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Chuck is the executive director of Media X, Stanford University's membership research program on media and technology. He is also a senior research scholar there, continuing his work in technology-enabled communications, collaboration, and community. Previosuly, he was the director of Societal Impact of Technology, for Intel Corporation. He has been deeply involved with questions of technology's effect on society, and is currently focused on issues surrounding the attributes and impact of software technologies, particularly distance learning and collaboration using multimediated Web networking. He was instrumental in establishing the new Center for Information Technologies and Society at the University of California, Santa Barbara, and serves as Advisory Chair.Earlier, Chuck was senior vice president of multi-media communication research for Dialogic (acquired by Intel in 1999), and also President of Spectron Microsystems (sold to Texas Instruments). Chuck was part of the IPO executive team at Veritas Software, and senior vice president of R&D at Informix Software during the very successful turnaround years of 1991-93. Healso spent 29 years at Hewlett-Packard in a variety of management and technical roles, including five years as corporate engineering director.Chuck's other affiliations include chairman of the board for Applied Microsystems and Attensity Corporation, and serving on several other boards, including the Computer History Center in Mountain View, CA. Chuck is a past president of the Association for Computing Machinery (ACM) and an IEEE Fellow. He maintains a management consulting service, InnovaScapes, which is concerned with creativity and innovation.Media X at Stanford is guiding the next chapter of the technology revolution by discovering new truths about how people use technology. Media X projects go beyond computing power and connection, to questions about the best ways for people to interact with technology, and the value that technology can add to daily life. Answers to these questions constitute vital knowledge about the "user experience" and are the key to unlocking innovative ideas.Media X questions include:How do people harmonize their experiences across virtual and physical worlds?What will make technology easier to use?How can technology adapt to user preferences and abilities?Can speech, language, gestures and other natural forms of input and output make technology more effective?What features of interactions are most liked?What social and emotional responses to technology are important in designing interactive media?How can technology enhance engagement and strategy for education, collaboration, and interactive commerce?What role can artistic execution play in the development and success of technology?Media X focus on themes of participation (where virtual and real worlds fuse, online media content, learning and training), collaboration (advanced human communication technologies, interactive technologies for social interaction and collaboration, use of mobile devices in collaboration), human-machine interaction (sensing and control, human-machine interaction and sensing, emotion detection from video detection of facial expression) sensing, image, speech and language processing (natural language research, video processing, cataloging, retrieval and reuse) and form factors (devices).