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Query: Rice_M* Results: 13 Sorted by: Date  Comments?
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Exploring the Use of Visual Annotations in a Remote Assistance Platform Late-Breaking Works: Collaborative Technologies / Rice, Mark / Chia, Shue Ching / Tay, Hong Huei / Wan, Marcus / Li, Liyuan / Ng, Jamie / Lim, Joo Hwee Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.1295-1300
ACM Digital Library Link
Summary: In this paper, we report on the evaluation of a remote assistance platform (RAP) that is designed to enable an expert to remotely assist a field operator. A user study with 16 participants was conducted to evaluate its usability with two assembly tasks that varied in their complexity. As part of the assessment, we compared the interaction behavior of our platform with a commercial instant messaging application, which lacked the ability to augment or view video imagery. The results identified differences in the completion times between the two conditions, as we examined the use of visual augmentation, including recommendations to improve the platform.

Comparing Three Task Guidance Interfaces for Wire Harness Assembly Late-Breaking Works: Interaction in Specific Domains / Rice, Mark / Tay, Hong Huei / Ng, Jamie / Lim, Calvin / Selvaraj, Senthil Kumar / Wu, Ellick Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.2279-2284
ACM Digital Library Link
Summary: In this paper, we describe a user study that compared the design of three visual interfaces (i.e. Text, AR and a 2D Schematic view) to support the wire harness assembly of electrical wires in modern aircraft. Displayed on a portable iPad, 18 participants were instructed to route three sets of wires on a commercial aerospace formboard. Through video analysis, the results identified significant differences in the mapping time, and number of visual references made in viewing information on the three interfaces. In particular, a lack of graphical information in the Text, and camera alignment issues in the AR conditions demonstrated noticeable limitations in interaction. We briefly discuss these findings.

Communication in the Changing Dyadic Interaction of Diverse Players alt.chi: Mindfulness and Care / Rice, Mark / Tay, Hong Huei / Ng, Jamie / Koh, Ranieri Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.613-623
ACM Digital Library Link
Summary: In this paper, we present the findings of a two month exploratory game study in which we compared the verbal and non-verbal communication practices of two independent groups of older adults. Among other factors, these groups differed in their education, technology literacy and physical functioning. Through observational measurements, we outline significant differences and trends in players' paired interaction, which progressively changed through prolonged exposure to the game. By comparing player performance both within and between groups, we raise questions and provide some insights as to how differences in the backgrounds of older players can influence dyadic interaction in collocated play.

Comparing avatar game representation preferences across three age groups Gesture / Rice, Mark / Koh, Ranieri / Lui, Quintessence / He, Qixiang / Wan, Marcus / Yeo, Vanessa / Ng, Jamie / Tan, Wah Pheow Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.1161-1166
ACM Digital Library Link
Summary: Avatar representation is an important interaction component of game design. In a game study of 36 mixed-age participants (teenagers, younger adults and older adults), we investigated three distinct types of avatars to differentiate user preferences and interests, primarily to determine if age affected the rating of these modalities. The results identified significant differences in the perceived attractiveness, homophily, engagement and expressiveness of the avatar representations across the three age groups, particularly in relation to the older adults. Moreover, we identified subjective variations in player's preferences towards the movement and customization of the avatar features designed. The implications of this work are briefly discussed.

The dynamics of younger and older adult's paired behavior when playing an interactive silhouette game Papers: technologies for life 2 / Rice, Mark / Tan, Wah Pheow / Ong, Jeremy / Yau, Lih Jie / Wan, Marcus / Ng, Jamie Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems 2013-04-27 v.1 p.1081-1090
ACM Digital Library Link
Summary: In this paper, we report on the findings of an acute trial in which we evaluate the design of a novel gesture-based game. 60 younger and older players, divided into three separate group-types: (i) Young-Young, (ii) Old-Old, and (iii) Young-Old, took part in the study. The primary aim of this work was to evaluate the communicative and cooperative behavior of same-age and mixed-age pairs, with secondary interests in their perceived ease-of-use of the game. A mixed-method approach was used, comprising of direct observations, a post-game questionnaire and paired interviews. Our results identified noticeable differences between the group-types, with the Young-Old showing more physical cooperation, as compared to the same-age groups. The work elaborates on how the young and old differ in expectations and perceived interaction, and concludes with some recommendations for future research.

Factors facilitating or impeding older adults' creative contributions in the collaborative design of a novel DTV-based application Towards inclusive Digital Television / Rice, Mark / Carmichael, Alex Universal Access in the Information Society 2013-03 v.12 n.1 p.5-19
Keywords: Early requirements gathering; Older users; Design collaboration; Mental models; Sketching
Link to Digital Content at Springer
Summary: This article describes some of the challenges of supporting older adults' creative input to the design of an (as yet) undefined digital television application. Focusing on commonly used brainstorming and paper prototyping techniques, constructive insights are gathered from users with limited experience of interactive technology. Encouraging older participants to move beyond what they are familiar with, the research reports on how fragmented conceptual knowledge of familiar technologies can either facilitate or impede the creative development of new ideas. This includes bias or contradictory ideas that can emerge in the elicitation process. As reported, other factors, such as the self-perception of inadequate drawing skills, demonstrate further barriers for some older adults to articulate their visions and aspirations for suitably designed technology.

An Exploratory Study Examining the Appropriateness and Potential Benefit of the Nintendo Wii as a Physical Activity Tool in Adults Aged ≥ 55 Years Articles / Kirk, Alison / MacMillan, Freya / Rice, Mark / Carmichael, Alex Interacting with Computers 2013-01 v.25 n.1 p.102-114
iwc.oxfordjournals.org/content/25/1/102
Summary: This study investigates the physical exertion of playing the Nintendo Wii® (Wii) and determines the appropriateness and potential benefit of it as a physical activity tool for older adults. Twenty healthy adults (aged 61±6 years) took part in a single session using a selection of the Wii Sports and Wii Fit games. During the gameplay session, heart rate and perceived exertion were measured. Pre- and post-session, we investigated mood using the Positive and Negative Affect Schedule (PANAS) and cognitive function (i.e. aptitude, abstract reasoning and problem solving) using the test of non-verbal intelligence (TONI-IQ) and trail B tests. We also gathered subjective feedback from participants using semi-structured interviews and questionnaires. Three of the game activities (hula-hoop, rowing squat and leg extension) were identified to reach a moderate level of heart rate intensity, with one activity (jogging) corresponding to a vigorous level. We identified that post-session PANAS-positive subscale scores were greater than pre-session scores (P<0.01). There was a reduction in the time to complete the TONI-IQ test from pre- to post-session (P<0.05). Findings from these data identify that some Wii activities were of an intensity required for health benefits; a single Wii activity session can result in positive mood changes and the Wii interface is generally acceptable and appropriate for this older age adult group. Further randomized controlled and longer term intervention trials are needed to determine the effectiveness of exergame activity programmes.

Co-creating games through intergenerational design workshops Collaborative and participatory / Rice, Mark / Cheong, Yian Ling / Ng, Jamie / Chua, Puay Hoe / Theng, Yin-Leng Proceedings of DIS'12: Designing Interactive Systems 2012-06-11 p.368-377
ACM Digital Library Link
Summary: In this paper, we present a co-design study into the development of intergenerational games. Three separate design workshops were conducted with 50 participants aged between 15-21 and 55-74 years old, representing younger and older cohorts respectively. A range of design activities were used to elicit ideas and allow participants of different ages to self-reflect, negotiate and collectively create games that they desired to play. The analysis reports on the game concepts envisaged from early brainstorming, group sketching and more refined storyboards. A number of genres and game-types are illustrated, as we compare the different game features designed. These ideas reflect a combination of interests from mixed-age groups. The paper concludes by discussing recommendations to developing intergenerational games.

Intergenerational gameplay: evaluating social interaction between younger and older players Work-in-progress / Rice, Mark / Yau, Lih Jie / Ong, Jeremy / Wan, Marcus / Ng, Jamie Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing Systems 2012-05-05 v.2 p.2333-2338
ACM Digital Library Citation
Summary: In this paper, we compared the digital gameplay of three user groups comprising of younger and older adults. Players were paired together with the game objective of cooperatively nurturing and maintaining a set of virtual garden plants using a novel form of silhouette interaction. Questionnaire and observations revealed marked differences in the communicative behavior of the age groups, with higher verbal communication amongst the older pairs, but lower gameplay competency. Variations were identified in the paired interaction of the younger and older players, highlighting the challenge of designing games to encourage intergenerational bonding.

Investigating a DTV-based physical activity application to facilitate wellbeing in older adults Physical & urban HCI / Carmichael, Alex / Rice, Mark / MacMillan, Freya / Kirk, Alison Proceedings of the HCI'10 Conference on People and Computers XXIV 2010-09-06 v.9 p.278-288
ACM Digital Library Citation
Summary: This paper describes a study that examined the usability and acceptability of a physical exercise application using the digital television platform for older adults. A key aim of this study was to obtain feedback from representative older users to inform further development of this application. Other key outcomes were to measure physical exertion objectively and subjectively whilst using this application and to investigate potential acute effects of the session on cognitive function and mood. The results indicated that the settings used for the current exercises did not produce physical exertion at a high enough intensity to have significant health benefits, although a positive impact on mood was found. Subjective feedback identified a number of issues regarding various application features and possible adaptations for the future design and development of this application, including the use of gesture based user-control and the potential importance of monitoring user heart-rate to set exercise parameters.

Innovation for an Inclusive Future Workshops / Springett, Mark / Rice, Mark / Carmichael, Alex / Griffiths, Richard N. Proceedings of IFIP INTERACT'09: Human-Computer Interaction 2009-08-24 v.2 p.967-968
Link to Digital Content at Springer
Summary: This workshop will focus on setting the agenda for research, practice and policy in support of inclusive design for third generation computer-based products. The next generation of technology represents an unprecedented opportunity to improve the quality of life for groups of users who have previously faced exclusion, such as those with impairments and older citizens. At the same time it risks creating a greater digital divide and further exclusion. How we approach design for this new generation will determine whether or not the third wave will provide positive advances towards an inclusive digital world. We therefore need to put forward both a rationale for inclusive design and provide pointers towards technical development and design practice in support of inclusion. It is our belief that there is not only a strong moral case for design for inclusion but also significant commercial incentive, which may be key to persuading influential players to focus on inclusion. Therefore one of our key objectives is to describe and promote the advantages of designing 'in from the edges' of the user population rather than designing for a notional 'average' user.

Forum Theatre as a requirements gathering methodology in the design of a home telecommunication system for older adults / Rice, M. / Newell, A. / Morgan, M. Behaviour and Information Technology 2007 v.26 n.4 p.323-331
Link to Article at informaworld
Summary: The ability to elicit requirements in the design of new technology has proved to be particularly problematic with older generations of users who have not grown up with the same level of familiarity and understanding of present day user interfaces as younger generations have. It is also widely acknowledged that older people are poorly represented in the development process of mainstream technology. In this paper, we critically examine how 'Forum Theatre' can be used as a requirements gathering methodology in the development of a novel digital television (DTV) based communication system. We demonstrate how live theatre established a 'common ground' between audience participants and actors in the facilitation of new ideas, and discuss how live theatre can be used to stimulate interest and understanding from designers and relevant professionals in the development of an unfamiliar and largely undefined technology for older adults.

Television and Visual Impairment: Prospects for the Accessibility of Interactive Television Universal access in HCI : inclusive design in the information society / Rice, M. Proceedings of the Tenth International Conference on Human-Computer Interaction 2003-06-22 v.4 p.800-804