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Rory Clifford

dblp:37/10833 · also Rory M. S. Clifford · DBLP profile ↗
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5ranked-venue papers
3as first author
1since 2021 · last 2021
0000-0001-6972-0303ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 3 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 4 · 2 first-authorArtificial intelligence and machine learning · 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
4 papers
Human-robot interaction · 31% Collaborative and social computing · 25% Health and well-being technologies · 14%
Computer graphics and multimedia
2 papers
Virtual and augmented reality · 100%

Topics — the 8 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › immersive interaction
virtual reality training
0.412019
Creating a Stressful Decision Making Environment for Aerial Firefighter Training in Virtual Reality · VR 2019
Collaborative and social computing
multi-user virtual environments
0.412019
Creating a Stressful Decision Making Environment for Aerial Firefighter Training in Virtual Reality · VR 2019
Virtual and augmented reality › immersive display
head-mounted display
0.312018
The Effect of Immersive Displays on Situation Awareness in Virtual Environments for Aerial Firefighting Air Attack Supervisor Training · VR 2018
Virtual and augmented reality
immersive display
0.312018
The Effect of Immersive Displays on Situation Awareness in Virtual Environments for Aerial Firefighting Air Attack Supervisor Training · VR 2018
Human-robot interaction › cognitive human-robot interaction
situational awareness
0.312018
The Effect of Immersive Displays on Situation Awareness in Virtual Environments for Aerial Firefighting Air Attack Supervisor Training · VR 2018
Human-robot interaction › entertainment robotics
robotic dance
0.112012
Demonstrating Maori Haka with kinect and nao robots · HRI 2012
Wearable and physiological sensing › physiological signal analysis
heart rate variability
0.112019
Creating a Stressful Decision Making Environment for Aerial Firefighter Training in Virtual Reality · VR 2019
Immersive interaction
augmented reality
0.112015
Affording Visual Feedback for Natural Hand Interaction in Ato Assess Upper Extremity Motor Dysfunction · ISMAR 2015

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

short stress state questionnaire · 0.8heart-rate variability measurement · 0.8statistical analysis · 0.7usability study · 0.2markerless hand tracking · 0.2teleoperation · 0.1kinect-based motion capture · 0.1
YearPublicationVenuePosition
2021 Aerial firefighter radio communication performance in a virtual training system: radio communication disruptions simulated in VR for Air Attack Supervision
Rory Clifford, Hendrik Engelbrecht, Sungchul Jung, Hamish Oliver, Mark Billinghurst, Robert W. Lindeman, Simon Hoermann
Vis. Comput.1
2019 Creating a Stressful Decision Making Environment for Aerial Firefighter Training in Virtual Reality
abstract
The decisions made by an Air Attack Supervisor (AAS) helicopter co-pilots in aerial firefighting have critical and immediate impacts. It is difficult to always make fast, high quality decisions due to the mental and physical stress being experienced. Real world training exercises have limitations such as safety, cost, time and difficulty in reproducing events, making frequent training infeasible. Virtual Reality (VR) offers new training opportunities, but it is challenging to create a virtual environment with the analogous level of stress experienced in the real-world. In this paper, we investigate the use of a multi-user, collaborative, multi-sensory (vision, audio, tactile) VR system to produce a realistic training environment for practising aerial firefighting training scenarios. We focus on a comparison between our VR training system, an equivalent real-world field training and an existing radio-only exercise currently in use, where we compare Heart-Rate Variability (HRV) and self reported stress using the Short Stress State Questionnaire (SSSQ). We conducted the study with real trainee AAS firefighters to determine the effectiveness of the system. Our results show that there were no significant differences between the VR training exercise and the real-world exercise in terms of the level of stress, measured by HRV, and no significant difference between VR and radio-only exercises, as reported by the SSSQ.
Rory Clifford, Sungchul Jung, Simon Hoerrnann, Mark Billinghurst, Robert W. Lindeman
VR1
2018 The Effect of Immersive Displays on Situation Awareness in Virtual Environments for Aerial Firefighting Air Attack Supervisor Training
abstract
Situation Awareness (SA) is an essential skill in Air Attack Supervision (AAS) for aerial based wildfire firefighting. The display types used for Virtual Reality Training Systems (VRTS) afford different visual SA depending on the Field of View (FoV) as well as the sense of presence users can obtain in the virtual environment. We conducted a study with 36 participants to evaluate SA acquisition in three display types: a high-definition TV (HDTV), an Oculus Rift Head-Mounted Display (HMD) and a 270° cylindrical simulation projection display called the SimPit. We found a significant difference between the HMD and the HDTV, as well as with the SimPit and the HDTV for the three levels of SA.
Rory Clifford, Humayun Khan, Simon Hoermann, Mark Billinghurst, Robert W. Lindeman
VR1
2015 Affording Visual Feedback for Natural Hand Interaction in Ato Assess Upper Extremity Motor Dysfunction
abstract
For the clinical community, there is great need for objective, quantitative and valid measures of the factors contributing to motor dysfunction. Currently, there are no standard protocols to assess motor dysfunction in various patient groups, where each medical discipline uses subjectively scored clinical tests, qualitative video analysis, or marker-based motion capturing. We investigate the potential of Augmented Reality (AR) combined with serious gaming and marker-less tracking of the hand to facilitate efficient, cost-effective and patient-friendly methods for evaluation of upper extremity motor dysfunction in different patient groups. First, the design process of the game and the system architecture of the AR framework are described. To provide unhindered assessment of motor dysfunction, patients should operate with the system in a natural way and be able to understand their actions in the virtual AR world. To test this in our system, we conducted a usability study with five healthy people (aged between 57-63) on three different modalities of visual feedback for natural hand interaction with AR objects. These modalities are: no augmented hand, partial augmented hand (tip of index finger and tip of thumb) and a full augmented hand model. The results of the study show that a virtual representation of the fingertips or hand improves the usability of natural hand interaction.
Marina-Anca Cidotã, Rory Clifford, Paul Dezentje, Stephan G. Lukosch, Paulina J. M. Bank
ISMAR2
2012 Demonstrating Maori Haka with kinect and nao robots
abstract
In this video, "Nao Haka", four robots and a haka leader perform a traditional Maori Haka. The Haka leader, who performs the main actions is supported by Aldebaran Nao Robots, which are controlled by an external performer, using a Microsoft Kinect as the input device. This device allows for full-body user tracking. This Video was made as a supportive gesture towards the All Blacks Rugby World Cup Campaign 2011.
Thammathip Piumsomboon, Rory Clifford, Christoph Bartneck
HRI2