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Senior Research and Innovation Web Content Officer
Flint, T. & Hood, B. (in press). Eidolon360 – a VR Experience. In Proceedings of BHCI 2017ISBN Tbc
Flint, T. & Dylan, T. H. (in press). Aide Memoire. In Proceedings of BHCI 2017ISBN Tbc
Egan, C., Benyon, D. & Thompson, R. (in press). Permaculture as a foundation for sustainable interaction design and UX. In Proceedings of British HCI 2017ISBN tbc
The main objective of this work is to gain an understanding of the relationships between UX and permaculture. This will deliver insights as to how digital media development ca...
Do-It-Yourself networking refers to a conceptual approach to the use of low-cost hardware and wireless technology in deploying local communication networks that can operate independently from the Inte...
The Scottish Informatics & Computer Science Alliance
Research exchange with the Bielefeld Dialogue Systems group
Carnegie Trust for the Universities of Scotland
The Internet of Things (IoT), a network of physical objects that can communicate, sense and act in the world, is rapidly expanding and is expected to account for nine billion of inter-connected device...
16 February 2017
11 May 2016
11 May 2016
This years post-graduate research conference will be held Wednesday (11th of May) on H-floor.
Presentations and the keynote will be in H5, the poster session, breaks an...
24 November 2017
Principal Research Fellow
Flint, T. (in press). Appropriating Affordances. Three Practice Based Explorations. In Proceedings of BHCI 2017ISBN tbc
Affordance and Appropriation are related. An effective way of examining these phenomena is through practice. This paper discusses practice based exploration of affordance in t...
Aldhous, J., Hetherington, R. & Turner, P. (in press). The Digital Rubber Hand Illusion. In Proceedings of British HCI 2017 – Digital Make-BelieveISBN n/a
The rubber hand illusion (RHI) is a body ownership illusion whereby congruently stroking a fake rubber hand and a subject's hidden hand while observing the rubber hand produce...
Benyon, D. & Resmini, A. (in press). User Experience in Cross-channel Ecosystems. In Proceedings of the British HCI Conference 2017ISBN tbc
Recent developments in information and communication technologies have left interaction design and human-computer interaction (HCI) with something of a conceptual gap. The dis...
Benyon, D. & Egan, C. (in press). Sustainable HCI: Blending permaculture and user-experience. In Proceedings of the DIS 2017 conferenceISBN tbc
For approximately 10 years the SIGCHI Sustainable HCI (sHCI) and Sustainable Interaction Design (SID) communities have debated the contribution that HCI can make to sustainabi...
Gkatzia, D., Rieser, V. & Lemon, O. (2016). How to Talk to Strangers: generating medical reports for first time users. In 2016 IEEE International Conference on Fuzzy Systems (FUZZ-IEEE)doi:10.1109/FUZZ-IEEE.2016.7737739. ISBN 978-1-5090-0626-7, 978-1-5090-0625-0,
We propose a novel approach for handling first-time
users in the context of automatic report generation from timeseries
data in the health domain. Handling first-time users is...
Clarke, C., Bellino, A., Esteves, A., Velloso, E. & Gellersen, H. (2016). TraceMatch: a computer vision technique for user input by tracing of animated controls. In UbiComp '16 Proceedings of the 2016 ACM International Joint Conference on Pervasive and Ubiquitous Computing, 298-303. doi:10.1145/2971648.2971714. ISBN 9781450344616
Recent works have explored the concept of movement correlation interfaces, in which moving objects can be selected by matching the movement of the input device to that of the ...
Gkatzia, D., Lemon, O. & Rieser, V. (2016). Natural Language Generation enhances human decision-making with uncertain information. In Proceedings of the 54th Annual Meeting of the Association for Computational Linguistics, 264. ISBN 978-1-945626-01-2
Decision-making is often dependent on
uncertain data, e.g. data associated with
confidence scores or probabilities. We
present a comparison of different informa-
Quinton, M., McGregor, I. & Benyon, D. (2016). Sonifying the solar system. In The 22nd International Conference on Auditory Display (ICAD-2016), 28-35. ISBN 0-9670904-3-1
Sound is potentially an effective way of analysing data and it is possible to simultaneously interpret layers of sounds and identify changes. Multiple attempts to use sound wi...
Flint, T., Turner, P. & Banach, A. (2016). The Ensoulment of Virtual Space Minecraft as a Tool for Engaging With a Sculpture Park. In Read, J. C. & Stenton, P. (Eds.). IDC '16 Proceedings of the The 15th International Conference on Interaction Design and Children, 680-683. doi:10.1145/2930674.2938613. ISBN 9781450343138
This is a demonstration of a Minecraft facsimile of
Jupiter Artland, a sculpture park on the outskirts of
Edinburgh. With the cooperation of primary school
children we develop...
Velloso, E., Wirth, M., Weichel, C., Esteves, A. & Gellersen, H. (2016). AmbiGaze: Direct Control of Ambient Devices by Gaze. In DIS '16 Proceedings of the 2016 ACM Conference on Designing Interactive Systems, 812-817. doi:10.1145/2901790.2901867. ISBN 9781450340311
Eye tracking offers many opportunities for direct device control in smart environments, but issues such as the need for calibration and the Midas touch problem make it impract...
Bartie, P., Mackaness, W., Gkatzia, D. & Rieser, V. (2015). The REAL Corpus: a crowd-sourced corpus of human generated and evaluated spatial references to real-world urban scenes. In 10th International Conference on Language Resources and Evaluation (LREC)ISBN 978-2-9517408-9-1
We present a newly crowd-sourced data set of natural language references to objects anchored in complex urban scenes (In short: The REAL Corpus – Referring Expressions Anchore...
Dionisio, M., Gujaran, A., Pinto, M. & Esteves, A. (2015). Fall of Humans: Interactive tabletop games and transmedia storytelling. In Proceedings of the 2015 International Conference on Interactive Tabletops & Surfaces, 401-404. doi:10.1145/2817721.2823477. ISBN 978-1-4503-3899-8
This paper illustrates how transmedia storytelling can help introduce players to interactive tabletop games. To do so, we developed Fall of Humans (FoH), an experience that ta...
Scottish Funding Council
Dovecot and the ENU team are exploring innovative digital solution for visitors to experience the work of weavers without disturbing the concentrated work required for tapestry weaving. With the creat...
I-POS produce an Intelligent Point of Sale application which runs on Apple iPad hardware for use in bars and restaurants. The application generates transaction based sales data and re-ordering data fr...
To explore, understand and develop intuitive interaction technologies for simultaneous multi-user collaborative experiences in immersive digital domes
A digital dome is a large physical object that can fully immerse one or more users and present them digital material via rear projection onto the dome’s surface. Such a system presents unique and curr...
Citizen Bank is looking to work with the University to explore the potential of using technology as a mechanism to aid in community participation. This collaboration seeks to explore the technical req...
The aim of the project led by Alistair Lawson of IIDI is is to investigate the development of a visually stimulating, high quality interactive on-line learning package for refresher courses for the ...
To understand and explore the feasibility of how Visit Arran can collect visitor feedback more efficiently and to reach a younger target audience.
Due to a change in business focus by the client, some anticipated material was not available to the university and so the project was shortened (by 30%) and realigned. A Report was delivered containin...
The aim of the project is to investigate the digital tourism strategy for Glenlivet and to outline a design for the smugglers trail
A report for a start-up company on the categories of potential customers, their requirements and expectations, and a rationale for development priorities to ensure maximum commercialisation and moneti...
Exploring and evaluating professional use cases for Flexpansion’s advanced word prediction, where specialised language is being used. Bespoke vocabularies can be added to the app.
With the vision of ubiquitous computing becoming increasingly realized, a new technological layer in the form of sensors, urban screens, smartp...
This research will investigate the nature of interactions between people and experience-oriented technologies such as new-media artw...
The thesis describes an investigation into how people learn to cope with non-discretionary use of digital technologies. This includes...
This investigation examines various methods for evaluating interactivity and engagement with technology. By using a static model, namely the interactive gallery at The Public...
The perceived auditory environment is an increasingly important part of people’s everyday interactive experiences. While sound design is an establish...
I am currently working on a PhD programme in the Centre for Interaction Design, supervised by Prof. Da...
15 June 2016
RBS approached Dr Oli Mival, Principal Research Fellow in the Centre fro Interaction Design, to undertake a program of review of their UX activities and methods with the aim o...
07 November 2016
11 November 2016
28 June 2016
Augusto Esteves was awarded a Carnegie Research Incentive Grant (http://www.carnegie-trust.org/schemes/research-schemes/research-incentive-grants.html).
21 April 2016
21 April 2016
The MAZI project was an exhibitor at the Netfutures 2016 conference in Brussels in April. The conference, attracting over 1,000 attendees, aims to maximize competitivenes...
26 January 2016
26 January 2016
The MAZI grant application for the EU Horizon2020 CAPS framework was successful and the project started officially on January 1st, 2016.
22 June 2016
22 June 2016
Prof Benyon gave an invited presentation at the eTail conference in London on June 22nd. This is one of the major commercially-focused conferences in Europe.
18 January 2016
18 January 2016
The School of Computing recently held a Research day where staff and PhD students shared their expertise in the form of a "One-Minute-Madness". Each of the 68 researchers who ...