Christopher Clarke

ORCID: 0000-0003-3916-7708
Publications
Citations
Views
---
Saved
---
About
Contact & Profiles
Research Areas
  • Tactile and Sensory Interactions
  • Gaze Tracking and Assistive Technology
  • Virtual Reality Applications and Impacts
  • DNA Repair Mechanisms
  • Interactive and Immersive Displays
  • Fungal and yeast genetics research
  • Bacteriophages and microbial interactions
  • Bacterial Genetics and Biotechnology
  • RNA and protein synthesis mechanisms
  • Hand Gesture Recognition Systems
  • Dementia and Cognitive Impairment Research
  • DNA and Nucleic Acid Chemistry
  • Augmented Reality Applications
  • Protist diversity and phylogeny
  • Video Surveillance and Tracking Methods
  • Teleoperation and Haptic Systems
  • Neuroscience and Neural Engineering
  • Action Observation and Synchronization
  • Enzyme function and inhibition
  • Sport Psychology and Performance
  • Advanced Vision and Imaging
  • Genomics and Phylogenetic Studies
  • EEG and Brain-Computer Interfaces
  • Topic Modeling
  • Mind wandering and attention

University of Bath
2005-2025

Tees, Esk and Wear Valleys NHS Foundation Trust
2020-2025

Lancaster University
2014-2022

University of Hull
2010-2020

Kent County Council
2018

Humber Teaching NHS Foundation Trust
2013

United States Department of Veterans Affairs
2011

Veterans Health Administration
2011

University of Massachusetts Chan Medical School
1990

University of East Anglia
1971-1990

Stefan Larson, Anish Mahendran, Joseph J. Peper, Christopher Clarke, Andrew Lee, Parker Hill, Jonathan K. Kummerfeld, Kevin Leach, Michael A. Laurenzano, Lingjia Tang, Jason Mars. Proceedings of the 2019 Conference on Empirical Methods in Natural Language Processing and 9th International Joint (EMNLP-IJCNLP). 2019.

10.18653/v1/d19-1131 article EN cc-by 2019-01-01

Earables have emerged as a unique platform for ubiquitous computing by augmenting ear-worn devices with state-of-the-art sensing. This new has spurred wealth of research exploring what can be detected on wearable, small form factor. As sensing platform, the ears are less susceptible to motion artifacts and located in close proximity number important anatomical structures including brain, blood vessels, facial muscles which reveal information. They easily reached hands ear canal itself is...

10.1145/3550314 article EN Proceedings of the ACM on Interactive Mobile Wearable and Ubiquitous Technologies 2022-09-06

Objectives: Improving the quality of life for people living with dementia is widely accepted as an important outcome in care services. Positive psychology, systematic study strengths, capacities, and personal resources, one framework understanding how a person might achieve this. This investigated subjective experience hope–a construct from discipline positive psychology older early-stage dementia. Method: Ten volunteer participants over age 65 years were recruited memory clinic England....

10.1080/13607860903483110 article EN Aging & Mental Health 2010-05-01

In 3D environments, objects can be difficult to select when they overlap, as this affects available target area and increases selection ambiguity. We introduce Outline Pursuits which extends a primary pointing modality for gaze-assisted of occluded objects. Candidate targets within cone are presented with an outline that is traversed by moving stimulus. This affords completion the gaze attention intended target's motion, detected matching user's smooth pursuit eye movement. demonstrate two...

10.1145/3313831.3376438 article EN 2020-04-21

Selection is a canonical task in user interfaces, commonly supported by presenting objects for acquisition pointing. In this article, we consider motion correlation as an alternative selection. The principle to represent available the interface, have users identify target mimicking its specific motion, and use between system’s output with user’s input determine resulting interaction has compelling properties, are guided feedback, only need copy presented motion. Motion been explored earlier...

10.1145/3064937 article EN ACM Transactions on Computer-Human Interaction 2017-04-28

Gaze pointing is the de facto standard to infer attention and interact in 3D environments but limited by motor sensor limitations. To circumvent these limitations, we propose a vergence-based motion correlation method detect visual toward very small targets. Smooth depth movements relative user are induced on objects, which cause slow vergence eye when looked upon. Using principle of correlation, object matched determine focussing on. In two studies, demonstrate how technique can reliably...

10.1145/3544548.3580685 article EN 2023-04-19

Virtual environments can support psychomotor learning by allowing learners to observe instructor avatars. Instructor avatars that look like the learner hold promise in enhancing learning; however, it is unclear whether this works for tasks and how similar need be. We investigated 'minimal' customisation of avatars, approximating a learner's appearance matching only key visual features: gender, skin-tone, hair colour. These be created easily avoid problems highly Using modern dancing as skill...

10.1145/3544548.3580944 article EN 2023-04-19

Herein, we have synthesized high-performance, low-cost ionomer biocomposites comprised of sulfonated poly(ether ether ketone) (SPEEK) and softwood Kraft lignin. Specifically, SPEEK composites containing renewably processed fractionated low and...

10.1039/d5su00031a article EN cc-by RSC Sustainability 2025-01-01

Earphones have evolved from pure audio devices to "earables" that are capable of advanced sensing. Bespoke research shown the unique sensing capabilities earable platform; however, they hard replicate and require expertise develop in first place. In this paper, we present OpenEarable 2.0 - an open source, unified platform integrates a larger number sensors for conducting comprehensive research. works as regular binaural Bluetooth earphones features two ultrasound microphones...

10.1145/3712069 article EN cc-by Proceedings of the ACM on Interactive Mobile Wearable and Ubiquitous Technologies 2025-03-03

DREAMS-START is a multicomponent intervention targeting sleep disturbance in people with dementia. To enhance understanding of the randomised controlled trial, which showed improved compared to control arm, we conducted process evaluation exploring (i) delivery, (ii) behaviour change mechanisms and (iii) contextual factors impacting outcomes. Mixed-methods design. We measured adherence, fidelity additional therapeutic measures. interviewed sub-sample arm family carers facilitators delivering...

10.1093/ageing/afaf053 article EN PubMed 2025-03-03

<sec> <title>BACKGROUND</title> Fully automated digital technologies, such as AI and apps, provide a particularly promising way to promote support mental health well-being in university students due their accessibility, scalability cost-effectiveness amongst other factors. Nevertheless, they are currently impeded by suboptimal engagement high dropout, limiting its effectiveness well-being. </sec> <title>OBJECTIVE</title> This study aimed understand students’ experiences of engaging with apps...

10.2196/preprints.75381 preprint EN 2025-04-02

10.1128/mmbr.39.1.33-53.1975 article EN Bacteriological Reviews 1975-01-01

Recent works have explored the concept of movement correlation interfaces, in which moving objects can be selected by matching input device to that desired object. Previous techniques relied on a single modality (e.g. gaze or mid-air gestures) and specific hardware issue commands. TraceMatch is computer vision technique enables while abstracting from any particular modality. The relies only conventional webcam enable users produce gestures with given body parts, even whilst holding objects....

10.1145/2971648.2971714 article EN 2016-09-09

Virtual Reality (VR) holds great potential for psychomotor training, with existing applications using almost exclusively a 'learning-by-doing' active learning approach, despite the possible benefits of incorporating observational learning. We compared (n=26) different variations in VR manual assembly task. For learning, we considered three levels visual similarity between demonstrator avatar and user, dissimilar (n=25), minimally similar (n=26), or self-avatar as has been shown to improve...

10.1145/3613904.3642550 article EN cc-by 2024-05-11

10.1016/0027-5107(65)90051-5 article EN Mutation Research/Fundamental and Molecular Mechanisms of Mutagenesis 1965-10-01

10.1016/0027-5107(68)90078-x article EN Mutation Research/Fundamental and Molecular Mechanisms of Mutagenesis 1968-01-01

Eye gaze is a fast and ergonomic modality for pointing but limited in precision accuracy. In this work, we introduce BimodalGaze, novel technique seamless head-based refinement of cursor. The leverages eye-head coordination insights to separate natural from gestural head movement. This allows users quickly shift their targets over larger fields view with naturally combined movement, refine the cursor position contrast an existing baseline, invoked automatically, only if target not already...

10.1145/3379155.3391312 article EN ACM Symposium on Eye Tracking Research and Applications 2020-05-06

Videos are commonly used to support learning of new skills, improve existing and as a source motivation for training. Video self-modelling (VSM) is technique that improves performance by showing user video themselves performing skill at level they have not yet achieved. Traditional VSM very data labour intensive: lot footage needs be collected manually edited in order create an effective video. We address this presenting FakeForward – method which uses deepfakes videos from other people....

10.1145/3544548.3581100 article EN 2023-04-19

Presence is one of the most studied and important variables in immersive virtual reality (VR) it influences effectiveness many VR applications. Separate bodies research indicate that presence determined by (1) technical factors such as visual realism a environment (VE) field view (FoV), (2) human emotions agency. However, remains unknown how may interact formation process. We conducted user study (n=360) to investigate effects (high/low), FoV (focusing on fear) agency (yes/no) presence....

10.1145/3544548.3581448 article EN 2023-04-19

Earables are ear-worn devices that offer functionalities beyond basic audio in- and output. In this paper we present the ongoing development of a new, open-source, Arduino-based earable platform called OpenEarable. It is based on standard components, easy to manufacture costs roughly $40 per device at batch size ten. We first version which equipped with series sensors actuators: 3-axis accelerometer gyroscope, an ear canal pressure temperature sensor, inward facing ultrasonic microphone as...

10.1145/3544793.3563415 article EN 2022-09-11

SUMMARY: Spontaneous mutations, and those induced by nitrous acid or ultraviolet light, were studied in the haploid fission yeast Schizosaccharomyces pombe. Reverse mutations conferring ability to grow on a minimal medium lacking adenine scored auxotrophs, di-auxotrophs having requirements for both methionine. The apparently lower mutability of ad-1 mutants ad - met diauxotrophic strains compared with was shown be due influence methionine plating medium. L-methionine added at concentration...

10.1099/00221287-31-3-353 article EN Journal of General Microbiology 1963-06-01

This paper explores how people generate cues for capturing personal meaningful daily events, which can be used later recall. Such understanding explored to inform the design and development of informatics systems, aimed support reflection increased self-awareness. We describe a diary study with six participants discuss initial findings showing qualities value different types their distinct contents supporting episodic

10.1145/2702613.2732842 article EN 2015-04-17
Coming Soon ...