VLDB 2026 Research / reviewers in the wild / expert
Callum Parker
dblp:144/0189
· DBLP profile ↗
14ranked-venue papers
2as first author
10since 2021 · last 2026
0000-0002-2173-9213ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 10 · 2 first-author · 6 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 3 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Envisioning Audio Augmented Reality in Everyday LifeabstractWhile visual augmentation dominates the augmented reality landscape, devices like Meta Ray-Ban audio smart glasses signal growing industry movement toward audio augmented reality (AAR). Hearing is a primary channel for sensing context, anticipating change, and navigating social space, yet AAR's everyday potential remains underexplored. We address this gap through a collaborative autoethnography (N=5, authoring) and an online survey (N=74). We identify ten roles for AAR, grouped into three categories: task- and utility-oriented, emotional and social, and perceptual collaborator. These roles are further layered with a rhythmic and embodied collaborator framing, mapping them onto micro-, meso-, and macro-rhythms of everyday life. Our analysis surfaces nuanced tensions, such as blocking distractions without erasing social presence, highlighting the need for context-aware design. This paper contributes a foundational and forward-looking framework for AAR in everyday life, providing design groundwork for systems attuned to daily routines, sensory engagement, and social expectations. Tram Thi Minh Tran, SooJeong Yoo, Oliver Weidlich, Yidan Cao, Xinyan Yu 0005, Xin Cheng 0025, Yin Ye, Natalia Gulbransen-Diaz, Callum Parker |
CHI | 9 |
| 2026 | A Systematic Review of Takeover System Design in Highly Automated DrivingabstractAs vehicle automation advances toward highly automated driving, takeover systems must address scenarios where users are entirely disengaged from the driving task. Although highly automated driving remains largely experimental, designing and researching robust takeover systems is essential for ensuring safe deployment, fostering user trust, and promoting system acceptance. Existing research has explored individual aspects of takeover design and interaction, but a comprehensive synthesis remains lacking. This paper presents a systematic review of 61 studies between 2015 and 2024, retrieved from the ACM Digital Library, Web of Science, ScienceDirect, and IEEE Xplore. The review is structured across three core dimensions: 1)takeover system design, including takeover budgets, modalities, and prompt information; 2)takeover scenarios, including driver characteristics, non-driving-related tasks, and traffic environments; and 3)takeover evaluation, including methods, measurement, and experimental apparatus. The analysis highlights inconsistencies in the definitions of automation levels and discusses their implications for comparability and validity in highly-automated driving research. It then identifies concrete research priorities: adaptive multimodal takeover systems, unified evaluation metrics, and ethical frameworks to guide human–system collaboration. Tram Thi Minh Tran, Kristina Mah, Callum Parker, Anastasia Globa |
IEEE Trans. Intell. Transp. Syst. | 4 |
| 2025 | Animal Interaction with Autonomous Mobility Systems: Designing for Multi-Species CoexistenceabstractAutonomous mobility systems increasingly operate in environments shared with animals, from urban pets to wildlife.However, their design has largely focused on human interaction, with limited understanding of how non-human species perceive, respond to, or are affected by these systems.Motivated by research in Animal-Computer Interaction (ACI) and more-than-human design, this study investigates animal interactions with autonomous mobility through a multi-method approach combining a scoping review (45 articles), online ethnography (39 YouTube videos and 11 Reddit discussions), and expert interviews (8 participants).Our analysis surfaces five key areas of concern: Physical Impact (e.g., collisions, failures to detect), Behavioural Effects (e.g., avoidance, stress), Accessibility Concerns (particularly for service animals), Ethics and Regulations, and Urban Disturbance.We conclude with design and policy directions aimed at supporting multispecies coexistence in the age of autonomous systems.This work underscores the importance of incorporating non-human perspectives to ensure safer, more inclusive futures for all species. Tram Thi Minh Tran, Xinyan Yu 0005, Marius Hoggenmüller, Callum Parker, Paul Schmitt, Julie Stephany Berrio, Stewart Worrall 0002, Martin Tomitsch |
AutomotiveUI | 4 |
| 2025 | Wearable AR in Everyday Contexts: Insights from a Digital Ethnography of YouTube VideosabstractWith growing investment in consumer augmented reality (AR) headsets and glasses, wearable AR is moving from niche applications to everyday use. However, current research primarily examines AR in controlled settings, offering limited insights into its use in real-world daily life. To address this gap, we adopt a digital ethnographic approach, analysing 27 hours of 112 YouTube videos featuring early adopters. These videos capture usage ranging from continuous periods of hours to intermittent use over weeks and months. Our analysis shows that currently, wearable AR is primarily used for media consumption and gaming. While productivity is a desired use case, frequent use is constrained by current hardware limitations and the nascent application ecosystem. Users seek continuity in their digital experience, desiring functionalities similar to those on smartphones, tablets, or computers. We propose implications for everyday AR development that promote adoption while ensuring safe, ethical, and socially-aware integration into daily life. Tram Thi Minh Tran, Shane Brown, Oliver Weidlich, SooJeong Yoo, Callum Parker |
CHI | 5 |
| 2025 | Beyond intent: enhancing transparency in automated vehicle behaviour by visualising their connectivityabstractAbstract Enhancing transparency in automated vehicle (AV) behaviour can help pedestrians understand how AVs work, which builds trust and ensures safer interactions. As AVs increasingly operate as part of a coordinated network, it is important to make their connectivity clear, helping pedestrians anticipate AV behaviour on the road. This study uses a qualitative design exploration to investigate visual methods for conveying AV connectivity. In the first phase, design concepts were generated using a biomimicry approach, drawing inspiration from nature, such as the harmonious chirping of crickets. In the second phase, focus groups with 16 participants were conducted to gather new concept ideas and evaluate the biomimicry-inspired designs. Our findings suggest that network symbols (e.g., Wi-Fi signals) or graphical elements resembling these symbols (e.g., ripple waves) are more effective in communicating connectivity than abstract methods, such as light patterns moving in a coordinated manner across vehicles. Highly visible connectivity cues may enhance pedestrians' perceived safety, a promising area for future research. This research contributes to ongoing efforts in designing intuitive visual communication strategies for AVs, moving beyond intent communication to include how AVs function as a network. Tram Thi Minh Tran, Callum Parker, Yiyuan Wang 0001, Martin Tomitsch |
Multim. Tools Appl. | 2 |
| 2025 | Correction: Beyond intent: enhancing transparency in automated vehicle behaviour by visualising their connectivity
Tram Thi Minh Tran, Callum Parker, Yiyuan Wang 0001, Martin Tomitsch |
Multim. Tools Appl. | 2 |
| 2024 | Exploring the Impact of Interconnected External Interfaces in Autonomous Vehicles on Pedestrian Safety and ExperienceabstractPolicymakers advocate for the use of external Human-Machine Interfaces (eHMIs) to allow autonomous vehicles (AVs) to communicate their intentions or status. Nonetheless, scalability concerns in complex traffic scenarios arise, such as potentially increasing pedestrian cognitive load or conveying contradictory signals. Building upon precursory works, our study explores ‘interconnected eHMIs,’ where multiple AV interfaces are interconnected to provide pedestrians with clear and unified information. In a virtual reality study (N=32), we assessed the effectiveness of this concept in improving pedestrian safety and their crossing experience. We compared these results against two conditions: no eHMIs and unconnected eHMIs. Results indicated interconnected eHMIs enhanced safety feelings and encouraged cautious crossings. However, certain design elements, such as the use of the colour red, led to confusion and discomfort. Prior knowledge slightly influenced perceptions of interconnected eHMIs, underscoring the need for refined user education. We conclude with practical implications and future eHMI design research directions. Tram Thi Minh Tran, Callum Parker, Marius Hoggenmüller, Yiyuan Wang 0001, Martin Tomitsch |
CHI | 2 |
| 2023 | Scoping Out the Scalability Issues of Autonomous Vehicle-Pedestrian InteractionabstractAutonomous vehicles (AVs) may use external interfaces, such as LED light bands, to communicate with pedestrians safely and intuitively. While previous research has demonstrated the effectiveness of these interfaces in simple traffic scenarios involving one pedestrian and one vehicle, their performance in more complex scenarios with multiple road users remains unclear. The scalability of AV external communication has therefore attracted increasing attention, prompting the need for further investigation. This scoping review synthesises information from 54 papers to identify seven key scalability issues in multi-vehicle and multi-pedestrian environments, with Clarity of Recipients, Information Overload, and Multi-Lane Safety emerging as the most pressing concerns. To guide future research in scalable AV-pedestrian interactions, we propose high-level design directions focused on three communication loci: vehicle, infrastructure, and pedestrian. Our work contributes the groundwork and a roadmap for designing simplified, coordinated, and targeted external AV communication, ultimately improving safety and efficiency in complex traffic scenarios. Tram Thi Minh Tran, Callum Parker, Martin Tomitsch |
AutomotiveUI | 2 |
| 2023 | Wearable Augmented Reality: Research Trends and Future Directions from Three Major VenuesabstractWearable Augmented Reality (AR) has attracted considerable attention in recent years, as evidenced by the growing number of research publications and industry investments. With swift advancements and a multitude of interdisciplinary research areas within wearable AR, a comprehensive review is crucial for integrating the current state of the field. In this paper, we present a review of 389 research papers on wearable AR, published between 2018 and 2022 in three major venues: ISMAR, TVCG, and CHI. Drawing inspiration from previous works by Zhou et al. and Kim et al., which summarized AR research at ISMAR over the past two decades (1998-2017), we categorize the papers into different topics and identify prevailing trends. One notable finding is that wearable AR research is increasingly geared towards enabling broader consumer adoption. From our analysis, we highlight key observations related to potential future research areas essential for capitalizing on this trend and achieving widespread adoption. These include addressing challenges in Display, Tracking, Interaction, and Applications, and exploring emerging frontiers in Ethics, Accessibility, Avatar and Embodiment, and Intelligent Virtual Agents. Tram Thi Minh Tran, Shane Brown, Oliver Weidlich, Mark Billinghurst, Callum Parker |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2021 | A Review of Virtual Reality Studies on Autonomous Vehicle-Pedestrian InteractionabstractAn increasing number of studies employ virtual reality (VR) to evaluate interactions between autonomous vehicles (AVs) and pedestrians. VR simulators are valued for their cost-effectiveness, flexibility in developing various traffic scenarios, safe conduct of user studies, and acceptable ecological validity. Reviewing the literature between 2010 and 2020, we found 31 empirical studies using VR as a testing apparatus for both implicit and explicit communication. By performing a systematic analysis, we identified current coverage of critical use cases, obtained a comprehensive account of factors influencing pedestrian behavior in simulated traffic scenarios, and assessed evaluation measures. Based on the findings, we present a set of recommendations for implementing VR pedestrian simulators and propose directions for future research. Tram Thi Minh Tran, Callum Parker, Martin Tomitsch |
IEEE Trans. Hum. Mach. Syst. | 2 |
| 2020 | Foundations for Designing Public Interactive Displays that Provide Value to UsersabstractPublic interactive displays (PID) are a promising technology for providing information and collecting feedback in public spaces. Research on PIDs has shown that, like all public displays, their efficacy is reduced by display blindness. Rather than increase the visual attention-grabbing nature of PIDs, we propose that additional understanding is required around how and when these displays are able to offer value to users. We tackle this through a systematic analysis of PID studies published in the literature, which led to 9 aspects of value across 4 factors: people, location, community, and time. We discuss the identified aspects and their utility for the design of PIDs through a review of our own deployments carried out by 4 different labs across 5 countries. We conclude with a set of recommendations for identifying and optimising the intended value of future PIDs. Callum Parker, Martin Tomitsch, Nigel Davies 0001, Nina Valkanova, Judy Kay |
CHI | 1 |
| 2019 | Designing for Projection-based Communication between Autonomous Vehicles and PedestriansabstractRecent studies have investigated new approaches for communicating an autonomous vehicle's (AV) intent and awareness to pedestrians. This paper adds to this body of work by presenting the design and evaluation of in-situ projections on the road. Our design combines common traffic light patterns with aesthetic visual elements. We describe the iterative design process and the prototyping methods used in each stage. The final design concept was represented as a virtual reality simulation and evaluated with 18 participants in four different street crossing scenarios, which included three scenarios that simulated various degrees of system errors. We found that different design elements were able to support participants' confidence in their decision even when the AV failed to correctly detect their presence. We also identified elements in our design that needed to be more clearly communicated. Based on these findings, the paper presents a series of design recommendations for projection-based communication between AVs and pedestrians. Kai Holländer, Marius Hoggenmüller, Callum Parker, Martin Tomitsch |
AutomotiveUI | 4 |
| 2019 | Is Any Room Really OK? The Effect of Room Size and Furniture on Presence, Narrative Engagement, and Usability During a Space-Adaptive Augmented Reality GameabstractOne of the main challenges in creating narrative-driven Augmented Reality (AR) content for Head Mounted Displays (HMDs) is to make them equally accessible and enjoyable in different types of indoor environments. However, little has been studied in regards to whether such content can indeed provide similar, if not the same, levels of experience across different spaces. To gain more understanding towards this issue, we examine the effect of room size and furniture on the player experience of Fragments, a space-adaptive, indoor AR crime-solving game created for the Microsoft HoloLens. The study compares factors of player experience in four types of spatial conditions: (1) Large Room - Fully Furnished; (2) Large Room - Scarcely Furnished; (3) Small Room - Fully Furnished; and (4) Small Room - Scarcely Furnished. Our results show that while large spaces facilitate a higher sense of presence and narrative engagement, fully-furnished rooms raise perceived workload. Based on our findings, we propose design suggestions that can support narrative-driven, space-adaptive indoor HMD-based AR content in delivering optimal experiences for various types of rooms. Jae-eun Shin, Hayun Kim, Callum Parker, Hyungil Kim, Seoyoung Oh, Woontack Woo |
ISMAR | 3 |
| 2014 | Data Visualisation Trends in Mobile Augmented Reality ApplicationsabstractAccording to Google Trends, mobile augmented reality (AR) apps will, after a brief hype-associated peak and decline, show again a more steady growth in the near future. Indeed, a review of currently available mobile AR apps suggests that they are embracing practical uses instead of simply showing off the capabilities of AR. Many of these apps are making information more ubiquitous without making the user necessarily aware of the data's origins, using graphics to represent multiple datasets. There has been however little research focusing on the trends in AR and the types of data visualisations used in mobile AR. The purpose of this paper is to fill that void by presenting an analysis of currently popular mobile AR apps on the market. Our findings from this small-scale investigation give an indication of the types of visualisation styles used in current mobile AR apps and highlight suggestions for how to make the information presented more relevant, for example by using better filtering methods. Callum Parker, Martin Tomitsch |
VINCI | 1 |