- Interactive and Immersive Displays
- Tactile and Sensory Interactions
- Innovative Human-Technology Interaction
- Usability and User Interface Design
- Modular Robots and Swarm Intelligence
- Advanced Materials and Mechanics
- Augmented Reality Applications
- Data Visualization and Analytics
- Virtual Reality Applications and Impacts
- Gaze Tracking and Assistive Technology
- Spatial Cognition and Navigation
- Design Education and Practice
- User Authentication and Security Systems
- Ethics and Social Impacts of AI
- Advanced Malware Detection Techniques
- Hand Gesture Recognition Systems
- Digital Mental Health Interventions
- Stroke Rehabilitation and Recovery
- Educational Games and Gamification
- Color perception and design
- Embodied and Extended Cognition
- Advanced Sensor and Energy Harvesting Materials
- Multimedia Communication and Technology
- Additive Manufacturing and 3D Printing Technologies
- Teleoperation and Haptic Systems
University of Bristol
2015-2024
Hasso Plattner Institute
2011-2013
Laboratoire Traitement et Communication de l’Information
2009
Centre National de la Recherche Scientifique
2009
Nokia (United States)
2009
Télécom Paris
2007-2009
Hôpital Maison Blanche
2005
We introduce the term shape resolution, which adds to existing definitions of screen and touch resolution. propose a framework, based on geometric model (Non-Uniform Rational B-splines), defines metric for resolution in ten features. illustrate it by comparing current related work changing devices. then concept Morphees that are self-actuated flexible mobile devices adapting their shapes own context use order offer better affordances. For instance, when game is launched, device morphs into...
We present the design and evaluation of TapTap MagStick, two thumb interaction techniques for target acquisition on mobile devices with small touch-screens.These address all issues raised by selection targets tactile screens: screen accessibility, visual occlusion accuracy.A controlled experiment shows that MagStick allow in areas a fast accurate way.They were found to be faster than four previous except Direct Touch which, although faster, is too error prone.They also provided best rate...
We describe a framework for interactive molecular dynamics in multiuser virtual reality (VR) environment, combining rigorous cloud-mounted atomistic physics simulations with commodity VR hardware, which we have made accessible to readers (see isci.itch.io/nsb-imd). It allows users visualize and sample, atomic-level precision, the structures of complex "on fly" interact other same environment. A series controlled studies, participants were tasked range manipulation goals (threading methane...
Recent research proposes augmenting capacitive touch pads with tangible objects, enabling a new generation of mobile applications enhanced such as game pieces and controllers. In this paper, we extend the concept to tangibles consisting multiple parts, stackable gaming widgets moving parts. We achieve using system wires connectors inside each block that causes capacitance bottom-most reflect entire assembly. demonstrate three types tangibles, called CapStones, Zebra Dials Sliders work...
Human agency and autonomy have always been fundamental concepts in HCI. New developments, including ubiquitous AI the growing integration of technologies into our lives, make these issues ever pressing, as increase their ability to influence behaviours values. However, HCI understandings remain ambiguous. Both are used describe a wide range phenomena pertaining sense-of-control, material independence, identity. It is unclear what degree compatible, how they support development research...
The input vocabulary for touch-screen interaction on handhelds is dramatically limited, especially when the thumb must be used. To enrich that we propose to discriminate, among gestures, those call MicroRolls, characterized by zero tangential velocity of skin relative screen surface. Combining four categories Drags, Swipes, Rubbings and with other classification dimensions, show at least 16 elemental gestures can automatically recognized. We also report results two experiments showing roll...
We propose using spatial gestures not only for input but also output. Analogous to gesture input, the proposed output moves user's finger in a gesture, which user then recognizes. use our concept mobile scenario where motion path forming "5" informs users about new emails, or heart-shaped serves as mes- sage from friend. built two prototypes: (1) The long- RangeOuija is stationary prototype that offers range of up 4cm; (2) pocketOuija self-contained device based on an iPhone with 1cm range....
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...
Advances in sensing technology are currently bringing touch input to non-planar surfaces, ranging from spherical screens prototypes the size and shape of a ping-pong ball. To help interface designers create usable interfaces on such devices, we determine how surface curvature affects targeting. We present user study which participants acquired targets surfaces different at locations slope. find that convexity increases pointing accuracy, particular reduces offset between point perceived by...
We introduce Cubimorph, a modular interactive device that accommodates touchscreens on each of the six module faces, and uses hinge-mounted turntable mechanism to self-reconfigure in user's hand. Cubimorph contributes toward vision programmable matter where devices reconfigure any shape can be made out chain cubes order fit myriad functionalities, e.g. mobile phone shifting into console when user launches game. present design rationale exposes requirements consider designing homogeneous...
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,...
Reports on the events and findings from Dagstuhl Seminar entitled “Ubiquitous Computing Education: Why, What, How” to explore these questions in more detail.2 The workshop gathered 26 faculty members one undergraduate student3 discuss current state of ubiquitous computing education provide ideas for how improve our practices. In this column, we discuss, expand upon, work seminar, including a detailed overview challenges teaching pervasive computing, proposing curriculum students with...
Advances in shape changing assemblies have been made reconfiguration algorithms, hardware designs and interaction techniques. However no tools exist for guiding designers building those modular devices especially choosing the of units. The task becomes even more complex when units themselves can change their shapes to animate entire assembly. In this paper, we contribute with first analysis tool which helps designer both choose right subset forms create an assembly maximum accuracy from set...
We present an investigation into how hand usage is affected by different body postures (Sitting at a table, Lying down and Standing) when interacting with smartphones. theorize list of factors (smartphone support, support muscle usage) explore their influence the tilt rotation smartphone. From this we draw hypotheses that investigate in quantitative study. varied grips (Symmetric bimanual, Asymmetric bimanual finger, thumb Single-handed) studying effects through dual pointing task. Our...
Mantis is a highly scalable system architecture that democratizes haptic devices by enabling designers to create accurate, multiform and accessible force feedback systems. uses brushless DC motors, custom electronic controllers, an admittance control scheme achieve stable high-quality rendering. It enables common desktop form factors but also: large workspaces (multiple arm lengths), multiple workspaces, mobile workspaces. also components costs significantly less than typical high-fidelity...
Emerging technologies allow for the creation of non-rectangular displays with unlimited constraints in shape. However, introduction such radically deviates from prevailing tradition placing content on rectangular screens and raises fundamental design questions. Among these is foremost question how to legibly present text. We address this concern through a multi-part exploration that includes: (1) focus-group study which we collected free-form display scenarios extracted shape properties; (2)...
In this paper we explore how screen-based smartphone interaction can be enriched when designers focus on the physical issues surrounding device. These consist of hand grips used (Symmetric bimanual, Asymmetric bimanual with thumb, Single handed, finger), body postures (Sitting at a table, Standing, Lying down) and tilting itself. interactions are well described in literature several research papers provide empirical metrics describing them. paper, go one step further by using data to...
Deployable kinematic structures can transform themselves from a small closed configuration to large deployed one. These are widely used in many engineering fields including aerospace, architecture, robotics and some extent within HCI. In this paper, we investigate the use of symmetric spherical deployable structure its application interface control. We present HoberUI, bimanual tangible with 7 degrees freedom explore for manipulating 3D environments. base on toy version called Hoberman...
Industrial Control Systems (ICS), vital for managing diverse industrial processes, face frequent security threats due to infrastructure vulnerabilities. Challenges such as multi-user access, logging procedures, and web-transmitted information underscore design flaws balancing usability. To address this, we conducted a participatory study (N=18) pairing experts brainstorm interface ideas, followed by reflective semi-structured interviews. Initial insights highlight tangible user interfaces...