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Outputs (422)

A Functional Model of Interacting Systems: A Semiotic Approach (1994)
Book Chapter
Benyon, D. (1994). A Functional Model of Interacting Systems: A Semiotic Approach. In J. Connolly, & E. Edmonds (Eds.), CSCW and Artificial Intelligence; Computer Supported Cooperative Work (105-125). Springer. https://doi.org/10.1007/978-1-4471-2035-3_8

Recent developments in Human-Computer Interaction (HCI), Computer Supported Cooperative Work (CSCW) and Distributed Artificial Intelligence (DAI) share a common problem: communication. We are moving towards a situation of multiple interacting systems... Read More about A Functional Model of Interacting Systems: A Semiotic Approach.

Information Architecture and Navigation Design for Web Sites (2007)
Book Chapter
Benyon, D. (2007). Information Architecture and Navigation Design for Web Sites. In P. Zaphiris, & S. Kurniawan (Eds.), Human Computer Interaction Research in Web Design and Evaluation (165-184). IGI Global. https://doi.org/10.4018/978-1-59904-246-6.ch008

Information architecture concerns how to structure the content of an information space. Information architects design information spaces. Staying with the notion of information space leads us to the realisation that people need to be able to both con... Read More about Information Architecture and Navigation Design for Web Sites.

Exploratory Navigation for Runners Through Geographic Area Classification with Crowd-Sourced Data (2015)
Presentation / Conference Contribution
McGookin, D., Gkatzia, D., & Hastie, H. (2015, August). Exploratory Navigation for Runners Through Geographic Area Classification with Crowd-Sourced Data. Presented at 17th International Conference on Human-Computer Interaction with Mobile Devices and Services, Copenhagen, Denmark

Navigation when running is exploratory, characterised by both starting and ending in the same location, and iteratively foraging the environment to find areas with the most suitable running conditions. Runners do not wish to be explicitly directed, o... Read More about Exploratory Navigation for Runners Through Geographic Area Classification with Crowd-Sourced Data.

Information Space. (2006)
Book Chapter
Benyon, D. (2006). Information Space. In C. Ghaoui (Ed.), Encyclopedia of Human Computer Interaction (344-347). Hershey, Pa.; London;: IGI Global. https://doi.org/10.4018/978-1-59140-562-7.ch053

Human-Computer Interaction (HCI) in the 21st century needs to look very different from its 20th-century origins. Computers are becoming ubiquitous; they are disappearing into everyday objects. They are becoming wearable. They are able to communicate... Read More about Information Space..

From the Virtual to the RealWorld: Referring to Objects in Real-World Spatial Scenes (2015)
Presentation / Conference Contribution
Gkatzia, D., Rieser, V., Bartie, P., & Mackaness, W. (2015, September). From the Virtual to the RealWorld: Referring to Objects in Real-World Spatial Scenes. Presented at 2015 Conference on Empirical Methods in Natural Language Processing, Lisbon

Predicting the success of referring expressions (RE) is vital for real world applications such as navigation systems. Traditionally, research has focused on studying Referring Expression Generation (REG) in virtual, controlled environments. In this p... Read More about From the Virtual to the RealWorld: Referring to Objects in Real-World Spatial Scenes.

A Game-Based Setup for Data Collection and Task-Based Evaluation of Uncertain Information Presentation (2015)
Presentation / Conference Contribution
Gkatzia, D., Cercas Curry, A., Rieser, V., & Lemon, O. (2015, September). A Game-Based Setup for Data Collection and Task-Based Evaluation of Uncertain Information Presentation. Presented at 15th European Workshop on Natural Language Generation (ENLG 2015), University of Brighton, Brighton, UK

Decision-making is often dependent on uncertain data, e.g. data associated with confidence scores, such as probabilities. A concrete example of such data is weather data. We will demo a game-based setup for exploring the effectiveness of different ap... Read More about A Game-Based Setup for Data Collection and Task-Based Evaluation of Uncertain Information Presentation.

A Snapshot of NLG Evaluation Practices 2005 - 2014 (2015)
Presentation / Conference Contribution
Gkatzia, D., & Mahamood, S. (2015). A Snapshot of NLG Evaluation Practices 2005 - 2014. . https://doi.org/10.18653/v1/w15-4708

In this paper we present a snapshot of endto-end NLG system evaluations as presented in conference and journal papers1 over the last ten years in order to better understand the nature and type of evaluations that have been undertaken. We find that re... Read More about A Snapshot of NLG Evaluation Practices 2005 - 2014.

Generating and Evaluating Landmark-Based Navigation Instructions in Virtual Environments (2015)
Presentation / Conference Contribution
Cercas Curry, A., Gkatzia, D., & Rieser, V. (2015, September). Generating and Evaluating Landmark-Based Navigation Instructions in Virtual Environments. Presented at 15th European Workshop on Natural Language Generation (ENLG 2015), University of Brighton, Brighton, UK

Referring to landmarks has been identified to lead to improved navigation instructions. However, a previous corpus study suggests that human “wizards” also choose to refer to street names and generate user-centric instructions. In this paper, we cond... Read More about Generating and Evaluating Landmark-Based Navigation Instructions in Virtual Environments.

Comparing Multi-label Classification with Reinforcement Learning for Summarisation of Time-series Data (2014)
Presentation / Conference Contribution
Gkatzia, D., Hastie, H., & Lemon, O. (2014, June). Comparing Multi-label Classification with Reinforcement Learning for Summarisation of Time-series Data. Presented at The 52nd Annual Meeting of the Association for Computational Linguistics, Baltimore

We present a novel approach for automatic report generation from time-series data, in the context of student feedback generation. Our proposed methodology treats content selection as a multi-label (ML) classification problem, which takes as input ti... Read More about Comparing Multi-label Classification with Reinforcement Learning for Summarisation of Time-series Data.

Finding middle ground? Multi-objective Natural Language Generation from time-series data (2014)
Presentation / Conference Contribution
Gkatzia, D., Hastie, H., & Lemon, O. (2014, April). Finding middle ground? Multi-objective Natural Language Generation from time-series data. Presented at Proceedings of the 14th Conference of the European Chapter of the Association for Computational Linguistics, volume 2: Short Papers, Gothenburg, Sweden

A Natural Language Generation (NLG) system is able to generate text from nonlinguistic data, ideally personalising the content to a user’s specific needs. In some cases, however, there are multiple stakeholders with their own individual goals, needs... Read More about Finding middle ground? Multi-objective Natural Language Generation from time-series data.

Hasten Slowly: Developing an interactive sustainability storytelling chair (2020)
Presentation / Conference Contribution
Egan, C., O'dowd, A., & Fyffe, N. (2020, June). Hasten Slowly: Developing an interactive sustainability storytelling chair. Presented at 7th International Conference on ICT for Sustainability (ICT 4 S 2020 ), Bristol

Responding to the climate crisis and a considerable downturn in planetary well-being due to human consumption patterns, The Lions' Gate, on-campus, urban, permaculture-inspired, interactive community gardens project aims to affect changes in attitude... Read More about Hasten Slowly: Developing an interactive sustainability storytelling chair.

The Meeting Journey: Supporting the Design of Interaction Within Co-located, Collaborative Device Ecologies (2019)
Thesis
Ammeloot, A. The Meeting Journey: Supporting the Design of Interaction Within Co-located, Collaborative Device Ecologies. (Thesis). Edinburgh Napier University. http://researchrepository.napier.ac.uk/Output/2376807

The combination of personal and Bring Your Own Device (BYOD) technologies with augmented "smart" spaces designed for collaborative work offers new design challenges for the HCI community. This thesis looks at how BYOD technologies can integrate with... Read More about The Meeting Journey: Supporting the Design of Interaction Within Co-located, Collaborative Device Ecologies.

Exploring student identity and transition through portfolio development (2016)
Presentation / Conference Contribution
Sobolewska, E., Smith, S., & Hunter, D. (2016, June). Exploring student identity and transition through portfolio development. Paper presented at AAEEBL/CRA Understanding the essence(s) of portfolio-based learning

No abstract available.

Learning to Cope with Digital Technology (2014)
Presentation / Conference Contribution
Sobolewska, E. (2014, May). Learning to Cope with Digital Technology. Poster presented at FECCE, Postgraduate Research Conference 2014

There is a widespread assumption, that everyone uses modern interactive technology and appreciates its liberating effects. However, according to recent reports, ten million people in UK alone have never been on-line. Whilst four million of these peop... Read More about Learning to Cope with Digital Technology.

Eidolon360 – A VR Experience (2018)
Presentation / Conference Contribution
Hood, B., & Flint, T. (2018, July). Eidolon360 – A VR Experience. Presented at 6th Conference on Computation, Communication, Aesthetics & X, Madrid, Spain

Eidolon360 is a virtual reality artwork and experience that is interacted with through VR headsets. The viewer, reclining on a bed within the exhibition space, experiences a 360 film, shot within a medical simulation centre, that mimics clinical hosp... Read More about Eidolon360 – A VR Experience.

A Look at the Effects of Handheld and Projected Augmented-reality on a Collaborative Task (2018)
Presentation / Conference Contribution
Mackamul, E. B., & Esteves, A. (2018, October). A Look at the Effects of Handheld and Projected Augmented-reality on a Collaborative Task. Presented at 6th ACM Symposium on Spatial User Interaction, Berlin, Germany

This paper presents a comparative study between two popular AR systems during a collocated collaborative task. The goal of the study is to start a body of knowledge that describes the effects of different AR approaches in users' experience and perfor... Read More about A Look at the Effects of Handheld and Projected Augmented-reality on a Collaborative Task.

The Digital Rubber Hand Illusion (2017)
Presentation / Conference Contribution
Aldhous, J., Hetherington, R., & Turner, P. (2017). The Digital Rubber Hand Illusion. In Proceedings of British HCI 2017 – Digital Make-Believe. https://doi.org/10.14236/ewic/HCI2017.59

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 produces the illusion of them feeling the touch on the rubber hand and experiencin... Read More about The Digital Rubber Hand Illusion.

Make-Believing Animated Films Featuring Digital Humans: A Qualitative Inquiry Using Online Sources (2017)
Journal Article
Hetherington, R., & McRae, R. (2017). Make-Believing Animated Films Featuring Digital Humans: A Qualitative Inquiry Using Online Sources. Animation, 12(2), 156-173. https://doi.org/10.1177/1746847717710738

A qualitative inquiry of reviews of films featuring digital humanlike characters was performed by sampling user comments from three online reviewer aggregator sites: the Internet Movie Database, Rotten Tomatoes and Metacritic. The movies chosen for a... Read More about Make-Believing Animated Films Featuring Digital Humans: A Qualitative Inquiry Using Online Sources.

Virtualizing the real: a virtual reality contemporary sculpture park for children (2018)
Journal Article
Flint, T., Hall, L., Stewart, F., & Hagan, D. (2018). Virtualizing the real: a virtual reality contemporary sculpture park for children. Digital Creativity, 29(2/3), 191-207. https://doi.org/10.1080/14626268.2018.1511601

This paper discusses a virtual reality experience for a contemporary sculpture park, Jupiter Artland, developed in Minecraft targeting 9-11-year-old children. Issues of fidelity, realism and authenticity are considered, examining the use of Minecraft... Read More about Virtualizing the real: a virtual reality contemporary sculpture park for children.