Mike Fraser

Mike Fraser
University of Bristol | UB · Department of Computer Science

BSc, PhD

About

111
Publications
17,938
Reads
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2,615
Citations
Additional affiliations
May 2004 - present
University of Bristol
October 1997 - May 2004
University of Nottingham
Education
January 1997 - December 2000
University of Nottingham
Field of study
  • HCI
October 1993 - June 1996
University of Nottingham
Field of study
  • Computer Science

Publications

Publications (111)
Article
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A key challenge associated with myoelectric prosthesis limbs is the acquisition of a good quality gesture intent signal from the residual anatomy of an amputee. In this study, the authors aim to overcome this limitation by observing the classification accuracy of the fusion of wearable electromyography (EMG) and near-infrared (NIR) to classify eigh...
Article
Full-text available
A key challenge associated with myoelectric prosthesis limbs is the acquisition of a good quality gesture intent signal from the residual anatomy of an amputee. In this study, the authors aim to overcome this limitation by observing the classification accuracy of the fusion of wearable electromyography (EMG) and near-infrared (NIR) to classify eigh...
Conference Paper
Full-text available
Exertion based video games have sought to encourage physical activity. In this paper we explore whether haptic intervention by the exertion game can encourage physical performance. Our system asks users to perform a series of repetitive strenuous tasks comparable to everyday exercise in a gym. Using Electrical Muscle Stimulation (EMS), we introduce...
Conference Paper
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Adaptive interfaces offer new opportunities to enhance motivation and intensity of physical exercise. We developed VeRitas, a physiologically controlled exergame in which the player's exertion influences their avatar's performance. Three adaptive interventions are identified, varying display immersion, the level of physical resistance, and the accu...
Conference Paper
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Haptic VR systems exert dynamically varying forces on virtually embodied users. VR approaches have always presented ergonomic challenges, but the emergence of adaptive haptics makes it increasingly difficult to maintain good posture. We look at the example of pushing a virtual shopping cart to explore relationships that exist between posture and ad...
Conference Paper
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In this paper we describe an exploratory study that incorporates the design, implementation and study of a system that utilises virtual reality, tangible interaction and force feedback. The approach we take is to design a VR system that incorporates a moveable tangible interface (wheelchair), which overlaps seamlessly with a 3d counterpart in the v...
Conference Paper
Gestures have become an important tool for natural interaction with computers and thus several wearables have been developed to detect hand gestures. However, many existing solutions are unsuitable for practical use due to low accuracy, high cost or poor ergonomics. We present SensIR, a bracelet that uses near-infrared sensing to infer hand gesture...
Conference Paper
Wearable devices for activity tracking and gesture recognition have expanded rapidly in recent years. One technique that has shown great potential for this is ultrasonic imaging [10][4]. This technique has been shown to have advantages over other techniques in accuracy, surface area, placement and importantly, continuous finger angle estimations. H...
Conference Paper
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Today, users are an integral part of charging their mobile and wearable computing devices, including smartphones, smartwatches, fitness trackers and music players. In this paper CoilMove is presented. CoilMove is an actuated wireless energy transfer system, envisaged as being embedded within a surface in a user's ambient environment, such as a floo...
Conference Paper
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Microwaves are a type of electromagnetic radiation that can pass through a variety of commonly found materials but partially reflect off human bodies. Microwaves are non-ionizing and at controlled levels do not pose a danger. A wave that is capable of passing through materials and image humans could have useful applications in human-computer-intera...
Conference Paper
Recent improvements in ultrasound imaging enable new opportunities for hand pose detection using wearable devices. Ultrasound imaging has remained under-explored in the HCI community despite being non-invasive, harmless and capable of imaging internal body parts, with applications including smart-watch interaction, prosthesis control and instrument...
Conference Paper
In this paper we present InstructiBlocks, a system for constructing ambiguously defined physical-digital models, with the role of supporting the task of early stage ideation and design space exploration. Construction blocks tagged with RFID chips allow digital labelling with the build instructions. As each label only gives partial information on ho...
Conference Paper
We investigate one-handed, same-side gestural interactions with wrist-worn devices. We contribute results of an elicitation study with 26 participants from various backgrounds to learn about gestures people would like to do when only able to interact using the arm on which they wear the device, e.g. while carrying something in the opposite hand. Ba...
Conference Paper
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We foresee a future where energy in our mobile devices can be shared and redistributed to suit our current task needs. Many of us are beginning to carry multiple mobile devices and we seek to re-evaluate the traditional view of a mobile device as only accepting energy. In our vision, we can leverage the energy stored in our devices to wirelessly di...
Conference Paper
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Wearable and smart devices are gaining in popularity, with many users now using multiple devices. Each of these devices requires individual charging and power maintenance. This paper proposes power sharing between multiple wearables to alleviate some of the burden of charging multiple devices. To achieve wearable and smart device power sharing, we...
Conference Paper
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Current devices have limited battery life, typically lasting less than one day. This can lead to situations where critical tasks, such as making an emergency phone call, are not possible. Other devices, supporting different functionality, may have sufficient battery life to enable this task. We present PowerShake; an exploration of power as a share...
Conference Paper
Practical wearable gesture tracking requires that sensors align with existing ergonomic device forms. We show that combining EMG and pressure data sensed only at the wrist can support accurate classification of hand gestures. A pilot study with unintended EMG electrode pressure variability led to exploration of the approach in greater depth. The EM...
Article
We present a detailed exploration of VideoHandles, a novel interaction technique to support rapid review of wearable video camera data by re-performing gestures as a search query. The availability of wearable video capture devices has led to a significant increase in activity logging across a range of domains. However, searching through and reviewi...
Article
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This paper presents the concept of Resonant Bits, an interaction technique for encouraging engaging, slow and skilful interaction with tangible, mobile and ubiquitous devices. The technique is based on the resonant excitation of harmonic oscillators and allows the exploration of a number of novel types of tangible interaction including: ideomotor c...
Conference Paper
We present VideoHandles, a novel interaction technique to support rapid review of wearable video camera data by re-performing gestures as a search query. The availability of wearable video capture devices has led to a significant increase in activity logging across a range of domains. However, searching through and reviewing footage for data curati...
Conference Paper
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Capturing data is a key part of archaeological practice, whether for preserving records or to aid interpretation. But the technologies used are complex and expensive, resulting in time-consuming processes associated with their use. These processes force a separation between ongoing interpretive work and capture. Through two field studies we elicit...
Article
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In recent years there has been a concerted effort to address many of the safety issues associated with physical human–robot interaction (pHRI). However, a number of challenges remain. For personal robots, and those intended to operate in unstructured environments, the problem of safety is compounded. In this paper we argue that traditional system d...
Conference Paper
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We introduce spatially-aware virtual workspaces for the mobile environment. The notion of virtual workspaces was initially conceived to alleviate mental workload in desktop environments with limited display real-estate. Using spatial properties of mobile devices, we translate this approach and illustrate that mobile virtual workspaces greatly impro...
Article
Mobile devices are increasingly providing novel ways for users to engage with the spaces around them. However, there are few systematic studies of enhancing spatial ability with mobile devices, and applications such as turn-by-turn navigation systems have even been associated with a decline in spatial skills. In this paper we present a study based...
Conference Paper
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In this paper we propose that the measurement of an audiences emotional response to the performance of a new musical instrument correlates with an expert judgment of liveness. An initial experiment has shown a strong positive correlation between the two, indicating that audiences who have a positive emotional response to a performance also consider...
Article
Emerging smartphones and other handheld devices are now being fitted with a set of new embedded technologies such as pico-projection. They are usually designed with the pico-projector embedded in the top of the device. Despite the potential of personal mobile projection to support new forms of interactivity such as augmented reality techniques, the...
Conference Paper
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An explosion in the availability of online records has led to surging interest in genealogy. In this paper we explore the present state of genealogical practice, with a particular focus on how the process of research is recorded and later accessed by other researchers. We then present our response, ChronoTape, a novel tangible interface for support...
Conference Paper
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Projector phones, handheld game consoles and many other mobile devices increasingly include more than one display, and therefore present a new breed of mobile Multi-Display Environments (MDEs) to users. Existing studies illustrate the effects of visual separation between displays in MDEs and suggest interaction techniques that mitigate these effect...
Conference Paper
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Co-verbal gestures, the spontaneous gestures that accompany human speech, form an integral part of human communications; they have been shown to have a variety of beneficial effects on listener behaviour. Therefore, we suggest that a humanoid robot, which aims to communicate effectively with human users, should gesture in a human-like way, and thus...
Conference Paper
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This paper presents a novel approach for designing robotic systems. The methodology aims to build on traditional functional hazard analysis, with the addition of processes aimed to improve the safety of autonomous personal robots. This will be achieved with the use of a safety protection system, developed during the hazard analysis stage. This prot...
Conference Paper
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Cooperative gestures are a key aspect of humanhuman pro-social interaction. Thus, it is reasonable to expect that endowing humanoid robots with the ability to use such gestures when interacting with humans would be useful. However, while people are used to responding to such gestures expressed by other humans, it is unclear how they might react to...
Article
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Emerging phone handsets include embedded projectors that will provide a widespread new form of display for mobile users. However, it is not clear how the handheld projector will be used alongside the existing phone screen. The current approach of many manufacturers is to place the projector in the top of the phone. This typically prevents users fro...
Article
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This paper presents a novel robot control architecture for use with personal robots, and argues its potential for improving the safety of these types of system, when compared to existing approaches. The proposed architecture design separates the control system into two distinct areas, one area responsible for safe operation and the other for coordi...
Conference Paper
Cooperative gestures are a key aspect of human-human pro-social interaction. Thus, it is reasonable to expect that endowing humanoid robots with the ability to use such gestures when interacting with humans would be useful. However, while people are used to responding to such gestures expressed by other humans, it is unclear how they might react to...
Conference Paper
In order for anthropomorphic robots to communicate with people in a human-like way they need to produce gestures along with speech. Beat gestures are a key category of gestures, accompanying emphasis and timing of talk. The standard approach for autonomously adding gestures to speech for artificial agents to perform, is to identify when gestures sh...
Conference Paper
The human sciences have demonstrated that gesture is a critical element of human communication. While existing graphical solutions are appropriate for virtual agents, solving arm trajectories for physically embodied robots requires that we consider the challenges of robot dynamics within a realtime gesture framework. We explore and evaluate a low c...
Conference Paper
Designing for embodied physical interaction is just as important at a coarse level of spatial navigation as in the minutiae of object exploration. We created interactive embedded interfaces called 'Navitiles' that can be suspended in a floor to support navigation of a building. Our design uses capacitance and RFID sensors to determine users' locati...
Article
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Introduction Citywide is the provisional title for a new mixed reality performance that will be experienced by people as they move around a physical city. Set within the backdrop of two cities, one real world and the other its virtual equivalent, the performance investigates ways in which people within the physical can become aware of, and then dra...
Conference Paper
Research has highlighted difficulties that individuals encounter in identifying haptic-only objects, i.e. objects with three dimensional surfaces which are only represented to users in the haptic modality. This paper investigates whether and how collaboration between distributed users supports identification processes. We present a qualitative stud...
Conference Paper
We describe a prototype mobile force-only feedback system called ‘Limbot’ constructed by placing a six degree-of-freedom force feedback system onto a two degree-of-freedom motorised platform. Existing mobile force-feedback platforms are typically designed to expand the virtual haptic workspace and support exploration of large haptic objects in the...
Conference Paper
Vehicular ad hoc networks (VANETs) are the relevant form of ubiquitous computing. Several protocols are being developed for V2R (vehicle to road side) and V2V (vehicle to vehicle) communication and the notion of intelligent vehicles is nurturing very rapidly. We have tested the existing WIFI protocol for V2V communication especially at high speed....
Conference Paper
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Location-aware systems have traditionally left mobility to the user through carrying, supporting and manipulating the device itself. This design choice has limited the scale and style of device to corresponding weight and form constraints. This paper presents a project introducing school children to location aware systems. We observed that it is ha...
Article
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This paper describes the process of trialing our first version of the MiMeG system, an e-social science tool designed to support 'distributed data sessions' in which social scientists conduct real-time, collaborative video analysis across remote sites. MiMeG provides a shared workspace in which remote participants can playback video, communicate vo...
Chapter
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We describe how a behind-the-scenes production crew managed participation in an on-line improvised dramatic performance in a shared virtual world that was broadcast to viewers. We introduce the approach of collaboratively improvising magic, where participants indirectly request interactions with objects through extended incantations, rather than ma...
Conference Paper
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Pauses in distributed groupware activity can indicate anything from technical latency through infrastructure failure to a participant's thoughtful contemplation. Unraveling these ambiguities highlights mismatches between unseen off-screen activities and on-screen cursor behaviors. In this paper we suggest that groupware systems have typically been...
Conference Paper
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Existing research on synchronous remote working in CSCW has highlighted the troubles that can arise because actions at one site are (partially) unavailable to re- mote colleagues. Such 'local action' is routinely characterised as a nuisance, a distrac- tion, subordinate and the like. This paper explores interconnections between 'local action' and '...
Conference Paper
While considerable technical ingenuity is being devoted to making the computer “disappear”, comparatively few research endeavours have concertedly explored the issues which arise when innovative artefacts are deployed in public settings. Innovations in “mixed reality”, “augmented reality” and “ubiquitous computing” tend to be confined to demonstrat...
Article
This paper explores the organisation of social interaction amongst participants ‘in’ Virtual Reality. Despite the wide-ranging sociological interest in ‘virtual’ technologies, there is rather little detailed sociological investigation of user experiences of the virtual technology par excellence, namely multi-user Virtual Reality. Interestingly the...
Article
The design of distributed systems to support collaboration among groups of scientists raises new networking challenges that grid middleware developers are addressing. This field of development work, ‘e-Science’, is increasingly recognising the critical need of understanding the ordinary day-to-day work of doing research to inform design. We have in...
Conference Paper
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This paper outlines the work of the UK National Centre for e-Social Science and its plans for facilitating the take-up of Grid infrastructure and tools within the social science research community. It describes the kinds of social science research challenges to which Grid technologies and tools have been applied, the contribution that NCeSS can mak...
Article
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Qualitative analyses may emerge over long periods of time, sometimes through re-inspection of old data in a new light, and sometimes over the course of changing research groups and projects. However, predicting which materials and markings might be useful to retain for future use is often a difficult and time-consuming job which typically in e-Scie...
Article
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The design of distributed infrastructures to support remote collaboration among groups of social scientists raises new computational and networking challenges that Grid developers are currently targeting. Beyond such technical goals, however, the e-Science programme as a whole is increasingly recognizing the critical need for a comprehensive unders...
Article
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Distributed scientific work is receiving widespread attention from computer science developers within the e-Science programme. With notable exceptions less attention has been paid to how, in practice, collaboration support across the grid might play out in everyday scientific and analytic work. Drawing on a specific thread of research in Computer-S...
Article
Interaction is increasingly a public affair, taking place in our theatres, galleries, museums, exhibitions and on the city streets. This raises a new design challenge for HCI -how should spectators experience a performer's interaction with a computer? We classify public interfaces (including examples from art, performance and exhibition design) acc...
Article
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Interaction is increasingly a public affair, taking place in our theatres, galleries, museums, exhibitions and on the city streets. This raises a new design challenge for HCI, questioning how a performer s interaction with a computer experienced is by spectators. We examine examples from art, performance and exhibition design, comparing them accord...
Article
We present a multi-agent framework to generate reports of players' activities within multi-player computer games. We describe an initial implementation of our framework as an extension to the Capture the Flag game within Unreal Tournament, and sketch future applications of this work including other genres of games, the emergence of games as a spect...
Article
Interactive exhibits are now commonplace in museum settings, providing 'edutainment' for visitors. However, many technologies co-exist uneasily with more traditional methods of display. In this paper we describe a design strategy for mixing realities in museum spaces. An approach is adopted for designing interactives which complement rather than re...
Conference Paper
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We introduce a multi-agent framework to generate reports of players' activities within multi-player computer games so that other players who are currently unable to participate can keep track of the activities of their colleagues. We describe an initial implementation of our framework as an extension to the Capture the Flag game within Unreal Tourn...
Conference Paper
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Delay is an unavoidable reality in collaborative environments. We propose an approach to dealing with delay in which 'decorators' are introduced into the interface. Decorators show the presence, magnitude and effects of delay so that participants can better understand its consequences and adopt their own natural coping strategies. Two experiments w...