ORCID Profile
0000-0001-7354-260X
Current Organisation
Deakin University
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Virtual Reality and Related Simulation | Information Systems | Computer-Human Interaction | Aged Health Care |
Expanding Knowledge in Education | Education and Training Systems not elsewhere classified | Ageing and Older People | Information and Communication Services not elsewhere classified
Publisher: ACM Press
Date: 2016
Publisher: Association for Computing Machinery (ACM)
Date: 25-04-2022
Abstract: As the creators, designers, coders, testers, users, and occasional abusers of all software systems-including cyber security systems - humans should be at the centre of all design and development efforts. Despite this, most software engineering and cyber security research and practices tend to be function, data, or process oriented. In contrast, human-centric software engineering focuses on the human-centric issues critical to successful software systems' engineering. The aim of the International Workshop on Human Centric Software Engineering & Cyber Security (HCSE& CS) was to provide a venue for sharing research ideas and outcomes on enhanced theory, models, tools, and capability for next-generation human-centric software engineering and cyber security. The Second HCSE& CS Workshop was held on 15 November 2021 in conjunction with ASE 2021, the 36th IEEE/ACM International Conference on Automated Software Engineering. It was originally intended to be held in Melbourne, Australia but was instead held virtually due to the COVID-19 pandemic. This post-workshop report provides an overview of the aims and motivation of the workshop as well as a summary of the presentations and discussions that took place during the workshop.
Publisher: ACM
Date: 06-05-2021
Publisher: IGI Global
Date: 31-01-2021
Abstract: Due to the recent COVID-19 pandemic, there has been a renewed interest in expanding the capabilities of remote collaboration tools. Studies show the importance of noticing peripheral cues, pointing to or manipulating real-world objects in face-to-face meetings. This case study investigated the opportunities of combining traditional video conferencing with a multi-user VR platform to enable the interactive collaborative design of a VR training experience between multiple stakeholders working from their homes. In this article, the authors reflect on the experience and contribute a fully online and immersive collaborative design workflow for future VR development projects. The authors believe this workflow is of benefit for remote collaboration in general, but particularly in severely restricted environments when face-to-face meetings are impossible.
Publisher: Informa UK Limited
Date: 09-2022
DOI: 10.2147/PPA.S380780
Publisher: Informa UK Limited
Date: 02-10-2021
Publisher: IEEE
Date: 12-2018
Publisher: IEEE
Date: 12-2022
Publisher: ACM
Date: 19-04-2023
Publisher: ACM
Date: 27-04-2022
Publisher: ACM
Date: 02-12-2020
Publisher: IEEE
Date: 09-2008
Publisher: IEEE
Date: 10-2022
Publisher: IEEE
Date: 10-2010
Publisher: ACM
Date: 02-05-2019
Publisher: ACM
Date: 25-04-2020
Publisher: IEEE
Date: 12-2013
Publisher: ACM
Date: 02-05-2017
Publisher: SCITEPRESS - Science and Technology Publications
Date: 2017
Publisher: Springer New York
Date: 2011
Publisher: ACM
Date: 19-04-2023
Publisher: IEEE
Date: 10-2013
Publisher: ACM
Date: 15-10-2021
Publisher: IEEE
Date: 09-2009
DOI: 10.1109/ISWC.2009.17
Publisher: Institute of Electrical and Electronics Engineers (IEEE)
Date: 2018
Publisher: IEEE
Date: 03-2022
Publisher: ACM
Date: 20-10-2016
Publisher: IEEE
Date: 10-2013
Publisher: ACM
Date: 30-05-2018
Publisher: Informa UK Limited
Date: 02-01-2018
Publisher: ACM
Date: 13-06-2022
Publisher: ACM
Date: 08-05-2021
Publisher: ACM
Date: 07-12-2015
Publisher: IEEE
Date: 05-2021
Publisher: MDPI AG
Date: 29-11-2021
DOI: 10.3390/MTI5120075
Abstract: Usability is a principal aspect of the system development process to improve and augment system facilities and meet users’ needs and necessities in all domains. It is no exception for cultural heritage. Usability problems of the interactive technology practice in cultural heritage museums should be recognized thoroughly from the viewpoints of experts and users. This paper reports on a two-phase empirical study to identify the usability problems in audio guides and websites of cultural heritage museums in Vietnam, as a developing country, and Australia, as a developed country. In phase one, five-user experience experts identified usability problems using the set of usability heuristics, and proposed suggestions to mitigate these issues. Ten usability heuristics identified a total of 176 problems for audio guides and websites. In phase two, we conducted field usability surveys to collect the real users’ opinions to detect the usability issues and examine the negative-ranked usability. The outstanding issues for audio guides and websites were pointed out. Identification of relevant usability issues and users’ and experts’ suggestions for these technologies should be given immediate attention to helping organizations and interactive service providers improve technologies’ adoptions. The paper’s findings are reliable inputs for our future study about the preeminent UX framework for interactive technology in the CH domain.
Publisher: IEEE
Date: 11-2021
Publisher: Springer International Publishing
Date: 2017
Publisher: Association for Computing Machinery (ACM)
Date: 30-09-2020
DOI: 10.1145/3383305
Abstract: Wearable technologies offer potential in supporting assessment of lower limb movements in video consultations, which otherwise are challenging to assess. Yet there remains a limited understanding of how such technologies can be used to improve video consultations in a hospital setting and how they contribute to the clinician-patient interactions over a distance. In this article, we report on the findings of the field evaluation of a wearable technology— SoPhy. SoPhy consists of a pair of sensor embedded socks that capture the lower limb movements of a patient and a web-interface to visualise these movements for the remote physiotherapist. Our study demonstrates that SoPhy helped the physiotherapist in identifying the subtle differences in patients’ movements across all six phases of a consultation. SoPhy increased the confidence of the physiotherapist and guided more accurate assessment of the patients. SoPhy visualisation enhanced the overall clinician-patient communication and offered a better understanding of the therapy goals to the patients. Using the characteristics of the visualisations, patients were able to plan specific goals. We discuss how SoPhy helped in addressing challenges in video consultations experienced by a physiotherapist, and beyond that, how it enabled collective reflection between therapist and patient.
Publisher: Springer Science and Business Media LLC
Date: 29-07-2013
Publisher: ACM
Date: 02-05-2017
Publisher: Association for Computing Machinery (ACM)
Date: 30-09-2020
DOI: 10.1145/3383305
Abstract: Wearable technologies offer potential in supporting assessment of lower limb movements in video consultations, which otherwise are challenging to assess. Yet there remains a limited understanding of how such technologies can be used to improve video consultations in a hospital setting and how they contribute to the clinician-patient interactions over a distance. In this article, we report on the findings of the field evaluation of a wearable technology— SoPhy. SoPhy consists of a pair of sensor embedded socks that capture the lower limb movements of a patient and a web-interface to visualise these movements for the remote physiotherapist. Our study demonstrates that SoPhy helped the physiotherapist in identifying the subtle differences in patients’ movements across all six phases of a consultation. SoPhy increased the confidence of the physiotherapist and guided more accurate assessment of the patients. SoPhy visualisation enhanced the overall clinician-patient communication and offered a better understanding of the therapy goals to the patients. Using the characteristics of the visualisations, patients were able to plan specific goals. We discuss how SoPhy helped in addressing challenges in video consultations experienced by a physiotherapist, and beyond that, how it enabled collective reflection between therapist and patient.
Publisher: IEEE
Date: 12-2020
Publisher: Springer Singapore
Date: 2019
Publisher: Association for Computing Machinery (ACM)
Date: 05-01-2020
DOI: 10.1145/3434176
Abstract: Social virtual reality (social VR) is an emerging technology that has the potential to support unique social experiences for groups of older adults. In this paper we explore the use of social VR to support group reminiscence, an activity that has been shown to have a positive impact on the lives of older adults. We developed School Days, a bespoke social VR application that enables groups of geographically dispersed older adults to meet in a virtual environment to reminisce about their school experiences. We conducted a user study over the course of 5 months with 16 participants aged 70--81 to evaluate how School Days supported reminiscence. In this paper, we focus on how the use of reminiscence scaffolding features in School Days impacted on the older adults' ability to participate more fully in the reminiscence activities. Our results illustrate the value of social VR for connecting older adults over distance, and contribute new knowledge of how virtual environments can be designed to scaffold reminiscence how techniques such as 3D conversation starters and in idual artefacts can be used to scaffold reminiscence and how pre-recorded holographic stories (Avacasts) can be used to introduce new perspectives and prompt self-reflection. We contribute five design reflections aimed at guiding the design of future reminiscence tools in social VR.
Publisher: ACM
Date: 08-05-2021
Publisher: ACM
Date: 27-12-2022
Publisher: ACM
Date: 04-06-2016
Publisher: MIT Press - Journals
Date: 2017
DOI: 10.1162/PRES_A_00307
Abstract: Virtual and augmented reality technologies are increasingly utilized by public-facing galleries, libraries, archives, and museums (GLAM) institutions to convey both heritage and contemporary stories, information, and experiences. However, within these media, the visitors are often overwhelmed by the virtual environment, resulting in the cultural heritage content being pushed to the background. In this article, we present the alternating reality (AltR) narrative that supports the communication of cultural heritage as an interweaving experience that alternates between real and virtual environments. AltR allows both the cultural heritage content and digital technology to play an equal role in augmenting, highlighting, or explicating each other and conveying a shared narrative to the visitors of GLAM institutions. We introduce the AltR experience through an exhibition highlighting the physical replica and contemporary reimagining of one of Walter and Marion Griffin’s buildings. We conducted a study of the AltR experience during the exhibition using a low-cost virtual reality cardboard viewer that lends itself to an intuitive transition between the two environments. The findings showed that the interweaving experiences between the physical replica of cultural heritage and its virtual reimagining allows the visitors to draw the connection between the two sources of information. The narrative is created and controlled by the visitors, leading to an enjoyable experience. Finally, we reflect on the design implications of an AltR narrative for cultural heritage applications derived from the findings of the study.
Publisher: IEEE
Date: 10-2021
Publisher: Springer Science and Business Media LLC
Date: 24-02-2018
Publisher: IEEE
Date: 11-2012
Publisher: Wiley
Date: 19-07-2018
DOI: 10.1111/AJAG.12572
Abstract: There are growing concerns that social isolation presents risks to older people's health and well-being. Thus, the objective of the review was to explore how technology is currently being utilised to combat social isolation and increase social participation, hence improving social outcomes for older people. A systematic review of the literature was conducted across the social science and human-computer interaction databases. A total of 36 papers met the inclusion criteria and were analysed using a four-step process. Findings were threefold, suggesting that: (i) technologies principally utilised social network services and touch-screen technologies (ii) social outcomes are often ill-defined or not defined at all and (iii) methodologies used to evaluate interventions were often limited and small-scale. Results suggest a need for studies that examine new and innovative forms of technology, evaluated with rigorous methodologies, and drawing on clear definitions about how these technologies address social isolation articipation.
Publisher: ACM
Date: 18-06-2019
Publisher: Informa UK Limited
Date: 03-07-2020
Publisher: Association for Computing Machinery (ACM)
Date: 07-11-2019
DOI: 10.1145/3359251
Abstract: A growing body of research is examining the way that virtual reality (VR) technology might enrich the lives of older adults. However, no studies have yet examined how this technology---combining head mounted displays, motion tracking, avatars, and virtual environments---might contribute to older adult wellbeing by facilitating greater social participation (social VR). To address this gap, we conducted three workshops in which 25 older adults aged 70 to 81 explored the utility of social VR as a medium for communicating with other older adults. Participants first created embodied avatars that were controlled through natural gestures, and subsequently used these avatars in two high-fidelity social VR prototypes. Findings from the workshops provide insight into older adults' design motivations when creating embodied avatars for social VR their acceptance of social VR as a communication tool and their views on how social VR might play a beneficial role in their lives. Outcomes from the workshops also illustrate the critical importance our participants placed onbehavioural anthropomorphism ---the embodied avatars' ability to speak, move, and act in a human-like manner--- alongsidetranslational factors, which encapsulate issues relating to the way physical movements are mapped to the embodied avatar and the way in which errors in these mappings may invoke ageing stereotypes. Findings demonstrate the critical role that these characteristics might play in the success of future social VR applications targeting older users. We translate our findings into a set of design considerations for developing social VR systems for older adults, and we reflect on how our participants' experiences can inform future research on social virtual reality.
Publisher: IEEE
Date: 10-2009
Publisher: ACM
Date: 19-04-2023
Publisher: IEEE
Date: 11-2021
Publisher: IEEE
Date: 03-2015
Start Date: 2016
End Date: 2019
Funder: University of Melbourne
View Funded ActivityStart Date: 2020
End Date: 2023
Funder: Australian Research Council
View Funded ActivityStart Date: 2016
End Date: 2018
Funder: Australian Research Council
View Funded ActivityStart Date: 05-2016
End Date: 12-2019
Amount: $340,000.00
Funder: Australian Research Council
View Funded ActivityStart Date: 01-2020
End Date: 01-2023
Amount: $421,979.00
Funder: Australian Research Council
View Funded Activity