Sue Cobb | University of Nottingham (original) (raw)

Papers by Sue Cobb

Research paper thumbnail of Technology and applications for collaborative learning in virtual reality

Computer Supported Collaborative Learning, Jun 18, 2017

In this symposium we explore the immense potential for virtual reality to be applied in education... more In this symposium we explore the immense potential for virtual reality to be applied in educational settings. We discuss recent technological developments against a backdrop of several decades of research. Six presentations, including four from academic authors and two from the commercial sector, will explore user requirements, new technologies, and practical issues in collaborative VR applications for learning

Research paper thumbnail of Reflections on the role of the ‘users’: challenges in a multi-disciplinary context of learner-centred design for children on the autism spectrum

International Journal of Research & Method in Education, Mar 17, 2014

Research paper thumbnail of State-of-the-art of virtual reality technologies for children on the autism spectrum

European Journal of Special Needs Education, Aug 1, 2011

Research paper thumbnail of Collaborative Virtual Environment to Facilitate Game Design Evaluation with Children with ASC

International Journal of Human-computer Interaction, Dec 11, 2018

Research paper thumbnail of Human factors considerations in designing for infection prevention and control in neonatal care – findings from a pre-design inquiry

Research paper thumbnail of Modified virtual reality technology for treatment of amblyopia

Research paper thumbnail of Examining the Use of Autonomous Systems for Home Health Support using a Smart Mirror

The home is becoming a key location for healthcare delivery, including the use of technology driv... more The home is becoming a key location for healthcare delivery, including the use of technology driven by autonomous systems (AS) to monitor and support healthcare plans. Using the example of a smart mirror, this paper describes the outcomes of focus groups with people with multiple sclerosis (MS; n=6) and people who have had a stroke (n=15) to understand their attitudes towards the use of AS for healthcare in the home. We thematic analysis to analyse the data. The results indicate that the use of such technology depends on the level of adaptability and responsiveness to the users’ specific circumstances, including their relationships with the healthcare system. A smart mirror would need to support manual entry, responsive goal setting, effective aggregation of data sources and integration with other technology, have a range of input methods, be supportive rather than prescriptive in messaging, and give the user full control of their data. Barriers to adoption include a perceived lack ...

Research paper thumbnail of Predicting the Human Response to An Emergency

Contemporary Ergonomics 2009, 2009

Research paper thumbnail of Presence and Communication in Hybrid Virtual and Augmented Reality Environments

PRESENCE: Virtual and Augmented Reality, 2021

The use of virtual reality (VR) and augmented reality (AR) in connected environments is rarely ex... more The use of virtual reality (VR) and augmented reality (AR) in connected environments is rarely explored but may become a necessary channel of communication in the future. Such environments would allow multiple users to interact, engage, and share multidimensional data across devices and between the spectrum of realities. However, communication between the two realities within a hybrid environment is barely understood. We carried out an experiment with 52 participants in 26 pairs, within two environments of 3D cultural artifacts: (1) a Hybrid VR and AR environment (HVAR) and (2) a Shared VR environment (SVR). We explored the differences in perceived spatial presence, copresence, and social presence between the environments and between users. We demonstrated that greater presence is perceived in SVR when compared with HVAR, and greater spatial presence is perceived for VR users. Social presence is perceived greater for AR users, possibly because they have line of sight of their partne...

Research paper thumbnail of Posture, movement, and aircraft passengers: An investigation into factors influencing in-flight discomfort

Work, 2021

BACKGROUND: Aircraft passengers’ physical activity levels are often limited during flight for ext... more BACKGROUND: Aircraft passengers’ physical activity levels are often limited during flight for extended periods of time, which can have serious impact on health, comfort, and passenger experience. However, several factors, such as limited personal space and social factors, can make movement difficult. OBJECTIVE: The study aimed to identify participant behaviour and postures during medium to long-haul flights and their effect on location and severity of physical discomfort. This work investigated how aircraft passengers’ comfort ratings changed over time and explored the association between postures and comfort ratings during flight. The study also explored the association between performing in-flight exercises and factors limiting participants’ abilities to complete these exercises. METHOD: Twenty-nine participants sat in an aircraft simulated cabin for 180 minutes and periodically performed in-seat exercises. They also completed a questionnaire providing data on demographic informat...

Research paper thumbnail of User-Centered Design Approaches to Integrating Intellectual Property Information into Early Design Processes with a Design Patent Retrieval Application

International Journal of Human–Computer Interaction, 2019

Research paper thumbnail of Play User Feedback in the Development of a Serious Game for Optimizing Hearing Aid Orientation

Ergonomics in Design: The Quarterly of Human Factors Applications, 2020

Many hearing aid (HA) users are dissatisfied with HA performance in social situations. One way to... more Many hearing aid (HA) users are dissatisfied with HA performance in social situations. One way to improve HA outcomes is training the users to understand how HAs work. Play&Tune was designed to provide this training and to foster autonomy in hearing rehabilitation. We carried out two prototype evaluations and a prerelease evaluation of Play&Tune with 71 HA users, using an interview or online survey. Users gave detailed feedback on their experiences with the app. Most participants enjoyed learning about HAs and expressed a desire for autonomy over their HA settings. Our case study reinforces the importance of user feedback during app development.

Research paper thumbnail of Robots in special education: reasons for low uptake

Journal of Enabling Technologies, 2019

Purpose The purpose of this paper is to identify the main reasons for low uptake of robots in spe... more Purpose The purpose of this paper is to identify the main reasons for low uptake of robots in special education (SE), obtained from an analysis of previous studies that used robots in the area, and from interviewing SE teachers about the topic. Design/methodology/approach An analysis of 18 studies that used robots in SE was performed, and the conclusions were complemented and compared with the feedback from interviewing 13 SE teachers from Spain and the UK about the reasons they believed caused the low uptake of robots in SE classrooms. Findings Five main reasons why SE schools do not normally use robots in their classrooms were identified: the inability to acquire the system due to its price or availability; its difficulty of use; the low range of activities offered; the limited ways of interaction offered; and the inability to use different robots with the same software. Originality/value Previous studies focussed on exploring the advantages of using robots to help children with a...

Research paper thumbnail of Collaborative Virtual Environment to Facilitate Game Design Evaluation with Children with ASC

International Journal of Human–Computer Interaction, 2018

Research paper thumbnail of Human factors considerations in designing for infection prevention and control in neonatal care - findings from a pre-design inquiry

Ergonomics, Jan 31, 2017

Qualitative data collection methods drawn from the early stages of human-centred design framework... more Qualitative data collection methods drawn from the early stages of human-centred design frameworks combined with thematic analysis were used to develop an understanding of infection prevention practice within an existing neonatal intensive care unit. Findings were used to generate a framework of understanding which in turn helped inform a baseline approach for future research and design development. The study revealed that a lack of clarity between infection transmission zones and a lack of design attributes needed to uphold infection prevention measures may be undermining healthcare workers' understanding and application of good practice. The issue may be further complicated by well-intentioned behavioural attitudes to meeting work objectives; undue influences from spatial constraints; the influence of inadvertent and excessive touch-based interactions; physical and/or cognitive exertion to maintain transmission barriers; and the impact of expanding job design and increased wor...

Research paper thumbnail of Randomised controlled trial of video clips and interactive games to improve vision in children with amblyopia using the I-BiT system

The British journal of ophthalmology, Jan 7, 2016

Traditional treatment of amblyopia involves either wearing a patch or atropine penalisation of th... more Traditional treatment of amblyopia involves either wearing a patch or atropine penalisation of the better eye. A new treatment is being developed on the basis of virtual reality technology allowing either DVD footage or computer games which present a common background to both eyes and the foreground, containing the imagery of interest, only to the amblyopic eye. A randomised control trial was performed on patients with amblyopia aged 4-8 years with three arms. All three arms had dichoptic stimulation using shutter glass technology. One arm had DVD footage shown to the amblyopic eye and common background to both, the second used a modified shooter game, Nux, with sprite and targets presented to the amblyopic eye (and background to both) while the third arm had both background and foreground presented to both eyes (non-interactive binocular treatment (non-I-BiT) games). Seventy-five patients were randomised; 67 were residual amblyopes and 70 had an associated strabismus. The visual ac...

Research paper thumbnail of Please Let me in: A Participatory Workshop Approach to the Design of a Driver-to-driver Communication Device

Procedia Manufacturing, 2015

Research paper thumbnail of Virtual Reality Technologies and the Creative Arts in the Areas of Disability, Therapy, Health, and Rehabilitation

Research paper thumbnail of Accessibility for Older Users through Adaptive Interfaces: Opportunities, Challenges and Achievements

Lecture Notes in Computer Science, 2011

Research paper thumbnail of Design and development of virtual reality based perceptual-motor rehabilitation scenarios

The 26th Annual International Conference of the IEEE Engineering in Medicine and Biology Society

Research paper thumbnail of Technology and applications for collaborative learning in virtual reality

Computer Supported Collaborative Learning, Jun 18, 2017

In this symposium we explore the immense potential for virtual reality to be applied in education... more In this symposium we explore the immense potential for virtual reality to be applied in educational settings. We discuss recent technological developments against a backdrop of several decades of research. Six presentations, including four from academic authors and two from the commercial sector, will explore user requirements, new technologies, and practical issues in collaborative VR applications for learning

Research paper thumbnail of Reflections on the role of the ‘users’: challenges in a multi-disciplinary context of learner-centred design for children on the autism spectrum

International Journal of Research & Method in Education, Mar 17, 2014

Research paper thumbnail of State-of-the-art of virtual reality technologies for children on the autism spectrum

European Journal of Special Needs Education, Aug 1, 2011

Research paper thumbnail of Collaborative Virtual Environment to Facilitate Game Design Evaluation with Children with ASC

International Journal of Human-computer Interaction, Dec 11, 2018

Research paper thumbnail of Human factors considerations in designing for infection prevention and control in neonatal care – findings from a pre-design inquiry

Research paper thumbnail of Modified virtual reality technology for treatment of amblyopia

Research paper thumbnail of Examining the Use of Autonomous Systems for Home Health Support using a Smart Mirror

The home is becoming a key location for healthcare delivery, including the use of technology driv... more The home is becoming a key location for healthcare delivery, including the use of technology driven by autonomous systems (AS) to monitor and support healthcare plans. Using the example of a smart mirror, this paper describes the outcomes of focus groups with people with multiple sclerosis (MS; n=6) and people who have had a stroke (n=15) to understand their attitudes towards the use of AS for healthcare in the home. We thematic analysis to analyse the data. The results indicate that the use of such technology depends on the level of adaptability and responsiveness to the users’ specific circumstances, including their relationships with the healthcare system. A smart mirror would need to support manual entry, responsive goal setting, effective aggregation of data sources and integration with other technology, have a range of input methods, be supportive rather than prescriptive in messaging, and give the user full control of their data. Barriers to adoption include a perceived lack ...

Research paper thumbnail of Predicting the Human Response to An Emergency

Contemporary Ergonomics 2009, 2009

Research paper thumbnail of Presence and Communication in Hybrid Virtual and Augmented Reality Environments

PRESENCE: Virtual and Augmented Reality, 2021

The use of virtual reality (VR) and augmented reality (AR) in connected environments is rarely ex... more The use of virtual reality (VR) and augmented reality (AR) in connected environments is rarely explored but may become a necessary channel of communication in the future. Such environments would allow multiple users to interact, engage, and share multidimensional data across devices and between the spectrum of realities. However, communication between the two realities within a hybrid environment is barely understood. We carried out an experiment with 52 participants in 26 pairs, within two environments of 3D cultural artifacts: (1) a Hybrid VR and AR environment (HVAR) and (2) a Shared VR environment (SVR). We explored the differences in perceived spatial presence, copresence, and social presence between the environments and between users. We demonstrated that greater presence is perceived in SVR when compared with HVAR, and greater spatial presence is perceived for VR users. Social presence is perceived greater for AR users, possibly because they have line of sight of their partne...

Research paper thumbnail of Posture, movement, and aircraft passengers: An investigation into factors influencing in-flight discomfort

Work, 2021

BACKGROUND: Aircraft passengers’ physical activity levels are often limited during flight for ext... more BACKGROUND: Aircraft passengers’ physical activity levels are often limited during flight for extended periods of time, which can have serious impact on health, comfort, and passenger experience. However, several factors, such as limited personal space and social factors, can make movement difficult. OBJECTIVE: The study aimed to identify participant behaviour and postures during medium to long-haul flights and their effect on location and severity of physical discomfort. This work investigated how aircraft passengers’ comfort ratings changed over time and explored the association between postures and comfort ratings during flight. The study also explored the association between performing in-flight exercises and factors limiting participants’ abilities to complete these exercises. METHOD: Twenty-nine participants sat in an aircraft simulated cabin for 180 minutes and periodically performed in-seat exercises. They also completed a questionnaire providing data on demographic informat...

Research paper thumbnail of User-Centered Design Approaches to Integrating Intellectual Property Information into Early Design Processes with a Design Patent Retrieval Application

International Journal of Human–Computer Interaction, 2019

Research paper thumbnail of Play User Feedback in the Development of a Serious Game for Optimizing Hearing Aid Orientation

Ergonomics in Design: The Quarterly of Human Factors Applications, 2020

Many hearing aid (HA) users are dissatisfied with HA performance in social situations. One way to... more Many hearing aid (HA) users are dissatisfied with HA performance in social situations. One way to improve HA outcomes is training the users to understand how HAs work. Play&Tune was designed to provide this training and to foster autonomy in hearing rehabilitation. We carried out two prototype evaluations and a prerelease evaluation of Play&Tune with 71 HA users, using an interview or online survey. Users gave detailed feedback on their experiences with the app. Most participants enjoyed learning about HAs and expressed a desire for autonomy over their HA settings. Our case study reinforces the importance of user feedback during app development.

Research paper thumbnail of Robots in special education: reasons for low uptake

Journal of Enabling Technologies, 2019

Purpose The purpose of this paper is to identify the main reasons for low uptake of robots in spe... more Purpose The purpose of this paper is to identify the main reasons for low uptake of robots in special education (SE), obtained from an analysis of previous studies that used robots in the area, and from interviewing SE teachers about the topic. Design/methodology/approach An analysis of 18 studies that used robots in SE was performed, and the conclusions were complemented and compared with the feedback from interviewing 13 SE teachers from Spain and the UK about the reasons they believed caused the low uptake of robots in SE classrooms. Findings Five main reasons why SE schools do not normally use robots in their classrooms were identified: the inability to acquire the system due to its price or availability; its difficulty of use; the low range of activities offered; the limited ways of interaction offered; and the inability to use different robots with the same software. Originality/value Previous studies focussed on exploring the advantages of using robots to help children with a...

Research paper thumbnail of Collaborative Virtual Environment to Facilitate Game Design Evaluation with Children with ASC

International Journal of Human–Computer Interaction, 2018

Research paper thumbnail of Human factors considerations in designing for infection prevention and control in neonatal care - findings from a pre-design inquiry

Ergonomics, Jan 31, 2017

Qualitative data collection methods drawn from the early stages of human-centred design framework... more Qualitative data collection methods drawn from the early stages of human-centred design frameworks combined with thematic analysis were used to develop an understanding of infection prevention practice within an existing neonatal intensive care unit. Findings were used to generate a framework of understanding which in turn helped inform a baseline approach for future research and design development. The study revealed that a lack of clarity between infection transmission zones and a lack of design attributes needed to uphold infection prevention measures may be undermining healthcare workers' understanding and application of good practice. The issue may be further complicated by well-intentioned behavioural attitudes to meeting work objectives; undue influences from spatial constraints; the influence of inadvertent and excessive touch-based interactions; physical and/or cognitive exertion to maintain transmission barriers; and the impact of expanding job design and increased wor...

Research paper thumbnail of Randomised controlled trial of video clips and interactive games to improve vision in children with amblyopia using the I-BiT system

The British journal of ophthalmology, Jan 7, 2016

Traditional treatment of amblyopia involves either wearing a patch or atropine penalisation of th... more Traditional treatment of amblyopia involves either wearing a patch or atropine penalisation of the better eye. A new treatment is being developed on the basis of virtual reality technology allowing either DVD footage or computer games which present a common background to both eyes and the foreground, containing the imagery of interest, only to the amblyopic eye. A randomised control trial was performed on patients with amblyopia aged 4-8 years with three arms. All three arms had dichoptic stimulation using shutter glass technology. One arm had DVD footage shown to the amblyopic eye and common background to both, the second used a modified shooter game, Nux, with sprite and targets presented to the amblyopic eye (and background to both) while the third arm had both background and foreground presented to both eyes (non-interactive binocular treatment (non-I-BiT) games). Seventy-five patients were randomised; 67 were residual amblyopes and 70 had an associated strabismus. The visual ac...

Research paper thumbnail of Please Let me in: A Participatory Workshop Approach to the Design of a Driver-to-driver Communication Device

Procedia Manufacturing, 2015

Research paper thumbnail of Virtual Reality Technologies and the Creative Arts in the Areas of Disability, Therapy, Health, and Rehabilitation

Research paper thumbnail of Accessibility for Older Users through Adaptive Interfaces: Opportunities, Challenges and Achievements

Lecture Notes in Computer Science, 2011

Research paper thumbnail of Design and development of virtual reality based perceptual-motor rehabilitation scenarios

The 26th Annual International Conference of the IEEE Engineering in Medicine and Biology Society