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Dive into the research topics where Richard N. Griffiths is active.

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Featured researches published by Richard N. Griffiths.


Journal of Computer Assisted Learning | 2007

Development of a cross-platform ubiquitous language learning service via mobile phone and interactive television*

Sanaz Fallahkhair; Lyn Pemberton; Richard N. Griffiths

This paper describes the development processes for a cross-platform ubiquitous language learning service via interactive television (iTV) and mobile phone. Adapting a learner-centred design methodology, a number of requirements were gathered from multiple sources that were subsequently used in TAMALLE (television and mobile phone assisted language learning environment) development. A number of issues that arise in the context of cross-platform user interface design and architecture for ubiquitous language learning were tackled. Finally, we discuss a multi-method evaluation regime to gauge usability, perceived usefulness and desirability of TAMALLE system. The result broadly revealed an overall positive response from language learners. Although, there were some reported difficulties in reading text and on-screen display mainly on the iTV side of the interface, TAMALLE was perceived to be a usable, useful and desirable tool to support informal language learning and also for gaining new contextual and cultural knowledge.


ieee international workshop on wireless and mobile technologies in education | 2005

Dual device user interface design for ubiquitous language learning: mobile phone and interactive television (iTV)

Sanaz Fallahkhair; Lyn Pemberton; Richard N. Griffiths

In this paper we describe the design and development of a system that facilitates language learning from a combination of two devices, interactive television (iTV) and mobile phone. We present a number of requirements for technologies to support informal language learning based on theories of language learning, theories of formal and informal learning, our own studies of adult language learners and the affordances of iTV as a medium to support learning. We describe TAMALLE (television and mobile phone assisted language learning environment), a prototype system based on these requirements and discuss some of the user interface design issues that arise in the context of cross platform dual device systems for ubiquitous learning.


international conference on e-learning and games | 2007

Interactive storytelling and gaming environments for museums: the interactive storytelling exhibition project

Michael Danks; Marc Goodchild; Karina Rodriguez-Echavarria; David B. Arnold; Richard N. Griffiths

Interactive storytelling and gaming technologies have great edutainment potential for engaging visitors with museum exhibitions. This paper presents the development and testing of the Interactive Storytelling Exhibition Project devised originally within the Factual and Learning Interactive Television Department of the British Broadcasting Corporation (BBC) and continued development at the University of Brighton. The project combines both interactive television storytelling and gaming technologies to immerse museum visitors with artefacts on exhibition, engaging the user into physical space using virtual stories.


european conference on interactive tv | 2007

Accessibility of interactive television for users with low vision: learning from the web

Mark Springett; Richard N. Griffiths

Contemporary developments in digital and interactive television in the UK are reviewed to assess their accessibility implications for viewer/users with low vision. Of particular significance is the likelihood of divergence between sectors of the population receiving digital television in an enhanced form through new broadband distribution (thin client) technology and those remaining with older broadcast set-top-box (thick client) technology, comprising proportionately more visually disabled viewers. With this second segment particularly in mind, and utilising findings from our previous research with visually disabled people, we examine the applicability of the W3C web accessibility guidelines to interactive television. We conclude that, while technical limitations may prevent their wholesale adoption, guidelines relating to the display of interactive features, and brightness and contrast may be directly interpreted for this medium, whilst other guidelines involving magnification and audio equivalence and feedback are highly relevant and should inform technical developments in set-top box functionality.


artificial intelligence in medicine in europe | 2005

AI planning technology as a component of computerised clinical practice guidelines

Kirsty Bradbrook; Graham Winstanley; David Glasspool; John Fox; Richard N. Griffiths

The UK National Health Service (NHS) is currently undergoing an intensive review into the way patient care is designed, delivered and recorded. One important element of this is the development of care pathways (clinical guidelines) that provide a reasoned plan of care for each patient journey, based on locally-agreed, evidence-based best practice. The ability to generate, critique, and continually evaluate and modify plans of patient care is considered important and challenging, but in the case of computerised systems, the possibilities are exciting. In this paper we outline the case for incorporating AI Planning technology in the generation, evaluation and manipulation of care plans. We demonstrate that an integrative approach to its adoption in the clinical guideline domain is called for. The PROforma Clinical Guideline Modelling Language is used to demonstrate the issues involved.


Universal Access in The Information Society | 2013

Towards inclusive digital television

Mark Springett; Mark D. Rice; Richard N. Griffiths

Over the last decade, the shift from analogue to digitaltechnology has brought about significant changes to thetelevision landscape. The subsequent emergence of mobile,IPTV and other carriers affords the opportunity to crea-tively reassess how people interact and engage within thisdiverging medium. Accessibility services to audio-visualcontent through sign language, subtitles and audiodescription have become vital forms of interaction for deafand hard of hearing, those with low literacy or learningdisabilities, and blind and partially sighted people.Improved accessibility affords both humane and economicbenefits to the wider society, as access to suitable inter-active media implies better quality of life, independenceand social inclusion. The payback for technology providersis also considerable, as greater inclusion implies broadermarket potential for commercial products. Digital televi-sion (DTV) potentially affords enhancements in commu-nication, quality of life, safety and support of independentliving. Related examples include community televisionapplications in the UK, where the medium has been used tosupport communication between older citizens in publichousing and local authority services [5], as well as socialtelevision solutions aimed at improving social connected-ness for older people living alone [11].Despite this, the dangers of a widening digital divideremain. Ease of use of DTV continues to be a formidableproblem—in the purchasing, self-installation of equipmentand access of content. Consequentially, there are still asignificant number of people who will struggle to adapt tousing this technology. Freeman and Lessiter [4] classifythese vulnerable groups as those on low incomes and/orwith a reduction in one or more ability. In particular, there isstrong evidence to suggest that reductions in cognition,sensory and manual dexterity can create significant barriersto the access of related interactive services. This includesthe poor design of remote controls, both in terms of theirdesign consistency, tactile feedback and appropriate label-ling of buttons. These issues can be further exacerbated byage-related changes to working memory, creating addi-tional ‘cognitive load’ in the mapping and switching ofattention between remote control and TV interfaces [2].Colour contrast, font type, screen size and distance to screencan all invariably affect text legibility; however, in manyinstances, DTV lacks support features to readily personalizegraphical content. As such, there is an increasing consensusthat the self-adaptation of the user interface will helpimprove interaction barriers for a wider spectrum of users.One notable example is the GUIDE project,


european conference on interactive tv | 2008

Electronic Programme Guide Design for Preschool Children

Ana Vitória Joly; Lyn Pemberton; Richard N. Griffiths

The proliferation of audiovisual content available for young children brings with it the need for an appropriate Electronic Programme Guide (EPG) that meets needs and preferences of pre-schoolers. Two approaches to the design of such a service are discussed. Firstly, a range of existing guidelines on interactive television applications, personalized recommendation systems and interaction design for children are reviewed, in the context of theories of child development. Secondly, we explore the potential for childrens collaboration during the categorization process to create a user-appropriate information architecture and interface.


Proceedings of the 1st international conference on Designing interactive user experiences for TV and video | 2008

Innovation for inclusive design: an approach to exploring the iDTV design space

Mark Springett; Richard N. Griffiths

This paper describes an approach to the elicitation of accessibility requirements both to improve the design of existing technologies and develop new DTV utilities. The approach builds on previous work in which stalking-horse prototypes were used to explore possible design enhancements to interactive TV facilities. We describe a model of interaction with iDTV facilities that can be used to isolate areas of a design where those with impairments are likely to have difficulties and need alternative of modified design features. This incorporates a model of recovery strategies deployed during interactive sequences. The later section describes a creative technique for follow-up analyses of prototype evaluations. The technique is aimed at participatory exercises in which subjects are exposed to prototype designs or scenarios and encouraged to contribute ideas for re-designs and novel applications.


Proceedings of the Australasian Computer Science Week Multiconference on | 2017

Issues faced by vision-impaired users of interactive TV search facilities

Mark Springett; Richard N. Griffiths; Martin Mihajlov

This paper reports two studies of digital television users. The first study investigates the behaviour of non-impaired users to understand typical usage patterns and problem-solving, attempting three representative tasks using a digital television terrestrial receiver. Videos were analysed to identify problem incidents and attempts at recovery. Patterns observed included misidentifying handset menu options leading to extended guessed action, repeated misspecification of task and repeated re-performance to confirm actions. The results show that interaction with Digital TV in its current handset-based form involves considerable reactive action specification and corrective action, suggesting that interaction endemically difficult for those with various levels of low vision. The second study, a less formal probe of users with visual impairments, suggests that even users with relatively mild visual impairments may struggle with current two-device interaction. However, suitable strategies for supporting vision impaired users may as much to do with user preferences rather than simply accessibility. We conclude by discussing the efficacy of current two-device interaction support and possible future directions.


Universal Access in The Information Society | 2013

Design principles for preschool children's interactive TV

Ana Joly Hulshof; Lyn Pemberton; Richard N. Griffiths

Preschool children have increased access to media via a number of platforms, including digital interactive television. However, the viewing and interaction needs of this user group have not been extensively researched. The project reported in this paper investigates preschoolers’ interactions with a simulated interactive television set-up. The study involved the development of an electronic programme guide prototype and its empirical evaluation. This research was carried out with children in Brazil and in the United Kingdom, aged between three and four. The main issues that arose during the interaction with the prototype application are documented, and a list of design principles is presented to assist in the design of accessible preschool interactive television applications for this age group.

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