Boriana Koleva

Boriana Koleva
University of Nottingham | Notts · School of Computer Science

PhD

About

98
Publications
26,030
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Introduction
Skills and Expertise

Publications

Publications (98)
Article
Hybrid gifting combines physical artefacts and experiences with digital interactivity to generate new kinds of gifts. Our review details how gifting is a complex social phenomenon and how digital gifting is less engaging than physical gifting for both givers and receivers. Employing a Research Through Design approach, we developed a portfolio of fo...
Preprint
Full-text available
As the Internet of Things continues to take hold in the commercial world, the teams designing these new technologies are constantly evolving and turning their hand to uncharted territory. This is especially key within the field of secondary service design as businesses attempt to utilize and find value in the sensor data being produced by connected...
Article
Full-text available
The domestic environment is a key area for the design and deployment of autonomous systems. Yet research indicates their adoption is already being hampered by a variety of critical issues including trust, privacy and security. This paper explores how potential users relate to the concept of autonomous systems in the home and elaborates further poin...
Conference Paper
Full-text available
Research indicates that personal adoption of emerging ubicomp technologies is being notoriously hampered by a variety of critical issues including trust, privacy and security. Issues such as these cannot be studied and understood by evaluating computer systems in isolation, but rather by taking a 'big picture' approach and examining their synergy w...
Data
Video showcase to be presented at the 2019 CHI Conference on Human Factors in Computing Systems, Glasgow UK. Also available at https://vimeo.com/316738022
Conference Paper
We propose a novel approach, which involves visitors physically manipulating visual representations of artefacts and scanning with their mobile phone different groups or sequences of items in order to reveal digital information about their relationships. To explore this interaction mechanism we collaborated with a museum to develop an interactive p...
Preprint
Full-text available
The domestic environment is a key area for the design and deployment of autonomous systems. Yet research indicates their adoption is already being hampered by a variety of critical issues including trust, privacy and security. This paper explores how potential users relate to the concept of autonomous systems in the home and elaborates further poin...
Conference Paper
Full-text available
The activity of cinema-going constantly evolves and gradually integrates the use of digital data and platforms to become more engaging for the audiences. Combining methods from the fields of Human Computer Interaction and Film Studies, we conducted two workshops seeking to understand cinema audiences’ digital practices and explore how the contempor...
Conference Paper
Full-text available
Visual markers, in particular QR codes, have become widely adopted in museums to enable low cost interactive applications. However, visitors often do not engage with them. In this paper we explore the application of visual makers that can be designed to be meaningful and that can be created by visitors themselves. We study both the use of these mar...
Article
This article discusses the potential of using Participatory Design methods in Digital Musical Instrument design for users with complex disabilities. The article follows a study of real world interactions in an existing music technology project for users with complex disabilities. During this project a gesture-based technology probe was deployed to...
Conference Paper
We explore how the convergence of the digital and physical into hybrid products leads to new possibilities for customization. We report on a technology probe, a hybrid advent calendar with both paper form and digital layers of content, both of which were designed to be customizable. We reveal how over two hundred active users adapted its physical a...
Article
Full-text available
Authoring location-based experiences involving multiple participants, collaborating or competing in both indoor and outdoor mixed realities, is extremely complex and bound to serious technical challenges. In this work, we present the first results of the MAGELLAN European project and how these greatly simplify this creative process using novel auth...
Article
2017 ACM. everyday artefacts. This involves adorning them with decorative patterns that enhance their beauty while triggering digital interactions when scanned with cameras. These are realized using an existing augmented reality technique that embeds computer readable codes into the topological structures of hand-drawn patterns. We describe a resea...
Conference Paper
Musical interactions have the potential to increase emotional well-being, self-confidence and self-motivation. However, the ability to actively participate in creative activities involving music performance has so far been difficult for users with complex disabilities. This paper discusses placing a technology probe, using gesture based musical con...
Conference Paper
As locative media and augmented reality spread into the everyday world so it becomes important to create aesthetic visual markers at scale. We explore a designer-centred approach in which skilled designers handcraft seed designs that are automatically recombined to create many markers as subtle variants of a common theme. First, we extend the d-tou...
Conference Paper
A myriad of digital files such as digital photos, music tracks, and illustration images are exchanged through digital devices. Some are intentionally given as a gift for a gesture of good relationship, but they often get dismissed from the receiver’s attention due to many drawbacks of digital materials including intangibility. Gifts are realized in...
Conference Paper
Full-text available
A myriad of digital artifacts are routinely exchanged online. While previous studies suggest that these are sometimes considered to be gifts, CSCW has largely overlooked explicit digital gifting where people deliberately choose to give digital media as gifts. We present an interview study that systematically analyzes the nature of digital gifting i...
Article
We explore the crafting of interactive decoration for everyday artefacts. This involves adorning them with decorative patterns that enhance their beauty while triggering digital interactions when scanned with cameras. These are realised using an existing augmented reality technique that embeds computer readable codes into the topological structures...
Conference Paper
Full-text available
This paper discusses the creative practice of independents and individuals and their requirements for tools to author location-based experiences (LBE), including location-based games (LBG). The work describes and presents initial findings from a questionnaire study and a workshop. Both studies focused upon the working practices of individuals and s...
Conference Paper
We present a research-through-design exploration of transforming large-scale public illustrations into interactive media. We collaborated with creative practitioners to extend an existing visual marker technology to support spatial and layered interaction with wall-sized images. We document how these techniques were used to design interactive illus...
Article
Full-text available
This paper presents an observational study of eight families engaging with a bespoke tablet experience produced for a space science centre. It documents the various ways in which family members orientate themselves to the usage of technology in this environment, with a particular focus on the work done to manage the tablet and facilitate the engage...
Conference Paper
Visiting museums as part of a group poses the challenge of managing engagement with exhibits while preserving group cohesion. We respond to this by reconfiguring the social dynamic of visiting with an experience designed specifically for groups, that invites the group members themselves to design and ‘gift’ interpretations to one another. We presen...
Article
We present a research-through-design exploration of transforming large-scale public illustrations into interactive media. We collaborated with creative practitioners to extend an existing visual marker technology to support spatial and layered interaction with wall-sized images. We document how these techniques were used to design interactive illus...
Conference Paper
Full-text available
This paper addresses a paucity in the literature of studies of actual game development. It presents the initial findings from a questionnaire addressed to game development companies together with an ethnographic case study that drills into how resources are actually used and how the workflow and coordination are actually accomplished. It finds a nu...
Conference Paper
The designers of mobile guides for museums and galleries are increasingly concerned with delivering rich interpretation that can be personalized to meet the diverse needs of individual visitors. However, increased personalization can mean that the sociality of museum visits is overlooked. We present a new approach to resolving the tension between t...
Conference Paper
Full-text available
This paper introduces FugaciousFilm, a soap film based touch display, as a platform for Attentive Interaction that encourages the user to be highly focused throughout the use of the interface. Previous work on ephemeral user interfaces has primarily focused on the development of ambient and peripheral displays. In contrast, FugaciousFilm is an ephe...
Conference Paper
Full-text available
Authoring location-based experiences involving multiple participants, collaborating or competing in both indoor and outdoor mixed realities, is extremely complex and bound to serious technical challenges. In this work, we present the first results of the MAGELLAN European project and how these greatly simplify this creative process using novel auth...
Conference Paper
The designers of mobile museum guides are increasingly interested in facilitating rich interpretations of a collection’s exhibits that can be personalised to meet the needs of a diverse range of individual visitors. It is commonplace to visit these settings in small groups, with friends or family. This sociality of a visit can significantly affect...
Conference Paper
The designers of mobile guides for museums and galleries face three major challenges: fostering rich interpretation, delivering deep personalization, and enabling a coherent social visit. We propose an approach to tackling all three simultaneously by inviting visitors to design an interpretation that is specifically tailored for a friend or loved o...
Chapter
Full-text available
The CHESS project has been working with Cité de l’espace, a space technology centre, to explore the use of tablets and mobile phones to deliver visitor experiences that integrate across multiple experiences. In this paper, we articulate three key challenges present at Cité, describe a prototype experience developed by CHESS, and present a set of ob...
Article
Full-text available
We explore the approach of performance-led research in the wild in which artists drive the creation of novel performances with the support of HCI researchers that are then deployed and studied at public performance in cultural settings such as galleries, festivals and on the city streets. We motivate the approach and then describe how it consists o...
Article
We apply the HCI concept of trajectories to the design of a sculpture trail. We crafted a trajectory through each sculpture, combining textual and audio instructions to drive directed viewing, movement and touching while listening to accompanying music. We designed key transitions along the way to oscillate between moments of social interaction and...
Conference Paper
We explore the idea of making aesthetic decorative patterns that contain multiple visual codes. We chart an iterative collaboration with ceramic designers and a restaurant to refine a recognition technology to work reliably on ceramics, produce a pattern book of designs, and prototype sets of tableware and a mobile app to enhance a dining experienc...
Article
An ethnographic study reveals how professional artists created a spectator interface for the interactive game Day of the Figurines, designing the size, shape, height and materials of two tabletop interfaces before carefully arranging them in a local setting. We also show how participants experienced this interface. We consider how the artists worke...
Article
Full-text available
An ethnographic study reveals how professional artists created a spectator interface for the interactive game Day of the Figurines, designing the size, shape, height and materials of two tabletop interfaces before carefully arranging them in a local setting. We also show how participants experienced this interface. We consider how the artists worke...
Conference Paper
Full-text available
A long-term naturalistic study reveals how artists designed, visitors experienced, and curators and technicians maintained a public interactive artwork over a four year period. The work consisted of a collaborative augmented reality game that ran across eleven networked displays (screens and footpads) that were deployed along a winding ramp in a pu...
Article
Experiences in pervasive computing environments often rely on estimates of the location and/or behaviour of participants to tailor interaction and/or content to the particular user context. In this paper, we present a novel computer vision method for the indirect monitoring of user position and behaviour. The technique classifies activities based o...
Conference Paper
Full-text available
The novel experience Anywhere allowed participants to explore an urban area, tying together information not normally available, new points of views and interaction embedded into physical places. Guided by 'unseen', on-the-street performers in an ongoing conversation maintained over mobile phones, they gained access to locative media and staged perf...
Conference Paper
Full-text available
The idea of interactional trajectories through interfaces has emerged as a sensitizing concept from recent studies of tangible interfaces and interaction in museums and galleries. We put this concept to work as a lens to reflect on published studies of complex user experiences that extend over space and time and involve multiple roles and interface...
Conference Paper
Full-text available
This paper presents the evolution of a tool to support the rapid prototyping of hybrid museum experiences by domain professionals. The developed tool uses visual markers to associate digital resources with physical artefacts. We present the iterative development of the tool through a user centred design process and demonstrate its use by domain exp...
Conference Paper
Full-text available
This paper charts the distinctive challenges of designing mobile experiences for cyclists and presents two studies of mobile cycle- based experiences: one a heritage tour; the other an exploration of a city at dusk involving recording and listening to personal stories. 7RXQGHUVWDQGWKHF\FOLVWV∂�H(SHULHQFHVTXHVWLRQQDLUHV��LQWHUYL HZV� and observation...
Conference Paper
Full-text available
Previous research has proposed that authoring tools for location- aware mobile experiences should be extended to reveal the usually hidden ubiquitous computing infrastructure to designers so that they can take account of its characteristics when placing digital content. This paper explores this idea in practice, describing how a suite of such autho...
Article
There is an asymmetry in many tangible interfaces: while physical objects can be used to manipulate digital information, the reverse is often not possible—the digital world cannot push back. We introduce a new push-back tangible technology, a pin-board that physically ejects paper documents. This is realized by extending the Pin&Play technology to...
Conference Paper
Between the dazzle of a new building and its eventual corpse ...[lies the] unappreciated, undocumented, awkward-seeming time when it was alive to evolution ...those are the best years, the time when the building can engage us at our own level of complexity. Researchers have recently drawn on the work of the architectural historian Stewart Brand (Br...
Article
Full-text available
In this paper we explore the iterative design of the Augurscope, a mobile mixed reality device for open-air museum experiences. It allows a 3D virtual environment to be viewed as if overlaid on an outdoor physical environment. While exploring a heritage site, groups of visitors can experience simulated scenes from the past from a dynamic user-contr...
Conference Paper
Full-text available
Mixed Reality Architecture (MRA) supports distributed teams in their everyday work activities by linking multiple physical spaces across a shared three-dimensional virtual world. User configurable audio-visual connections give the inhabitants of MRA full control over whom they want to be in contact with and when they make themselves available, as w...
Conference Paper
Full-text available
The most common approach to creating interactive narrative involves interactive experiences which take place within the constraints of a previously constructed story. In this paper we explore an alternative approach in which participants in a virtual world, e.g., a game, simulation or large online commu- nity improvise events. These events form the...
Article
Full-text available
Movements of interfaces can be analyzed in terms of whether they are expected, sensed, and desired. Expected movements are those that users naturally perform; sensed are those that can be measured by a computer; and desired movements are those that are required by a given application. We show how a systematic comparison of expected, sensed, and des...
Conference Paper
Full-text available
There is an asymmetry in many tangible interfaces: while phicons can be used to manipulate digital information, the reverse is often not possible - the digital world cannot push back. We describe a tangible pin-board that pushes back by physically ejecting paper documents when they are digitally deleted. This is realized using pouts, addressable pi...
Conference Paper
Full-text available
We present our approach to the design of two generations of outdoors device that enable visitors to view 3D historical reconstructions when exploring present day sites. Reacting to problems revealed through public trials with our first prototype, we describe how we followed a ’physical form inwards’ approach for the design of our second prototype –...
Conference Paper
Full-text available
This paper presents the development of a lightweight component model that allows user to manage the introduction and arrangement of new interactive services and devices in the home. Interaction techniques developed through user- participation enable household members - rather than designers - to configure and reconfigure interactive devices and ser...
Conference Paper
Full-text available
This paper presents the development of a lightweight component model that allows user to manage the introduction and arrangement of new interactive services and devices in the home. The model is responsive to ethnographic studies of the interplay between the Space-plan or interior layout and Stuff or artefacts placed within the fabric of the home....
Conference Paper
Full-text available
This paper presents the development of a user-oriented framework to support the user reconfiguration of ubiquitous domestic environments. We pre- sent a lightweight component model that allows a range of devices to be readily interconnected and an editor to support users in doing this. The editor discovers available ubiquitous components and presen...
Conference Paper
Full-text available
This paper extends our understanding of tangible user interfaces (TUIs) by considering the different ways in which physical and digital objects can be computationally coupled. It proposes a framework based around the degree of coherence between physical and digital objects. Links between physical and digital objects are described in terms of a set...
Conference Paper
Full-text available
The motivation for this project was to find a way to give engineers, and the community affected by Civil Engineering work, information that is often difficult to visualise via computer screens, 2D plans or even scale models. We developed a Digital Scale Model using the existing expertise at the University of Nottingham on Space Geodesy and Mixed Re...
Article
Full-text available
Movements of interfaces can be analysed in terms of whether they are sensible, sensable and desirable. Sensible movements are those that users naturally perform; sensable are those that can be measured by a computer; and desirable movements are those that are required by a given application. We show how a systematic comparison of sensible, sensable...
Article
Full-text available
Mixed Reality Architecture (MRA) dynamically links and overlays physical and virtual spaces. This paper investigates the topology of and the relationships between the components of MRA. As a phenomenon, MRA takes its place in a long history of technologies that have influenced conditions for social interaction as well as the environment we build ar...