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Papers
Here are some papers that I've (at least co-) authored.
If they're all mine then I'm sharing them here for free.
If they're not all mine I've got permission to share them here for free.
You are free to use them in your research or whatever you like.
If you have questions please feel free to contact me at contact@rhodso.com
The header for each paper is a link to that paper, and the abstract is below.
My ORCID: https://orcid.org/0000-0002-6955-7216
Presented at the 2024 BCS Human-Computer Interaction Conference
Abstract
Where immersive museum and digital heritage experiences exist, they are often only available for limited
project timespans and they do not generally connect to other similar experiences and artefacts, nor connect
to physical museums or heritage locations. This paper presents work in progress toward the design of
a prototype virtual interconnected curation space for improving the connectedness of different heritage
experiences and engagements with different cultural artefacts and histories. A ’vintage’ Mesopotamian
serious game is explored as an exemplar interaction and candidate engagement. Experience and usability
evaluations are identified and filtered to create a tractable assessment for participant testing that also aims
to estimate heritage engagement.
Presented at the 2023 BCS Human-Computer Interaction Conference
Abstract
This paper surveys twenty years of published works and implementations of virtual reality (VR), augmented
reality (AR) and 3D repositories relevant to ancient Mesopotamia. Results are sorted according to type,
relevance to cuneiform, evaluation, and availability. Of the eleven published works and five applications that
satisfied the inclusion criteria, only one involved immersive VR, seven were related to cuneiform, only two
were open source and there was little reporting of evaluation. The paper explores the design, development,
and evaluation challenges involved in the creation of immersive, educational, and engaging 3D, AR, and VR
experiences and looks ahead to future opportunities such as AI-assisted content generation.
Presented at the 2022 BCS Human-Computer Interaction Conference
Abstract
This paper summarises a programme of research motivated by the challenge of achieving engaging 3D
virtual experiences for small heritage artefacts, the sorts of artefacts that mare difficult to display and may
be easily overlooked in museum settings. The challenges are i) a lack of easy-to-use, low-cost solutions
for acquiring all around, textured 3D models of small form-factor objects and ii) the inherent challenge of
achieving engaging and connected virtual experiences for artefacts that are not visibly striking.
The paper summarises the research challenges and outlines the research case study - a virtual reality
experience for ‘cuneiform tablets’, ancient written records impressed on handheld clay ‘tablets’.
Presented at the 2022 BCS Human-Computer Interaction Conference Interaction Gallery
Abstract
This paper accompanies an Interactions Gallery exhibit of interfaces to 3D artefacts at the 2022 BCS Human-
Computer Interaction (HCI) Conference. The exhibit introduces cuneiform, humankind’s earliest writing,
showing visitors how the cuneiform script evolved over millennia and how web-based 3D viewer interfaces
for cuneiform artefacts have evolved much more recently from a progenitor originally demonstrated five
years ago at the 2017 BCS HCI Conference Interactions Gallery. Visitors to the exhibit will also see how the
3D viewer interface has been adapted for different purposes and how it continues to evolve in functionality.
Presented at the 2021 BCS Human-Computer Interaction Conference
Abstract
In this paper we reflect on the interplay and the disconnects between real and virtual heritage
experiences, and the fragmented nature of digital experiences. We consider the important
engagement potential that virtual interactions bring to small less visible artefacts, like clay cuneiform
tablets, and, with case study examples, we imagine museums of the future where engagements
unite, blend and reinforce rich heritage experiences.
Presented at the EuroMed 2020 Conference
Abstract
This paper presents an Augmented Reality (AR) project for the curation of virtual museum
‘takeouts’ and DIY exhibitions. The project’s outputs include novel AR app technology
demonstrators to support co-design with museum users and stakeholders - the goal being to
create useful and easy-to-use AR apps for scholars, citizen scientists and the interested public.
The apps were designed for users to create, display, animate and interact with exhibitions of
selected 3D artefacts that could, for example, reflect academic specialisms for sharing with
fellow researchers, support curators in exhibition planning or enable friends and students to
share eclectic favourites from museum visits. The overarching project ambition was to create AR
apps to support research, engagement and education, and to enable interactive and personalized
visualizations of individual artefacts as well as reconstructed forms. As presented in the paper,
these forms are exemplified in the AR apps with 3D models of a cuneiform envelope and its tablet
contents, viewable either as i) separate artefacts or ii) in their reconstructed enveloped form, with
the AR apps enabling animated opening and ‘X-ray views’ of the contents within. In this way, the
apps can enable users to visualize individual objects and reconstructions that could, for example,
incorporate artefacts held in different museums.
PhD Literature Review
Abstract
This review surveys the literature relevant to open source VR development. It encompasses
both software and hardware requirements and observes the lack of easy to follow guides for
creating open source VR applications.
The review also encompasses a brief history of VR hardware, relevant literature for VR
usage in Education and Digital Heritage, and closes with a review of VR immersion.
My Undergraduate Dissertation
Abstract
In this paper, the creation of a functional prototype system called the Road
Hazard Proximity Alert system is discussed. This system allows users to
report road hazards using a smartphone app, which communicates with a
SQLite database. This means that hazards can be reported to other users that
are driving, so they know to avoid the area or be more cautious.