- Interactive and Immersive Displays
- Augmented Reality Applications
- Tactile and Sensory Interactions
- Virtual Reality Applications and Impacts
- Usability and User Interface Design
- Hand Gesture Recognition Systems
- Innovative Human-Technology Interaction
- Social Robot Interaction and HRI
- Multimedia Communication and Technology
- Human Motion and Animation
- Semantic Web and Ontologies
- Spatial Cognition and Navigation
- Digital Games and Media
- Teleoperation and Haptic Systems
- Data Visualization and Analytics
- Modular Robots and Swarm Intelligence
- Business Process Modeling and Analysis
- Scientific Computing and Data Management
- Gaze Tracking and Assistive Technology
- Peer-to-Peer Network Technologies
- Video Analysis and Summarization
- Action Observation and Synchronization
- Mobile Learning in Education
- Green IT and Sustainability
- Distributed and Parallel Computing Systems
University of Bristol
2012-2024
Broad Institute
2024
University of Bath
2019-2022
Australian Federal Police
2019
Bristol Hospital
2017
Bristol Robotics Laboratory
2004-2011
University of the West of England
2011
University of California, San Diego
2007
Engineering and Physical Sciences Research Council
2007
King's College London
2006
Interaction is increasingly a public affair, taking place in our theatres, galleries, museums, exhibitions and on the city streets. This raises new design challenge for HCI - how should spectators experience performer's interaction with computer? We classify interfaces (including examples from art, performance exhibition design) according to extent which manipulations of an interface their resulting effects are hidden, partially revealed, fully revealed or even amplified spectators. Our...
Article Free Access Share on Fragmented interaction: establishing mutual orientation in virtual environments Authors: Jon Hindmarsh Work, Interaction & Technology Research Group, The Management Centre, King's College London, London W8 7AH, UK UKView Profile , Mike Fraser Communications Department of Computer Science, University Nottingham, Nottingham NG7 2RD, Christian Heath Steve Benford Chris Greenhalgh Authors Info Claims CSCW '98: Proceedings the 1998 ACM conference supported cooperative...
Practical wearable gesture tracking requires that sensors align with existing ergonomic device forms. We show combining EMG and pressure data sensed only at the wrist can support accurate classification of hand gestures. A pilot study unintended electrode variability led to exploration approach in greater depth. The EMPress technique senses both finger movements rotations around forearm, covering a wide range gestures, an overall 10-fold cross validation accuracy 96%. is especially suited...
Recent improvements in ultrasound imaging enable new opportunities for hand pose detection using wearable devices. Ultrasound has remained under-explored the HCI community despite being non-invasive, harmless and capable of internal body parts, with applications including smart-watch interaction, prosthesis control instrument tuition. In this paper, we compare performance different forearm mounting positions a ultrasonographic device. Location plays fundamental role ergonomics since...
This paper explores and evaluates the support for object-focused interaction provided by a desktop Collaborative Virtual Environment. An experimental “design” task was conducted, video recordings of participants' activities facilitated an observational analysis in, through, virtual world. Observations include: problems due to “fragmented” views embodiments in relation shared objects; participants compensating with spoken accounts their actions; difficulties understanding others'...
A key challenge associated with myoelectric prosthesis limbs is the acquisition of a good quality gesture intent signal from residual anatomy an amputee. In this study, authors aim to overcome limitation by observing classification accuracy fusion wearable electromyography (EMG) and near-infrared (NIR) classify eight hand motions across 12 able-bodied participants. As part they investigate multi-layer perceptron neural network, linear discriminant analysis quadratic for different sensing...
Gestures have become an important tool for natural interaction with computers and thus several wearables been developed to detect hand gestures. However, many existing solutions are unsuitable practical use due low accuracy, high cost or poor ergonomics. We present SensIR, a bracelet that uses near-infrared sensing infer The is composed of pairs infrared emitters receivers used measure both the transmission reflection light through/off wrist. SensIR improves accuracy gesture systems through...
We present Sprayable User Interfaces: room-sized interactive surfaces that contain sensor and display elements created by airbrushing functional inks. Since is inherently mobile, designers can create large-scale user interfaces on complex 3D geometries where existing stationary fabrication methods fail. To enable Interfaces, we developed a novel design pipeline takes desired interface layout as input automatically generates stencils for the onto physical surface. After fabricating from...
A study of a professional touring mixed reality performance called Desert Rain yields insights into how performers orchestrate players' engagement in an interactive experience. Six players at time journey through extended physical and virtual set. Each sees world projected onto screen made from fine water spray. This acts as traversable interface, supporting the illusion that physically pass between real worlds. Live video-based observations Rain, coupled with interviews production team,...
Cooperative gestures are a key aspect of human-human pro-social interaction. Thus, it is reasonable to expect that endowing humanoid robots with the ability use such when interacting humans would be useful. However, while people used responding expressed by other humans, unclear how they might react robot making them. To explore this topic, we conducted within-subjects, video based laboratory experiment, measuring time cooperate interactional gestures. We manipulated gesture type (beckon,...
This paper explores interfaces to virtual environments supporting multiple users. An interface an environment allowing interaction with artefacts is constructed, drawing on previous proposals for 'desktop' environments. These include the use of Peripheral Lenses support peripheral awareness in collaboration; and extending ways which users' actions are represented each other. Through a qualitative analysis design task, effect outlined. Observations indicate that, whilst these designs go some...
The augurscope is a portable mixed reality interface for outdoors. A tripod-mounted display wheeled to different locations and rotated tilted view virtual environment that aligned with the physical background. Video from an onboard camera embedded into this environment. Our design encompasses form, interaction combination of GPS receiver, electronic compass, accelerometer rotary encoder tracking. An initial application involves public exploring medieval castle site its modern replacement....
SHAPE, Situating Hybrid Assemblies in Public Environments, is an EU Future and Emerging Technologies project of the Disappearing Computer initiative, concerned with designing developing novel technology to enhance interpersonal interaction public locales: exploratoria, galleries, museums, for example. This paper outlines a use hybrid reality users' social experience learning about antique artefacts their related history. We describe early SHAPE technical work where we explore whether there...
Delay is an unavoidable reality in collaborative environments. We propose approach to dealing with delay which 'decorators' are introduced into the interface. Decorators show presence, magnitude and effects of so that participants can better understand its consequences adopt their own natural coping strategies. Two experiments different decorators this significantly reduce errors specific activities. conclude revealing delays one way groupware benefit from accepting working distributed...
Projector phones, handheld game consoles and many other mobile devices increasingly include more than one display, therefore present a new breed of Multi-Display Environments (MDEs) to users. Existing studies illustrate the effects visual separation between displays in MDEs suggest interaction techniques that mitigate these effects. Currently, with heterogeneous such as projector phones are often designed without reference issues; it is critical establish whether concerns opportunities...
In recent years there has been a concerted effort to address many of the safety issues associated with physical human–robot interaction (pHRI). However, number challenges remain. For personal robots, and those intended operate in unstructured environments, problem is compounded. this paper we argue that traditional system design techniques fail capture complexities dynamic environments. We present an overview our safety-driven control its implementation methodology. The methodology builds on...
ProtoSpray is a fabrication method that combines 3D printing and spray coating, to create interactive displays of arbitrary shapes. Our approach makes novel use printed conductive channels base electrodes on This then combined with spraying active materials produce illumination. We demonstrate the feasibility benefits this in 6 evaluations exploring different shaped topologies. analyze factors such as orientations, surface topologies printer resolutions, discuss how nozzles can be integrated...
Abstract: FabricatINK explores the personal fabrication of irregularly-shaped low-power displays using electronic ink (E ink). E is a programmable bicolour material used in traditional form-factors such as readers. It has potential for more versatile use within scope custom-shaped displays, and it promise to be pre-eminent choice this purpose. We appraise technical literature identify properties ink, suited fabrication. key roadblock, universal access material, we deliver method circumvent...
We look at differences between the experience of virtual environments and physical reality, consider making technical limitations which cause these 'visible', aiming to provide resources enhance communication users. Three causes such discrepancies are considered illustrate this idea: field-of-view; haptic feedback; network delays. For each, we examine ways revealing world as better understand intricacies system co-user behaviour. These examples introduce a broader discussion design issues...
Cooperative gestures are a key aspect of humanhuman pro-social interaction. Thus, it is reasonable to expect that endowing humanoid robots with the ability use such when interacting humans would be useful. However, while people used responding expressed by other humans, unclear how they might react robot making them. To explore this topic, we conducted within-subjects, video-based laboratory experiment, measuring time cooperate interactional gestures. We manipulated gesture type (beckon,...
Over recent years, there has been significant research within HCI towards free-form physical interactive devices. However, such devices are not straightforward to design, produce and deploy on demand. Traditional development revolves around iterative prototyping through component-based assembly, limiting device structure implementation. Material-centric personal display fabrication (DisplayFab) opens the possibility of decentralised, configurable production by low-skill makers. Currently,...
Godot is a mobile robot platform that serves as testbed for the interface between sophisticated low-level navigation and symbolic high-level spoken dialogue system. The interesting feature of this combined system information flows in two directions: (1) supplies landmark; from cognitive map used interpretation user's utterances system; (2) semantic content analysed by are to adjust probabilities about robot's position