Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Sue Cobb

dblp:90/816 · also S. V. G. Cobb, Sue Valerie Gray Cobb · DBLP profile ↗
← Back
15ranked-venue papers
0as first author
1since 2021 · last 2023
0000-0002-4600-6235ORCID · verified

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

Human-computer interaction and ubiquitous computing · 13 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4

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
Immersive interaction · 68% Collaborative and social computing · 16% Learning and educational technologies · 8%
Computer graphics and multimedia
2 papers
Virtual and augmented reality · 100%

Topics — the 12 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › virtual reality
multisensory VR
0.412019
The Heat is On: Exploring User Behaviour in a Multisensory Virtual Environment for Fire Evacuation · CHI 2019
Immersive interaction › virtual reality
virtual reality user behavior
0.412019
The Heat is On: Exploring User Behaviour in a Multisensory Virtual Environment for Fire Evacuation · CHI 2019
Collaborative and social computing › social interaction
multi-user interaction
0.212023
Factors Influencing Engagement in Hybrid Virtual and Augmented Reality · ACM Trans. Comput. Hum. Interact. 2023
Virtual and augmented reality
immersive interaction
0.212014
Demonstration: VR-HYPERSPACE - The innovative use of virtual reality to increase comfort by changing the perception of self and space · VR 2014
Learning and educational technologies › skill training
safety training
0.112019
The Heat is On: Exploring User Behaviour in a Multisensory Virtual Environment for Fire Evacuation · CHI 2019
Virtual and augmented reality
mixed reality
0.112014
Demonstration: VR-HYPERSPACE - The innovative use of virtual reality to increase comfort by changing the perception of self and space · VR 2014
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
Collaborative and social computing › collaborative design
collaborative drawing
0.012001
Classroom collaboration in the design of tangible interfaces for storytelling · CHI 2001

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

quantitative analysis · 0.8qualitative analysis · 0.8comparative study · 0.8user study · 0.7questionnaire · 0.7electroencephalography · 0.7perception manipulation · 0.2iterative design · 0.1usability evaluation · 0.0classroom study · 0.0
YearPublicationVenuePosition
2023 Factors Influencing Engagement in Hybrid Virtual and Augmented Reality
abstract
Hybridity in immersive technologies has not been studied for factors that are likely to influence engagement. A noticeable factor is the spatial enclosure that defines where users meet. This involves a mutual object of interest, contents that the users may generate around the object, and the proximity between users. This study examines these factors, namely how object interactivity, user-generated contents (UGC) and avatar proximity influence engagement. We designed a Hybrid Virtual and Augmented Reality (HVAR) environment that supports paired users to experience cultural heritage in both Virtual Reality (VR) and Augmented Reality (AR) . A user study was conducted with 60 participants, providing assessments of engagement and presence via questionnaires, together with mobile electroencephalogram (mEEG) and user activity data that measures VR user engagement in real-time. Our findings provide insights into how engagement between users can occur in HVAR environments for the future hybrid reality with multi-device connectivity.
Yue Li 0023, Eugene Ch'ng, Sue Cobb
ACM Trans. Comput. Hum. Interact.3
2020 Reality-based interaction affecting mental workload in virtual reality mental arithmetic training
abstract
The concept of digital game-based learning (DGBL) evolves rapidly together with technological enhancements of virtual reality (VR) and smart phones. However, the mental workload (MWL) that VR-training applications demand and motivational qualities originating from user experience (UX) should be identified in order to create effective and enjoyable training/learning challenges that fit with individual users’ capabilities. This study examined the effects of reality-based interaction (RBI) and VR on measures of student motivation and MWL, in a mental arithmetic game for secondary school pupils. In a randomised controlled trial with sixty school children, a mental arithmetic game was tested with three different interaction and two different presentation methods – VR RBI, VR head-mounted-display tapping and tablet flick-gesture. Results found a significant effect of RBI on MWL but no differences in enjoyment of training were found between VR-experience and tablet training-experience. In fact, adding the gaming-context to the mental arithmetic task created an enjoyable, motivating experience regardless of presentation or interaction-style.
Patrick Jost, Sue Cobb, Isabella Hämmerle
Behav. Inf. Technol.2
2020 User-Centered Design Approaches to Integrating Intellectual Property Information into Early Design Processes with a Design Patent Retrieval Application
abstract
The relationship between intellectual property rights (IPRs) and the development of creativity is always a controversial topic. However, it has seldom been explored from the user-centered design (UCD) perspective. This paper describes how the UCD approach has been employed to develop Design Patent Retrieval Application (acronym: DsPLAi), a mobile app aimed to integrate IPRs related information into early design processes to enhance designers’ IP practice and to facilitate the creative process. Interview studies were first conducted to identify end-users’ understanding of IPRs and related practices. Next, participatory design workshops with designers and IP processionals were organized to understand the interaction between the two parties and their needs, thereby deriving requirements for DsPLAi. A prototype of the app was developed and evaluated with ten industrial designers. The prototype received positive feedback in the usability evaluation. The empirical results showed that the provision of IPRs related information at an early stage could be helpful to the design process and that the designers were positive about the use of DsPLAi in their daily design routines.
Pinyan Tang, Xu Sun 0002, Effie Lai-Chong Law, Qingfeng Wang 0002, Sue Cobb, Xiaosong Zhou
Int. J. Hum. Comput. Interact.5
2019 The Heat is On: Exploring User Behaviour in a Multisensory Virtual Environment for Fire Evacuation
abstract
Understanding validity of user behaviour in Virtual Environments (VEs) is critical as they are increasingly being used for serious Health and Safety applications such as predicting human behaviour and training in hazardous situations. This paper presents a comparative study exploring user behaviour in VE-based fire evacuation and investigates whether this is affected by the addition of thermal and olfactory simulation. Participants (N=43) were exposed to a virtual fire in an office building. Quantitative and qualitative analyses of participant attitudes and behaviours found deviations from those we would expect in real life (e.g. pre-evacuation actions), but also valid behaviours like fire avoidance. Potentially important differences were found between multisensory and audiovisual-only conditions (e.g. perceived urgency). We conclude VEs have significant potential in safety-related applications, and that multimodality may afford additional uses in this context, but the identified limitations of behavioural validity must be carefully considered to avoid misapplication of the technology.
Emily Shaw, Tess Roper, Tommy Nilsson, Glyn Lawson, Sue Cobb
CHI5
2019 Foreword to the Special Section on the International Conference on Artificial Reality and Telexistence & Eurographics Symposium on Virtual Environments (ICAT-EGVE 2018)
Gerd Bruder, Shunsuke Yoshimoto, Sue Cobb
Comput. Graph.3
2019 Collaborative Virtual Environment to Facilitate Game Design Evaluation with Children with ASC
abstract
Involvement of children with autism spectrum conditions (ASC) in the design of new educational technology is becoming more prevalent. Despite potential barriers due to communication and ideation difficulties for children with ASC, adapted participatory design methods can successfully facilitate their direct involvement. Nonetheless, methods requiring face-to-face communication can still be difficult for children with ASC and research suggests that technology mediation could facilitate their contribution. This study explores the use of collaborative virtual environments (CVEs) as a medium through which students evaluated existing computer games and offered suggestions for game development. CVEs in which the users were represented by (a) avatars and (b) video-pods were compared to a face-to-face condition. Twelve typically developing (aged 8–9 years), 12 higher ability ASC (12–14) and 4 lower ability ASC children (12–14) participated. All student groups preferred the video-pod CVE and students with ASC were generally better able to contribute effectively through this medium than face-to-face.
Tess Roper, Laura Millen, Sue Cobb, Harshada Patel
Int. J. Hum. Comput. Interact.3
2014 Driver Link-up: Exploring User Requirements for a Driver-to-Driver Communication Device
abstract
Driving is a social task, where drivers commonly communicate with other road users (e.g. verbally, through gestures, etc.). This exploratory cross-cultural research sought to investigate various communication issues raised while driving, and how a hypothetical electronic device could address them. Twenty-four participants from the UK and Brazil were asked to give their opinions on how they would react to six different driving scenarios involving communication between drivers. The scenarios varied in who instigated the interaction, the number of vehicles involved, the likelihood of anonymity, the event duration and whether the vehicle was stationary/in motion. Results highlighted various cross-cultural differences between drivers when using traditional means of communication, e.g. use of horn/lights. For the electronic device, results showed how the main driver's reaction to an aggressive message would affect their decision to interact with another driver via the device. The presence of passengers was also believed to have important implications for how the system is likely to be used in practice. The study generated design recommendations for a driver-to-driver communication device, such as the need for non-visual interactions and a set of pre-defined messages to cover the basic communication scenarios.
Raphael Lamas, Gary E. Burnett, Sue Cobb, Catherine Harvey
AutomotiveUI3
2014 Demonstration: VR-HYPERSPACE - The innovative use of virtual reality to increase comfort by changing the perception of self and space
abstract
Our vision is that regardless of future variations in the interior of airplane cabins, we can utilize ever-advancing state-of-the-art virtual and mixed reality technologies with the latest research in neuroscience and psychology to achieve high levels of comfort for passengers. Current surveys on passenger's experience during air travel reveal that they are least satisfied with the amount and effectiveness of their personal space, and their ability to work, sleep or rest. Moreover, considering current trends it is likely that the amount of available space is likely to decrease and therefore the passenger's physical comfort during a flight is likely to worsen significantly. Therefore, the main challenge is to enable the passengers to maintain a high level of comfort and satisfaction while being placed in a restricted physical space.
Mirabelle D'Cruz, Harshada Patel, Laura Lewis, Sue Cobb, Matthias Bues, Oliver Stefani, Tredeaux Grobler, Kaj Helin, Juhani Viitaniemi, Susanna Aromaa, Bernd Fröhlich 0001, Stephan Beck 0001, André Kunert, Alexander Kulik, Ioannis Karaseitanidis, Panagiotis Psonis, Nikos Frangakis, Mel Slater, Ilias Bergstrom, Konstantina Kilteni, Elena Kokkinara, Betty J. Mohler, Markus Leyrer, Florian Soyka, Enrico Gaia, Domenico Tedone, Michael Olbert, Mario Cappitelli
VR4
2011 A method for involving children with autism in design
abstract
COSPATIAL is a 3-year collaborative, technology-focused project exploring the use of collaborative virtual environments (CVE) and shared active surfaces (SAS) for supporting social competence for children with autism spectrum conditions (ASC). The UK team are developing CVE technology through a user centered design approach to inform design decisions and review prototype development. Teachers are involved throughout the design process to ensure that the technology developed is useful and effective. Involving children with ASC is also an important aspect of our design process. However, there are few published methods and guidance to support this involvement. This paper presents a method for involving children with ASC in the design of CVE.
Laura Millen, Sue Cobb, Harshada Patel
IDC2
2011 Collaborative technologies for children with autism
abstract
The COSPATIAL (Communication and social participation: collaborative technologies for interaction and learning) project explores how we can develop effective and useful educational technologies in the form of shared active surfaces (SASs) and collaborative virtual environments (CVEs) to support the enhancement of social competence skills for children with autism spectrum conditions (ASC). This paper presents a description of the COSPATIAL suite of applications, comprising of two CVE programs and two SAS programs.
Laura Millen, Tessa Hawkins, Sue Cobb, Massimo Zancanaro, Tony Glover, Patrice L. (Tamar) Weiss, Eynat Gal
IDC3
2010 Teaching social competence: in search of design patterns
abstract
COSPATIAL is a multi-disciplinary project that is using collaborative virtual reality and tabletop devices for training social competence within the theoretical framework of Cognitive-Behavioral Therapy. Our ultimate objective is to create a set of patterns for designing applications in collaborative technologies that are suitable for children with autism as well as typically developing children. We describe the rationale for CBT-informed design of collaborative technologies and background related work. Initial steps towards development of a design framework are presented, with illustrated examples from one concept design application for each of the two technologies under consideration. The project is ongoing and an iterative design process will be used to develop and evaluate the applications and further refine the design framework.
Massimo Zancanaro, Eynat Gal, Sarah Parsons, Patrice L. (Tamar) Weiss, Nirit Bauminger, Sue Cobb
IDC6
2003 The AS interactive project: single-user and collaborative virtual environments for people with high-functioning autistic spectrum disorders
abstract
Abstract The AS Interactive Project aimed to assess the potential of single‐user and collaborative virtual environments to support learning and enhancing of social skills in people with autistic disorders on the high‐functioning end of the autistic spectrum. The project had two distinct phases of research: Phase I focused mainly on development and design using user‐centred principles. Phase II was concerned with implementation of design feedback, further improvements and evaluation studies of the virtual environments developed. This paper describes the research process, summarizes results of the project and briefly outlines plans for future research. Copyright © 2003 John Wiley & Sons, Ltd.
Anja Rutten, Sue Cobb, Helen Neale, Steven Kerr, Anne Leonard, Sarah Parsons, Peter Mitchell
Comput. Animat. Virtual Worlds2
2002 Virtual environments for social skills training: the importance of scaffolding in practice
abstract
Virtual Environments (VE's) offer the potential for users to explore social situations and 'try out' different behaviour responses for a variety of simulates social interactions. One of the challenges for the VE developer is how to construct the VE to allow freedom of exploration and flexibility in interactive behaviour, without the risk of users deliberately or inadvertently missing important learning goals. Scaffolding embedded within the VE software can aid the user's learning in different contexts, such as individual, tutored or group learning situations. This paper describes two single-user VE scenarios that have been developed within the AS interactive project and presents observation results from initial trials conducted at a user school.
Steven Kerr, Helen Neale, Sue Cobb
ASSETS3
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
VR2
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
CHI6