Browsing by Author "Blake, Edwin"
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- ItemOpen AccessCommunity-based co-design of a crowdsourcing task management application for safeguarding indigenous knowledge(2020) Stanley, Colin; Blake, Edwin; Winschiers-Theophilus, HeikeTeaching indigenous knowledge (IK) to African youth has become more complicated due to a variety of reasons such as urban migration, loss of interest in it, the dominance of scientific knowledge and the technological revolution. Therefore, there is a considerable movement towards using technologies to safeguard IK before it becomes obsolete. It is noteworthy that research conducted and software development perspectives being used are mainly based on Western worldviews that are inappropriate for African socio-cultural contexts. IK holders are often not in charge of the digitisation process and merely treated as subjects. In this study, we explored a suitable development approach of a crowdsourcing task management application (TMA) as an auxiliary tool for safeguarding IK. Moreover, the study sought to provide an opportunity for the indigenous communities to make requests of three-dimensional (3D) models of their traditional objects independently. The delivered traditional 3D models are imported into the communities' IK visualisation tools used by the IK holders to teach the youth about their cultural heritage. The main objective of this study was to ascertain how the indigenous rural communities could appropriate a foreign technological concept such as crowdsourcing. This brought about our first research theme: investigating the necessary conditions to establish and maintain beneficial embedded community engagement. The second theme was to determine the suitable methods for technology co-design. Thirdly, to discover what does the communities' appropriated crowdsourcing concept entail. We applied a consolidated research method based on Community-based CoDesign (CBCD) extended with Afrocentric research insights and operationalised with Action Research cycle principles of planning, action and reflection. CBCD was conducted in three cycles with Otjiherero speaking indigenous rural communities from Namibia. Reflections from the first cycle revealed that the rural communities would require unique features in their crowdsourcing application. During the second cycle of co-designing with the ovaHimba community, we learnt that CBCD is matured through mutual trust, reciprocity and skills transfer and deconstructing mainstream technologies to spark co-design ideas. Lastly, in our third cycle of CBCD, we showcased that communities of similar cultures and knowledge construction had common ideas of co-designing the TMA. We also simulated that the construction of traditional 3D models requires indigenous communities to provide insight details of the traditional object to minimise unsatisfactory deliverables. The findings of this study are contributing in two areas (1) research approach and (2) appropriation of technology. We provide a synthesis of Oundu moral values and Afrocentricity as a foundation for conducting Afrocentric research to establish and maintain humanness before CBCD can take place. With those taken as inherent moral values, Afrocentricity should then solely be focused on knowledge construction within an African epistemology. For the appropriation of technology, we share codesign techniques on how the indigenous rural communities appropriated the mainstream crowdsourcing concept through local meaning-making. CBCD researchers should incorporate Afrocentricity for mutual learning, knowledge construction, and sharing for the benefit of all.
- ItemOpen AccessDAS Writeback: A Collaborative Annotation System(BioMed Central Ltd, 2011) Salazar, Gustavo; Jimenez, Rafael; Garcia, Alexander; Hermjakob, Henning; Mulder, Nicola; Blake, EdwinBACKGROUND: Centralised resources such as GenBank and UniProt are perfect examples of the major international efforts that have been made to integrate and share biological information. However, additional data that adds value to these resources needs a simple and rapid route to public access. The Distributed Annotation System (DAS) provides an adequate environment to integrate genomic and proteomic information from multiple sources, making this information accessible to the community. DAS offers a way to distribute and access information but it does not provide domain experts with the mechanisms to participate in the curation process of the available biological entities and their annotations. RESULTS: We designed and developed a Collaborative Annotation System for proteins called DAS Writeback. DAS writeback is a protocol extension of DAS to provide the functionalities of adding, editing and deleting annotations. We implemented this new specification as extensions of both a DAS server and a DAS client. The architecture was designed with the involvement of the DAS community and it was improved after performing usability experiments emulating a real annotation task. CONCLUSIONS: We demonstrate that DAS Writeback is effective, usable and will provide the appropriate environment for the creation and evolution of community protein annotation.
- ItemOpen AccessEvaluating the user-experience of existing strategies to limit video game session length(2018) Davies, Bryan; Blake, EdwinDigital video games are an immensely popular form of entertainment. The meaningful positive experiences that games facilitate are fundamental to the activity; players are known to invest a lot of time playing games in search of those experiences. Digital games research is polarized. Some studies find games to be a healthy hobby with positive effects; games promote well-being through regular experience of positive psychological experiences such as flow and positive emotions. Others have identified rare problematic use in those players who devote excessive amounts of time to gaming, associating them with social dysfunction, addiction, and maladaptive aggression. While it remains unclear if games cause these effects, or merely coincide with play, the negative effects historically receive more attention in both popular media and academia. Some authorities attempt to reduce the harms associated with games to such an extent that their methods have become national policy affecting all players including those who exhibit no negative outcomes. In South Korea and Taiwan, policing authorities employ a behaviour policy that sets strict daily limits on session length, thereby controlling the amount of time people spend playing games each day. In China, the General Administration of Press and Publication employ a design policy requiring that games service-providers fatigue their games’ mechanics after a period to coax them to take a break sooner than they ordinarily would. Both policy types alter player interaction with games in any given session and it is unclear how these policies affect players in general. This research aims to compare sessions affected by the behaviour policy, design policy, and policy-free sessions in terms of session length, measurable subjective user-experience, the player's intention to return to the game, and their reasons for choosing to stop playing in a particular session. For use in a repeated-measures experiment, we modified the action RPG Torchlight II to simulate both policies. Participants had one session at the same time each week for three consecutive weeks. In varied sequences, participants played a control session unaffected by policy, a onehour shutdown session representing behaviour policy, and a fatigue session representing design policy. After each session, we recorded their session's length, their user-experience in terms of flow and affect, their intention to return to the game, and their reason for ending the current session. We found that our shutdown condition successfully decreases session length, when compared to the other conditions. The condition facilitates strong flow, moderate positive-affect, and weak negative-affect. The shutdown event does not appear to degrade positive experiences and makes participants slightly more upset (statistically significant) than they would be after choosing to stop playing. This is because players do not get to make that decision, and because players are unable to complete the goals they have set for themselves. Most players intended to play the game again immediately or sometime later in that same day, much sooner (statistically significant) iii Word Template by Friedman & Morgan 2014 than they would after choosing to stop. This also may be due to satisfaction associated with choosing to stop, or being unable to complete their self-set goals. We found that our fatigue condition increases session length when compared to the other conditions. This result contradicts the intentions associated with design policies: shorter sessions. The fatigue mechanics make the game more difficult, which increases the time required for players to complete the goals they have set for themselves, whether it is to complete a level, quest, or narrative sequence. The condition facilitates high levels of flow, moderate positive-affect and low negativeaffect; the condition does not appear to degrade these positive experiences, nor increase negative experience. Most players intended to take the longest breaks between sessions of at least one day, and although we observed that these were longer than the control condition, the differences is not statistically significant. We found that most participants chose to stop playing when the game stopped providing them with positive experiences, or begins to generate discomfort. A large group of participants chose to stop because another activity took priority. Few participants chose to stop because they were satisfied with their session. Less than one third of players explicitly referenced the fatigue mechanics in their decision to stop. Neither policy is holistically better than the other. Both provide strong positive experiences, and have different effects on session length. Whereas it appears that the fatigue condition fails to reduce session length, it also appears that players intend taking longer breaks between sessions, which may reduce total play-time across all sessions. Similarly, the shutdown condition may increase total play time, or at least bring it closer to normal amounts of play-time while also making players more upset. Our operational definition of user-experience is bi-dimensional, and does not include many experiential constructs commonly associated with digital games. During this research, several reliable and valid, and more representative experience measures became available. Any future work on this topic should make use of one of these. Our experiment tested the effects of player experience associated with a single game, genre, and context. Future research should reduce the variation of player factors by focusing on single personalities, typologies, or risk-factors rather than generalizing to all players. We tested out participants only as they played in the early stages of Torchlight II. It is possible that the game's narrative elements, rather than the gameplay mechanics fatigued by the design policy, motivated continued play. We suggest a longitudinal study of the individual policies to explore their effects over many sessions.
- ItemOpen AccessHuman-centred computer architecture: redesigning the mobile datastore and sharing interface(2018) Reitmaier, Thomas Oliver; Blake, EdwinThis dissertation develops a material perspective on Information & Communication Technologies and combines this perspective with a Research through Design approach to interrogate current and develop new mobile sharing interfaces and datastores. through this approach I open up a line of inquiry that connects a material perspective of information with everyday sharing and communication practices as well as with the mobile and cloud architectures that increasingly mediate such practices. With this perspective, I uncover a shifting emphasis of how data is stored on mobile devices and how this data is made available to apps through sharing interfaces that prevent apps from obtaining a proper handle of data to support fundamentally human acts of sharing such as giving. I take these insights to articulate a much wider research agenda to implicate, beyond the sharing interface, the app model and mobile datastore, data exchange protocols, and the Cloud. I formalise the approach I take to bring technically and socially complex, multi-dimensional and changing ideas into correspondence and to openly document this process. I consider the history of the File abstraction and the fundamental grammars of action this abstraction supports (e.g. move, copy, & delete) and the mediating role this abstraction – and its graphical representation – plays in binding together the concerns of system architects, programmers, and users. Finding inspiration in the 30 year history of the file, I look beyond the Desktop to contemporary realms of computing on the mobile and in the Cloud to develop implications for reinvigorated file abstractions, representations, and grammars of actions. First and foremost, these need to have a social perspective on files. To develop and hone such a social perspective, and challenge the assumption that mobile phones are telephones – implying interaction at a distance – I give an interwoven account of the theoretical and practical work I undertook to derive and design a grammar of action – showing – tailored to co-present and co-located interactions. By documenting the process of developing prototypes that explore this design space, and returning to the material perspective I developed earlier, I explore how the grammars of show and gift are incongruent with the specific ways in which information is passed through the mobile’s sharing interface. This insight led me to prototype a mobile datastore – My Stuff – and design new file abstractions that foreground the social nature of the stuff we store and share on our mobiles. I study how that stuff is handled and shared in the Cloud by developing, documenting, and interrogating a cloud service to facilitate sharing, and implement grammars of actions to support and better align with human communication and sharing acts. I conclude with an outlook on the powerful generative metaphor of casting mobile media files as digital possessions to support and develop human-centred computer architecture that give people better awareness and control over the stuff that matters to them.
- ItemOpen AccessPerceptual depth cues in support of medical data visualisation(2004) Lyness, Caleb A; Blake, Edwin; Marais, PatrickThis work investigates methods to provide clinically useful visualisations of the data produced by an X-ray /CT scanner. Specifically, it examines the use of perceptual depth cues (PDCs) and perceptual depth cue theory to create effective visualisations. Two visualisation systems are explored: one to display X-ray data and the other to display volumetric data. The systems are enhanced using stereoscopic and motion PDCs. The presented analyses show that these are the only possible enhancements common to both systems. The theoretical and practical aspects of implementing these enhancements are presented. Volume rendering techniques are explored to find an approach which gracefully handles poorly sampled data and provides the interactive rendering needed for motion cues. A low cost real time volume rendering system is developed and a novel stereo volume rendering technique is presented. The developed system uses commodity graphics hardware and Open-GL. To evaluate the visualisation systems a task-based user test is designed and implemented. The test requires the subjects to be observed while they complete a 3D diagnostic task using each system. The speed and accuracy with which the task is performed are used as metrics. The experimental results are used to compare the effectiveness of the augmented perceptual depth cues and to cross-compare the systems. The experiments show that the user performance in the visualisation systems are statistically equivalent. This suggests that the enhanced X-ray visualisation can be used in place of CT data for some tasks. The benefits of this are two fold: a decrease in the patient's exposure to radiation and a reduction in the data acquisition time.
- ItemOpen AccessThe effects of augmented virtuality on presence, workload, and input performance(2018) Clarkson, Jacob; Blake, EdwinHead-Mounted Displays (HMDs) offer, more than any easily accessible technology that has come before, the sensation of presence – that feeling that you are “really there” in a virtual world. However, HMDs cut the wearer off from the real world, making even trivial interactions, such as having a drink or typing, difficult and frustrating. In the home context where these devices are most likely to be used, such interactions are commonplace, and in order to execute them, users have to remove the HMD (“peep”), breaking their sense of presence. How, then, can real-world interactions during HMD usage be facilitated such that presence is damaged as little as possible? Previous work indicates that Augmented Virtuality (AV), a technique that allows the wearer of an HMD to see through it when they need to, is a promising answer to this question. However, direct comparisons between AV and VR that thoroughly account for presence and workload are lacking. To corroborate previous findings, and to address some of the gaps in the current literature, we conducted a quantitative user experiment to compare our own implementation of AV to VR in terms of presence, workload, and typing performance. The experiment followed a betweengroups design with participants selected via pseudo-random convenience sampling of university students. To simulate the context of home usage – an extended immersive session that must occasionally be interrupted – we designed a mixed reality game that periodically required the player to interact with real-world objects before they could proceed. Participants in the experimental group played the game using our AV system to assist them in completing the required real-world tasks. Participants in the control group used pure VR to play the game and had to peep. This allowed us to directly compare AV to VR in terms of the levels of presence and workload experienced. These data were gathered using post-hoc self-report questionnaires. To measure and compare typing performance under various conditions, we created desktop, VR, and AV versions of a typing test that participants had to complete. We found that typing performance in AV was significantly better than in VR, but did not reach the levels achieved in baseline desktop conditions. While there was not a significant difference in the overall level of workload associated with using AV compared to VR, participants in the AV condition were able to interact successfully with the real world without having to remove the HMD, and reported being significantly less frustrated than those in the VR condition. Finally, AV users reported significantly higher levels of presence than those who used VR.
- ItemOpen AccessTowards communication and information access for deaf people(South African Computer Society, 2014) Blake, Edwin; Tucker, William; Glaser, MerylIn tightly circumscribed communication situations an interactive system resident on a mobile device can assist Deaf people with their communication and information needs. The Deaf users considered here use South African Sign Language and information is conveyed by a collection of pre-recorded video clips and images. The system was developed according to our method of community-based co-design. We present several stages of the development as a series of case studies and highlight our experience. The first stage involved ethnographically inspired methods such as cultural probes. In the next stage we co-designed a medical consultation system that was ultimately dropped for technical reasons. A smaller system was developed for pharmaceutical dispensing and successfully implemented and tested. It now awaits deployment in an actual pharmacy. We also developed a preliminary authoring tool to tackle the problem of content generation for interactive computer literacy training. We are also working on another medical health information tool. We intend that a generic authoring tool be able to generate mobile applications for all of these scenarios. These mobile applications bridge communication gaps for Deaf people via accessible and affordable assistive technology.