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Tess Roper

dblp:185/9500 · also Tessa Roper · DBLP profile ↗
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3ranked-venue papers
1as first author
0since 2021 · last 2019
0000-0002-9495-3712ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 3 · 1 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 graphics and multimedia
2 papers
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
2 papers
Immersive interaction · 64% Learning and educational technologies · 19% Haptics and multimodal interaction · 17%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › virtual reality
multisensory VR
0.722019
The Heat is On: Exploring User Behaviour in a Multisensory Virtual Environment for Fire Evacuation · CHI 2019
A Multisensory Virtual Environment for OSH Training · VR 2018
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
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

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

quantitative analysis · 0.8qualitative analysis · 0.8comparative study · 0.8arduino · 0.73d scanning · 0.7
YearPublicationVenuePosition
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
CHI2
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.1
2018 A Multisensory Virtual Environment for OSH Training
abstract
This paper presents a multisensory and low-cost virtual training simulator developed in Unity 3D, with the aim of improving the effectiveness of Occupational Safety and Health (OSH) training. The prototype system facilitates heat and smell feedback functions operated by an Arduino microprocessor and triggered based on the proximity of the avatar to receptive 4 within the Virtual Environment (VE). The prototype enables the creation of bespoke virtual representations using the 3D scanning function of the Google Tango device making multisensory VE OSH training a feasible and versatile approach in the short-term future.
Mina Tahsiri, Glyn Lawson, Che Zulkhairi Abdullah, Tess Roper
VR4