[1]
Providing Real-time Feedback for Student Teachers in a Virtual Rehearsal
Environment
Grand Challenge 3: Multimodal Learning and Analytics Grand Challenge 2015
/
Barmaki, Roghayeh
/
Hughes, Charles E.
Proceedings of the 2015 International Conference on Multimodal Interaction
2015-11-09
p.531-537
© Copyright 2015 ACM
Summary: Research in learning analytics and educational data mining has recently
become prominent in the fields of computer science and education. Most scholars
in the field emphasize student learning and student data analytics; however, it
is also important to focus on teaching analytics and teacher preparation
because of their key roles in student learning, especially in K-12 learning
environments. Nonverbal communication strategies play an important role in
successful interpersonal communication of teachers with their students. In
order to assist novice or practicing teachers with exhibiting open and
affirmative nonverbal cues in their classrooms, we have designed a multimodal
teaching platform with provisions for online feedback. We used an interactive
teaching rehearsal software, TeachLivE, as our basic research environment.
TeachLivE employs a digital puppetry paradigm as its core technology.
Individuals walk into this virtual environment and interact with virtual
students displayed on a large screen. They can practice classroom management,
pedagogy and content delivery skills with a teaching plan in the TeachLivE
environment. We have designed an experiment to evaluate the impact of an online
nonverbal feedback application. In this experiment, different types of
multimodal data have been collected during two experimental settings. These
data include talk-time and nonverbal behaviors of the virtual students,
captured in log files; talk time and full body tracking data of the
participant; and video recording of the virtual classroom with the participant.
34 student teachers participated in this 30-minute experiment. In each of the
settings, the participants were provided with teaching plans from which they
taught. All the participants took part in both of the experimental settings. In
order to have a balanced experiment design, half of the participants received
nonverbal online feedback in their first session and the other half received
this feedback in the second session. A visual indication was used for feedback
each time the participant exhibited a closed, defensive posture. Based on
recorded full-body tracking data, we observed that only those who received
feedback in their first session demonstrated a significant number of open
postures in the session containing no feedback. However, the post-questionnaire
information indicated that all participants were more mindful of their body
postures while teaching after they had participated in the study.
[2]
Online News Videos: The UX of Subtitle Position
Making Speech Accessible and Usable
/
Crabb, Michael
/
Jones, Rhianne
/
Armstrong, Mike
/
Hughes, Chris J.
Seventeenth International ACM SIGACCESS Conference on Computers and
Accessibility
2015-10-26
p.215-222
© Copyright 2015 ACM
Summary: Millions of people rely on subtitles when watching video content. The
current change in media viewing behaviour involving computers has resulted in a
large proportion of people turning to online sources as opposed to regular
television for news information. This work analyses the user experience of
viewing subtitled news videos presented as part of a web page. A lab-based user
experiment was carried out with frequent subtitle users, focusing on
determining whether changes in video dimension and subtitle location could
affect the user experience attached to viewing subtitled content. A significant
improvement in user experience was seen when changing the subtitle location
from the standard position of within a video at the bottom to below the video
clip. Additionally, participants responded positively when given the ability to
change the position of subtitles in real time, allowing for a more personalised
viewing experience. This recommendation for an alternative subtitle positioning
that can be controlled by the user is unlike current subtitling practice. It
provides evidence that further user-based research examining subtitle usage
outside of the traditional television interface is required.
[3]
Pilot Study for Telepresence with 3D-Model in Mixed Reality
User Experience in Virtual and Augmented Environments
/
Jung, Sungchul
/
Hughes, Charles E.
VAMR 2015: 7th International Conference on Virtual, Augmented and Mixed
Reality
2015-08-02
p.22-29
Keywords: Telepresence; Mixed reality; Situational plausibility; Place illusion;
Co-presence
© Copyright 2015 Springer International Publishing Switzerland
Summary: In this paper we present the results of an experiment investigating a
participant's sense of presence by examining the correlation between visual
information and physical actions in a mixed reality environment. There have
been many approaches to measure presence in a virtual reality environment, such
as the "Pit" experiment, a physiological presence experiment that used a
person's fear of heights to test body ownership. The studies reported in these
prior works were conducted to measure the extent to which a person feels
physical presence in virtual worlds [1-3]. Here, we focus on situational
plausibility and place illusion in mixed reality, where real and virtual
content coexist [4]. Generally, the phenomenon we are studying is called
telepresence: an aroused sensation of 'being together in the same real
location' between users [5].
[4]
Responsive design for personalised subtitles
Learning and language
/
Hughes, Chris J.
/
Armstrong, Mike
/
Jones, Rhianne
/
Crabb, Michael
Proceedings of the 2015 International Cross-Disciplinary Conference on Web
Accessibility (W4A)
2015-05-18
p.8
© Copyright 2015 ACM
Summary: The Internet has continued to evolve, becoming increasingly media rich. It
is now a major platform for video content, which is available to a variety of
users across a range of devices. Subtitles enhance this experience for many
users. However, subtitling techniques are still based on early television
systems, which impose limitations on font type, size and line length. These are
no longer appropriate in the context of a modern web-based culture.
In this paper we describe a new approach to displaying subtitles alongside
the video content. This follows the responsive web design paradigm enabling
subtitles to be formatted appropriately for different devices whilst respecting
the requirements and preferences of the viewer. We present a prototype
responsive video player, and report initial results from a study to evaluate
the value perceived by regular subtitle users.
[5]
A case study to track teacher gestures and performance in a virtual learning
environment
Posters
/
Barmaki, Roghayeh
/
Hughes, Charles E.
LAK'15: 2015 International Conference on Learning Analytics and Knowledge
2015-03-16
p.420-421
© Copyright 2015 ACM
Summary: As part of normal interpersonal communication, people send and receive
messages with their body, especially with their hands. Gestures play an
important role in teacher-student classroom interactions. In the domain of
education, many research projects have focused on the study of such gestures
either in real classrooms or in tutorial settings with experienced teachers.
Novice teachers especially need to understand the messages they are sending
through nonverbal communication as this can have a major effect on their
ability to manage behaviors and deliver content. Such learning should optimally
occur before experiencing the real classroom. To assist in this process, we
have developed a virtual classroom environment -- TeachLivE -- and used it for
teacher practice, reflection and assessment. This paper investigates the way
teachers use gestures in the virtual classroom settings of TeachLivE. Biology
and algebra teachers were evaluated in our study. Analysis of video recordings
from real and virtual environment seems to indicate that algebra teachers
gesture significantly more often than biology teachers. These results have
implications for providing useful feedback to participant teachers.
[6]
Good Enough Yet? A Preliminary Evaluation of Human-Surrogate Interaction
Avatars and Virtual Characters
/
Abich, Julian, IV
/
Reinerman-Jones, Lauren E.
/
Matthews, Gerald
/
Welch, Gregory F.
/
Lackey, Stephanie J.
/
Hughes, Charles E.
/
Nagendran, Arjun
VAMR 2013: 6th International Conference on Virtual, Augmented and Mixed
Reality, Part I: Designing and Developing Virtual and Augmented Environments
2014-06-22
v.1
p.239-250
Keywords: human-robot interaction; human-surrogate interaction; communications; social
psychology; avatar; physical-virtual avatar
© Copyright 2014 Springer International Publishing
Summary: Research exploring the implementation of surrogates has included areas such
as training (Chuah et al., 2013), education (Yamashita, Kuzuoka, Fujimon, &
Hirose, 2007), and entertainment (Boberg, Piippo, & Ollila, 2008).
Determining the characteristics of the surrogate that could potentially
influence the human's behavioral responses during human-surrogate interactions
is of importance. The present work will draw on the literature about
human-robot interaction (HRI), social psychology literature regarding the
impact that the presence of a surrogate has on another human, and
communications literature about human-human interpersonal interaction. The
review will result in an experimental design to evaluate various dimensions of
the space of human-surrogate characteristics influence on interaction.
[7]
AMITIES: avatar-mediated interactive training and individualized experience
system
Avatars and robots in telepresence
/
Nagendran, Arjun
/
Pillat, Remo
/
Kavanaugh, Adam
/
Welch, Greg
/
Hughes, Charles
Proceedings of the 2013 ACM Symposium on Virtual Reality Software and
Technology
2013-10-06
p.143-152
© Copyright 2013 ACM
Summary: This paper presents an architecture to control avatars and virtual
characters in remote interaction environments. A human-in-the-loop (interactor)
metaphor provides remote control of multiple virtual characters, with support
for multiple interactors and multiple observers. Custom animation blending
routines and a gesture-based interface provide interactors with an intuitive
digital puppetry paradigm. This paradigm reduces the cognitive and physical
loads on the interactor while supporting natural bi-directional conversation
between a user and the virtual characters or avatar counterparts. A
multi-server-client architecture, based on a low-demand network protocol,
connects the user environment, interactor station(s) and observer station(s).
The associated system affords the delivery of personalized experiences that
adapt to the actions and interactions of individual users, while staying true
to each virtual character's personality and backstory. This approach has been
used to create experiences designed for training, education, rehabilitation,
remote presence and other-related applications.
[8]
Segmenting Instrumented Activities of Daily Living (IADL) Using Kinematic
and Sensor Technology for the Assessment of Limb Apraxia
Health and Medicine
/
Hughes, Charmayne M. L.
/
Parekh, Manish
/
Hermsdörfer, Joachim
HCI International 2013: 15th International Conference on HCI: Posters'
Extended Abstracts Part II
2013-07-21
v.7
p.158-162
Keywords: action segmentation; apraxia; activities of daily living
© Copyright 2013 Springer-Verlag
Summary: In this paper we present a method of segmenting instrumented activities of
daily living (IADL) using kinematic criterion coupled with sensor technology.
To collect our training data we asked four neurologically healthy individuals
to make a total of 60 cups of tea with a set order of ASs. We then evaluated
our IADL segmentation technique in healthy individuals and patients with limb
apraxia, and demonstrate that combining kinematic criterion with sensor data is
provides an accurate means to segment IADL's into relevant ASs.
[9]
Application of Human Error Identification (HEI) Techniques to Cognitive
Rehabilitation in Stroke Patients with Limb Apraxia
Health, Well-Being, Rehabilitation and Medical Applications
/
Hughes, Charmayne M. L.
/
Baber, Chris
/
Bienkiewicz, Marta
/
Hermsdörfer, Joachim
UAHCI 2013: 7th International Conference on Universal Access in
Human-Computer Interaction, Part III: Applications and Services for Quality of
Life
2013-07-21
v.3
p.463-471
Keywords: Human error identification; apraxia; activities of daily living
© Copyright 2013 Springer-Verlag
Summary: The aim of this study was to consider the potential uses of human error
identification (HEI) techniques in the development of a Personal Healthcare
System (PHS) capable of delivering cognitive rehabilitation of activities of
daily living (ADL) for stroke patients with limb apraxia (i.e., CogWatch). HEI
techniques were able to predict a number of apraxic errors, as well as the
associated consequences. The results of the present study indicate that HEI
analysis is a useful tool in the design of cognitive systems that seek to
reduce or eliminate errors in apraxic populations. The results will be
implemented in the CogWatch system and will be used to develop error reduction
strategies that prevent errors from occurring, and to provide post-error
feedback to help the user correct their actions.
[10]
Perceived Presence's Role on Learning Outcomes in a Mixed Reality Classroom
of Simulated Students
Virtual and Augmented Environments for Learning and Education
/
Hayes, Aleshia T.
/
Hardin, Stacey E.
/
Hughes, Charles E.
VAMR 2013: 5th International Conference on Virtual, Augmented and Mixed
Reality, Part II: Systems and Applications
2013-07-21
v.2
p.142-151
Keywords: Mixed Reality Classroom; Simulation; Presence; Suspension of Disbelief;
Immersion; Engagement; Knowledge Acquisition; Virtual Learning
© Copyright 2013 Springer-Verlag
Summary: This research is part of an ongoing effort on the efficacy and user
experience of TLE TeachLivE™, a 3D mixed reality classroom with simulated
students used to facilitate virtual rehearsal of pedagogical skills by
teachers. This research investigated a potential relationship between efficacy,
in terms of knowledge acquisition and transfer, and user experience in regard
to presence, suspension of disbelief, and immersion. The initial case studies
examining user experience of presence, suspension of disbelief, and immersion
were used to develop a presence questionnaire revised from the work of Witmer
and Singer (1998) to address the TLE TeachLivE™ mixed reality
environment. The findings suggest that targeted practice, authentic scenarios,
and suspension of disbelief in virtual learning environments may impact
learning.
[11]
Mixed Reality Space Travel for Physics Learning
Virtual and Augmented Environments for Learning and Education
/
Hughes, Darin E.
/
Sabbagh, Shabnam
/
Lindgren, Robb
/
Moshell, J. Michael
/
Hughes, Charles E.
VAMR 2013: 5th International Conference on Virtual, Augmented and Mixed
Reality, Part II: Systems and Applications
2013-07-21
v.2
p.162-169
Keywords: STEM; mixed reality; whole-body learning; informal education; physics
simulation
© Copyright 2013 Springer-Verlag
Summary: In this paper we describe research being conducted on a mixed reality
simulation called MEteor that is designed for informal physics learning in
science centers. MEteor is a 30 x 10 foot floor area where participants use
their bodies to interact with projected astronomical imagery. Participants walk
and run across the floor to simulate how objects move in space, and to enact
basic physics principles. Key to the success of this learning environment is an
interface scheme that supports the central metaphor of "child as asteroid."
Using video data collected in our studies we examine the extent to which
feedback mechanisms and interface conventions strengthened the metaphorical
connection, and we describe ways the interaction design can be improved for
future iterations.
[12]
ChronoLeap: The Great World's Fair Adventure
Culture and Entertainment Applications
/
Walters, Lori C.
/
Hughes, Darin E.
/
Barrio, Manuel Gértrudix
/
Hughes, Charles E.
VAMR 2013: 5th International Conference on Virtual, Augmented and Mixed
Reality, Part II: Systems and Applications
2013-07-21
v.2
p.426-435
Keywords: STEAM; STEM; Immersive Education; virtual environments; virtual heritage;
interdisciplinary; 1964/65 New York World's Fair
© Copyright 2013 Springer-Verlag
Summary: ChronoLeap: The Great World's Fair Adventure utilizes the educational
potential of immersive 3D virtual venues for children and early adolescents
between 9 and 13. Virtual reality environments transport the mind beyond the 2D
bounds of text or photographs; they engage the imagination and can be a
powerful tool for conveying educational content [1]. ChronoLeap leverages these
innate qualities and weaves together the individual threads of single
disciplines into a multi-disciplinary tapestry of web-based exploration through
the 1964/65 New York World's Fair. Through their myriad of pavilions and
exhibits, World Fairs offer links to science, technology, engineering,
mathematics, art and humanities topics. ChronoLeap provides an immersive 3D
environment with highly accurate and detailed models, and merges it with games
and themes designed to provide users an educational STEAM environment. The
project is a collaborative effort between the University of Central Florida,
Queens Museum of Art and New York Hall of Science.
[13]
CogWatch -- Automated Assistance and Rehabilitation of Stroke-Induced Action
Disorders in the Home Environment
Cognitive Issues in Health and Well-Being
/
Hermsdörfer, Joachim
/
Bienkiewicz, Marta
/
Cogollor, José M.
/
Russel, Martin
/
Jean-Baptiste, Emilie
/
Parekh, Manish
/
Wing, Alan M.
/
Ferre, Manuel
/
Hughes, Charmayne
EPCE 2013: 10th International Conference on Engineering Psychology and
Cognitive Ergonomics, Part II: Applications and Services
2013-07-21
v.2
p.343-350
Keywords: Apraxia; activities of daily living; rehabilitation; stroke; assistive
technology
© Copyright 2013 Springer-Verlag
Summary: Stroke frequently causes apraxia, particularly if it affects the
left-hemisphere. A major symptom of apraxia is the presence of deficits during
the execution and organization of activities of daily living (ADL). These
deficits may substantially limit the capacity of stroke patients to live
independently in their home environment. Traditional rehabilitative techniques
to improve ADL function revolve around physical and occupational therapy. This
approach is labor intensive and constraints therapy to clinical environments.
The CogWatch system provides an supplementary means of rehabilitation that is
based on instrumented objects and ambient devices that are part of patients'
everyday environment and can be used to monitor behavior and progress as well
as re-train them to carry out ADL through persistent multimodal feedback.
[14]
The economics of data: quality, value & exchange in web observatories
WOW'13 technical presentations
/
Booth, Paul
/
Gaskell, Paul
/
Hughes, Chris
Companion Proceedings of the 2013 International Conference on the World Wide
Web
2013-05-13
v.2
p.1309-1316
© Copyright 2013 ACM
Summary: The aim of this paper is to present a requirement for assessing the quality
of data and the development of efficient methods of valuing and exchanging data
among Web Observatories. Using economic and business theory a range of concepts
are explored which include a brief review of existing business structures
related to the exchange of goods, data or otherwise. The paper calls for a
wider discussion by the Web Observatory community to begin to define relevant
criteria by which data can be assessed and improved over time. The economic
incentives are addressed as part of a price by proxy framework we introduce,
which is supported by the need to strive for clear pricing signals and the
reduction of information asymmetries. What is presented here is a way of
establishing and improving data quality with a view to valuing data exchanges
that does not require the presence of money in the transaction, yet it remains
tied to revenue generation models as they exist online.
[15]
Establishing a baseline for text entry for a multi-touch virtual keyboard
/
Varcholik, Paul D.
/
LaViola, Joseph J., Jr.
/
Hughes, Charles E.
International Journal of Human-Computer Studies
2012-10
v.70
n.10
p.657-672
Keywords: Multi-touch
Keywords: Text entry
Keywords: Speed
Keywords: Accuracy
Keywords: Text intensive applications
© Copyright 2012 Elsevier Ltd.
Summary: Multi-touch, which has been heralded as a revolution in human -- computer
interaction, provides features such as gestural interaction, tangible
interfaces, pen-based computing, and interface customization -- features
embraced by an increasingly tech-savvy public. However, multi-touch platforms
have not been adopted as "everyday' computer interaction devices that support
important text entry intensive applications such as word processing and
spreadsheets. In this paper, we present two studies that begin to explore user
performance and experience with entering text using a multi-touch input. The
first study establishes a benchmark for text entry performance on a multi-touch
platform across input modes that compare uppercase-only to mixed-case,
single-touch to multi-touch and copy to memorization tasks. The second study
includes mouse style interaction for formatting rich text to simulate a word
processing task using multi-touch input. As expected, our results show that
users do not perform as well in terms of text entry efficiency and speed using
a multi-touch interface as with a traditional keyboard. Not as expected was the
result that degradation in performance was significantly less for memorization
versus copy tasks, and consequently willingness to use multi-touch was
substantially higher (50% versus 26%) in the former case. Our results, which
include preferred input styles of participants, also provide a baseline for
further research to explore techniques for improving text entry performance on
multi-touch systems.
[16]
Geppetto: An Environment for the Efficient Control and Transmission of
Digital Puppetry
Virtual Humans and Avatars
/
Mapes, Daniel P.
/
Tonner, Peter
/
Hughes, Charles E.
VMR 2011: 4th International Conference on Virtual and Mixed Reality, Part
II: Systems and Applications
2011-07-09
v.2
p.270-278
Keywords: Digital puppetry; avatar; gesture; motion capture
Copyright © 2011 Springer-Verlag
Summary: An evolution of remote control puppetry systems is presented. These systems
have been designed to provide high quality trainer to trainee communication in
game scenarios containing multiple digital puppets with interaction occurring
over long haul networks. The design requirements were to support dynamic
switching of control between multiple puppets; suspension of disbelief when
communicating through puppets; sensitivity to network bandwidth requirements;
and as an affordable tool for professional interactive trainers (Interactors).
The resulting system uses a novel pose blending solution guided by a scaled
down desktop range motion capture controller as well as traditional button
devices running on an standard game computer. This work incorporates aspects of
motion capture, digital puppet design and rigging, game engines, networking,
interactive performance, control devices and training.
[17]
Why Can't a Virtual Character Be More Like a Human: A Mixed-Initiative
Approach to Believable Agents
Virtual Humans and Avatars
/
Zhu, Jichen
/
Moshell, J. Michael
/
Ontañón, Santiago
/
Erbiceanu, Elena
/
Hughes, Charles E.
VMR 2011: 4th International Conference on Virtual and Mixed Reality, Part
II: Systems and Applications
2011-07-09
v.2
p.289-296
Keywords: Mixed-initiative system; character believability; interactive storytelling;
artificial intelligence; interactive virtual environment
Copyright © 2011 Springer-Verlag
Summary: Believable agents have applications in a wide range of human computer
interaction-related domains, such as education, training, arts and
entertainment. Autonomous characters that behave in a believable manner have
the potential to maintain human users' suspense of disbelief and fully engage
them in the experience. However, how to construct believable agents, especially
in a generalizable and cost effective way, is still an open problem. This paper
compares the two common approaches for constructing believable agents --
human-driven and artificial intelligence-driven interactive characters -- and
proposes a mixed-initiative approach in the domain of interactive training
systems. Our goal is to provide the user with engaging and effective
educational experiences through their interaction with our system.
[18]
Automatic Scenario Generation through Procedural Modeling for Scenario-Based
Training
TRAINING
/
Martin, Glenn
/
Schatz, Sae
/
Bowers, Clint
/
Hughes, Charles E.
/
Fowlkes, Jennifer
/
Nicholson, Denise
Proceedings of the Human Factors and Ergonomics Society 53rd Annual Meeting
2009-10-19
v.53
p.1949-1953
© Copyright 2009 Human Factors and Ergonomics Society
Summary: We discuss our current efforts at developing automatic scenario generation
software. We begin by explaining the rationale, and then review successful
previous efforts. We discuss the lessons-learned from the past work, and the
conceptual pieces that are required to generate operationally-valid scenarios
that support effective training. We then present the conceptual design of our
scenario generation approach, which uses novel procedural modeling approaches
to ensure operational and training requirements are adequately met.
[19]
Evaluating the Potential of Cognitive Rehabilitation with Mixed Reality
VR Applications
/
Beato, Nicholas
/
Mapes, Daniel P.
/
Hughes, Charles E.
/
Fidopiastis, Cali M.
/
Smith, Eileen M.
VMR 2009: 3rd International Conference on Virtual and Mixed Reality
2009-07-19
p.522-531
Keywords: Mixed reality; post traumatic stress disorder; psychophysical sensing;
medical rehabilitation; cognitive rehabilitation
Copyright © 2009 Springer-Verlag
Summary: We describe the development and use of a mixed reality (MR) testbed to
evaluate potential scenarios that may alleviate performance deficits in
subjects who may be experiencing cognitive deficiencies, such as posttraumatic
stress disorder (PTSD). The system blends real world sensory data with
synthetic enhancements in the visual and aural domains. It captures user
actions (movement, view direction, environment interaction, and task
performance) and psychophysical states (engagement, workload, and skin
conductivity) during an MR-enabled experience in order to determine task
performance in the context of a variety of stimuli (visual and aural
distracters in time-constrained activities). The goal is to discover triggers
that affect stress levels and task performance in order to develop
individualized plans for personal improvement.
[20]
EDITED BOOK
The Universal Access Handbook
2009
n.61
p.1034
CRC Press
== Introduction to Universal Access ==
Universal Access and Design for All in the Evolving Information Society
+ Stephanidis, C.
Perspectives on Accessibility: From Assistive Technologies to Universal Access and Design for All
+ Emiliani, P. L.
Accessible and Usable Design of Information and Communication Technologies
+ Vanderheiden, G. C.
== Diversity in the User Population ==
Dimensions of User Diversity
+ Ashok, M.
+ Jacko, J. A.
Motor Impairments and Universal Access
+ Keates, S.
Sensory Impairments
+ Kinzel, E.
+ Jacko, J. A.
Cognitive Disabilities
+ Lewis, C.
Age-Related Diff erences in the Interface Design Process
+ Kurniawan, S.
International and Intercultural User Interfaces
+ Marcus, A.
+ Rau, P.-L. P.
== Technologies for Diverse Contexts of Use ==
Accessing the Web
+ Hanson, V. L.
+ Richards, J. T.
+ Harper, S.
+ Trewin, S.
Handheld Devices and Mobile Phones
+ Kaikkonen, A.
+ Kaasinen, E.
+ Ketola, P.
Virtual Reality
+ Hughes, D.
+ Smith, E.
+ Shumaker, R.
+ Hughes, C.
Biometrics and Universal Access
+ Fairhurst, M. C.
Interface Agents: Potential Benefits and Challenges for Universal Access
+ and, E. André
M. Rehm
== Development Lifecycle of User Interfaces ==
User Requirements Elicitation for Universal Access
+ Antona, M.
+ Ntoa, S.
+ Adami, I.
+ Stephanidis, C.
Unified Design for User Interface Adaptation
+ Savidis, A.
+ Stephanidis, C.
Designing Universally Accessible Games
+ Grammenos, D.
+ Savidis, A.
+ Stephanidis, C.
Software Requirements for Inclusive User Interfaces
+ Savidis, A.
+ Stephanidis, C.
Tools for Inclusive Design
+ Waller, S.
+ Clarkson, P. J.
The Evaluation of Accessibility, Usability, and User Experience
+ Petrie, H.
+ Bevan, N.
== User Interface Development: Architectures, Components, and Tools ==
A Unified Soft ware Architecture for User Interface Adaptation
+ Savidis, A.
+ Stephanidis, C.
A Decision-Making Specifi cation Language for User Interface Adaptation
+ Savidis, A.
+ Stephanidis, C.
Methods and Tools for the Development of Unified Web-Based User Interfaces
+ Doulgeraki, C.
+ Partarakis, N.
+ Mourouzis, A.
+ Stephanidis, C.
User Modeling: A Universal Access Perspective
+ Adams, R.
Model-Based Tools: A User-Centered Design for All Approach
+ Stary, C.
Markup Languages in Human-Computer Interaction
+ Paternò, F.
+ Santoro, C.
Abstract Interaction Objects in User Interface Programming Languages
+ Savidis, A.
== Interaction Techniques and Devices ==
Screen Readers
+ Asakawa, C.
+ Leporini, B.
Virtual Mouse and Keyboards for Text Entry
+ Evreinov, G.
Speech Input to Support Universal Access
+ Feng, J.
+ Sears, A.
Natural Language and Dialogue Interfaces
+ Jokinen, K.
Auditory Interfaces and Sonification
+ Nees, M. A.
+ Walker, B. N.
Haptic Interaction
+ Jansson, G.
+ Raisamo, R.
Vision-Based Hand Gesture Recognition for Human-Computer Interaction
+ Zabulis, X.
+ Baltzakis, H.
+ Argyros, A.
Automatic Hierarchical Scanning for Windows Applications
+ Ntoa, S.
+ Savidis, A.
+ Stephanidis, C.
Eye Tracking
+ Majaranta, P.
+ Bates, R.
+ Donegan, M.
Brain-Body Interfaces
+ Gnanayutham, P.
+ George, J.
Sign Language in the Interface: Access for Deaf Signers
+ Huenerfauth, M.
+ Hanson, V. L.
Visible Language for Global Mobile Communication: A Case Study of a Design Project in Progress
+ Marcus, A.
Contributions of "Ambient" Multimodality to Universal Access
+ Carbonell, N.
== Application Domains ==
Vocal Interfaces in Supporting and Enhancing Accessibility in Digital Libraries
+ Catarci, T.
+ Kimani, S.
+ Dubinsky, Y.
+ Gabrielli, S.
Theories and Methods for Studying Online Communities for People with Disabilities and Older People
+ Pfeil, U.
+ Zaphiris, P.
Computer-Supported Cooperative Work
+ Gross, T.
+ Fetter, M.
Developing Inclusive e-Training
+ Savidis, A.
+ Stephanidis, C.
Training through Entertainment for Learning Difficulties
+ Savidis, A.
+ Grammenos, D.
+ Stephanidis, C.
Universal Access to Multimedia Documents
+ Petrie, H.
+ Weber, G.
+ Völkel, T.
Interpersonal Communication
+ Waller, A.
Universal Access in Public Terminals: Information Kiosks and ATMs
+ Kouroupetroglou, G.
Intelligent Mobility and Transportation for All
+ Bekiaris, E.
+ Panou, M.
+ Gaitanidou, E.
+ Mourouzis, A.
+ Ringbauer, B.
Electronic Educational Books for Blind Students
+ Grammenos, D.
+ Savidis, A.
+ Georgalis, Y.
+ Bourdenas, T.
+ Stephanidis, C.
Mathematics and Accessibility: A Survey
+ Pontelli, E.
+ Karshmer, A. I.
+ Gupta, G.
Cybertherapy, Cyberpsychology, and the Use of Virtual Reality in Mental Health
+ Renaud, P.
+ Bouchard, S.
+ Chartier, S.
+ Bonin, M-P
== Nontechnological Issues ==
Policy and Legislation as a Framework of Accessibility
+ Kemppainen, E.
+ Kemp, J. D.
+ Yamada, H.
Standards and Guidelines
+ Vanderheiden, G. C.
eAccessibility Standardization
+ Engelen, J.
Management of Design for All
+ Bühler, C.
Security and Privacy for Universal Access
+ Maybury, M. T.
Best Practice in Design for All
+ Miesenberger, K.
== Looking to the Future ==
Implicit Interaction
+ Ferscha, A.
Ambient Intelligence
+ Streitz, N. A.
+ Privat, G.
Emerging Challenges
+ Stephanidis, C.
[21]
Constraint-Directed Performance Measurement for Large Tactical Teams
TRAINING: Methods for Assessing and Debriefing Team and Multiteam
Performance in Distributed Simulation-Based Training
/
Fowlkes, Jennifer
/
Owens, Jerry
/
Hughes, Corbin
/
Johnston, Joan H.
/
Stiso, Michael
/
Hafich, Amanda
/
Bracken, Kevin
Proceedings of the Human Factors and Ergonomics Society 49th Annual Meeting
2005-09-26
v.49
p.2125-2129
© Copyright 2005 HFES
Summary: Large tactical teams must demonstrate integrative performance as tens to
thousands of operators perform within highly dynamic, complex, and
unpredictable environments. The development of methods for capturing integrated
performance and the achievement of team goals, while also allowing for and even
embracing adaptive performance, is challenging. However, as Distributed Mission
Training (DMT) systems continue to mature and are increasingly representative
of important training opportunities in the military, diagnostic performance
assessment systems are needed to ensure training quality. In this paper, we
propose a methodological framework for team performance that is responsive to
the performance measurement challenges found within DMT systems. The approach
is illustrated within a U.S. Navy research and development program called
Debriefing Distributed Simulation-Based Exercises (DDSBE).
[22]
Salient Characteristics of Virtual Trees
VIRTUAL ENVIRONMENTS: Virtual Environments Posters
/
Sims, Valerie K.
/
Moshell, J. Michael
/
Hughes, Charles E.
/
Cotton, James E.
/
Xiao, Jiangjian
Proceedings of the Human Factors and Ergonomics Society 45th Annual Meeting
2001-10-08
v.45
p.1935-1938
© Copyright 2001 HFES
Summary: Recent research on the design of virtual environments has focused on the
important perceptual characteristics of man-made "carpentered" environments,
rather than on VEs of natural environments. The present research examines
memory for characteristics of natural settings consisting of virtual trees.
Participants viewed either a symmetrical or asymmetrical virtual tree and then
re-created it using custom-designed tree editing software. Memory was more
accurate for the symmetrical tree. Across trees, participants were most
accurate re-creating gross structural dimensions of a tree such as height and
leaf size, and were particularly inaccurate at re-creating the curvature of
tree branches. Our conclusion is that the design of virtual environments should
focus on accurately representing gross structural properties of trees, rather
than on using high levels of detail to accurately portray trunk and branch
curvature.
[23]
The Virtual Academy: A Simulated Environment for Constructionist Learning
Human-Virtual Environment Interaction
/
Moshell, J. Michael
/
Hughes, Charles E.
International Journal of Human-Computer Interaction
1996
v.8
n.1
p.95-110
© Copyright 1996 Ablex Publishing
Summary: The Virtual Academy is an educational model based on multiage teams of
students and adults working through the Internet to build and use virtual
worlds for educational purposes. These collaborations are mediated by a range
of tools ranging from electronic mail to hypermedia and video links, and result
in the creation of simulation-based role-playing adventure games within the
ExploreNet software environment. ExploreNet is an Internet-based multimedia,
multiuser domain constructed specifically for educational experimentation.
This article describes the Virtual Academy Model, the ExploreNet software
system, and an experiment conducted in the spring of 1995. The article
describes the evolution of features of ExploreNet's user interface and their
relevance to collaborative work by children.