![]() Louveton, Nicolas ![]() ![]() ![]() in Proceedings of the 5th International Conference on Automotive User Interfaces and Interactive Vehicular Applications (2013) In this paper we present the DriveLab IVIS testing platform which allows for the same experiments to be conducted both under simulator and real car conditions. Other key aspects of DriveLab is that it is ... [more ▼] In this paper we present the DriveLab IVIS testing platform which allows for the same experiments to be conducted both under simulator and real car conditions. Other key aspects of DriveLab is that it is highly modular (therefore allowing the exchange or integration of different components) and that it supports more than one driver. For example we show that the same IVIS devices and scenario can be used with two different 3D engines. The paper provides a technical overview and a brief example of use. [less ▲] Detailed reference viewed: 220 (23 UL)![]() ; McCall, Roderick ![]() ![]() in Papadopoulos, Harris; Andreou, Andreass; Iliadis, Lazaros (Eds.) et al Artificial Intelligence Applications and Innovations (2013) Based upon the core concept of the LiveCity Project we focus on the specific City Cultural Experiences v2v Pilot,designed to allow for visitors at two defined locations to interact with one another in a ... [more ▼] Based upon the core concept of the LiveCity Project we focus on the specific City Cultural Experiences v2v Pilot,designed to allow for visitors at two defined locations to interact with one another in a joint experience and to get educational/entertainment benefits, originating directly from the museum content delivery. We discuss a set of semi-pervasive games (the so-called “Twin Cities”games) which are designed to bring people together at remotely twinned locations through the use of video-to-video communication and multitouch interaction. We also present an early classification of video-to-video (v2v) interaction games that is designed to inform designers about the potential of such technologies. We classify them as: using video for awareness and communication, interacting with video and video as a game. [less ▲] Detailed reference viewed: 356 (17 UL)![]() McCall, Roderick ![]() ![]() ![]() Scientific Conference (2012) In this paper we provide an overview of the I-GEAR (incentives and gaming environments for automobile routing) project that is intended to reduce traffic congestion in Luxembourg through the use of ... [more ▼] In this paper we provide an overview of the I-GEAR (incentives and gaming environments for automobile routing) project that is intended to reduce traffic congestion in Luxembourg through the use of persuasive gaming. In order to illustrate some of the issues involved we also present an outline concept of a live game in which we propose to encourage the workshop participants to take part. If a sufficient number of workshop participants take part, this real life game could even be used as a small scale study within the project. [less ▲] Detailed reference viewed: 216 (12 UL)![]() ; ; et al in Interacting with Computers (2012), 24(4), 317-325 Detailed reference viewed: 159 (4 UL)![]() Avanesov, Tigran ![]() ![]() ![]() in Adjunct Proceedings of 4th International Conference on Automotive User Interfaces and Interactive Vehicular Applications (2012), 2 This paper presents an architecture and partially built simulation platform which is designed to offer a flexible open ended approach for conducting laboratory experiments. The emphasis is on supporting ... [more ▼] This paper presents an architecture and partially built simulation platform which is designed to offer a flexible open ended approach for conducting laboratory experiments. The emphasis is on supporting multiple drivers and the ability to swap in and out different software components and devices. [less ▲] Detailed reference viewed: 282 (20 UL)![]() ; ; McCall, Roderick ![]() in DIS '12 Proceedings of the Designing Interactive Systems Conference (2012) Designing Augmented Reality location aware games requires an understanding of how form and content issues impact on presence. A study of 60 players was conducted using questionnaires, video analysis and ... [more ▼] Designing Augmented Reality location aware games requires an understanding of how form and content issues impact on presence. A study of 60 players was conducted using questionnaires, video analysis and interviews. The results indicate that content including: moral dilemmas, strong narratives, using real locations effectively and applying simple physical behavior within virtual characters to improve embodiment have a positive impact on player experience. The results are presented in the form of guidelines. [less ▲] Detailed reference viewed: 88 (6 UL)![]() McCall, Roderick ![]() ![]() ![]() in International Journal of Mobile Human Computer Interaction (2012) In this paper the authors explain the use of gamification as a way to optimize mobility patterns within a heav- ily congested European City. They explore this from two perspectives, first by outlining a ... [more ▼] In this paper the authors explain the use of gamification as a way to optimize mobility patterns within a heav- ily congested European City. They explore this from two perspectives, first by outlining a gaming concept and secondly by explaining how the use of a mobility game that took place in two locations can be used to explore incentives and design issues. [less ▲] Detailed reference viewed: 414 (28 UL)![]() McCall, Roderick ![]() ![]() in International Conference on Entertainment Computing (2012) The workshop will explore the core challenges associated with the increasing use of serious gaming in particular those systems that seek to persuade users to alter their behavior. The workshop will focus ... [more ▼] The workshop will explore the core challenges associated with the increasing use of serious gaming in particular those systems that seek to persuade users to alter their behavior. The workshop will focus on three main areas: data privacy, trustworthiness and usability. The workshop particularly welcomes submissions from people who seek to bridge the divide between these topics. [less ▲] Detailed reference viewed: 188 (4 UL)![]() McCall, Roderick ![]() ![]() in The 11th Annual Mediterranean Ad-Hoc Networking Workshop (2012) In this paper we present a novel concept that deals specifically with changing driver behaviour in order to reduce traffic congestion. The project I-GEAR (incentives and gaming environments for automobile ... [more ▼] In this paper we present a novel concept that deals specifically with changing driver behaviour in order to reduce traffic congestion. The project I-GEAR (incentives and gaming environments for automobile routing) aims to understand the motivations that drivers have while undertaking the daily commute and then to provide them with a range of incentives to change their behaviour. A key focus within the project is on ways in which the problem could potentially be solved without recourse to an expensive infrastructure project. Our solution to this problem was to move the problem of traffic management onto everyday mobile devices. In the following paper we outline the background to the problem, concepts relating to pervasive gaming, existing explorations of incentives and gaming approaches as well as our basic concept and project methodology. [less ▲] Detailed reference viewed: 162 (10 UL)![]() Koenig, Vincent ![]() ![]() ![]() in Entertainment Computing - ICEC 2012 (2012) The following paper presents a review of the ethical, privacy and trust aspects relating to pervasive gaming in particular within the domain of traffic congestion. The paper deals explicitly with the ... [more ▼] The following paper presents a review of the ethical, privacy and trust aspects relating to pervasive gaming in particular within the domain of traffic congestion. The paper deals explicitly with the challenges involved that fall between the gaps standard ethical practice and scientific research when studies comprise of those in the lab (where collection and use is heavily controlled) and those which take place in the wild where there is the requirement to share data possibly with external parties. Also where the nature of such work is at the borders of the concept of traditional study and a commercial running prototype. [less ▲] Detailed reference viewed: 186 (13 UL)![]() ; McCall, Roderick ![]() in IEEE Conference on Virtual Reality 2011 (2011) We present a novel technique implementing barehanded interaction with virtual 3D content by employing a time-of-flight camera. The system improves on existing 3D multi-touch systems by working regardless ... [more ▼] We present a novel technique implementing barehanded interaction with virtual 3D content by employing a time-of-flight camera. The system improves on existing 3D multi-touch systems by working regardless of lighting conditions and supplying a working volume large enough for multiple users. Previous systems were limited either by environmental requirements, working volume, or computational resources necessary for realtime operation. By employing a time-of-flight camera, the system is capable of reliably recognizing gestures at the finger level in real-time at more than 50 fps with commodity computer hardware using our newly developed precision hand and finger-tracking algorithm. Building on this algorithm, the system performs gesture recognition with simple constraint modeling over statistical aggregations of the hand appearances in a working volume of more than 8 cubic meters. Two iterations of user tests were performed on a prototype system, demonstrating the feasibility and usability of the approach as well as providing first insights regarding the acceptance of true barehanded touch-based 3D interaction. [less ▲] Detailed reference viewed: 122 (3 UL)![]() McCall, Roderick ![]() in Personal and Ubiquitous Computing (2011), 15(1), 25-35 Location-aware augmented reality games provide players with a rich and potentially unlimited range of interaction possibilities. In this paper, a study is described which uses a number of measurement ... [more ▼] Location-aware augmented reality games provide players with a rich and potentially unlimited range of interaction possibilities. In this paper, a study is described which uses a number of measurement techniques including questionnaires, direct observation, semi-structured interviews and video analysis to measure player’s sense of presence. The paper points to the importance of the availability of actions within augmented reality games and how this shapes their sense of presence. The findings indicate that such an approach to measuring presence can provide valuable information on the structure of augmented reality location-aware games. [less ▲] Detailed reference viewed: 140 (1 UL)![]() ; ; et al in In the Proceedings of the 13th International Workshop on Presence (2011) Presence measurements are traditionally using a variety of subjective and objective measures. However, constraints often result in subjective measurements using questionnaires as a key method of data ... [more ▼] Presence measurements are traditionally using a variety of subjective and objective measures. However, constraints often result in subjective measurements using questionnaires as a key method of data collection. In this paper we present a study of 44 participants of an augmented reality game known as TimeWarp which used both subjective and objective behavioural measures where both video recordings and self- reports about feelings of presence were compared. Our findings indicate that pointing behaviour and verbal responses to virtual content within an augmented reality scene are correlated negatively to sense of presence. As a result the paper indicates that there are behavioural measures that correlate and can predict subjective feelings of presence in the augmented reality game. [less ▲] Detailed reference viewed: 132 (3 UL)![]() ; ; et al in Proceedings of Automotive User Interfaces 2013 (2008, October 27) Although cars are not flying yet, self-driving cars are definitively closer than some may think. Numerous research organizations and major companies have developed working prototype autonomous vehicles ... [more ▼] Although cars are not flying yet, self-driving cars are definitively closer than some may think. Numerous research organizations and major companies have developed working prototype autonomous vehicles. Three U.S. states have passed laws permitting autonomous cars on public roads and the UK is currently working on making similar policy changes. Technical challenges are of great importance to fully transition to these vehicles, but legislation, infrastructure and human factors elements are of equal significance to tackle, and have received much less attention. With this workshop, we would like to start the conversation of Autonomous Vehicles with experts and researchers specifically in the area of Human Factors and User Experience. This workshop will explore the emerging themes of autonomous driving, social driving and novel user interface approaches. The aim being to define the future landscape for research within and across each these areas. [less ▲] Detailed reference viewed: 254 (2 UL)![]() McCall, Roderick ![]() in PsychNology Journal (2008), 6(2), 157-163 This paper presents an overview of a study of 24 people who used an augmented reality game called TimeWarp. The paper initially discusses the game and evaluation methods chosen, it then explores emerging ... [more ▼] This paper presents an overview of a study of 24 people who used an augmented reality game called TimeWarp. The paper initially discusses the game and evaluation methods chosen, it then explores emerging issues from the evaluation which are applicable to other augmented reality games and how existing user testing methods require further improvements in order to capture data relevant to the issues. [less ▲] Detailed reference viewed: 69 (1 UL)![]() ; ; McCall, Roderick ![]() in Multi-dimensional Interactive City Exploration through Mixed Reality (2008, March) In this paper we present a pervasive outdoor mixed reality edutainment game for exploring the history of a city in the spatial and the temporal dimension, which will closely couple the real environment ... [more ▼] In this paper we present a pervasive outdoor mixed reality edutainment game for exploring the history of a city in the spatial and the temporal dimension, which will closely couple the real environment with the virtual content. The game provides a new and unique user experience, which links rich interactive content to time and places. We introduce the development of such a game, including a universal mechanism to define and setup multi-modal user interfaces for game challenges. [less ▲] Detailed reference viewed: 120 (1 UL)![]() ; ; McCall, Roderick ![]() in In the Proceedings of MobileHCI 2008, Amsterdam, Netherlands (2008) Mobile location-aware applications have become quite popular across a range of new areas such as pervasive games and mobile edutainment applications. However it is only recently, that approaches have been ... [more ▼] Mobile location-aware applications have become quite popular across a range of new areas such as pervasive games and mobile edutainment applications. However it is only recently, that approaches have been presented which combine gaming and education with mobile Augmented Reality systems. However they typically lack a close crossmedia integration of the surroundings, and often annotate or extend the environment rather than modifying and altering it. In this paper we present a mobile outdoor mixed reality game for exploring the history of a city in the spatial and the temporal dimension. We introduce the design and concept of the game and present a universal mechanism to define and setup multi-modal user interfaces for the game challenges. Finally we discuss the results of the user tests. [less ▲] Detailed reference viewed: 316 (2 UL)![]() McCall, Roderick ![]() Scientific Conference (2007) This paper describes a prototype mobile phone application which is designed to make people feel present in the sub-culture of a city. It explores some of the issues with measuring sense of place and ... [more ▼] This paper describes a prototype mobile phone application which is designed to make people feel present in the sub-culture of a city. It explores some of the issues with measuring sense of place and presence on mobile devices, particularly when what users are being asked to experience is culture. [less ▲] Detailed reference viewed: 111 (1 UL)![]() McCall, Roderick ![]() in PsychNology Journal (2005), 3(1), 35-73 This paper examines the effect that changing arena (i.e. an immersive CAVE or head mounted display) and adding an augmented barrier has on the sense of place and presence in two photo-realistic virtual ... [more ▼] This paper examines the effect that changing arena (i.e. an immersive CAVE or head mounted display) and adding an augmented barrier has on the sense of place and presence in two photo-realistic virtual environments. Twenty eight subjects (17 male, 11 female) mainly undergraduate students or staff took part. The paper summarises two experiments that used a range of data capture methods including the place probe, semantic differentials, distance estimates and the MEC Questionnaire. The results indicate that in non-interactive photo-realistic environments the choice of arena has an impact on the perceived ability to undertake actions, and hence sense of place and presence; with the CAVE providing a lower sense of spatial presence for certain aspects than the HMD. [less ▲] Detailed reference viewed: 102 (3 UL)![]() McCall, Roderick ![]() Scientific Conference (2004) This paper discusses our experiences of using a range of methods and techniques to measure the sense of place in real and virtual environments. The paper presents a discussion on presence and how this is ... [more ▼] This paper discusses our experiences of using a range of methods and techniques to measure the sense of place in real and virtual environments. The paper presents a discussion on presence and how this is linked directly with our sense of place. From here we discuss the development of ‘The Place Probe’ a bundle of measurement techniques that allows for the direct comparison of real and virtual scenes. We show how the data gathered from the probe can be used to inform the design of virtual places. The whole approach is predicated on the premise that by understanding place we can improve our sense of presence in virtual environments. [less ▲] Detailed reference viewed: 115 (4 UL) |
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