34 results on '"Inkpen, K"'
Search Results
2. Quantifying the Effects of Age-Related Stereotypes on Online Social Conformity
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Ardito, C, Lanzilotti, R, Malizia, A, Petrie, H, Piccinno, A, Desolda, G, Inkpen, K, Wijenayake, S, Hu, J, Kostakos, V, Goncalves, J, Ardito, C, Lanzilotti, R, Malizia, A, Petrie, H, Piccinno, A, Desolda, G, Inkpen, K, Wijenayake, S, Hu, J, Kostakos, V, and Goncalves, J
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Social conformity is the act of individuals adjusting personal judgements to conform to expectations of opposing majorities in group settings. While conformity has been studied in online groups with emphasis on its contextual determinants (e.g., group size, social presence, task objectivity), the effect of age – of both the individual and the members of the opposing majority group – is yet to be thoroughly investigated. This study investigates differences in conformity behaviour in young adults (Generation Z) and middle-aged adults (Generation X) attempting an online group quiz containing stereotypically age-biased questions, when their personal responses are challenged by older and younger peers. Our results indicate the influence of age-related stereotypes on participants’ conformity behaviour with both young and middle-aged adults stereotypically perceiving the competency of their peers based on peer age. Specifically, participants were more inclined to conform to older majorities and younger majorities in quiz questions each age group was stereotypically perceived to be more knowledgeable about (1980’s history and social media & latest technology respectively). We discuss how our findings highlight the need to re-evaluate popular online user representations, to mitigate undesirable effects of age-related stereotypical perceptions leading to conformity.
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- 2021
3. Minimal Requirements of Realism In Social Robots
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Paauwe, R.A., Keyson, D.V., Hoorn, J.F., Konijn, E.A., Begole, B., Kim, J., Inkpen, K., Woo, W., Begole, B., Kim, J., Inkpen, K., Woo, W., Communication Science, Network Institute, Communication Choices, Content and Consequences (CCCC), Centre for Advanced Media Research Amsterdam (CAMeRA), and Other Research in Social Sciences
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Social robot ,Health professionals ,business.industry ,Applied psychology ,Loneliness ,medicine.disease ,Focus group ,body regions ,Health care ,medicine ,Robot ,medicine.symptom ,business ,Psychology ,human activities ,Acquired brain injury ,Simulation ,Realism - Abstract
In healthcare, the number of patients is increasing while available staff declines. Technology such as social robots becomes a likely solution for providing care. Realism plays an important role in how these social robots are perceived. We designed Polygon, a robot with a minimal amount of realism to explore whether it is possible to yield acceptable design opportunities with minimal means. This study evaluated 3 focus groups (N=34, 23 patients diagnosed with acquired brain injury (ABI), 11 healthcare professionals). Results indicate that patients with ABI are struggling with their independence and loneliness. Additionally, social robots designed with a minimal approach to realism could play a role as acceptable solutions for these patients.
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- 2015
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4. A noticeboard in 'both worlds' unsurprising interfaces supporting easy bi-cultural content publication
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Woo, W, Inkpen, K, Soro, Alessandro, Lee Hong, Anita, Shaw, Grace, Roe, Paul, Brereton, Margot, Woo, W, Inkpen, K, Soro, Alessandro, Lee Hong, Anita, Shaw, Grace, Roe, Paul, and Brereton, Margot
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We describe the design of a digital noticeboard to support communication within a remote Aboriginal community whose aspiration is to live in "both worlds", nurturing and extending their Aboriginal culture and actively participating in Western society and economy. Three bi-cultural aspects have emerged and are presented here: the need for a bi-lingual noticeboard to span both oral and written language traditions, the tension between perfunctory information exchange and social, embodied protocols of telling in person and the different ways in which time is represented in both cultures. The design approach, developed iteratively through consultation, demonstration and testing led to an "unsurprising interface", aimed at maximizing use and appropriation across cultures by unifying visual, text and spoken contents in both passive and interactive displays in a modeless manner.
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- 2015
5. Bringing the farmer perspective to agricultural robots
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Woo, W, Inkpen, K, Redhead, Fiona, Snow, Steve, Vyas, Dhaval, Bawden, Owen, Russell, Raymond, Perez, Tristan, Brereton, Margot, Woo, W, Inkpen, K, Redhead, Fiona, Snow, Steve, Vyas, Dhaval, Bawden, Owen, Russell, Raymond, Perez, Tristan, and Brereton, Margot
- Abstract
The research reported in this paper explores autonomous technologies for agricultural farming application and is focused on the development of multiple-cooperative agricultural robots (AgBots). These are highly autonomous, small, lightweight, and unmanned machines that operate cooperatively (as opposed to a traditional single heavy machine) and are suited to work on broadacre land (large-scale crop operations on land parcels greater than 4,000m2). Since this is a new, and potentially disruptive technology, little is yet known about farmer attitudes towards robots, how robots might be incorporated into current farming practice, and how best to marry the capability of the robot with the work of the farmer. This paper reports preliminary insights (with a focus on farmer-robot control) gathered from field visits and contextual interviews with farmers, and contributes knowledge that will enable further work toward the design and application of agricultural robotics.
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- 2015
6. Exploring physical activities in an employer-sponsored health program
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Woo, W, Inkpen, K, Vyas, Dhaval, Fitz-Walter, Zachary, Mealy, Erica, Soro, Alessandro, Zhang, Jinglan, Brereton, Margot, Woo, W, Inkpen, K, Vyas, Dhaval, Fitz-Walter, Zachary, Mealy, Erica, Soro, Alessandro, Zhang, Jinglan, and Brereton, Margot
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This work brings a perspective from an employer-sponsored health and wellness program called Global Corporate Challenge (GCC) to the 'quantified self' research. We present preliminary findings from a study with 17 university employees who participated in the GCC. We aimed to explore how participants derived meaningfulness from their self-tracking experiences. Our findings echo the growing body of work that advocates for conceptualizing activity tracking beyond the rationalistic, data-oriented perspectives and supporting more social and lived experiences.
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- 2015
7. Exploring motivations of young adults to participate in physical activities
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Woo, W, Inkpen, K, Capel, Tara, Schnittert, Johanna Frederike, Snow, Steve, Vyas, Dhaval, Woo, W, Inkpen, K, Capel, Tara, Schnittert, Johanna Frederike, Snow, Steve, and Vyas, Dhaval
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This paper investigates the motivations of young adults aged 18 to 24 years to participate in physical activities and how technology might best support this motivation. Motivational factors were studied through contextual interviews, an adapted cultural probe activity and a survey with a group of young adults currently active in sports. From our preliminary findings we determine that staying healthy, achieving specific goals and socialising represent key motivational factors for young adults to be active in sports, but also, that exercise is not considered a high priority in their daily lives. A link between the motivation of achieving specific goals and a technology to measure and track activities was established. The study concludes with three implications for the design of technology to motivate young adults to participate in sports.
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- 2015
8. All about that base: Differing player experiences in video game genres and the unique case of MOBA games
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Woo, W, Inkpen, K, Johnson, Daniel, Nacke, Lennart, Wyeth, Peta, Woo, W, Inkpen, K, Johnson, Daniel, Nacke, Lennart, and Wyeth, Peta
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Video games provide unique interactive player experiences (PX) often categorised into different genres. Prior research has looked at different game genres, but rarely through a PX lens. Especially, PX in the emerging area of massive online battle arena (MOBA) games is not well understood by researchers in the field. We address this knowledge gap by presenting a PX study of different game genres, which we followed up with a second semi-structured interview study about PX in MOBA games. Among the results of our analyses are that games that are likely played with other players, such as MOBA games, stimulate less immersion and presence for players. Additionally, while challenge and frustration are significantly higher in this genre, players get a sense of satisfaction from teamwork, competition and mastery of complex gameplay interactions. Our study is the first to contribute a comprehensive insight into key motivators of MOBA players and how PX in this genre is different from other genres.
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- 2015
9. Collaboration with Interactive Walls and Tables
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Tandler, P., Magerkurth, C., Carpendale, S., Inkpen, K., and Scott, S.
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- 2002
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10. Co-Located Collaborative Visual Analytics around a Tabletop Display
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Isenberg, P., primary, Fisher, D., additional, Paul, S. A., additional, Morris, M. R., additional, Inkpen, K., additional, and Czerwinski, M., additional
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- 2012
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11. Comparative repeatability of guide-pin axis positioning in computer-assisted and manual femoral head resurfacing arthroplasty
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Hodgson, A, primary, Helmy, N, additional, Masri, B A, additional, Greidanus, N V, additional, Inkpen, K B, additional, Duncan, C P, additional, Garbuz, D S, additional, and Anglin, C, additional
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- 2007
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12. Evaluating Early Prototypes in Context: Trade-offs, Challenges, and Successes
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Reilly, D., primary, Dearman, D., additional, Welsman-Dinelle, M., additional, and Inkpen, K., additional
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- 2005
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13. An exploratory study of co-located collaborative visual analytics around a tabletop display.
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Isenberg, P., Fisher, D., Morris, M.R., Inkpen, K., and Czerwinski, M.
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- 2010
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14. What designers want: Needs of interactive application designers.
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Grigoreanu, V., Fernandez, R., Inkpen, K., and Robertson, G.
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- 2009
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15. Evaluating Human Goal-Directed Activities in Virtual and Augmented Environments
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MacKenzie, C. L., primary, Booth, K. S., additional, Dill, J. C., additional, Inkpen, K., additional, and Payandeh, S., additional
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- 2000
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16. Visual presentation of magnetic resonance images.
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van der Heyden, J. E., Carpendale, M. S. T., Inkpen, K., and Atkins, M. S.
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- 1998
17. Visual presentation of magnetic resonance images.
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van der Heyden, J.E., Carpendale, M.S.T., Inkpen, K., and Atkins, M.S.
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- 1998
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18. Tourniquet safety in lower leg applications.
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McEwen JA, Kelly DL, Jardanowski T, and Inkpen K
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PURPOSE: To reduce the chance of injury due to pneumatic tourniquet use, the minimum cuff pressure required to maintain a bloodless field should be used. The purpose of this study was to find out if Limb Occlusion Pressure (LOP--the cuff pressure required to occlude arterial flow) is lower with a wide contoured cuff than with a standard width cylindrical cuff at the calf, if cuff pressures based on measured LOP will be lower than the typical 250 mmHg used in lower leg cuffs, and if a new automatic LOP measurement method gives the same results as the standard Doppler stethoscope method. SAMPLE: 16 adult volunteers were tested in a controlled laboratory setting, and 53 clinical cases were reviewed at two centers. DESIGN: Repeated measures comparison of LOP on volunteers with the two different cuffs and measurement methods, and review of clinical cases. RESULTS: LOP was lower with the wide cuff on all volunteers (mean reduction 20 mmHg, SD 8.6, range 5-35, p < 0.001). The average difference of 1.2 mmHg between Doppler and automatic LOP readings was not significant (p = 0.43). Based on the volunteer results, using LOP plus a safety margin of 40, 60, or 80 mmHg (for LOP < 130, 131-190, or 190+ respectively) with a standard width cylindrical cuff will lead to an average cuff pressure of 223 mmHg (range 170-299, SD 36), 11% lower than typical practice and up to 80 mmHg (32%) lower on some patients. Using a wide, contoured cuff should further reduce cuff pressures to an average of 195 mmHg (range 160-280, SD 33), 22% lower than typical practice and a reduction of up to 90 mmHg (36%). At two clinics, the wide cuff maintained a bloodless field in 48 out of 53 cases (91%) when used at 200 mmHg. CONCLUSIONS: Using a wide, contoured cuff at the calf should reduce required cuff pressures compared to a standard cuff. Setting cuff pressure based on LOP should further reduce cuff pressures for most patients compared to typically used pressures. With continued development, the new automatic method may become a viable alternative to the Doppler method and may make LOP measurement more practical in the clinical setting. [ABSTRACT FROM AUTHOR]
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- 2002
19. Exploring presentation methods for tomographic medical image viewing
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Heyden, J. E. van der, Inkpen, K. M., Atkins, M. S., and Carpendale, M. S.
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- 2001
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20. Visual presentation of magnetic resonance images
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van der Heyden, J.E., primary, Carpendale, M.S.T., additional, Inkpen, K., additional, and Atkins, M.S., additional
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21. Many computers, many people, and everything in between: Supporting shared computing.
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Inkpen, K.
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- 2009
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22. A systematic review of usefulness design goals of occupational mobile health apps for healthcare workers
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Ikram Ur Rehman, Jose Abdelnour-Nocera, Nurha Yingta, Obed Brew, Ardito, C., Lanzilotti, R., Malizia, A., Petrie, H., Piccinno, A., Desolda, G., and Inkpen, K.
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User experience design ,business.industry ,Internet privacy ,Health care ,Psychological intervention ,Usability ,health ,Burnout ,Psychology ,business ,Digital library ,mHealth ,Occupational safety and health - Abstract
To improve healthcare professionals’ health and wellbeing at work, many available effective treatments including meditation, and workplace intervention, have been developed. However, the utilisation of these interventions is still limited. Currently, various mobile health applications (mHealth Apps) exist to help a wide range of users with different occupational health issues, such as stress, anxiety, and burnout. Despite their advantages, post-download uptake of mHealth apps by end-users remains low. Some of the reasons for this are poor usability, irrelevant or missing user-desired features, and poor user experience. This review paper explores the usefulness of mHealth Apps for the early detection of occupational-related ill-health among healthcare workers. Science Direct, ACM Digital Library, IEEE Xplore, and SAGE Journal were searched comprehensively to identify relevant research articles. A total of 9546 reviewed papers were primarily identified through the systematic search on the databases. 2546 articles were removed from them, by duplication check on a RefWorks software. Titles and abstract screening of the remaining 126 led to 50 relevant articles being selected for full text screening. Of these 76 were excluded based on exclusion criteria. Finally, 19 articles were selected for a final inclusion to identify the relevant usefulness design goals, including usability, utility and user experience, deemed as critical for apps’ adoption and use. These goals include provide contextually relevant information, which is easy to understand for usability; support self-help guidance and in-depth knowledge for occupational health and wellbeing for utility: reinforced trust and perceived security in m-Health apps for user experience.
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- 2021
23. Regenerative Swiping: A Hybrid Vision for Improved Sustainability with 'Free' Energy Harvesting
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José Luís Silva and Ardito, C., Lanzilotti, R., Malizia, A., Petrie, H., Piccinno, A., Desolda, G., and Inkpen, K.
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business.industry ,Computer science ,Electrical engineering ,Ciências Naturais::Ciências da Computação e da Informação [Domínio/Área Científica] ,Wearable computer ,New materials ,Interaction-powered devices ,Engenharia e Tecnologia::Engenharia Eletrotécnica, Eletrónica e Informática [Domínio/Área Científica] ,Interaction techniques ,Human-centered computing ,Power (physics) ,Self-powered users ,Sustainability ,Interaction devices ,“Free” energy harvesting ,Engenharia e Tecnologia::Outras Engenharias e Tecnologias [Domínio/Área Científica] ,Human computer interaction ,business ,Energy harvesting ,Energy (signal processing) - Abstract
In a world facing climate change emergency, energy harvesting must be improved. Future interactive devices (with new materials) and a move of energy harvesting from devices to users can trigger this improvement. This paper presents a vision on how (many) future interactive devices should be powered. Beyond the benefits of a self-powered and ultra-low power interactive devices vision, a complementary one with self-powered users and “free” energy harvesting is essential. For example, harvesting user’s energy (e.g. heart rate pulsations) and/or enabling him/her to produce (e.g. kinetic/inertial energy harvesting) and store (e.g. wearables) energy for future interactions. Self-powered users can then perform interactions with devices (that require only power during interaction or extra power during interaction) powering them through direct contact interaction. This will allow the removal of built-in batteries on these devices and a global reduction of batteries. The proposed hybrid vision combines self-powered devices/users and “free” energy harvesting. info:eu-repo/semantics/acceptedVersion
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- 2021
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24. Directing and Combining Multiple Queries for Exploratory Search by Visual Interactive Intent Modeling
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Jaakko Peltonen, Patrik Floréen, Jonathan Strahl, Ardito, Carmelo, Lanzilotti, Rosa, Malizia, Alessio, Petrie, Helen, Piccinno, Antonio, Desolda, Giuseppe, Inkpen, Kori, Probabilistic Machine Learning, Tampere University of Technology, Helsinki Institute for Information Technology (HIIT), Department of Computer Science, Aalto-yliopisto, Aalto University, Tampere University, Computing Sciences, Ardito, C, Lanzilotti, R, Malizia, A, Petrie, H, Piccinno, A, Desolda, G, Inkpen, K, Helsinki Institute for Information Technology, Intelligent Interactive Information Access research group / Patrik Floréen, and Complex Systems Computation Group
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Interactive information retrieval ,exploratory search ,Information retrieval ,Computer science ,Intersection (set theory) ,business.industry ,Relevance feedback ,Exploratory search ,interactive information retrieval ,113 Computer and information sciences ,Ranking (information retrieval) ,intent modeling ,Information visualization ,query combination ,User intent ,Direct search ,information visualization ,Baseline (configuration management) ,business ,112 Statistics and probability - Abstract
In interactive information-seeking, a user often performs many interrelated queries and interactions covering multiple aspects of a broad topic of interest. Especially in difficult information-seeking tasks the user may need to find what is in common among such multiple aspects. Therefore, the user may need to compare and combine results across queries. While methods to combine queries or rankings have been proposed, little attention has been paid to interactive support for combining multiple queries in exploratory search. We introduce an interactive information retrieval system for exploratory search with multiple simultaneous search queries that can be combined. The user is able to direct search in the multiple queries, and combine queries by two operations: intersection and difference, which reveal what is relevant to the user intent of two queries, and what is relevant to one but not the other. Search is directed by relevance feedback on visualized user intent models of each query. Operations on queries act directly on the intent models inferring a combined user intent model. Each combination yields a new result (ranking) and acts as a new search that can be interactively directed and further combined. User experiments on difficult information-seeking tasks show that our novel system with query operations yields more relevant top-ranked documents in a shorter time than a baseline multiple-query system. acceptedVersion
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- 2021
25. Stress Out: Translating Real-World Stressors into Audio-Visual Stress Cues in VR for PoliceTraining
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Emma Jaspaert, Helmut Schrom-Feiertag, Quynh Nguyen, Manfred Tscheligi, Sebastian Egger-Lampl, Markus Murtinger, Ardito, C, Lanzilotti, R, Malizia, A, Petrie, H, Piccinno, A, Desolda, G, and Inkpen, K
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Technology ,Trainer ,Ecological validity ,Applied psychology ,Stress cue interaction ,Context (language use) ,Interaction design ,Virtual reality ,Police training ,Stress cues ,Computer Science, Artificial Intelligence ,Engineering ,Computer Science, Theory & Methods ,Training experience ,Virtual training ,Computer Science, Cybernetics ,Operationalization ,Science & Technology ,Co-creation ,Stressor ,Engineering, Electrical & Electronic ,High stress ,Computer Science ,Computer Science, Interdisciplinary Applications ,Psychology ,Contextual experience - Abstract
Virtual Reality (VR) training has become increasingly important for police first responders in recent years. Improving the training experience in such complex contexts requires ecological validity of virtual training. To achieve this, VR systems need to be capable of simulating the complex experiences of police officers ‘in the field.’ One way to do this is to add stressors into training simulations to induce stress similar to the stress experienced in real-life situations, particularly in situations where this is difficult (e.g., dangerous or resource-intensive) to achieve with traditional training. To include stressors in VR, this paper thus presents the concept of so-called ‘stress cues’ for operationalizing stressors to augment training in VR simulations for the context of police work. Considering the level of complexity of police work and training, a co-creation process that allows for creative collaboration and mitigation of power imbalances was chosen to access the police officers’ knowledge and experience. We assert that stress cues can improve the training experience from the trainer’s perspective as they provide novel interaction design possibilities for trainers to control the training experience. E.g., by actively intervening in training and dynamically changing the interaction space for trainees which also improves the trainee’s experience. Stress cues can also improve the trainee’s experience by enabling personalizable and customizable training based on real-time stress measurements and supplementing information for improved training feedback.
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- 2021
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26. Living Through a Crisis: How COVID-19 Has Transformed the Way We Work, Live, and Research.
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Tang J, Inkpen K, Luff P, Fitzpatrick G, Yamashita N, and Kim J
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- 2023
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27. Health Vlogs as Social Support for Chronic Illness Management.
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Huh J, Liu LS, Neogi T, Inkpen K, and Pratt W
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Studies have shown positive impact of video blogs (vlogs) on patient education. However, we know little on how patient-initiated vlogs shape the relationships among vloggers and viewers. We qualitatively analyzed 72 vlogs on YouTube by users diagnosed with HIV, diabetes, or cancer and 1,274 comments posted to the vlogs to understand viewers' perspectives on the vlogs. We found that the unique video medium allowed intense and enriched personal and contextual disclosure to the viewers, leading to strong community-building activities and social support among vloggers and commenters, both informationally and emotionally. Furthermore, the unique communication structure of the vlogs allowed ad hoc small groups to form, which showed different group behavior than typical text-based social media, such as online communities. We provide implications to the Health Care Industry (HCI) community on how future technologies for health vlogs could be designed to further support chronic illness management.
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- 2014
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28. Health Vlogger-Viewer Interaction in Chronic Illness Management.
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Liu LS, Huh J, Neogi T, Inkpen K, and Pratt W
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Health video blogs (vlogs) allow individuals with chronic illnesses to share their stories, experiences, and knowledge with the general public. Furthermore, health vlogs help in creating a connection between the vlogger and the viewers. In this work, we present a qualitative study examining the various methods that health vloggers use to establish a connection with their viewers. We found that vloggers used genres to express specific messages to their viewers while using the uniqueness of video to establish a deeper connection with their viewers. Health vloggers also explicitly sought interaction with their viewers. Based on these results, we present design implications to help facilitate and build sustainable communities for vloggers.
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- 2013
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29. Survey of tourniquet use in orthopaedic foot and ankle surgery.
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Younger AS, Kalla TP, McEwen JA, and Inkpen K
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- Data Collection, Evidence-Based Medicine, Humans, Leg, Ontario, Orthopedics, Peripheral Nerve Injuries, Pressure, Risk Factors, Tourniquets adverse effects, United States, Ankle surgery, Foot surgery, Tourniquets statistics & numerical data
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Background: Tourniquet technique varies among foot and ankle surgeons, and to establish a standard practice guideline the current standard of care should be examined., Methods: One hundred and forty responses were received after 253 surveys were mailed to American Orthopaedic Foot and Ankle Society (AOFAS) members, concerning type of tourniquets, location, and pressures used., Results: Cuff pressures most commonly used were 301 to 350 mmHg for thigh cuffs (49% of thigh cuff users) and 201 to 250 mmHG for calf and ankle cuffs (52% of calf cuff users, 66% of ankle cuff users). A substantial number of foot and ankle surgeons who use calf and ankle cuffs frequently use pressures above 250 mmHg (41% of calf cuff users, 19% of ankle cuff users). Only 9% use limb occlusion pressure when determining cuff pressure., Conclusion: Based on the existing evidence-based literature these pressures may be higher than necessary for many patients, and increased adoption of optimal pressure setting techniques as reported in the literature may help reduce tourniquet pressures used and risk of tourniquet injury. Respondents reported experiencing or hearing reports of breakthrough bleeding, nerve injury, and skin injuries under the cuff.
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- 2005
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30. Wide contoured thigh cuffs and automated limb occlusion measurement allow lower tourniquet pressures.
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Younger AS, McEwen JA, and Inkpen K
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- Adult, Aged, Chi-Square Distribution, Constriction, Female, Humans, Male, Middle Aged, Regional Blood Flow, Pressure, Thigh blood supply, Tourniquets
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We examined the amount of thigh tourniquet pressure that can be reduced from the typical 300 to 350 mm Hg by using a new automated plethysmographic limb occlusion pressure measurement technique. We also examined how much pressure could be reduced by using a wide contoured cuff compared with a standard cuff and if limb occlusion and systolic blood pressures were well correlated. Patients having surgery with a thigh tourniquet were randomized into two groups, one group having surgery with a standard cuff and the other with a wide cuff. Pressure was set at the automatically measured limb occlusion pressure plus a safety margin. Systolic blood pressure and quality of the bloodless field were recorded. The standard cuff maintained an acceptable bloodless field for 18 of 20 patients at an average pressure of 242 mm Hg, and the wide cuff was acceptable for 19 of 20 patients at an average of 202 mm Hg. One patient in each group had a poor bloodless surgical field at the initial pressure, and one patient in each group had a poor bloodless surgical field after a sharp rise in blood pressure during surgery. Systolic blood pressure was not correlated well enough to limb occlusion pressure to be used alone to set the optimum cuff pressure. The automated limb occlusion pressure technique and the wide contoured cuff reduced average pressure by 33-42% from typical pressures.
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- 2004
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31. Survey of tourniquet use in podiatric surgery.
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Kalla TP, Younger A, McEwen JA, and Inkpen K
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- Ankle surgery, Canada, Contraindications, Data Collection, Foot surgery, Humans, Podiatry statistics & numerical data, Pressure, Thigh, Tourniquets adverse effects, United States, Podiatry instrumentation, Tourniquets statistics & numerical data
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Tourniquet use in foot and ankle surgery is common practice; however, the technique varies among foot and ankle surgeons and there are no standard guidelines. To analyze trends in foot and ankle tourniquet use, the authors conducted an e-mail survey. One thousand six hundred sixty-five foot and ankle surgeons were sent a tourniquet-use survey via e-mail, across Canada and the United States. Nineteen percent of the recipients completed and returned the surveys. Eleven (3.4%) rarely or never use a tourniquet and 8 (2.5%) use an Esmarch bandage tourniquet at the ankle. Most use pneumatic ankle cuffs (92% use, 27% use exclusively); many also use thigh cuffs (69%) and some also use calf cuffs (15%). Most thigh-cuff users (62%) experience problems with cuff fit sometimes or often. All but 3 respondents exsanguinate the limb before tourniquet inflation. Specific devices used for exsanguination varied among surgeons. Most commonly used tourniquet pressures range from =200 to 350 mm Hg at the ankle and =200 to >/=351 mm Hg for the thigh (64% use pressures between 301 and 350 mm Hg). Only 7% of respondents consider limb occlusion pressure when selecting tourniquet cuff pressure. Based on published studies of limb occlusion pressures, these ranges suggest that some of the more common pressure settings may be higher than necessary for many patients. Vascular disease or previous bypass (91%) and deep vein thrombosis (83%) were the most commonly listed contraindications to tourniquet use. Approximately 10% of respondents have either experienced or learned of skin and nerve injuries secondary to lower extremity tourniquet use at any level. The varied responses show a lack of overall consensus on tourniquet pressure settings. Guidelines for optimizing cuff pressure and technique should be established to minimize the risk of complications., (The Journal of Foot & Ankle Surgery 42(2):68-76, 2003.)
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- 2003
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32. Bone cutting errors in total knee arthroplasty.
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Plaskos C, Hodgson AJ, Inkpen K, and McGraw RW
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- Femur surgery, Humans, Tibia surgery, Arthroplasty, Replacement, Knee methods, Clinical Competence
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Although achieving precise implant alignment is crucial for producing good outcomes in total knee arthroplasty, the contribution of the bone-cutting process to overall variability has not been measured previously. Eight orthopaedic surgeons with varying amounts of total knee arthroplasty experience performed 85 resections on 19 cadaver femora and tibiae, and the planes of the resulting cut surfaces were compared with the guide planes. Varus-valgus alignment variability ranged from 0.4 degrees to 0.8 degrees SD for expert and trainee surgeons. Sagittal variability was approximately 1.3 degrees SD for both surgeon groups. Slotted cutting guides reduced the variability and eliminated the bias in the sagittal plane for experienced surgeons but did not improve significantly frontal plane alignment variability. Guide movement contributed 10% to 40% of the total cutting error, depending on cut and guide type., (Copyright 2002, Elsevier Science (USA).)
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- 2002
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33. Pediatric tourniquets: analysis of cuff and limb interface, current practice, and guidelines for use.
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Tredwell SJ, Wilmink M, Inkpen K, and McEwen JA
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- Child, Child, Preschool, Constriction, Pathologic, Equipment Design, Humans, Infant, Practice Guidelines as Topic, Pressure, Skin pathology, Surveys and Questionnaires, Practice Patterns, Physicians', Tourniquets adverse effects, Tourniquets standards, Tourniquets statistics & numerical data
- Abstract
There are few clear guidelines on the proper use of tourniquets in pediatric surgery, in particular on how to set the tourniquet pressure, how to select the most appropriate cuff, and whether to use some type of soft padding beneath the cuff for limb protection. The authors could find only one published study specifically addressing pediatric cuff pressures, and no studies showing what types of cuff and/or padding create the smoothest skin surface under the cuff. Of 46 pediatric orthopaedic surgeons surveyed, 44 use a tourniquet 4.6 times per week on average and 2 have discontinued their use as a result of complications. To set cuff pressure, 13 of 44 use a standard value, 14 of 44 base pressure on age, extremity, and size, and 17 of 44 base cuff pressure on blood pressure. Thirty-four of 44 use skin protection under the cuff, but damage to the skin is common, accounting for 21 of the 67 reported complications. Nerve (15/67) and muscle (8/67) complications, related to both pressure and tourniquet time, were also reported. Using a molding and digital measurement technique, the authors compared the maximum wrinkle heights and the sums of all wrinkle heights in the skin surface under four different cuff/padding configurations. In a total of 44 trials on the upper arms and thighs of two healthy child volunteers, one type of pediatric cuff with a matching limb-protection sleeve designed and recommended by the manufacturer (Delfi) produced significantly fewer, less severe pinches and wrinkles in the skin surface than a second type of tourniquet cuff (Zimmer) with or without two layers of commonly available cast padding, and a third type (Kidde) with padding. With the second type of cuff, using cast padding reduced skin wrinkling compared to applying the same cuff on unprotected skin. In view of the survey, clinical literature, and results of this study, a guideline for use of pediatric tourniquets is proposed.
- Published
- 2001
34. Exploring presentation methods for tomographic medical image viewing.
- Author
-
van der Heyden JE, Inkpen KM, Atkins MS, and Carpendale MS
- Subjects
- Equipment Design, Humans, Magnetic Resonance Imaging, Medical Informatics, Image Processing, Computer-Assisted, Tomography, X-Ray Computed, User-Computer Interface
- Abstract
This paper explores the presentation of tomographic medical images on a computer screen. Limitations of the computer screen are apparent, as even a very large computer monitor cannot display an entire study consisting of dozens of images at once. Our objective is to propose filmless computer presentation methods for these images, in particular for magnetic resonance images. First, we observe the magnetic resonance image analysis task in the traditional light screen environment where presentation of many images has always been possible. We then propose solutions for meeting requirements in the computer environment. After implementation of these solutions we obtain user feedback on alternatives in order to determine feasibility and preference. Observations reveal three requirement categories: user control of film management, navigation of images and image series, and simultaneous availability of detail and context. We developed a framework of detail-in-context-technique parameters for the purpose of viewing tomographic medical images and presented our solution directions to the radiologists for feedback. Results from the user feedback study support the feasibility of the proposed approaches and clearly indicate the importance of presentation issues in the development of medical imaging viewing systems.
- Published
- 2001
- Full Text
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