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Adrian Parke

dblp:70/9712 · DBLP profile ↗
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3ranked-venue papers
0as first author
3since 2021 · last 2023
0000-0002-5242-6308ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 3 · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 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 · 74% User interface design and tools · 19% Health and well-being technologies · 7%
Computer graphics and multimedia
2 papers
Virtual and augmented reality · 100%

Topics — the 5 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
virtual reality
1.222023
I think I don't feel sick: Exploring the Relationship Between Cognitive Demand and Cybersickness in Virtual Reality using fNIRS · CHI 2023
Experiencing Simulated Confrontations in Virtual Reality · CHI 2021
Immersive interaction › virtual reality
cybersickness
0.712023
I think I don't feel sick: Exploring the Relationship Between Cognitive Demand and Cybersickness in Virtual Reality using fNIRS · CHI 2023
Virtual and augmented reality › immersive interaction
virtual reality training
0.512021
Diegetic Tool Management in a Virtual Reality Training Simulation · VR 2021
Virtual and augmented reality
virtual characters
0.112021
Experiencing Simulated Confrontations in Virtual Reality · CHI 2021
Immersive interaction
presence and immersion
0.112021
Diegetic Tool Management in a Virtual Reality Training Simulation · VR 2021

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

user study · 1.0motion capture · 1.0fNIRS · 0.7cognitive task study · 0.7
YearPublicationVenuePosition
2023 I think I don't feel sick: Exploring the Relationship Between Cognitive Demand and Cybersickness in Virtual Reality using fNIRS
abstract
Virtual Reality (VR) applications commonly use the illusion of self-motion (vection) to simulate experiences such as running, driving, or flying. However, this can lead to cybersickness, which diminishes the experience of users, and can even lead to disengagement with this platform. In this paper we present a study in which we show that users performing a cognitive task while experiencing a VR rollercoaster reported reduced symptoms of cybersickness. Furthermore, we collected and analysed brain activity data from our participants during their experience using functional near infra-red spectroscopy (fNIRS): preliminary analysis suggests the possibility that this technology may be able to detect the experience of cybersickness. Together, these results can assist the creators of VR experiences, both through mitigation of cybersickness in the design process, and by better understanding the experiences of their users.
Katharina Margareta Theresa Pöhlmann, Horia A. Maior, Julia Föcker, Louise O'Hare, Adrian Parke, Aleksandra Landowska, Patrick Dickinson
CHI5
2021 Experiencing Simulated Confrontations in Virtual Reality
abstract
The use of virtual reality (VR) to simulate confrontational human behaviour has significant potential for use in training, where the recreation of uncomfortable feelings may help users to prepare for challenging real-life situations. In this paper we present a user study (n=68) in which participants experienced simulated confrontational behaviour performed by a virtual character either in immersive VR, or on a 2D display. Participants reported a higher elevation in anxiety in VR, which correlated positively with a perceived sense of physical space. Character believability was influenced negatively by visual elements of the simulation, and positively by behavioural elements, which complements findings from previous work. We recommend the use of VR for simulations of confrontational behaviour, where a realistic emotional response is part of the intended experience. We also discuss incorporation of domain knowledge of human behaviours, and carefully crafted motion-captured sequences, to increase users’ sense of believability.
Patrick Dickinson, Arthur Jones, Wayne Christian, Andrew Westerside, Francis Mulloy, Kathrin Maria Gerling, Kieran Hicks, Liam Wilson, Adrian Parke
CHI9
2021 Diegetic Tool Management in a Virtual Reality Training Simulation
abstract
Researchers and developers have suggested that the use of diegetic interfaces can enhance users' sense of presence and immersion in virtual reality (VR) applications. While concepts of diegetic interfaces in VR are analogous to those seen on 2D displays, little work has considered how they might integrate with the movement-based controllers commonly used in consumer VR systems, to create higher fidelity interactions. In this paper we present a study (N = 58) in which we compare participants' experiences of diegetic and non-diegetic tool management interfaces, in a prototype VR crime scene investigation (CSI) training application. Contrary to expectations, we do not find evidence that participants' sense of presence is elevated when using the diegetic interface; however, we suggest that this may be due to reported higher levels of perceived workload, which can act to degrade user experience and engagement. We conclude by discussing the relationship between diegetic interface design and interaction fidelity, and highlighting trade-offs between fidelity, engagement, and learning outcomes in VR training applications.
Patrick Dickinson, Andrew Cardwell, Adrian Parke, Kathrin Maria Gerling, John C. Murray
VR3