- The aim of this project is to help European citizens to obtain consumer solutions for hassle-free guidance towards a balanced lifestyle regarding meal planning and preparation and personal choice. We explore methods for inferring eating habits in an unobtrusive way, and seek to use this information to provide situated feedback on meal planning and preparation, ...While meant to increase security, complex PIN and password systems routinely force people to compromise sensitive information. While conducting research for the New Approaches to Banking for the Older Old project, many interviewees said that, though they were aware of the security risk, they kept written records of PINs and passwords due to difficulty remembering them. The ...AK-Lite is a portable version of the Ambient Kitchen and is intended for real-world home-based deployments of our experiments in pervasive sensing and display for situated cooking support. AK-Lite consists of a set of utensils fitted with accelerometers, with extra accelerometers that can be attached to handles on ovens and taps and to food containers, ...Parkinson’s disease (PD) is a progressive neurological condition affecting up to 10 million people worldwide. It manifests itself in motor symptoms including rigidity, tremor and bradykinesia, or slowness of movement. These affect an individuals balance, gait, arm and facial movements. In this project we are collaborating with people with Parkinson’s to explore how Google’s Glass ...RedTag is a custom electronic system for detecting the presence of people or objects within range of a special detector. Each tag emits a unique code for up to one month which can be received by small receivers. These receivers emit the code via USB Serial or DTMF (audio) codes which can be recorded onto ...Through sensors worn on the body or embedded into objects of daily use we can infer the activities performed by a subject. Extracting the characteristics of the data collected by these sensors, i.e. how these activities were performed, would be beneficial to a variety of applications, such as rehabilitation, pain therapy, sports and professional training ...
- This study reports on the design, implementation, and evaluation of a digital collaborative Strategic reading (DCSR) application with regard to its effectiveness for ESL (English as a Second Language) reading. DCSR applications allow users to read collaboratively on multi-touch and multi-user digital tabletop displays, which support both face-to-face and computer-based interaction. The application created involves several ...Department of Hidden Stories is a card-based and mobile phone app-based alternative reality game designed to transform the Library into a gaming space where children can use books as a resource for creating their own stories, narratives and sharing these with others. Stories are written down on paper, captured as a photograph on the phone, ...Although the potential of digital technology to assist older people and people with cognitive and physical impairments is huge, often technology is not designed in a way that fully takes into account the needs of these groups in terms of how accessible it will be. The VERITAS project’s aim is that future ICT products and ...TangiSoft was a hybrid of a physical and soft keyboard, intended to combine the advantages of both. It was designed for use with a digital tabletop, specifically for applications that require high mobility and frequent switching between text entry and other tasks. The device was a piece of paper with a printed keyboard. It was developed ...ACM TVX
Wednesday 25th of June
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- A film competition and community filmmaking project, which will use prototype filmmaking methods developed as part of the CX Participatory Production Technologies project. This project comprises two main goals. Firstly, it is part of an ongoing conservation effort to protect the red squirrel. By raising awareness of the issues facing the species in the UK, this project ...Embodied conversation agents (ECAs) are virtual humans that are able to converse with people by producing and responding to verbal and non-verbal communication, including varied facial expressions, hand gestures and other body language. Since face-to-face communication is a highly efficient means of interaction, ECAs are a promising technology with which users can enter into dialogues ...Through the course of their research, scholars are faced with competing relational networks and “ontologies of space”—this being the structural limitations of, and other factors that affect the way users experience, their virtual, physical and imagined research spaces. The aim of this project is to explore the nature of future research spaces, which we believe should ...The Spheres of Wellbeing are a set artefacts specifically designed for a group of six women who live in the medium secure services of a forensic hospital in the UK. These women present a very vulnerable group due to the severity of their mental health problems, extremely challenging behaviors and their motivational difficulties to engage in ...The experience of hospitalization is often difficult for young people and may hinder both their immediate emotional wellbeing and long-term development and empowerment. Play is a common feature of hospital life for children and may address these issues. Yet, play is generally used with younger children in the hospital because facilities tend to be geared ...Live events offer a unique domain for interaction design and research. Many of these environments involve large complex tasks, performed by teams containing a range of skills and experience. In practice, events are time critical, cognitively intensive and have a far reaching effect on many different people in their audiences.We have yet to experience a complete lifespan in the Digital Age, from conception to death in old age. Those who have grown up interacting with digital technology are still relatively young, whilst older technology adopters hold paper trails of memories. Also, we are yet to fully understand how social media posts from teenage years, ...Try clicking here for more contentTry clicking here for more content
WelcomeWe are an interaction design and ubiquitous computing research group based in Culture Lab, Newcastle University. Established in 2008, the group is led by Patrick Olivier and has a core team of around sixty researchers. Our work focuses on the experience-centred design of digital technology and applied challenges in ubiquitous computing. Many members of the group originate from a disciplines outside computer science, including psychology, electronic engineering, sociology, clinical sciences, education, design and fine art.
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