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John R. Wilson

dblp:78/5242 · DBLP profile ↗
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10ranked-venue papers
2as first author
0since 2021 · last 2012
0000-0003-0174-3239ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 10 · 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
8 papers
Immersive interaction · 29% Collaborative and social computing · 28% Interaction techniques and input · 22%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 14 heaviest of 18, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
virtual reality
0.232006
Interaction with virtual environments · Int. J. Hum. Comput. Stud. 2006
Performance of new participants in virtual environments: The Nottingham tool for assessment of interaction in virtual environments (NAÏVE) · Int. J. Hum. Comput. Stud. 2006
Measurement of presence and its consequences in virtual environments · Int. J. Hum. Comput. Stud. 2000
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
Collaborative and social computing
co-located collaboration
0.112006
Multiple decoupled interaction: An interaction design approach for groupware interaction in co-located virtual environments · Int. J. Hum. Comput. Stud. 2006
Collaborative and social computing
groupware
0.112006
Multiple decoupled interaction: An interaction design approach for groupware interaction in co-located virtual environments · Int. J. Hum. Comput. Stud. 2006
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
Accessibility and assistive technology › autism
assistive technology for autism
0.012002
A Front-Ended Approach to the User-Centred Design of VEs · VR 2002
Design research and methods
user-centered design
0.012002
A Front-Ended Approach to the User-Centred Design of VEs · VR 2002
Collaborative and social computing › collaborative learning
classroom collaboration
0.012001
Classroom collaboration in the design of tangible interfaces for storytelling · CHI 2001
Personal fabrication and tangible interfaces
tangible interaction
0.012001
Classroom collaboration in the design of tangible interfaces for storytelling · CHI 2001
Personal fabrication and tangible interfaces › tangible interaction
tangible interaction design
0.012001
Classroom collaboration in the design of tangible interfaces for storytelling · CHI 2001
Immersive interaction › virtual reality
presence
0.012000
Measurement of presence and its consequences in virtual environments · Int. J. Hum. Comput. Stud. 2000
Virtual and augmented reality › immersive interaction
collaborative virtual environments
0.012006
Multiple decoupled interaction: An interaction design approach for groupware interaction in co-located virtual environments · Int. J. Hum. Comput. Stud. 2006
Collaborative and social computing › collaborative design
collaborative drawing
0.012001
Classroom collaboration in the design of tangible interfaces for storytelling · CHI 2001
Usability and user experience research › evaluation methodology
presence measurement
0.012000
Measurement of presence and its consequences in virtual environments · Int. J. Hum. Comput. Stud. 2000

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

interaction design · 0.1iterative design · 0.1usability evaluation · 0.0classroom study · 0.0presence questionnaire · 0.0
YearPublicationVenuePosition
2012 Investigating presentation of rail-specific spatial information on handheld computer screens
Yasamin Dadashi, Sarah Sharples, John R. Wilson, Theresa Clarke
Pers. Ubiquitous Comput.3
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.4
2006 Multiple decoupled interaction: An interaction design approach for groupware interaction in co-located virtual environments
Victor Bayon, Gareth Griffiths 0002, John R. Wilson
Int. J. Hum. Comput. Stud.3
2006 Performance of new participants in virtual environments: The Nottingham tool for assessment of interaction in virtual environments (NAÏVE)
Gareth Griffiths 0002, Sarah Sharples, John R. Wilson
Int. J. Hum. Comput. Stud.3
2006 Interaction with virtual environments
John R. Wilson
Int. J. Hum. Comput. Stud.1
2006 Virtual and interactive environments for work of the future
John R. Wilson, Mirabelle D'Cruz
Int. J. Hum. Comput. Stud.1
2002 A Front-Ended Approach to the User-Centred Design of VEs
abstract
The specification, development and evaluation of a VE to allow people with Asperger's Syndrome to practise social interaction is described. A "front-ended" style has been adopted, where the emphasis on user consideration is placed during the early stages of the development life cycle, before any VE programming takes place. A model for user-centred design is presented that shows the involvement of different groups of users and professionals at various stages of design. Design guidelines have been derived from literature reviews and empirical examination of existing VEs. These have then been applied within a highly iterative cycle of low -tech VE specification and review. One VE module has been developed and evaluated with a focus on usability.
Helen Neale, Sue Cobb, John R. Wilson
VR3
2001 Classroom collaboration in the design of tangible interfaces for storytelling
abstract
We describe the design of tangible interfaces to the KidPad collaborative drawing tool. Our aims are to support the re-enactment of stories to audiences, and integration within real classroom environments. A six-month iterative design process, working with children and teachers in school, has produced the “magic carpet”, an interface that uses pressure mats and video-tracked and barcoded physical props to navigate a story in KidPad. Reflecting on this process, we propose four guidelines for the design of tangible interfaces for the classroom. (1) Use physical size and shysical props to encourage collaboration. (2) Be aware of how different interfaces emphasize different actions. (3) Be aware that superficial changes to the design can produce very different physical interactions. (4) Focus on open low-tech technologies rather than (over) polished products.
Danaë Emma Beckford Stanton Fraser, Victor Bayon, Helen Neale, Ahmed Ghali, Steve Benford, Sue Cobb, Rob Ingram, John R. Wilson, Tony P. Pridmore, Claire O'Malley
CHI8
2000 Measurement of presence and its consequences in virtual environments
Sarah Sharples, Clovissa Haldane, John R. Wilson
Int. J. Hum. Comput. Stud.3
1993 Hypertext and Expert Systems: The Possibilities for Integration
abstract
Abstract Expert systems are knowledge-based reasoning systems which attempt to capture the expertise and problem-solving abilities of a human expert within a fairly narrow field. Human problem-solving is characterised by the ability to handle unexpected events and to approach problems in a variety of ways, reorganising information and adjusting strategies to suit new situations. Hypertext systems are also knowledge-based systems in which chunks of information are linked together in a non-sequential way thus providing the vehicle for intuitive, non-linear access to information which more closely resembles intelligent human behaviour. From these descriptions it would seem that the integration of these two complementary technologies should lead to more ‘intelligent’ problem-solving and information systems. The aim of such integration being to maximise joint performance and to achieve synergy — an integrated system which is greater than the sum of its parts. Hypertext can be viewed in two ways: as a method of conveying information or as a ‘system glue’ for linking computer systems to each other or to a user. These approaches give rise to very different types of system and three distinct types of hybrid hypertext/expert system are identified. The paper considers whether such hybrid systems can be used to solve some of the problems which are found to occur with expert system interfaces or whether the combination of two technologies compounds one set of problems with another.
Pauline A. Smith, John R. Wilson
Interact. Comput.2