Aluna Everitt

dblp:179/4619 · DBLP profile ↗
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12ranked-venue papers
5as first author
8since 2021 · last 2025
0000-0002-0974-2559ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 10 · 5 first-author · 6 since 2021Artificial intelligence and machine learning · 2 · 2 since 2021Systems, architecture and hardware · 1 · 1 since 2021
YearPublicationVenuePosition
2025 Exploring Opportunities for Flexible Wearables to Support Physical Training
abstract
Advances in digital fabrication with flexible and conductive materials are enabling new opportunities for customisable wearables that enhance physical training across various sports through on-body posture and movement monitoring.However, before developing new wearable devices, it is crucial to understand the unique challenges and opportunities of real-world use and the diverse needs of stakeholders such as athletes, trainers, and sports enthusiasts.In this paper, we report results of two co-design workshops conducted with 11 participants representing a range of sports backgrounds and interests to identify challenges and opportunities for flexible wearables.The participants' designs and prototypes highlight the importance of supporting personalised wearable design, addressing varying contexts, and accommodating different skill levels.We propose design considerations for wearable devices that prioritise flexibility, both in their materiality to support a wide range of movement and in their adaptability to accommodate changing conditions and user progression across skill levels.
Katarzyna Stawarz, Aluna Everitt, Judy Bowen
Conference on Designing Interactive Systems2
2024 Multiscale Human Activity Recognition and Anticipation Network
abstract
Deep convolutional neural networks have been leveraged to achieve huge improvements in video understanding and human activity recognition performance in the past decade. However, most existing methods focus on activities that have similar time scales, leaving the task of action recognition on multiscale human behaviors less explored. In this study, a two-stream multiscale human activity recognition and anticipation (MS-HARA) network is proposed, which is jointly optimized using a multitask learning method. The MS-HARA network fuses the two streams of the network using an efficient temporal-channel attention (TCA)-based fusion approach to improve the model's representational ability for both temporal and spatial features. We investigate the multiscale human activities from two basic categories, namely, midterm activities and long-term activities. The network is designed to function as part of a real-time processing framework to support interaction and mutual understanding between humans and intelligent machines. It achieves state-of-the-art results on several datasets for different tasks and different application domains. The midterm and long-term action recognition and anticipation performance, as well as the network fusion, are extensively tested to show the efficiency of the proposed network. The results show that the MS-HARA network can easily be extended to different application domains.
Yang Xing 0002, Stuart Golodetz, Aluna Everitt, Andrew Markham, Agathoniki Trigoni
IEEE Trans. Neural Networks Learn. Syst.3
2023 Interacting with actuated walls: Exploring applications and input types
Jiayi Hong, Aluna Everitt, Anne Roudaut
Int. J. Hum. Comput. Stud.3
2022 Real-Time Hybrid Mapping of Populated Indoor Scenes using a Low-Cost Monocular UAV
abstract
Unmanned aerial vehicles (UAVs) have been used for many applications in recent years, from urban search and rescue, to agricultural surveying, to autonomous underground mine exploration. However, deploying UAVs in tight, indoor spaces, especially close to humans, remains a challenge. One solution, when limited payload is required, is to use micro-UAVs, which pose less risk to humans and typically cost less to replace after a crash. However, micro-UAVs can only carry a limited sensor suite, e.g. a monocular camera instead of a stereo pair or LiDAR, complicating tasks like dense mapping and markerless multi-person 3D human pose estimation, which are needed to operate in tight environments around people. Monocular approaches to such tasks exist, and dense monocular mapping approaches have been successfully deployed for UAV applications. However, despite many recent works on both marker-based and markerless multi-UAV single-person motion capture, markerless single-camera multi-person 3D human pose estimation remains a much earlier-stage technology, and we are not aware of existing attempts to deploy it in an aerial context. In this paper, we present what is thus, to our knowledge, the first system to perform simultaneous mapping and multi-person 3D human pose estimation from a monocular camera mounted on a single UAV. In particular, we show how to loosely couple state-of-the-art monocular depth estimation and monocular 3D human pose estimation approaches to reconstruct a hybrid map of a populated indoor scene in real time. We validate our component-level design choices via extensive experiments on the large-scale ScanNet and GTA-IM datasets. To evaluate our system-level performance, we also construct a new Oxford Hybrid Mapping dataset of populated indoor scenes.
Stuart Golodetz, Madhu Vankadari, Aluna Everitt, Sang-Yun Shin, Andrew Markham, Agathoniki Trigoni
IROS3
2022 Supporting Prototyping of Novel Interfaces Using Laser Cut Clear Perspex
abstract
Digital fabrication technologies such as laser cutters have been widely used for supporting prototyping of interactive devices as they are able to work with a wide range of materials. However, the majority of laser cut prototype components are often unable to support interaction or visualisation capabilities within themselves (e.g., functionality embedded within the material). Often materials that are laser cut do not have functional properties aside from serving as enclosures for interactive components. Our work explores how optical properties of clear Perspex material can be exploited to support interaction and visualisation capabilities for interface prototyping. Our proposed fabrication approach demonstrates the potential to support the development of novel displays devices that do not require expensive or complex circuitry and electronics. We produce a light-sensitive button and a seven-segment display which are combined into a wearable watch prototype demo. We also discuss design implications and future direction for this work.
Aluna Everitt, Miriam Sturdee
TEI1
2022 Investigating Pointing Performance for Tangible Surfaces with Physical 3D Targets
abstract
One of the most fundamental interactions –pointing– is well understood on flat surfaces. However, pointing performance on tangible surfaces with physical targets is still limited for Tangible User Interfaces (TUIs). We investigate the effect of a target’s physical width, height, and distance on user pointing performance. We conducted a study using a reciprocal tapping task ( n =19) with physical rods arranged in a circle. We compared our data with five conventional interaction models designed for 2D/3D tasks rather than tangible targets. We show that variance in the movement times was only satisfactorily explained by a model established for volumetric displays ( r 2 =0.954). Analysis shows that movement direction and height should be included as parameters to this model to generalize for 3D tangible targets. Qualitative feedback from participants suggests that pointing at physical targets involves additional human factors (e.g., perception of sharpness or robustness) that need to be investigated further to understand how performance with tangible objects is affected.
Aluna Everitt, Anne Roudaut, Kasper Hornbæk, Mike Fraser 0001, Jason Alexander
Proc. ACM Hum. Comput. Interact.1
2021 MorpheesPlug: A Toolkit for Prototyping Shape-Changing Interfaces
abstract
Toolkits for shape-changing interfaces (SCIs) enable designers and researchers to easily explore the broad design space of SCIs. However, despite their utility, existing approaches are often limited in the number of shape-change features they can express. This paper introduces MorpheesPlug , a toolkit for creating SCIs that covers seven of the eleven shape-change features identified in the literature. MorpheesPlug is comprised of (1) a set of six standardized widgets that express the shape-change features with user-definable parameters; (2) software for 3D-modeling the widgets to create 3D-printable pneumatic SCIs; and (3) a hardware platform to control the widgets. To evaluate MorpheesPlug we carried out ten open-ended interviews with novice and expert designers who were asked to design a SCI using our software. Participants highlighted the ease of use and expressivity of the MorpheesPlug.
Hyunyoung Kim 0001, Aluna Everitt, Carlos Tejada, Mengyu Zhong, Daniel Ashbrook
CHI2
2021 Enabling Multi-Material 3D Printing for Designing and Rapid Prototyping of Deformable and Interactive Wearables
abstract
Deformable surfaces with interactive capabilities provide opportunities for new mobile interfaces such as wearables. Yet current fabrication and prototyping techniques for deformable surfaces, that are both flexible and stretchable, are still limited by complex structural design and mechanical surface rigidity. We propose a simplified rapid fabrication technique that utilizes multi-material 3D printing for developing customizable and stretchable surfaces for mobile wearables with interactive capabilities embedded during the 3D printing process. Our prototype, FlexiWear, is a dynamic surface with embedded electronic components that can adapt to mobile body shape/movement and applied to contexts such as healthcare and sports wearables. We describe our design and fabrication approach using a commercial desktop 3D printer, the interaction techniques supported, and possible application scenarios for wearables and deformable mobile interfaces. Our approach aims to support rapid development and exploration of deformable surfaces that can adapt to body shape/movement.
Aluna Everitt, Alexander Keith Eady, Audrey Girouard
MUM1
2019 Visual Methods for the Design of Shape-Changing Interfaces
Miriam Sturdee, Aluna Everitt, Joseph Lindley, Paul Coulton, Jason Alexander
INTERACT (3)2
2018 ActuEating: Designing, Studying and Exploring Actuating Decorative Artefacts
abstract
Actuating, dynamic materials offer substantial potential to enhance interior designs but there are currently few examples of how they might be utilized or impact user experiences. As part of a design-led exploration, we have prototyped (Wizard-of-Oz) an actuating, dining table runner (ActuEater1), and then developed a fully-interactive fabric version that both changes shape and colour (ActuEater2). Four in-situ deployments of 'ActuEaters' in different dinner settings and subsequent 'design crits' showed insights into how people perceive, interpret and interact with such slow-technology in interesting (and often unexpected) ways. The results of our 'ActuEating' studies provide evidence for how an actuating artefact can be simultaneously a resource for social engagement and an interactive decorative. In response, we explore design opportunities for situating novel interactive materials in everyday settings, taking the leap into a new generation of interactive spaces, and critically considering new aesthetic possibilities.
Sara Nabil, Aluna Everitt, Miriam Sturdee, Jason Alexander, Simon J. Bowen, Peter C. Wright, David S. Kirk
Conference on Designing Interactive Systems2
2017 PolySurface: A Design Approach for Rapid Prototyping of Shape-Changing Displays Using Semi-Solid Surfaces
abstract
We present a design approach for rapid fabrication of high fidelity interactive shape-changing displays using bespoke semi-solid surfaces. This is achieved by segmenting virtual representations of the given data and mapping it to a dynamic physical polygonal surface. First, we establish the design and fabrication approach for generating semi-solid reconfigurable surfaces. Secondly, we demonstrate the generalizability of this approach by presenting design sessions using datasets provided by experts from a diverse range of domains. Thirdly, we evaluate user engagement with the prototype hardware systems that are built. We learned that all participants, all of whom had no previous interaction with shape-changing displays, were able to successfully design interactive hardware systems that physically represent data specific to their work. Finally, we reflect on the content generated to understand if our approach is effective at representing intended output based on a set of user defined functionality requirements.
Aluna Everitt, Jason Alexander
Conference on Designing Interactive Systems1
2016 ShapeCanvas: An Exploration of Shape-Changing Content Generation by Members of the Public
abstract
Shape-changing displays - visual output surfaces with physically-reconfigurable geometry - provide new challenges for content generation. Content design must incorporate visual elements, physical surface shape, react to user input, and adapt these parameters over time. The addition of the 'shape channel' significantly increases the complexity of content design, but provides a powerful platform for novel physical design, animations, and physicalizations. In this work we use ShapeCanvas, a 4×4 grid of large actuated pixels, combined with simple interactions, to explore novice user behavior and interactions for shape-change content design. We deployed ShapeCanvas in a café for two and a half days and observed users generate 21 physical animations. These were categorized into seven categories and eight directly derived from people's personal interest. This paper describes these experiences, the generated animations and provides initial insights into shape-changing content design.
Aluna Everitt, Faisal Taher, Jason Alexander
CHI1