Richard N Griffiths | University of Brighton (original) (raw)
Papers by Richard N Griffiths
The very early development stages of a collaborative argumentations system entitled Pacisco is de... more The very early development stages of a collaborative argumentations system entitled Pacisco is described. At this point particular emphasis is on the interface and interaction design of the analytic functionality. Three examples of open-access collaborative argumentation systems currently available on the Web are examined briefly to provide a context for the development of a new system. The approach of Pacisco is differentiated from its predecessors as encouraging detailed comprehension and auditing of debate rather than establishing outright victory for one position. The argumentation schema employed is based on that described by Stephen Toulmin in 'The Uses of Argument' (1958), but modified to enable chains of reasoning to be captured. To provide a context for development of the prototype, four fundamental requirements are identified; integrate well with other web systems, allow only anonymous contribution, be intrinsically secure, be transparent. How these requirements should be represented in the design is indicated. The proposed development process is described briefly.
This paper describes the processes and outcomes from the production of an interactive exhibition ... more This paper describes the processes and outcomes from the production of an interactive exhibition devised for the Brighton Fishing Museum by postgraduate students, offering the opportunity to understand not only the museum environment and collection but also its purpose in the community as a place of and for learning. The final outcome is a sophisticated cocktail of user generated multimedia content in symbiotic relationship with the pre-existing live exhibition of artefacts housed in the museum. The conclusions drawn highlight the importance and value of activity-and game-based learning. It demonstrates the power of media production in its creation and final implementation as a learning tool within a museum environment, as well as its ability to engage young audiences with Cultural Heritage.
Interactive Digital Television
This chapter describes a technique that utilises established usability evaluation techniques to d... more This chapter describes a technique that utilises established usability evaluation techniques to discover a range of accessibility requirements for digital TV (DTV) viewers with low vision. A study was reported in which two “stalking horse” prototype conditions were tried by subjects performing interactive tasks. These prototypes were not developed technologies but Wizard-of-Oz style conditions. In one condition subjects were asked to use gestures to interact with DTV services, with the screen responding to their hand movements. The other condition used a static keyboard display placed on the table in front of them. Their role was both to probe the efficacy of these approaches and to prompt rich information relating to the subjects abilities, lifestyles, and strategies for interaction. The reported study analyses four viewers with differing types of sight impairment. .The reported study was successful in yielding both general concerns about current approaches to DTV display and inter...
Proceedings of the Australasian Computer Science Week Multiconference, Jan 31, 2017
Full bibliographic details must be given when referring to, or quoting from full items including ... more Full bibliographic details must be given when referring to, or quoting from full items including the author's name, the title of the work, publication details where relevant (place, publisher, date), pagination, and for theses or dissertations the awarding institution, the degree type awarded, and the date of the award.
UXTV08 - Proceedings of the 1st International Conference on Designing Interactive User Experiences for TV and Video, 2008
In this paper we present CODMAPS, a COst Distribution Method for Agent Planning Systems. The stra... more In this paper we present CODMAPS, a COst Distribution Method for Agent Planning Systems. The strategy is based on individual distribution of cost and competitive behaviour. Our model emulates how human agents work in expert groups. They all share a common objective but also have individual interests and try to steer the planning process towards their own goals. Two opposing trends coexist within the set: global co-operation and individual utility maximisation. External evaluation must guarantee the validity of the final plan at global level but a negotiation and cost distribution strategy must ensure that cost is adequately shared throughout the agent set. We introduce the concept of reluctance as a regulation mechanism to facilitate it. A statistical model allows agents to adapt their attitude towards negotiation depending on their negotiation state vector, which encompasses all history of previous negotiations by the agent. Previous research into this problem had taken the "r...
Preschoolers' categorization differs from adults'; therefore it is beneficial to involve them in ... more Preschoolers' categorization differs from adults'; therefore it is beneficial to involve them in the design process to create appropriate information architecture for this age group. In this paper, we describe three card sorting activities conducted with a total of fifty six preschool children in five nurseries. We conclude that a closed card sorting task can be combined with a matchto-sample activity to offer insight into children's categorization knowledge, contributing significantly to the design of technology for young children.
Lecture Notes in Computer Science, 2000
Contemporary developments in digital and interactive television in the UK are reviewed to assess ... more Contemporary developments in digital and interactive television in the UK are reviewed to assess their accessibility implications for viewer/users with low vision. Of particular significance is the likelihood of divergence between sectors of the population receiving digital television in an enhanced form through new broadband distribution (thin client) technology and those remaining with older broadcast set-top-box (thick client) technology, comprising proportionately more visually disabled viewers. With this second segment particularly in mind, and utilising findings from our previous research with visually disabled people, we examine the applicability of the W3C web accessibility guidelines to interactive television. We conclude that, while technical limitations may prevent their wholesale adoption, guidelines relating to the display of interactive features, and brightness and contrast may be directly interpreted for this medium, whilst other guidelines involving magnification and audio equivalence and feedback are highly relevant and should inform technical developments in set-top box functionality.
The proliferation of audiovisual content available for young children brings with it the need for... more The proliferation of audiovisual content available for young children brings with it the need for an appropriate Electronic Programme Guide (EPG) that meets needs and preferences of pre-schoolers. Two approaches to the design of such a service are discussed. Firstly, a range of existing guidelines on interactive television applications, personalized recommendation systems and interaction design for children are reviewed, in the context of theories of child development. Secondly, we explore the potential for children's collaboration during the categorization process to create a user-appropriate information architecture and interface.
IEEE International Workshop on Wireless and Mobile Technologies in Education (WMTE'05), 2005
In this paper we describe the design and development of a system that facilitates language learni... more In this paper we describe the design and development of a system that facilitates language learning from a combination of two devices, interactive television (iTV) and mobile phone. We present a number of requirements for technologies to support informal language learning based on theories of language learning, theories of formal and informal learning, our own studies of adult language learners and the affordances of iTV as a medium to support learning. We describe TAMALLE (Television and Mobile phone Assisted Language Learning Environment), a prototype system based on these requirements and discuss some of the user interface design issues that arise in the context of cross platform dual device systems for ubiquitous learning.
Observational techniques are now well established as tools for evaluating the usability and accep... more Observational techniques are now well established as tools for evaluating the usability and acceptability of desktop systems such as interactive applications and web sites, whether in the user's own setting or in a usability lab. When interactive elements such as games, electronic programme guides and voting mechanisms began to be integrated into broadcast television programmes and the need arose for tools to gauge the usability of these elements, it was natural to turn to observational techniques to supplement the survey-based techniques more familiar to researchers from the broadcast TV world. In this paper, we explore how the observational techniques familiar to HCI practitioners can be used to study viewers' interactions with interactive and enhanced television. We describe the setting up of a usability lab for domestic products such as interactive television and consider the implications of this new application area for the conduct of usability studies, the analysis of ...
CHI '01 extended abstracts on Human factors in computing systems - CHI '01, 2001
CHI '00 extended abstracts on Human factors in computer systems - CHI '00, 2000
The language, and the processes which stem from it, merely release the funda-mental order which ... more The language, and the processes which stem from it, merely release the funda-mental order which is native to us. They do not teach us, they only remind us of what we know already, and of what we shall discover time and time again, when we give up our ideas and opinions, ...
Lecture Notes in Computer Science, 2007
As many 3D on-line games appear, there is an increased need for simple and efficient techniques t... more As many 3D on-line games appear, there is an increased need for simple and efficient techniques to create many new faces. This paper presents a new algorithm to composite 3D faces for game characters. No remeshing or segmentation of 3D models is required in our method. Our algorithm is composed of four simple steps: building a one-to-one geometric correspondence between models, local resampling, computing relative geometry, and blending geometry. Our new algorithm can provide various composite operations such as replacement, interpolation, or randomization by assigning different weights for geometry blending. The space and time complexity of our algorithm is linear to the combined number of vertices of input meshes which means it is efficient enough for interactive operation. Our new method is expected to easily and quickly give a unique appearance to 3D game characters or anonymous crowds.
Lecture Notes in Computer Science, 2009
This workshop will focus on setting the agenda for research, practice and policy in support of in... more This workshop will focus on setting the agenda for research, practice and policy in support of inclusive design for third generation computer-based products. The next generation of technology represents an unprecedented opportunity to improve the quality of life for groups of users who have previously faced exclusion, such as those with impairments and older citizens. At the same time it risks creating a greater digital divide and further exclusion. How we approach design for this new generation will determine whether or not the third wave will provide positive advances towards an inclusive digital world. We therefore need to put forward both a rationale for inclusive design and provide pointers towards technical development and design practice in support of inclusion. It is our belief that there is not only a strong moral case for design for inclusion but also significant commercial incentive, which may be key to persuading influential players to focus on inclusion. Therefore one of our key objectives is to describe and promote the advantages of designing 'in from the edges' of the user population rather than designing for a notional 'average' user.
The majority of current text based search engines do not consider the semantic content of a docum... more The majority of current text based search engines do not consider the semantic content of a document when they perform the process of indexing. As a result of this, retrieval is based on Boolean matches between the user's query and a set of loose terms that do not convey semantic meaning. In this paper we have used a partitioning type clustering algorithm to study the feasibility of recovering 'topic' information from an unstructured collection of terms.
The very early development stages of a collaborative argumentations system entitled Pacisco is de... more The very early development stages of a collaborative argumentations system entitled Pacisco is described. At this point particular emphasis is on the interface and interaction design of the analytic functionality. Three examples of open-access collaborative argumentation systems currently available on the Web are examined briefly to provide a context for the development of a new system. The approach of Pacisco is differentiated from its predecessors as encouraging detailed comprehension and auditing of debate rather than establishing outright victory for one position. The argumentation schema employed is based on that described by Stephen Toulmin in 'The Uses of Argument' (1958), but modified to enable chains of reasoning to be captured. To provide a context for development of the prototype, four fundamental requirements are identified; integrate well with other web systems, allow only anonymous contribution, be intrinsically secure, be transparent. How these requirements should be represented in the design is indicated. The proposed development process is described briefly.
This paper describes the processes and outcomes from the production of an interactive exhibition ... more This paper describes the processes and outcomes from the production of an interactive exhibition devised for the Brighton Fishing Museum by postgraduate students, offering the opportunity to understand not only the museum environment and collection but also its purpose in the community as a place of and for learning. The final outcome is a sophisticated cocktail of user generated multimedia content in symbiotic relationship with the pre-existing live exhibition of artefacts housed in the museum. The conclusions drawn highlight the importance and value of activity-and game-based learning. It demonstrates the power of media production in its creation and final implementation as a learning tool within a museum environment, as well as its ability to engage young audiences with Cultural Heritage.
Interactive Digital Television
This chapter describes a technique that utilises established usability evaluation techniques to d... more This chapter describes a technique that utilises established usability evaluation techniques to discover a range of accessibility requirements for digital TV (DTV) viewers with low vision. A study was reported in which two “stalking horse” prototype conditions were tried by subjects performing interactive tasks. These prototypes were not developed technologies but Wizard-of-Oz style conditions. In one condition subjects were asked to use gestures to interact with DTV services, with the screen responding to their hand movements. The other condition used a static keyboard display placed on the table in front of them. Their role was both to probe the efficacy of these approaches and to prompt rich information relating to the subjects abilities, lifestyles, and strategies for interaction. The reported study analyses four viewers with differing types of sight impairment. .The reported study was successful in yielding both general concerns about current approaches to DTV display and inter...
Proceedings of the Australasian Computer Science Week Multiconference, Jan 31, 2017
Full bibliographic details must be given when referring to, or quoting from full items including ... more Full bibliographic details must be given when referring to, or quoting from full items including the author's name, the title of the work, publication details where relevant (place, publisher, date), pagination, and for theses or dissertations the awarding institution, the degree type awarded, and the date of the award.
UXTV08 - Proceedings of the 1st International Conference on Designing Interactive User Experiences for TV and Video, 2008
In this paper we present CODMAPS, a COst Distribution Method for Agent Planning Systems. The stra... more In this paper we present CODMAPS, a COst Distribution Method for Agent Planning Systems. The strategy is based on individual distribution of cost and competitive behaviour. Our model emulates how human agents work in expert groups. They all share a common objective but also have individual interests and try to steer the planning process towards their own goals. Two opposing trends coexist within the set: global co-operation and individual utility maximisation. External evaluation must guarantee the validity of the final plan at global level but a negotiation and cost distribution strategy must ensure that cost is adequately shared throughout the agent set. We introduce the concept of reluctance as a regulation mechanism to facilitate it. A statistical model allows agents to adapt their attitude towards negotiation depending on their negotiation state vector, which encompasses all history of previous negotiations by the agent. Previous research into this problem had taken the "r...
Preschoolers' categorization differs from adults'; therefore it is beneficial to involve them in ... more Preschoolers' categorization differs from adults'; therefore it is beneficial to involve them in the design process to create appropriate information architecture for this age group. In this paper, we describe three card sorting activities conducted with a total of fifty six preschool children in five nurseries. We conclude that a closed card sorting task can be combined with a matchto-sample activity to offer insight into children's categorization knowledge, contributing significantly to the design of technology for young children.
Lecture Notes in Computer Science, 2000
Contemporary developments in digital and interactive television in the UK are reviewed to assess ... more Contemporary developments in digital and interactive television in the UK are reviewed to assess their accessibility implications for viewer/users with low vision. Of particular significance is the likelihood of divergence between sectors of the population receiving digital television in an enhanced form through new broadband distribution (thin client) technology and those remaining with older broadcast set-top-box (thick client) technology, comprising proportionately more visually disabled viewers. With this second segment particularly in mind, and utilising findings from our previous research with visually disabled people, we examine the applicability of the W3C web accessibility guidelines to interactive television. We conclude that, while technical limitations may prevent their wholesale adoption, guidelines relating to the display of interactive features, and brightness and contrast may be directly interpreted for this medium, whilst other guidelines involving magnification and audio equivalence and feedback are highly relevant and should inform technical developments in set-top box functionality.
The proliferation of audiovisual content available for young children brings with it the need for... more The proliferation of audiovisual content available for young children brings with it the need for an appropriate Electronic Programme Guide (EPG) that meets needs and preferences of pre-schoolers. Two approaches to the design of such a service are discussed. Firstly, a range of existing guidelines on interactive television applications, personalized recommendation systems and interaction design for children are reviewed, in the context of theories of child development. Secondly, we explore the potential for children's collaboration during the categorization process to create a user-appropriate information architecture and interface.
IEEE International Workshop on Wireless and Mobile Technologies in Education (WMTE'05), 2005
In this paper we describe the design and development of a system that facilitates language learni... more In this paper we describe the design and development of a system that facilitates language learning from a combination of two devices, interactive television (iTV) and mobile phone. We present a number of requirements for technologies to support informal language learning based on theories of language learning, theories of formal and informal learning, our own studies of adult language learners and the affordances of iTV as a medium to support learning. We describe TAMALLE (Television and Mobile phone Assisted Language Learning Environment), a prototype system based on these requirements and discuss some of the user interface design issues that arise in the context of cross platform dual device systems for ubiquitous learning.
Observational techniques are now well established as tools for evaluating the usability and accep... more Observational techniques are now well established as tools for evaluating the usability and acceptability of desktop systems such as interactive applications and web sites, whether in the user's own setting or in a usability lab. When interactive elements such as games, electronic programme guides and voting mechanisms began to be integrated into broadcast television programmes and the need arose for tools to gauge the usability of these elements, it was natural to turn to observational techniques to supplement the survey-based techniques more familiar to researchers from the broadcast TV world. In this paper, we explore how the observational techniques familiar to HCI practitioners can be used to study viewers' interactions with interactive and enhanced television. We describe the setting up of a usability lab for domestic products such as interactive television and consider the implications of this new application area for the conduct of usability studies, the analysis of ...
CHI '01 extended abstracts on Human factors in computing systems - CHI '01, 2001
CHI '00 extended abstracts on Human factors in computer systems - CHI '00, 2000
The language, and the processes which stem from it, merely release the funda-mental order which ... more The language, and the processes which stem from it, merely release the funda-mental order which is native to us. They do not teach us, they only remind us of what we know already, and of what we shall discover time and time again, when we give up our ideas and opinions, ...
Lecture Notes in Computer Science, 2007
As many 3D on-line games appear, there is an increased need for simple and efficient techniques t... more As many 3D on-line games appear, there is an increased need for simple and efficient techniques to create many new faces. This paper presents a new algorithm to composite 3D faces for game characters. No remeshing or segmentation of 3D models is required in our method. Our algorithm is composed of four simple steps: building a one-to-one geometric correspondence between models, local resampling, computing relative geometry, and blending geometry. Our new algorithm can provide various composite operations such as replacement, interpolation, or randomization by assigning different weights for geometry blending. The space and time complexity of our algorithm is linear to the combined number of vertices of input meshes which means it is efficient enough for interactive operation. Our new method is expected to easily and quickly give a unique appearance to 3D game characters or anonymous crowds.
Lecture Notes in Computer Science, 2009
This workshop will focus on setting the agenda for research, practice and policy in support of in... more This workshop will focus on setting the agenda for research, practice and policy in support of inclusive design for third generation computer-based products. The next generation of technology represents an unprecedented opportunity to improve the quality of life for groups of users who have previously faced exclusion, such as those with impairments and older citizens. At the same time it risks creating a greater digital divide and further exclusion. How we approach design for this new generation will determine whether or not the third wave will provide positive advances towards an inclusive digital world. We therefore need to put forward both a rationale for inclusive design and provide pointers towards technical development and design practice in support of inclusion. It is our belief that there is not only a strong moral case for design for inclusion but also significant commercial incentive, which may be key to persuading influential players to focus on inclusion. Therefore one of our key objectives is to describe and promote the advantages of designing 'in from the edges' of the user population rather than designing for a notional 'average' user.
The majority of current text based search engines do not consider the semantic content of a docum... more The majority of current text based search engines do not consider the semantic content of a document when they perform the process of indexing. As a result of this, retrieval is based on Boolean matches between the user's query and a set of loose terms that do not convey semantic meaning. In this paper we have used a partitioning type clustering algorithm to study the feasibility of recovering 'topic' information from an unstructured collection of terms.