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John A. Waterworth

dblp:42/1863 · DBLP profile ↗
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9ranked-venue papers
4as first author
1since 2021 · last 2023
0000-0001-9419-0682ORCID · verified

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

Human-computer interaction and ubiquitous computing · 7 · 4 first-authorGraphics, computer vision, multimedia, augmented reality and games · 3Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021

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
Wearable and physiological sensing · 35% Accessibility and assistive technology · 35% Learning and educational technologies · 12%
Computer graphics and multimedia
3 papers
Virtual and augmented reality · 62% Audio and music processing · 38%

Topics — the 9 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Accessibility and assistive technology › assistive technology
sensory substitution
0.012003
The reality helmet: a wearable interactive experience · SIGGRAPH 2003
Wearable and physiological sensing
wearable display
0.012003
The reality helmet: a wearable interactive experience · SIGGRAPH 2003
Learning and educational technologies › music education
music education technology
0.011995
pianoFORTE: A System for Piano Education Beyond Notation Literacy · ACM Multimedia 1995
Virtual and augmented reality
presence
0.012003
The reality helmet: a wearable interactive experience · SIGGRAPH 2003
User interface design and tools
interface models
0.011993
From Icons to Interface Models: Designing Hypermedia from the Bottom Up · Int. J. Man Mach. Stud. 1993
Audio and music processing
music notation
0.011995
pianoFORTE: A System for Piano Education Beyond Notation Literacy · ACM Multimedia 1995
Audio and music processing › auditory processing
speech perception
0.011985
Why is synthetic speech harder to remember than natural speech? · CHI 1985
Requirements engineering and software design
model-driven engineering
0.011993
From Icons to Interface Models: Designing Hypermedia from the Bottom Up · Int. J. Man Mach. Stud. 1993
Natural language and speech › Speech recognition and synthesis
synthetic speech
0.011985
Why is synthetic speech harder to remember than natural speech? · CHI 1985

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

bottom-up design · 0.0lab review · 0.0repetition measure · 0.0ordered recall experiment · 0.0
YearPublicationVenuePosition
2023 Uncovering Dark Patterns - Learning Through Serious Gameplay About the Dangers of Sharing Data
Ingvar Tjøstheim, Chris Wales, John A. Waterworth
WorldCIST (2)3
2012 Special issue: Presence and interaction
abstract
As researchers and practitioners we have been exploring the topic of presence, and in particular the contribution of the sense presence to interactive experiences, for several years. We have learned that the user experience of information technology is profoundly affected by the extent to which we experience ourselves to be really present in the mediated world that the technology makes available to us. Over the last two decades, many researchers, artists and designers have explored the role of the sense of presence in interactive experience (so-called ‘mediated presence’). While there is still not a general consensus about what presence actually is, it is fair to say that most investigators agree about what it is not. Presence is not the degree of technological immersion, it is not the same thing as emotional engagement, it is not absorption or attention or action; but all of these and several other factors have a potential role in understanding the experience of presence in interaction.
John A. Waterworth, Eva Lindh Waterworth, Fabrizia Mantovani, Giuseppe Riva 0001
Interact. Comput.1
2009 Mobility, Emotion, and Universality in Future Collaboration
Mark Chignell, Naotsune Hosono, Deborah I. Fels, Danielle Lottridge, John A. Waterworth
INTERACT (2)5
2003 The reality helmet: a wearable interactive experience
abstract
The Reality Helmet is an interactive experience, in which the user's vision and hearing is shielded off from the world. Video and sound is nevertheless recorded by the Reality Helmet, but through computer processing it presents sound to the user as vision, and likewise, vision is turned into a soundscape. The result is a form of artificial synesthesia. Other than as an appreciated art installation, which seems to make people calm and reflective, the Reality Helmet is used to explore relationships between the wearer's sense of presence and the kind of realism provided by the interactive environment.
Daniel Fallman, Kalle Jalkanen, Henrik Lörstad, John A. Waterworth, Jonas Westling
SIGGRAPH4
2000 Effects of Desktop 3D World Design on User Navigation and Search Performance
abstract
Desktop virtual reality (VR) offers a powerful environment for visualizing structure in large information sets. In well-designed virtual worlds, users can employ skills from wayfinding in the real world. The paper reports on the development and testing of a series of prototype VR worlds, designed to support navigation during information visualization and retrieval. Results indicated that users subjectively preferred naturalistic environments over abstract ones, but that users objectively searched better in environments that had rigorous hierarchical structure, and support for both overview and detail. In comparison with a hypertext interface, the final virtual world design elicited more enjoyment, without worsening search performance significantly, when appropriate training time was allowed. This prototype shows the potential value of navigable VR that is engaging and useful for everyday information exploration.
David Modjeska, John A. Waterworth
IV2
1995 pianoFORTE: A System for Piano Education Beyond Notation Literacy
abstract
No abstract available.
Stephen W. Smoliar, John A. Waterworth, Peter R. Kellock
ACM Multimedia2
1993 From Icons to Interface Models: Designing Hypermedia from the Bottom Up
John A. Waterworth, Mark Chignell, Shumin Zhai
Int. J. Man Mach. Stud.1
1991 HCI research at the Institute of Systems Science
abstract
No abstract available.
John A. Waterworth, Juzar Motiwalla
CHI1
1985 Why is synthetic speech harder to remember than natural speech?
abstract
Previous research has demonstrated that synthetic speech is less well recalled than natural speech. Luce et al (1983) concluded that this was because synthetic speech increases the effort involved in encoding and/or rehearsal of presented information. Results of the experiments described here, which involved ordered recall of lists of ten words spoken in either a synthetic or a natural voice, with repetition of the words as a measure of successful encoding, indicate that most of the memory deficit with synthetic speech is due to encoding difficulties, rather than problems with item retention. There is evidence that encoding synthetic speech involves more processing capacity than does encoding natural speech, but that once it is encoded it is stored just as efficiently.
John A. Waterworth
CHI1