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Harshada Patel

dblp:32/2349 · DBLP profile ↗
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9ranked-venue papers
2as first author
0since 2021 · last 2019
0000-0003-0175-1431ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 9 · 2 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1

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
5 papers
Interaction techniques and input · 44% Design research and methods · 20% Usability and user experience research · 12%
Computer graphics and multimedia
3 papers
Virtual and augmented reality · 100%

Topics — the 10 heaviest of 14, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
immersive interaction
0.212014
Demonstration: VR-HYPERSPACE - The innovative use of virtual reality to increase comfort by changing the perception of self and space · VR 2014
Interaction techniques and input › voice interaction
speech input
0.112011
Developing speech input for virtual reality applications: A reality based interaction approach · Int. J. Hum. Comput. Stud. 2011
Virtual and augmented reality › virtual reality
mobile virtual reality
0.112006
Extending the desktop workplace by a portable virtual reality system · Int. J. Hum. Comput. Stud. 2006
Design research and methods › user-centered design
user requirements
0.112006
Practical evaluations of real user company needs for visualization technologies · Int. J. Hum. Comput. Stud. 2006
Learning and educational technologies › simulation-based training
virtual training
0.112006
Multimodal astronaut virtual training prototype · Int. J. Hum. Comput. Stud. 2006
Virtual and augmented reality
mixed reality
0.112014
Demonstration: VR-HYPERSPACE - The innovative use of virtual reality to increase comfort by changing the perception of self and space · VR 2014
Interaction techniques and input › post-WIMP interaction
reality-based interaction
0.012011
Developing speech input for virtual reality applications: A reality based interaction approach · Int. J. Hum. Comput. Stud. 2011
Virtual and augmented reality › virtual reality
virtual reality applications
0.012006
Evaluation of virtual reality products and applications from individual, organizational and societal perspectives - The "VIEW" case study · Int. J. Hum. Comput. Stud. 2006
Design research and methods
field study
0.012006
Practical evaluations of real user company needs for visualization technologies · Int. J. Hum. Comput. Stud. 2006
Design research and methods
user-centered design
0.012006
Human centred design of 3-D interaction devices to control virtual environments · Int. J. Hum. Comput. Stud. 2006

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

perception manipulation · 0.2case study · 0.1
YearPublicationVenuePosition
2019 Collaborative Virtual Environment to Facilitate Game Design Evaluation with Children with ASC
abstract
Involvement of children with autism spectrum conditions (ASC) in the design of new educational technology is becoming more prevalent. Despite potential barriers due to communication and ideation difficulties for children with ASC, adapted participatory design methods can successfully facilitate their direct involvement. Nonetheless, methods requiring face-to-face communication can still be difficult for children with ASC and research suggests that technology mediation could facilitate their contribution. This study explores the use of collaborative virtual environments (CVEs) as a medium through which students evaluated existing computer games and offered suggestions for game development. CVEs in which the users were represented by (a) avatars and (b) video-pods were compared to a face-to-face condition. Twelve typically developing (aged 8–9 years), 12 higher ability ASC (12–14) and 4 lower ability ASC children (12–14) participated. All student groups preferred the video-pod CVE and students with ASC were generally better able to contribute effectively through this medium than face-to-face.
Tess Roper, Laura Millen, Sue Cobb, Harshada Patel
Int. J. Hum. Comput. Interact.4
2014 Demonstration: VR-HYPERSPACE - The innovative use of virtual reality to increase comfort by changing the perception of self and space
abstract
Our vision is that regardless of future variations in the interior of airplane cabins, we can utilize ever-advancing state-of-the-art virtual and mixed reality technologies with the latest research in neuroscience and psychology to achieve high levels of comfort for passengers. Current surveys on passenger's experience during air travel reveal that they are least satisfied with the amount and effectiveness of their personal space, and their ability to work, sleep or rest. Moreover, considering current trends it is likely that the amount of available space is likely to decrease and therefore the passenger's physical comfort during a flight is likely to worsen significantly. Therefore, the main challenge is to enable the passengers to maintain a high level of comfort and satisfaction while being placed in a restricted physical space.
Mirabelle D'Cruz, Harshada Patel, Laura Lewis, Sue Cobb, Matthias Bues, Oliver Stefani, Tredeaux Grobler, Kaj Helin, Juhani Viitaniemi, Susanna Aromaa, Bernd Fröhlich 0001, Stephan Beck 0001, André Kunert, Alexander Kulik, Ioannis Karaseitanidis, Panagiotis Psonis, Nikos Frangakis, Mel Slater, Ilias Bergstrom, Konstantina Kilteni, Elena Kokkinara, Betty J. Mohler, Markus Leyrer, Florian Soyka, Enrico Gaia, Domenico Tedone, Michael Olbert, Mario Cappitelli
VR2
2011 A method for involving children with autism in design
abstract
COSPATIAL is a 3-year collaborative, technology-focused project exploring the use of collaborative virtual environments (CVE) and shared active surfaces (SAS) for supporting social competence for children with autism spectrum conditions (ASC). The UK team are developing CVE technology through a user centered design approach to inform design decisions and review prototype development. Teachers are involved throughout the design process to ensure that the technology developed is useful and effective. Involving children with ASC is also an important aspect of our design process. However, there are few published methods and guidance to support this involvement. This paper presents a method for involving children with ASC in the design of CVE.
Laura Millen, Sue Cobb, Harshada Patel
IDC3
2011 Developing speech input for virtual reality applications: A reality based interaction approach
Alex W. Stedmon, Harshada Patel, Sarah Sharples, John R. Wilson
Int. J. Hum. Comput. Stud.2
2006 Extending the desktop workplace by a portable virtual reality system
Hilko Hoffmann, Oliver Stefani, Harshada Patel
Int. J. Hum. Comput. Stud.3
2006 Evaluation of virtual reality products and applications from individual, organizational and societal perspectives - The "VIEW" case study
Ioannis Karaseitanidis, Angelos Amditis, Harshada Patel, Sarah Sharples, Evangelos Bekiaris, Alexander H. Bullinger, Jolanda Tromp
Int. J. Hum. Comput. Stud.3
2006 Practical evaluations of real user company needs for visualization technologies
Harshada Patel, Sarah Sharples, Séverine Letourneur, Emma Johansson, Hilko Hoffmann, Jean Lorisson, Dennis Saluäär, Oliver Stefani
Int. J. Hum. Comput. Stud.1
2006 Human centred design of 3-D interaction devices to control virtual environments
Harshada Patel, Oliver Stefani, Sarah Sharples, Hilko Hoffmann, Ioannis Karaseitanidis, Angelos Amditis
Int. J. Hum. Comput. Stud.1
2006 Multimodal astronaut virtual training prototype
Jukka Rönkkö, Jussi Markkanen, Raimo Launonen, Marinella Ferrino, Enrico Gaia, Valter Basso, Harshada Patel, Mirabelle D'Cruz, Seppo Laukkanen
Int. J. Hum. Comput. Stud.7