Where immersive museum and digital heritage experiences exist, they are often only available for limited project timespans and they do not generally connect to other similar experiences and artefacts, nor connect to physical museums or heritage locations. This paper presents work in progress toward the design of a prototype virtual interconnected curation space for improving the connectedness of different heritage experiences and engagements with different cultural artefacts and histories. A vintage Mesopotamian serious game is explored as an exemplar interaction and candidate engagement. Experience and usability evaluations are identified and filtered to create a tractable assessment for participant testing that also aims to estimate heritage engagement.
In recent years, wearable computers, in the form of wrist-worn trackers and smartwatches, have transitioned apace from the well-being market into the set of 'Internet of Medical Things' (IoMTs) used in clinical research and healthcare. Despite concerted efforts invested in improved clinical research practices and, more generally, in improved reporting and repeatability in research, failings in the reporting practices of IoMTs and other health technologies mean that fundamental materials information is too frequently obscure. This paper contributes novel insights from work in progress that is systematically analysing the specificity of wearable wrist-worn IoMT interventions reported in completed and reported clinical trials. Results compiled for the earliest and most recent 10% of completed trials recorded in the international ClinialTrials.gov repository demonstrates substantial failings in reporting practices and a complete absence of version reporting. To better understand and improve on current practice and failings, we propose that Healthcare-Computer Interaction (as a sub-genre of Human-Computer Interaction) is deserving of further attention.
As part of a requirements elicitation process for the design of improved interfaces to system-level data, this short paper compares and contrasts wearable tracker 'changelog' documents that communicate software and embedded firmware updates. Seventeen models of five device families of heart rate sensing wearable trackers (from four manufacturers) conformed to specified selection criteria. The changelogs for these devices over a two-year period were analysed for content, style and consistency. Although the emphasis of all changelogs was on reporting improvements and fixes, markedly different styles were observed between manufacturers. The number of update items per version entry for the seventeen tracker changelogs varied from 1 to 6.5 and the number of words per item varied across manufacturer changelogs from 4.6 (Withings) to 18.9 (Fitbit). Changelog entries for Garmin and Withings devices employed a bullet point presentation style whereas Fitbit and Polar changelogs employed a combination of prose and bullet points. In contrast to the concise bullet points of Withings changelogs, Fitbit changelogs had a more conversational style and addressed the user in 2 nd person (you/your). Ideally, the presentation, detail and relevance of changelog content would be tailored according to the needs and preferences of stakeholders such as user wearers, researchers or health professionals.
Device obsolescence contributes to the rising levels of annual e-waste. The research presented in this extended workshop paper summarises the findings of two studies conducted in 2021 and 2022 that highlighted the difficulties faced by consumers in downloading and installing applications on a legacy device classified as 'vintage' and, then subsequently, as 'obsolete'. The results of both studies demonstrated that few applications could be downloaded directly but, with the help of a non-legacy device's purchase history, the majority of applications could be downloaded and, furthermore, were functional. These results raise important questions about legacy devices and whether devices classified as vintage or obsolete could have longer lifespans as functional and useful devices. Informed by discussions at the 'Sustainable Human-Work Interaction Design' workshop at the 2023 INTERACT conference, this paper considers these questions, discusses possible prospects for devices nearing obsolescence and the sustainability implications of continued use of legacy devices.
This paper surveys twenty years of published works and implementations of virtual reality (VR), augmented reality (AR) and 3D repositories relevant to ancient Mesopotamia. Results are sorted according to type, relevance to cuneiform, evaluation, and availability. Of the eleven published works and five applications that satisfied the inclusion criteria, only one involved immersive VR, seven were related to cuneiform, only two were open source and there was little reporting of evaluation. The paper explores the design, development, and evaluation challenges involved in the creation of immersive, educational, and engaging 3D, AR, and VR experiences and looks ahead to future opportunities such as AI-assisted content generation.
Obsolete devices add to the rising levels of electronic waste, a major environmental concern, and a contributing factor to climate change. In recent years, device manufacturers have established environmental commitments and launched initiatives such as supporting the recycling of obsolete devices by making more ways available for consumers to safely dispose of their old devices. However, little support is available for individuals who want to continue using legacy or ‘end-of-life’ devices and few studies have explored the usefulness of these older devices, the barriers to their continued use and the associated user experiences. With a human-computer interaction lens, this paper reflects on device usefulness as a function of utility and usability, and on the barriers to continued device use and app installation. Additionally, the paper contributes insights from a sequel study that extends on prior work evaluating app functionality of a ‘vintage’ Apple device with new empirical data on app downloadability and functionality for the same device when newly classified as ‘obsolete’. A total of 230 apps, comprising the top 10 free App Store apps for each of 23 categories, were assessed for downloadability and functionality on an Apple iPad Mini tablet. Although only 20 apps (8.7%) could be downloaded directly onto the newly obsolete device, 143 apps (62.2%) could be downloaded with the use of a different non-legacy device. Of these 163 downloadable apps, 131 apps (comprising 57% of all 230 apps and 80.4% of the downloadable apps) successfully installed, opened, and functioned. This was a decrease of only 4.3% in functional apps (of the 230 total apps) compared to the performance of the device when previously classified as ‘vintage’.
The Home Office Science and Technology Strategy identifies the need for criminal investigators to harness new technologies to enhance efficiency during the course of an investigation. Wearable computer technology has developed to provide technological support to many vocational tasks. The aim of the Methods to Support Shared Analysis for Mobile investigators (MsSAM) project is to develop and demonstrate the application of such technology to crime scene investigation. As an initial step in the design process, a detailed task analysis of crime scene investigation has been undertaken. Communicating with individuals involved in crime scene examination and those providing forensic services to police organisations, a theory of technological support to crime scene investigation will be compiled. Using the acquired information, a task analysis of the crime scene examiners duties will be analysed to aid the design specification and creation of a prototype. From this analysis it is possible to divide the process into discrete stages. Each stage has different information requirements, data handling issues and communication demands. Taking into consideration the variables present in crime scene investigation, we explore the interaction of the forensic practitioner with their environment at both the volume crime scene and the major crime scene and the interaction with other forensic disciplines, such as forensic archaeology and fire investigation.
Dr Sandra Woolley FBCS, Deputy Director of Keele University Digital Society Institute, explores future healthcare opportunities and challenges.
This paper accompanies an Interactions Gallery exhibit of interfaces to 3D artefacts at the 2022 BCS Human-Computer Interaction (HCI) Conference. The exhibit introduces cuneiform, humankind’s earliest writing, showing visitors how the cuneiform script evolved over millennia and how web-based 3D viewer interfaces for cuneiform artefacts have evolved much more recently from a progenitor originally demonstrated five years ago at the 2017 BCS HCI Conference Interactions Gallery. Visitors to the exhibit will also see how the 3D viewer interface has been adapted for different purposes and how it continues to evolve in functionality
With the recent court cases involving Google, Apple, and Epic Games, sideloading has taken a prominent position in the current and future accessibility and usability of smartphone applications. Sideloading is defined in the context of smartphones as the download and installation of an application via non-official means, such as a Third-Party Marketplace or repository. Enabling, or disabling the ability to sideload in smartphone eco-systems has the potential for an increase in wider issues such as the prevention of device longevity and digital sustainability. This paper outlines the current research into Sideloading drivers and motivations with discussion on future studies to be conducted.
This paper summarises a programme of PhD research relevant to federated machine learning for IoMT-informed patient care. Sensing performance, data quality and stakeholder perceptions are key to the clinical outcomes that can be achieved in future healthcare systems. However, IoMT data quality challenges are complex and multi-faceted, and could significantly impact clinical decisions that depend on accurate and timely data. The paper outlines the research context and challenges, summarises progress and candidate research questions, and discusses potential solutions, and topics for future research in this area.
There are skill shortages in the digital media sector that, in part, are addressed by digital upskilling across the arts and humanities. However, outside the few interdisciplinary arts-oriented institutions and specialist programmes, there is little cross-over of art and creative expression upskilling in traditional science and engineering programmes. This short paper accompanies a 2022 BCS Human-Computer Interaction Conference Interactions Gallery exhibit that challenges the current paradigm and showcases media content, exemplar animated artworks and interactive animations on the theme of Human-Computer Interaction from a first-year Computer Science module on animation and multimedia at Keele University that combines coding and creativity with art and algorithms.
Software installation is an important but somewhat neglected aspect of human-computer interaction. The ‘sideloading’ of smartphone apps, i.e., the downloading and installation of apps from third-party marketplaces and other locations outside ‘official’ app stores, has become a contentious issue in recent times. However, there has been little exploration of sideloading drivers and motivations in the academic literature. This paper contributes insights on sideloading, practices and preferences from a questionnaire completed by 102 participants, comprising 48 computer science participants and 64 participants from selected Reddit communities relevant to smartphone software and apps, sideloading, jailbreaking and legacy device use. 76.5% of respondents (45.9% computer science and 93.8% Reddit) reported experience of sideloading apps from alternative locations to the ‘official’ app stores. App availability issues were reported as the main motivating factors and both groups of participants expressed support for related themes including the right to repair, reducing e-waste, and making use of end-of-life devices.
This paper summarises a programme of research motivated by the challenge of achieving engaging 3D virtual experiences for small heritage artefacts, the sorts of artefacts that mare difficult to display and may be easily overlooked in museum settings. The challenges are i) a lack of easy-to-use, low-cost solutions for acquiring all around, textured 3D models of small form-factor objects and ii) the inherent challenge of achieving engaging and connected virtual experiences for artefacts that are not visibly striking. The paper summarises the research challenges and outlines the research case study - a virtual reality experience for ‘cuneiform tablets’, ancient written records impressed on handheld clay ‘tablets’.
This paper presents an Augmented Reality (AR) project for the curation of virtual museum 'takeouts' and DIY exhibitions. The project's outputs include novel AR app technology demonstrators to support co-design with museum users and stakeholders - the goal being to create useful and easy-to-use AR apps for scholars, citizen scientists and the interested public.The apps were designed for users to create, display, animate and interact with exhibitions of selected 3D artefacts that could, for example, reflect academic specialisms for sharing with fellow researchers, support curators in exhibition planning or enable friends and students to share eclectic favourites from museum visits. The overarching project ambition was to create AR apps to support research, engagement and education, and to enable interactive and personalized visualizations of individual artefacts as well as reconstructed forms. As presented in the paper, these forms are exemplified in the AR apps with 3D models of a cuneiform envelope and its tablet contents, viewable either as i) separate artefacts or ii) in their reconstructed enveloped form, with the AR apps enabling animated opening and 'X-ray views' of the contents within. In this way, the apps can enable users to visualize individual objects and reconstructions that could, for example, incorporate artefacts held in different museums.
Background Currently the diagnosis of shoulder instability, particularly in children, is difficult and can take time. These diagnostic delays can lead to poorer outcome and long-term complications. A Diagnostic Decision Support System (DDSS) has the potential to reduce time to diagnosis and improve outcomes for patients. The aim of this study was to develop a concept map for a future DDSS in shoulder instability. Methods A modified nominal focus group technique, involving three clinical vignettes, was used to elicit physiotherapists decision-making processes. Results Twenty-five physiotherapists, (18F:7 M) from four separate clinical sites participated. The themes identified related to ‘Variability in diagnostic processes and lack of standardised practice’ and ‘Knowledge and attitudes towards novel technologies for facilitating assessment and clinical decision making’. Conclusion No common structured approach towards assessment and diagnosis was identified. Lack of knowledge, perceived usefulness, access and cost were identified as barriers to adoption of new technology. Based on the information elicited a conceptual design of a future DDSS has been proposed. Work to develop a systematic approach to assessment, classification and diagnosis is now proposed. Trial Registraty This was not a clinical trial and so no clinical trial registry is needed.
Wrist-worn photoplethysmography (PPG) heart rate monitoring devices are increasingly used in clinical applications despite the potential for data missingness and inaccuracy. This paper provides an analysis of the intermittency of experimental wearable data recordings. Devices recorded heart rate with gaps of 5 or more minutes 41.6% of the time and 15 or more minutes 3.8% of the time.
This paper presents a brief overview of ongoing research on creating a data-driven health monitoring and diagnostics ecosystem based on Artificial Intelligence (AI) and Internet of Medical Things (IoMT) sensors and wearables at the point where data is generated using Federated Learning (FL).
This paper presents a scoping review of federated learning for the Internet of Medical Things (IoMT) and demonstrates the limited amount of research work in an area which has potential to improve patient care. Federated Learning and IoMT - as standalone technologies - have already proved to be highly disruptive but there is a need for further research to apply federated learning to the IoMT.