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Brian Gault

dblp:81/691 · DBLP profile ↗
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4ranked-venue papers
0as first author
0since 2021 · last 2006
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 3Software engineering, systems software and programming languages · 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
2 papers
Immersive interaction · 100%

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

TopicWeightPapersLastEvidence papers
Immersive interaction
virtual reality
0.112005
Presence, memory and interaction in virtual environments · Int. J. Hum. Comput. Stud. 2005
Immersive interaction
virtual prototyping
0.012006
Investigating interaction in CAVE virtual environments · ACM Trans. Comput. Hum. Interact. 2006
Immersive interaction › virtual reality
presence
0.012005
Presence, memory and interaction in virtual environments · Int. J. Hum. Comput. Stud. 2005

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

user study · 0.1experimental comparison · 0.1
YearPublicationVenuePosition
2006 Investigating interaction in CAVE virtual environments
abstract
An experimental comparison of interaction in the real world and a CAVE virtual environment was carried out, varying interaction with and without virtual hands and comparing two manipulation tasks. The double-handed task was possible in the real world but nearly impossible in the VE, leading to changed behavior. The single-handed task showed more errors in the VE but few behavioral differences. Users encountered more errors in the CAVE condition without the virtual hand than with it, and few errors in the real world. Visual feedback caused many usability problems in both tasks. The implications for VE usability and virtual prototyping are discussed.
Alistair G. Sutcliffe, Brian Gault, Terrence Fernando, Kevin Tan
ACM Trans. Comput. Hum. Interact.2
2005 Presence, memory and interaction in virtual environments
Alistair G. Sutcliffe, Brian Gault, Jae Eun Shin
Int. J. Hum. Comput. Stud.2
2005 ISRE: immersive scenario-based requirements engineering with virtual prototypes
Alistair G. Sutcliffe, Brian Gault, Neil A. M. Maiden
Requir. Eng.2
2004 Heuristic evaluation of virtual reality applications
abstract
This paper presents a heuristic method for evaluating virtual environment (VE) user interfaces. The method is based on Nielsen's [Usability Inspection Methods, 1994] usability heuristics, extended by VE-specific principles proposed by Sutcliffe and Kaur [Behaviour and Information Technology 19 (2000) 415–426]. Twelve heuristics are presented which address usability and presence issues. An inspection-based evaluation method is described and illustrated with three usability case study assessments, the last of which rates the applicability and validity of the heuristics by several evaluators. Use of the method uncovered several usability problems and trapped the most serious errors. Finally, VE applications integrating measures of usability and presence are discussed.
Alistair G. Sutcliffe, Brian Gault
Interact. Comput.2