations. Some example domains of investigation include telerobotics, virtual prototyping, mapped interactions with very small scale or very large scale systems, or interactions with models of events that occur at past or future times.

2. Speech and Natural Language Understanding. This is one of the "Grand Challenge" areas, related to high performance computing and communication. Its eventual goal is reliable and robust human interaction with the computer through spontaneous, user- independent, natural language in real time, possibly in a multilingual environment. Many aspects of basic human-communication research are involved in this element of the program: Semantic aspects of speech and natural language; spontaneous speech and language, recognition, analysis, and synthesis; syntactic, semantic, pragmatic, and prosodic factors; signal processing, symbolic, and connectionist architectures; models of the auditory and vocal tracts and related cognitive functions as they are associated with machine recognition and synthesis of speech, and the automation of the processes of speech/language acquisition and adaptation; dialogue models and response generation to queries; and finally, their place in multimodal interactive systems.

3. Other Communication Modalities. This element focuses on determining and understanding basic principles of human expression for input and computer facial animation for output. It includes studies of human-generated or human-controlled sounds and vibrations, tones, music, handwriting and stylus interfaces, gestures, posture, body language, facial expression, tactile, haptic and other motor channels, chemical senses (olfaction, taste) and effectors, even electromagnetic input-output (e.g. electric, magnetic, or optical measurements) to detect human commands, human intent, human states of perception, cognition or affective states (e.g., attention, confusion, satisfaction, etc.) and their use to guide computer simulations or processes.

4. Adaptive Human Interfaces. This element supports basic research aimed at making computers adapt dynamically to human users to enhance task performance. The focus is on human physical, physiological, psychological, perceptual, or cognitive interactive behavior and their use in dynamically adaptive models of human-computer interactions. One example is intelligent automatic sequencing and spatial organization of visual or auditory information to match the expressed or implied needs and goals of the user based on the dynamic discovery of those decision and performance strategies that humans use in stressful or constrained situations. Other environments for intelligent agent research involve the retrieval of information from a characterization of the user habits in database search, in learning and educational environments, and in a variety of decision-making tasks.

5. Usability and User-Centered Design. This element includes the scientific study of the factors influencing the human productivity, acceptability, and comfort of human-computer interfaces and the incorporation of those factors and their assessment in the design process. This is particularly important in the prototyping and design of complex interactive systems which may be susceptible to human error and need to be designed with error avoidance and anticipation procedures in mind. This involves basic and experimental research on rapid prototyping, user-centered methodologies and testing, robustness assessment of interfaces, and cognitive ergonomics in the design of complex systems, command and control and decision aid systems, group interaction systems, and communication and distributed interactive systems.

6. Intelligent Interactive Systems for Persons with Disabilities. Basic research in intelligent interactive systems that has great potential for allowing persons with disabilities to not only participate fully in the workforce but also to improve their quality of life and is also supported as an element of this program. Such research might involve ways to transform information across modalities, such as among vision, touch, and speech, for more effective communication both with machines as well as with other humans. It may involve computer enrichment within a modality to overcome specific deficits of that modality. It may involve the invention of information prostheses to augment specific cognitive processes such as memory or sequencing. And, certainly, research can improve computer and communication networks to provide more effective virtual workplaces for persons with mobility impairments.