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[1] Compensating for Distance Compression in Audiovisual Virtual Environments Using Incongruence 3D Virtual Space / Finnegan, Daniel J. / O'Neill, Eamonn / Proulx, Michael J. Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.200-212
ACM Digital Library Link
Summary: A key requirement for a sense of presence in Virtual Environments (VEs) is for a user to perceive space as naturally as possible. One critical aspect is distance perception. When judging distances, compression is a phenomenon where humans tend to underestimate the distance between themselves and target objects (termed egocentric or absolute compression), and between other objects (exocentric or relative compression). Results of studies in virtual worlds rendered through head mounted displays are striking, demonstrating significant distance compression error. Distance compression is a multisensory phenomenon, where both audio and visual stimuli are often compressed with respect to their distances from the observer. In this paper, we propose and test a method for reducing crossmodal distance compression in VEs. We report an empirical evaluation of our method via a study of 3D spatial perception within a virtual reality (VR) head mounted display. Applying our method resulted in more accurate distance perception in a VE at longer range, and suggests a modification that could adaptively compensate for distance compression at both shorter and longer ranges. Our results have a significant and intriguing implication for designers of VEs: an incongruent audiovisual display, i.e. where the audio and visual information is intentionally misaligned, may lead to better spatial perception of a virtual scene.

[2] Development of an Inexpensive Augmented Reality (AR) Headset WIP Theme: Augmented Reality / De Angeli, Daniela / O'Neill, Eamonn J. Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.971-976
ACM Digital Library Link
Summary: We outline our work in developing an Augmented Reality (AR) headset with low purchase and maintenance costs. Similar to Google Cardboard, the headset uses a smartphone to provide the compute power, connectivity and display. Unlike Google Cardboard, our headset does not block the user's view of the world and is therefore suitable for AR applications. The headset uses the Pepper's Ghost illusion to display images from the phone's screen via a transparent sheet located in front of the user's eyes. During a pilot study, we confirmed that the headset is effective in settings with low to medium levels of ambient illumination: in these conditions we demonstrated the effectiveness of using a mobile phone's standard screen brightness settings to present a range of photos, 3D images, short texts and shapes.

[3] Stress Resilience Training System (SRTS) Capturing Gaze, Biosignals and Brainwaves / Cohn, Joseph V. / Morrison, Theodore / Weltman, Gershon / Chartrand, Donald / McCraty, Rollin / Combs, David J. / Anglero, Antonio, Jr. / Johnson, Brian R. / Rozovski, David / Eggan, Stephen / Cox, Brennan / Carlson, Kirsten / O'Neill, Elizabeth HCI International 2013: 15th International Conference on HCI: Posters' Extended Abstracts Part I 2013-07-21 v.6 p.584-588
Keywords: Stress resilience training; eLearning; Heart Rate Variability; PTSD
Link to Digital Content at Springer
Summary: The SRTS is an eLearning iPad app that incorporates both cognitive knowledge and proven neurological biofeedback based on Heart Rate Variability (HRV) Coherence. SRTS uses HRV-controlled games as a way of motivating today's young soldiers and sailors. The objective is both to minimize the adverse effects of stress and enhance its productive effects in order to help improve immediate performance as well as help prevent the occurrence of future problems such as post-traumatic stress disorder (PTSD). The initial phase of the research resulted in a PC-based SRTS demonstration system, as well as positive responses to formal and informal usability and utility studies. The current phase of the project has involved the complete development of the iPad version of the SRTS, and also its operational evaluation for efficacy by the Naval Center for Combat and Operational Stress Control (NCCOSC), US Navy Bureau of Medicine and Surgery (BUMED). Many potential customers for SRTS in the Navy, Marine Corps, Air Force and Army are waiting completion of the NCCOSC efficacy evaluation.

[4] Apps for Rapid Epidemiological Analysis (AREA) Health and Medicine / Cohn, Joseph V. / Freedy, Amos / Chabuk, Timur / Weltman, Gershon / Combs, David J. / Anglero, Antonio, Jr. / Johnson, Brian R. / Rozovski, David / Eggan, Stephen / Cox, Brennan / Carlson, Kirsten / O'Neill, Elizabeth HCI International 2013: 15th International Conference on HCI: Posters' Extended Abstracts Part II 2013-07-21 v.7 p.140-143
Keywords: Mobile Device; Applications; Epidemiology; Data Collection; Forecasting; Military Health System; Medical Readiness; Humanitarian Aid; Disaster Relief
Link to Digital Content at Springer
Summary: Communication is difficult in low income areas, given the lack of land based telecommunication and distances between population centers [1]. New methods to monitor/forecast epidemiological trends will enable our military to execute emerging operational requirements. Hand held devices, such as cell phones, smart phones and personal data assistants (PDAs) provide an effective source for collecting, analyzing and widely disseminating healthcare information, because of their widespread use in the very regions to which our military forces are, and will be, deployed. This effort develops handheld device applications that provide health surveillance, epidemiological analysis and forecasting capabilities.

[5] Medical Modeling and Simulation Based Training Return on Investment Decision Model Health and Medicine / Cohn, Joseph V. / Combs, David J. / Anglero, Antonio, Jr. / Johnson, Brian R. / Rozovski, David / Eggan, Stephen / Cox, Brennan / Carlson, Kirsten / Carroll, Meredith / O'Neill, Elizabeth HCI International 2013: 15th International Conference on HCI: Posters' Extended Abstracts Part II 2013-07-21 v.7 p.144-147
Keywords: Return on Investment; Modeling and Simulation; Training; Medical; Fidelity; Cost; Visualization Tools
Link to Digital Content at Springer
Summary: This effort aims to develop a software-based decision tool for determining the actual return on investment of medical modeling and simulation based training technologies to provide acquisition decision makers with critical information for system design. This will ultimately improve the effectiveness and efficiency of current health services.

[6] Dense Array, Low Field Magnetic Resonance Imaging Devices for Combat Casualty Care Health and Medicine / Cohn, Joseph V. / Radparvar, Masoud / Combs, David J. / Anglero, Antonio, Jr. / Johnson, Brian R. / Rozovski, David / Eggan, Stephen / Cox, Brennan / Carlson, Kirsten / O'Neill, Elizabeth HCI International 2013: 15th International Conference on HCI: Posters' Extended Abstracts Part II 2013-07-21 v.7 p.148-152
Keywords: Magnetic resonance imaging (MRI); superconducting quantum interface devices (SQUIDs); ultra-low frequency (ULF); magnetic fields; signal-to-noise ratio (SNR); traumatic brain injury (TBI)
Link to Digital Content at Springer
Summary: Magnetic resonance imaging (MRI) is a non-invasive method capable of producing high spatial resolution images of body structures and identifying injuries. However, conventional MRI systems use large superconducting magnets (≥ 1Tesla) that require high operating costs, long exam times, metal free environments, and are impractical to transport. Portable MRI systems using ultra-low magnetic fields in the micro- to milli-tesla range with superconducting quantum interference device (SQUID) technology have been developed, but these systems generate low signal-to-noise ratios (SNR), requiring very long averaging times to obtain modest spatial resolution. The initial phase of this project involved the development of a low field MRI system and resulted in the preliminary design of a transportable low-field (0.1 Tesla) MRI system, which has the advantages of ultra-low and high field MRI systems while avoiding their disadvantages. The current phase of the project is developing a small-scale portable low-field MRI system prototype of the full sized system. Development of this technology will have significant applications in both commercial and military settings.

[7] Enhancing Intuitive Decision Making through Implicit Learning Understanding and Modelling Cognition / Cohn, Joseph / Squire, Peter / Estabrooke, Ivy / O'Neill, Elizabeth FAC 2013: 7th International Conference on Foundations of Augmented Cognition 2013-07-21 p.401-409
Keywords: Cognitive Modeling; Perception; Emotion and Interaction; Intuition Decision Making; Implicit Learning
Link to Digital Content at Springer
Summary: Today's military missions pose complex time-constrained challenges, such as detecting IED emplacements while in a moving vehicle or detecting anomalous civilian behaviors indicative of impending danger. These challenges are compounded by recent doctrinal requirements that require younger and less-experienced Warfighters to make ever-more complex decisions. Current understanding of decision making, which is based on concepts developed around theories of analytic decision making (Newell and Simon, 1972), cannot effectively address these new challenges since they are based on the notion of enabling experts to apply their expertise to addressing new problems. Yet, there are actually two types of recognized decision making processes, analytical and intuitive, which appear to be mediated by different processes or systems (Ross et al, 2004; Evans, 2008; Kahneman & Klein, 2009). Analytical decision making is mediated by processes that reflect a sequential, step-by-step, methodical, and time-consuming process. To be effective, analytic decision making appears to require domain expertise. In contrast, intuitive decision making relies upon a more holistic approach to processing information at a subconscious level (Luu et al, 2010). The thesis of this paper is that unlike analytic decision making, effective intuitive decision making does not require domain expertise but, rather, can be enhanced through training methods and technologies. This paper will explore ways in which the results from a range of studies at the behavioral, cognitive and neurophysiological levels can be leveraged to provide a comprehensive approach to understanding and enabling more effective intuitive decision-making for these non-experts.

[8] INTERNET Usability News (BCS HCI) / Light, Ann / Clark, Dave / McDonald, Nico / O'Neill, Eamonn 2012-07-25 2001-11-12 British HCI Group
Keywords: hci-sites:columns |  publications:columns | 
usabilitynews.bcs.org/
Summary: "bringing you the latest within the field of usability"

[9] Wearable Tactile Display of Landmarks and Direction for Pedestrian Navigation: A User Survey and Evaluation / Srikulwong, Mayuree / O'Neill, Eamonn International Journal of Mobile Human Computer Interaction 2011-07 v.3 n.3 p.31-49
Keywords: Landmarks, Mobile Display, Pedestrian Navigation, Tactile Display, Tactile Feedback, Visual Clutter, Wearable Technologies
www.igi-global.com/article/wearable-tactile-display-landmarks-direction/55394
Summary: This research investigates representation techniques for spatial and related information in the design of tactile displays for pedestrian navigation systems. The paper reports on a user survey that identified and categorized landmarks used in pedestrian navigation in the urban context. The results show commonalities of landmark use in urban spaces worldwide. The survey results were then used in an experimental study that compared two tactile techniques for landmark representation using one or two actuators. Techniques were compared on 4 measures: distinguishability, learnability, memorability, and user preferences. Results from the lab-based evaluation showed that users performed equally well using either technique to represent just landmarks alone. However, when landmark representations were presented together with directional signals, performance with the one-actuator technique was significantly reduced while performance with the two-actuator approach remained unchanged. The results of this ongoing research programme can be used to help guide design for presenting key landmark information on wearable tactile displays.

[10] 3D Gesture Recognition: An Evaluation of User and System Performance Hands on with Sensing / Wright, Michael / Lin, Chun-Jung / O'Neill, Eamonn / Cosker, Darren / Johnson, Peter Proceedings of Pervasive 2011: International Conference on Pervasive Computing 2011-06-12 p.294-313
Keywords: Gestural interaction; 3D gesture recognition
Link to Digital Content at Springer
Summary: We report a series of empirical studies investigating gesture as an interaction technique in pervasive computing. In our first study, participants generated gestures for given tasks and from these we identified archetypal common gestures. Furthermore, we discovered that many of these user-generated gestures were performed in 3D. We implemented a computer vision based 3D gesture recognition system and applied it in a further study in which participants used the common gestures generated in the first study. We investigated the trade off between system performance and human performance and preferences, deriving design recommendations. We achieved 84% recognition accuracy by our prototype 3D gesture recognition system after tuning it through the use of simple heuristics. The most popular gestures from Study 1 were regarded by participants in Study 2 as best matching the task they represented, and they produced the fewest recall errors.

[11] Contextual dynamics of group-based sharing decisions Photo sharing / Jones, Simon / O'Neill, Eamonn Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011-05-07 v.1 p.1777-1786
ACM Digital Library Link
Summary: In this paper we investigate how decisions made while using a granular access control mechanism for sharing photographs are influenced by contextual factors and properties relating to the identities of contacts. We develop analytical models using logistic regression to understand relationships between variables that affect sharing decisions. We also investigate how predefined, static groups for privacy control cope with the challenge of sharing large amounts of content associated with numerous different contexts, and test whether they need to be adjusted to suit particular contexts.

[12] A comparative study of tactile representation techniques for landmarks on a wearable device Touch 1: tactile & haptics / Srikulwong, Mayuree / O'Neill, Eamonn Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011-05-07 v.1 p.2029-2038
ACM Digital Library Link
Summary: Wearable tactile navigation displays may provide an alternative or complement to mobile visual navigation displays. Landmark information may provide a useful complement to directional information for navigation, however, there has been no reported use of landmark information in tactile navigation displays. We report a study that compared two tactile display techniques for landmark representation using one or two actuators respectively. The single-actuator technique generated different vibration patterns on a single actuator to represent different landmarks. The dual-actuator technique generated a single vibration pattern using two simultaneous actuators and different pairs of actuators around the body represented different landmarks. We compared the two techniques on four measures: distinguishability, learnability, short term memorability and user preference. Results showed that users performed equally well when either technique was used to represent landmarks alone. However, when landmark representations were presented together with directional signals, performance with the single-actuator technique was significantly reduced while performance with the dual-actuator technique remained unchanged.

[13] Interpreting technology-mediated identity: perception of social intention and meaning in Bluetooth names What's in a name, or a password? / Palmer, Freya / O'Neill, Eamonn Proceedings of OZCHI'10, the CHISIG Annual Conference on Human-Computer Interaction 2010-11-22 p.232-239
ACM Digital Library Link
Summary: The ubiquitous and highly personal nature of mobile devices, together with the partially embodied nature of Bluetooth, means that mobile device based Bluetooth provides unique affordances for communicating aspects of identity. We report a study of how people interpret Bluetooth names in terms of social identity, considering it as an example of mobile technology-mediated identity. We used card-sorting, hierarchical cluster analysis, multi-dimensional scaling and qualitative analysis to establish perceived types of Bluetooth name and dimensions of naming; illustrating how people conceptualise and interpret technology-mediated identity projected by others.

[14] The calendar as a sensor: analysis and improvement using data fusion with social networks and location Context awareness / Lovett, Tom / O'Neill, Eamonn / Irwin, James / Pollington, David Proceedings of the 2010 International Conference on Ubiquitous Computing 2010-09-26 p.3-12
Keywords: calendar, contacts, context, context awareness, data fusion, event, location, meeting, social network
ACM Digital Library Link
Summary: The shared online calendar is the de facto standard for event organisation and management in the modern office environment. It is also a potentially valuable source of context, provided the calendar event data represent an accurate account of 'real-world' events. However, as we show through a field study, the calendar does not represent reality well as genuine events are hidden by a multitude of reminders and 'placeholders', i.e. events that appear in the calendar but do not occur. We show that the calendar's representation of real events can be significantly improved through data fusion with other sources of context, namely social network and location data. Finally, we discuss some of the issues raised during our field study, their significance and how performance could be farther improved.

[15] Mobile context-awareness: capabilities, challenges and applications Workshops / Lovett, Tom / O'Neill, Eamonn Proceedings of the 2010 International Conference on Ubiquitous Computing 2010-09-26 p.539-540
Keywords: context, context-awareness, human-computer interaction, mobile computing
ACM Digital Library Link
Summary: Mobile context-awareness is a popular research trend in the field in ubiquitous computing. Advances in mobile device sensory hardware and the rise of 'virtual' sensors such as web APIs mean that the mobile user is exposed to a vast range of data that can be used for new advanced applications. This workshop allows industrial and academic researchers to present work focusing on novel methods of context acquisition in the mobile environment -- particularly through the use of physical and virtual sensors -- along with research into new applications utilising this context. In addition, the workshop will encourage insights, into the technical and usability challenges in mobile context-awareness, as well as observations on current and future trends in the field.

[16] A Comparison of Two Wearable Tactile Interfaces with a Complementary Display in Two Orientations Walking and Navigation Interfaces / Srikulwong, Mayuree / O'Neill, Eamonn HAID 2010: International Workshop on Haptic and Audio Interaction Design 2010-09-16 p.139-148
Keywords: Evaluation/methodology; haptic i/o; user interfaces; wearable computers; pedestrian navigation
Link to Digital Content at Springer
Summary: Research has shown that two popular forms of wearable tactile displays, a back array and a waist belt, can aid pedestrian navigation by indicating direction. Each type has its proponents and each has been reported as successful in experimental trials, however, no direct experimental comparisons of the two approaches have been reported. We have therefore conducted a series of experiments directly comparing them on a range of measures. In this paper, we present results from a study in which we used a directional line drawing task to compare user performance with these two popular forms of wearable tactile display. We also investigated whether user performance was affected by a match between the plane of the tactile interface and the plane in which the users drew the perceived directions. Finally, we investigated the effect of adding a complementary visual display. The touch screen display on which participants drew the perceived directions presented either a blank display or a visual display of a map indicating eight directions from a central roundabout, corresponding to the eight directions indicated by the tactile stimuli. We found that participants performed significantly faster and more accurately with the belt than with the array whether they had a vertical screen or a horizontal screen. We found no difference in performance with the map display compared to the blank display.

[17] Feasibility of structural network clustering for group-based privacy control in social networks Privacy / Jones, Simon / O'Neill, Eamonn Proceedings of the 2010 Symposium on Usable Privacy and Security 2010-07-14 p.9
Keywords: automation, content sharing, group-based access control, network structure, privacy, social media, social networks, tie strength
ACM Digital Library Link
Summary: Users of social networking sites often want to manage the sharing of information and content with different groups of people based on their differing relationships. However, grouping contacts places a significant configuration burden on the user. Automated approaches to grouping may have the potential to reduce this burden, however, their use remains largely untested. We investigate people's rationales when grouping their contacts for the purpose of controlling their privacy, finding six criteria that they commonly considered. We assess an automated approach to grouping, based on a network clustering algorithm, whose performance may be analogous to the human's use of some of these criteria. We find that the similarity between the groups created by people and those created by the algorithm is correlated with the modularity of their network. We also demonstrate that the particular clustering algorithm, SCAN, which detects hubs and outliers within a network can be beneficial for identifying contacts who are hard to group or for whom privacy preferences are inconsistent with the rest of their group.

[18] Brief encounters: Sensing, modeling and visualizing urban mobility and copresence networks / Kostakos, Vassilis / O'Neill, Eamonn / Penn, Alan / Roussos, George / Papadongonas, Dikaios ACM Transactions on Computer-Human Interaction 2010 v.17 n.1 p.2
ACM Digital Library Link
Summary: Moving human-computer interaction off the desktop and into our cities requires new approaches to understanding people and technologies in the built environment. We approach the city as a system, with human, physical and digital components and behaviours. In creating effective and usable urban pervasive computing systems, we need to take into account the patterns of movement and encounter amongst people, locations, and mobile and fixed devices in the city. Advances in mobile and wireless communications have enabled us to detect and record the presence and movement of devices through cities. This article makes a number of methodological and empirical contributions. We present a toolkit of algorithms and visualization techniques that we have developed to model and make sense of spatial and temporal patterns of mobility, presence, and encounter. Applying this toolkit, we provide an analysis of urban Bluetooth data based on a longitudinal dataset containing millions of records associated with more than 70000 unique devices in the city of Bath, UK. Through a novel application of established complex network analysis techniques, we demonstrate a significant finding on the relationship between temporal factors and network structure. Finally, we suggest how our understanding and exploitation of these data may begin to inform the design and use of urban pervasive systems.

[19] Context-aware messaging: how personal, spatial and temporal constraints affect text-based communication / Jones, Simon / O'Neill, Eamonn Proceedings of the 2009 International Conference on Mobile and Ubiquitous Multimedia 2009-11-22 p.8
ACM Digital Library Link
Summary: There are academic and commercial drivers for context-awareness to play a prominent role in the future of mobile services. Implementing a complete model of context remains an unsolved problem, however, some contextual elements such as person, time and place are relatively easy to identify. We develop a simple context model incorporating personal, temporal and spatial dimensions and apply it to a context-aware text messaging service. We report a field study of the service, investigating how applying these fundamental contextual constraints to messages can affect the nature of communication between participants. The results suggest that although contextual constraints are not appropriate for all types of message content, they increase opportunities for situated chat in public spaces, improve group awareness between peers and facilitate conversations between people, some of whom would not otherwise communicate with each other.

[20] Authenticating ubiquitous services: a study of wireless hotspot access Security & access / Kindberg, Tim / Bevan, Chris / O'Neill, Eamonn / Mitchell, James / Grimmett, Jim / Woodgate, Dawn Proceedings of the 2009 International Conference on Ubiquitous Computing 2009-09-30 p.115-124
Keywords: authentication, phishing, ubiquitous services, wi-fi
ACM Digital Library Link
Summary: This paper concerns the problem of phishing attacks in ubiquitous computing environments. The embedding of ubiquitous services into our everyday environments may make fake services seem plausible but it also enables us to authenticate them with respect to those environments. We propose physical and virtual linkage as two types of authenticating evidence in ubiquitous environments and two protocols based on them. We describe an experiment to test hypotheses concerning user responses to physical and virtual linkage with respect to fake Wi-Fi hotspots. Based on our experience we derive an improved protocol for authenticating spontaneously accessed ubiquitous services.

[21] Auditory icon and earcon mobile service notifications: intuitiveness, learnability, memorability and preference Multimodal mobile interaction / Garzonis, Stavros / Jones, Simon / Jay, Tim / O'Neill, Eamonn Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009-04-04 v.1 p.1513-1522
Keywords: auditory icons, earcons, intuitiveness, learnability, memorability, mobile audio notifications, mobile services
ACM Digital Library Link
Summary: With an ever increasing number of mobile services, meaningful audio notifications could effectively inform users of the incoming services while minimising undesired and intrusive interruptions. Therefore, careful design of mobile service notification is needed. In this paper we evaluate two types of audio (auditory icons and earcons) as mobile service notifications, by comparing them on 4 measures: intuitiveness, learnability, memorability and user preference. A 4-stage longitudinal evaluation involving two lab experiments, a field study and a web-based experiment indicated that auditory icons performed significantly better in all measures. Implications for mobile audio notification design are presented.

[22] Mobile service audio notifications: intuitive semantics and noises Notifications and displays / Garzonis, Stavros / Bevan, Chris / O'Neill, Eamonn Proceedings of OZCHI'08, the CHISIG Annual Conference on Human-Computer Interaction 2008-12-08 p.156-163
Keywords: auditory icons, context awareness, earcons, intuitiveness of audio notifications, mobile audio notifications, mobile services categorisation
ACM Digital Library Link
Summary: It is hoped that context-aware systems will present users with an increasing number of relevant services in an increasingly wide range of contexts. With this expansion, numerous service notifications could overwhelm users. Therefore, careful design of the notification mechanism is needed. In this paper, we investigate how semantic richness of different types of audio stimuli can be utilised to shape the intuitiveness of mobile service notifications. In order to do so, we first develop a categorisation of mobile services so that clustered services can share the same notifications. Not surprisingly, it was found that overall speech performed better than non-speech sounds, and auditory icons performed overall better than earcons. However, exceptions were observed when richer semantics were utilised in the seemingly poorer medium. We argue that success and subjective preference of auditory mobile service notifications heavily depends on the success and level of directness of the metaphors used.

[23] A Conference Panel -- but not as we know it! Panels / McEwan, Tom / Bryan-Kinns, Nick / England, David / Finlay, Janet / O'Neill, Eamonn Proceedings of the HCI'07 Conference on People and Computers XXI 2007-09-03 v.2 p.47
www.bcs.org/upload/pdf/ewic_hc07_papaper2.pdf
www.bcs.org/server.php
Summary: This panel will take the form of a public debate about whether the conference of which it forms part has a future. Academic conferences are increasingly hard to cost-justify and growing awareness of the environmental impact adds to the negative aspects -- especially when the HCI community have developed so many tools and techniques to afford virtual collaboration, dissemination and critique. Yet participants continue to enjoy conferences and some would seem them as vital to the sustainability and coherence of the discipline. It is chaired by the chair of HCI2005 [3], and features as panellists the chairs of HCI2003 [1], HCI2004 [2], HCI2006[4], HCI2008, and is intended to feature vibrant contributions from other delegates. The motion to be debated is "This conference believes that the conference has no future after Sept 5th 2008".

[24] Tool support for creativity using externalizations Tools, media and environments / Warr, Andrew / O'Neill, Eamonn Proceedings of the 2007 Conference on Creativity and Cognition 2007-06-13 p.127-136
ACM Digital Library Link
Summary: Within the creativity community, researchers and practitioners have developed and studied various support tools and environments. It is important to learn from these tools and environments, identifying requirements for improving the future support of creativity in design. In this paper, we focus on support for generating and interacting with external representations to facilitate shared understanding and common ground amongst stakeholders. In considering external representations, we distinguish between artifacts provided by the tools and boundary objects created by the participants. We evaluate the use of a particular creativity support tool: the Envisionment and Discovery Collaboratory (EDC). From this evaluation we identify requirements for future tools and environments to support creative design.

[25] Reach Out and Touch: Using NFC and 2D Barcodes for Service Discovery and Interaction with Mobile Devices Reaching Out / O'Neill, Eamonn / Thompson, Peter / Garzonis, Stavros / Warr, Andrew Proceedings of Pervasive 2007: International Conference on Pervasive Computing 2007-05-13 p.19-36
Link to Digital Content at Springer
Summary: We investigate the use of 2 tagging technologies: Near Field Communication (NFC) and 2-dimensional barcodes. Our investigation combined a field trial and interview based study with an experimental evaluation. The field trial focused on users' experience of the usability of NFC for a range of trial services, users' perceptions of NFC use in their daily life context, and users' suggestions for potential applications of NFC. The tags were embedded in a variety of postcards, table-top signs and posters. The experimental evaluation compared the ease of use of NFC and 2D barcodes, operationalised in terms of time taken to read a specified sequence of tags on posters. We found that for untrained users the 2D barcodes were quicker to use than the NFC tags but that training significantly improved users' performance with the NFC tags while having no effect on their performance with the barcodes.
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