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Daniel Boland

dblp:20/9543 · DBLP profile ↗
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5ranked-venue papers
2as first author
0since 2021 · last 2015
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 5 · 2 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
3 papers
Interaction techniques and input · 50% Immersive interaction · 25% Wearable and physiological sensing · 14%

Topics — the 5 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
virtual reality
0.212015
A Dose of Reality: Overcoming Usability Challenges in VR Head-Mounted Displays · CHI 2015
Interaction techniques and input
bimanual interaction
0.212014
Transient and transitional states: pressure as an auxiliary input modality for bimanual interaction · CHI 2014
Interaction techniques and input › input device
pressure-based input
0.212014
Transient and transitional states: pressure as an auxiliary input modality for bimanual interaction · CHI 2014
Wearable and physiological sensing
brain-computer interface
0.112011
Simulating the feel of brain-computer interfaces for design, development and social interaction · CHI 2011
Accessibility and assistive technology › software accessibility
game accessibility
0.012011
Simulating the feel of brain-computer interfaces for design, development and social interaction · CHI 2011

Methods — techniques the papers use, named apart from their topics

user study · 0.2survey · 0.2design study · 0.2empirical study · 0.2simulation · 0.1motor imagery · 0.1EEG · 0.1
YearPublicationVenuePosition
2015 A Dose of Reality: Overcoming Usability Challenges in VR Head-Mounted Displays
abstract
We identify usability challenges facing consumers adopting Virtual Reality (VR) head-mounted displays (HMDs) in a survey of 108 VR HMD users. Users reported significant issues in interacting with, and being aware of their real-world context when using a HMD. Building upon existing work on blending real and virtual environments, we performed three design studies to address these usability concerns. In a typing study, we show that augmenting VR with a view of reality significantly corrected the performance impairment of typing in VR. We then investigated how much reality should be incorporated and when, so as to preserve users' sense of presence in VR. For interaction with objects and peripherals, we found that selectively presenting reality as users engaged with it was optimal in terms of performance and users' sense of presence. Finally, we investigated how this selective, engagement-dependent approach could be applied in social environments, to support the user's awareness of the proximity and presence of others.
Mark McGill, Daniel Boland, Roderick Murray-Smith, Stephen A. Brewster
CHI2
2015 Engaging with Mobile Music Retrieval
abstract
This paper contributes novel measures of user engagement in mobile music retrieval, linking these to work in music psychology, and illustrating resulting design guidelines in a demonstrator system. The large music collections available to users today can be overwhelming in mobile settings, they offer 'too-much-choice' to users, who often resort to shuffle-based playback. Work in music psychology has introduced the concept of music engagement -- listeners vary in their desired control over their music listening, and engagement varies with listening context. We develop a series of metrics to capture music listening behaviour from users' interaction logs. In a survey of 94 music listeners, we show significant correlations between music engagement from questionnaires and the presented quantitative metrics. We show how music retrieval can adapt to this engagement, developing a tablet-based demonstrator system, with an exploratory evaluation.
Daniel Boland, Ross McLachlan, Roderick Murray-Smith
MobileHCI1
2014 Transient and transitional states: pressure as an auxiliary input modality for bimanual interaction
abstract
A novel investigation of pressure input is presented where it is characterised as a transient modality, one that has a natural inverse, bounce-back and a state that only persists during interaction. Three empirical studies are described that evaluate pressure for use as a non-dominant hand input modality, where the ability to target and maintain pressure while simultaneously performing a dominant-hand targeting task is investigated. Pressure accuracy was high (93%) and the impact on dominant-hand targeting was low. Mean pressure accuracy when selecting targets by releasing pressure was also high (89%) as was selecting targets by applying pressure from a non-zero starting point (94.4%). The ability to accurately maintain pressure over time was better with larger target pressures. Example applications and design guidelines are presented that enable designers to exploit the transient properties of pressure input in interaction design.
Ross McLachlan, Daniel Boland, Stephen A. Brewster
CHI2
2013 Finding my beat: personalised rhythmic filtering for mobile music interaction
abstract
A novel interaction style is presented, allowing in-pocket music selection by tapping a song's rhythm on a device's touchscreen or body. We introduce the use of rhythmic queries for music retrieval, employing a trained generative model to improve query recognition. We identify rhythm as a fundamental feature of music which can be reproduced easily by listeners, making it an effective and simple interaction technique for retrieving music. We observe that users vary in which instruments they entrain with and our work is the first to model such variability. An experiment was performed, showing that after training the generative model, retrieval performance improved two-fold. All rhythmic queries returned a highly ranked result with the trained generative model, compared with 47% using existing methods. We conclude that generative models of subjective user queries can yield significant performance gains for music retrieval and enable novel interaction techniques such as rhythmic filtering.
Daniel Boland, Roderick Murray-Smith
Mobile HCI1
2011 Simulating the feel of brain-computer interfaces for design, development and social interaction
abstract
We describe an approach to improving the design and development of Brain-Computer Interface (BCI) applications by simulating the error-prone characteristics and subjective feel of electroencephalogram (EEG), motor-imagery based BCIs. BCIs have the potential to enhance the quality of life of people who are severely disabled, but it is often time-consuming to test and develop the systems. Simulation of BCI characteristics allows developers to rapidly test design options, and gain both subjective and quantitative insight into expected behaviour without using an EEG cap. A further motivation for the use of simulation is that 'impairing' a person without motor disabilities in a game with a disabled BCI user can create a level playing field and help carers empathise with BCI users. We demonstrate a use of the simulator in controlling a game of Brain Pong.
Melissa Quek, Daniel Boland, John Williamson 0001, Roderick Murray-Smith, Michele Tavella, Serafeim Perdikis, Martijn Schreuder, Michael Tangermann
CHI2