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Aidan Cowley

dblp:249/5722 · DBLP profile ↗
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3ranked-venue papers
0as first author
3since 2021 · last 2024
0000-0001-8692-6207ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 3 · 3 since 2021

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
Immersive interaction · 59% Design research and methods · 17% Interaction techniques and input · 12%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 7 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
virtual reality
2.232024
Touching the Moon: Leveraging Passive Haptics, Embodiment and Presence for Operational Assessments in Virtual Reality · CHI 2024
Designing for Human Operations on the Moon: Challenges and Opportunities of Navigational HUD Interfaces · CHI 2024
Using Virtual Reality to Shape Humanity's Return to the Moon: Key Takeaways from a Design Study · CHI 2023
Immersive interaction › see-through display
head-up display
0.812024
Designing for Human Operations on the Moon: Challenges and Opportunities of Navigational HUD Interfaces · CHI 2024
Interaction techniques and input › spatial interaction
navigation
0.812024
Designing for Human Operations on the Moon: Challenges and Opportunities of Navigational HUD Interfaces · CHI 2024
Haptics and multimodal interaction › haptic feedback
passive haptic feedback
0.812024
Touching the Moon: Leveraging Passive Haptics, Embodiment and Presence for Operational Assessments in Virtual Reality · CHI 2024
Immersive interaction
presence and embodiment
0.812024
Touching the Moon: Leveraging Passive Haptics, Embodiment and Presence for Operational Assessments in Virtual Reality · CHI 2024
Design research and methods
user-centered design
0.712023
Using Virtual Reality to Shape Humanity's Return to the Moon: Key Takeaways from a Design Study · CHI 2023
Design research and methods › user-centered design
contextual inquiry
0.212023
Using Virtual Reality to Shape Humanity's Return to the Moon: Key Takeaways from a Design Study · CHI 2023

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

simulation · 1.5mixed methods · 1.5quantitative analysis · 0.8qualitative analysis · 0.8qualitative study · 0.7
YearPublicationVenuePosition
2024 Designing for Human Operations on the Moon: Challenges and Opportunities of Navigational HUD Interfaces
abstract
Future crewed missions to the Moon will face significant environmental and operational challenges, posing risks to the safety and performance of astronauts navigating its inhospitable surface. Whilst head-up displays (HUDs) have proven effective in providing intuitive navigational support on Earth, the design of novel human-spaceflight solutions typically relies on costly and time-consuming analogue deployments, leaving the potential use of lunar HUDs largely under-explored. This paper explores an alternative approach by simulating navigational HUD concepts in a high-fidelity Virtual Reality (VR) representation of the lunar environment. In evaluating these concepts with astronauts and other aerospace experts (n=25), our mixed methods study demonstrates the efficacy of simulated analogues in facilitating rapid design assessments of early-stage HUD solutions. We illustrate this by elaborating key design challenges and guidelines for future lunar HUDs. In reflecting on the limitations of our approach, we propose directions for future design exploration of human-machine interfaces for the Moon.
Leonie Bensch, Tommy Nilsson, Jan Wulkop, Paul de Medeiros, Nicolas Daniel Herzberger, Michael Preutenborbeck, Andreas Gerndt, Frank Flemisch, Florian Dufresne, Georgia Albuquerque, Aidan Cowley
CHI11
2024 Touching the Moon: Leveraging Passive Haptics, Embodiment and Presence for Operational Assessments in Virtual Reality
abstract
Space agencies are in the process of drawing up carefully thought-out Concepts of Operations (ConOps) for future human missions on the Moon. These are typically assessed and validated through costly and logistically demanding analogue field studies. While interactive simulations in Virtual Reality (VR) offer a comparatively cost-effective alternative, they have faced criticism for lacking the fidelity of real-world deployments. This paper explores the applicability of passive haptic interfaces in bridging the gap between simulated and real-world ConOps assessments. Leveraging passive haptic props (equipment mockup and astronaut gloves), we virtually recreated the Apollo 12 mission procedure and assessed it with experienced astronauts and other space experts. Quantitative and qualitative findings indicate that haptics increased presence and embodiment, thus improving perceived simulation fidelity and validity of user reflections. We conclude by discussing the potential role of passive haptic modalities in facilitating early-stage ConOps assessments for human endeavours on the Moon and beyond.
Florian Dufresne, Tommy Nilsson, Geoffrey Gorisse, Enrico Guerra, André Zenner, Olivier Christmann, Leonie Bensch, Nikolai Anton Callus, Aidan Cowley
CHI9
2023 Using Virtual Reality to Shape Humanity's Return to the Moon: Key Takeaways from a Design Study
abstract
Revived interest in lunar exploration is heralding a new generation of design solutions in support of human operations on the Moon. While space system design has traditionally been guided by prototype deployments in analogue studies, the resource-intensive nature of this approach has largely precluded application of proficient user-centered design (UCD) methods from human-computer interaction (HCI). This paper explores possible use of Virtual Reality (VR) to simulate analogue studies in lab settings and thereby bring to bear UCD in this otherwise engineering-dominated field. Drawing on the ongoing development of the European Large Logistics Lander, we have recreated a prospective lunar operational scenario in VR and evaluated it with a group of astronauts and space experts (n=20). Our qualitative findings demonstrate the efficacy of VR in facilitating UCD, enabling efficient contextual inquiries and improving project team coordination. We conclude by proposing future directions to further exploit VR in lunar systems design.
Tommy Nilsson, Flavie Rometsch, Leonie Bensch, Florian Dufresne, Paul de Medeiros, Enrico Guerra, Andrea E. M. Casini, Anna Vock, Florian Gaeremynck, Aidan Cowley
CHI10