Network


Latest external collaboration on country level. Dive into details by clicking on the dots.

Hotspot


Dive into the research topics where Helen Pain is active.

Publication


Featured researches published by Helen Pain.


International Journal of Human-computer Studies \/ International Journal of Man-machine Studies | 1999

Keyboard and mouse errors due to motor disabilities

Shari Trewin; Helen Pain

There are many people who find the standard computer input devices?the keyboard and mouse?difficult to use due to a motor disability. A number of keyboard and mouse configuration options designed to overcome physical difficulties exist. However, formal empirical evaluation of such facilities is rare. There is, in fact, little data available on the precise nature of physical difficulties with input devices. Hence, it is difficult to gauge the adequacy of existing access provision. This paper presents an empirical study of the keyboard and mouse errors encountered in a sample of 20 computer users with motor disabilities, and six without disabilities. Six important classes of keyboard difficulty are identified, involving significant correction time for participants with disabilities. Difficulties with all aspects of mouse usage were observed, particularly pointing and dragging. Many of the difficulties observed would be amenable to automatic detection. It is hoped that these results will help to inform the development of more accessible software and hardware.


User Modeling and User-adapted Interaction | 2008

Diagnosing and acting on student affect: the tutor's perspective

Kaśka Porayska-Pomsta; Manolis Mavrikis; Helen Pain

In this paper we explore human tutors’ inferences in relation to learners’ affective states and the relationship between those inferences and the actions that tutors take as their consequence. At the core of the investigations presented in this paper lie fundamental questions associated with the role of affective considerations in computer-mediated educational interactions. Theory of linguistic politeness is used as the basis for determining the contextual factors relevant to human tutors’s actions, with special attention being dedicated to learner affective states. A study was designed to determine what affective states of the learners are relevant to tutoring mathematics and to identify the mechanisms used by tutors to predict such states. Logs of tutor-student dialogues were recorded along with contextual factors taken into consideration by tutors in relation to their specific tutorial dialogue moves. The logs were annotated in order to determine the types and range of student and tutor actions. Machine learning techniques were then applied to those actions to predict the values of three factors: student confidence, interest and effort. Whilst due to limited size and sparsity of data the results are not conclusive, they are very valuable as the basis for empirically derived hypotheses to be tested in further studies. The potential implications of the hypotheses, if they were confirmed by further studies, are discussed in relation to the impact of tutor’s ability to diagnose student affect on the nature of computer-mediated tutorial interactions.


User Modeling and User-adapted Interaction | 1995

Extending the scope of the student model

Susan Bull; Paul Brna; Helen Pain

In this paper we maintain that there are benefits to extending the scope of student models to include additional information as part of the explicit student model. We illustrate our argument by describing a student model which focuses on 1. performance in the domain; 2. acquisition order of the target knowledge; 3. analogy; 4. learning strategies; 5. awareness and reflection. The first four of these issues are explicitly represented in the student model. Awareness and reflection should occur as the student model is transparent; it is used to promote learner reflection by encouraging the learner to view, and even negotiate changes to the model. Although the architecture is transferable across domains, each instantiation of the student model will necessarily be domain specific due to the importance of factors such as the relevant background knowledge for analogy, and typical progress through the target material. As an example of this approach we describe the student model of an intelligent computer assisted language learning system which was based on research findings on the above five topics in the field of second language acquisition. Throughout we address the issue of the generality of this model, with particular reference to the possibility of a similar architecture reflecting comparable issues in the domain of learning about electrical circuits.


ubiquitous computing | 2012

Developing technology for autism: an interdisciplinary approach

Kaśka Porayska-Pomsta; Christopher Frauenberger; Helen Pain; Gnanathusharan Rajendran; Tim J. Smith; Rachel Menzies; Mary Ellen Foster; Alyssa Alcorn; Sam Wass; S. Bernadini; Katerina Avramides; Wendy Keay-Bright; Jingying Chen; Annalu Waller; Karen Guldberg; Judith Good; Oliver Lemon

We present an interdisciplinary methodology for designing interactive multi-modal technology for young children with autism spectrum disorders (ASDs). In line with many other researchers in the field, we believe that the key to developing technology in this context is to embrace perspectives from diverse disciplines to arrive at a methodology that delivers satisfactory outcomes for all stakeholders. The ECHOES project provided us with the opportunity to develop a technology-enhanced learning (TEL) environment that facilitates acquisition and exploration of social skills by typically developing (TD) children and children with autism spectrum disorders (ASDs). ECHOES’ methodology and the learning environment rely crucially on multi-disciplinary expertise including developmental psychology, visual arts, human–computer interaction, artificial intelligence, education, and several other cognate disciplines. In this article, we reflect on the methods needed to develop a TEL environment for young users with ASDs by identifying key features, benefits, and challenges of this approach.


Behaviour & Information Technology | 1999

A model of keyboard configuration requirements

Shari Trewin; Helen Pain

This paper presents a user model: a computer program which examines the behaviour of a real computer user. The model encompasses four aspects of keyboard use which can present difficulties for people with motor disabilities. Where relevant keyboard configuration options exist, the model chooses appropriate settings for these options. The model bases its recommendations on observation of users typing free English text. It is intended to form part of a dynamic configuration support tool. Empirical evaluation showed the model to be very accurate in identification of a given users difficulties. Where recommended configuration options were tried by the participants, high levels of error reduction and user satisfaction were found.


Applied Artificial Intelligence | 2008

THE CONSTRUCTION OF A PUN GENERATOR FOR LANGUAGE SKILLS DEVELOPMENT

Ruli Manurung; Graeme Ritchie; Helen Pain; Annalu Waller; Dave O'Mara; Rolf Black

Since the early 1990s, there have been a number of small-scale computer programs that automatically constructed simple verbal jokes (puns), but none of these were fully developed systems that could be used for a practical application. We describe the building and testing of the STANDUP program – a large-scale, robust, interactive, user-friendly pun-generator (inspired by Binsteds JAPE program), which is aimed at allowing children, particularly those with communication disabilities, to develop their linguistic skills. The STANDUP system was designed in consultation with potential users and suitable experts, was rigorously engineered using public-domain linguistic data, and has a special purpose, child-friendly, graphical user interface. The software was tested successfully with real users (children with complex communication needs).


interaction design and children | 2012

Supporting the design contributions of children with autism spectrum conditions

Christopher Frauenberger; Judith Good; Alyssa Alcorn; Helen Pain

In this paper we describe the development of a tool to support the contributions of children with Autism Spectrum Conditions (ASC) in a design critique activity. The work is part of the ECHOES project in which we have included children with ASC in a participatory design process to create a technologically enhanced learning environment. We first discuss the general difficulties of involving children with ASC in participatory design work, particularly a socially demanding activity such as design critique. Based on theory from autism research and the results from our own previous design work, we then lay out requirements for a tool to allow children with ASC to become meaningfully involved in a design critique of the ECHOES environment. Subsequently, we describe a prototype of an annotation tool based on these requirements, a pilot study, and feedback elicited from special education teachers. We then report on a study in which seven children with ASC were involved in critiquing a prototype of the ECHOES system using the annotator. In our analysis of the childrens annotator use, we found that it served the intended purposes as a visual support, but also that it was appropriated for other means, such as emotional self-regulation. We discuss examples of these different uses and close by asking how these findings could be applied in other contexts where tools are required to facilitate a discourse in design, rather than directly capture its output.


human factors in computing systems | 2012

Interpreting input from children: a designerly approach

Christopher Frauenberger; Judith Good; Wendy Keay-Bright; Helen Pain

Involving children in the design process of interactive technology can greatly enhance its likelihood of successful adoption. However, childrens input and ideas require careful interpretation to reach viable designs and technical specifications, which poses a significant challenge to an adult design research team. In this paper we discuss our approach to managing the complexity of combining concepts and ideas that were generated through participatory design work with the practical, technical, ethical and theoretical constraints of developing a technologically enhanced learning environment for children with and without Autism Spectrum Conditions. We found that the nature of this design problem did not lend itself to be rationally reduced to produce a single solution, but required an understanding of interpretive and speculative approaches for us to be able to cope with the complexity of requirements. We describe a workshop in which members of the design team used such approaches to develop a design brief that is faithful to the childrens input. By making this process transparent, we aim to contribute to the methodology of using such designerly approaches in combination with participatory and human-centred methods to develop interactive technology.


artificial intelligence in education | 2011

Social communication between virtual characters and children with autism

Alyssa Alcorn; Helen Pain; Gnanathusharan Rajendran; Tim J. Smith; Oliver Lemon; Kaska Porayska-Pomsta; Mary Ellen Foster; Katerina Avramides; Christopher Frauenberger; Sara Bernardini

Children with ASD have difficulty with social communication, particularly joint attention. Interaction in a virtual environment (VE) may be a means for both understanding these difficulties and addressing them. It is first necessary to discover how this population interacts with virtual characters, and whether they can follow joint attention cues in a VE. This paper describes a study in which 32 children with ASD used the ECHOES VE to assist a virtual character in selecting objects by following the characters gaze and/or pointing. Both accuracy and reaction time data suggest that children were able to successfully complete the task, and qualitative data further suggests that most children perceived the character as an intentional being with relevant, mutually directed behaviour.


ACM Transactions on Accessible Computing | 2009

Evaluating the STANDUP Pun Generating Software with Children with Cerebral Palsy

Annalu Waller; Rolf Black; David A. O’Mara; Helen Pain; Graeme Ritchie; Ruli Manurung

The interactive STANDUP software was developed to provide children who use augmentative and alternative communication (AAC) with a “language playground.” The software provides appropriate functionality for users with physical, speech, and language impairments to generate and tell novel punning riddles at different levels of complexity. STANDUP was evaluated with nine children with cerebral palsy during an eight-week study. Results show that the participants were able to generate and tell novel jokes with minimal or no support. The use of STANDUP impacted favorably on general AAC use. The study results also suggested that STANDUP could potentially have a positive effect on social and pragmatic skills. Further research to investigate the impact of STANDUP on communication skills is proposed. Suggestions for future software development include providing users with opportunities to complete jokes and to integrate online dictionaries when new vocabulary is encountered.

Collaboration


Dive into the Helen Pain's collaboration.

Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar

Alan Bundy

University of Edinburgh

View shared research outputs
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Researchain Logo
Decentralizing Knowledge