EDBT 2026 Demo / reviewers in the wild / expert
Owen Noel Newton Fernando
dblp:84/2408 · also Newton Fernando
· DBLP profile ↗
31ranked-venue papers
4as first author
4since 2021 · last 2026
0000-0003-1486-1314ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 25 · 4 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 15 · 3 first-author · 2 since 2021Artificial intelligence and machine learning · 3 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 1 since 2021Databases, data management, data science and information retrieval · 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 graphics and multimedia
4 papers |
Virtual and augmented reality · 81% Visualization and visual analytics · 19% | |
| Human-computer interaction and pervasive computing
6 papers |
Haptics and multimodal interaction · 32% Collaborative and social computing · 29% Immersive interaction · 21% |
Topics — the 8 heaviest of 11, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
augmented reality |
0.4 | 3 | 2012 | Command Center: Authoring tool to supervise augmented reality session · VR 2012 Origami recognition system using natural feature tracking · ISMAR 2010 Origami recognition system using natural feature tracking · ISMAR 2010 |
Virtual and augmented reality › tracking
natural feature tracking |
0.2 | 2 | 2010 | Origami recognition system using natural feature tracking · ISMAR 2010 Origami recognition system using natural feature tracking · ISMAR 2010 |
Visualization and visual analytics
authoring tool |
0.1 | 1 | 2012 | Command Center: Authoring tool to supervise augmented reality session · VR 2012 |
Collaborative and social computing
computer-supported cooperative work |
0.1 | 1 | 2011 | Mixed reality lab Singapore: a genealogy of lab projects employing the blue sky innovation research methodology · CSCW 2011 |
Haptics and multimodal interaction › electrical stimulation
electrical taste stimulation |
0.1 | 1 | 2011 | Electronic taste stimulation · UbiComp 2011 |
Immersive interaction
mixed reality |
0.1 | 1 | 2011 | Mixed reality lab Singapore: a genealogy of lab projects employing the blue sky innovation research methodology · CSCW 2011 |
Haptics and multimodal interaction
multimodal interface |
0.1 | 1 | 2006 | "Personal Practically Panoramic" Multimodal Interfaces · VR 2006 |
Virtual and augmented reality
immersive interaction |
0.0 | 1 | 2006 | "Personal Practically Panoramic" Multimodal Interfaces · VR 2006 |
Methods — techniques the papers use, named apart from their topics
SURF · 0.4vision-based tracking · 0.3pose estimation · 0.3electrical stimulation · 0.1networked control · 0.1binaural audio · 0.1servomotor control · 0.1servo motor control · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | RelPosGAR: Hierarchical relative position-aware interaction modeling for weakly supervised skeleton-based group activity recognition
Lindong Li, Linbo Qing, Liuyi Tao, Pingyu Wang, Honggang Chen, Owen Noel Newton Fernando, Weisi Lin |
Pattern Recognit. | 6 |
| 2025 | Transformative Pedagogy in Object-Oriented Programming: The COOP Model and AI-Enhanced Case-Based LearningabstractAdvancements in generative artificial intelligence (AI) and large language models (LLMs) offer new opportunities to enhance object-oriented programming (OOP) education. Building on these developments, this study implements a case-based learning pedagogy within an AI-driven framework. Specifically, the ‘Case-Based Learning for Classroom Management Problem Solving (CBL-CMPS)’ model proposed by Choi and Lee is adapted to the OOP context, resulting in the development of the ‘Cooperative Object-Oriented Programming (COOP)’ model. A chatbot based on the COOP pedagogy was developed and deployed for testing with computer science students. This chatbot incorporated modern features of generative AI, such as prompt engineering and multi-agentic workflow, to enhance the effectiveness of delivering the pedagogy. Findings indicate that the COOP model effectively enhances student motivation and understanding of OOP. Furthermore, a phase-wise evaluation of the COOP model suggests that, although generally effective, targeted refinements could further improve its impact. This study concludes by discussing the potential, challenges, and implications of integrating LLM-assisted case-based learning into programming education. Wen Zhan Chee, Chin Ann Ong, Owen Noel Newton Fernando |
TENCON | 3 |
| 2022 | PoseBuddy : Pose Estimation Workout Mobile ApplicationabstractThe sedentary lifestyle of modern people is becoming more and more common, and a lack of physical activity is a risk factor for many diseases. Therefore, this project introduces a mobile application that works on iOS and Android, PoseBuddy, through computer vision, provides interactive experiences, personalized workout plans, and competition through connections with others. It allows users to exercise anytime and anywhere with fragmented time without the limitation of venues. PoseBuddy forms an interactive mode that obtains users’ pose data through the mobile device’s front camera, inputting to a high-accuracy human pose estimation model provided by TensorFlow, MoveNet. Afterwards, it provides real-time audio feedback during exercise after being verified by the accuracy validation algorithm. The real-time inputs from the camera feed can be captured and processed asynchronously by the system, allowing users to know in real-time if they are carrying out the workout correctly. Additionally, PoseBuddy is also a sports platform that allows users to post their experiences after exercising and making friends. Zixin Cai, Owen Noel Newton Fernando, Jia Ying Ong |
CW | 2 |
| 2021 | Foodscover: Eliminating food waste in the retail sector through technologyabstractWith growing concern over food waste globally, greater attention is brought to technologies to reduce food waste. Singapore, being a modern city-state with a high population density, also faces the problem of increasing food waste. The current measures taken to reduce food waste in the retail sector in Singapore are relatively inadequate. Furthermore, there are relatively few studies on food waste reduction in the retail sector through mobile technologies. Therefore, we aim to introduce a mobile application, named Foodscover, designed to reduce food waste in the retail context by offering surplus food from retailers at a discounted price to the general public. The application would provide a platform for retailers to upload their surplus food items at a discounted price at the end of a shift. Users will be able to see all discounted food items and purchase them through the application. We will also discuss a user study based on the Technology Acceptance Model (TAM) to determine the acceptance of the application. Wan Ting Wong, Owen Noel Newton Fernando, Chitra Panchapakesan, Jessica Kee Si Jia |
CW | 2 |
| 2019 | Finding Hidden Shrines using AR and Clustering TechniquesabstractThis paper describes the use of augmented reality technology in an offline mobile application to recognize and find shrines. This application uses clustering algorithms to cluster shrines and then a convex hull is used to combine the geographical coordinates of multiple shrines. The photographs and videos of shrines can be downloaded by tapping on any clusters. Images downloaded will have their features extracted and stored in an augmented database which then will be used by ARCore, which is an augmented reality API, to identify and recognize all shrines in that cluster. Liu Jihao Bryan, Owen Noel Newton Fernando, Sujatha Arundathi Meegama, Hedren Sum Wai Yuan, Muhammad Faisal Bin Husni |
CW | 2 |
| 2019 | Twittener: An Aggregated News PlatformabstractThe Internet offers an abundance of online sources for trending topics and news. However, this gives rise to the issue of content overload, where users must filter through large amount of content to find those that are of relevance or interest to them. This project aims to solve this issue by creating a web application called Twittener. Twittener aims to improve users' experience and time-efficiency when reading news online. Methods used include text-to-speech technology, sentiment analysis and recommender system. Text-to-speech technology enables users to listen to tweets and news without paying attention to their screens. This could also be useful for populations with visual impairments. Sentiment analysis on Twitter trends provides useful information on general sentiment towards each trend and a hybrid recommender system is deployed to recommend news that would likely be of interest to users. This paper seeks to document the development, implementation, design and implications of Twittener. Owen Noel Newton Fernando, Chan-Wei Chang |
CW | 1 |
| 2019 | Augmented Reality HologramabstractThis paper presents the development of a mobile application that enables the creation of holographic objects and displays holographic objects on mobile devices. This project aims to demonstrate how the functionalities are implemented, and testing would be conducted to ensure the accuracy of creation and exhibitions of the holographic objects. During the app testing, there would be two approaches, which were tested based on two different lightings conditions. Users would be able to create their holographic objects with minimum lighting changes based on the results of the two approaches. Jia Jun Gan, Owen Noel Newton Fernando |
CW | 2 |
| 2019 | La Petite Fee Cosmo: Learning Data Structures Through Game-Based LearningabstractThis research aims to implement the productive failure teaching concept with interactive learning games as a method to nurture innovative teaching and learning. The research also aims to promote innovative approaches to learning and improving students' learning experience, and their understanding of linked list data structure concepts taught in computer science subjects since students do not widely understand this concept. A 2D bridge building puzzle game, “La Petite Fee Cosmo” was developed to assist students in not only understanding the underlying concepts of the linked list but also foster creative usage of the various functionalities of linked list in diverse situations. Vinayak Teoh Kannappan, Owen Noel Newton Fernando, Anupam Chattopadhyay, Xavier Tan, Jeffrey Hong, Seah Hock Soon, Hui En Lye |
CW | 2 |
| 2018 | Mystiko - Blockchain Meets Big DataabstractBlockchain is a peer-to-peer distributed storage that stores chronological series of transactions in a tamper-resistant manner. Blockchain became popular in various industries due to its decentralized trust ecosystem. When integrating blockchain with big data, one encounters many challenges. Current public blockchain does not support high transaction throughput; it does not scale in terms of big data storage and management; it does not provide keyword-based search and retrieval; and so on. As a result, it is hard to incorporate existing blockchain systems for big data applications. In this research, we propose a new blockchain storage "Mystiko" that is built over the Apache Cassandra distributed database to incorporate big data. Mystiko supports high transaction throughput, high scalability, high availability and full text search features. With Mystiko, we make big data more secure, structured and meaningful, and allows further data analytics on big data to be more easily performed. Eranga Bandara, Wee Keong Ng, Kasun De Zoysa, Owen Noel Newton Fernando, Supun Tharaka, P. Maurakirinathan, Namal Jayasuriya |
IEEE BigData | 4 |
| 2018 | GPS Trail Visualizer for Online CommunitiesabstractDue to the rising health issues and changes in people's daily routines, people became more health conscious over the past few decades. As a result, along with the rapid growth in mobile phones and emerging activity tracking devices, lots of mobile applications were introduced to track and encourage people's daily exercise routines. Among these applications, Global Position System (GPS) technology-based applications facilitate users to visualize their jogging/running trail in a 2-dimensional view on a google map and share it with friends. This paper suggests a methodology to enhance the visualization from 2-dimensional to 3-dimensional and more realistic visual interpretation by developing a Hyperlapse video using Google Street View Images. Andreas Chrisna Mayong, Vajisha Wanniarachchi, Owen Noel Newton Fernando, May O. Lwin |
CW | 3 |
| 2018 | Predicting Affective States of Programming Using Keyboard Data and Mouse BehaviorsabstractThis study aims at predicting affective states during programming using keyboard and mouse data. The article proposes and evaluates a novel set of features under programming context to predict affective states. Fourteen undergraduate participants performed three programming tasks of varying difficulties. At the completion of each task, participants reported their affective states by viewing webcam videos and screen recordings. Features extracted from keyboard and mouse logs were used to train multiple classifiers. Among trained classifiers, feedforward neural network recognized positive, neutral and negative states with 52.9% accuracy. The overall Cohen's Kappa reached 0.27. Without neutral states, the classifiers were able to differentiate positive and negative states with 74.1% accuracy and 0.48 Kappa. Our approach demonstrates improved ability of predicting self-labelled affective states of programmers from keyboard and mouse data, without using specialized sensors, and potential of emotional feedback to programmers during learning to deliver better experience. Hualin Liu, Owen Noel Newton Fernando, Jagath C. Rajapakse |
ICARCV | 2 |
| 2017 | Twittener: Listen to your Twitter FeedabstractTwitter is a popular social media site, as it allows users to get rapid & concise information, and to follow the latest online trends & topics. This project aims to improve user experience by proposing an alternative way to interact with Twitter, by allowing users to listen to interesting tweets, instead of the conventional way of reading them. This will allow users to get up to date with tweets from publicly-listed, categorized Twitter accounts, without needing to pay full attention to their screens. This could prove useful for populations with physical disabilities, visual impairments, the elderly and persons who multitask. A web application, called Twittener, has been developed to allow users to listen to tweets. Additionally, a console application periodically crawls through Twitter retrieving & converting tweets from text to speech, thus making up the Twittener system. Yohan Fernandopulle, Rianne Wally Meurzec, Ng Hong Quan, Fairul Akmaruddin, Owen Noel Newton Fernando |
Creativity & Cognition | 5 |
| 2013 | AmbiKraf Byobu: Merging Technology with Traditional CraftabstractIn this paper, we present a synergy of technology and traditional craft made possible with AmbiKraf Byobu. AmbiKraf is a non-emissive, color-changing fabric technology that allows subtle animations on fabrics. Byobu is a traditional Japanese room-divider screen, usually painted by artisans and crafts people. We first discuss the organic qualities of AmbiKraf technology that particularly lend itself to traditional art and craft practice. These qualities include the animation of ambient, non-intrusive and calming motifs using non-emissive display characteristics. We then discuss in detail how AmbiKraf technology is implemented and paired with the art form of Byobu. Interaction with the system is also briefly touched upon, as well as discussion regarding the cultural implications and mutual benefit of combining technology with traditional craft. Through the use of AmbiKraf technology embodied by the Byobu, we hope to provide a convincing example that sensitively combines traditional textile crafts with new technology in order to help redefine the meaning and role of traditional textiles. Roshan Lalintha Peiris, Jeffrey Tzu Kwan Valino Koh, Mili John Tharakan, Owen Noel Newton Fernando, Adrian David Cheok |
Interact. Comput. | 4 |
| 2013 | Designing Interactive Paper-Craft Systems with Selective Inductive Power TransmissionabstractPaper, as a traditional material for art and communication, shows great potential as a medium for organic user interfaces, with its ubiquity and flexibility. However, controlling and powering the sensors and actuators that enable interactive paper-crafts has not been fully explored. We present a method of selective inductive power transmission (SIPT) to support interactive paper-crafts. The novelty of this method is that the power transmitter can be controlled to selectively activate one specific receiver at a time through inductive power transferring with multiple receivers. This was achieved by changing the output frequency of the power transmitter to match the impedance of the receivers. The receivers could be embedded or printed to drive paper-crafts. Based on inductor–capacitor oscillating circuit and a function generator with a power amplifier, we developed two different prototypes of SIPT. By comparing the performance of both prototypes, we discussed the advantages and disadvantages of the two systems, and their applications in different contexts of paper-crafts. In addition, we proposed the instructions for using SIPT in developing interactive paper-crafts. With this technology and instructions, we hope to facilitate users to easily design new types of paper-craft systems without being concerned about the arrangement of wire connections to power supply on a massive scale. Kening Zhu, Hideaki Nii, Owen Noel Newton Fernando, Jeffrey Tzu Kwan Valino Koh, Karin Aue, Adrian David Cheok |
Interact. Comput. | 3 |
| 2013 | AmbiKraf - Non-emissive, ubiquitous textile display
Roshan Lalintha Peiris, Mili John Tharakan, Owen Noel Newton Fernando, Adrian David Cheok |
Multim. Tools Appl. | 3 |
| 2012 | Command Center: Authoring tool to supervise augmented reality sessionabstractWe describe a real time authoring tool that is useful to supervise group of users in an augmented reality environment. The overall system is composed of a server; the Command Center (CC) and several clients; Wearable Systems (WS). The server is used to visualize the virtual representation of the real environment, 3d features map where augmentation are to occur, augmented content that will be rendered and users avatar that evolves on the field. The user's WS is equipped of a Head Mounted Display (HMD) along with sensors (GPS/DRM/Compass) to provide constant pose estimation (position and orientation) to the CC and a vision based tracking that uses natural features and pose estimation allgorithms to render virtual content accordingly. Alternatively a sensor based renderer is used to display AR guidance on the HMD based on the path defined and sent from the CC. The natural features system handles a large number of small 3D features maps. The overall system offers a complete system to train and supervise remote users through an AR environment. Remi Tache, Hunfuko Asanka Abeykoon, Kasun Karunanayaka, Prabhash Kumarasinghe, Gerhard Roth, Owen Noel Newton Fernando, Adrian David Cheok |
VR | 6 |
| 2011 | Mixed reality lab Singapore: a genealogy of lab projects employing the blue sky innovation research methodologyabstractIn this paper we outline a genealogy of Mixed Reality Lab (MXR) projects, their influencing factors both from the Asian region and also within the lab, the employment of "Blue-Sky Innovation" by the lab for ideation, collaboration and project generation, as well as discuss some major points of inspiration for MXR from various sources. Adrian David Cheok, Jeffrey Tzu Kwan Valino Koh, Roshan Lalintha Peiris, Owen Noel Newton Fernando |
CSCW | 4 |
| 2011 | AmbiKraf: A Nonemissive Fabric Display for Fast Changing Textile AnimationabstractWith this paper we present AmbiKraf, a none missive fast color changing fabric display. Our main motivation is to investigate the possibility of an actual fabric technology that can change the color in the form of a display. The core novelty of this paper addresses in presenting a base line technology that enables such a ubiquitous fabric display that lets the user interact with the actual fabric itself. Here, we use thermo chromic inks and Peltier semiconductor elements to achieve a rapid color changing display. The implemented controller is able to control the temperature with a high accuracy and thereby accurately control the color of the thermo chromic ink display. In addition the controller has fast heating/cooling ability which presents the ability for a relatively high speed display on the fabric. The calming nature of this animated fabric display is presented through few prototypes that ubiquitously combine the technology with daily fabrics. The paper describes the complete implementation of the system and presents a detailed analysis of the technical results. Roshan Lalintha Peiris, Mili John Tharakan, Owen Noel Newton Fernando, Adrian David Cheok |
EUC | 3 |
| 2011 | Electronic taste stimulationabstractIn this paper, we present a system, which could digitally stimulate the sense of taste (gustation) on human. The system utilizes electrical stimulation on human tongue to produce taste sensations. The initial experiments reveal that the method is viable and deserves further developments. This requires further analyses of the properties of electric pulses (current, frequency, and voltage) on tongue along with the stimulating material. The experimental results suggested that sourness, bitterness, and saltiness are the main sensations that could be evoked at present. Nimesha Ranasinghe, Adrian David Cheok, Owen Noel Newton Fernando, Hideaki Nii, Gopalakrishnakone Ponnampalam |
UbiComp | 3 |
| 2011 | Metazoa Ludens: Mixed-Reality Interaction and Play for Small Pets and HumansabstractAlthough animals and pets are so important for families and society, in modern urban lifestyles, we can only spend little time with our animal friends. Interactive media should be aimed to enhance not only human-to-human communication but also human-to-animal communication. Thus, we promote a new type of interspecies media interaction which allows human users to interact and play with their small pet friends (in this case, hamsters) remotely via the Internet through a mixed-reality-based game system “Metazoa Ludens.” We used a two-pronged approach to scientifically examine the system. First, and most importantly, the body condition score study was conducted to evaluate the positive effects to the hamsters. Second, the method of Duncan was used to assess the strength of preference of the hamsters toward Metazoa Ludens. Lastly, the effectiveness of this remote interaction with respect to the human users as an interactive gaming system with their pets/friends (hamster) was examined based on Csikszentmihalyi's Flow theory. Results of both studies inform of positive remote interaction between human users and their pet friends using our research system. This research is not only just aimed at providing specific experimental results on the implemented research system but is also aimed as a wider lesson for human-to-animal interactive media. Therefore, as an addition, we present a detailed framework suited in general for human-to-animal interaction systems inferred from the lessons learned. Adrian David Cheok, Roger Thomas Kok Chuen Tan, Roshan Lalintha Peiris, Owen Noel Newton Fernando, James Keng Soon Teh, Imiyage Janaka Prasad Wijesena, Janyn Yen Ping Sen |
IEEE Trans. Syst. Man Cybern. Part A | 4 |
| 2010 | Origami recognition system using natural feature trackingabstractThis paper introduces a system that can recognize different type of paper-folding by users. The system allows users to register and use their desired paper in the interaction, and detect the folding by using Speed Up Robust Feature (SURF) algorithm. The paper also describes a paper-based tower defense game which has been developed as a proof of concept of our method. This method can be considered as the initial step for seamlessly migrating meaningful traditional art of origami into the digital world as a part of the interactive media. Kening Zhu, Owen Noel Newton Fernando, Adrian David Cheok, Mark Fiala, Theam Wei Yang |
ISMAR | 2 |
| 2010 | Origami recognition system using natural feature trackingabstractIn this demonstration we introduce a system that allows users to register and use their desired paper for the interaction, and recognize the folding during the interaction in real time. This method can be considered as an initial step for seamlessly migrating meaningful traditional art of origami into the digital world and as part of the interactive media. Kening Zhu, Owen Noel Newton Fernando, Theam Wei Yang, Adrian David Cheok, Mark Fiala |
ISMAR | 2 |
| 2010 | Multipresence-Enabled Mobile Spatial Audio Interfaces
Owen Noel Newton Fernando, Michael Cohen 0002, Adrian David Cheok |
ICEC | 1 |
| 2009 | Petimo: safe social networking robot for childrenabstractAs social networking widely spreads among the community, especially among the younger generation, the negative influence created on children has become a serious social concern. "Petimo" is an interactive robotic toy designed to protect children from potential risks in social networks and the virtual world and it helps them to make a safely connected social networking environment. It adds a new physical dimension to social computing through enabling a second authentication mode, providing extra safety in making friends by physically touching each others robot. Petimo can be connected to any social network and it provides safety and security for children. As a proof of concept, we have developed a 3D virtual world, "Petimo-World" which demonstrates all of the realizable basic features with traditional online social networks. Petimo-World stands out from all other virtual worlds with its interesting and sophisticated interactions such as the visualization of a friends' relationships through spatial distribution in the 3D space to clearly understand the closeness of the friendship, personalized avatars and sending of special gifts/emoticons. Adrian David Cheok, Owen Noel Newton Fernando, Charith Lasantha Fernando |
IDC | 2 |
| 2009 | Huggy pajama: a parent and child hugging communication systemabstractHuggy Pajama is a novel wearable system aimed at promoting physical interaction in remote communication between parent and child. This system enables parents and children to hug one another through a novel hugging interface device and a wearable, hug reproducing pajama connected through the Internet. The hugging device is a small, mobile doll with an embedded pressure sensing circuit that is able to accurately sense varying levels of the range of human force produced from natural touch. This device sends hug signals to a haptic jacket that simulates the feeling of being hugged to the wearer. It features air pressure actuation to reproduce hug. James Keng Soon Teh, Adrian David Cheok, Yongsoon Choi, Charith Lasantha Fernando, Roshan Lalintha Peiris, Owen Noel Newton Fernando |
IDC | 6 |
| 2008 | Empathetic living mediaabstractWe describe a new form of interactive living media used to communicate social or ecological information in the form of an empathetic ambient media. In the fast paced modern world people are generally too busy to monitor various significant social or human aspects of their lives, such as time spent with their family, their overall health, state of the ecology, etc. By quantifying such information digitally, information is semantically coupled into living microorganisms, E. coli. Through the use of transformed DNA, the E. coli will then glow or dim according to the data. The core technical innovation of this system is the development of an information system based on a closed-loop control system through which digital input is able to control input fluids to the E. coli, and thereby control the output glow of the E. coli in real time. Thus, social or ecological based information is coupled into a living and organic media through this control system capsule and provides a living media which promotes empathy. We provide user design and feedback results to verify the validity of our hypothesis, and provide not only system results but generalized design frameworks for empathetic living media in general. Adrian David Cheok, Roger Thomas Kok Chuen Tan, Owen Noel Newton Fernando, Timothy Merritt 0001, Janyn Yen Ping Sen |
Conference on Designing Interactive Systems | 3 |
| 2007 | Media Me: Body and Personal Media Interaction
Owen Noel Newton Fernando, Imiyage Janaka Prasad Wijesena, Adrian David Cheok, Ajith P. Madurapperuma, Lochandaka Ranathunga, Mei Gangwen, Miyuru Dayarathna, Srinivasan Mariappan, Lee Rui Jie Jerome |
ICEC | 1 |
| 2007 | BlogWall: a new paradigm of artistic public mobile communicationabstractShort message service (SMS) is extremely popular today. Currently it is being mainly used for peer-to-peer communication. BlogWall extends the SMS to a new level of self-expression and public communication by combining art and poetry. The application can simply display SMS, gather data using polls, and create poetry or even Japanese "Haiku" all based on the SMS. Adrian David Cheok, Owen Noel Newton Fernando, Imiyage Janaka Prasad Wijesena, Abd-ur-Rehman Mustafa, Anne-Katrin Barthoff, Naoko Tosa |
Mobile HCI | 2 |
| 2007 | BlogWall: displaying artistic and poetic messages on public displays via SMSabstract10.1145/1377999.1378058 Adrian David Cheok, Abd-ur-Rehman Mustafa, Owen Noel Newton Fernando, Anne-Katrin Barthoff, Imiyage Janaka Prasad Wijesena, Naoko Tosa |
Mobile HCI | 3 |
| 2007 | Mobile spatial audio interfacesabstractFor an increasing amount of people (especially young people), the mobile phone, and not the computer, is becoming their main media device and portal to the virtual world. Mobile phones have become a ubiquitous technology and for many people an important tool for communication and information access. Mobile telephony offers an interesting platform for building multipresence-enabled applications that utilize the phone as a social or commercial assistant. The main objective of this research is to develop multipresence-enabled audio windowing systems for visualization, attention, and privacy awareness of narrowcasting (selection) functions in collaborative virtual environments (CVEs) for mobile devices such as 3rd- and 4th-generation mobile phones. Mobile audio windowing system enhances auditory information on mobile phones and encourages modernization of office- and mobile-based conferencing. Owen Noel Newton Fernando, Michael Cohen 0002, Adrian David Cheok |
Mobile HCI | 1 |
| 2006 | "Personal Practically Panoramic" Multimodal InterfacesabstractWe have developed second-generation prototypes of the Internet Chair, a novel internet appliance. The first generation explored using the chair as an input device; ¡°S chaire,¡± the prototype employed here, is a pivot (swivel, rotating) chair deployed as an output device, a rotary motion-platform information appliance, dynamically aligning haptic display with wireless visual displays and spatial audio in rotation-invariant virtual spaces. As a haptic output modality, chairs with servomotors render kinesthetic and proprioceptive cues, twisting under networked control, to direct the attention of a seated subject orienting seated users like a ¡°dark ride¡± amusement park attraction or under active user control, local or distributed. Using its audio display modality, ¡°nearphones¡± embedded in the seat headrest, the system can present unencumbered binaural sound with soundscape stabilization for multichannel sound image localization. In groupware situations like teleconferencing, chat spaces, or multiplayer gaming, such orientation is also synchronized with panoramic or turnoramic displays or twisting iconic representations of the users, avatars in virtual spaces, enabling social situation awareness. The S chaire, manifesting as personal LBE (location-based entertainment), can be used in both stand-alone and networked applications.We have developed several clients that exploit such ¡°practically panoramic¡± capability, including simulators, games, and 360¢ª browsers, providing sensory-integrated multimodal applications, variously including stereographic or mobile features. Kayoko Kanno, Owen Noel Newton Fernando, Noor Alamshah Bolhassan, Sho Narita, Michael Cohen 0002 |
VR | 2 |