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What can software learn from hypermedia?

Research output: Contribution to book/anthology/report/proceedingArticle in proceedingsResearchpeer-review

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What can software learn from hypermedia? / Tchernavskij, Philip; Klokmose, Clemens Nylandsted; Beaudouin-Lafon, Michel.

Programming '17 : Companion to the 1st International Conference on the Art, Science and Engineering of Programming. ed. / Jennifer B. Sartor; Theo D'Hondt; Wolfgang De Meuter. Association for Computing Machinery, 2017. a29.

Research output: Contribution to book/anthology/report/proceedingArticle in proceedingsResearchpeer-review

Harvard

Tchernavskij, P, Klokmose, CN & Beaudouin-Lafon, M 2017, What can software learn from hypermedia? in JB Sartor, T D'Hondt & W De Meuter (eds), Programming '17 : Companion to the 1st International Conference on the Art, Science and Engineering of Programming., a29, Association for Computing Machinery, 1st International Conference on the Art, Science and Engineering of Programming, Programming 2017, Brussels, Belgium, 03/04/2017. https://doi.org/10.1145/3079368.3079408

APA

Tchernavskij, P., Klokmose, C. N., & Beaudouin-Lafon, M. (2017). What can software learn from hypermedia? In J. B. Sartor, T. D'Hondt, & W. De Meuter (Eds.), Programming '17 : Companion to the 1st International Conference on the Art, Science and Engineering of Programming [a29] Association for Computing Machinery. https://doi.org/10.1145/3079368.3079408

CBE

Tchernavskij P, Klokmose CN, Beaudouin-Lafon M. 2017. What can software learn from hypermedia?. Sartor JB, D'Hondt T, De Meuter W, editors. In Programming '17 : Companion to the 1st International Conference on the Art, Science and Engineering of Programming. Association for Computing Machinery. Article a29. https://doi.org/10.1145/3079368.3079408

MLA

Tchernavskij, Philip, Clemens Nylandsted Klokmose and Michel Beaudouin-Lafon "What can software learn from hypermedia?"., Sartor, Jennifer B. D'Hondt, Theo De Meuter, Wolfgang (editors). Programming '17 : Companion to the 1st International Conference on the Art, Science and Engineering of Programming. Association for Computing Machinery. 2017. https://doi.org/10.1145/3079368.3079408

Vancouver

Tchernavskij P, Klokmose CN, Beaudouin-Lafon M. What can software learn from hypermedia? In Sartor JB, D'Hondt T, De Meuter W, editors, Programming '17 : Companion to the 1st International Conference on the Art, Science and Engineering of Programming. Association for Computing Machinery. 2017. a29 https://doi.org/10.1145/3079368.3079408

Author

Tchernavskij, Philip ; Klokmose, Clemens Nylandsted ; Beaudouin-Lafon, Michel. / What can software learn from hypermedia?. Programming '17 : Companion to the 1st International Conference on the Art, Science and Engineering of Programming. editor / Jennifer B. Sartor ; Theo D'Hondt ; Wolfgang De Meuter. Association for Computing Machinery, 2017.

Bibtex

@inproceedings{f6efe9b2d420459bb9af049667d298ce,
title = "What can software learn from hypermedia?",
abstract = "Most of our interactions with the digital world are mediated by apps: desktop, web, or mobile applications. Apps impose artificial limitations on collaboration among users, distribution across devices, and the changing procedures that constantly occur in real work. These limitations are partially due to the engineering principles of encapsulation and program-data separation. By contrast, the field of hypermedia envisions collaboration, distribution and flexible practices as fundamental features of software. We discuss shareable dynamic media, an alternative model for software that unifies hypermedia and interactive systems, and Webstrates, an experimental implementation of that model. We give examples of patterns and challenges for software architecture that have emerged in our experimentation with Webstrates, and show that it subverts the principles of encapsulation and program-data separation.",
keywords = "Human-computer interaction, Hypermedia, Programming paradigms",
author = "Philip Tchernavskij and Klokmose, {Clemens Nylandsted} and Michel Beaudouin-Lafon",
year = "2017",
month = apr,
day = "3",
doi = "10.1145/3079368.3079408",
language = "English",
editor = "Sartor, {Jennifer B.} and Theo D'Hondt and {De Meuter}, Wolfgang",
booktitle = "Programming '17",
publisher = "Association for Computing Machinery",
note = "1st International Conference on the Art, Science and Engineering of Programming, Programming 2017 ; Conference date: 03-04-2017 Through 06-04-2017",

}

RIS

TY - GEN

T1 - What can software learn from hypermedia?

AU - Tchernavskij, Philip

AU - Klokmose, Clemens Nylandsted

AU - Beaudouin-Lafon, Michel

PY - 2017/4/3

Y1 - 2017/4/3

N2 - Most of our interactions with the digital world are mediated by apps: desktop, web, or mobile applications. Apps impose artificial limitations on collaboration among users, distribution across devices, and the changing procedures that constantly occur in real work. These limitations are partially due to the engineering principles of encapsulation and program-data separation. By contrast, the field of hypermedia envisions collaboration, distribution and flexible practices as fundamental features of software. We discuss shareable dynamic media, an alternative model for software that unifies hypermedia and interactive systems, and Webstrates, an experimental implementation of that model. We give examples of patterns and challenges for software architecture that have emerged in our experimentation with Webstrates, and show that it subverts the principles of encapsulation and program-data separation.

AB - Most of our interactions with the digital world are mediated by apps: desktop, web, or mobile applications. Apps impose artificial limitations on collaboration among users, distribution across devices, and the changing procedures that constantly occur in real work. These limitations are partially due to the engineering principles of encapsulation and program-data separation. By contrast, the field of hypermedia envisions collaboration, distribution and flexible practices as fundamental features of software. We discuss shareable dynamic media, an alternative model for software that unifies hypermedia and interactive systems, and Webstrates, an experimental implementation of that model. We give examples of patterns and challenges for software architecture that have emerged in our experimentation with Webstrates, and show that it subverts the principles of encapsulation and program-data separation.

KW - Human-computer interaction

KW - Hypermedia

KW - Programming paradigms

UR - http://www.scopus.com/inward/record.url?scp=85028749457&partnerID=8YFLogxK

U2 - 10.1145/3079368.3079408

DO - 10.1145/3079368.3079408

M3 - Article in proceedings

AN - SCOPUS:85028749457

BT - Programming '17

A2 - Sartor, Jennifer B.

A2 - D'Hondt, Theo

A2 - De Meuter, Wolfgang

PB - Association for Computing Machinery

T2 - 1st International Conference on the Art, Science and Engineering of Programming, Programming 2017

Y2 - 3 April 2017 through 6 April 2017

ER -