Mark Chignell

ORCID: 0000-0001-8120-6905
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About
Contact & Profiles
Research Areas
  • Human-Automation Interaction and Safety
  • Usability and User Interface Design
  • Semantic Web and Ontologies
  • Personal Information Management and User Behavior
  • Technology Use by Older Adults
  • Multimedia Communication and Technology
  • Information Retrieval and Search Behavior
  • Dementia and Cognitive Impairment Research
  • Intensive Care Unit Cognitive Disorders
  • Image and Video Quality Assessment
  • Complex Network Analysis Techniques
  • Data Visualization and Analytics
  • Neural and Behavioral Psychology Studies
  • Context-Aware Activity Recognition Systems
  • Web Data Mining and Analysis
  • Technology Adoption and User Behaviour
  • Interactive and Immersive Displays
  • Social Robot Interaction and HRI
  • Electronic Health Records Systems
  • Speech and dialogue systems
  • Tactile and Sensory Interactions
  • Cognitive Functions and Memory
  • AI in Service Interactions
  • AI-based Problem Solving and Planning
  • Advanced Database Systems and Queries

University of Toronto
2016-2025

University of New Brunswick
1998-2023

Canada Research Chairs
2015-2023

Mie University
2014-2023

IE University
2014-2023

Applied Science Private University
2020

Keio University
2020

American Society For Engineering Education
2020

Sunnybrook Health Science Centre
2020

Sunnybrook Hospital
2019

Article Information archiving with bookmarks: personal Web space construction and organization Share on Authors: David Abrams Perceptual Robotics, Inc., 1840 Oak Ave., Evanston, IL ILView Profile , Ron Baecker Knowledge Media Design Institute, University of Toronto, ON M5S 1A4 1A4View Mark Chignell Interactive Laboratory, Authors Info & Claims CHI '98: Proceedings the SIGCHI Conference Human Factors in Computing SystemsJanuary 1998 Pages 41–48https://doi.org/10.1145/274644.274651Published:01...

10.1145/274644.274651 article EN 1998-01-01

Background on Expert Systems A First Glance at Logic Knowledge Representation with Frames Uncertainty The Inference Process Building Acquisition and Validation Summary Appendix A: Search B: General-Purpose Reasoning C: Propositional D: Relational Databases.

10.5860/choice.26-1564 article EN Choice Reviews Online 1988-11-01

We present the design and evaluation of earPod: an eyes-free menu technique using touch input reactive auditory feedback. Studies comparing earPod with iPod-like visual on reasonably-sized static menus indicate that they are comparable in accuracy. In terms efficiency (speed), is initially slower, but outperforms within 30 minutes practice. Our results potentially a reasonable for general use, particularly exciting use mobile device interfaces.

10.1145/1240624.1240836 article EN 2007-04-29

Background: We propose the use of serious games to screen for abnormal cognitive status in situations where it may be too costly or impractical standard assessments (eg, emergency departments). If validated, health care could enable broader availability efficient and engaging screening. Objective: The objective this work is demonstrate feasibility a game-based assessment delivered on tablet technology clinical sample conduct preliminary validation against mental tools commonly used elderly...

10.2196/games.5006 article EN cc-by JMIR Serious Games 2016-05-27

We review HCI history from both the perspective of its 1980s split with human factors and nature as a discipline. then revisit augmentation an alternative to user friendliness that seems particularly relevant in areas inclusive design artificial intelligence. Viewing human-AI interaction kind raises issues such how promote trust situation awareness. also pose question: Can engineering work together solve increasingly urgent challenges technology? In initial look at this question, we contrast...

10.1145/3557891 article EN ACM Transactions on Computer-Human Interaction 2022-09-15

From the Publisher: Presents a model for intelligent databases based on five information technologies: databases, object-oriented programming, expert systems, hypertext, and text management. This self-contained treatment actually shows how to construct an database microcomputer by building shell much like shells used systems. A realistic example is throughout book illustrate ideas being discussed.

10.5860/choice.27-2756 article EN Choice Reviews Online 1990-01-01

In examining the role of time in mental workload, authors present a different perspective from which to view problem assessment. Mental workload is plotted three dimensions, whose axes represent effective for action, perceived distance desired goal state, level effort required achieve time-constrained goal. This representation allows generation isodynamic contours that incorporate factors operator skill and equifinality effort. An adaptive interface dynamic task reallocation described uses...

10.1109/21.17382 article EN IEEE Transactions on Systems Man and Cybernetics 1988-07-01

article Free Access Share on Virtual reality for palmtop computers Authors: George W. Fitzmaurice View Profile , Shumin Zhai Mark H. Chignell Authors Info & Claims ACM Transactions Information SystemsVolume 11Issue 3July 1993 pp 197–218https://doi.org/10.1145/159161.159160Published:01 July 1993Publication History 100citation1,643DownloadsMetricsTotal Citations100Total Downloads1,643Last 12 Months79Last 6 weeks15 Get Citation AlertsNew Alert added!This alert has been successfully added and...

10.1145/159161.159160 article EN ACM transactions on office information systems 1993-07-01

Blogging has become the newest communication medium for creating a virtual community, set of blogs linking back and forth to one another's postings, while discussing common topics. In this paper, we examine how communities can be discovered through interconnected as form social hypertext [14]. We propose method model that detects structures community in network by integrating McMillan Chavis' sense [26] along with analysis [8, 11]. From model, measure aligning centrality measures from [17]...

10.1145/1149941.1149945 article EN 2006-08-22

We examine the relationships between contemporary progress in on-road vehicle automation and its coherence with an envisioned "autopia" (automobile utopia) whereby operation task is removed from all direct human control.The progressive of vehicles toward a completely driverless state determined by integration technological advances into private automobile market; improvements transportation infrastructure systems efficiencies; vision future driving as crash-free enterprise. While there are...

10.1177/0018720819900402 article EN Human Factors The Journal of the Human Factors and Ergonomics Society 2020-02-05

The effect of key size on text entry a handheld device while walking and standing was examined in order to answer the following questions: 1) Will additional workload amplify input difficulty? 2) Can speed be used as secondary task measure mental during mobile entry? 13 participants (7 males 6 females) well known sayings (sentences) English into each four conditions, with box ranging width between 2 5 millimetres (mm). Text increased larger up 3mm, faster when (vs. walking). did not depend...

10.1145/1085777.1085798 article EN 2005-09-19

We investigate the use of elastic hierarchies for representing trees, where a single graphical depiction uses hybrid mixture, or interleaving, more basic forms at different nodes tree. In particular, we explore combinations node link and treemap forms, to combine space efficiency treemaps with structural clarity diagrams. A taxonomy is developed characterize design such combinations. software prototype described, which used various techniques visualizing, browsing interacting hierarchies, as...

10.1109/infovis.2005.12 article EN 2006-01-25

10.1016/j.ijhcs.2010.04.001 article EN International Journal of Human-Computer Studies 2010-05-01

10.1007/s12369-010-0071-x article EN International Journal of Social Robotics 2010-09-03

This chapter reviews relevant research on emotion, focusing aspects of emotion that are most to human factors design. The review begins with a discussion basic concepts, such as low-level positive and negative affect; dimensions arousal valence; prototypical emotions, anger, happiness, fear. interaction between processing cognitive processes, attention, perception, decision making, is also discussed. After the nature problem measuring emotions considered. Available techniques for measurement...

10.1177/1557234x11410385 article EN Reviews of Human Factors and Ergonomics 2011-08-25

Forest bathing (Shinrin-Yoku in Japanese) is used as an intervention for improving mental health, with VR being to create virtual forests relaxation. Background/Objectives: In this research, we added therapeutic intent a forest the goal of reducing social anxiety, and without instruction. Methods: Fifty-eight first-year psychology students were randomly assigned one three conditions: only, exercises both combined. Results: All conditions enhanced restorative effects equally. However, only...

10.3390/healthcare13060621 article EN Healthcare 2025-03-13

This paper describes an empathic software agent (ESA) interface using eye movement information to facilitate empathy-relevant reasoning and behavior. Eye tracking is used monitor user's attention interests, personalize the behaviors. The system reacts user in real-time, recording gaze pupil dilation data during learning process. Based on these measures, ESA infers focus of motivational status learner responds accordingly with affective (display emotion) instructional In addition describing...

10.1145/1117309.1117346 article EN 2006-01-01

A three-dimensional model of information exploration is presented. By pointing to three distinct dimensions exploration, we attempt clarify the respective roles human and system in browsing retrieval, characterise alternative interaction styles maximise retrieval effectiveness. We illustrate applicability our by describing eight paradigmatic cases that represent different vertices model. also briefly describe an initial experiment attempted assess pragmatic impact various combinations...

10.1080/09558543.1991.12031189 article EN Hypermedia 1991-01-01

We examine the problem of identifying, measuring and evaluating communities in blogs. In our approach, we use sense community (McMillan Chavis, 1986) centrality measures derived from social network analysis. then describe a method for identifying blogs using both measurement Social Network Analysis (SNA). apply this framework to blog on Canadian independent music. Hypotheses are developed concerning specific structural properties networks formed by blogging relationships how those related...

10.1504/ijwbc.2007.014243 article EN International Journal of Web Based Communities 2007-01-01

Gamification and serious games are becoming increasingly important for training, wellness, other applications. How can be developed non-traditional gaming populations such as the elderly, how applied in areas cognitive assessment? The application that we were interested is detection of impairment elderly. Example use cases where gamified assessment might useful are: prediction delirium onset risk emergency departments postoperative hospital wards; evaluation recovery from stroke...

10.1145/2592235.2592246 article EN 2014-04-26
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