![]() ; ; McCall, Roderick ![]() in Lombard, Matthew; Freeman, Jonathon; Ijesslsteijn, Wijnand (Eds.) et al Immersed in Media: Presence Theory, Measurement and Technology (in press) This chapter describes an approach to the development of virtual representations of real places. The work was funded under the European Union’s €20m Future and Emerging Technologies theme of the 5th ... [more ▼] This chapter describes an approach to the development of virtual representations of real places. The work was funded under the European Union’s €20m Future and Emerging Technologies theme of the 5th Framework Programme, “Presence”, 2002 - 2005. The aim of the project, called BENOGO, was to develop a novel technology based on real-time image-based rendering (IBR) for representing places in virtual environments. The specific focus of the work presented here concerned how to capture the essential features of real places, and how to represent that knowledge, so that the team developing the IBR-based virtual environments could produce an environment that was as realistic as possible. This involved the development and evaluation of a number of virtual environments and the evolution of two complementary techniques; the Place Probe and Patterns of place. [less ▲] Detailed reference viewed: 564 (22 UL)![]() Louveton, Nicolas ![]() ![]() ![]() in Applied Ergonomics (2016), 54 Innovative in-car applications provided on smartphones can deliver real-time alternative mobility choices and subsequently generate visual-manual demand. Prior studies have found that multi-touch gestures ... [more ▼] Innovative in-car applications provided on smartphones can deliver real-time alternative mobility choices and subsequently generate visual-manual demand. Prior studies have found that multi-touch gestures such as kinetic scrolling are problematic in this respect. In this study we evaluate three prototype tasks which can be found in common mobile interaction use-cases. In a repeated-measures design, 29 participants interacted with the prototypes in a car-following task within a driving simulator environment. Task completion, driving performance and eye gaze have been analysed. We found that the slider widget used in the filtering task was too demanding and led to poor performance, while kinetic scrolling generated a comparable amount of visual distraction despite it requiring a lower degree of finger pointing accuracy. We discuss how to improve continuous list browsing in a dual-task context. [less ▲] Detailed reference viewed: 289 (13 UL)![]() ![]() Kracheel, Martin ![]() ![]() ![]() in Lumsden, Joanna (Ed.) Emerging Perspectives on the Design, Use, and Evaluation of Mobile and Handheld Devices (2015) This chapter explores a novel methodology used to develop gamified mobility applications for a heavily congested European city. The methodology consists of three elements: a metaphorical traffic game, a ... [more ▼] This chapter explores a novel methodology used to develop gamified mobility applications for a heavily congested European city. The methodology consists of three elements: a metaphorical traffic game, a complex and comprehensive mobility logging approach and two focus groups. The daily commute is explained as part of a real life traffic game that changes user behaviour. The methodology allows for the identification of travel activity patterns and attitudes that in turn can be used to develop gamified mobility applications. The chapter provides concrete game elements and design considerations that can be used to improve the traffic experience in Luxembourg. [less ▲] Detailed reference viewed: 145 (9 UL)![]() Mccall, Roderick ![]() ![]() in 8th International Conference on Human System Interaction (HSI'2015) (2015, June) This paper presents a comparative pilot usability study of Dasher and an on-screen keyboard on a head-mounted display. Interaction logging data was captured along with subjective responses (via the SUS ... [more ▼] This paper presents a comparative pilot usability study of Dasher and an on-screen keyboard on a head-mounted display. Interaction logging data was captured along with subjective responses (via the SUS questionnaire). The results indicate that there is a strong need to develop text entry systems for smart glasses rather to simply adopt those that are already available. However, both approaches are useful when there is a need to enter private or sensitive data. [less ▲] Detailed reference viewed: 342 (7 UL)![]() Popleteev, Andrei ![]() ![]() ![]() in WearSys'15 (2015, May) We present a smart glasses application for helping colorblind people to distinguish problematic colors in daily life. The prototype processes a live video stream from the mobile camera, remaps colors ... [more ▼] We present a smart glasses application for helping colorblind people to distinguish problematic colors in daily life. The prototype processes a live video stream from the mobile camera, remaps colors according to the user needs, and displays the augmented result. Color transformation ensures high contrast between colors which are otherwise indistinguishable for the user. [less ▲] Detailed reference viewed: 383 (10 UL)![]() ; Mccall, Roderick ![]() ![]() in Adjunct Proceedings of the 7th International Conference on Automotive User Interfaces and Interactive Vehicular Applications (2015) In the future autonomous vehicles will drive on our roads. It is unlikely that we will immediately move from manual to fully autonomous vehicles, instead the mix will change over time and include a large ... [more ▼] In the future autonomous vehicles will drive on our roads. It is unlikely that we will immediately move from manual to fully autonomous vehicles, instead the mix will change over time and include a large number of semi-autonomous vehicles. As a result human drivers will need to take over in specific situations (e.g., when sensors fail) and there will be an interplay between autonomous systems and human agents. However, human drivers will not be able to practice driving so regularly. Our assumption is, that the reliance on semi-autonomous systems will lead to a deterioration in driving skills. In this paper, we present a three year project called MaDSAV (Maintaining Driving Skills in semi-Autonomous Vehicles), which tackles this problem. [less ▲] Detailed reference viewed: 106 (0 UL)![]() ; Louveton, Nicolas ![]() ![]() in Understanding the Everyday Use of Head-Worn Computers (2015) Early research on head-worn computers (HWCs) has focused on hardware and specific applications. However, there is little research about the everyday usage of head-worn computers in particular aspects such ... [more ▼] Early research on head-worn computers (HWCs) has focused on hardware and specific applications. However, there is little research about the everyday usage of head-worn computers in particular aspects such as: context of use, social acceptance across different activities, audiences and interaction techniques. This paper provides insights into the use of head- worn computers by capturing the opinions of novice and expert users through a survey, a three-week diary study, and interviews. The overarching finding is that the context of use is critical, ei- ther due to the need to support micro-interactions, or because the interaction paradigm itself should depend on the context of use. [less ▲] Detailed reference viewed: 221 (5 UL)![]() McCall, Roderick ![]() Presentation (2014, November 14) The seminar outlined the I-GEAR project which examines the use of gamification to reduce traffic congestion. Topics included user interfaces for gamified applications, requirements capture methodologies ... [more ▼] The seminar outlined the I-GEAR project which examines the use of gamification to reduce traffic congestion. Topics included user interfaces for gamified applications, requirements capture methodologies and a sample gamified application. [less ▲] Detailed reference viewed: 184 (13 UL)![]() ; ; et al in Proceedings of NordiCHI '14, October 26 - 30 2014, Helsinki, Finland (2014, October 26) There is currently a distinct lack of design consideration associated with autonomous vehicles and their impact on human factors. Research has yet to consider fully the impact felt by the driver when he ... [more ▼] There is currently a distinct lack of design consideration associated with autonomous vehicles and their impact on human factors. Research has yet to consider fully the impact felt by the driver when he/she is no longer in control of the vehicle [12]. We propose that spatialised auditory feedback could be used to enhance driver awareness to the intended actions of autonomous vehicles. We hypothesise that this feedback will provide drivers with an enhanced sense of control. This paper presents a driving simulator study where 5 separate auditory feedback methods are compared during both autonomous and manual driving scenarios. We found that our spatialised auditory presentation method alerted drivers to the intended actions of autonomous vehicles much more than all other methodsand they felt significantly more in control during scenarios containing sound vs. no sound. Finally, that overall workload in autonomous vehicle scenarios was lower compared to manual vehicle scenarios. [less ▲] Detailed reference viewed: 201 (9 UL)![]() Afshari, Saeed ![]() ![]() ![]() in Proceedings of NordiCHI '14, October 26 - 30 2014, Helsinki, Finland (2014, October 26) This work-in-progress paper presents a study of interaction techniques for mobile devices, with a focus on gaming scenarios. We introduce and explore usability and performance aspects of a novel compass ... [more ▼] This work-in-progress paper presents a study of interaction techniques for mobile devices, with a focus on gaming scenarios. We introduce and explore usability and performance aspects of a novel compass based control for tangible around-device interaction, and compare it with traditional mobile gaming controls, such as touchscreen thumbstick, swiping and tilt-based approaches. [less ▲] Detailed reference viewed: 423 (27 UL)![]() Kracheel, Martin ![]() ![]() ![]() Scientific Conference (2014, September 30) The project aims to produce a pervasive, gamified system that tries to incentivize mobility behaviour change by offering alternative activities in contrast to usual journeys in such way that it will ... [more ▼] The project aims to produce a pervasive, gamified system that tries to incentivize mobility behaviour change by offering alternative activities in contrast to usual journeys in such way that it will reduce traffic, emissions and, in the end, save money. The alternatives, for example, such as taking different modes of transport, are incentivised through gamification. In order to develop this pervasive system, we analysed existing mobility patterns of commuters in Luxembourg. The methodology that we developed consists of a questionnaire, a smartphone application and focus group interviews. This paper presents the findings of the questionnaire and how they influence the design of the gamified pervasive application. [less ▲] Detailed reference viewed: 260 (15 UL)![]() Kracheel, Martin ![]() ![]() ![]() Presentation (2014, September 30) Detailed reference viewed: 265 (26 UL)![]() McCall, Roderick ![]() ![]() Report (2014) The purpose of this document is to review the requirements of the platform in terms of human factors issues that to be addressed, provide an update on the state of the art in augmented reality ... [more ▼] The purpose of this document is to review the requirements of the platform in terms of human factors issues that to be addressed, provide an update on the state of the art in augmented reality requirements and to provide an early technical specification. Addressing these issues will ensure that the platform can deliver its full potential when actually operated by the end-users. Indeed, a poorly designed system will not only reduce utility and acceptance of the platform but also induce discomfort and frustration. The document keeps the requirements at a general level as it does not support specific use-case implementations. Instead this document provides a list of general specifications and requirements that must be addressed in order for the eGlasses platform to be a success. [less ▲] Detailed reference viewed: 194 (15 UL)![]() ; ; et al in Conference on Advances in Computer Entertainment (2013, November) This workshop deals with the potential that entertainment systems and games hold for the transportation context. Travelling by car, bus, plane or by foot can be frustrating and full of negative ... [more ▼] This workshop deals with the potential that entertainment systems and games hold for the transportation context. Travelling by car, bus, plane or by foot can be frustrating and full of negative experiences, but also holds great potential for innovative entertainment application. New off the shelf technology offers great potential beyond old-fashioned rear seat entertainment systems with the sole purpose of keeping kids quiet. The richness of contextual factors and social situations have so far not sufficiently been exploited, which is why this workshop aims at discussing potentials for gaming in transportation. [less ▲] Detailed reference viewed: 154 (8 UL)![]() Kracheel, Martin ![]() ![]() ![]() in Proceedings of the 5th International Conference on Automotive User Interfaces and Interactive Vehicular Applications (2013, October) Detailed reference viewed: 213 (13 UL)![]() ; ; et al Scientific Conference (2013, September) This paper presents the findings from an observational field study conducted with 8 car drivers. The study attempted to create a taxonomy of sounds that present information to people whilst driving. We ... [more ▼] This paper presents the findings from an observational field study conducted with 8 car drivers. The study attempted to create a taxonomy of sounds that present information to people whilst driving. We also aimed to determine whether participants noticed these sounds as they occurred and whether they paid attention to them. Furthermore, we asked the participants subjective questions regarding particular sonic attributes and their ability to catch driver’s attention. It was concluded that although certain sounds occur regularly, differing levels of attention are given to each depending on the information they present. Our study also revealed that while all sonic attributes play an impact in catching driver’s attention, some aspects are more noticeable than others. We conclude with a discussion of our future directions with regards to the findings obtained from our observational field study and outline the plan for our next study. [less ▲] Detailed reference viewed: 179 (6 UL)![]() Louveton, Nicolas ![]() ![]() ![]() Scientific Conference (2013, July 11) Les systèmes d’infotainment embarqués dans les véhicules sont amenés à se multiplier davantage dans les années à venir. Bien que cette tendance mette en évidence la nécessité de comprendre et d’optimiser ... [more ▼] Les systèmes d’infotainment embarqués dans les véhicules sont amenés à se multiplier davantage dans les années à venir. Bien que cette tendance mette en évidence la nécessité de comprendre et d’optimiser la charge attentionnelle placée sur le conducteur, force est de constater qu’il existe peu de données et d’outils communs pour la conception et l’évaluation de tels systèmes. Nous présentons deux directions que la communauté doit poursuivre pour améliorer cette situation ainsi qu’une plate-‐forme de simulation automobile que nous développons et dont l’architecture favorise la ré-‐utilisation des composants logiciels et la reproductibilité des résultats. [less ▲] Detailed reference viewed: 229 (30 UL)![]() Popleteev, Andrei ![]() ![]() in LiveCity Workshop on Smart and Pervasive Communications for Enhanced Communities (in conjunction with SaCoNeT-2013) (2013, June) This paper presents a work in progress focused on facilitation of cross-cultural awareness between citizens of two European cities. We aim to engage visitors of telecom museums in Athens and Luxembourg to ... [more ▼] This paper presents a work in progress focused on facilitation of cross-cultural awareness between citizens of two European cities. We aim to engage visitors of telecom museums in Athens and Luxembourg to learn more about both cities by means of collaborative games played on multitouch tables. We also explore how live video-to-video streaming influences players’ behaviour and collaboration with remote players. [less ▲] Detailed reference viewed: 165 (8 UL)![]() McCall, Roderick ![]() ![]() ![]() Scientific Conference (2013, April 28) Gamification is often thought of as the end result or outcome of a project. In this paper we explore how it can also be adopted during the conceptual design stage using metaphorical games and as a method ... [more ▼] Gamification is often thought of as the end result or outcome of a project. In this paper we explore how it can also be adopted during the conceptual design stage using metaphorical games and as a method of testing concepts within a more advanced simulation environment. We explore this from the perspective of the I-GEAR project where it is used as one of many methods in the design of a commuter mobility game. [less ▲] Detailed reference viewed: 283 (87 UL)![]() Khader, Dalia ![]() ![]() ![]() Report (2013) This technical report presents initial results of an ongoing research on Usability and Trust in Boardroom E-voting Systems. OpenVote, an implementation of one of the existing boardroom e-voting schemes ... [more ▼] This technical report presents initial results of an ongoing research on Usability and Trust in Boardroom E-voting Systems. OpenVote, an implementation of one of the existing boardroom e-voting schemes, is used as our case study. The primary contributions of this report are: ** A usability and trust study of the first version of the OpenVote System. ** The development of a questionnaire relating to usability and trust within boardroom e-voting systems. **An overview of a revised version of OpenVote. [less ▲] Detailed reference viewed: 368 (49 UL) |
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