Interaction with head mounted displays is predominantly through use of additional controllers or ... more Interaction with head mounted displays is predominantly through use of additional controllers or the keyboard to initiate pointing, selections, and navigation. However, most modern head mounted displays have an orientation sensor to determine how the user's view should be displayed. There is the potential to use this sensor as an input mechanism. Our research explores a method of interaction using just head movements called Periphery Menus. These are menus triggered by looking quickly in predetermined directions to reveal a contextual menu from the periphery of a user's vision. We discuss a pilot study of this interaction technique, using a serious games approach to experimental testing. Experiment results indicated the interaction provided a successful, engaging, and repeatable experience.
Touch screen interaction usually requires the user to view the input surface in order to make the... more Touch screen interaction usually requires the user to view the input surface in order to make their selections. When the interaction platform is purposefully occluded to allow for natural interaction with an augmented reality (AR) system new issues are raised in regard to the usability of the touch sensitive interface. This paper details a user evaluation scenario that we have
ABSTRACT This project investigates the use of full body gestures to facilitate artistic expressio... more ABSTRACT This project investigates the use of full body gestures to facilitate artistic expression. Skeletal data tracked with a Kinect sensor is used to drive a natural user interface providing users with the ability to sculpt a virtual claylike substance into different forms. Various gestures allow interaction with the scene to adjust brush size, augment the virtual form and orient the user's view. Several verbal commands offer system-wide commands to return the scene to its initial state, reset the camera position, and undo interactions. Test participants use these interactions to transform a spherical "blob" into a teapot by extruding the spout and handle and flattening the top. A survey completed by the participants has indicated that this action is enjoyable and immersive.
Handheld devices make ideal mobile Augmented Reality (AR) platforms due to their self-contained f... more Handheld devices make ideal mobile Augmented Reality (AR) platforms due to their self-contained form factor and inclusion of requisite hardware. While end user AR has continued to evolve through advancements in hardware and tracking technology, the means by which AR content can be easily created remains underdeveloped. Dedicated frameworks facilitate AR development, but they usually require domain expertise and programming skills to successfully implement. What is required are authoring tools that are suitable for novice users without these skills. We present discussion on the design of HARATIO, our novice-focussed AR authoring tool for handheld devices. Key features include a dynamic radial menu, visual drag-and-drop scripting editor, and usability concessions appropriate for touch interaction and handheld AR.
Handheld devices have become extremely popular in recent years and represent attractive options f... more Handheld devices have become extremely popular in recent years and represent attractive options for augmented reality (AR) research. Most modern devices now incorporate many of the necessary input and output capabilities and do so in self-contained packages of varying size, weight, and cost. But while most previous AR work with handhelds has focused on smaller form factors, we have been interested in further exploring the range of larger devices often referred to under the umbrella of ‘tablets’. This paper presents the results from a study we conducted on the suitability of different form factors for mobile AR use. Three form factor categories were evaluated: smartphone, mini tablet, and tablet. Although most devices today are marketed as being either the first or last, we propose there needs to be a third, middle category that caters for the subtle differences between sizes. The study asked 15 participants to use a device from each category to complete a series of seven interactive tasks. The tasks were designed to incorporate typical AR interactions. Participants completed preand post-test questionnaires and were audio recorded during the testing process. Our results showed that no one form factor was best suited to all tasks but rather the ‘right’ form factor was influenced by task specifics and personal preferences. In terms of usability ratings, we found a significant difference between smartphone and tablet form factors but no such difference between other combinations. Finally, we noted a negative correlation between participants’ fatigue rating and the ease with which they found completing the tasks. .
While tablet use is increasing in schools, the applications designed to handle digital management... more While tablet use is increasing in schools, the applications designed to handle digital management tasks are rarely well defined. Instead teachers employ ad hoc solutions from third party providers. These applications often involve far greater functionality scope than required for teachers' unique requirements. We present a preliminary usability study of a targeted and learnable tablet based app for education. We found ClaMApp performed well in a usability study using single ease and SUS ratings. However we found that implicit handling of features like multimedia and file location could cause confusion in learners.
We examined the text entry speed on a tablet for users using physical and software keyboards; a B... more We examined the text entry speed on a tablet for users using physical and software keyboards; a Bluetooth keyboard, a default software keyboard and a gesture based keyboard. We compared these to a laptop and measured adjusted words per minute and error rate. User perceptions were gathered to see if there was a noticeable difference between text entry speeds and how users viewed each keyboard's accuracy, frustration and ease of use. We found was that while there was a difference in entry speed between virtual and physical keyboards, there was no difference in speed between physical keyboards or between software keyboards. There was limited error difference between all keyboards. However despite the Bluetooth keyboard being closest to the laptop in results, user preference was greater for the gesture keyboard.
Proceedings of the 28th Australian Conference on Computer-Human Interaction - OzCHI '16, 2016
We examined the text entry speed on a tablet for users using physical and software keyboards; a B... more We examined the text entry speed on a tablet for users using physical and software keyboards; a Bluetooth keyboard, a default software keyboard and a gesture based keyboard. We compared these to a laptop and measured adjusted words per minute and error rate. User perceptions were gathered to see if there was a noticeable difference between text entry speeds and how users viewed each keyboard's accuracy, frustration and ease of use. We found was that while there was a difference in entry speed between virtual and physical keyboards, there was no difference in speed between physical keyboards or between software keyboards. There was limited error difference between all keyboards. However despite the Bluetooth keyboard being closest to the laptop in results, user preference was greater for the gesture keyboard.
2018 IEEE International Conference on Teaching, Assessment, and Learning for Engineering (TALE), 2018
Learning new vocabulary is one of the challenges in language learning yet crucial for mastering a... more Learning new vocabulary is one of the challenges in language learning yet crucial for mastering another language. It is also essential in any discipline or professional field where mastering new terminology is indispensable. This paper presents an evaluation of efficacy and usability of a custom-built, targeted and learnable tablet-based app for teaching an extensively researched vocabulary learning strategy, the keyword method, and for facilitating learning of new vocabulary with the aid of this method. In the experimental study reported here, participants learned to use the keyword method, applied it in learning new vocabulary and tested the recall of this newly learned vocabulary within the designed app. The effectiveness of the use of the keyword method taught within the app environment was compared to the effectiveness of the use of the traditional keyword method. Results suggest that the mobile app was a preferred and an effective tool in learning new vocabulary.
— In the recent past, ICT has been incorporated in several educational institutions globally as a... more — In the recent past, ICT has been incorporated in several educational institutions globally as an effective tool used in facilitating high quality teaching. It is unfortunate that developing countries such as Saudi Arabia have not yet been able to enjoy the various advantages of the usage of ICT in teaching. The limitation of this technology in Saudi Arabian schools is majorly the complexity that is involved with the integration of ICT into the system of education. Another reason is the absence of a specific strategic direction. This study evaluates IT usage in Saudi secondary schools and also suggests various strategies that would be convenient in improving the integration ICT in the education system. Some of the major findings of this study include private schools have better ICT infrastructure; students at private schools are well informed about computer technologies; private schools make higher IT investments; students in private schools are taught using ICT aids; teachers at p...
CALL for widening participation: short papers from EUROCALL 2020, 2020
This research study tends to evaluate the efficaciousness and usability of a Vocabulary Learning ... more This research study tends to evaluate the efficaciousness and usability of a Vocabulary Learning And Strategy Teaching Web-App (VLASTWA) – a customised and targeted web-app for (1) teaching the KeyWord Method (KWM) which is a widely investigated vocabulary learning strategy, and (2) facilitating new vocabulary learning via KWM. In this experimental study, with a between/within design, native Persian participants (n=160, age:18-60) learnt to use KWM, applied it in acquiring 22 new words, and tested this newly learnt vocabulary immediate (T1)/delayed (T2) recall. The effectiveness of the use of KWM taught within the web-app and the traditional Pen and Paper (P&P) in the experimental groups were compared with the control app and P&P groups via immediate/delayed recall of learnt vocabulary. The results suggest VLASTWA was efficient for learning new vocabulary while highlighting how meaningful and interactive it can be in accompanying and enriching Foreign Language (FL) vocabulary learning.
This paper describes the design process that was used to design and develop a stand-alone, home-b... more This paper describes the design process that was used to design and develop a stand-alone, home-based, customised and accessible ‘serious gaming’ (SG) system for children with hand impairments. Hand impairments, typically resulting from conditions such as cerebral palsy (CP), prevent access and the appropriate use of the full range of control options available from commercially available controllers for gaming systems such as the Microsoft Xbox or Sony PlayStation. This lack of engagement and participation in a popular mainstream activity can lead to feelings of frustration and annoyance and a sense of peer exclusion. The aim of this project was to design and develop an accessible SG system that was engaging, fun to use, and provided a new form of therapy. A trans-disciplinary and trans-institutional team incorporating Biomedical Engineering, Industrial Design, Computer Science, Information Technology, Digital Media, Rehabilitation Medicine and Allied Health provided professional ex...
Handheld devices have become extremely popular in recent years and represent attractive options f... more Handheld devices have become extremely popular in recent years and represent attractive options for augmented reality (AR) research. Most modern devices now incorporate many of the necessary input and output capabilities and do so in self-contained packages of varying size, weight, and cost. But while most previous AR work with handhelds has focused on smaller form factors, we have been interested in further exploring the range of larger devices often referred to under the umbrella of ‘tablets’. This paper presents the results from a study we conducted on the suitability of different form factors for mobile AR use. Three form factor categories were evaluated: smartphone, mini tablet, and tablet. Although most devices today are marketed as being either the first or last, we propose there needs to be a third, middle category that caters for the subtle differences between sizes. The study asked 15 participants to use a device from each category to complete a series of seven interactive...
Handheld devices make ideal mobile Augmented Reality (AR) platforms due to their self-contained f... more Handheld devices make ideal mobile Augmented Reality (AR) platforms due to their self-contained form factor and inclusion of requisite hardware. While end user AR has continued to evolve through advancements in hardware and tracking technology, the means by which AR content can be easily created remains underdeveloped. Dedicated frameworks facilitate AR development, but they usually require domain expertise and programming skills to successfully implement. What is required are authoring tools that are suitable for novice users without these skills. We present discussion on the design of HARATIO, our novice-focussed AR authoring tool for handheld devices. Key features include a dynamic radial menu, visual drag-and-drop scripting editor, and usability concessions appropriate for touch interaction and handheld AR.
This research study tends to evaluate the efficaciousness and usability of a Vocabulary Learning ... more This research study tends to evaluate the efficaciousness and usability of a Vocabulary Learning And Strategy Teaching Web-App (VLASTWA) – a customised and targeted web-app for (1) teaching the KeyWord Method (KWM) which is a widely investigated vocabulary learning strategy, and (2) facilitating new vocabulary learning via KWM. In this experimental study, with a between/within design, native Persian participants (n=160, age:18-60) learnt to use KWM, applied it in acquiring 22 new words, and tested this newly learnt vocabulary immediate (T1)/delayed (T2) recall. The effectiveness of the use of KWM taught within the web-app and the traditional Pen and Paper (P&P) in the experimental groups were compared with the control app and P&P groups via immediate/delayed recall of learnt vocabulary. The results suggest VLASTWA was efficient for learning new vocabulary while highlighting how meaningful and interactive it can be in accompanying and enriching Foreign Language (FL) vocabulary learning.
Interaction with head mounted displays is predominantly through use of additional controllers or ... more Interaction with head mounted displays is predominantly through use of additional controllers or the keyboard to initiate pointing, selections, and navigation. However, most modern head mounted displays have an orientation sensor to determine how the user's view should be displayed. There is the potential to use this sensor as an input mechanism. Our research explores a method of interaction using just head movements called Periphery Menus. These are menus triggered by looking quickly in predetermined directions to reveal a contextual menu from the periphery of a user's vision. We discuss a pilot study of this interaction technique, using a serious games approach to experimental testing. Experiment results indicated the interaction provided a successful, engaging, and repeatable experience.
Touch screen interaction usually requires the user to view the input surface in order to make the... more Touch screen interaction usually requires the user to view the input surface in order to make their selections. When the interaction platform is purposefully occluded to allow for natural interaction with an augmented reality (AR) system new issues are raised in regard to the usability of the touch sensitive interface. This paper details a user evaluation scenario that we have
ABSTRACT This project investigates the use of full body gestures to facilitate artistic expressio... more ABSTRACT This project investigates the use of full body gestures to facilitate artistic expression. Skeletal data tracked with a Kinect sensor is used to drive a natural user interface providing users with the ability to sculpt a virtual claylike substance into different forms. Various gestures allow interaction with the scene to adjust brush size, augment the virtual form and orient the user's view. Several verbal commands offer system-wide commands to return the scene to its initial state, reset the camera position, and undo interactions. Test participants use these interactions to transform a spherical "blob" into a teapot by extruding the spout and handle and flattening the top. A survey completed by the participants has indicated that this action is enjoyable and immersive.
Handheld devices make ideal mobile Augmented Reality (AR) platforms due to their self-contained f... more Handheld devices make ideal mobile Augmented Reality (AR) platforms due to their self-contained form factor and inclusion of requisite hardware. While end user AR has continued to evolve through advancements in hardware and tracking technology, the means by which AR content can be easily created remains underdeveloped. Dedicated frameworks facilitate AR development, but they usually require domain expertise and programming skills to successfully implement. What is required are authoring tools that are suitable for novice users without these skills. We present discussion on the design of HARATIO, our novice-focussed AR authoring tool for handheld devices. Key features include a dynamic radial menu, visual drag-and-drop scripting editor, and usability concessions appropriate for touch interaction and handheld AR.
Handheld devices have become extremely popular in recent years and represent attractive options f... more Handheld devices have become extremely popular in recent years and represent attractive options for augmented reality (AR) research. Most modern devices now incorporate many of the necessary input and output capabilities and do so in self-contained packages of varying size, weight, and cost. But while most previous AR work with handhelds has focused on smaller form factors, we have been interested in further exploring the range of larger devices often referred to under the umbrella of ‘tablets’. This paper presents the results from a study we conducted on the suitability of different form factors for mobile AR use. Three form factor categories were evaluated: smartphone, mini tablet, and tablet. Although most devices today are marketed as being either the first or last, we propose there needs to be a third, middle category that caters for the subtle differences between sizes. The study asked 15 participants to use a device from each category to complete a series of seven interactive tasks. The tasks were designed to incorporate typical AR interactions. Participants completed preand post-test questionnaires and were audio recorded during the testing process. Our results showed that no one form factor was best suited to all tasks but rather the ‘right’ form factor was influenced by task specifics and personal preferences. In terms of usability ratings, we found a significant difference between smartphone and tablet form factors but no such difference between other combinations. Finally, we noted a negative correlation between participants’ fatigue rating and the ease with which they found completing the tasks. .
While tablet use is increasing in schools, the applications designed to handle digital management... more While tablet use is increasing in schools, the applications designed to handle digital management tasks are rarely well defined. Instead teachers employ ad hoc solutions from third party providers. These applications often involve far greater functionality scope than required for teachers' unique requirements. We present a preliminary usability study of a targeted and learnable tablet based app for education. We found ClaMApp performed well in a usability study using single ease and SUS ratings. However we found that implicit handling of features like multimedia and file location could cause confusion in learners.
We examined the text entry speed on a tablet for users using physical and software keyboards; a B... more We examined the text entry speed on a tablet for users using physical and software keyboards; a Bluetooth keyboard, a default software keyboard and a gesture based keyboard. We compared these to a laptop and measured adjusted words per minute and error rate. User perceptions were gathered to see if there was a noticeable difference between text entry speeds and how users viewed each keyboard's accuracy, frustration and ease of use. We found was that while there was a difference in entry speed between virtual and physical keyboards, there was no difference in speed between physical keyboards or between software keyboards. There was limited error difference between all keyboards. However despite the Bluetooth keyboard being closest to the laptop in results, user preference was greater for the gesture keyboard.
Proceedings of the 28th Australian Conference on Computer-Human Interaction - OzCHI '16, 2016
We examined the text entry speed on a tablet for users using physical and software keyboards; a B... more We examined the text entry speed on a tablet for users using physical and software keyboards; a Bluetooth keyboard, a default software keyboard and a gesture based keyboard. We compared these to a laptop and measured adjusted words per minute and error rate. User perceptions were gathered to see if there was a noticeable difference between text entry speeds and how users viewed each keyboard's accuracy, frustration and ease of use. We found was that while there was a difference in entry speed between virtual and physical keyboards, there was no difference in speed between physical keyboards or between software keyboards. There was limited error difference between all keyboards. However despite the Bluetooth keyboard being closest to the laptop in results, user preference was greater for the gesture keyboard.
2018 IEEE International Conference on Teaching, Assessment, and Learning for Engineering (TALE), 2018
Learning new vocabulary is one of the challenges in language learning yet crucial for mastering a... more Learning new vocabulary is one of the challenges in language learning yet crucial for mastering another language. It is also essential in any discipline or professional field where mastering new terminology is indispensable. This paper presents an evaluation of efficacy and usability of a custom-built, targeted and learnable tablet-based app for teaching an extensively researched vocabulary learning strategy, the keyword method, and for facilitating learning of new vocabulary with the aid of this method. In the experimental study reported here, participants learned to use the keyword method, applied it in learning new vocabulary and tested the recall of this newly learned vocabulary within the designed app. The effectiveness of the use of the keyword method taught within the app environment was compared to the effectiveness of the use of the traditional keyword method. Results suggest that the mobile app was a preferred and an effective tool in learning new vocabulary.
— In the recent past, ICT has been incorporated in several educational institutions globally as a... more — In the recent past, ICT has been incorporated in several educational institutions globally as an effective tool used in facilitating high quality teaching. It is unfortunate that developing countries such as Saudi Arabia have not yet been able to enjoy the various advantages of the usage of ICT in teaching. The limitation of this technology in Saudi Arabian schools is majorly the complexity that is involved with the integration of ICT into the system of education. Another reason is the absence of a specific strategic direction. This study evaluates IT usage in Saudi secondary schools and also suggests various strategies that would be convenient in improving the integration ICT in the education system. Some of the major findings of this study include private schools have better ICT infrastructure; students at private schools are well informed about computer technologies; private schools make higher IT investments; students in private schools are taught using ICT aids; teachers at p...
CALL for widening participation: short papers from EUROCALL 2020, 2020
This research study tends to evaluate the efficaciousness and usability of a Vocabulary Learning ... more This research study tends to evaluate the efficaciousness and usability of a Vocabulary Learning And Strategy Teaching Web-App (VLASTWA) – a customised and targeted web-app for (1) teaching the KeyWord Method (KWM) which is a widely investigated vocabulary learning strategy, and (2) facilitating new vocabulary learning via KWM. In this experimental study, with a between/within design, native Persian participants (n=160, age:18-60) learnt to use KWM, applied it in acquiring 22 new words, and tested this newly learnt vocabulary immediate (T1)/delayed (T2) recall. The effectiveness of the use of KWM taught within the web-app and the traditional Pen and Paper (P&P) in the experimental groups were compared with the control app and P&P groups via immediate/delayed recall of learnt vocabulary. The results suggest VLASTWA was efficient for learning new vocabulary while highlighting how meaningful and interactive it can be in accompanying and enriching Foreign Language (FL) vocabulary learning.
This paper describes the design process that was used to design and develop a stand-alone, home-b... more This paper describes the design process that was used to design and develop a stand-alone, home-based, customised and accessible ‘serious gaming’ (SG) system for children with hand impairments. Hand impairments, typically resulting from conditions such as cerebral palsy (CP), prevent access and the appropriate use of the full range of control options available from commercially available controllers for gaming systems such as the Microsoft Xbox or Sony PlayStation. This lack of engagement and participation in a popular mainstream activity can lead to feelings of frustration and annoyance and a sense of peer exclusion. The aim of this project was to design and develop an accessible SG system that was engaging, fun to use, and provided a new form of therapy. A trans-disciplinary and trans-institutional team incorporating Biomedical Engineering, Industrial Design, Computer Science, Information Technology, Digital Media, Rehabilitation Medicine and Allied Health provided professional ex...
Handheld devices have become extremely popular in recent years and represent attractive options f... more Handheld devices have become extremely popular in recent years and represent attractive options for augmented reality (AR) research. Most modern devices now incorporate many of the necessary input and output capabilities and do so in self-contained packages of varying size, weight, and cost. But while most previous AR work with handhelds has focused on smaller form factors, we have been interested in further exploring the range of larger devices often referred to under the umbrella of ‘tablets’. This paper presents the results from a study we conducted on the suitability of different form factors for mobile AR use. Three form factor categories were evaluated: smartphone, mini tablet, and tablet. Although most devices today are marketed as being either the first or last, we propose there needs to be a third, middle category that caters for the subtle differences between sizes. The study asked 15 participants to use a device from each category to complete a series of seven interactive...
Handheld devices make ideal mobile Augmented Reality (AR) platforms due to their self-contained f... more Handheld devices make ideal mobile Augmented Reality (AR) platforms due to their self-contained form factor and inclusion of requisite hardware. While end user AR has continued to evolve through advancements in hardware and tracking technology, the means by which AR content can be easily created remains underdeveloped. Dedicated frameworks facilitate AR development, but they usually require domain expertise and programming skills to successfully implement. What is required are authoring tools that are suitable for novice users without these skills. We present discussion on the design of HARATIO, our novice-focussed AR authoring tool for handheld devices. Key features include a dynamic radial menu, visual drag-and-drop scripting editor, and usability concessions appropriate for touch interaction and handheld AR.
This research study tends to evaluate the efficaciousness and usability of a Vocabulary Learning ... more This research study tends to evaluate the efficaciousness and usability of a Vocabulary Learning And Strategy Teaching Web-App (VLASTWA) – a customised and targeted web-app for (1) teaching the KeyWord Method (KWM) which is a widely investigated vocabulary learning strategy, and (2) facilitating new vocabulary learning via KWM. In this experimental study, with a between/within design, native Persian participants (n=160, age:18-60) learnt to use KWM, applied it in acquiring 22 new words, and tested this newly learnt vocabulary immediate (T1)/delayed (T2) recall. The effectiveness of the use of KWM taught within the web-app and the traditional Pen and Paper (P&P) in the experimental groups were compared with the control app and P&P groups via immediate/delayed recall of learnt vocabulary. The results suggest VLASTWA was efficient for learning new vocabulary while highlighting how meaningful and interactive it can be in accompanying and enriching Foreign Language (FL) vocabulary learning.
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Papers by Brett Wilkinson