Erik Geelhoed - Academia.edu (original) (raw)

Papers by Erik Geelhoed

Research paper thumbnail of Visor: A package of programs to record and analyse open-field activity

Behavioural Brain Research, 1986

III lesion but not by environment. Previous results suggest that partial rather than more complet... more III lesion but not by environment. Previous results suggest that partial rather than more complete damage of the hippocampal formation should permit at least greater if not the only sparing or recovery of function on tasks such as maze learning. Disconfirming this hypothesis, these data show that the effects of environment are present in rats given combined dorsal and ventral hippocampal lesions and are thus not only found after damage restricted to the dorsal hippocampus.

Research paper thumbnail of Distributed Theatre: Connecting (with) Remote Audiences

htmlabstractIn September 2014, Miracle Theatre performed “the Tempest” simultaneously at two diff... more htmlabstractIn September 2014, Miracle Theatre performed “the Tempest” simultaneously at two different locations to two separate audiences. Both audiences were linked together using an advanced video system, where several cameras captured the play. This is just one example of the radical shift in performing arts, where small theatre companies can use the Internet and a range of digital tools for reaching a wider remote audience. During the last years, we have explored how tele-presence has an effect on the performing arts, on the artists, and on the audiences. This position paper describes our journey, posing a number of questions.

Research paper thumbnail of The use of conventional and new music media: Implications for future technologies

A number of new technologies such as the MP3 music compression format and the Napster file sharin... more A number of new technologies such as the MP3 music compression format and the Napster file sharing network are creating new opportunities for consumers' activities with music media. In this paper we explore current practice with both conventional and new forms of media in order to better understand what the future may hold for music consumers. We interviewed 36 music enthusiasts: 12 teenaged and 12 adult conventional music users, and 12 early adopters of MP3 technologies. The results show that rather than new music technologies replacing the old, they supplement current formats by allowing users to exploit a different set of affordances. We discuss these uses drawing implications for new music devices, services and software.

Research paper thumbnail of Effects of Latency on Telepresence

The literature on the effects of latency on mediated communication is extensive. However there ha... more The literature on the effects of latency on mediated communication is extensive. However there have as yet not been any studies on the effects of latency in a Telepresence (Halo) setting. Round Trip latency Time (RTT) is recognized as an important determinant in helping to establish task objectives for all forms of interactive continuous media. While a number of recommendations have been made with regard to appropriate latency, these are largely based on telephone and low quality video conversations. Thus, given the provision of high quality visual information in the Halo Telepresence conferencing suites, it is necessary to explore the effect of latency on the associated user experience. In the current experiment artificially adding a delay of 250ms produced some effects, e.g. the timing of interruptions, but adding two seconds clearly affected a range of communication parameters. However, this did not produce the expected communicative breakdown, with participants persisting in their conversational style, sharing jokes, and successfully completing their task. Reviewing new developments in the research on the neurological basis of conversation as well as the role of mirror neurons, we hypothesize that the availability of (life-size) high quality video is able to buffer the potentially negative effects of latency. Thus our research effort resulted in two world firsts: [1] the evaluation of latency on Telepresence and [2] introducing mirror neuron theory into the realm of mediated communication.

Research paper thumbnail of Reanimating Regions

Reanimating Regions, 2017

Research paper thumbnail of Exploring deeper connection to landscape using a locative media deep map app: A Cornish Case StudyWSICC 2016, Chicago, USA

In this chapter we explore whether locative media can develop a deeper connection with landscape.... more In this chapter we explore whether locative media can develop a deeper connection with landscape. In the context of our research, locative media is defined as multimedia content delivered through users’ mobile phones dependent on a user’s geographical location. The chapter draws on the analysis of and reflection on data collected from users of the Hayle Churks app (2013) created by Lucy Frears using app-making software AppFurnace by Calvium. The development of the app was partly funded by a Heritage Lottery Fund (HLF) grant and created as part of inter-disciplinary practice-based research supported by the European Social Fund (ESF) and Falmouth University. Hayle Churks was published on iTunes in December 2013 and won a national Collections Trust award in June 2014. The app can be downloaded over Wi-Fi onto an iPhone and contains over an hour of audio content that plays automatically, triggered by GPS as the participant walks (walking includes wheelchair movement in this document) ar...

Research paper thumbnail of Necessidades dos usuários de espaços de performances imersivas mediatizadas

Nas duas ultimas decadas artistas performaticos vem fazendo uso de sistemas de videoconferencias ... more Nas duas ultimas decadas artistas performaticos vem fazendo uso de sistemas de videoconferencias para instalacoes, performances conjuntas e ensaios, frequentemente negociando por preco elevado tanto o software quanto o hardware “bespoke” (feito sob encomenda). Recentemente, tecnologia pervasiva de baixo-custo para videoconferencia tem sido aplicada em instalacoes mediadas, abrindo o caminho para uma tecnologia a ser incorporada no curriculo das escolas superiores de performance, criando assim a obrigacao de uma investigacao sistematica sobre as necessidades do usuario. Relatamos um estudo no qual estudantes de teatro e de danca compartilham experiencia por meio de conexao de videoconferencia. Os resultados ressaltam as diferentes exigencias feitas aos difusores de praticas de teatro e danca e esses resultados contribuem para um programa de investigacao da UE Framework 7, cujo enfoque e a melhor forma de apoiar o espaco de atuacao mediada, e permitir resposta interativa do publico. R...

Research paper thumbnail of License: Creative Commons Attribution Non-commercial No Derivatives Unless otherwise stated, copyright owned by the author

Communication-Wear is a wearable technology clothing concept that augments the mobile phone by en... more Communication-Wear is a wearable technology clothing concept that augments the mobile phone by enabling expressive messages to be exchanged remotely, by conveying a sense of touch, and presence. It proposes to synthesise conventions and cultures of fashion with those of mobile communications, where there are shared attributes in terms of communication and expression. Using smart textiles in garment prototypes as research probes as part of an on-going iterative co-design process, we endeavoured to mobilise participants’ tacit knowledge in order to gauge user perceptions on touch communication in a lab-based trial. The aim of this study was to determine whether established sensory associations people have with the tactile qualities of textiles could be used as signs and metaphors for experiences, moods, social interactions and gestures, related to interpersonal touch. The findings are used to inspire new design ideas for textile actuators for use in touch communication in successive i...

Research paper thumbnail of © Copyright 2006 Hewlett-Packard Development Company, L.P.SE3D User Study

user studies, user interface design, utility computing, market-based resource allocation, 3D anim... more user studies, user interface design, utility computing, market-based resource allocation, 3D animation, CGI rendering, SE3D This study made a large amount of remote, computer-processing power (the HP Labs Utility Rendering Service) available to a group of animators to support each of them in the creation of a computer-graphics short film for the SE3D showcase. This event was organized by HP Labs in collaboration with Autodesk and the Watershed Media Centre based in Bristol (UK). Animators were required to continually bid for computing power using tokens in an online market place. At peak demand times the resources became more expensive. Different market mechanisms were used and data was recorded about the animators ' interactions with both the markets and the rendering service in general. Towards the end of the experiment, interviews were carried out with the users and their responses are summarised in this document.

Research paper thumbnail of Composing for a Latency-Rich Environment

Journal of Music, Technology and Education, 2017

Three new works were commissioned for the pilot performance of Online Orchestra: In Sea-Cold Lyon... more Three new works were commissioned for the pilot performance of Online Orchestra: In Sea-Cold Lyonesse by John Pickard, Spiritus Telecommunitas by Federico Reuben and Re-Tracing by Jim Aitchison. This article brings together post-project interviews with composers and detailed analyses of the final compositions in order to document how composers approached the challenge of writing music for a latency-rich environment. Solutions include the use of distributed textures, polyrhythm and ostinati, blurred transitions, slow rates of harmonic change, layered textures and semi-improvised rhythmic notation. This leads to consideration of the medium of Online Orchestra – a telematic performance environment for distributed young and amateur musicians to make music together – and the conclusion that latency-rich environments hold significant potential for composers.

Research paper thumbnail of Games Research Opportunities and Research Excellence in Cornwall and the EU (project): GRO / ERA

My contribution to GRO/ERA focused on user and market research of casual gamers as this is one of... more My contribution to GRO/ERA focused on user and market research of casual gamers as this is one of the research strands of GRO/ERA. In particular I contrast Game Designers with Game Consumers, as an awareness excercise for Game Designers The data collection (Questionnaire) has been completed and I am currently analysing the data and writing an internal report which in time will result in one or more publications.

Research paper thumbnail of Games Research Opportunities and Research Excellence in Cornwall and the EU (project): GRO / ERA

My contribution to GRO/ERA focused on user and market research of casual gamers as this is one of... more My contribution to GRO/ERA focused on user and market research of casual gamers as this is one of the research strands of GRO/ERA. In particular I contrast Game Designers with Game Consumers, as an awareness excercise for Game Designers The data collection (Questionnaire) has been completed and I am currently analysing the data and writing an internal report which in time will result in one or more publications.

Research paper thumbnail of The Superfast Tempest

Presentation to Superfast Cornwall Researcher Networking Day, Plymouth University, 4th November 2014

Research paper thumbnail of eTheatre

Proceedings of the Fifth International Symposium of Chinese CHI on - Chinese CHI 2017, 2017

In September 2014, a local theatre company performed "the Tempest" simultaneously at two differen... more In September 2014, a local theatre company performed "the Tempest" simultaneously at two different locations to two separate audiences. Both audiences were linked together using an advanced video system, where several cameras captured the play. This is just one example of the radical shift in performing arts, where small theatre companies can use the Internet and a range of digital tools for reaching a wider remote audience. The question remains: what is the influence of this shift on the experience of the audience members? In order to better understand the problem space, we conducted two experiments focusing on two common current scenarios: remote asynchronous and synchronous watching of a theatre play. First, a theatre play was recorded and shown at a later date in a cinema to an audience. Second, a play in one theatre was broadcast to another theatre in real time. This paper reports the results of the experiments and discusses the implications towards the audience when bridging technology and performing arts. According to the results, a shift in time has a deep impact, with the audience rating their watching experience less intensive by 25% to the audience at the live venue. In the second experiment, on the other hand, both audiences reported fairly similar experiences, but different parts of the play had significant different impacts depending on the location where the audience was (in front of the stage or at another theatre). In particular it seems that lacking a way to show appreciation to the play e.g., applause has a big impact on the watching experience. The main conclusion though is that better mechanisms for including remote audiences in the experience are needed.

Research paper thumbnail of How Are We Connected? - Measuring Audience Galvanic Skin Response of Connected Performances

Proceedings of the 3rd International Conference on Physiological Computing Systems, 2016

Accurately measuring the audience response during a performance is a difficult task. This is part... more Accurately measuring the audience response during a performance is a difficult task. This is particularly the case for connected performances. In this paper, we staged a connected performance in which a remote audience enjoyed the performance in real-time. Both objective (galvanic skin response and behaviours) and subjective (interviews) responses from the live and remote audience members were recorded. To capture galvanic skin response, a group of self-built sensors was used to record the electrical conductance of the skin. The results of the measurements showed that both the live and the remote audience members had a similar response to the connected performance even though more vivid artistic artefacts had a stronger effect on the live audience. Some technical issues also influenced the experience of the remote audience. In conclusion we found that the remoteness had little influence on the connected performance.

Research paper thumbnail of Connecting Living Rooms

Proceedings of the ACM International Conference on Interactive Experiences for TV and Online Video - TVX '16, 2016

Consumer live video communication has now become an established communication medium, but the cur... more Consumer live video communication has now become an established communication medium, but the current systems are still quite limited in their ability to support natural communication in more complex interaction setups. What new features might be required to further expand live video communication? This paper suggests: "orchestration" -- i.e. the ability to automatically and in real-time (re)configure the communication system to the needs of the interaction context. The inspiration for communication orchestration is television production through mixing views from different cameras and camera reframing. This paper reports a specific study of orchestration carried out in the social setting of a group of friends communicating from three separate living rooms through television screens and multiple cameras. The orchestrated experience was evaluated against a static (split screen) connection, and was carried out via a questionnaire, analysis of automatic logs and interviews. In this case study, orchestration has been identified as providing for more intimate conversations, whereas, the static solution emerged to be better for conveying group awareness.

Research paper thumbnail of Sensing Audience Response–Beyond One Way Streaming of Live Performances

Research paper thumbnail of Creating experiences with wearable computing

IEEE Pervasive Computing, 2002

Wearable computing has the potential to deliver a rich variety of engaging user experiences that ... more Wearable computing has the potential to deliver a rich variety of engaging user experiences that enhance everyday activities and situations through context-sensitive media and interaction. The Walk in the Wired Woods installation illustrates how such experiences might be designed and delivered in collaboration with artists and musicians. In this paper, we outline the beliefs underlying the experiential approach to wearable computing, describe the Walk in the Wired Woods experience, and reflect on the lessons that might be learnt from this work.

Research paper thumbnail of Exploring the complexity of understanding, managing and marketing codes for sustainability in the current economic climate – issues for the small builder

Smart Innovation, Systems and Technologies, 2012

In the UK the Code for Sustainable Homes (CSH) is set to become mandatory in 2016. However curren... more In the UK the Code for Sustainable Homes (CSH) is set to become mandatory in 2016. However current attitudinal research highlights unwillingness within the major construction industry although there is some promising research regarding occupier awareness. Little is known about attitudes of Small to Medium Building Enterprises regarding the CSH. We conducted an in-depth interview study with builders and found that by and large they have a good understanding of the CSH and value a good relationship with building inspectors. In addition they are not computer illiterate and have been using technology for decades. Their use of "estimating" software allows them to gain intricate knowledge of all the different stages of the building process and as such presents itself as a promising vehicle to also educate them about the CSH.

Research paper thumbnail of Energy-Aware User Interfaces and Energy-Adaptive Displays

Research paper thumbnail of Visor: A package of programs to record and analyse open-field activity

Behavioural Brain Research, 1986

III lesion but not by environment. Previous results suggest that partial rather than more complet... more III lesion but not by environment. Previous results suggest that partial rather than more complete damage of the hippocampal formation should permit at least greater if not the only sparing or recovery of function on tasks such as maze learning. Disconfirming this hypothesis, these data show that the effects of environment are present in rats given combined dorsal and ventral hippocampal lesions and are thus not only found after damage restricted to the dorsal hippocampus.

Research paper thumbnail of Distributed Theatre: Connecting (with) Remote Audiences

htmlabstractIn September 2014, Miracle Theatre performed “the Tempest” simultaneously at two diff... more htmlabstractIn September 2014, Miracle Theatre performed “the Tempest” simultaneously at two different locations to two separate audiences. Both audiences were linked together using an advanced video system, where several cameras captured the play. This is just one example of the radical shift in performing arts, where small theatre companies can use the Internet and a range of digital tools for reaching a wider remote audience. During the last years, we have explored how tele-presence has an effect on the performing arts, on the artists, and on the audiences. This position paper describes our journey, posing a number of questions.

Research paper thumbnail of The use of conventional and new music media: Implications for future technologies

A number of new technologies such as the MP3 music compression format and the Napster file sharin... more A number of new technologies such as the MP3 music compression format and the Napster file sharing network are creating new opportunities for consumers' activities with music media. In this paper we explore current practice with both conventional and new forms of media in order to better understand what the future may hold for music consumers. We interviewed 36 music enthusiasts: 12 teenaged and 12 adult conventional music users, and 12 early adopters of MP3 technologies. The results show that rather than new music technologies replacing the old, they supplement current formats by allowing users to exploit a different set of affordances. We discuss these uses drawing implications for new music devices, services and software.

Research paper thumbnail of Effects of Latency on Telepresence

The literature on the effects of latency on mediated communication is extensive. However there ha... more The literature on the effects of latency on mediated communication is extensive. However there have as yet not been any studies on the effects of latency in a Telepresence (Halo) setting. Round Trip latency Time (RTT) is recognized as an important determinant in helping to establish task objectives for all forms of interactive continuous media. While a number of recommendations have been made with regard to appropriate latency, these are largely based on telephone and low quality video conversations. Thus, given the provision of high quality visual information in the Halo Telepresence conferencing suites, it is necessary to explore the effect of latency on the associated user experience. In the current experiment artificially adding a delay of 250ms produced some effects, e.g. the timing of interruptions, but adding two seconds clearly affected a range of communication parameters. However, this did not produce the expected communicative breakdown, with participants persisting in their conversational style, sharing jokes, and successfully completing their task. Reviewing new developments in the research on the neurological basis of conversation as well as the role of mirror neurons, we hypothesize that the availability of (life-size) high quality video is able to buffer the potentially negative effects of latency. Thus our research effort resulted in two world firsts: [1] the evaluation of latency on Telepresence and [2] introducing mirror neuron theory into the realm of mediated communication.

Research paper thumbnail of Reanimating Regions

Reanimating Regions, 2017

Research paper thumbnail of Exploring deeper connection to landscape using a locative media deep map app: A Cornish Case StudyWSICC 2016, Chicago, USA

In this chapter we explore whether locative media can develop a deeper connection with landscape.... more In this chapter we explore whether locative media can develop a deeper connection with landscape. In the context of our research, locative media is defined as multimedia content delivered through users’ mobile phones dependent on a user’s geographical location. The chapter draws on the analysis of and reflection on data collected from users of the Hayle Churks app (2013) created by Lucy Frears using app-making software AppFurnace by Calvium. The development of the app was partly funded by a Heritage Lottery Fund (HLF) grant and created as part of inter-disciplinary practice-based research supported by the European Social Fund (ESF) and Falmouth University. Hayle Churks was published on iTunes in December 2013 and won a national Collections Trust award in June 2014. The app can be downloaded over Wi-Fi onto an iPhone and contains over an hour of audio content that plays automatically, triggered by GPS as the participant walks (walking includes wheelchair movement in this document) ar...

Research paper thumbnail of Necessidades dos usuários de espaços de performances imersivas mediatizadas

Nas duas ultimas decadas artistas performaticos vem fazendo uso de sistemas de videoconferencias ... more Nas duas ultimas decadas artistas performaticos vem fazendo uso de sistemas de videoconferencias para instalacoes, performances conjuntas e ensaios, frequentemente negociando por preco elevado tanto o software quanto o hardware “bespoke” (feito sob encomenda). Recentemente, tecnologia pervasiva de baixo-custo para videoconferencia tem sido aplicada em instalacoes mediadas, abrindo o caminho para uma tecnologia a ser incorporada no curriculo das escolas superiores de performance, criando assim a obrigacao de uma investigacao sistematica sobre as necessidades do usuario. Relatamos um estudo no qual estudantes de teatro e de danca compartilham experiencia por meio de conexao de videoconferencia. Os resultados ressaltam as diferentes exigencias feitas aos difusores de praticas de teatro e danca e esses resultados contribuem para um programa de investigacao da UE Framework 7, cujo enfoque e a melhor forma de apoiar o espaco de atuacao mediada, e permitir resposta interativa do publico. R...

Research paper thumbnail of License: Creative Commons Attribution Non-commercial No Derivatives Unless otherwise stated, copyright owned by the author

Communication-Wear is a wearable technology clothing concept that augments the mobile phone by en... more Communication-Wear is a wearable technology clothing concept that augments the mobile phone by enabling expressive messages to be exchanged remotely, by conveying a sense of touch, and presence. It proposes to synthesise conventions and cultures of fashion with those of mobile communications, where there are shared attributes in terms of communication and expression. Using smart textiles in garment prototypes as research probes as part of an on-going iterative co-design process, we endeavoured to mobilise participants’ tacit knowledge in order to gauge user perceptions on touch communication in a lab-based trial. The aim of this study was to determine whether established sensory associations people have with the tactile qualities of textiles could be used as signs and metaphors for experiences, moods, social interactions and gestures, related to interpersonal touch. The findings are used to inspire new design ideas for textile actuators for use in touch communication in successive i...

Research paper thumbnail of © Copyright 2006 Hewlett-Packard Development Company, L.P.SE3D User Study

user studies, user interface design, utility computing, market-based resource allocation, 3D anim... more user studies, user interface design, utility computing, market-based resource allocation, 3D animation, CGI rendering, SE3D This study made a large amount of remote, computer-processing power (the HP Labs Utility Rendering Service) available to a group of animators to support each of them in the creation of a computer-graphics short film for the SE3D showcase. This event was organized by HP Labs in collaboration with Autodesk and the Watershed Media Centre based in Bristol (UK). Animators were required to continually bid for computing power using tokens in an online market place. At peak demand times the resources became more expensive. Different market mechanisms were used and data was recorded about the animators ' interactions with both the markets and the rendering service in general. Towards the end of the experiment, interviews were carried out with the users and their responses are summarised in this document.

Research paper thumbnail of Composing for a Latency-Rich Environment

Journal of Music, Technology and Education, 2017

Three new works were commissioned for the pilot performance of Online Orchestra: In Sea-Cold Lyon... more Three new works were commissioned for the pilot performance of Online Orchestra: In Sea-Cold Lyonesse by John Pickard, Spiritus Telecommunitas by Federico Reuben and Re-Tracing by Jim Aitchison. This article brings together post-project interviews with composers and detailed analyses of the final compositions in order to document how composers approached the challenge of writing music for a latency-rich environment. Solutions include the use of distributed textures, polyrhythm and ostinati, blurred transitions, slow rates of harmonic change, layered textures and semi-improvised rhythmic notation. This leads to consideration of the medium of Online Orchestra – a telematic performance environment for distributed young and amateur musicians to make music together – and the conclusion that latency-rich environments hold significant potential for composers.

Research paper thumbnail of Games Research Opportunities and Research Excellence in Cornwall and the EU (project): GRO / ERA

My contribution to GRO/ERA focused on user and market research of casual gamers as this is one of... more My contribution to GRO/ERA focused on user and market research of casual gamers as this is one of the research strands of GRO/ERA. In particular I contrast Game Designers with Game Consumers, as an awareness excercise for Game Designers The data collection (Questionnaire) has been completed and I am currently analysing the data and writing an internal report which in time will result in one or more publications.

Research paper thumbnail of Games Research Opportunities and Research Excellence in Cornwall and the EU (project): GRO / ERA

My contribution to GRO/ERA focused on user and market research of casual gamers as this is one of... more My contribution to GRO/ERA focused on user and market research of casual gamers as this is one of the research strands of GRO/ERA. In particular I contrast Game Designers with Game Consumers, as an awareness excercise for Game Designers The data collection (Questionnaire) has been completed and I am currently analysing the data and writing an internal report which in time will result in one or more publications.

Research paper thumbnail of The Superfast Tempest

Presentation to Superfast Cornwall Researcher Networking Day, Plymouth University, 4th November 2014

Research paper thumbnail of eTheatre

Proceedings of the Fifth International Symposium of Chinese CHI on - Chinese CHI 2017, 2017

In September 2014, a local theatre company performed "the Tempest" simultaneously at two differen... more In September 2014, a local theatre company performed "the Tempest" simultaneously at two different locations to two separate audiences. Both audiences were linked together using an advanced video system, where several cameras captured the play. This is just one example of the radical shift in performing arts, where small theatre companies can use the Internet and a range of digital tools for reaching a wider remote audience. The question remains: what is the influence of this shift on the experience of the audience members? In order to better understand the problem space, we conducted two experiments focusing on two common current scenarios: remote asynchronous and synchronous watching of a theatre play. First, a theatre play was recorded and shown at a later date in a cinema to an audience. Second, a play in one theatre was broadcast to another theatre in real time. This paper reports the results of the experiments and discusses the implications towards the audience when bridging technology and performing arts. According to the results, a shift in time has a deep impact, with the audience rating their watching experience less intensive by 25% to the audience at the live venue. In the second experiment, on the other hand, both audiences reported fairly similar experiences, but different parts of the play had significant different impacts depending on the location where the audience was (in front of the stage or at another theatre). In particular it seems that lacking a way to show appreciation to the play e.g., applause has a big impact on the watching experience. The main conclusion though is that better mechanisms for including remote audiences in the experience are needed.

Research paper thumbnail of How Are We Connected? - Measuring Audience Galvanic Skin Response of Connected Performances

Proceedings of the 3rd International Conference on Physiological Computing Systems, 2016

Accurately measuring the audience response during a performance is a difficult task. This is part... more Accurately measuring the audience response during a performance is a difficult task. This is particularly the case for connected performances. In this paper, we staged a connected performance in which a remote audience enjoyed the performance in real-time. Both objective (galvanic skin response and behaviours) and subjective (interviews) responses from the live and remote audience members were recorded. To capture galvanic skin response, a group of self-built sensors was used to record the electrical conductance of the skin. The results of the measurements showed that both the live and the remote audience members had a similar response to the connected performance even though more vivid artistic artefacts had a stronger effect on the live audience. Some technical issues also influenced the experience of the remote audience. In conclusion we found that the remoteness had little influence on the connected performance.

Research paper thumbnail of Connecting Living Rooms

Proceedings of the ACM International Conference on Interactive Experiences for TV and Online Video - TVX '16, 2016

Consumer live video communication has now become an established communication medium, but the cur... more Consumer live video communication has now become an established communication medium, but the current systems are still quite limited in their ability to support natural communication in more complex interaction setups. What new features might be required to further expand live video communication? This paper suggests: "orchestration" -- i.e. the ability to automatically and in real-time (re)configure the communication system to the needs of the interaction context. The inspiration for communication orchestration is television production through mixing views from different cameras and camera reframing. This paper reports a specific study of orchestration carried out in the social setting of a group of friends communicating from three separate living rooms through television screens and multiple cameras. The orchestrated experience was evaluated against a static (split screen) connection, and was carried out via a questionnaire, analysis of automatic logs and interviews. In this case study, orchestration has been identified as providing for more intimate conversations, whereas, the static solution emerged to be better for conveying group awareness.

Research paper thumbnail of Sensing Audience Response–Beyond One Way Streaming of Live Performances

Research paper thumbnail of Creating experiences with wearable computing

IEEE Pervasive Computing, 2002

Wearable computing has the potential to deliver a rich variety of engaging user experiences that ... more Wearable computing has the potential to deliver a rich variety of engaging user experiences that enhance everyday activities and situations through context-sensitive media and interaction. The Walk in the Wired Woods installation illustrates how such experiences might be designed and delivered in collaboration with artists and musicians. In this paper, we outline the beliefs underlying the experiential approach to wearable computing, describe the Walk in the Wired Woods experience, and reflect on the lessons that might be learnt from this work.

Research paper thumbnail of Exploring the complexity of understanding, managing and marketing codes for sustainability in the current economic climate – issues for the small builder

Smart Innovation, Systems and Technologies, 2012

In the UK the Code for Sustainable Homes (CSH) is set to become mandatory in 2016. However curren... more In the UK the Code for Sustainable Homes (CSH) is set to become mandatory in 2016. However current attitudinal research highlights unwillingness within the major construction industry although there is some promising research regarding occupier awareness. Little is known about attitudes of Small to Medium Building Enterprises regarding the CSH. We conducted an in-depth interview study with builders and found that by and large they have a good understanding of the CSH and value a good relationship with building inspectors. In addition they are not computer illiterate and have been using technology for decades. Their use of "estimating" software allows them to gain intricate knowledge of all the different stages of the building process and as such presents itself as a promising vehicle to also educate them about the CSH.

Research paper thumbnail of Energy-Aware User Interfaces and Energy-Adaptive Displays