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HxI: A national research initiative in

ICT-Augmented Human Interactivity


Rudi Vernik1,2, Belinda Kellar1, Julien Epps1,3, Claudia Schremmer1,4
1
HxI Initiative – Project [braccetto]
2
DSTO, West Avenue, Edinburgh SA 5111 Australia
3
National ICT Australia, Australian Technology Park, Eveleigh NSW 1430 Australia
4
CSIRO ICT Centre, Cnr Pembroke & Vimiera Roads, Marsfield NSW 2122 Australia
rudi.vernik@dsto.defence.gov.au, belinda.kellar@nicta.com.au,
julien.epps@nicta.com.au, claudia.schremmer@csiro.au

Abstract than simply providing more information at an employee’s


finger tips.
Three of Australia’s publicly funded research
organisations (CSIRO, DSTO and NICTA) have recently The HxI Initiative was initiated by the National ICT
joined forces to lead a new national initiative in ICT- Roundtable, a body formed in response to the
Augmented Human Interactivity. The HxI Initiative recommendations of the Australian Government’s
focuses on the “x” factor of Human Interactivity, where Framework for the Future report (DCITA, 2003). This
the effective application of ICT itself is used to augment report highlighted the need to focus on collaborative
human cognitive and social abilities, often seen as the national initiatives that address some of these future
limiting factor in highly networked organisations and challenges and opportunities facing Australia. The
societies. This paper describes the context, scope, and Roundtable comprises members of the Publicly Funded
vision for the initiative. A reference model has been ICT Research Organisations, University representatives,
developed to help define the scientific and technical and representation from the Cooperative Research
challenges to be addressed and to support a Centres (CRCs). Through a commissioned report, the
multidisciplinary and cross-organisational program of Roundtable identified the area of ICT-enabled Human
research. This reference model is discussed, along with Interaction as an area requiring deep investigation. This
the approach and scientific challenges that have been report noted that related research areas in Australia which
devised for HxI projects such as Braccetto, the first and focused on the inter-relationships between people and
foundational project of the initiative . ICT, such as Human Computer Interaction (HCI),
Computer Supported Cooperative Work (CSCW),
Keywords: Human interactivity, distributed intense Ubiquitous Computing, Interaction Design and
collaboration, creative teamwork. Information Visualisation, were fragmented, and on a
world scale Australia was seen as a minor player. The
1 Introduction report suggested that researchers engaged in these areas
(i.e., computer scientists, social scientists, designers,
The rapid pace of change in business environments over engineers, and artists) dwelt in separate communities and
the last 10 years has been enabled by the increasing use seldom mixed. However, the researchers were seen to
of information and communication technology. This has have different but related visions of how to address the
resulted in significant challenges for those involved in dream of ubiquitous computing, i.e. where ICT moves
highly networked organisations. One challenge for the into the background of human activity. The HxI Initiative
future will be addressing the many human factors that was established to focus on a number of identified
need to be considered in this changing environment. A limitations within the national research community: a
New York Times article titled “Meet the Life Hackers” lack of leadership, uncoordinated activities, a lack of
(Thompson, 2005) suggests that “Information is no scale, little research infrastructure and a limited focus on
longer a scarce resource – attention is!” As computers exploitation and commercialisation.
become more ubiquitous in the workplace, multi-tasking
has become paramount in business as time and The term ‘HxI’ was coined to describe these trends
productivity drivers have moved the computer into the towards ubiquity and human experience. The “x” in the
hub of almost every conceivable activity. Dealing with term ‘HxI’ represents research from a number of
copious amounts of information in net-enabled disciplines that collectively enhance the ability of humans
organisations is itself a major challenge, and there is a to interact with information, with each other, and with
greater emphasis on interactions between people and their environments through the effective application of
providing approaches to enable effective teamwork rather ICT. This defines the focus and context for the HxI
Initiative which has been designed to support a number of
related collaborative projects.
The development of a distributed cross-organisational and
Copyright © 2007, CSIRO, DSTO, NICTA. multi-project program of research, such as that envisaged
Reproduction for not-for profit purposes permitted provided this for the HxI Initiative, poses significant challenges in
text is included.
itself. Issues to be addressed include providing a common the most effective, although costly, means of supporting
vision and frame of reference for the multi-disciplinary creative teamwork activities.
teams engaged in the research, providing a common
research infrastructure to support the geographically 2.2 Related Science and Technology
distributed teams, and providing the cultural basis for
undertaking the work. This paper introduces a reference The HxI Initiative science and technology program under
model which has been developed to provide the context development is intended to support humans in their
for the research thrusts, science challenges and research interactions with machines, with their environments, with
activities of the HxI Initiative and its projects. It provides information, and between each other. The work includes
a common framework to support effective collaboration the development of innovative interaction technologies,
between organisations and between multi-disciplinary novel interactive visualisation approaches, ubiquitous
teams engaged in coordinated research activities. computing environments, and integrated telepresence for
cooperative work. This section provides an overview of
The paper is structured as follows: Section 2 discusses the some of these aspects, setting the context for the scope,
research context and drivers for the HxI Initiative, focus and challenges of the HxI Initiative.
thereby providing the background for the HxI Reference
Model which is described in Section 3. Section 4 then Ubiquitous computing relates to a future where
describes the Braccetto project and provides an example computers become embedded in our natural movements
of how the HxI Reference Model can be used to define and interactions with our environments, both physical and
and develop cross-organisational and multi-disciplinary social. In his seminal article on “The Computer of the
projects. 21st Century”, Weiser (1991) described a future where
computers will become largely invisible to users, being
“woven into the backdrop of natural human
2 Research Context and Drivers
interactions”. A community of researchers in this area
This section provides an overview of some of the has been focusing their attention on the augmentation of
economic and business factors that may drive future physical collaborative workspaces such as meeting
change and describes areas of science and technology that rooms. Examples of research initiatives in this area
could perpetuate and support these changes. We conclude include Interactive Workspaces (Johanson et al., 2002), i-
this section by discussing how these drivers and Land (Streitz et al., 1999), Intelligent Room (Coen et al.,
characteristics shape the challenges for the HxI Initiative 1999), and Active Spaces (Cerqueira et al., 2001). Much
in terms of the “x” factor of human interactivity. of the research has focused on the infrastructure and
human interfaces required for these types of
2.1 Economic and Business Factors environments. Related research is being undertaken into
the processes and facilities to support extreme (or intense)
The HxI Initiative focuses on addressing many of the collaboration within work environments, often referred to
challenges facing business and organisations into the as project or war rooms (Covi et al., 1998). Mark (Mark,
future. The advent of global networks, workforce 2002) describes extreme collaboration as “Working
virtualisation and increasing information overload require within an electronic and social environment that
new tools and processes. Gloria Mark (Mark et al., 2003) maximizes communication and information flow.” Her
describes the need to merge communication technologies study of a 16-person team that designs space missions for
with information-sharing technologies to create a NASA’s Jet Propulsion Lab showed that the amount of
synchronous environment for collaboration to support time required to create a space mission design was
these new economic and business drivers. Dawson reduced from 3-6 months to about 9 hours by switching to
(Dawson, 2005) recognises the importance of face-to-face a technologically rich “war room” environment. In
human interactions to the quality of knowledge work Australia, the LiveSpaces Project (Vernik et al., 2003), is
stating that “despite technological advancements that undertaking research into how these types of workspaces
allow people to telecommute and work in different can be used individually and in combinations to facilitate
locations, organisations are effective chiefly because intense group activities such as time-critical decision
people who work closely together have the opportunity making, analysis, and planning. This research programme
for rich interaction and learning on an ongoing and often is led by DSTO, with contributions from other research
informal basis.” This is reiterated by Ware (Ware, 2003) organisations including the University of South Australia,
who suggests that “Despite the hype and the growing and previously with the CRC for Enterprise Distributed
belief that the internet and information technology Systems Technology (DSTC).
generally have meant the ‘death of distance’, managing
distributed work and a distributed workforce remains Mixed Presence Groupware (Tang et al., 2004) has
incredibly difficult”. been a recent new research focus for the CSCW
community, in which both single display groupware and
Technologies such as teleconferencing, email, WebEx, shared display groupware share a visual workspace in a
and Instant Messenger assist in coordinating action synchronous manner. This approach allows support of
between teams, but they still fall short on fostering multiple distributed teams, whose members each control
effective social relations. This is evidenced by the their own input devices to edit and annotate content in a
continuing growth in air travel for business purposes. In shared application. Early implementations of MPG, such
2006, physical co-location through airline travel is still as MPGSketch (Tang et al., 2004) have uncovered some
of the challenges in remote collaboration between teams,
for example disparities between the relative perceived 2.3 The “x” Factor in Human Interactivity
presence of remote and co-located users. Recent work in
Australia, conducted by NICTA and UniSA (Hutterer et As discussed in this paper, an emerging trend in ICT is
al., 2006) suggests that by supporting legacy applications, ubiquity where the interface between human and
MPG can be realised as a powerful and generic tool for machines is becoming blurred. For example, through new
simultaneous collaboration. MPG implicitly links the ubiquitous and human-computer interaction approaches
‘task space’ (i.e. the shared artefact, e.g. a document) such as the use of speech and gesture, people can begin to
with the ‘person space’ (i.e. the video presence) as perceive that they are interacting with the information
defined by Buxton (1992). It is believed that the itself rather than through a machine interface. We refer to
integration of the task space the form of mixed presence this as human-information interaction. Another dimension
groupware, the person space in the form high quality of human interactivity relates to human-human
telepresence, ubiquitous computing environments for interaction, the focus of research areas such as CSCW.
session coordination, and new awareness tools that bridge Other important trends relate to the application of
the task and person spaces, represents a novel and interaction design methods. For example, the success of
compelling research area for simultaneous distributed many human interaction approaches lies in the feelings
remote collaboration between teams. that people have based on human experience. New
research in the areas of participatory design focus on the
Advanced Telepresence has been seen as an important notion of eX – those elements of human experience
enabler of distributed collaboration. Olson and Olson ( which factor into the acceptance and use of technologies
2000) suggested in an elaborate study of distance and work environments. For example, the success of the
communication that ”There are several broad reasons HP/Dreamworks Halo environment discussed in Section
why distance will persist as an important element of 2.2 lies in the effective design of the interfaces and the
human experience. […] Our findings in these settings fall environment. The “x” factor, or human interactivity, of
into two categories: behaviour that will change for the the HxI Initiative is focused on augmenting humans’
better when technology achieves certain qualities we interfaces with each other and their environment, as
think are possible in the next 20 years, and behaviour discussed in section 1. This is achieved through the
that will never change.” In Australia, the CSIRO’s augmentation of underlying human cognitive and social
Telepresence team has been developing and attributes.
experimenting with the Virtual Tearoom: a high-quality
telecollaboration platform which enables high-quality 3 HxI Reference Model
audio and video communication with integrated services
over a distance. The team is addressing a number of The proposed HxI Reference Model, as depicted in
research challenges, including communications protocols Figure 1, provides the context and a common point of
and quality of service issues. In networked group understanding for the HxI research thrusts, science
communication, data needs to be replicated for each challenges and research activities undertaken jointly
participant in a multipoint connection. The Virtual between organisations and disciplines.
Tearoom's signalling component allows synchronised
audio and video (i.e., lip-synchronicity) whilst its
underlying multicast transmission allows for multipoint
connectivity without the need for a multipoint control
unit. A recent development by HP and Dreamworks
called Halo (Sandow, 2006) provides some interesting
insights into the challenges of providing telepresence
capabilities that augment human interaction abilities.
Halo studios are purpose-built videoconferencing rooms,
designed with a careful choice of the room dimensions
and layout, reverberation, lighting, and audio. The display
of remote participants in a meeting is life-size, the
furniture in all locations is identical and arranged around
the videoconferencing screen in a way that the remote
locations form an integral part of the physical room. The
Age (The Age, 2005) commented on the Halo project that
…“HP's Halo Collaboration Studio offers a nearly
immersive environment where people can see each other,
talk and collaborate remotely as if they were in the same
room”. This suggests that some collaboration systems are
at the verge of changing human collaborative activities as
predicted. However, Halo demonstrates the fact that
technology alone is not the answer - there are important Figure 1: HxI Reference Model
science and technology challenges that to be addressed in
supporting the human experience.
3.1 Key Dimensions Innovation defines the innovation required to adapt and
enhance capability optimally for the work context.
As shown in Figure 1, the Reference Model has three key Innovation can result in higher effectiveness of team
dimensions: activities through the rapid adaptation of technologies,
Capability. Capability defines the means by which users work environments, work practices, information sources
are supported within particular work contexts. This and the like. Studies undertaken by DSTO (Evdokiou et
includes new tools, combinations of technologies, work al., 2004) on intense teamwork involving military
practices, content, and environmental factors such as planning teams as part of the Command TeamNets and
lighting and furnishings. AUSPLANS projects have identified that rapid
innovation by capability developers and end users is an
Work Context. The Work Context describes the setting important element of team effectiveness, particularly
for teamwork activities. It can be defined in terms of, when the planning teams are supported by advanced ICT
goals, roles, and artefacts employed by people engaged in such as ubiquitous computing environments,
a particular work activity. collaboration tools, and telepresence capabilities.
Teamwork Mechanics. These are the underlying Innovation, in serving to improve capabilities, in turn
cognitive and social aspects that need to be supported for relies on experimentation on scientific models for fresh
effective teamwork, and include aspects such as insights
communicating, understanding, reasoning, synthesizing,
deciding, recording, recalling, and learning. Of particular
importance for HxI are the mechanics that support human
creativity such as visualization, invention, synthesis,
imagination, insight, and problem-solving. Mechanics
related to human experience are also important aspects to
be explored. The notion of teamwork mechanics is an
extension of the concepts first defined by Pinnelle et al
(2003) and subsequently defined in terms of Mechanics
of Ubiquitous Collaboration in the Orchestrated
Evaluation Approach of the AUSPLANS project
(Evdokiou et al., 2004).
The HxI Reference Model has been designed to support a
range of scientific perspectives. For example, in the
CSCW area, there is often a technology focus to the work Figure 2: HxI Reference Model – Key Enablers
being undertaken. However, individual technologies
themselves do not generally provide advantage to people Experimentation is identified as a key enabler because
engaged in particular work activities. Often it is a of the important role that it plays in the development and
combination of technologies and work practices, together evaluation of capabilities within particular work contexts.
with appropriate access to required information (or The term experimentation is used to cover a range of
content) that enhances a team’s abilities to effectively activities including evaluation, laboratory experiments,
achieve desired goals. and ethnography. Experimentation is undertaken in
relation to Teamwork Mechanics. Of importance is the
In the HxI Reference Model, the term capability is used relationship between innovation and experimentation
to define the technology(s) together with other aspects within the context of teamwork (Thomke, 2003).
that unite to provide users with the basis for effective use Experimentation poses some significant challenges for
of the technology. Capabilities need to be considered in the types of work contexts and capabilities that are the
terms of their work context when addressing their utility focus of HxI project research, e.g. intense collaboration
and effectiveness. The work context is a model of the for creative teamwork involving combinations of
activities/tasks, roles and people that define the work to collocated and distributed teams. Some of the challenges
be done. Ultimately, the use of capabilities within a work relate to the ability to undertake observations across
context needs to support the underling basis for team teams involved in distributed collaboration. Moreover,
working. Teamwork mechanics help focus attention on there are challenges in the development and evaluation of
the impact of introducing new capabilities, provide new theories of collaborative creative teamwork, new
support for identifying what new capabilities might be ICT-enabled experimentation approaches based on
required, support evaluation activities by identifying advanced sensing techniques and new models and storage
measurable attributes, and provide a basis for considering approaches for ethnographic data.
enhancement activities such as process improvement.
Modelling reflects the importance of developing solid
theoretical foundations through the consolidation of
3.2 Enablers knowledge and understanding, often derived through
The reference model defines four key enabling experimentation, into sets of underlying models. A range
mechanisms, shown as planes in Figure 2: Innovation, of models are required to support HxI, including models
Experimentation, Modelling, and Enhancement. of teamwork activities, capability models that show the
relationship between sets of technologies, work practices,
and information resources, ethnographic models that
support the fusion of observational data collected by ICT A series of multidisciplinary HxI workshops is being
sensors and human analysts, and models of teamwork undertaken to help define and refine scientific challenges
mechanics. Of central importance for the HxI Initiative for the HxI Initiative. A recent workshop on “The future
are models that support reasoning and models which can of evaluation in HxI” identified a range of scientific
be enacted using ICT approaches such as intelligent challenges that need to be addressed in relation to
services. Some of the challenges to be considered for HxI evaluation approaches (Schremmer et al, 2006). The
Modelling are: What approaches best support the workshop also proposed a range of models to support
modelling of teamwork mechanics and activities? How future HxI evaluation, including a formative model of
can modelling support the development and validation of evaluation, a Capability Pipeline model, Concurrent
theories of distributed creative teamwork? How can Ethnography, a Knowledge-centred evaluation model, a
capability models be developed and used to capture the Teamwork Mechanics Focused Engagement model, and
relationships between technologies, work practices, and an Evaluation Hierarchy model, each yet to be reported.
information? How can innovation processes be modelled A key theme to emerge from the workshop was the notion
to help understand and enable team-based innovation of of ICT-enabled Experimentation. This was in response to
capabilities in relation to particular work contexts? What the challenge of undertaking experimentation activities,
modelling approaches support the storage, fusion, such as evaluation and ethnographic studies, in dynamic
analysis and use of ethnographic data collected by ICT distributed teamwork contexts. This approach employs
sensors and human analysts? ICT-based capabilities to support the sensing, fusion, and
storing and analysis of observational data. Challenges in
Enhancement is seen as an enabler of team performance
this area underpin research in the Braccetto project,
and improvement. It uses of the results of
which will define, develop and evaluate new capabilities
experimentation to augment capabilities in relation to
whereby data derived through experimentation provides a
specific work contexts and in terms of particular
basis for new models. In turn, the new executable models
teamwork mechanics. Of particular importance for the
will be used to provide rapid feedback to enhance team
types of teamwork contexts being considered for the HxI
effectiveness.
Initiative is the rapid feedback of evaluation results.
Evaluation results in dynamic creative teamwork There are also challenges in understanding the role of
situations may only prove useful within the context of the design in the innovation and development of capabilities.
actual activity, while traditional evaluation results For example, the success of new capabilities such as the
produced after months of video analysis may be of Halo system lies in user experience. The design of future
limited use to meeting participants. One of the challenges interactive applications and environments poses some
to be addressed by the HxI community is how the interesting challenges, particularly where these
knowledge gained from evaluation activities might be capabilities need to engender and support human
captured in executable models that can be used by new creativity. For example, we need to find answers to
types of intelligent services for enhancing teamwork questions such as: What are the underlying mechanisms
activities. These might include services to support that need to be considered in the design of interaction
mediation or social protocols for distributed teams, or capabilities? How can these be accommodated through
orchestration services. participatory design? How can these be evaluated?
Reference Model Braccetto focus
3.3 Defining Science and Technology parameter
Challenges for HxI Projects
Work Context intense distributed collabora-
The HxI Reference model provides the context for tion for creative teams
identifying and communicating science and technology
challenges in HxI projects. Fundamentally, these Capability Area mixed presence groupware
challenges of the HxI Initiative focus on how ICT-based
Teamwork Mechanics awareness
capabilities can extend human combined cognitive and
Addressed
social abilities in relation to underlying teamwork
mechanics. Many of the challenges are central to the Table 1: Braccetto focus areas
capability dimension while the key enablers are
experimentation, modelling, and enhancement. However, 4 Project Braccetto
some of the major challenges lie at the intersection of
these. For example, when defining research thrusts for a The HxI Braccetto project is the first and foundational
project consideration need to be given to the following project of the HxI Initiative, and draws upon the HxI
types of questions: How does innovation play a part in the Reference Model to provide the framework for
development and evolution of capabilities? How can a identifying specific Braccetto science and technology
capability be articulated and modelled? How does challenges. Table 1 summarises the Braccetto focus areas
experimentation support the definition and development in terms of the HxI Reference Model. Braccetto
of capability? What is the relationship between undertakes research into how the effective application of
innovation and experimentation in the definition new ICT in the area of Mixed Presence Groupware can assist
capabilities? And, how can the results of experimentation teams of co-workers to collaborate more effectively
be used to rapidly enhance capability to improve the across a distance. Specifically, the project is undertaking
effectiveness of a team? research into the principles underlying effective, intense
distributed collaboration and is implementing the results
as new capabilities for supporting teams involved in indication of the skills and support required and provided
creative activities such as collaborative design, planning, by the various discipline areas involved in the project. A
analysis, and decision making. These new approaches more detailed view of the requirements is provided by a
will be evaluated against various underlying teamwork vertical mapping. For example, for the experimentation
mechanics, focusing specifically on enhancing the requirements the MPG Awareness Approaches and Tools
effectiveness of distributed teams through enhanced activity can be mapped to specific experimentation
awareness. activities within the activity area of Awareness
Experiments and the use of Domain Experimentation.
The science and technology challenges and activities for
The following paragraphs provide an overview discussion
Braccetto are articulated in relation to the HxI Reference
of the S&T areas and their relationships. However, this is
Model. Table 2 provides a summary of the Braccetto
done to provide an overview of the Braccetto project and
research challenges, and their inter-relationships. As
give examples of the relationships to the reference model;
stated in Section 3.3, many of the major challenges lie at
space limitations restrict a more complete discussion of
the intersection of the reference model axes. The
all activities and the reasoning behind the various
notations used in the table are:
mappings.
• “R” for Requires
• “S” for Supports, and The science and technology activities related to
Capability include the development of novel MPG
• “P” for Provides.
capabilities and the development of a national research
Challenge S&T Activity Inter-relationship Map platform called Braccetto TeamNets. The new MPG
Area capabilities include: novel awareness approaches and
Innov Cap Exp Mod Enh

Capability • MPG R P R R R tools such as integrated arm shadows (Tang and


Awareness Minneman, 1991, Tang et al. 2004), more futuristic
Approaches embodiments of remote collaborators such as field-of-
and Tools
R P R R R view visualisations derived from real time tracking of
• Integrated
Telepresence user direction of attention; integrated telepresence
• Braccetto S P S S S approaches such as the use of spatial audio, low latency
TeamNets audio codecs and high definition video; and operating
• SEA S P S S S
system-level multiple independent input device support
Framework
• Awareness S R P S S
such as the concepts enumerated by Hutterer et al.
Experimen-
tation Experiments (2006).
• Living S R P S S
Laboratory Braccetto TeamNets provides a common research
• Domain Ex- infrastructure to support the innovation, experimentation,
perimentation S R P S S modelling and enhancement of future MPG capabilities.
Modelling • Teamwork R R R P S A family of systems components is being defined and
Awareness developed to enable the composition of a range of
theories and
Models collaboration systems. These include configurable
• Reference S S S P S interactive display units, interaction devices, cameras,
Models and and lighting. TeamNets allows the rapid set up of a range
Architecture of configurations including the use of multiple displays in
• Modeling of S S S R S
Ethnographic
various orientations and combinations both within
Stores collocated and across distributed facilities. A particular
• Executable R P R R S challenge involves developing the infrastructure and
Models for interaction interfaces to provide ubiquitous access and
Creative
Teamwork
support for: team information management, telepresence
• Models of In- S P R R S capabilities; coordination with and control across
process Braccetto systems, applications, and facilities; and ready
Innovation access to advanced applications in specific domains of
Enhance- • Intelligent S P R R P interest.
ment Teamwork
Services A new capability being developed as part of Braccetto
• Teamwork S P R R S
TeamNets is a Sensing, Evaluation and Automation
Improvement
Processes (SEA) Framework. This involves the providing support
for the acquisition and processing of signals from diverse
Table 2: Braccetto Research and Inter-relationships sensors (e.g. video, audio, interaction, biomedical,
The table is read left to right to identify relationships human) to both record and summarise desired aspects of
between challenge areas for particular science and live interactive sessions. SEA will support researchers by
technology (‘S&T’) activities. For example, the allowing them to select the parameters to be observed,
development of “MPG Awareness Approaches and and then provide summarisation, markup, and analysis
Tools” requires Innovation, provides a Capability, facilities. Finally, SEA will be the basis for intelligent
requires Experimentation support, requires Modeling and enhancement support facilities to assist teams.
requires Enhancement to support the development of the
capability through improvement. This provides an
Experimentation plays a major role in the Braccetto DSTO and NICTA. The authors would like to
project. A number of experiments will be undertaken to acknowledge the contributions of HxI [braccetto] team
develop and validate theories and models of awareness. members including Alex Krumm-Heller, Peter Evdokiou,
For example, planned experiments focus on assessing the Bruce Thomas, Masa Takatsuka, Paul Swatman and Peter
effect of distance on perception of remote participants, Eades.
and how gesture and multiple simultaneous touch input
can improve awareness between remote co-workers. New 7 References
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