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Damian Schofield
  • .
    Office Location : Room 429 Shineman, Building

    Postal Address : Department of Computer Science,
    State University of New York (at Oswego),
    7060 Route 104, Oswego, New York, 13126-3599, U.S.A.
  • +1 (410) 504 3178
  • Dr. Schofield is currently Director of Human Computer Interaction (Full Professor) at the State University of New Yor... moreedit
Previous research has found that when using virtual reality, a person can have a sense of ownership over the body that is being substituted for their own in the virtual world, and that the body's appearance may lead to different... more
Previous research has found that when using virtual reality, a person can have a sense of ownership over the body that is being substituted for their own in the virtual world, and that the body's appearance may lead to different behavioral, attitudinal, and perceptual changes. As Virtual Reality (VR) becomes more widespread, it is increasingly important to understand the effects on its users. This study utilized a novel methodology to conduct remote testing in virtual reality, leveraging a popular social virtual reality platform to test whether participants using Einstein as their virtual body performed better at a cognitive task than participants using other virtual bodies, and did not find any effect or correlation of the virtual body with any of the factors measured. The results suggest that the effects of virtual embodiment on the user stemming from the virtual body's appearance is more complex than previously assumed, warranting further study.
This essay introduces Salt (2023) by Fabian Stelzer, a non-linear sci-fi film experiment, created by Artificial Intelligence (AI). The recent widespread use of AI text and image generators has recently sparked debate about the impact of... more
This essay introduces Salt (2023) by Fabian Stelzer, a non-linear sci-fi film experiment, created by Artificial Intelligence (AI). The recent widespread use of AI text and image generators has recently sparked debate about the impact of this technology on creative industries, with many feeling threatened by it.
The aim of this study is to explore how bringing art to life using Augmented Reality (AR) technology can affect viewer engagement and interest compared to the viewing of traditional static artwork. To... more
The  aim  of  this  study  is  to  explore  how  bringing  art  to  life  using  Augmented  Reality  (AR)  technology  can affect  viewer  engagement  and  interest  compared  to  the  viewing  of  traditional  static  artwork.  To measure these  properties  this  study  uses  a  combination  of  surveys:  The  User  Engagement  Scale  (UES)  and  a  slightly modified  version  of  the  Museum  Experience  Scale  (MES).  The  results  from  both  questionnaires  were aggregated to obtain a more accurate measurement of engagement, as the UES questionnaire is specifically focused  on  interactive  systems  while  the  MES  is  focused  on  an  overall  view  of  an  exhibit.  Using  both questionnaires a more accurate measurement of “engagement” can be reached for the purposes of this study.
Recently, museums and historic sites have begun reaching out beyond their traditional audience groups, using more innovative digital display technology to find and attract a new audience. Virtual, mixed, and Augmented Reality (AR)... more
Recently, museums and historic sites have begun reaching out beyond their traditional audience groups, using more innovative digital display technology to find and attract a new audience. Virtual, mixed, and Augmented Reality (AR) technologies are becoming more ubiquitous in our society and "virtual history" exhibits are starting to be available to the public. There are numerous studies focusing on AR, however a scant amount of research is being done at historical sites. An initial experiment used repeated measures (ANOVA) to compare and rank three different types of AR devices used at a site of cultural heritage. A further experiment was then undertaken to observe participants using two different AR devices with and without sound to determine if which device used or the presence of sound impact the usability of the device, or the user's satisfaction/preference of specific devices. Several surveys, including demographic and usability surveys, were provided in order to collect a range of user data. A two-way repeated measures (ANOVA) were used to analyze the quantitative data gathered. No significant effects were observed based on the quantitative data provided by the surveys, indicating that all devices were equally usable and satisfactory, and that sound did not have a significant impact in this instance. However, the qualitative data indicated that users may prefer using AR technology on a smartphone device and preferred to use this device paired with sound.
As media usage continues to increase on a global scale, fueled by the proliferation of mobile devices, this facilitates the effortless behavior of mediamultitasking. This paradigm shift in the way in which media is consumed presents... more
As media usage continues to increase on a global scale, fueled by the proliferation of mobile devices, this facilitates the effortless behavior of mediamultitasking. This paradigm shift in the way in which media is consumed presents fundamental challenges for the domains of Human-Computer Interaction (HCI), education, psychology, and commerce. This technological shift introduces a new dimension that is needed when attempting to understand user interaction related to both the devices themselves andthe digital platforms accessed. This study begins a process of developing an understanding of cross-cultural media multitasking habits through a survey of a large group of experimental participants. In this study, participants from two different countries were surveyed. The countries used in this study were the USA and Portugal. This research provides valuable insights into theincreasingly common phenomenon of media multitasking and the similarities and differences between cultures when users are engaging in this activity. This study contributes to previous research in the realm of media multitasking by expanding on foundational knowledge on a global scale setting the stage for more detailed research on predictors, outcomes, and habits of global media multitasking.
Toho Studios created the first Godzilla film in Japan in 1954, the film was Japan's first international movie success story, and the franchise went on to inspire multiple sequels and dozens of other radioactive Daikaiju films. The... more
Toho Studios created the first Godzilla film in Japan in 1954, the film was Japan's first international movie success story, and the franchise went on to inspire multiple sequels and dozens of other radioactive Daikaiju films. The Godzilla creature was particularly successful and garnered a huge following around the world. This paper examines the history of this iconic monster and attempts to understand some of the reasons for Godzilla's global popularity. This paper attempts to analyse and explain the multiple ways in which the audience has empathised with each of the different incarnations of Godzilla throughout the franchise's history. This is undertaken with particular reference to the oft-seen parenting roles performed by Godzilla in many of the major franchise films.
Video games, and especially roleplaying games offer a way for players to escape stress and cope with stressors. Video games are a new, and potentially unique, mechanism for telling stories. They allow a player to not only interact with a... more
Video games, and especially roleplaying games offer a way for players to escape stress and cope with stressors. Video games are a new, and potentially unique, mechanism for telling stories. They allow a player to not only interact with a world, but to fully immerse themselves in a digital world. Being able to quite literally escape to a fantasy world where your actions matter, and you"re given control can be a great form of self-therapy for players. This study aims to examine the results of a global pandemic and quarantine on player motivations and the reasons they play video games. The study collected detailed information on the video games genres and play time of each user and how it has been affected during self-isolation. Participants were also asked a series of questions that required them to evaluate their gaming habits both prior to and during the pandemic. This information was analysed to attempt to further understand players choices, in particular during a pandemic where there is an increased need to alleviate stress and experience a sense of escapism.
Recently, museums and historic sites have begun reaching out beyond their traditional audience groups, using more innovative digital display technology to find and attract a new audience. Virtual, mixed, and augmented reality technologies... more
Recently, museums and historic sites have begun reaching out beyond their traditional audience groups, using more innovative digital display technology to find and attract a new audience. Virtual, mixed, and augmented reality technologies are becoming more ubiquitous in our society and "virtual history" exhibits are starting to be available to the public. The authors have undertaken multiple experiments at a historic fort in upstate New York, evaluating digital display technology used by site visitors. The paper also contains a discussion of the potential benefits and problems of designing interactive virtual museum/heritage displays, based on standard usability guidelines.
Automobile manufacturers are constantly trying to keep up with current technology trends and respond to today's societal challenges. Cars have become more than just a means for transportation, they are now a fully embedded technological... more
Automobile manufacturers are constantly trying to keep up with current technology trends and respond to today's societal challenges. Cars have become more than just a means for transportation, they are now a fully embedded technological 'multifunctional living space'. The increased complexity of automotive user interfaces, driven by the need for using consumer electronic devices in cars as well as improving comfort, and the overall user/driver experience, has sparked a range of new research within this field of study. The number of infotainment functions (controlled as tertiary tasks) with which a user can interact while driving has greatly increased, making the primary task of driving even more challenging. In creating a better automotive user experience, automobile manufacturers have unintentionally increased the cognitive load of the driver when they are performing these tertiary tasks. This research study aims to reduce the cognitive load of the driver/user by suggesting novel, simple menu design interfaces, which add design improvements in two function aspects (entertainment and comfort) by implementing visual, hands-free and gestural based interfaces. This research study will add to the body of literature aimed at improving driver safety and driving experience while performing a tertiary task.
Media usage is increasing worldwide. Along with this increase in media, usage is a proliferation of mobile devices that facilitate the effortless behavior of media multitasking. This paradigm shift in the way in which media is consumed... more
Media usage is increasing worldwide. Along with this increase in media, usage is a proliferation of mobile devices that facilitate the effortless behavior of media multitasking. This paradigm shift in the way in which media is consumed presents fundamental challenges for the domains of Human-Computer Interaction (HCI), education, psychology, and commerce. Media is also becoming increasingly global in nature, as much of it is now delivered over the internet. The global scale and digital delivery of media present a new challenge for those in the field of HCI as this technological change introduces a new dimension that is needed to understanding user interaction related to both the devices themselves and the digital platforms accessed on them. This study begins the process of developing an understanding of cross-cultural media multitasking habits through a modified Media Multitasking Index (MMI) questionnaire. In this study, participants from five countries were surveyed. The countries used in this study were the USA, Brazil, India, and Germany. This research provides valuable insights into the increasingly common phenomenon of media multitasking and the similarities and differences between cultures when engaging in this activity. This study contributes to previous research in the realm of media multitasking by expanding on foundational knowledge on a global scale setting the stage for more detailed research on predictors, outcomes, and habits of global media multitasking.
This paper describes the introduction of a new website at TCGplayer, who provide an online store for Magic the Gathering collectible cards. This paper describes an experiment that was undertaken to test a new, responsive design, against... more
This paper describes the introduction of a new website at TCGplayer, who provide an online store for Magic the Gathering collectible cards. This paper describes an experiment that was undertaken to test a new, responsive design, against the current, non-responsive design. It was predicted that redesigning the shopping cart for a mobile device screen, will result in a higher Perceived Usability (PU), and higher satisfaction, as indexed using the Technology Acceptance Model (TAM).
This paper presents the results of an experiment undertaken by the authors to capture media consumption trends during the 2020 COVID-19 outbreak. These results are correlated with the demographics, and individual situations of the... more
This paper presents the results of an experiment undertaken by the authors to capture media consumption trends during the 2020 COVID-19 outbreak. These results are correlated with the demographics, and individual situations of the experimental participants. The overall aim is to correlate the media consumption reported by the experimental participants with national viewing trends and historical data to show that there is an increased consumption of disaster themed media during times of crisis. The research intends to differentiate this increase in disaster themed media consumption by correlating it with the differing circumstances of the viewers. Specifically, whether they watch movies and/or play video games on their own and whether they currently have more free time to consume media. This paper provides evidence to support three hypotheses: Hypothesis 1: People will consume more disaster/ pandemic themed media during pandemic induced quarantine, Hypothesis 2: Individuals with more control over their media choices are more likely to choose disaster/pandemic themed media. Hypothesis 3: Individuals with more free time to consume media are more likely to choose disaster/pandemic themed media. This paper is the second in a set of two publications, a history of disaster themed media consumption can be found in the companion paper, "It's the End of the World and You Watch It: A Brief History of Disaster Themed Media."
This paper aims to present a brief history of disaster themed media, in particular focusing on cinema and video games. Specific sections also discuss pandemic themed cinema and video games. The media under discussion is mainly from the... more
This paper aims to present a brief history of disaster themed media, in particular
focusing on cinema and video games. Specific sections also discuss pandemic themed
cinema and video games. The media under discussion is mainly from the United
States and this paper predominately predominantly discusses the media from a
western cultural perspective. The paper posits that the prevalence of disaster themed
media in popular culture is closely correlated with ‘real world’ events. These disaster
and post-apocalyptic narratives provide the consumer with safe spaces where they can
metaphorically deal with the tensions and anxieties of the present world. This paper
intends to discuss disaster themes in popular culture, specifically cinema and video
games, and to provide some insight into the consumption of disaster themed media
during the 2020 COVID-19 pandemic. This paper is the first in a set of two
publications, a more focused examination of media consumption during the
COVID-19 outbreak can be found in the companion paper, “It’s the End of the World
and You Watch It: Media in the Time of COVID-19.”
Online shopping is now considered by many to be the future of commerce. Purchasing a product online does not include any physical interaction with the product, purchasing decisions are mainly based on images or videos of the product and... more
Online shopping is now considered by many to be the future of commerce. Purchasing a product online does not include any physical interaction with the product, purchasing decisions are mainly based on images or videos of the product and this, in turn, relies on the quality of the information presented. Hence, the experience of the users of e-commerce websites is highly dependent upon the user interface and the interaction of users with the website. According to Statista, in 2018, an estimated 1.8 billion people worldwide purchased goods online. During the same year, global e-retail sales amounted to 2.8 trillion U.S. dollars and projections show a growth of up to 4.8 trillion U.S. dollars by 2021.
With the explosion in popularity of sites like Twitch.tv, the streaming community has grown into a widespread, global phenomenon. Twitch has 2.2 million monthly broadcasters, watched by 15 million daily active users, and over 150 million... more
With the explosion in popularity of sites like Twitch.tv, the streaming community has grown into a widespread, global phenomenon. Twitch has 2.2 million monthly broadcasters, watched by 15 million daily active users, and over 150 million monthly unique viewers-and Twitch is only one of the services available (Smith, 2019). Little is known about the communities however; this paper aims to further investigate and explain the motivations of both the content creators and the content viewers. The first study in this paper looks at the motivations and personality types of individuals who would wish to stream content on these sites by using the Big Five Personality Inventory (Rothmann and Coetzer, 2003) and Yee's Gamer Motivations (Yee, 2006). The second study aims to see if there is a connection between viewer retention and Yee's Gamer Motivations.
Research has shown that exercise among college aged persons has dropped over recent years (Lindahl, 2015; Sheppard, 2016). Many factors could be contributing to this reduction in exercise including: large workloads, the need to work... more
Research has shown that exercise among college aged persons has dropped over recent years (Lindahl, 2015; Sheppard, 2016). Many factors could be contributing to this reduction in exercise including: large workloads, the need to work during school, or perhaps technology use. A number of recent studies are showing the benefits of using virtual reality systems in exercise and are demonstrating that the use of such technology can lead to an increase in the number of young adults engaging in exercise. This study focuses on the effects that virtual reality has on heart rate and other bodily sensations during a typical work out. This study also analyses the participants ability to pay less attention to their bodily sensations during exercise when using a virtual reality system. During this experiment, participants were exposed to two different conditions. Condition one being a traditional work out, riding an exercise bike at a middle tension level. Condition two was the same but the participant was wearing a virtual reality headset. The data collected led to the conclusion that working out while wearing a virtual reality headset will lead to a higher heart rate, and in turn can lead to burning more calories during a workout. The study also found participants who wore the virtual reality headset were able to remove themselves from their bodily sensations allowing them to workout longer.
We live in a world of cyborg poetics, a world in which we constantly dance with technology. Our daily lives are surrounded by, immersed in, and intersected by technology. This integration has a long historical trajectory, and one that has... more
We live in a world of cyborg poetics, a world in which we constantly dance with technology. Our daily lives are surrounded by, immersed in, and intersected by technology. This integration has a long historical trajectory, and one that has certainly been troubled, filtered, and reflected through literature, theatre, and film. Recent years have seen an explosion in cinema technology, with the introduction of computer-generated characters becoming commonplace in film. However, we have seen relatively few "physical" robots acting in films. This paper discusses the theoretical implications of cyborg thespians and the way the audience perceives this potential innovation. The paper presents a timeline of the use of robots in cinema, and examines how these cyborg thespians are represented and portrayed. An analysis of the functions and motivations of the robots has been undertaken allowing trends to be identified.
Automobile manufacturers have been consistently increasing the amount of new technology in their products to meet consumer demands and to improve desirability. The trend towards integrating an increasing amount of intelligence, as well as... more
Automobile manufacturers have been consistently increasing the amount of new technology in their products to meet consumer demands and to improve desirability. The trend towards integrating an increasing amount of intelligence, as well as media and navigation services, in cars brings challenges for automotive User Interface (UI) design. In-vehicle infotainment systems, along with an increasing number of other features, drastically increase the risk of drivers becoming distracted with secondary in-car tasks. Automotive UIs operated by the driver must demand minimal user attention, and eyes-free interaction should be encouraged. Although speech and gesture interfaces offer appealing interaction solutions for interacting with car controls, the current general trend in consumer electronic UIs is dominated by touch screens. In an in-car context, the visual information presentation on a display requires careful UI design. The design of touch screen dashboard UIs has followed the paradigms set by mobile touch screen interfaces, i.e. generally requiring the user to interact with a particular, relatively small, area of the screen where a virtual button or other control is located. This paper investigates the role of color in touchscreen tasks as it relates to driver's glance behavior, identifying strengths and limitations of color in touch screens while navigating in a driving simulation. The study found that participants spent significantly shorter time glancing at touch screens when presented with color targets compared to grayscale targets. The results provide evidence that differences in color for touch targets may reduce glance time away from the road when driving and ultimately reduce the risk of distracted driving.
An artificial consciousness permeates globalized societies; technology is all around us, in science, in science fiction, in daily life. This relationship continues to be processual, technologies continue to move forward, assisting or,... more
An artificial consciousness permeates globalized societies; technology is all around us, in science, in science fiction, in daily life. This relationship continues to be processual, technologies continue to move forward, assisting or, perhaps, encroaching on the human body. In modern society, we are increasingly becoming merged with the technology around us, wearing it and implanting it. This allows us to contemplate the merging of the organic and the inorganic. Bodies are being remapped by technology and rigid notions of subjectivity are reconfigured and societal norms are disrupted and shifted. Questions and issues regarding ability, identity, and a struggle for embedded agency in relation to technologies are principal concerns of the late twentieth and early twenty-first centuries. Immediately recognizable, culturally ubiquitous, androids, cyborgs, and robots, need no introduction. Yet their very familiarity obscures their meaning, this paper attempts to unpack how humans see these artificial humans and how we interpret their representation.
Our society is more connected today than ever before. This connectivity can be attributed to the rise and prevalence of social media. With the increase in popularity of social media, and Facebook in particular, this raises the question of... more
Our society is more connected today than ever before. This connectivity can be attributed to the rise and prevalence of social media. With the increase in popularity of social media, and Facebook in particular, this raises the question of whether social media can alter our impression of others and whether we are really showing our true selves. Social media affords users the chance to share content and this, in turn, allows each user to project a certain image. The ability to choose which content is displayed, whether through photos or status updates, will affect how others view any individual online. In a digital world, oftentimes, the first impression of someone is formed through social media. With this being the case, it is important to understand how shared content can affect the viewer and their perceptions of others. This paper details an experiment undertaken to understand how the content shared through social media provides others with information which is used to form judgments about individuals, particularly in relation to recruitment.
This article aims to examine the effectiveness of a Virtual Learning Environment (VLE) using Kolb's Experiential Learning Theory (ELT) for chemical laboratory safety. A VLE model of a distillation column rig situated at the chemical... more
This article aims to examine the effectiveness of a Virtual Learning Environment (VLE) using Kolb's Experiential Learning Theory (ELT) for chemical laboratory safety. A VLE model of a distillation column rig situated at the chemical engineering department, at the University of Nottingham (UK) was designed for the purpose of safety and hazard awareness training for first year laboratory students. The basic pedagogical ideas behind the model were to compare the effectiveness of passive learning used in traditional safety training with the way a VLE can deliver an active learning platform. Based on the collected experience, this article investigates issues that arose while correlating a VLE model with Kolb's ELT. Some of the drawbacks of the VLE model have been taken into consideration while designing a mobile game application for the purpose of laboratory safety training at the Research Laboratory of Energetic Materials at Pardubice University (Czech Republic). This is believed to offer more scope to develop constructivist learning using a smartphone.
Multiple studies were undertaken to investigate the effectiveness of the video game Rocksmith (Ubisoft, 2011) as a learning tool, specifically assessing whether players actually learn to play the guitar while playing the game. The study... more
Multiple studies were undertaken to investigate the effectiveness of the video game Rocksmith (Ubisoft, 2011) as a learning tool, specifically assessing whether players actually learn to play the guitar while playing the game. The study also examines player motivations and attempts to understand the reasons different players spent time playing the game. One of the stated purposes of the Rocksmith video game is to teach users how to play the guitar, and a number of claims have been made of the effectiveness of this game as a musical training system with little empirical evidence to back up these claims. A number of experiments and user tests were administered in order to improve understanding of how the game educates its users and improves their skill levels when playing an electric guitar. The type of experience the users expected and experienced within the Rocksmith game was also investigated. By structuring the study in a way that allowed the users to have freedom of choice in the testing process, it was anticipated that an experience that felt natural to the participant would occur.
Immediately recognizable, culturally ubiquitous, androids, cyborgs, and robots, need no introduction. Yet their very familiarity obscures their participation in culture and media, and our perennial fascination with such artificial human... more
Immediately recognizable, culturally ubiquitous, androids, cyborgs, and robots, need no introduction. Yet their very familiarity obscures their participation in culture and media, and our perennial fascination with such artificial human devices when seen on the screen. This paper attempts to unpack how humans see these artificial humans and how we interpret their representation in cinema. In the context of cinema, appearance, as well as the interaction modality of a humanoid robot can play a crucial role in the perception of robots before and after short-term interactions. Although speech is the most common mode of communication in film, and is an intuitive way to interact with robots, the research reported in this paper also suggests that tactile interaction is important to the way people perceive and interact with robots. People cannot escape their own social identity, which heavily impacts their work and decisions: people themselves, and all their interactions, are embodied within and therefore fundamentally impacted by their body and identity. This paper proposes that even with better representation in cinema, improved sensitivity to gender and racial issues will still be important to promote fairness in the bold new future of cyborg cinema.
Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online virtual environments. Generic rules of thumb... more
Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online virtual environments. Generic rules of thumb regarding the specification, development, application, and operation of these learning environments can be garnered from industrial training systems and examined in an educational context [1,2,3]. This paper introduces a virtual learning environment ViRILE (Virtual Reality Interactive Learning Environment) developed by the author. ViRILE is designed for use by undergraduate chemical engineers to simulate the configuration and operation of a polymerisation plant. This paper will also discuss the implementation of this and other similar systems and extrapolate the lessons learnt into general pedagogical guidelines to be considered for the development of VR based online educational learning resources.
The experience of interacting with robots is becoming a more pervasive part of our day-today life. When considering the experience of interacting with other technologies and artefacts, interaction with robots presents a distinct and... more
The experience of interacting with robots is becoming a more pervasive part of our day-today life. When considering the experience of interacting with other technologies and artefacts, interaction with robots presents a distinct and potentially unique component: physical connection. Robots share our physical space; this is a prominent part of the interaction experience. Robots offer a lifelike presence and the Human-Robot Interaction (HRI) issues go beyond the traditional interactions of more passive technologies and artefacts. The attention paid to HRI has grown dramatically as robotic systems have become more capable and as human contact with those systems has become more commonplace [1]. Immediately recognizable, culturally ubiquitous, androids, cyborgs, and robots, need no introduction. Yet their very familiarity obscures their participation in culture and media, and our perennial fascination with such artificial humans when seen on the screen. While robots are growing more capable of many tasks, people are often hesitant at introducing technology into older, more traditional art forms. However, robots of varying kinds are appearing with increasing frequency in all manner of cinematic productions [2]. Robots and artificial humans have been a staple of our sci-fi screen experiences, however, unlike previous technology such as smartphones or laptops, robots are currently being given more character roles in films. Therefore, like animated characters, audiences are beginning to anthropomorphize and have emotional experiences with the robot characters. This paper attempts to unpack how humans see these artificial humans and how we interpret their representation in cinema through a discussion of the use of 'physical' robots as a natural next stage of cinema performance and drama. The paper presents and experiment involving cyborg performances in a series of short films. In this study, participants attended a screening where they viewed these films, and their responses to, and feelings about, the films were measured. It was hypothesized that film audiences have become comfortable with seeing robots in sci-fi films over the years. Therefore, it is expected that current and future audiences will begin to give these robot characters human attributes such as gender.
This paper investigates user satisfaction with websites from different countries. Geert Hofstede's cultural dimensions were used in determining whether or not individuals were more satisfied with websites from countries with similar... more
This paper investigates user satisfaction with websites from different countries. Geert Hofstede's cultural dimensions were used in determining whether or not individuals were more satisfied with websites from countries with similar cultural dimension rankings as their own country. Expert analyses were performed in determining if cultural dimensions are utilized in web design. China, Russia and the United States were the three countries assessed in the study. The study used Qualtrics Online Survey Software and CrowdFlower crowdsourcing platform to recruit participants and distribute the survey. Participants viewed identical screenshots of McDonald's and Burger King websites from the three countries; all participants completed the same survey on their satisfaction with each of the screenshots. Assessment of the results indicated there was no significant relationship between a participant's satisfaction of a website and the cultural dimension ranking of the website's country. The research did indicate that the cultural dimension ranking of a country has a profound impact on the web design.
Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online virtual environments. Generic rules of thumb... more
Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online virtual environments. Generic rules of thumb regarding the specification, development, application, and operation of these learning environments can be garnered from industrial training systems and examined in an educational context. This paper introduces a virtual learning environment ViRILE (Virtual Reality Interactive Learning Environment) developed by the author. ViRILE is designed for use by undergraduate chemical engineers to simulate the configuration and operation of a polymerisation plant. This paper will also discuss the implementation of this and other similar systems and extrapolate the lessons learnt into general pedagogical guidelines to be considered for the development of VR based online educational learning resources.
Twenty-six students from a sixth grade math class in Upstate New York received guardian approval to participate in a study that gathered data pertaining to student navigation ability, information retrieval ability, and satisfaction in... more
Twenty-six students from a sixth grade math class in Upstate New York received guardian approval to participate in a study that gathered data pertaining to student navigation ability, information retrieval ability, and satisfaction in regards to the Learning Management System (LMS) their school utilized. Data collection began with the researchers attending math classes for observation and to conduct cognitive walkthroughs with the students to gather information about their experiences and navigation through the LMS. An eye tracker and the associated eye tracking software were utilized to monitor and detect patterns of eye movements when the students were looking at a device screen. For this study, students were monitored by the eye tracker while they attempted to complete several tasks from the experiment. By measuring the length of time taken by students as they completed tasks on the LMS, quantitative data can be collected and used later in the experiment. After analyzing the time metrics and the eye tracking data produced and feedback given on the questionnaire distributed at the beginning of the experiment, a targeted LMS page was slightly modified in hopes to increase the effectiveness of the page, based on user interface design standards. Well defined organization, accessibility, and usability in an LMS is essential to allow learners to focus to be on their curriculums, and not how to access their assignments. An in-depth analysis of navigation through an LMS will allow for a better understanding of how users interact with the structure of their curriculum in an electronic format. The study described in this paper intended to address the question of whether an LMS used
The purpose of this project was to create an interactive video tool for students entering the medical assistant profession. Demand for medical assistants has drastically increased within the last decade. The interactive video narratives... more
The purpose of this project was to create an interactive video tool for students entering the medical assistant profession. Demand for medical assistants has drastically increased within the last decade. The interactive video narratives are intended to help prepare medical assistants to better interact with a range of difficult patients. This study aims at providing a more controlled and realistic approach to handling patient / medical assistant interactions. It is hypothesised that this training will be more successful than previous conventional training programs. The interactive videos created for this study will be evaluated in a controlled experimental setting to assess the effectiveness of using these videos as a training tool for medical assistants.
There exists a long and rich history of technology being integrated with theatre, dating back to the ancient Greeks. These have ranged from tools used in the mechanics of theatre (winches and revolves for example), the integration of... more
There exists a long and rich history of technology being integrated with theatre, dating back to the ancient Greeks. These have ranged from tools used in the mechanics of theatre (winches and revolves for example), the integration of complex props into performances, the use of realistic mannequins and puppets, to the use of technological themes within the narratives themselves. Historically, following Aristotle's elements of drama; theatrical forms that rely on technological effects are named as a 'spectacle', and are often considered as entertainment rather than serious drama (Lauren, 2013). This paper discusses the use of 'physical' robots as a natural next stage of theatre, and describes a case study of a cyborg theatre performance. This paper follows on from a previous paper that extensively discussed the theoretical implications of cyborg thespians (Waiting for a Robot Godot: Theoretical Musings on Cyborg Theatre). The paper describes the technical process involved to produce a well-known play using robots and provides a brief comparative analysis and interpretation of the performance.
Recent years have seen an explosion in cinema technology, with the introduction of computer-generated characters becoming commonplace in film. On stage, when we move away from screens and 'filmic' characters (such as the on-screen... more
Recent years have seen an explosion in cinema technology, with the introduction of computer-generated characters becoming commonplace in film. On stage, when we move away from screens and 'filmic' characters (such as the on-screen narrator played by Laurence Olivier in the 1986 West End production of the musical Time), it is natural to see that 'physical' robots are a potential theatrical equivalent of the computer generated film actor. This paper extensively discusses the theoretical implications of cyborg thespians and the way the audience perceives this potential innovation. A follow up paper in this journal briefly describes the technical process involved to produce a well-known play using robots and provides a brief comparative analysis and interpretation of the performance. The initial play chosen for this robot experimentation was a relatively recent example of tragicomedy, Samuel Beckett's Waiting for Godot ​ .
Movement time prediction methods were developed by Paul Fitts as a part of a long history in the examination of the issue of speed vs. accuracy. Fitts' Law has been an integral method that has been used when designing computer technology... more
Movement time prediction methods were developed by Paul Fitts as a part of a long history in the examination of the issue of speed vs. accuracy. Fitts' Law has been an integral method that has been used when designing computer technology since the advent of the pointing device. The debate about its validity and which incarnation of the multiple versions that have been developed continue to drive researchers to learn more about its effectiveness based on particular applications. A study of movement time using Samsung Galaxy Tab touchscreens was completed to determine if the application of MacKenzie's suggested version of Fitts' Law would provide a useful prediction model. The results were mixed, but the coefficients derived from testing provided prediction results that compared favorably to the observed movement times from the experiment.
Court environments, which have been one of the last bastions of the oral tradition, are slowly transforming into cinematic display environments. The persuasive oral rhetoric of lawyers is increasingly being replaced by compelling visual... more
Court environments, which have been one of the last bastions of the oral tradition, are slowly transforming into cinematic display environments. The persuasive oral rhetoric of lawyers is increasingly being replaced by compelling visual media displays presenting a range of digital evidence in a convincing and credible manner. Advances in media formats and devices have made available new mechanisms for presenting evidence in court. Digital visual evidence presentation systems (including digital displays, computer-generated graphical presentations, animated graphics and immersive virtual environment technology) have already been used in many jurisdictions.
There are a number of fundamental implications inherent in the shift from oral to visual mediation, and a number of facets of this modern evidence presentation technology need to be investigated and analysed. At first glance, these computer-generated graphical reconstructions may be seen as potentially useful in any court, and they are often treated like any other form of digital evidence regarding their admissibility. However, perhaps this specific form of digital media warrants special care and attention due to its inherently persuasive nature, and the undue reliance that the viewer may place on evidence presented through a (potentially photorealistic) visualisation medium.
This paper discusses an example of global media production in an educational context that is also a model for online intercultural exchange. We investigate the process of an international, research-led film production project between two... more
This paper discusses an example of global media production in an educational context that is also a model for online intercultural exchange. We investigate the process of an international, research-led film production project between two universities, The aim of this paper is to investigate how teams which are geographically, academically and culturally diverse may engage in a process of research-led learning. We discuss important issues in the emerging field of online collaboration as they relate to practice and pedagogy in both higher education and industry. We offer some basic guidelines for methods and practice in global online collaboration. We conclude that hybrid techniques which blend virtual and " real " or face-to-face classroom techniques may be most useful to produce exciting screen research and production outputs.
Smartphone application usage according to battery percentage was examined with 68 participants. A one way chi square test found that there was a pattern with participant's application usage that couldn't have been due to chance alone,... more
Smartphone application usage according to battery percentage was examined with 68 participants. A one way chi square test found that there was a pattern with participant's application usage that couldn't have been due to chance alone, meaning that users consumed more battery for certain applications in a twenty four hour time span, over other applications. A one way chi square analysis also indicated a preference of iOS devices over android ones within the female gender. A frequency analysis also indicated that only one user had a health application as his number one used app according to battery consumption, while only two users out of 68 had any sort of health application usage at all. Results from analyzing user's battery consumption suggest a lack of health application usage on mobile devices
This paper describes a research project which attempts to analyse human perception of and interaction with virtual art representations in an online, three-dimensional graphic environment. Specifically, discerning how user experience may... more
This paper describes a research project which attempts to analyse human perception of and interaction with virtual art representations in an online, three-dimensional graphic environment. Specifically, discerning how user experience may relate to engagement, immersion and interaction. A series of experiments are described, involving participants who experienced virtual artworks in multiple gallery environments and utilise different viewing perspectives. The paper then provides an analysis of the data recorded and gathered during user-testing. The experiments are undertaken within a specific virtual art gallery in the online virtual world Second Life. Demographic data is linked to the user experience focusing on the use of first person (egocentric) and third person (exocentric) screen perspectives. An examination of the user's perception of both two-dimensional and three-dimensional virtual artefacts is also provided. This paper concludes with an insight into the usability and effectiveness of designing, presenting and experiencing art in a three-dimensional virtual environment.
Social media has become increasingly available and is used by millions of people who have near constant access all over the world. It provides a platform for people in disparate geographical locations to connect and share their lives.... more
Social media has become increasingly available and is used by millions of people who have near constant access all over the world. It provides a platform for people in disparate geographical locations to connect and share their lives. Users are able to view and engage with experiences from remote places, gaining knowledge and insights they may never have had were not for this sustained connection. This paper describes a game that was run through Facebook, this was created to analyze the interpretation of culture between participants in different countries and encourage international interaction between students from the U.S.A. and India. A total of fifteen students from the State University of New York (SUNY) in the U.S.A. and sixteen from the Tripura Institute of Technology (TIT) in India participated in the game. For 30 days, participants uploaded pictures of " culture " , whatever their interpretation of that word may be, to a Facebook group. Points were awarded for posting photos and commenting on others photos. Players were able to steal points by mimicking a photo from another player, providing some friendly competition and excitement to the game. This paper reports on the measures that were taken to analyze increases in interest in other cultures among the participants and reports on the findings regarding the game mechanics and the use of a gamification strategy to increase engagement.
User eXperience (UX) is defined as involving a person's behaviors, attitudes, and emotions about using a particular product, system or service. A company's UX strategy can include many activities, such as design thinking, early user... more
User eXperience (UX) is defined as involving a person's behaviors, attitudes, and emotions about using a particular product, system or service. A company's UX strategy can include many activities, such as design thinking, early user experience methods, content strategy, certain types of user and market research, quantitative assessments, process innovation, design patterns, UX organizational structure, and career development. To large technology corporations and companies UX provides an important part of their business, and has a major impact on strategy and decision making. However, the way UX is managed an implemented can vary greatly from company to company.This paper provides an overview of the UX processes used by some of the world's leading technology companies and discusses which aspects of those strategies these companies choose to disclose and share in the public sphere.
This is the second paper of a series authored by a collaboration of international researchers. It develops taxonomy for computer-based virtual reality simulators of relevance to the mining industry. A summary is presented of simulator... more
This is the second paper of a series authored by a collaboration of international researchers. It develops taxonomy for computer-based virtual reality simulators of relevance to the mining industry. A summary is presented of simulator types implemented in the industry and continuums are used to explain concepts and issues that affect simulator development and integration. The paper classifies simulators and demonstrates that there are potentially many simulator formats still to be realised and implemented by the mining industry. Simulator issues that are often overlooked such as human factors, cognitive load and development costs
and their impact on the development of sustainable simulator technologies are considered in
some detail. Barriers to development and integration are mentioned and the need for industry
to engage with university level research and develop a uniform and integrated approach are
discussed. Finally, a brief case study is presented and conclusions are drawn about the current
status and sustainability of simulator development in the mining industry.
This study investigates the classroom integration of an innovative technology, augmented reality. Although the process of adding new technologies into a classroom setting can be daunting, the concept of augmented reality has demonstrated... more
This study investigates the classroom integration of an innovative technology, augmented reality. Although the process of adding new technologies into a classroom setting can be daunting, the concept of augmented reality has demonstrated the ability to educate students and to assist with their comprehension of a procedural task. One half of the students of a sixth grade class were ex-posed to augmented reality technology when they were assigned the procedural task of building Lego™ robots. As a control group, the other half of the class learned how to construct their ro-bots using only the static paper manual that was provided by the manufacturer of the robot kit. The students who experienced the augmented reality technology did so by interacting with an animated version of the same static manual where they observed video tutorials that were overlaid onto the static manual to provide an augmented representation of each step. This technology solu-tion was developed using the Aurasma™ augmented reality application which ran on Apple iPads™. Results have indicated that the students who used the animated manual to learn the pro-cedural task showcased significantly higher comprehension scores when compared to those who only used the static manual. Our findings support the claims that the integration of augmented reality into a classroom setting may be beneficial to student learning.
Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online vir-tual environments. This technology has been... more
Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online vir-tual environments. This technology has been used to generate a range of interactive Virtual Real-ity (VR) learning environments across a spectrum of industries and educational application areas. This idea is not new; flight simulators have been used for decades to train pilots for both com-mercial and military aviation. These systems have advanced to a point that they are integral to both the design and the operation of modern aircraft (Adams, Klowden, & Hannaford, 2001; Mastaglio & Callahan, 1995). There are a number of lessons that can be learned from the indus-tries that have successfully utilised virtual training and learning systems. Generic rules of thumb regarding the specification, development, application, and operation of these learning environ-ments can be garnered from these industrial training systems and examined in an educational con-text (Grunwald & Corsbie-Massay, 2006; Schofield, Lester, & Wilson, 2004; Tromp & Schofield, 2004). This paper introduces a virtual learning environment ViRILE (Virtual Reality Interactive Learn-ing Environment) developed by the author. ViRILE is designed for use by undergraduate chemi-cal engineers to simulate the configuration and operation of a polymerisation plant.  During the implementation of this, and other, visual learning environments a number of complex operational problems were encountered; these have required a number of innovative solutions and management procedures to be developed. This paper will also discuss the implementation of this and other similar systems and extrapolate the lessons learnt into general pedagogical guidelines to be considered for the development of VR based online educational learning resources.
Visualisation is becoming increasingly important for understanding information, such as investigative data (for example: computing, medical and crime scene evidence) and analysis (for example: network capability assessment, data file... more
Visualisation is becoming increasingly important for understanding information, such as investigative data (for example: computing, medical and crime scene evidence) and analysis (for example: network capability assessment, data file reconstruction and planning scenarios). Investigative data visualisation is used to reconstruct a scene or item and is used to assist the viewer (who may well be a member of the general public with little or no understanding of the subject matter) to understand what is being presented. Analysis visualisations, on the other hand, are usually developed to review data, information and assess competing scenario hypotheses for those who usually have an understanding of the subject matter.

Courtroom environments are morphing into cinematic display environments, the media consumed by an audience who are increasingly visually literate and media savvy (Heintz 2002). There are a number of fundamental implications inherent in the shift from oral to visual mediation and a number of facets of this modern evidence presentation technology needs to be investigated and analysed. One of the primary issues of visualisation is that no matter how coherent the data, there will always be conjecture and debate as to how the information is/has-been visualised and, is it presented in an acceptable and meaningful way.

This paper presents a range of examples of where forensic data has been visualised using various techniques and technology, the paper then examines aspects of the visual courtroom evidence presented and discusses some of the benefits and potential problems of implementing this technology. This paper is part two of a two part series that aims to describe the use of, and provide guidelines for, the use of graphical displays in courtrooms.
Visualisation is becoming increasingly important for understanding information, such as investigative data (for example: computing, medical and crime scene evidence) and analysis (for example: network capability assessment, data file... more
Visualisation is becoming increasingly important for understanding information, such as investigative data (for example: computing, medical and crime scene evidence) and analysis (for example: network capability assessment, data file reconstruction and planning scenarios). Investigative data visualisation is used to reconstruct a scene or item and is used to assist the viewer (who may well be a member of the general public with little or no understanding of the subject matter) to understand what is being presented. Analysis visualisations, on the other hand, are usually developed to review data, information and assess competing scenario hypotheses for those who usually have an understanding of the subject matter.

Visualisation represents information that has been digitally recorded (for example: pictures, video and sound), hand written and/or spoken data, to show what may have, could have, did happen or is believed to have happened. That is why visualising data is an important development in the analysis and investigation realms, as visualisation explores the accuracies, inconsistencies and discrepancies of the collected data and information.

This paper presents introduces some of the various graphical techniques and technology used to display digital information in a courtroom. The advantages and disadvantages involved in the implementation of this technology are also discussed. This paper is part one of a two part series that aims to describe the use of, and provide guidelines for, the use of graphical displays in courtrooms.
Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry can allow educational developers to rapidly create realistic online virtual environments. This technology has been... more
Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry can allow educational developers to rapidly create realistic online virtual environments. This technology has been used to generate a range of interactive Virtual Reality (VR) learning environments across a broad spectrum of industries and educational application areas.

This idea is not new; flight simulators have been used for decades to train pilots for both commercial and military aviation. These systems have advanced to a point that they are integral to both the design and the operation of modern aircraft (Mastaglio and Callahan, 1995; Adams et al, 2001). There are a number of lessons that can be learned from the industries that have successfully utilised virtual training and learning systems. Generic rules of thumb regarding the specification, development, application and operation of these learning environments can be garnered from these industrial training systems and examined in an educational context (Schofield et al 2004; Tromp and Schofield, 2004; Grunwald and Corsbie-Massay, 2006).

This paper will introduce an online virtual learning environment ViRILE (Virtual Reality Interactive Learning Environment) which has been developed by the author. This software is designed for use by undergraduate chemical engineers and simulates the configuration and operation of a polymerisation plant.

During the implementation of this, and other, visual learning environments a number of complex operational problems were encountered, these have required a number of innovative solutions and management procedures to be developed. This paper will also discuss the implementation of this and other similar systems and extrapolate the lessons learnt into general pedagogical guidelines to be considered for the development of VR based online educational learning resources.
Courtrooms, one of the last bastions of the oral tradition, are slowly morphing into cinematic display environments. The persuasive oral rhetoric of lawyers is increasingly being replaced by compelling visual media displays presenting a... more
Courtrooms, one of the last bastions of the oral tradition, are slowly morphing into cinematic display environments. The persuasive oral rhetoric of lawyers is increasingly being replaced by compelling visual media displays presenting a range of digital evidence in a convincing and credible manner. Recently, a number of courtrooms around the world have seen the presentation of forensic evidence within reconstructed virtual environments.
Physics is one of many areas which has the ability to benefit from a number of different teaching styles and sophisticated instructional tools due to it having both theoretical and practical applications which can be explored. The purpose... more
Physics is one of many areas which has the ability to benefit from a
number of different teaching styles and sophisticated instructional
tools due to it having both theoretical and practical applications which
can be explored. The purpose of this research is to develop affordable
large scale multi-touch interfaces which can be used within and outside
of the classroom as both an instruction technology and a computer
supported collaborative learning tool. Not only can this technology be
implemented at university levels, but also at the K-12 level of
education. Pedagogical research indicates that kinesthetic learning is a
fundamental, powerful, and ubiquitous learning style [1]. Through the
use of these types of multi-touch tools and teaching methods which
incorporate them, the classroom can be enriched to allow for better
comprehension and retention of information. This is due in part to a
wider range of learning styles, such as kinesthetic learning, which are
being catered to within the classroom. [4pt] [1] Wieman, C.E, Perkins,
K.K., Adams, W.K., ``Oersted Medal Lecture 2007: Interactive Simulations
for teaching physics: What works, what doesn't and why,'' American
Journal of Physics. 76 393-99.
Advanced 3D virtual environment technology, similar to that used by the film and computer games industry can allow educational developers to rapidly create realistic 3D, virtual environments. This technology has been used to generate a... more
Advanced 3D virtual environment technology, similar to that used by the film and computer games industry can allow educational developers to rapidly create realistic 3D, virtual environments. This technology has been used to generate a range of interactive learning environments across a broad spectrum of industries and educational application areas.
Virtual Reality (VR) simulators represent a powerful tool for learning and teaching. The idea is not new. Flight simulators have been used for decades to train pilots for both commercial and military aviation. These systems have advanced to a point that they are integral to both the design and the operation of modern aircraft [1, 2]. There are a number of lessons that can be learned from other industries that have successfully utilised virtual training and learning systems for a number of years. Generic rules of thumb regarding the specification, development, application and operation of these learning environments can be garnered from other industrial training systems and examined in an educational context [3, 4, 5, 6, 7].
This paper will introduce a virtual learning environment which has been developed by the authors. During the implementation of this, and other, visual learning environments a number of complex operational problems have been encountered, these have required a number of innovative solutions and management procedures to be developed.
The paper will also discuss the implementation of these systems and extrapolate the lessons learnt into general guidelines to be considered for the development of VR based educational learning resources. These guidelines will then be discussed in the context of the development of ViRILE (Virtual Reality Interactive Learning Environment). This software is designed for use by undergraduate chemical engineers and simulates the configuration and operation of a polymerisation plant [4].
Courtroom environments, which have been one of the last bastions of the oral tradition, are slowly morphing into cinematic display environments [1]. The persuasive oral rhetoric of lawyers is increasingly being replaced by compelling... more
Courtroom environments, which have been one of the last bastions of the oral tradition, are slowly morphing into cinematic display environments [1]. The persuasive oral rhetoric of lawyers is increasingly being replaced by compelling visual media displays presenting a range of digital evidence in a convincing and credible manner [2,3].There are a number of fundamental implications inherent in the shift from oral to visual mediation and a number of facets of this modern evidence presentation technology need to be investigated and analysed. Recently, a number of courtrooms around the world have seen the presentation of forensic evidence within reconstructed virtual environments powered by real-time game engines.At first glance, these graphical reconstructions may be seen as potentially useful in many courtroom situations, and they are often treated like any other form of digital evidence regarding their admissibility [4]. However, perhaps this specific form of digital media warrants special care and attention due to its inherently persuasive nature, and the undue reliance that the viewer may place on the evidence presented through a visualisation medium [5,6].This paper describes a range of examples of where evidence has been presented in courtrooms using video games technology (particularly forensic animation and virtual crime scene reconstructions) (The author acted as an expert witness in all of the cases discussed, responsible for the preparation of the virtual reconstructions used as case studies in this paper. Most of the work was undertaken through the author’s own company in the UK, Aims Solutions Ltd., ). The paper then describes experiments undertaken to assess the impact of the technology on jurors and describes some of the issues raised by the results. The paper concludes with a discussion of the potential benefits and problems of implementing this technology in courtroom settings.

And 45 more

In recent years, museums and historic sites have expanded their reach beyond traditional audiences by embracing innovative digital display technologies. Among these technologies, virtual, mixed, and augmented reality (AR) have gained... more
In recent years, museums and historic sites have expanded their reach beyond traditional audiences by embracing innovative digital display technologies. Among these technologies, virtual, mixed, and augmented reality (AR) have gained prominence in society. These "virtual history" exhibits aim to bring historical narratives to life, allowing visitors to engage with the past in novel ways. However, the successful implementation of AR in cultural heritage contexts requires careful consideration of usability factors and alignment with media creators' intended meanings. Our research investigates the use of various AR technologies within cultural heritage applications. Specifically, we conducted multiple experiments at a historic fort in upstate New York, evaluating the impact of digital display technology on site visitors. By analyzing user experiences, we aimed to understand how AR enhances cultural exploration and engagement. Key areas of focus include: • Usability Factors: We examined how visitors interacted with AR applications, considering ease of use, navigation, and overall satisfaction. • Human-Computer Interaction: Understanding how users engage with AR interfaces and interpret historical content. • Evaluation: Assessing the effectiveness of AR displays in conveying cultural heritage information. Our findings contribute to the ongoing discourse on leveraging AR for cultural preservation and education. By bridging the gap between physical artifacts and virtual imagery, AR can enrich visitors' Augmenting the cultural experience understanding of historical contexts. As museums and heritage sites continue to embrace digital technologies, thoughtful design and evaluation are crucial for creating meaningful and immersive experiences. In summary, this research sheds light on the potential of AR to augment cultural exploration, enhance visitor engagement, and breathe new life into historical narratives. By blending technology and heritage, we pave the way for a more dynamic and accessible appreciation of our shared past.
This chapter describes the usability evaluation of the user interface to the e-Health training application AnatomyNow, a 3D computer-generated fully interactive model of the human body for medical students. The user interfaces with the... more
This chapter describes the usability evaluation of the user interface to the e-Health training application AnatomyNow, a 3D computer-generated fully interactive model of the human body for medical students. The user interfaces with the tablet and smartphone application are reviewed here. We systematically assessed the UX/UI of AnatomyNow, using the classic HCI and UX/UI design and evaluation principles as a guideline. We established that UX plays a significant role when developing e-Health mobile-learning systems and the design principles can be applied effectively to improve the usability of this e-Health and mobile-learning application. This chapter first presents the design principles and fully describes how they are applied to the design and evaluation of the application. It is not an exhaustive research report on these design principles but rather an argument for the importance of high usability UX design and evaluation solutions, in order to deliver the best in e-Health and mobile-learning systems and user experiences, illustrated by applying these principles.
Anthropology is the “study of man” and encompasses a diverse range of topics, including socio-cultural studies, linguistics, archaeology, and physical anthropology. Physical anthropology or “biological” anthropology, the study of humans... more
Anthropology is the “study of man” and encompasses a diverse range of topics, including socio-cultural studies, linguistics, archaeology, and physical anthropology. Physical anthropology or “biological” anthropology, the study of humans both living and deceased, can be further subcategorized into osteology, primatology, human evolution, and forensic anthropology. Forensic anthropology is the application of physical anthropology techniques to medico-legal settings.

Virtual Reality (VR) is being applied to forensic anthropology in a multitude of ways to benefit  research and teaching. Several large-scale projects have been launched to digitize, reconstruct and disseminate specimens (for example, http://www.virtual-anthropology.com). This chapter will begin with an overview of the discipline of forensic anthropology and discuss a number of representative applications of VR technology in this field that are changing the way in which case work may be handled in the future.
Forensic facial reconstruction is a means for producing a facial surface from the skull. There are several technical approaches that can be applied, which include computerised and plastic sculptural methods. Whether the reconstruction is... more
Forensic facial reconstruction is a means for producing a facial surface from the skull. There are several technical approaches that can be applied, which include computerised and plastic sculptural methods. Whether the reconstruction is attempted in virtual or actual reality, the facial surface is projected by one of two principal means: by reconstruction of the craniofacial anatomy or by mathematical extrapolation of the face surface from that of the skull. More recently, it has been possible via a combination of the two. In this chapter, the history of facial reconstruction from the skull will be briefly introduced and the principal methods described. Both plastic and computational approaches will be summarised. The utility of forensic facial reconstruction will be discussed with reference to the investigation of cases of missing persons, and to current controversies in research and practice, relating to the precision and efficacy of the technique.
Research Interests:
Forensic facial reconstruction is a means for producing a facial surface from the skull. There are several technical approaches that can be applied, which include computerised and plastic sculptural methods. Whether the reconstruction is... more
Forensic facial reconstruction is a means for producing a facial surface from the skull. There are several technical approaches that can be applied, which include computerised and plastic sculptural methods. Whether the reconstruction is attempted in virtual or actual reality, the facial surface is projected by one of two principal means: by reconstruction of the craniofacial anatomy or by mathematical extrapolation of the face surface from that of the skull. More recently, it has been possible via a combination of the two. In this chapter, the history of facial reconstruction from the skull will be briefly introduced and the principal methods described. Both plastic and computational approaches will be summarised. The utility of forensic facial reconstruction will be discussed with reference to the investigation of cases of missing persons, and to current controversies in research and practice, relating to the precision and efficacy of the technique.
Courtroom environments, which have been one of the last bastions of the oral tradition, are slowly morphing into cinematic display environments. The persuasive oral rhetoric of lawyers is increasingly being replaced by compelling visual... more
Courtroom environments, which have been one of the last bastions of the oral tradition, are slowly morphing into cinematic display environments. The persuasive oral rhetoric of lawyers is increasingly being replaced by compelling visual media displays presenting a range of digital evidence in a convincing and credible manner. Previous chapters of this book introduced the types of visual media being introduced into courtrooms around the world and the challenges faced by those using and viewing such evidence. This has demonstrated that there are a number of fundamental implications inherent in the shift from oral to visual mediation and the multiple facets of this modern evidence presentation technology need to be investigated and analysed.

http://www.palgrave.com/us/book/9781137554741
Today, digital convergence is everywhere, for everyone and associated with every device we use. This fact means that the user experience is richer, more sophisticated and also more complex. Designers have to be more flexible and handle a... more
Today, digital convergence is everywhere, for everyone and associated with every device we use. This fact means that the user experience is richer, more sophisticated and also more complex. Designers have to be more flexible and handle a variety of interaction possibilities. Interaction design should be viewed as a fluid process that shapes different medias and devices to address user features. This chapter is concerned with the discussion of this convergence/divergence effect on interaction design. Interaction design for convergent medias and devices is also a multisensory challenge. A richer user experience explores the user’s senses and modalities. The definition of modality used in Human-Computer Interaction, came from a definition that was previously used in Psychology, where human sensorial modalities are used, such as vision, hearing and touch. Thus many user interfaces can be defined by combining two or more input modalities (such as speech, touch, gestures, head movements and mouse) in coordination with the various outputs available in a multimedia system. Furthermore, the use of multiple devices to interact adds other dimensions, making the experience multisensory. One of the most important convergence gaps is in interaction design. The most effective way of dealing with multiples devices, medias and platforms is dependent on the correct design and ensuring that one thinks in the right way about these user interfaces. In this context, this chapter focuses on the design of multisensory interaction, through the understanding of its concepts, media, devices and user experience.
As computer-driven display technology becomes more powerful and accessible, the online, virtual art gallery may provide a new platform for artists to exhibit their work. Virtual exhibits may afford opportunities for both the artist and... more
As computer-driven display technology becomes more powerful and accessible, the online, virtual art gallery may provide a new platform for artists to exhibit their work. Virtual exhibits may afford opportunities for both the artist and the patron to display, view and perhaps purchase various digital art forms. The aim of this paper is to examine user interaction with digital artworks inside a virtual gallery space. We use a range of criteria to describe conditions for both the designer and the user of such a virtual display system. The paper describes a number of experiments where users interacted with a virtual art gallery and were then extensively interviewed and surveyed. Measures of what Manovich (2002) describes as ‘immersion’ and what Slater et al (1994) would term ‘presence’ are observed in relation to the user experience. The gallery is a three-dimensional graphic digital construction built in Second Life. The experiment aimed to describe and delineate the user’s perception and navigation of space and compares their perception of art objects in the virtual environment to digital objects in a ‘real world’ gallery. The data collected in this study provide the basis for a discussion of how users may perceive and navigate virtual objects and spaces in an online environment such as a game or art gallery. The results may be of use to those designing interactive three-dimensional environments.
One recent application of virtual reality technology is the creation of virtual art galleries. These allow artists and enthusiasts to showcase works in an accessible, online environment and are usually free to access. The aim of this... more
One recent application of virtual reality technology is the creation of virtual art galleries. These allow artists and enthusiasts to showcase works in an accessible, online environment and are usually free to access. The aim of this research project is to analyze virtual art representations in an online, three-dimensional graphic environment. Specifically the research aims to discern how viewing art through these environments relates to the user experience. The representation of art in virtual environments is also examined to increase our understanding of the spectrum of reality/virtuality in media presentations. This chapter describes a series of experiments involving 24 participants who experienced virtual artworks in multiple gallery environments and utilizing different viewing perspectives. Key terms are initially defined and introduced during a discussion of virtual worlds. The chapter then provides and analysis of the data recorded and gathered during user-testing and experimentation within a specific virtual art gallery in the online virtual world Second Life. Demographic data is linked to the user experience focusing on the use of first person (egocentric) and third person (exocentric) screen perspectives. An examination of the user's perception of both two-dimensional and three-dimensional virtual artifacts is also provided. The chapter concludes with an insight into
As computer-driven display technology becomes more powerful and accessible, the online, virtual art gallery may provide a new platform for artists to exhibit their work. Virtual exhibits may afford opportunities for both the artist and... more
As computer-driven display technology becomes more powerful and accessible, the online, virtual art gallery may provide a new platform for artists to exhibit their work. Virtual exhibits may afford opportunities for both the artist and the patron to display, view and perhaps purchase various digital art forms.
The aim of this chapter is to examine user interaction with digital artworks inside a virtual gallery space along a metric based on a virtuality continuum. The chapter describes a number of experiments where users interacted with a virtual art gallery and were then extensively interviewed and surveyed. The gallery is a three-dimensional graphic digital construction within the RMIT University virtual campus in Second Life. Users take on the form of online avatars to access the Second Life online environment and experience various colourful art objects in a simulated gallery environment.
The experiment initially employs the taxonomy of Milgram and Kishino (1994) to assist the discussion of real, virtual and mixed-reality media. The chapter describes and delineates the user’s navigation of space and compares their perception of art objects in the virtual environment to digital objects in a ‘real world’ gallery.
The data collected in this study provide the basis for a discussion of how the user may perceive and navigate virtual objects and spaces in the virtual art gallery environment. We observe levels of what Manovich (2002) describes as ‘immersion’ and what Slater (1994) would term ‘presence’ in relation to the user experience.
Virtual Reality (VR) simulators represent a powerful tool for training humans to perform tasks which are otherwise expensive or dangerous to duplicate in the real world. The idea is not new; flight simulators have been used for decades to... more
Virtual Reality (VR) simulators represent a powerful tool for training humans to perform tasks which are otherwise expensive or dangerous to duplicate in the real world. The idea is not new; flight simulators have been used for decades to train pilots for both commercial and military aviation. These systems have advanced to a point that they are integral to both the design and the operation of modern aircraft (Mastaglio and Callahan, 1995; Adams et al, 2001). This technology has been successfully extended and utilised in other industries in a range of successful applications (Bise, 1997; Denby & Schofield, 1999; Henning et al, 2002; Schofield, 2005; Dunkin et al, 2007; Smith, 2009)

Rather than focusing on the pedagogical aspects of learning in Virtual Environments (VE), this article will introduce a number of lessons that can be learned from industries that have successfully utilised virtual technology for a number of years. Specific rules of thumb regarding the specification, development, application and operation of these simulators that can be garnered from these specific industrial training systems will be examined in a wider context. This article intends to discuss some of these generic rules in the context of a number of recently developed training applications.
Courtroom environments, which have been one of the last bastions of the oral tradition, are slowly morphing into cinematic display environments (Heintz, 2002). The persuasive oral rhetoric of lawyers is increasingly being replaced by... more
Courtroom environments, which have been one of the last bastions of the oral tradition, are slowly morphing into cinematic display environments (Heintz, 2002). The persuasive oral rhetoric of lawyers is increasingly being replaced by compelling visual media displays presenting a range of digital evidence in a convincing and credible manner (Lederer, 2005; Schofield, 2007).

There are a number of fundamental implications inherent in the shift from oral to visual mediation and a number of facets of this modern evidence presentation technology need to be investigated and analysed. This chapter describes the use of computer-generated visual evidence in court (particularly forensic animation and virtual reconstruction technology) and discusses some of the benefits and potential problems of implementing this technology.
The continuing digital revolution influences the way evidence is collected, analysed, interpreted and managed. Technology development has even led to the defining of new types of digital evidence (for example, the computer digital imagery... more
The continuing digital revolution influences the way evidence is collected, analysed, interpreted and managed. Technology development has even led to the defining of new types of digital evidence (for example, the computer digital imagery and video, hard drives and digital storage devices which are discussed elsewhere in this text). Advances in media formats and devices have also made available new mechanisms for presenting evidence in court. Digital visual evidence presentation systems (including digital displays, computer-generated graphical presentations and three-dimension simulations) have already been used in many jurisdictions. These visual tools can be used to present evidence and illustrate hypotheses based on scientific data, or they may be used to depict the perception of a witness, and to illustrate what may have occurred (seen from a specific viewpoint) during a particular incident. Digital reconstruction technology may also be applied in a court to explore and illustrate ‘what if’ scenarios and questions, testing competing hypotheses and possibly exposing any inconsistencies and discrepancies within the evidence.

It is important to realise that the use of such computer-generated presentations in a court is only the current manifestation of the illustration of evidence and visualisation in a long history of evidential graphics used in litigation. However, computer animations and interactive virtual simulations are unparalleled in their capabilities for presenting complex evidence1. The use of such enabling visualisation technology can affect the manner in which evidence is assimilated and correlated by the viewer. In many instances, visual media can potentially help make the evidence more relevant and easier to understand2; in other cases, it may be seen to be unfairly prejudicing a jury.

At first glance, these graphical reconstructions may be seen as potentially useful in any court, and they are often treated like any other form of digital evidence regarding their admissibility. However, perhaps this specific form of digital media warrants special care and attention due to its inherently persuasive nature, and the undue reliance that the viewer may place on the evidence presented through a visualisation medium; this is often referred to as the ‘seeing is believing’ tendency.

As courts begin to use multimedia and cinematic displays, this has profound implications for the legal processes taking place with the use of such technology. It must be questioned whether the decisions made in courts when using such technology are affected by the manner in which the evidence is presented. At the time of writing, there is no definitive answer to this important question.
For the past 10 years, the AIMS Research Unit at the University of Nottingham, has employed Computer Graphics (CG) and Virtual Reality (VR) in civilian and industrial contexts for environmental and design visualisation, accident... more
For the past 10 years, the AIMS Research Unit at the University of Nottingham, has employed Computer Graphics (CG) and Virtual Reality (VR) in civilian and industrial contexts for environmental and design visualisation, accident reconstruction, risk analysis, data visualisation and training simulators. It is recognised that Visual Impact Assessment (VIA), unlike many other aspects of Environmental Impact Assessments (EIA), relies less upon measurement than upon experience and judgement. Hence it is necessary for a more structured and consistent approach towards VIA, reducing the amount of bias and subjectivity.For proposed developments, there are very few quantitative techniques for the evaluation of visibility, and these existing methods can be highly inaccurate and time consuming. Percentage view changes are one of the few quantitative techniques, and the use of computer graphics in this field can reduce the inaccuracy and the time spent evaluating the visibility of either existing or proposed developments.This paper describes a method to quantitatively assess the visual impact of proposed developments on the landscape using CG techniques. This method allows the determination of accurate percentage view changes with the use of a computer generated model of the environment and the application of specialist software that has been developed by the University of Nottingham. The principles are easy to understand and therefore planners, authorisation agencies and members of the public can use and understand the results. A case study is shown to demonstrate the application and the capabilities of the technology.
Mine safety in the twenty-first century: The application of computer graphics and virtual reality
Surface mines are in operation world-wide, the vast majority employ large haul trucks for the transfer of material both to the outside world and around the site. The sheer size of these trucks and the operating conditions means there is a... more
Surface mines are in operation world-wide, the vast majority employ large haul trucks for the transfer of material both to the outside world and around the site. The sheer size of these trucks and the operating conditions means there is a high level of risk. Allied to this, the commercial nature of the operation means that down time is extremely costly and driver training expensive. The AIMS Research Unit has developed a PC based system to improve driver training which is currently being developed into a commercial application.

Scenarios are created by importing site specific data through industrial CAD systems, road systems are then added through an editor to create good replicas of the environment facing drivers on a day to day basis. The world is further enhanced by allowing the user to specify a number of intelligent objects including haulage trucks, excavators with load points and various static objects.

Once scenarios have been created training is carried out on a full screen real time simulation which allows trainees to drive or be driven by computer through the world. At any given point the trainee is able to stop the simulation and identify potential hazards, their associated risk, and take possible corrective action.
User experience (UX) studies in video games have become increasingly prevalent in the literature in recent years due to an increasing global focus in UX, multiple new video game platforms and the growing utilisation of virtual reality... more
User experience (UX) studies in video games have become increasingly prevalent in the literature in recent years due to an increasing global focus in UX, multiple new video game platforms and the growing utilisation of virtual reality technology. To have a video game perform at an acceptable level for the user, research scientists must investigate which parts of a video game are effective in terms of overall game enjoyment and playability. There are various factors that affect the overall user experience in a video game. In this study, we take a closer look at the differences in brain waves using an electroencephalogram (EEG) and UX satisfaction metrics in both desktop and VR gaming conditions utilising a commercial EEG device capable of measuring a range of brain activity.
Image-guided procedures, such as those in radiology, are frequently reliant on data which is visualized on traditional monitors. In an operating theatre, these monitors are often placed at poor ergonomic positions, causing physicians to... more
Image-guided procedures, such as those in radiology, are frequently reliant on data which is visualized on traditional monitors. In an operating theatre, these monitors are often placed at poor ergonomic positions, causing physicians to rotate their heads to the side while their hands are working before them. This study seeks to investigate whether visualizing data on an augmented reality headset that projects an image in front of the participant will reduce task-time and increase efficiency. The primary purpose behind this study is to alleviate neck and back pain in physicians performing data/image guided procedures. A number of augmented reality headsets were tested in a clinical setting and a number of experiments were undertaken to test the viability of this technology in an operating theatre. The experiment consisted of comparing the use of an augmented reality headset against a computer monitor while performing tasks that required similar hand eye coordination to that needed during a surgery. The research hypothesized that the use of an augmented reality headset would increase accuracy and efficiency; while decreasing eye fatigue and neck/back pain.
An intrinsic connection exists between humans and the memories they create; they define who we are, where we came from and our accomplishments and failures. However, decades of research has shown how fragile human memory can be. The early... more
An intrinsic connection exists between humans and the memories they create; they define who we are, where we came from and our accomplishments and failures. However, decades of research has shown how fragile human memory can be. The early linguistic experiments of Elizabeth Loftus demonstrated how through misinformation and suggestibility we could influence and change the memory of others 1. More recent work has led to many theories regarding behaviour, and many theories and guidelines are now available to show how human decision making can be influenced by external stimuli 2,3. A large volume of research output exists in this field, but the majority of the research work has focused on language (oral and textual) and its ability to influence readers and listeners. The digital age has brought along an increased multimediality of communication. However, almost all interactions with modern technology rely on vision as the primary means of passing information to the user 4. Young people, our current generation of digital natives, will have access to more images than anyone in the history of the world has ever seen before. Their memories, their personalities, their behaviours will all be shaped by this swarm of visual media in which they work, play and constantly exist. There is a need to reconsider the assumptions that underlie the use of these visuals based on our ever improving understanding of human psychology, cognition and perception. Visual based interfaces have been used on digital devices and displays for many years and their use may be seen as 'every day' and having little impact on the viewer. However, it is perhaps worth considering that this specific form of visual media interaction requires special care and attention due to its inherently persuasive nature, and the undue reliance that the viewer may place on information presented through a (potentially photorealistic) visualisation medium. There are a number of fundamental implications inherent in the analysis of visual interfaces over textual/ oral mediums. Their influence on human memory and behaviour cannot be underestimated. It is important that a rigorous investigation and analysis of all the facets of these interfaces is undertaken. This presentation will introduce research undertaken by the speaker over the past twenty years that has experimented with, and examined a range of visually based presentation technology-in particular in courtroom environments. Visual presentation systems (including interactive displays, computer generated graphical presentations, animated graphics and immersive virtual environment technology) have already been introduced in many innovative contexts 5. This talk will illustrate research undertaken to assess the effect of this visual technology on viewers (in particular their memory and decision making abilities) and describes some of the issues raised by the experimental results. The talk will connect psychological research with human cognitive and perceptual processes, to allow the audience to think about improving the evaluation and optimisation of digital visual interfaces. The
An intrinsic connection exists between humans and the memories they create; they define who we are, where we came from and our accomplishments and failures. However, decades of research has shown how fragile human memory can be. Almost... more
An intrinsic connection exists between humans and the memories they create; they define who we are, where we came from and our accomplishments and failures. However, decades of research has shown how fragile human memory can be. Almost all human computer interfaces involve vision and most rely on vision as the primary means of passing information to the user [1]. It is worth considering that perhaps this specific form of media interaction requires special care and attention due to its inherently persuasive nature, and the undue reliance that the viewer may place on information presented through a (potentially photorealistic) visualisation medium. Their influence on human memory and behaviour cannot be underestimated. This paper will introduce research undertaken by the author over the past 25 years that has experimented with, and examined a range of visual based presentation technology into courtrooms all over the world. Courtrooms are environments where the decisions made (based on human memory and comprehension) can significantly affect the lives of others. This paper describes research undertaken to assess the effect of visual technology on users (in particular their memory and decision making abilities) and describes some of the issues raised by the experimental results. The work presented in this paper connects psychological research with human cognitive and perceptual processes and limitations, to allow the evaluation and optimisation of visual interfaces. The paper concludes with a discussion of the potential benefits and problems of designing interactive visual technology when considering the impact on human cognition.
An intrinsic connection exists between humans and the memories they create; they define who we are, where we came from and our accomplishments and failures. However, decades of research has shown how fragile human memory can be. The early... more
An intrinsic connection exists between humans and the memories they create; they define who we are, where we came from and our accomplishments and failures. However, decades of research has shown how fragile human memory can be. The early linguistic experiments of Elizabeth Loftus demonstrated how through misinformation and suggestibility we could influence and change the memory of others1. More recent work has led to many theories regarding behaviour, and many theories and guidelines are now available to show how human decision making can be influenced by external stimuli2,3. A large volume of research output exists in this field, but the majority of the research work has focused on language (oral and textual) and its ability to influence readers and listeners.

The digital age has brought along an increased multimediality of communication. This concerns the source data in the field of humanities as well as the ways to perform research and represent the results. The creative nature of digital humanities allows researchers to explore, discover and develop new possibilities for data analysis. Visual representation of data significantly enhances the interpretation potential of the artistic, literary, musical and historical corpora. Visualisation methods developed in other disciplines (such as GIS mapping, graphs, charts and computer graphics based representations) have already been used in some branches of the humanities. However, there is a need to reconsider the assumptions that underlie the use of these visualisations based on our ever improving understanding of human psychology, cognition and perception.

As technologies develop, we are seeing the emergence of the use of multiple modalities in our everyday interfaces (often based on natural language processing technology). However, almost all interaction with digital humanities based visualisations rely on vision as the primary means of passing information to the user4. Visual based interfaces have been used on digital devices and displays for many years and their use may be seen as ‘every day’ and having little impact on the viewer.

However, it is perhaps worth considering that this specific form of visual media interaction requires special care and attention due to its inherently persuasive nature, and the undue reliance that the viewer may place on information presented through a (potentially photorealistic) visualisation medium. There are a number of fundamental implications inherent in the analysis of visual interfaces over textual/oral mediums. Their influence on human memory and behaviour cannot be underestimated. It is important that a rigorous investigation and analysis of all the facets of these interfaces is undertaken.

This keynote speech will introduce research undertaken by the author over the past twenty years that has experimented with, and examined a range of visual based presentation technology. Digital humanities based visual presentation systems (including interactive displays, computer generated graphical presentations, animated graphics and immersive virtual environment technology) have already been used in many innovative contexts5. This talk will illustrate research undertaken to assess the effect of visual technology on viewers (in particular their memory and decision making abilities) and describes some of the issues raised by the experimental results. The talk will connect psychological research with human cognitive and perceptual processes, to allow the evaluation and optimisation of digital humanities visual interfaces. The talk will conclude with a discussion of the potential benefits and problems of designing interactive digital humanities displays when considering the impact on human cognition.

1 Loftus, G. R., and Loftus, E. F. (1974). The influence of one memory retrieval on a subsequent memory retrieval. Memory and Cognition, 2(3), 467-471.
2 Young, W., Davis, M., McNeill, I. M., Malhotra, B., Russell, S., Unsworth, K., and Clegg, C. W. (2015). Changing behaviour: successful environmental programmes in the workplace. Business Strategy and the Environment, 24(8), 689-703.
3 Davis, R., Campbell, R., Hildon, Z., Hobbs, L., and Michie, S. (2015). Theories of behaviour and behaviour change across the social and behavioural sciences: a scoping review. Health Psychology Review, 9(3), 323-344.
4 Powers, D. (2006). Vision in HCI: Embodiment, Multimodality and Information Capacity, Proceedings of the Workshop on the Use of Vision in HCI (VisHCI 2006), Canberra, Australia.  Vol. 56.  Australian Computer Society, Inc.
5 Schofield, D. and Mason, S. (2012), Using graphical technology to present evidence, in: Mason, S. (Ed.), Electronic Evidence, 3rd edn, LexisNexis Butterworths, pp. 217 – 253.
Advanced three-dimensional virtual reality and mixed reality technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic, virtual, learning environments. These... more
Advanced three-dimensional virtual reality and mixed reality technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic, virtual, learning environments. These systems often allow both synchronous and asynchronous learning to occur. In these mixed reality worlds participants may be synchronously connected through a variety of devices, such as laptops, phones, watches, headsets and other ‘Internet of Things’ devices. This allows multiple learners to co-exist within the same virtual space creating an opportunity for shared and participatory educational experiences. Alternatively, participants may be disconnected in temporal, spacial and abstract dimensions from the material under consideration but still able to interact with educational resources in novel and engaging ways.

Generic rules of thumb regarding the specification, development, application, and operation of these mixed reality learning environments can be garnered from industrial training systems and applied in an educational context. This presentation will discuss these guidelines and also practical advice regarding the implementation of virtual educational systems, giving multiple examples. The talk aims to extrapolate the lessons learnt into general pedagogical guidelines, which should be considered for the development of any mixed reality based educational learning resources.
This paper discusses an example of global media production in an educational context that is also a model for online intercultural exchange. We investigate the process of an international, research-led film production project between two... more
This paper discusses an example of global media production in an educational context that is also a model for online intercultural exchange. We investigate the process of an international, research-led film production project between two universities, RMIT University, Melbourne Australia and the State University of New York, Oswego campus, USA (SUNY Oswego).

The aim of this paper is to investigate how teams that are geographically, academically and culturally diverse may engage in a process of research-led learning. We discuss important issues in the emerging field of online collaboration, as they relate to practice and pedagogy in both higher education and industry. We offer some basic guidelines for methods and practice in global online collaboration. We conclude that hybrid techniques which blend virtual and “real” or face-to-face classroom techniques may be most useful in producing exciting screen research and production outputs.
We live in a world of cyborg poetics, a world in which we constantly dance with technology. Our daily lives are surrounded by, immersed in, and intersected by technology. This integration has a long historical trajectory, and one that has... more
We live in a world of cyborg poetics, a world in which we constantly dance with technology. Our daily lives are surrounded by, immersed in, and intersected by technology. This integration has a long historical trajectory, and one that has certainly been troubled, filtered, and reflected through literature, film, and theatre. There exists a long and rich history of technology being integrated with theatre, dating back to the ancient Greeks. These have ranged from tools used in the mechanics of theatre (winches and revolves for example), the integration of complex props into performances, the use of realistic mannequins and puppets, to the use of technological themes within the narratives themselves. The relationship of performers and technologies on stage has shifted, in the late twentieth and early twenty-first centuries, there started to appear more integration between the performers and the technologies, a form of symbiotic co-presence.

Recently, artificial characters have started to be introduced onto the stage; the very introduction of such technology on stage introduces the concept of a whole new era of cyborg theatre, which will be the primary subject of this paper. The concept of cyborg theatre reflects a form of engagement with technology that has shifted over time, to reflect not only conceptual fears about technology’s encroachment, but also an embracing of ‘new technologies’ in content and form. Issues such as race, gender, age, sexuality, class and ability remain important concerns in modern contexts, too important to disappear easily whatever technological advances press upon us. These stereotypes and impressions are prevalent in most theatre, no matter how ardent the desire to challenge and overcome them, but with the advent of cyborg theatre these issues, for the first time, dissolve into the ether.

This paper discusses a project designed to push the boundaries of what is traditionally described as theatre; providing a sterile environment where machines perform on a stage, robotically reciting lines, a form of cyborg theatre that challenges and re-examines theatre. The initial play chosen for this experiment is a relatively recent example of tragicomedy, Samuel Beckett’s (1969) En Attendant Godot, rewritten and translated as Waiting for Godot. Researchers from the State University of New York have used NAO robots, complementing and interacting with each other, to create a performance piece from this play. Material from the play as well as material from publically available recorded interpretations will determine how the robots act on stage. In other words, the script will be used verbatim from the play manuscript but the movements of the robots will be defined by previous theatre performances.

This presentation will focus on the use of the robots to create a cyborg theatrical performance, with practical demonstrations of the robots and the software used to program them.  The presentation will also demonstrate the results of the analysis undertaken on audience response and reaction to the cyborg theatre performances, particularly relating to how the audience modified their understanding of the text, to allow the acceptance of the robot thespians.
A small army of gadgets are fighting for dominance in your living room and as your personal, portable do-it-all device. These gadgets come with lots of cool services, however many of these devices are difficult to use. The key to the... more
A small army of gadgets are fighting for dominance in your living room and as your personal, portable do-it-all device. These gadgets come with lots of cool services, however many of these devices are difficult to use. The key to the future of these devices is not increasing processing power but how will we interact with this increasingly complex technology. Human-Computer Interaction (HCI) is fundamental to making products more successful, safe, useful, functional and, in the long run, more pleasurable for the user.

This talk will introduce a number of novel emerging technologies and discuss their importance. There are a number of problems inherent in the shift in society to an increasing reliance on technology and a number of facets of this trend need to be examined. At first glance, many new innovations may be seen as potentially useful in many situations, and they are often treated like any previous technology regarding their use and acceptance. However, perhaps we need to take special care and attention due to the inherently pervasive nature of many new technologies, and the undue reliance that the user may place upon them.

This keynote presentation will also showcase some of the latest developments and new technologies and demonstrate a range of projects underway here at SUNY Oswego. The talk will begin by showing Dr. Schofield’s work applying computer games technology to forensic reconstruction and the results of his research in this field. A number of recent projects from SUNY Oswego will then be showing including augmented reality educational tools, robot theatre, using game technology to learn to play music instruments, virtual art galleries, drone based research and finishing with a demonstration of international, collaboratively produced, films starring robot actors.
This study investigates the classroom integration of an innovative technology, augmented reality. Although the process of adding new technologies into a classroom setting can be daunting, the concept of augmented reality has demonstrated... more
This study investigates the classroom integration of an innovative technology, augmented reality. Although the process of adding new technologies into a classroom setting can be daunting, the concept of augmented reality has demonstrated the ability to educate students and to assist with their comprehension of a procedural task. One half of the students of a sixth grade class were exposed to augmented reality technology when they were assigned the procedural task of building Lego™ robots. As a control group, the other half of the class learned how to construct their robots using only the static paper manual that was provided by the manufacturer of the robot kit. The students who experienced the augmented reality technology did so by interacting with an animated version of the same static manual where they observed video tutorials that were overlaid onto the static manual to provide an augmented representation of each step. This technology solution was developed using the Aurasma™ augmented reality application which ran on Apple iPads™. Results have indicated that the students who used the animated manual to learn the procedural task showcased significantly higher comprehension scores when compared to those who only used the static manual. Our findings support the claims that the integration of augmented reality into a classroom setting may be beneficial to student learning.
Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry can allow educational developers to rapidly create realistic online virtual environments. This technology has been... more
Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry can allow educational developers to rapidly create realistic online virtual environments. This technology has been used to generate a range of interactive Virtual Reality (VR) learning environments across a spectrum of industries and educational application areas. This idea is not new; flight simulators have been used for decades to train pilots for both commercial and military aviation. These systems have advanced to a point that they are integral to both the design and the operation of modern aircraft (Mastaglio & Callahan, 1995; Adams et al, 2001). There are a number of lessons that can be learned from the industries that have successfully utilised virtual training and learning systems. Generic rules of thumb regarding the specification, development, application and operation of these learning environments can be garnered from these industrial training systems and examined in an educational context (Schofield et al 2004; Tromp & Schofield, 2004; Grunwald & Corsbie-Massay, 2006). This paper will introduce a virtual learning environment ViRILE (Virtual Reality Interactive Learning Environment), developed by the author. ViRILE is designed for use by undergraduate chemical engineers to simulate the configuration and operation of a polymerisation plant. During the implementation of this, and other, visual learning environments a number of complex operational problems were encountered, these have required a number of innovative solutions and management procedures to be developed. This paper will also discuss the implementation of this and other similar systems and extrapolate the lessons learnt into general pedagogical guidelines to be considered for the development of VR based online educational learning resources.
Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry can allow educational developers to rapidly create realistic virtual environments. This technology has been used to... more
Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry can allow educational developers to rapidly create realistic virtual environments. This technology has been used to generate a range of interactive Virtual Reality (VR) learning environments across a broad spectrum of industries and educational application areas.

This idea is not new; flight simulators have been used for decades to train pilots for both commercial and military aviation. These systems have advanced to a point that they are integral to both the design and the operation of modern aircraft (Mastaglio and Callahan, 1995; Adams et al, 2001). There are a number of lessons that can be learned from the industries that have successfully utilised virtual training and learning systems. Generic rules of thumb regarding the specification, development, application and operation of these learning environments can be garnered from these industrial training systems and examined in an educational context (Tromp and Schofield, 2004; Grunwald and Corsbie-Massay, 2006).

This paper will introduce a virtual learning environment ViRILE (Virtual Reality Interactive Learning Environment) which has been developed by the author. This software is designed for use by undergraduate chemical engineers and simulates the configuration and operation of a polymerisation plant.

During the implementation of this, and other, visual learning environments a number of complex operational problems were encountered, these have required a number of innovative solutions and management procedures to be developed. This paper will also discuss the implementation of this and other similar systems and extrapolate the lessons learnt into general pedagogical guidelines to be considered for the development of VR based educational learning resources.
This project utilised three-dimensional scanning technology in the study of ancient Roman art and archaeology: Roman representations of faces executed in marble. In the cultural heritage sector, three-dimensional (3D) scanning finds its... more
This project utilised three-dimensional scanning technology in the study of ancient Roman art and archaeology: Roman representations of faces executed in marble.

In the cultural heritage sector, three-dimensional (3D) scanning finds its primary application in documenting and reconstructing objects and structures mostly of simple geometry: bones, pottery, architecture or the imprint of whole archaeological sites (Adolf 2011). In forensic science, the face is interesting from investigative and probative perspectives, including both recognition and identification. Biometric methods of facial recognition have been part of a plethora of computer science-based applications used in the verification of identity (Davy et al 2005, Goodwin, Evison and Schofield 2010).

The aim of this initial project is to provide objective relevant measurements of key facial features from the two ancient Roman portrait statue three-dimensional scans, which will allow the delineation of relationships between individual portraits including formal and stylistics aspects. The work described in this paper proposal is truly multidisciplinary, it touches on many fields including : Classical archaeologies (specifically ancient art history in the period of the Roman Empire 31BC – AD400), Forensic Anthropology (specifically physical anthropology and human osteology, Facial Biometrics (specifically uniquely recognising humans based upon their intrinsic physical traits and features) and Computer Science and Statistics (specifically the analysis of large complex multi-dimensional data sets).
Visualisation is becoming increasingly important for understanding information, such as investigative data (for example: computing, medical and crime scene evidence) and analysis (for example: network capability assessment, data file... more
Visualisation is becoming increasingly important for understanding information, such as investigative data (for example: computing, medical and crime scene evidence) and analysis (for example: network capability assessment, data file reconstruction and planning scenarios). Investigative data visualisation is used to reconstruct a scene or item and is used to assist the viewer (who may well be a member of the general public with little or no understanding of the subject matter) to understand what is being presented. Analysis visualisations, on the other hand, are usually developed to review data, information and assess competing scenario hypotheses for those who usually have an understanding of the subject matter.

Visualisation represents information that has been digitally recorded (for example: pictures, video and sound), hand written and/or spoken data, to show what may have, could have, did or is believed to have happened. That is why visualising data is an important development in the analysis and investigation realms, as visualisation explores the accuracies, inconsistencies and discrepancies of the collected data and information.

One of the primary issues of visualisation is that no matter how coherent the data, there will always be conjecture and debate as to how the information is/has-been visualised and, is it presented in an acceptable and meaningful way.

This paper presents a range of examples of where forensic data has been visualised using various techniques and technology, the paper then concludes with a discussion of potential benefits and problems.
Courtroom environments, which have been one of the last bastions of the oral tradition, are slowly morphing into cinematic display environments. The persuasive oral rhetoric of lawyers is increasingly being replaced by compelling visual... more
Courtroom environments, which have been one of the last bastions of the oral tradition, are slowly morphing into cinematic display environments. The persuasive oral rhetoric of lawyers is increasingly being replaced by compelling visual media displays presenting a range of digital evidence in a convincing and credible manner. There are a number of fundamental implications inherent in the shift from oral to visual mediation and a number of facets of this modern evidence presentation technology need to be investigated and analysed. Recently, a number of courtrooms around the world have seen the presentation of forensic evidence within reconstructed virtual environments powered by real-time game engines. At first glance, evidence captured by three-dimensional measurement devices may be seen as potentially useful in many courtroom situations, and the output from them is often treated like any other form of digital evidence regarding its admissibility. However, perhaps this specific form...
Advancements in technology have opened doorways to build new teaching and learning methods. Through conjunctive use of these technologies and methods, a classroom can be enriched to stimulate and improve student learning. The purpose of... more
Advancements in technology have opened doorways to build new teaching and learning methods. Through conjunctive use of these technologies and methods, a classroom can be enriched to stimulate and improve student learning. The purpose of our research is to ascertain whether or not multi-touch technology enhances students' abilities to better comprehend and retain the knowledge taught in physics. At their basis, students learn via visual, aural, reading/writing, and kinesthetic styles. Labs provide for all but the aural style, while lectures lack kinesthetic learning. Pedagogical research indicates that kinesthetic learning is a fundamental, powerful, and ubiquitous learning style [1]. By using multi-touch technology in lecture, not only can we accommodate kinesthetic learners, but we can also enrich the experiences of visual learners. Ushering to this wider array of students will hopefully lead to an increase in meaningful learning.

[1] Wieman, C.E, Perkins, K.K., Adams, W.K., -Oersted Medal Lecture 2007: "Interactive Simulations for teaching physics: What works, what doesn't and why," American Journal of Physics. 76 393-99.
Courtroom environments, which have been one of the last bastions of the oral tradition, are slowly morphing into cinematic display environments. The persuasive oral rhetoric of lawyers is increasingly being replaced by compelling visual... more
Courtroom environments, which have been one of the last bastions of the oral tradition, are slowly morphing into cinematic display environments. The persuasive oral rhetoric of lawyers is increasingly being replaced by compelling visual media displays presenting a range of digital evidence in a convincing and credible manner.

There are a number of fundamental implications inherent in the shift from oral to visual mediation and a number of facets of this modern evidence presentation technology need to be investigated and analysed. Recently, a number of courtrooms around the world have seen the presentation of forensic evidence within reconstructed virtual environments powered by real-time game engines.

At first glance, these graphical reconstructions may be seen as potentially useful in many courtroom situations, and they are often treated like any other form of digital evidence regarding their admissibility. However, perhaps this specific form of digital media warrants special care and attention due to its inherently persuasive nature, and the undue reliance that the viewer may place on the evidence presented through a visualisation medium.

This keynote address will give a range of examples of where evidence has been presented in courtrooms using video games technology (particularly forensic animation and virtual crime scene reconstructions). The address will concludes with a discussion of the potential benefits and problems of implementing this technology in courtroom settings.
Virtual Reality (VR) simulators represent a powerful tool for learning and teaching. The idea is not new. Flight simulators have been used for decades to train pilots. This paper will introduce a virtual learning environment which has... more
Virtual Reality (VR) simulators represent a powerful tool for learning and teaching. The idea is not new. Flight simulators have been used for decades to train pilots. This paper will introduce a virtual learning environment which has been developed by the authors to simulate the configuration and operation of a polymerisation plant. During the implementation of this, and other, visual learning environments a number of complex operational problems have been encountered, these have required a number of innovative solutions and management procedures to be developed. Generic rules of thumb regarding the specification, development, application and operation of these learning environments can be garnered from other industrial training systems and examined in an educational context. This paper will discuss the implementation of these systems and extrapolate the lessons learnt into general guidelines to be considered for the development of VR based educational learning resources.
Virtual Reality (VR) simulators represent a powerful tool for training humans to perform tasks which are otherwise expensive or dangerous to duplicate in the real world. The idea is not new. This technology has been successfully extended... more
Virtual Reality (VR) simulators represent a powerful tool for training humans to perform tasks which are otherwise expensive or dangerous to duplicate in the real world. The idea is not new. This technology has been successfully extended and utilised in the mining industry in a range of applications (There are a number of lessons that can be learned from other industries that have effectively utilised virtual technology for a number of years. A number of organisational knowledge models have been used in their creation such as the SECI model (Socialisation, Externalisation, Combination and Internalisation) developed by Nonaka et al. who have extensively published on its use (Nonaka et al 1998; Nonaka et al 2000). However, recently an increasing number of authors have raised issues with these theories, many reporting that the empirical basis of the models are unsatisfactory and thus that the models themselves are flawed.
ABSTRACT: Historically, static images such as diagrams and charts have been used to explain complex information associated with the mining industry. We now live in a digital culture that is dominated with images whose value may be... more
ABSTRACT: Historically, static images such as diagrams and charts have been used to explain complex information associated with the mining industry. We now live in a digital culture that is dominated with images whose value may be simultaneously over-determined and indeterminate, whose layers of significance can only be teased apart with difficulty.

Computer graphics and simulation technology advances rapidly and the media literate public, who watch computer generated movies and play real-time simulated games in virtual worlds expect to see this technology used in their workplace. This paper will review the evolution of the visualisation systems and virtual training simulators used in the mining industry, focusing on some of the latest technology and examples available as applied to mine evacuation simulations and to the analysis of complex geometric and time domain information to identify hazards within mining operations.
This paper has been written collaboratively by members of the International Mining VR Group. It is the first of a series of papers. Mining in the 21st century is a high technology industry that strives to reduce risk and improve safety... more
This paper has been written collaboratively by members of the International Mining VR Group. It is the first of a series of papers.

Mining in the 21st century is a high technology industry that strives to reduce risk and improve safety through the use of improved processes and procedures. This risk reduction process is aligned with the innovative use of technologies often developed for other industries. Computer-based visualisation systems and their content are such innovative technologies, in particular the use of virtual environment systems and mixed reality. A primary objective of developing virtual environment systems and the mixed reality content displayed in them for the mining industry is to allow mine workers and operators to practice mine processes and demonstrate competency in tasks that will be encountered in day-to-day mining operations at mine sites. It is anticipated that providing easy access to virtual environment systems will facilitate the avoidance of high-risk situations through improved knowledge, skills, understanding and decision making. Via virtual environment systems mine workers will also be able to practice infrequent or emergency events and maintain preparedness for such events. Day-to-day mining practices can also be evaluated. The rapid pace of technology innovation and the decreasing cost of simulation hardware and software present a plethora of technology to the uninitiated. This can be confusing. In this paper taxonomy is presented that classifies hardware, what it can display and also content that can be included or displayed on the various computer-based visualisation systems. The taxonomy provides insight into where technology can and may be implemented in the future as virtual environments are a dynamic and evolving technology. The taxonomy should also assist in the decision making process when scoping or selecting technology for a particular purpose.
Three-dimensional (3D) reconstructions of evidence offer great potential in the field of forensic science. They can help in the presentation of complex spatial and temporal data to a non-technical audience. In addition to these 3D... more
Three-dimensional (3D) reconstructions of evidence offer great potential in the field of forensic science. They can help in the presentation of complex spatial and temporal data to a non-technical audience. In addition to these 3D technologies, the digital age has brought a plethora of new evidence forms, evidence detection methods, and means of evidence presentation. This position paper describes the previous use of 3D reconstruction evidence in courtrooms. It then outlines the forensic process in terms of tasks and phases involved, and describes the state of the art in terms of digital technology usage. The paper then presents a taxonomy of these phases in terms of a technology continuum. It goes on to highlight areas where new applications of 3D digital technologies could be used to enhance particular phases of the forensic process. This paper does not deal with security issues relevant to the devices discussed.

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Chromosthetic Painting Interactions: Working with Synesthesia and Interactivity
Implementing Multi-Touch Technologies to Improve Physics Education
Can Multi-Touch Technology Change How we Learn Physics ?
Don’t Panic: Emergency Evacuation Simulation
Interactive Evidence: Virtual Reality Simulations in the Courtroom
Poster Presentations by Britain’s Younger Scientists, Engineers and Technologists
Surface mine planning involves the results of algorithmic numerical calculations being used by engineers to make informed decisions relating to the design. The Department of Mining Engineering at the Unversity of Nottingham has in the... more
Surface mine planning involves the results of algorithmic numerical calculations being used by engineers to make informed decisions relating to the design. The Department of Mining Engineering at the Unversity of Nottingham has in the past been involved in developing modular algorithmic packages. The emphasis of the computer research has now altered. Smaller specialised systems are now being developed to cover individual aspects of the design process. Artificial intelligence techniques are being introduced into the mining environment to solve the planning problems often associated with the large amounts of uncertain information needed by the engineer. This thesis is concerned with the development of MINDER, a decision support system capable of assisting the mine planner in the complex task of optimum surface mining equipment selection. An expert system shell has been used to create a series of individual application modules, each containing a multi-level knowledge base structure. An information handling system has been developed which is capable of storing consultation information and transfering it between knowledge bases and between application modules. Once an effective method of information handling had been achieved the flow of control between the system knowledge bases was rapid and followed complex inferencing routes.

Most of the commercially available packages mathematically model a deposit, calculate volumes and simulate operations. One of the aims of the MINDER system was to integrate with other software, for example MINDER is capable of reading volumetric and material information from Surpac mine planning software.

Geological data and manufacturer’s equipment specifications are stored in DbaseIV databases. The expert system is capable of writing macros based on the consultation and performing complex relation operations involved in the elimination and ranking of equipment. In a similar manner macros are written to control the simulation package GPSS which used to simulate operations using the selected equipment. A range of ‘in-house’ Pascal software is used for numerical calculations and matrix manipulation, an example of this is the fuzzy logic software used to handle uncertain information.

Another aspect of the project is an investigation into the use of machine learning techniques in the field of equipment selection. Knowledge induction software has been used to induce new rules and check those produced in the MINDER system. Various experiments have been carried out using neural network software to produce equipment selection models. Training data taken from the mining industry was used on both these systems and the results were tested against MINDER consultation results.
Court environments, which have been one of the last bastions of the oral tradition, are slowly transforming into cinematic display environments. The persuasive oral rhetoric of lawyers is increasingly being replaced by compelling visual... more
Court environments, which have been one of the last bastions of the oral tradition, are slowly transforming into cinematic display environments. The persuasive oral rhetoric of lawyers is increasingly being replaced by compelling visual media displays presenting a range of digital evidence in a convincing and credible manner. Advances in media formats and devices have made available new mechanisms for presenting evidence in court. Digital visual evidence presentation systems (including digital displays, computer-generated graphical presentations, animated graphics and immersive virtual environment technology) have already been used in many jurisdictions. There are a number of fundamental implications inherent in the shift from oral to visual mediation, and a number of facets of this modern evidence presentation technology need to be investigated and analysed. At first glance, these computer-generated graphical reconstructions may be seen as potentially useful in any court, and they ...
This paper discusses an example of global media production in an educational context that is also a model for online intercultural exchange. We investigate the process of an international, research-led film production project between two... more
This paper discusses an example of global media production in an educational context that is also a model for online intercultural exchange. We investigate the process of an international, research-led film production project between two universities, RMIT University, Melbourne Australia and the State University of New York, Oswego campus, USA (SUNY Oswego). The aim of this paper is to investigate how teams that are geographically, academically and culturally diverse may engage in a process of research-led learning. We discuss important issues in the emerging field of online collaboration, as they relate to practice and pedagogy in both higher education and industry. We offer some basic guidelines for methods and practice in global online collaboration. We conclude that hybrid techniques which blend virtual and “real” or face-to-face classroom techniques may be most useful in producing exciting screen research and production outputs.
Research Interests:
Courtroom environments, which have been one of the last bastions of the oral tradition, are slowly morphing into cinematic display environments [1]. The persuasive oral rhetoric of lawyers is increasingly being replaced by compelling... more
Courtroom environments, which have been one of the last bastions of the oral tradition, are slowly morphing into cinematic display environments [1]. The persuasive oral rhetoric of lawyers is increasingly being replaced by compelling visual media displays presenting a range of digital evidence in a convincing and credible manner [2,3].There are a number of fundamental implications inherent in the shift
Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry can allow educational developers to rapidly create realistic three-dimensional, virtual environments. This technology... more
Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry can allow educational developers to rapidly create realistic three-dimensional, virtual environments. This technology has been used to generate a range of interactive learning environments across a broad spectrum of industries. The paper will discuss the implementation of these systems and extrapolate the lessons learnt into general guidelines to be considered for the development of a range of educational learning resources. These guidelines will then be discussed in the context of the development of ViRILE (Virtual Reality Interactive Learning Environment), software which simulates the configuration and operation of a polymerisation plant. This software package has been developed for use by undergraduate chemical engineers at the University of Nottingham.
This paper discusses an example of global media production in an educational context that is also a model for online intercultural exchange. We investigate the process of an international, research-led film production project between two... more
This paper discusses an example of global media production in an educational context that is also a model for online intercultural exchange. We investigate the process of an international, research-led film production project between two universities, RMIT University, Melbourne Australia and the State University of New York, Oswego campus, USA (SUNY Oswego). The aim of this paper is to investigate how teams that are geographically, academically and culturally diverse may engage in a process of research-led learning. We discuss important issues in the emerging field of online collaboration, as they relate to practice and pedagogy in both higher education and industry. We offer some basic guidelines for methods and practice in global online collaboration. We conclude that hybrid techniques which blend virtual and "real" or face-to-face classroom techniques may be most useful in producing exciting screen research and production outputs.
Advanced 3D virtual environment technology, similar to that used by the film and computer games industry can allow educational developers to rapidly create realistic 3D, virtual environments. This technology has been used to generate a... more
Advanced 3D virtual environment technology, similar to that used by the film and computer games industry can allow educational developers to rapidly create realistic 3D, virtual environments. This technology has been used to generate a range of interactive learning environments across a broad spectrum of industries and educational application areas. Virtual Reality (VR) simulators represent a powerful tool for learning and teaching. The idea is not new. Flight simulators have been used for decades to train pilots for both commercial and military aviation. These systems have advanced to a point that they are integral to both the design and the operation of modern aircraft [1, 2]. There are a number of lessons that can be learned from other industries that have successfully utilised virtual training and learning systems for a number of years. Generic rules of thumb regarding the specification, development, application and operation of these learning environments can be garnered from o...
Advanced three-dimensional (3D) virtual reality (VR) technology similar to that used by the film and computer game industries can allow educational developers to rapidly create realistic online virtual environments. This technology has... more
Advanced three-dimensional (3D) virtual reality (VR) technology similar to that used by the film and computer game industries can allow educational developers to rapidly create realistic online virtual environments. This technology has been used to generate a range of online VR-based learning environments across a broad spectrum of industries and educational application areas. This idea is not new; flight simulators have been used for decades to train pilots for both commercial and military aviation. There are a number of lessons that can be learned from the industries that have successfully utilized virtual training and learning systems. Generic rules of thumb regarding the specification, development, application, and operation of these learning environments can be garnered from these industrial training systems and examined in an educational context. In this paper, an online VR-based system developed by the author, ViRILE (Virtual Reality Interactive Learning Environment), is intr...
Visualisation is becoming increasingly important for understanding information, such as investigative data (for example: computing, medical and crime scene evidence) and analysis (for example: network capability assessment, data file... more
Visualisation is becoming increasingly important for understanding information, such as investigative data (for example: computing, medical and crime scene evidence) and analysis (for example: network capability assessment, data file reconstruction and planning scenarios). Investigative data visualisation is used to reconstruct a scene or item and is used to assist the viewer (who may well be a member of the general public with little or no understanding of the subject matter) to understand what is being presented. Analysis visualisations, on the other hand, are usually developed to review data, information and assess competing scenario hypotheses for those who usually have an understanding of the subject matter.   Visualisation represents information that has been digitally recorded (for example: pictures, video and sound), hand written and/or spoken data, to show what may have, could have, did happen or is believed to have happened. That is why visualising data is an important de...
1. Introduction Inevitably the future will be increasingly digital. The continuing digital revolution has had an enormous impact on the way forensic evidence is collected, analysed and interpreted and has even led to the defining of new... more
1. Introduction Inevitably the future will be increasingly digital. The continuing digital revolution has had an enormous impact on the way forensic evidence is collected, analysed and interpreted and has even led to the defining of new types of digital evidence (for example, digital imagery and video, hard drives and digital storage devices). Much of this digital media will end up needing to be admitted into courtrooms as evidence. In most jurisdictions around the world technology can be slow to become legally accepted. It is fair to say that, in general, legislation for the admissibility of digital media usually lags behind the technological development (Schofield and Goodwin, 2007). In a modern courtroom, the presentation of forensic evidence by an expert witness can bring about the need for arduous descriptions by lawyers and experts to get across the specifics of complicated scientific, spatial and temporal data. These technological advances have also meant that experts have ha...
In paper Dr Damian Schofield describes research undertaken to assess the effect of computer generated imagery technology on jurors, and describes some of the issues raised by the results. The paper concludes with a discussion of the... more
In paper Dr Damian Schofield describes research undertaken to assess the effect of computer generated imagery technology on jurors, and describes some of the issues raised by the results. The paper concludes with a discussion of the potential benefits and problems of implementing this technology in court settings. Index words: graphical technology; computer-generated evidence; presenting evidence; legal proceedings; advantages; prejudicial effect
Virtual reality technology is argued to be suitable to the simulation study of mass evacuation behavior, because of the practical and ethical constraints in researching this field. This article describes three studies in which a new... more
Virtual reality technology is argued to be suitable to the simulation study of mass evacuation behavior, because of the practical and ethical constraints in researching this field. This article describes three studies in which a new virtual reality paradigm was used, in which participants had to escape from a burning underground rail station. Study 1 was carried out in an immersion laboratory and demonstrated that collective identification in the crowd was enhanced by the (shared) threat embodied in emergency itself. In Study 2, high-identification participants were more helpful and pushed less than did low-identification participants. In Study 3, identification and group size were experimentally manipulated, and similar results were obtained. These results support a hypothesis according to which (emergent) collective identity motivates solidarity with strangers. It is concluded that the virtual reality technology developed here represents a promising start, although more can be done to embed it in a traditional psychology laboratory setting.
This study investigates the classroom integration of an innovative technology, augmented reality. Although the process of adding new technologies into a classroom setting can be daunting, the concept of augmented reality has demonstrated... more
This study investigates the classroom integration of an innovative technology, augmented reality. Although the process of adding new technologies into a classroom setting can be daunting, the concept of augmented reality has demonstrated the ability to educate students and to assist with their comprehension of a procedural task. One half of the students of a sixth grade class were ex-posed to augmented reality technology when they were assigned the procedural task of building Lego™ robots. As a control group, the other half of the class learned how to construct their ro-bots using only the static paper manual that was provided by the manufacturer of the robot kit. The students who experienced the augmented reality technology did so by interacting with an animated version of the same static manual where they observed video tutorials that were overlaid onto the static manual to provide an augmented representation of each step. This technology solu-tion was developed using the Aurasma™...
Forensic facial reconstruction is a means for producing a facial surface from the skull. There are several technical approaches that can be applied, which include computerised and plastic sculptural methods. Whether the reconstruction is... more
Forensic facial reconstruction is a means for producing a facial surface from the skull. There are several technical approaches that can be applied, which include computerised and plastic sculptural methods. Whether the reconstruction is attempted in virtual or actual reality, the facial surface is projected by one of two principal means: by reconstruction of the craniofacial anatomy or by mathematical extrapolation of the face surface from that of the skull. More recently, it has been possible via a combination of the two. In this chapter, the history of facial reconstruction from the skull will be briefly introduced and the principal methods described. Both plastic and computational approaches will be summarised. The utility of forensic facial reconstruction will be discussed with reference to the investigation of cases of missing persons, and to current controversies in research and practice, relating to the precision and efficacy of the technique.
Research Interests:
ABSTRACT
... Titre du document / Document title. ROLE OF VIRTUAL REALITY IN SAFETY TRAINING OF MINE PERSONNEL. Auteur(s) / Author(s). DENBY B. ; SCHOFIELD D. ; Revue / Journal Title. Miningengineering ISSN 0026-5187 CODEN MIENAB Source / Source.... more
... Titre du document / Document title. ROLE OF VIRTUAL REALITY IN SAFETY TRAINING OF MINE PERSONNEL. Auteur(s) / Author(s). DENBY B. ; SCHOFIELD D. ; Revue / Journal Title. Miningengineering ISSN 0026-5187 CODEN MIENAB Source / Source. 1999, vol. ...
Page 202. FORENSIC FACIAL RECONSTRUCTION USING COMPUTER MODELING SOFTWARE Stephanie L. Davy Research Centre for Human Identification, School of Medicine, University of Sheffield, Beech HillRd, Sheffield ...
This study investigates the classroom integration of an innovative technology, augmented reality. Although the process of adding new technologies into a classroom setting can be daunting, the concept of augmented reality has demonstrated... more
This study investigates the classroom integration of an innovative technology, augmented reality. Although the process of adding new technologies into a classroom setting can be daunting, the concept of augmented reality has demonstrated the ability to educate students and to assist with their comprehension of a procedural task. One half of the students of a sixth grade class were exposed to augmented reality technology when they were assigned the procedural task of building Lego™ robots. As a control group, the other half of the class learned how to construct their robots using only the static paper manual that was provided by the manufacturer of the robot kit. The students who experienced the augmented reality technology did so by interacting with an animated version of the same static manual where they observed video tutorials that were overlaid onto the static manual to provide an augmented representation of each step. This technology solution was developed using the Aurasma™ augmented reality application which ran on Apple iPads™. Results have indicated that the students who used the animated manual to learn the procedural task showcased significantly higher comprehension scores when compared to those who only used the static manual. Our findings support the claims that the integration of augmented reality into a classroom setting may be beneficial to student learning.
The continuing digital revolution influences the way evidence is collected, analysed, interpreted and managed. Technology development has even led to the defining of new types of digital evidence (for example, the computer digital imagery... more
The continuing digital revolution influences the way evidence is collected, analysed, interpreted and managed. Technology development has even led to the defining of new types of digital evidence (for example, the computer digital imagery and video, hard drives and digital storage devices which are discussed elsewhere in this text). Advances in media formats and devices have also made available new mechanisms for presenting evidence in court. Digital visual evidence presentation systems (including digital displays, computer-generated graphical presentations and three-dimension simulations) have already been used in many jurisdictions. These visual tools can be used to present evidence and illustrate hypotheses based on scientific data, or they may be used to depict the perception of a witness, and to illustrate what may have occurred (seen from a specific viewpoint) during a particular incident. Digital reconstruction technology may also be applied in a court to explore and illustrate ‘what if’ scenarios and questions, testing competing hypotheses and possibly exposing any inconsistencies and discrepancies within the evidence. It is important to realise that the use of such computer-generated presentations in a court is only the current manifestation of the illustration of evidence and visualisation in a long history of evidential graphics used in litigation. However, computer animations and interactive virtual simulations are unparalleled in their capabilities for presenting complex evidence1. The use of such enabling visualisation technology can affect the manner in which evidence is assimilated and correlated by the viewer. In many instances, visual media can potentially help make the evidence more relevant and easier to understand2; in other cases, it may be seen to be unfairly prejudicing a jury. At first glance, these graphical reconstructions may be seen as potentially useful in any court, and they are often treated like any other form of digital evidence regarding their admissibility. However, perhaps this specific form of digital media warrants special care and attention due to its inherently persuasive nature, and the undue reliance that the viewer may place on the evidence presented through a visualisation medium; this is often referred to as the ‘seeing is believing’ tendency. As courts begin to use multimedia and cinematic displays, this has profound implications for the legal processes taking place with the use of such technology. It must be questioned whether the decisions made in courts when using such technology are affected by the manner in which the evidence is presented. At the time of writing, there is no definitive answer to this important question.
ABSTRACT Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry can allow educational developers to rapidly create realistic online virtual environments. This technology has... more
ABSTRACT Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry can allow educational developers to rapidly create realistic online virtual environments. This technology has been used to generate a range of interactive Virtual Reality (VR) learning environments across a broad spectrum of industries and educational application areas. This idea is not new; flight simulators have been used for decades to train pilots for both commercial and military aviation. These systems have advanced to a point that they are integral to both the design and the operation of modern aircraft (Mastaglio and Callahan, 1995; Adams et al, 2001). There are a number of lessons that can be learned from the industries that have successfully utilised virtual training and learning systems. Generic rules of thumb regarding the specification, development, application and operation of these learning environments can be garnered from these industrial training systems and examined in an educational context (Schofield et al 2004; Tromp and Schofield, 2004; Grunwald and Corsbie-Massay, 2006). This paper will introduce an online virtual learning environment ViRILE (Virtual Reality Interactive Learning Environment) which has been developed by the author. This software is designed for use by undergraduate chemical engineers and simulates the configuration and operation of a polymerisation plant. During the implementation of this, and other, visual learning environments a number of complex operational problems were encountered, these have required a number of innovative solutions and management procedures to be developed. This paper will also discuss the implementation of this and other similar systems and extrapolate the lessons learnt into general pedagogical guidelines to be considered for the development of VR based online educational learning resources.
ABSTRACT
Visualisation is becoming increasingly important for understanding information, such as investigative data (for example: computing, medical and crime scene evidence) and analysis (for example: network capability assessment, data file... more
Visualisation is becoming increasingly important for understanding information, such as investigative data (for example: computing, medical and crime scene evidence) and analysis (for example: network capability assessment, data file reconstruction and planning scenarios). Investigative data visualisation is used to reconstruct a scene or item and is used to assist the viewer (who may well be a member of the general public with little or no understanding of the subject matter) to understand what is being presented. Analysis visualisations, on the other hand, are usually developed to review data, information and assess competing scenario hypotheses for those who usually have an understanding of the subject matter. Visualisation represents information that has been digitally recorded (for example: pictures, video and sound), hand written and/or spoken data, to show what may have, could have, did happen or is believed to have happened. That is why visualising data is an important devel...
Research Interests:
Grade estimation is one of the most complicated aspects in mining. It also happens to be one of the most important. The complexity of grade estimation originates from scientific uncertainty, common to similar engineering problems, and the... more
Grade estimation is one of the most complicated aspects in mining. It also happens to be one of the most important. The complexity of grade estimation originates from scientific uncertainty, common to similar engineering problems, and the necessity for human intervention. The combination of scientific uncer- tainty and human judgement is common to all grade estimation procedures regardless of the chosen method- ology.The GEMNET II system described in this paper was developed to provide a flexible but complete alter- native method to existing grade estimation techniques, which takes into consideration the theory behind ore deposit formation while minimising the dependence on certain assumptions.
... If a long time was taken for a response, then the subject could be considered to be 'hesitating'. A quick answer could be taken as a 'decisive' response (Lester et al., 2006). ... Personality and... more
... If a long time was taken for a response, then the subject could be considered to be 'hesitating'. A quick answer could be taken as a 'decisive' response (Lester et al., 2006). ... Personality and Individual Differences, 26(1) 129-140. D'Cruz, M. (2001). ...

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