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Dive into the research topics where Damian Schofield is active.

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Featured researches published by Damian Schofield.


Behavior Research Methods | 2009

Cooperation versus competition in a mass emergency evacuation: A new laboratory simulation and a new theoretical model

John Drury; Christopher Cocking; Steve Reicher; Andy Burton; Damian Schofield; Andrew Hardwick; Danielle Graham; Paul Langston

Virtual reality technology is argued to be suitable to the simulation study of mass evacuation behavior, because of the practical and ethical constraints in researching this field. This article describes three studies in which a new virtual reality paradigm was used, in which participants had to escape from a burning underground rail station. Study 1 was carried out in an immersion laboratory and demonstrated that collective identification in the crowd was enhanced by the (shared) threat embodied in emergency itself. In Study 2, high-identification participants were more helpful and pushed less than did low-identification participants. In Study 3, identification and group size were experimentally manipulated, and similar results were obtained. These results support a hypothesis according to which (emergent) collective identity motivates solidarity with strangers. It is concluded that the virtual reality technology developed here represents a promising start, although more can be done to embed it in a traditional psychology laboratory setting.


Journal of Forensic Sciences | 2010

Key Parameters of Face Shape Variation in 3D in a Large Sample

Martin Evison; Ian L. Dryden; Nick Fieller; Xanthé Mallett; Lucy Morecroft; Damian Schofield; Richard W. Vorder Bruegge

Abstract:  Improvement of methods for evidential facial comparison for the Courts relies on the collection of large databases of facial images that permit the analysis of face shape variation and the development of statistical tools. In this paper, we present a short description and key findings of an anthropometric study of face shape variation in three‐dimensions. We used Statistical Shape Analysis to investigate a large database sample (n = 1968), classified by age and gender. We found that size, shape of the bilateral features and midline contributed successively to overall variation. Face size is associated with age. Sexual dimorphism is evident in size and shape, and shows patterns that affect male and female subjects differently. We anticipate this approach will lend itself to the development of methods for analysis of variation within subject groups and the establishment of the relative uniqueness or abundance of facial measurements within them.


American Journal of Forensic Medicine and Pathology | 2004

Three-dimensional computer visualization of forensic pathology data.

Jack March; Damian Schofield; Martin Evison; Noel Woodford

Despite a decade of use in US courtrooms, it is only recently that forensic computer animations have become an increasingly important form of communication in legal spheres within the United Kingdom. Aims Research at the University of Nottingham has been influential in the critical investigation of forensic computer graphics reconstruction methodologies and techniques and in raising the profile of this novel form of data visualization within the United Kingdom. The case study presented demonstrates research undertaken by Aims Research and the Department of Forensic Pathology at the University of Sheffield, which aims to apply, evaluate, and develop novel 3-dimensional computer graphics (CG) visualization and virtual reality (VR) techniques in the presentation and investigation of forensic information concerning the human body. The inclusion of such visualizations within other CG or VR environments may ultimately provide the potential for alternative exploratory directions, processes, and results within forensic pathology investigations.


international conference on computer graphics imaging and visualisation | 2007

Animating and Interacting with Graphical Evidence : Bringing Courtrooms to Life with Virtual Reconstructions

Damian Schofield

Three-dimensional (3D) reconstructions of evidence offer great potential in the field of forensic science. They can help in the presentation of complex spatial and temporal data to a non-technical audience. In addition to these 3D technologies, the digital age has brought a plethora of new evidence forms, evidence detection methods, and means of evidence presentation. This position paper describes the previous use of 3D reconstruction evidence in courtrooms. It then outlines the forensic process in terms of tasks and phases involved, and describes the state of the art in terms of digital technology usage. The paper then presents a taxonomy of these phases in terms of a technology continuum. It goes on to highlight areas where new applications of 3D digital technologies could be used to enhance particular phases of the forensic process. This paper does not deal with security issues relevant to the devices discussed.


Entertainment Computing | 2011

Playing with evidence: Using video games in the courtroom

Damian Schofield

Abstract Courtroom environments, which have been one of the last bastions of the oral tradition, are slowly morphing into cinematic display environments [1] . The persuasive oral rhetoric of lawyers is increasingly being replaced by compelling visual media displays presenting a range of digital evidence in a convincing and credible manner [2] , [3] . There are a number of fundamental implications inherent in the shift from oral to visual mediation and a number of facets of this modern evidence presentation technology need to be investigated and analysed. Recently, a number of courtrooms around the world have seen the presentation of forensic evidence within reconstructed virtual environments powered by real-time game engines. At first glance, these graphical reconstructions may be seen as potentially useful in many courtroom situations, and they are often treated like any other form of digital evidence regarding their admissibility [4] . However, perhaps this specific form of digital media warrants special care and attention due to its inherently persuasive nature, and the undue reliance that the viewer may place on the evidence presented through a visualisation medium [5] , [6] . This paper describes a range of examples of where evidence has been presented in courtrooms using video games technology (particularly forensic animation and virtual crime scene reconstructions) (The author acted as an expert witness in all of the cases discussed, responsible for the preparation of the virtual reconstructions used as case studies in this paper. Most of the work was undertaken through the author’s own company in the UK, Aims Solutions Ltd., www.aims-solutions.co.uk >). The paper then describes experiments undertaken to assess the impact of the technology on jurors and describes some of the issues raised by the results. The paper concludes with a discussion of the potential benefits and problems of implementing this technology in courtroom settings.


Science & Justice | 2002

Visualising the scene: computer graphics and evidence presentation

Jez Noond; Damian Schofield; Jack March; Martin Evison

In the UK forensic animations are becoming an increasingly important visual aid in courtroom situations, where complex data relating to a sequence of events is being visualised before a general public who may have little or no understanding of established forensic procedure or methodology. This paper will introduce and discuss a spectrum of new technologies that utilise new developments in Computer Graphics (CG) and Virtual Reality (VR) for a range of incident investigation and presentation scenarios.


acm multimedia | 2005

Gates of global perception: forensic graphics for evidence presentation

A. M. Burton; Damian Schofield; L. M. Goodwin

The admissibility of the inevitably increasing amount of digital evidence to the worlds courtrooms may be one of the keys to the preservation of global justice. Digital evidence can take many forms, this paper will concentrate on both graphical evidence presentation technologies currently in use (such as forensic animations and interactive environments) and potential future applications (e.g. the introduction of more pervasive computer devices). Technologies utilising Computer Graphics (CG) and Virtual Reality (VR) for evidence presentation can have great persuasive powers. These can be perceived as a benefit in increasing the understanding of complicated technical information to a generic audience, or as a threat to justice introducing potential bias and prejudice.This paper describes some cases where CG and VR evidence has been previously admitted to courtrooms. It goes on to discuss the various factors affecting the admissibility of current digital evidence forms on a global scale and concludes by introducing new technologies which may have worldwide potential in the field of forensic evidence presentation.


Lecture Notes in Computer Science | 1998

The Development of an Intelligent Haulage Truck Simulator for Improving the Safety of Operation in Surface Mines

Matthew Williams; Damian Schofield; Bryan Denby

Surface mines are in operation world-wide, the vast majority employ large haul trucks for the transfer of material both to the outside world and around the site. The sheer size of these trucks and the operating conditions means there is a high level of risk. Allied to this, the commercial nature of the operation means that down time is extremely costly and driver training expensive. The AIMS Research Unit has developed a PC based system to improve driver training which is currently being developed into a commercial application. Scenarios are created by importing site specific data through industrial CAD systems, road systems are then added through an editor to create good replicas of the environment facing drivers on a day to day basis. The world is further enhanced by allowing the user to specify a number of intelligent objects including haulage trucks, excavators with load points and various static objects. Once scenarios have been created training is carried out on a full screen real time simulation which allows trainees to drive or be driven by computer through the world. At any given point the trainee is able to stop the simulation and identify potential hazards, their associated risk, and take possible corrective action.


Journal of Information Technology Education : Innovations in Practice | 2014

Augmenting a Child's Reality: Using Educational Tablet Technology.

Patricia Tanner; Carly Karas; Damian Schofield

This study investigates the classroom integration of an innovative technology, augmented reality. Although the process of adding new technologies into a classroom setting can be daunting, the concept of augmented reality has demonstrated the ability to educate students and to assist with their comprehension of a procedural task. One half of the students of a sixth grade class were exposed to augmented reality technology when they were assigned the procedural task of building Lego™ robots. As a control group, the other half of the class learned how to construct their robots using only the static paper manual that was provided by the manufacturer of the robot kit. The students who experienced the augmented reality technology did so by interacting with an animated version of the same static manual where they observed video tutorials that were overlaid onto the static manual to provide an augmented representation of each step. This technology solution was developed using the Aurasma™ augmented reality application which ran on Apple iPads™. Results have indicated that the students who used the animated manual to learn the procedural task showcased significantly higher comprehension scores when compared to those who only used the static manual. Our findings support the claims that the integration of augmented reality into a classroom setting may be beneficial to student learning.


Archive | 2017

Displaying the Bomb on the Train: The Challenge of Preparing Visual Evidence

Damian Schofield

Courtroom environments, which have been one of the last bastions of the oral tradition, are slowly morphing into cinematic display environments. The persuasive oral rhetoric of lawyers is increasingly being replaced by compelling visual media displays presenting a range of digital evidence in a convincing and credible manner. The types of visual media being introduced into courtrooms around the world pose challenges to those using and viewing such evidence. Fundamental implications inherent in the shift from oral to visual mediation and the multiple facets of contemporary evidence presentation technology need to be investigated and analysed. Interactive virtual environments need to be accurate and presented in a form that jury members and other triers of fact can trust. Projects such as the Sydney Bomber study are moving towards providing useful guidelines for developers of such reconstructions and ensuring that in the future, this technology is used appropriately.

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Edward Lester

University of Nottingham

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Matthew Anderson

State University of New York at Oswego

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Jack March

University of Nottingham

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Ian L. Dryden

University of Nottingham

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L. M. Goodwin

University of Nottingham

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Stephanie Davy-Jow

Liverpool John Moores University

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Nick Fieller

University of Sheffield

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