[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
© Copyright 2016 ACM
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
© Copyright 2015 ACM
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
© Copyright 2013 Springer-Verlag
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
© Copyright 2013 Springer-Verlag
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
© Copyright 2013 Springer-Verlag
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)
© Copyright 2013 Springer-Verlag
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
© Copyright 2013 Springer-Verlag
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
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
© Copyright 2011 IGI Global
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
© Copyright 2011 Springer-Verlag
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
© Copyright 2011 ACM
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
© Copyright 2011 ACM
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
© Copyright 2010 CHISIG and author(s)
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
© Copyright 2010 ACM
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
© Copyright 2010 ACM
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
© Copyright 2010 Springer-Verlag
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
© Copyright 2010 ACM
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
© Copyright 2010 ACM
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
© Copyright 2009 ACM
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
© Copyright 2009 ACM
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
© Copyright 2009 ACM
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
© Copyright 2008 ACM
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
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
© Copyright 2007 ACM
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
© Copyright 2007 Springer-Verlag
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.