Brett Wilkinson
Flinders University
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Publication
Featured researches published by Brett Wilkinson.
australasian computer-human interaction conference | 2008
Brett Wilkinson; Paul Robert Calder
Touch screen interaction usually requires the user to view the input surface in order to make their selections. When the interaction platform is purposefully occluded to allow for natural interaction with an augmented reality (AR) system new issues are raised in regard to the usability of the touch sensitive interface. This paper details a user evaluation scenario that we have conducted looking at pen-based selection techniques for a personal, light-weight AR system and introduces a trial for manipulation testing that we are currently conducting. By testing various techniques we are identifying a combination of operations that will enable effective and usable communication with an unobtrusive, mobile AR system.
australasian computer-human interaction conference | 2012
Martin Henschke; David Hobbs; Brett Wilkinson
Serious computer games developed for motor rehabilitation produce a more engaging and enjoyable method to participate in physical therapy, but lack of variation and a secondary focus on fun limit long-term appeal. Traditionally, the focus of serious games in a health context is on the rehabilitation of motor function, neglecting the often-absent or impaired sensory function of the patient. This paper discusses a series of approaches used to develop appropriate serious games for children with cerebral palsy targeted at the impaired sensory system, taking into consideration longevity of play experience, requirements from therapists or researchers, and the interface requirements of the participants themselves. Two of the games that were developed are provided as examples, including data and feedback from one child with cerebral palsy who evaluated the games for entertainment, engagement and replay value.
international conference on computer graphics imaging and visualisation | 2006
Brett Wilkinson; Paul Robert Calder
Augmented reality (AR) systems suitable for use in everyday situations should not intrude unduly on their users lifestyle (or that of others around them). This paper argues that such systems should make use of technologies and devices such as mobile phones, PDAs, and portable entertainment units that people are likely to be already using for other purposes. However, such devices have limited capabilities, which present challenges when designing a system for interaction with a 3D world. This paper describes a prototype lightweight AR system built from off-the-shelf components and discusses some of the techniques we are developing to enable effective interaction with the system
international conference on computer applications technology | 2013
Ali A Altalbe; Brett Wilkinson
This paper describes the various techniques used in teaching in the form of games and presents an approach for teaching English as a second language by means of games. A detailed study of existing game is carried out to make English learning by means of games effective and fruitful. The wide technology spread of the gaming industry and its effect on teaching is an amalgamation of all the various games developed on the varied platforms. A detailed study of a several of these games spread over various technological platforms is carried out. Games ranging from cellular devices such as iOS, Android; to desktop computers, web-based games, and games designed for dedicated gaming consoles such as XBOX, Sony Play Station and many more; are all taken into consideration as part of this study. A part of the study also shows how technology facilitates better learning and makes these games more effective. The design of games in accordance with inherent capabilities of the device on which they execute, and the importance of appropriate and extensive use of device features is also presented. Well designed games that are mapped to the requirements of the course, and which make use of the technological advanced are observed to be effective teaching tools as compared to classroom teaching strategies. Schools and Universities all across the globe, including but not limited to UK, Japan and many more; are as an experiment employing games as teaching tools in their regular curriculum. The findings of a few surveys carried out in these schools, stand in support of the new techniques of teaching employed. With advancing technology and the need to deliver better, faster and enjoyable courseware, games are the future of the education industry.
International Journal of Advanced Computer Science and Applications | 2017
Sami Alshmrany; Brett Wilkinson
Information and communication technology (ICT) has become part of everyday life for the many people in business, entertainment, education and many other areas of human activity. Students in primary school are just beginning to learn and accept new ideas, show a maturing creativity, develop critical thinking and decision making skills. ICT enriches all these processes. In education, the successful integration of ICT into learning and teaching depends on teachers’ attitudes and their ability to use communication technologies, not just competently, but with skill and imagination. Experience is required with the medium, however, but ICT use in education has been largely ignored in Saudi Arabia. The study described here investigated the factors influencing the adoption of ICT as a teaching tool by teachers at Saudi Arabian primary schools. Analysis of the data showed computer literacy and confidence with technology registered a significant positive effect on the study, participants’ effort expectancy, which in turn positively influenced their behavioural intention to adopt ICT. On the other hand, Saudi culture, social conditions, system quality, and other obstacles discourage the uptake of ICT by primary school teachers. The findings of this study will assist the Saudi government to enhance the positive factors and eliminate or reduce the negative factors to ensure successful adoption of ICT in primary education by teachers.
australasian computer-human interaction conference | 2016
Patrick Armstrong; Brett Wilkinson
We examined the text entry speed on a tablet for users using physical and software keyboards; a Bluetooth keyboard, a default software keyboard and a gesture based keyboard. We compared these to a laptop and measured adjusted words per minute and error rate. User perceptions were gathered to see if there was a noticeable difference between text entry speeds and how users viewed each keyboards accuracy, frustration and ease of use. We found was that while there was a difference in entry speed between virtual and physical keyboards, there was no difference in speed between physical keyboards or between software keyboards. There was limited error difference between all keyboards. However despite the Bluetooth keyboard being closest to the laptop in results, user preference was greater for the gesture keyboard.
australasian computer-human interaction conference | 2016
Peter Mitchell; Brett Wilkinson
Interaction with head mounted displays is predominantly through use of additional controllers or the keyboard to initiate pointing, selections, and navigation. However, most modern head mounted displays have an orientation sensor to determine how the users view should be displayed. There is the potential to use this sensor as an input mechanism. Our research explores a method of interaction using just head movements called Periphery Menus. These are menus triggered by looking quickly in predetermined directions to reveal a contextual menu from the periphery of a users vision. We discuss a pilot study of this interaction technique, using a serious games approach to experimental testing. Experiment results indicated the interaction provided a successful, engaging, and repeatable experience.
australasian computer-human interaction conference | 2016
Lawrence Sambrooks; Brett Wilkinson
Handheld devices make ideal mobile Augmented Reality (AR) platforms due to their self-contained form factor and inclusion of requisite hardware. While end user AR has continued to evolve through advancements in hardware and tracking technology, the means by which AR content can be easily created remains underdeveloped. Dedicated frameworks facilitate AR development, but they usually require domain expertise and programming skills to successfully implement. What is required are authoring tools that are suitable for novice users without these skills. We present discussion on the design of HARATIO, our novice-focussed AR authoring tool for handheld devices. Key features include a dynamic radial menu, visual drag-and-drop scripting editor, and usability concessions appropriate for touch interaction and handheld AR.
Joint International Conference on Serious Games | 2016
Scott Cabot; Brett Wilkinson
Long term cases of mental health conditions in Australians generally manifest before the age of 14 years old. Due to this statistic it is important to design cost effective approaches to allow young people the opportunity to self-treat the symptoms of their depression or anxiety. Furthermore, this paper aims to determine if providing these solutions in an age appropriate medium, through serious games on a mobile device, enhances the effectiveness of their treatment. A pilot study was performed to determine if playing serious games on a tablet device improved general mood and decreased heart rate in young Australians.
International Journal of Advanced Computer Science and Applications | 2014
Fahad Alturise; Paul Robert Calder; Brett Wilkinson
Electronic mail systems (Email) constitute one of the most important communication and business tools that people employ. Email in the workplace can help a business improve its productivity. Many organisations now rely on email to manage internal communications as well as other communication and business processes and procedures. This paper compares email use by university stakeholders (i.e. faculty members, staff and students) between Saudi Arabia on one hand, and the Gulf States - Qatar, Oman, United Arab Emirates (UAE) and Bahrain – on the other. A questionnaire that was expertreviewed and pilot-tested, was used to collect data from ten universities in Saudi Arabia and five universities in the Gulf States. Slight differences emerged in the Saudi Arabia and Gulf States universities’ stakeholders’ use of email in terms of having email, frequency of checking email, and skills in using email. The Saudi Arabian universities must improve their IT infrastructure, including the provision of suitable connection networks and formal training of staff in utilising IT resources. This study’s findings aim to advise the Saudi Arabian and Gulf States’ universities on their plans and programmes for e-learning and the consolidation of required resources.