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Articles 31 - 48 of 48

Full-Text Articles in Graphics and Human Computer Interfaces

A Pilot Study Into Bio-Behavioural Measurements On Air Traffic Controllers In Remote Tower Operations, Tanja Bos, Rolf Zon, Eszter Furedi, Dezso Dudas, Daniel Rohacs Jan 2017

A Pilot Study Into Bio-Behavioural Measurements On Air Traffic Controllers In Remote Tower Operations, Tanja Bos, Rolf Zon, Eszter Furedi, Dezso Dudas, Daniel Rohacs

H-Workload 2017: Models and Applications (Works in Progress)

What is the impact of shifting to remote tower operations on the Air Traffic Controller? In the joint HungaroControl-Netherlands Aerospace Centre NLR pilot project an assessment of bio-behaviour on three air traffic controllers was made in a remote tower and conventional tower. The research is motivated by HungaroControl’s plans in shifting to remote tower operations at Budapest airport in the upcoming years. This pilot project is considered a feasibility study to investigate if an eye tracker and a heart rate sensor can be used to derive workload, the controllers’ division of attention over information elements, and scanning strategies in two …


A Systems Approach To Predicting And Measuring Workload In Rail Traffic Management Systems, Joanna Evans Jan 2017

A Systems Approach To Predicting And Measuring Workload In Rail Traffic Management Systems, Joanna Evans

H-Workload 2017: Models and Applications (Works in Progress)

The introduction of systems such as Traffic Management (TM) will result in a number of changes in how the railway is managed for operations and maintenance staff such as, an increase in collaborative working styles and shared responsibilities. In order to react to these changing operational demands and user needs, TM workstation designs need to have greater flexibility and be configurable to support the information requirements for each specific role as well as support each role during different scenarios. Although this flexibility in system design has the potential to enhance performance, it increases the complexity of measuring operator workload. The …


A Pilot Study Of Comparison Gesture Analysis In Motion Driven Video Games, Fabrizio Valerio Covone, Brian Vaughan, Charlie Cullen Oct 2016

A Pilot Study Of Comparison Gesture Analysis In Motion Driven Video Games, Fabrizio Valerio Covone, Brian Vaughan, Charlie Cullen

Conference Papers

This study investigates whether there are significant differences in the gestures made by gamers and non-gamers whilst playing commercial games that employ gesture inputs. Specifically, the study focuses on testing a prototype of multimodal capture tool that we used to obtain real-time audio, video and skeletal gesture data. Additionally, we developed an experimental design framework for the acquisition of spatio-temporal gesture data and analysed the vector magnitude of a gesture to compare the relative displacement of each participant whilst playing a game.


Exploring Customer Specific Kpi Selection Strategies For An Adaptive Time Critical User Interface, Ingo Keck, Robert J. Ross Jan 2014

Exploring Customer Specific Kpi Selection Strategies For An Adaptive Time Critical User Interface, Ingo Keck, Robert J. Ross

Conference papers

Rapid growth in the number of measures available to describe customer-organization relationships has presented a serious challenge for Business Intelligence (BI) interface developers as they attempt to provide business users with key customer information without requiring users to painstakingly sift through many interface windows and layers. In this paper we introduce a prototype Intelligent User Interface that we have deployed to partially address this issue. The interface builds on machine learning techniques to construct a ranking model of Key Performance Indicators (KPIs) that are used to select and present the most important customer metrics that can be made available to …


A Theoretical Framework For Serious Game Design: Exploring Pedagogy, Play And Fidelity And Their Implications For The Design Process, Pauline Rooney Oct 2012

A Theoretical Framework For Serious Game Design: Exploring Pedagogy, Play And Fidelity And Their Implications For The Design Process, Pauline Rooney

Journal Articles

It is widely acknowledged that digital games can provide an engaging, motivating and “fun” experience for students. However an entertaining game does not necessarily constitute a meaningful, valuable learning experience. For this reason, experts espouse the importance of underpinning serious games with a sound theoretical framework which integrates and balances theories from two fields of practice: pedagogy and game design (Kiili, 2005; Seeney & Routledge, 2009). Additionally, with the advent of sophisticated, immersive technologies, and increasing interest in the opportunities for constructivist learning offered by these technologies, concepts of fidelity and its impact on student learning and engagement, have emerged …


Mobile Visibility Querying For Lbs, James Carswell, Keith Gardiner, Junjun Jin Dec 2010

Mobile Visibility Querying For Lbs, James Carswell, Keith Gardiner, Junjun Jin

Articles

This article describes research carried out in the area of mobile spatial interaction (MSI) and the development of a 3D mobile version of a 2D web-based directional query processor. The TellMe application integrates location (from GPS, GSM, WiFi) and orientation (from magnetometer/accelerometer) sensor technologies into an enhanced spatial query processing module capable of exploiting a mobile device’s position and orientation for querying real-world spatial datasets. This article outlines our technique for combining these technologies and the architecture needed to deploy them on a sensor enabled smartphone (i.e. Nokia Navigator 6210). With all these sensor technologies now available on off-the-shelf devices, …


3dq: Threat Dome Visibility Querying On Mobile Devices, James Carswell, Keith Gardiner, Junjun Yin Aug 2010

3dq: Threat Dome Visibility Querying On Mobile Devices, James Carswell, Keith Gardiner, Junjun Yin

Articles

3DQ (Three Dimensional Query) is our mobile spatial interaction (MSI) prototype for location and orientation aware mobile devices (i.e. today's sensor enabled smartphones). The prototype tailors a military style threat dome query calculation using MSI with hidden query removal functionality for reducing “information overload” on these off-the-shelf devices. The effect gives a more accurate and expected query result for Location-Based Services (LBS) applications by returning information on only those objects visible within a user’s 3D field-of-view. Our standardised XML based request/response design enables any mobile device, regardless of operating system and/or programming language, to access the 3DQ web-service interfaces.


Motion In Augmented Reality Games: An Engine For Creating Plausible Physical Interactions In Augmented Reality Games, Brian Mac Namee, David Beaney, Qingqing Dong Jan 2010

Motion In Augmented Reality Games: An Engine For Creating Plausible Physical Interactions In Augmented Reality Games, Brian Mac Namee, David Beaney, Qingqing Dong

Articles

The next generation of Augmented Reality (AR) games will require real and virtual objects to coexist in motion in immersive game environments. This will require the illusion that real and virtual objects interact physically together in a plausible way. The Motion in Augmented Reality Games (MARG) engine described in this paper has been developed to allow these kinds of game environments. The paper describes the design and implementation of the MARG engine and presents two proof-of-concept AR games that have been developed using it. Evaluations of these games have been performed and are presented to show that the MARG engine …


Cbtv: Visualising Case Bases For Similarity Measure Design And Selection, Brian Mac Namee, Sarah Jane Delany Jan 2010

Cbtv: Visualising Case Bases For Similarity Measure Design And Selection, Brian Mac Namee, Sarah Jane Delany

Conference papers

In CBR the design and selection of similarity measures is paramount. Selection can benefit from the use of exploratory visualisation- based techniques in parallel with techniques such as cross-validation ac- curacy comparison. In this paper we present the Case Base Topology Viewer (CBTV) which allows the application of different similarity mea- sures to a case base to be visualised so that system designers can explore the case base and the associated decision boundary space. We show, using a range of datasets and similarity measure types, how the idiosyncrasies of particular similarity measures can be illustrated and compared in CBTV allowing …


Scalable Multi-Modal Avatar Interface For Multi-User Environments, Brian Mac Namee, Mark Dunne, John D. Kelleher Jan 2010

Scalable Multi-Modal Avatar Interface For Multi-User Environments, Brian Mac Namee, Mark Dunne, John D. Kelleher

Conference papers

This research outlines an Intelligent Virtual Agent (IVA) interface, where multiple users will be able to interact with 3D avatars. This will take place in a distributed multi-modal environ- ment where the LOK8 Avatar System (AS) will need to locate it’s users from a crowd, using face tracking and novel 3D animation techniques.


Inside The Selection Box: Visualising Active Learning Selection Strategies, Brian Mac Namee, Rong Hu, Sarah Jane Delany Jan 2010

Inside The Selection Box: Visualising Active Learning Selection Strategies, Brian Mac Namee, Rong Hu, Sarah Jane Delany

Conference papers

Visualisations can be used to provide developers with insights into the inner workings of interactive machine learning techniques. In active learning, an inherently interactive machine learning technique, the design of selection strategies is the key research question and this paper demonstrates how spring model based visualisations can be used to provide insight into the precise operation of various selection strategies. Using sample datasets, this paper provides detailed examples of the differences between a range of selection strategies.


Forked:A Demonstration Of Physics Realism In Augmented Reality, David Beaney, Brian Mac Namee Jan 2009

Forked:A Demonstration Of Physics Realism In Augmented Reality, David Beaney, Brian Mac Namee

Conference papers

In making fully immersive augmented reality (AR) applications, real and virtual objects will have to be seen to physically interact together in a realistic and believable way. This paper describes Forked! a system that has been developed to show how physical interactions between real and virtual objects can be simulated re- alistically and believably through appropriate use of a physics en- gine. The system allows users control a robotic forklift to manipu- late virtual crates in an AR environment. The paper also describes a evaluation experiment in which it is shown that the physical inter- actions between the forklift and …


Stepping Off The Stage, Brian Mac Namee, John D. Kelleher Jan 2009

Stepping Off The Stage, Brian Mac Namee, John D. Kelleher

Conference papers

Mixed-reality virtual agents are an attractive solution to the problems associated with human-robot interaction, allowing all the expressiveness of virtual characters to be married with the advantages of a physical artifact which exists in a shared environment with the user. However, common approaches to achieving this restrict the virtual characters appearing on top of, or encompassing the robot. This paper describes the Stepping Off the Stage system in which mixed-reality agents are allowed to step off the robot stage and move to other parts of the environment, offering compelling new interaction possibilities.


Widening The Evaluation Net, Brian Mac Namee, Mark Dunne Jan 2009

Widening The Evaluation Net, Brian Mac Namee, Mark Dunne

Conference papers

Intelligent Virtual Agent (IVA) systems are notoriously difficult to evaluate, particularly due to the subjectivity involved. From the various efforts to develop standard evaluation schemes for IVA systems the scheme proposed by Isbister & Doyle, which evaluates systems across five categories, seems particularly appropriate. To examine how these categories are being used, the evaluations presented in the proceedings of IVA '07 and IVA '08 are summarised and the extent to which the five categories in the Isbister & Doyle scheme are used is highlighted. Finally, to illustrate how the full scheme can be used, an evaluation of an IVA system …


Destination Website Effectiveness – A Delphi-Based Emetric Approach – A Dms Perspective, Patrick Horan, Andrew Frew Jan 2007

Destination Website Effectiveness – A Delphi-Based Emetric Approach – A Dms Perspective, Patrick Horan, Andrew Frew

Conference papers

This paper outlines the development and evaluation of a comprehensive set of eMetrics for measuring the effectiveness of a Destination Management Systems’ (DMS) websites from the perspective of small and medium-sized hotel enterprises. Ultimately, from a hotel’s viewpoint, website effectiveness depends on how well a site performs with respect to the related business goals. The priority of the research is thus to establish which criteria are important for destination websites and to determine a mechanism for their measurement. These criteria are divided into both macro- and micro- level metrics which each combine to provide information that is actionable from a …


Using Computer Vision To Create A 3d Representation Of A Snooker Table For Televised Competition Broadcasting, Hao Guo, Brian Mac Namee Jan 2007

Using Computer Vision To Create A 3d Representation Of A Snooker Table For Televised Competition Broadcasting, Hao Guo, Brian Mac Namee

Conference papers

The Snooker Extraction and 3D Builder (SE3DB) is designed to be used as a viewer aid in televised snooker broadcasting. Using a single camera positioned over a snooker table, the system creates a virtual 3D model of the table which can be used to allow audiences view the table from any angle. This would be particularly useful in allowing viewers to determine if particular shots are possible or not. This paper will describe the design, development and evaluation of this system. Particular focus in the paper will be given to the techniques used to recognise and locate the balls on …


Interface Design Requirements For Playing Pong With A Single Switch Device, Brian Mac Namee, John Gilligan Jan 2006

Interface Design Requirements For Playing Pong With A Single Switch Device, Brian Mac Namee, John Gilligan

Conference papers

Motivated by a desire for increased accessibility in digital games, in this paper we consider the design requirements for an interface to a variation of the game Pong for single-switch users. We consider the issues in the design of accessible interfaces for games and propose a set of interface configurations for playing Pong, using this as a proof of concept for more elaborate games.


Crafting A Research Paper, Ronan Fitzpatrick, Kevin O'Donnell Jan 2003

Crafting A Research Paper, Ronan Fitzpatrick, Kevin O'Donnell

Conference papers

Writing research papers presents numerous different challenges, which vary from how to layout the various pages and format the text to what to include in the different sections that make up the paper. In order to clarify these issues this paper sets out guidelines and best practice approaches and demonstrates their use in the style of this paper.