Patrick G. T. Healey

dblp:35/5227 · also Pat Healey 0001, Patrick George Healey, Patrick Healey 0001 · DBLP profile ↗
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43ranked-venue papers
8as first author
7since 2021 · last 2025
0000-0003-3079-3374ORCID · verified

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

Artificial intelligence and machine learning · 24 · 4 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 18 · 4 first-author · 4 since 2021Applied, interdisciplinary, general and emerging computing · 17 · 2 first-author · 1 since 2021Computer networks · 1 · 1 since 2021Databases, data management, data science and information retrieval · 1 · 1 since 2021
YearPublicationVenuePosition
2025 Domestic Cultures of Plant Care: A Moss Terrarium Probe
Nirit Binyamini Ben-Meir, Patrick G. T. Healey, Sebastian Deterding
Conference on Designing Interactive Systems2
2025 A Dataset for Expert Reviewer Recommendation with Large Language Models as Zero-shot Rankers
abstract
The task of reviewer recommendation is increasingly important, with main techniques utilizing general models of text relevance. However, state of the art (SotA) systems still have relatively high error rates. Two possible reasons for this are: a lack of large datasets and the fact that large language models (LLMs) have not yet been applied. To fill these gaps, we first create a substantial new dataset, in the domain of Internet specification documents; then we introduce the use of LLMs and evaluate their performance. We find that LLMs with prompting can improve on SotA in some cases, but that they are not a cure-all: this task provides a challenging setting for prompt-based methods
Vanja M. Karan, Stephen McQuistin, Ryo Yanagida, Colin Perkins, Gareth Tyson, Ignacio Castro, Patrick G. T. Healey, Matthew Purver
COLING7
2023 "It's cleaner, definitely": Collaborative Process in Audio Production
abstract
Working from vague client instructions, how do audio producers collaborate to diagnose what specifically is wrong with a piece of music, where the problem is and what to do about it? This paper presents a design ethnography that uncovers some of the ways in which two music producers co-ordinate their understanding of complex representations of pieces of music while working together in a studio. Our analysis shows that audio producers constantly make judgements based on audio and visual evidence while working with complex digital tools, which can lead to ambiguity in assessments of issues. We show how multimodal conduct guides the process of work and that complex media objects are integrated as elements of interaction by the music producers. The findings provide an understanding how people currently collaborate when producing audio, to support the design of better tools and systems for collaborative audio production in the future.
Thomas Deacon, Patrick G. T. Healey, Mathieu Barthet
Comput. Support. Cooperative Work.2
2022 The Web We Weave: Untangling the Social Graph of the IETF
Prashant Khare, Mladen Karan, Stephen McQuistin, Colin Perkins, Gareth Tyson, Matthew Purver, Patrick G. T. Healey, Ignacio Castro
ICWSM7
2021 Should Robots Blush?
abstract
Social interaction is the most complex challenge in daily life. Inevitably, social robots will encounter interactions that are outside their competence. This raises a basic design question: how can robots fail gracefully in social interaction? The characteristic human response to social failure is embarrassment. Usefully, embarrassment signals both recognition of a problem and typically enlists sympathy and assistance to resolve it. This could enhance robot acceptability and provides an opportunity for interactive learning. Using a speculative design approach we explore how, when and why robots might communicate embarrassment. A series of specially developed cultural probes, scenario development and low-fidelity prototyping exercises suggest that: embarrassment is relevant for managing a diverse range of social scenarios, impacts on both humanoid and non-humanoid robot design, and highlights the critical importance of understanding interactional context. We conclude that embarrassment is fundamental to competent social functioning and provides a potentially fertile area for interaction design.
Soomi Park, Patrick G. T. Healey, Antonios Kaniadakis
CHI2
2021 Characterising the IETF through the lens of RFC deployment
abstract
Protocol standards, defined by the Internet Engineering Task Force (IETF), are crucial to the successful operation of the Internet. This paper presents a large-scale empirical study of IETF activities, with a focus on understanding collaborative activities, and how these underpin the publication of standards documents (RFCs). Using a unique dataset of 2.4 million emails, 8,711 RFCs and 4,512 authors, we examine the shifts and trends within the standards development process, showing how protocol complexity and time to produce standards has increased. With these observations in mind, we develop statistical models to understand the factors that lead to successful uptake and deployment of protocols, deriving insights to improve the standardisation process.
Stephen McQuistin, Mladen Karan, Prashant Khare, Colin Perkins, Gareth Tyson, Matthew Purver, Patrick G. T. Healey, Waleed Iqbal, Junaid Qadir 0001, Ignacio Castro
Internet Measurement Conference7
2021 Mitigating Topic Bias when Detecting Decisions in Dialogue
abstract
This work revisits the task of detecting decision-related utterances in multi-party dialogue.We explore performance of a traditional approach and a deep learning-based approach based on transformer language models, with the latter providing modest improvements.We then analyze topic bias in the models using topic information obtained by manual annotation.Our finding is that when detecting some types of decisions in our data, models rely more on topic specific words that decisions are about rather than on words that more generally indicate decision making.We further explore this by removing topic information from the train data.We show that this resolves the bias issues to an extent and, surprisingly, sometimes even boosts performance.
Mladen Karan, Prashant Khare, Patrick G. T. Healey, Matthew Purver
SIGDIAL3
2019 Shaping Sounds: The Role of Gesture in Collaborative Spatial Music Composition
abstract
This paper presents an observational study of collaborative spatial music composition. We uncover the practical methods two experienced music producers use to coordinate their understanding of multi-modal and spatial representations of music as part of their workflow. We show embodied spatial referencing as a significant feature of the music producers' interactions. Our analysis suggests that gesture is used to understand, communicate and form action through a process of shaping sounds in space. This metaphor highlights how aesthetic assessments are collaboratively produced and developed through coordinated spatial activity. Our implications establish sensitivity to embodied action in the development of collaborative workspaces for creative, spatial-media production of music.
Thomas Deacon, Nick Bryan-Kinns, Patrick G. T. Healey, Mathieu Barthet
Creativity & Cognition3
2019 Embodied Imagination: An Approach to Stroke Recovery Combining Participatory Performance and Interactive Technology
abstract
Participatory performance provides methods for exploring social identities and situations in ways that can help people to imagine new ways of being. Digital technologies provide tools that can help people envision these possibilities. We explore this combination through a performance workshop process designed to help stroke survivors imagine new physical and social possibilities by enacting fantasies of "things they always wanted to do". This process uses performance methods combined with specially designed real-time movement visualisations to progressively build fantasy narratives that are enacted with and for other workshop participants. Qualitative evaluations suggest this process successfully stimulates participant's embodied imagination and generates a diverse range of fantasies. The interactive and communal aspects of the workshop process appear to be especially important in achieving these effects. This work highlights how the combination of performance methods and interactive tools can bring a rich, prospective and political understanding of people's lived experience to design.
Rosella P. Galindo Esparza, Patrick G. T. Healey, Lois Weaver, Matthew Delbridge
CHI2
2018 Smart Arse: Posture Classification with Textile Sensors in Trousers
abstract
Body posture is a good indicator of, amongst other things, people's state of arousal, focus of attention and level of interest in a conversation. Posture is conventionally measured by observation and hand coding of videos or, more recently, through automated computer vision and motion capture techniques. Here we introduce a novel alternative approach exploiting a new modality: posture classification using bespoke 'smart' trousers with integrated textile pressure sensors. Changes in posture translate to changes in pressure patterns across the surface of our clothing. We describe the construction of the textile pressure sensor and, using simple machine learning techniques on data gathered from 10 participants, demonstrate its ability to discriminate between 19 different basic posture types with high accuracy. This technology has the potential to support anonymous, unintrusive sensing of interest, attention and engagement in a wide variety of settings.
Sophie Skach, Rebecca Stewart, Patrick G. T. Healey
ICMI3
2018 Human, Chameleon or Nodding Dog?
abstract
Immersive virtual environments (IVEs) present rich possibilities for the experimental study of non-verbal communication. Here, the 'digital chameleon' effect, -which suggests that a virtual speaker (agent) is more persuasive if they mimic their addresses head movements-, was tested. Using a specially constructed IVE, we recreate a full-body analogue version of the 'digital chameleon' experiment. The agent's behaviour is manipulated in three conditions 1) Mimic (Chameleon) in which it copies the participant's nodding 2) Playback (Nodding Dog) which uses nods from playback of a previous participant and are therefore unconnected with the content and 3) Original (Human) in which it uses the prerecorded actor's movements. The results do not support the original finding of differences in ratings of agent persuasiveness between conditions. However, motion capture data reveals systematic differences in a) the real-time movements of speakers and listeners b) between the Original, Mimic and Playback conditions. We conclude that the automatic mimicry model is too simplistic and that this paradigm must address the reciprocal dynamics of non-verbal interaction to achieve its full potential.
Leshao Zhang, Patrick G. T. Healey
ICMI2
2017 The Fine Art of Conversation
Saul Albert, Claude P. R. Heath, Patrick G. T. Healey
CogSci3
2017 Opening Up and Closing Down Discussion: Experimenting with Epistemic Status in Conversation
Shauna Concannon, Patrick G. T. Healey, Matthew Purver
CogSci2
2017 Co-ordinating Non-mutual Realities: The Asymmetric Impact of Delay on Video-Mediated Music Lessons
Sam Duffy, Patrick G. T. Healey
CogSci2
2017 Disfluencies in dialogues with patients with schizophrenia
Christine Howes, Mary Lavelle, Patrick G. T. Healey, Julian Hough, Rosemarie McCabe
CogSci3
2017 Talking Through Your Arse: Sensing Conversation with Seat Covers
Sophie Skach, Patrick G. T. Healey, Rebecca Stewart
CogSci2
2017 What can Hand Movements Tell us about Audience Engagement?
Lida Theodorou, Patrick G. T. Healey
CogSci2
2015 Ideas in Dialogue: The Effects of Interaction on Creative Problem Solving
Christine Howes, Patrick G. T. Healey, Pietro Panzarasa, Thomas T. Hills
CogSci2
2014 Cognitive Science and the Arts
Barbara Tversky, Patrick G. T. Healey, David Kirsh
CogSci2
2013 Beyond Synchrony: Complementarity and Asynchrony in Joint Action
Rick Dale, Riccardo Fusaroli, Dorthe Døjbak Håkonsson, Patrick G. T. Healey, Dan Mønster, John McGraw, Panagiotis Mitkidis, Kristian Tylén
CogSci4
2013 Using Music as a Turn in Conversation in a Lesson
Sam Duffy, Patrick G. T. Healey
CogSci2
2013 How listeners respond to speaker's troubles
Patrick G. T. Healey, Mary Lavelle, Christine Howes, Stuart Adam Battersby, Rosemarie McCabe
CogSci1
2012 Spatial Co-ordination in Music Tuition
Sam Duffy, Patrick G. T. Healey
CogSci2
2012 Whose turn is it anyway? Same- and cross-person compound contributions in dialogue
Christine Howes, Patrick G. T. Healey, Matthew Purver
CogSci2
2012 Finishing each other's ... Responding to incomplete contributions in dialogue
Christine Howes, Patrick G. T. Healey, Matthew Purver, Arash Eshghi
CogSci2
2012 Predicting Adherence to Treatment for Schizophrenia from Dialogue Transcripts
Christine Howes, Matthew Purver, Rosemarie McCabe, Patrick G. T. Healey, Mary Lavelle
SIGDIAL Conference4
2011 Performing places
abstract
Street performers use carefully designed interactions to: create their performance space, build their audience, and elicit payment. Two of the key transformations a performer must achieve are (1) to transform a public space into a distinctive performance place that passers-by acknowledge as such; and (2) to turn a crowd of passers-by into an audience. In this ethnographic study of street shows we analyse the specific practicalities of creating a performance place within a public space. We propose that performers design their actions in ways that help passers-by and audience members identify them as part of a performance. We investigate how passers-by display their recognition that a performance is being created, becoming watchers before being audience members. We explore various techniques performers use for place-construction and demonstrate that in each case, while objects themselves may be important in attracting initial attention, it is only through interaction that they are successful in actual building of a performance place.
Colombine Gardair, Patrick G. T. Healey, Martin Welton
Creativity & Cognition2
2011 The Distribution of Repair in Dialogue
Marcus Colman, Patrick G. T. Healey
CogSci2
2009 Geezers, turbines, fantasy personas: making the everyday into the future
abstract
This paper describes how a project to challenge digital exclusion resulted in GeezerPower: an artwork that is both a statement about reusable technologies and about older people's continuing interest in the world of the future. We use the story of its production to illustrate and reflect on new methods for engaging people in decisions about the design of technology. And we explore how creative practice informed the design of an intervention workshop inspired by performance art and an exhibition of artists collaborating with older people. We conclude with some comments on marginalization, engagement and envisioning futures.
Ann Light, Gini Simpson, Lois Weaver, Patrick G. T. Healey
Creativity & Cognition4
2009 A: An Experimental Investigation into... B: ...Split Utterances
Christine Howes, Patrick G. T. Healey, Gregory Mills
SIGDIAL Conference2
2009 Split Utterances in Dialogue: a Corpus Study
Matthew Purver, Christine Howes, Eleni Gregoromichelaki, Patrick G. T. Healey
SIGDIAL Conference4
2008 Communication Spaces
Patrick G. T. Healey, Graham White 0001, Arash Eshghi, Ahmad J. Reeves, Ann Light
Comput. Support. Cooperative Work.1
2007 Exploring mutual engagement in creative collaborations
abstract
Group creativity is a fundamental form of human activity. In this paper we explore what constitutes mutually engaging interaction between people _ interaction in which creative sparks fly and we lose ourselves in the joint action. In this paper we present the results of an experiment to compare the effect representation of identity in a user interface, and task instruction, has on mutual engagement between remote participants. Surprisingly the results indicate that providing no cues to identity increased mutual engagement between participants. We also discuss the appropriateness of quantitative, qualitative, and self-report data for identifying points of mutual engagement.
Nick Bryan-Kinns, Patrick G. T. Healey, Joe Leach
Creativity & Cognition2
2007 Cues to Common Knowledge
Nick Bryan-Kinns, Patrick G. T. Healey, D. Papworth, A. Vaduuva
ECSCW2
2006 Drawing Things Together: Integrating Modalities and Co-ordinating Understanding
abstract
Graphical dialogue - the collaborative construction and modification of drawings - forms an integrated part of many human interactions e.g., the construction of sketch maps, architectural designs or explanatory diagrams. Empirical studies have shown significant parallels between the basic mechanisms that underpin verbal and graphical dialogue. These parallels point to the operation of generic mechanisms of interaction that integrate events in different modalities into composite communicative signals. This provides a useful perspective on the design of technologically mediated interactions and suggests there is potential for developing richer forms of human interaction
Patrick G. T. Healey
ICALT1
2004 Co-ordinating Conventions in Graphical Dialogue: Effects of Repetition and Interaction
Patrick G. T. Healey, James King 0002, Nik Swoboda
Diagrams1
2002 An Environment for Conducting and Analysing Graphical Communication Experiments
Patrick G. T. Healey, Nik Swoboda, James King 0002
Diagrams1
2002 A Survey of Drawing in Cross-linguistic Communication
Charlotte R. Peters, Patrick G. T. Healey
Diagrams2
2002 Introduction: interactive graphical communication
Patrick G. T. Healey, N. Hari Narayanan, John Lee 0004, Yasuhiro Katagiri
Int. J. Hum. Comput. Stud.1
2002 Graphical representation in graphical dialogue
Patrick G. T. Healey, Nik Swoboda, Ichiro Umata, Yasuhiro Katagiri
Int. J. Hum. Comput. Stud.1
2000 A Comparison of Graphics and Speech in a Task-Oriented Interactio
Patrick G. T. Healey, Rosemarie McCabe, Yasuhiro Katagiri
Diagrams1
1997 Locating the scene: the particular and the general in contexts for ambulance control
abstract
Article Free Access Share on Locating the scene: the particular and the general in contexts for ambulance control Authors: John C. McCarthy Department of Applied Psychology, University College Cork, Cork, Ireland Department of Applied Psychology, University College Cork, Cork, IrelandView Profile , Peter C. Wright Department of Computer Science, University Of York, York YO1 5DD, England Department of Computer Science, University Of York, York YO1 5DD, EnglandView Profile , Patrick Healey Department of Applied Psychology, University College Cork, Cork, Ireland Department of Applied Psychology, University College Cork, Cork, IrelandView Profile , Andrew Dearden Department of Computer Science, University Of York, York YO1 5DD, England Department of Computer Science, University Of York, York YO1 5DD, EnglandView Profile , Michael D. Harrison Department of Computer Science, University Of York, York YO1 5DD, England Department of Computer Science, University Of York, York YO1 5DD, EnglandView Profile Authors Info & Claims GROUP '97: Proceedings of the 1997 ACM International Conference on Supporting Group WorkNovember 1997 Pages 101–110https://doi.org/10.1145/266838.266874Published:16 November 1997Publication History 12citation505DownloadsMetricsTotal Citations12Total Downloads505Last 12 Months14Last 6 weeks3 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteeReaderPDF
John C. McCarthy 0002, Peter C. Wright, Patrick G. T. Healey, Andrew M. Dearden, Michael D. Harrison
GROUP3
1997 Accountability of work activity in high-consequence work systems: human error in context
John C. McCarthy 0002, Patrick G. T. Healey, Peter C. Wright, Michael D. Harrison
Int. J. Hum. Comput. Stud.2