Exploring the Use of Visual Annotations in a Remote Assistance Platform
Late-Breaking Works: Collaborative Technologies
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Rice, Mark
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Chia, Shue Ching
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Tay, Hong Huei
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Wan, Marcus
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Li, Liyuan
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Ng, Jamie
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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
© Copyright 2016 ACM
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
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Rice, Mark
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Tay, Hong Huei
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Ng, Jamie
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Lim, Calvin
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Selvaraj, Senthil Kumar
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Wu, Ellick
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.2279-2284
© Copyright 2016 ACM
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
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Rice, Mark
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Tay, Hong Huei
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Ng, Jamie
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Koh, Ranieri
Extended Abstracts of the ACM CHI'15 Conference on Human Factors in
Computing Systems
2015-04-18
v.2
p.613-623
© Copyright 2015 ACM
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
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Rice, Mark
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Koh, Ranieri
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Lui, Quintessence
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He, Qixiang
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Wan, Marcus
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Yeo, Vanessa
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Ng, Jamie
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Tan, Wah Pheow
Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing
Systems
2013-04-27
v.2
p.1161-1166
© Copyright 2013 ACM
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
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Rice, Mark
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Tan, Wah Pheow
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Ong, Jeremy
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Yau, Lih Jie
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Wan, Marcus
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Ng, Jamie
Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems
2013-04-27
v.1
p.1081-1090
© Copyright 2013 ACM
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
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Rice, Mark
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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
Copyright © 2013 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
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Kirk, Alison
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MacMillan, Freya
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Rice, Mark
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Carmichael, Alex
Interacting with Computers
2013-01
v.25
n.1
p.102-114
© Copyright 2013 Authors
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
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Rice, Mark
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Cheong, Yian Ling
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Ng, Jamie
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Chua, Puay Hoe
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Theng, Yin-Leng
Proceedings of DIS'12: Designing Interactive Systems
2012-06-11
p.368-377
© Copyright 2012 ACM
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
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Rice, Mark
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Yau, Lih Jie
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Ong, Jeremy
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Wan, Marcus
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Ng, Jamie
Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing
Systems
2012-05-05
v.2
p.2333-2338
© Copyright 2012 ACM
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
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Carmichael, Alex
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Rice, Mark
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MacMillan, Freya
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Kirk, Alison
Proceedings of the HCI'10 Conference on People and Computers XXIV
2010-09-06
v.9
p.278-288
© Copyright 2010 Authors
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
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Springett, Mark
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Rice, Mark
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Carmichael, Alex
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Griffiths, Richard N.
Proceedings of IFIP INTERACT'09: Human-Computer Interaction
2009-08-24
v.2
p.967-968
© Copyright 2009 IFIP
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
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Rice, M.
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Newell, A.
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Morgan, M.
Behaviour and Information Technology
2007
v.26
n.4
p.323-331
© Copyright 2007 Taylor and Francis
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
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Rice, M.
Proceedings of the Tenth International Conference on Human-Computer
Interaction
2003-06-22
v.4
p.800-804
© Copyright 2003 Lawrence Erlbaum Associates