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Cliff Randell

dblp:72/5390 · DBLP profile ↗
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9ranked-venue papers
4as first author
0since 2021 · last 2005
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 9 · 4 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.

Computer networks
2 papers
Internet of things and sensor networks · 64% Wireless sensing and localization · 36%
Human-computer interaction and pervasive computing
2 papers
Collaborative and social computing · 77% Ubiquitous computing and smart environments · 23%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

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

TopicWeightPapersLastEvidence papers
Internet of things and sensor networks › wireless sensor network
target tracking
0.112005
A New Method for Auto-calibrated Object Tracking · UbiComp 2005
Collaborative and social computing
mixed reality collaboration
0.012003
Lessons from the lighthouse: collaboration in a shared mixed reality system · CHI 2003
Wireless sensing and localization
indoor localization
0.012001
Low Cost Indoor Positioning System · UbiComp 2001
Virtual and augmented reality
mixed reality
0.012003
Lessons from the lighthouse: collaboration in a shared mixed reality system · CHI 2003
Ubiquitous computing and smart environments
location awareness
0.012003
Lessons from the lighthouse: collaboration in a shared mixed reality system · CHI 2003

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

auto-calibration · 0.1user study · 0.1
YearPublicationVenuePosition
2005 A New Method for Auto-calibrated Object Tracking
Paul Duff, Michael R. McCarthy, Angus Clark, Henk L. Muller, Cliff Randell, Shahram Izadi, Andy Boucher 0002, Andy Law, Sarah Pennington, Richard Swinford
UbiComp5
2004 Ambient wood: designing new forms of digital augmentation for learning outdoors
abstract
Ubiquitous and mobile technologies provide opportunities for designing novel learning experiences that move out of the classroom. Information can be presented and interacted with in a variety of ways while exploring a physical environment. A key issue this raises is when, where, what and how much? Our research is concerned with the design, delivery and interaction of digital information when learning about ecology outdoors. We present a framework of the different forms of digital augmentation and the different processes by which they can be accessed. Using the framework, we designed an outdoors learning experience, aimed at encouraging students to carry out contextualized scientific enquiry and to reflect on their interactions. Pairs of 11-12 year olds explored a woodland and were presented at certain times with different forms of digital augmentation. Our study showed that this kind of exploration promoted interpretation and reflection at a number of levels of abstraction.
Yvonne Rogers, Sara Price, Geraldine Fitzpatrick, Rowanne Fleck, Eric Charles Harris, Hilary Smith, Cliff Randell, Henk L. Muller, Claire O'Malley, Danaë Emma Beckford Stanton Fraser, Mark Kenneth Thompson, Mark J. Weal
IDC7
2004 Models of Space in a Mixed-Reality System
abstract
In this paper we discuss the use of models of space in the building of mixed-reality systems. By model of space we mean a geometric or symbolic description associated with a physical space. We outline several types of model that exist, how they are surveyed and authored, how they are represented to the users and how they are supported by middleware and sensors. We show that systems often contain numerous models of space and we discuss the issues in maintaining or reifying assumptions about transformations between models. We illustrate these ideas by describing the implementation of a collaborative mixed-reality system that allows users to experience a museum in three modalities: physically colocated visitor with personal digital assistant guide, virtual reality visitor and Web visitor.
Anthony Steed, Ian MacColl, Cliff Randell, Barry Brown 0001, Matthew Chalmers, Christopher Greenhalgh
IV3
2004 The Ambient Horn: designing a novel audio-based learning experience
Cliff Randell, Sara Price, Yvonne Rogers, Eric Charles Harris, Geraldine Fitzpatrick
Pers. Ubiquitous Comput.1
2003 Lessons from the lighthouse: collaboration in a shared mixed reality system
abstract
Museums attract increasing numbers of online visitors along with their conventional physical visitors. This paper presents a study of a mixed reality system that allows web, virtual reality and physical visitors to share a museum visit together in real time. Our system allows visitors to share their location and orientation, communicate over a voice channel, and jointly navigate around a shared information space. Results from a study of 34 users of the system show that visiting with the system was highly interactive and retained many of the attractions of a traditional shared exhibition visit. Specifically, users could navigate together, collaborate around objects and discuss exhibits. These findings have implications for non-museum settings, in particular how location awareness is a powerful resource for collaboration, and how 'hybrid objects' can support collaboration at-a-distance.
Barry Brown 0001, Ian MacColl, Matthew Chalmers, Areti Galani, Cliff Randell, Anthony Steed
CHI5
2003 The Periscope: supporting a computer enhanced field trip for children
Danielle Wilde, Eric Charles Harris, Yvonne Rogers, Cliff Randell
Pers. Ubiquitous Comput.4
2002 The Well Mannered Wearable Computer
Cliff Randell, Henk L. Muller
Pers. Ubiquitous Comput.1
2001 Low Cost Indoor Positioning System
Cliff Randell, Henk L. Muller
UbiComp1
2000 The Shopping Jacket: Wearable Computing for the Consumer
Cliff Randell, Henk L. Muller
Pers. Ubiquitous Comput.1