References of "McCall, Roderick 50002356"
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See detailText entry on smart glasses A comparison of two input techniques
Mccall, Roderick UL; Popleteev, Andrei UL; Martin, Benoit et al

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 ▲]

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See detailGamifying the Commute
McCall, Roderick UL

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 ▲]

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See detailSTUDYING COMMUTER BEHAVIOUR FOR GAMIFYING MOBILITY
Kracheel, Martin UL; McCall, Roderick UL; Koenig, Vincent UL

Presentation (2014, September 30)

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See detailIncentives and gaming environments for changing commuter behaviour
Kracheel, Martin UL; McCall, Roderick UL; Koenig, Vincent UL et al

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 ▲]

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See detail(Semi-) Pervasive Gaming Educational and Entertainment Facilities via Interactive Video-to-Video Communication over the Internet, for Museum Exhibits
Chochliouros, Ioannis; McCall, Roderick UL; Popleteev, Andrei UL et al

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 ▲]

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See detailTimeWarp: Interactive Time Travel with a Mobile Mixed Reality Game
Herbst, Iris; Braun, Anne-Kathrine; McCall, Roderick UL et al

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 ▲]

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See detailA Method for Designing Virtual Places
McCall, Roderick UL; O'Neill, Shaleph; Benyon, David et al

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: 110 (4 UL)