Rod Mccall

Rod Mccall
Luxembourg Institute of Science and Technology (LIST) | LIST · IT for Innovation in Services

BSc (Hons), MSc, PhD

About

93
Publications
34,666
Reads
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1,381
Citations
Introduction
I am a Lead Researcher at The Luxembourg Institute of Science and Technology. My main focuses are autonomous vehicles, mixed and virtual realities and behaviour change (persuasive) technologies. Although originally from a classic HCI background I am migrating more and more towards applying HCI concepts within the environmental, security and automotive domains. To date I have attracted around €4.5m in grants mainly from the EU, FNR and industry.

Publications

Publications (93)
Article
Full-text available
Designing Augmented Reality location aware games requires an understanding of how form and content issues impact on presence. A study of 60 players was conducted using questionnaires, video analysis and interviews. The results indicate that content including: moral dilemmas, strong narratives, using real locations effectively and applying simple ph...
Conference Paper
Full-text available
The growing popularity of augmented reality (AR) games in both a research and more recently commercial context has led for a need to take a closer look at design related issues which impact on player experience. While issues relating to this area have been considered, to date most of the emphasis has been on the technology aspects. Furthermore it i...
Conference Paper
Full-text available
We present a novel technique implementing barehanded interaction with virtual 3D content by employing a time-of-flight camera. The system improves on existing 3D multi-touch systems by working regardless of lighting conditions and supplying a working volume large enough for multiple users. Previous systems were limited either by environmental requi...
Conference Paper
This paper proposes a taxonomy of autonomous vehicle handover situations with a particular emphasis on situational awareness. It focuses on a number of research challenges such as: legal responsibility, the situational awareness level of the driver and the vehicle, the knowledge the vehicle must have of the driver's driving skills as well as the in...
Conference Paper
Full-text available
The Driver Diaries are a mobility behaviour logging methodology, consisting of an online survey, a mobile application and focus group interviews. They are used to collect data about mobility behaviour, routines and motivations of commuters in Luxembourg. The paper focuses on design and development of the Driver Diaries and it explores the use of th...
Conference Paper
In light of recent incidents, it has become increasingly relevant to determine who is responsible in case of accidents involving automated vehicles. In this paper, we investigate the question of liability in automated vehicles of SAE levels 3 and above. We claim that there is a mismatch between current liability practices, where a designated driver...
Conference Paper
This paper presents an overview of a driving simulation platform, which is designed to let users to participate in a study over a longer period of time and in their own home. A small scale study of the platform is presented and an overview of the experiences in running such studies is summarised.
Conference Paper
Full-text available
This workshop addresses key trust-related issues in the context of automated driving and aims at establishing a common ground for future research. Building on the outcome of the previous workshop at AutoUI 2017, three main aspects are targeted within interactive sessions: (1) Formulation of a comprehensive set of definitions for trust in automated...
Article
This paper provides a taxonomy of different forms of autonomous vehicle handover situations. It covers scheduled, emergency and non-emergency handovers and it differentiates between system and driver initiated handovers. The purpose is to examine how the system and driver are responsible for different stages in the transition timeline, i.e., first...
Conference Paper
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This paper describes a collaborative digital storytelling environment for the navigation and visualization of location-based historical information. The environment combines several technologies including data mining, information visualisation and augmented reality. A number of challenges are involved in this context, such as selection from large v...
Article
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The Locale project proposes a vision of location-aware digital storytelling empowered by a combination of technologies including data mining, information visualisation and augmented reality. The approach is tested through pilot contributors who share their experiences, stories and testimonies of Luxembourg since the end of World War II.
Conference Paper
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This workshop intends to address contemporary issues surrounding trust in technology in the challenging and constantly changing context of automated vehicles. In particular, this workshop focuses on two main aspects: (1) appropriate definitions of trust and associated concepts for the automated driving context, especially regarding trust calibratio...
Conference Paper
Designing safe and effective systems for control transitions between human and vehicle is a difficult task, due to increased reaction times and potentially inattentive drivers. In order to respond to these difficulties, this paper presents an overview of interaction solutions for control transitions between manual and autonomous driving modes. The...
Conference Paper
In aviation, pilots interact with autopilots almost on a daily basis. With semi-autonomous vehicles, this is not yet the case. In our work, we aimed at finding out what we can learn from pilots' current experiences for the domain of autonomous driving and what implications can be derived. We conducted three in-depth interviews with pilots to invest...
Conference Paper
Full-text available
The rise of autonomous and fully autonomous vehicles requires a closer examination of how people will interact with them. In this workshop, we especially address two areas: (1) What can we learn from mobile HCI for the interaction design between human drivers and the autonomous vehicle? (2) What opportunities for mobile HCI arise due to new freedom...
Conference Paper
This paper describes a collaborative digital story telling environment which uses a tablet, an augmented reality visor and an advanced data mining back-end system. This paper primarily focuses on collaboration as a method of designing new stories (from new or existing contents), sharing the experiences and improving sense of presence, flow and plac...
Chapter
This chapter presents a set of ethical concepts and related guidelines starting from a historical review perspective leading through to present day work on computer ethics, privacy, and trust. The review forms a basis for a discussion on ethics within serious games including related types such as persuasive games, gamification, and pervasive games....
Article
This study is assessing the sensitivity of an affordable BCI device in the context of driver distraction in both low-fidelity simulator and real-world driving environments. Twenty-three participants performed a car following task while using a smartphone application involving a range of generic smartphone widgets. On the first hand, the results dem...
Conference Paper
This workshop will focus on the problem of occupant and vehicle situational awareness with respect to automated vehicles when the driver must take over control. It will explore the future of fully automated and mixed traffic situations where vehicles are assumed to be operating at level 3 or above. In this case, all critical driving functions will...
Conference Paper
In the scope of autonomous driving, the question arises if the increased use of automated systems will have an impact on driver's skills in handling the car in the long term. In order to gain more insights on the issue of driver deskilling and how it relates to driving experience and time intervals of non-driving, we conducted an online survey (n=7...
Conference Paper
We present a framework for location-aware digital storytelling with associated tools and techniques to highlight the connection of different stories. The framework is being implemented in a collaborative editing platform that involves a variety of pilot users, sharing their stories about periods and places selected for their relevance to contempora...
Article
Innovative in-car applications provided on smartphones can deliver real-time alternative mobility choices and subsequently generate visual-manual demand. Prior studies have found that multi-touch gestures such as kinetic scrolling are problematic in this respect. In this study we evaluate three prototype tasks which can be found in common mobile in...
Working Paper
This chapter presents a set of ethical concepts and related guidelines starting from a historical review perspective leading through to present day work on computer ethics, privacy, and trust. The review forms a basis for a discussion on ethics within serious games including related types such as persuasive games, gamification, and pervasive games....
Conference Paper
Full-text available
In this paper, we describe a road traffic behaviour and mobility case study that was implemented in June 2015 in the congested city of Luxembourg. We explain the development and deployment of the Gamified mobile application Commutastic that offers users incentives to undertake after work activities. With Commutastic we try to persuade users to chan...
Conference Paper
In the future autonomous vehicles will drive on our roads. It is unlikely that we will immediately move from manual to fully autonomous vehicles, instead the mix will change over time and include a large number of semi-autonomous vehicles. As a result human drivers will need to take over in specific situations (e.g., when sensors fail) and there wi...
Conference Paper
Full-text available
Two methods of object position and movement estimation in relation to the user of smart glasses were investigated. An active infrared and ultrasonic methods of the obstacle detection were presented and compared. Application of these methods depend on active transducers type (physical medium used), geometry and surface properties of detected objects...
Conference Paper
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This paper presents a comparative pilot usability study of Dasher and an on-screen keyboard on a head-mounted display. Interaction logging data was captured along with subjective responses (via the SUS questionnaire). The results indicate that there is a strong need to develop text entry systems for smart glasses rather to simply adopt those that a...
Conference Paper
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Early research on head-worn computers (HWCs) has focused on hardware and specific applications. However, there is little research about the everyday usage of head-worn computers in particular aspects such as: context of use, social acceptance across different activities, audiences and interaction techniques. This paper provides insights into the us...
Conference Paper
Full-text available
Autonomous vehicles have gained attention recently since research organizations and companies have presented (semi-) autonomous vehicles driving in public traffic. This workshop covers the crossover between driving/riding in (semi-) autonomous vehicles and user experience (UX) research. The focus lies in an in-depth discussion on challenges and pot...
Article
Full-text available
ABSTRACT This paper ,examines ,the ,effect that changing ,arena ,(i.e. an immersive ,CAVE or head mounted,display) and adding,an augmented,barrier has on the sense,of place and,presence intwo photo-realistic virtual environments. Twenty eight subjects (17 male, 11 female) mainly,undergraduate ,students ,or staff took part. The paper ,summarises ,tw...
Article
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This chapter describes an approach to the development of virtual representations of real places. The work was funded under the European Unionand#x2019;s and#x20AC;20 m Future and Emerging Technologies theme of the 5th Framework Programme, “Presence”. The aim of the project, called BENOGO, was to develop a novel technology based on real-time image-b...
Chapter
Full-text available
This chapter explores a novel methodology used to develop gamified mobility applications for a heavily congested European city. The methodology consists of three elements: a metaphorical traffic game, a complex and comprehensive mobility logging approach and two focus groups. The daily commute is explained as part of a real life traffic game that c...
Conference Paper
Full-text available
This work-in-progress paper presents a study of interaction techniques for mobile devices, with a focus on gaming scenarios. We introduce and explore usability and performance aspects of a novel compass-based control for tangible around-device interaction, and compare it with traditional mobile gaming controls, such as touchscreen thumbstick, swipi...
Conference Paper
Full-text available
There is currently a distinct lack of design consideration associated with autonomous vehicles and their impact on human factors. Research has yet to consider fully the impact felt by the driver when he/she is no longer in control of the vehicle [12]. We propose that spatialised auditory feedback could be used to enhance driver awareness to the int...
Conference Paper
Full-text available
Autonomous Driving has gained attention from academia and industry over the last decades. Research organizations and companies have developed (semi-) autonomous vehicles and first in-situ studies have been conducted. This workshop follows last year's first AUI workshop on user experience (UX) and autonomous driving (AD). We would like to widen the...
Conference Paper
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In this paper we present the DriveLab IVIS testing platform which allows for the same experiments to be conducted both under simulator and real car conditions. Other key aspects of DriveLab is that it is highly modular (therefore allowing the exchange or integration of different components) and that it supports more than one driver. For example we...
Conference Paper
Based upon the core concept of the LiveCity Project we focus on the specific City Cultural Experiences v2v Pilot, designed to allow for visitors at two defined locations to interact with one another in a joint experience and to get educational/entertainment benefits, originating directly from the museum content delivery. We discuss a set of semi-pe...
Conference Paper
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This workshop addresses two strong fields within the Mobile HCI community: games & entertainment and transportation user interfaces. Using transportation technology (e.g., a car, plane, or traveling in public transportation) can be frustrating due to crowded streets, delays, and other travelers. Frustration may lead to aggression and negative exper...
Conference Paper
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This paper presents a work in progress focused on facilitation of cross-cultural awareness between citizens of two European cities. We aim to engage visitors of telecom museums in Athens and Luxembourg to learn more about both cities by means of collaborative games played on multitouch tables. We also explore how live video-to-video streaming influ...
Conference Paper
This workshop deals with the potential that entertainment systems and games hold for the transportation context. Travelling by car, bus, plane or by foot can be frustrating and full of negative experiences, but also holds great potential for innovative entertainment application. New off the shelf technology offers great potential beyond old-fashion...
Article
In this paper the authors explain the use of gamification as a way to optimize mobility patterns within a heavily congested European City. They explore this from two perspectives, first by outlining a gaming concept and secondly by explaining how the use of a mobility game that took place in two locations can be used to explore incentives and desig...
Conference Paper
Full-text available
The following paper presents a review of the ethical, privacy and trust aspects relating to pervasive gaming in particular within the domain of traffic congestion. The paper deals explicitly with the challenges involved that fall between the gaps standard ethical practice and scientific research when studies comprise of those in the lab (where coll...
Conference Paper
The workshop will explore the core challenges associated with the increasing use of serious gaming in particular those systems that seek to persuade users to alter their behavior. The workshop will focus on three main areas: data privacy, trustworthiness and usability. The workshop particularly welcomes submissions from people who seek to bridge th...
Conference Paper
Full-text available
In this paper we provide an overview of the I-GEAR (incentives and gaming environments for automobile routing) project that is intended to reduce traffic congestion in Luxembourg through the use of persuasive gaming. In order to illustrate some of the issues involved we also present an outline concept of a live game in which we propose to encourage...
Conference Paper
Full-text available
This paper presents the findings from an observational field study conducted with 8 car drivers. The study attempted to create a taxonomy of sounds that present information to people whilst driving. We also aimed to determine whether participants noticed these sounds as they occurred and whether they paid attention to them. Furthermore, we asked th...
Article
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Presence is usually assessed via a variety of subjective and objective measures. However, constraints often result in subjective measurements using questionnaires as a key method of data collection. In this paper we present a study of 44 participants of a collaborative augmented reality game known as TimeWarp which used both subjective and objectiv...
Conference Paper
Full-text available
In this paper we present a novel concept that deals specifically with changing driver behaviour in order to reduce traffic congestion. The project I-GEAR (incentives and gaming environments for automobile routing) aims to understand the motivations that drivers have while undertaking the daily commute and then to provide them with a range of incent...
Article
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This paper presents an architecture and partially built simulation platform which is designed to offer a flexible open ended approach for conducting laboratory experiments. The emphasis is on supporting multiple drivers and the ability to swap in and out different software components and devices.
Article
During the last 10 years, numerous mixed-reality game prototypes have been built and studied. This paper is a game studies attempt at understanding the findings of that research. First, this paper will look into the paradigm of pervasive mixed-reality ...
Article
Full-text available
Location-aware augmented reality games provide players with a rich and potentially unlimited range of interaction possibilities. In this paper, a study is described which uses a number of measurement techniques including questionnaires, direct observation, semi-structured interviews and video analysis to measure player’s sense of presence. The pape...
Conference Paper
In this paper we present a user study comparing four different mobile Augemented Reality (AR) interfaces. The focus of the study was on the usability of the devices, with respect to the unique nature of AR experiences, especially in the context of MR games, namely: the user usually needs at least one free hand; the interface might be used outside,...
Article
Full-text available
Previous paradigms for presence research were primarily established in the context of virtual reality (VR). The objective of this paper is to introduce a new agenda for research on presence suitable for the domain of mixed reality (MR). While established assumptions and methods of presence research from VR are applicable to MR experiences, we argue...
Article
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Mixed and augmented reality can enhance our experience of cities, allowing people to enter different time periods and take part in the ur-ban design process. Metropolitan settings provide us with a rich and diverse range of opportunities, which can be enhanced or brought to life with mixed and augmented reality technologies. One effort fo-cusing on...
Article
Current work on navigation in electronic worlds is based on the assumption that geographic and electronic worlds are similar enough to make it possible to use results from work on environmental psychology and related areas in the design of electronic information spaces. The present paper is an attempt to analyze the underlying assumptions behind th...
Conference Paper
Full-text available
In this paper we present a pervasive outdoor mixed reality edutainment game for exploring the history of a city in the spatial and the temporal dimension, which will closely couple the real environment with the virtual content. The game provides a new and unique user experience, which links rich interactive content to time and places. We introduce...
Article
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This pa per presents an overview of a study of 24 people who used an augmented reality game called TimeWarp. The paper initially discusses the game and evaluation methods chosen, it then explores emerging issues from the evaluation which are applicable to other au gmented reality games and how existing user testing methods require further improveme...
Conference Paper
Full-text available
ABSTRACT Mobile location-aware applications have ,become ,quite popular across a range,of new,areas such as pervasive,games,and mobile edutainment applications. However it is only recently, that approaches,have ,been ,presented ,which ,combine ,gaming ,and education with mobile Augmented,Reality systems. However,they typically lack a close crossmed...
Conference Paper
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This workshop will bring together practitioners, students and researchers with an interest in studying player experiences and evaluating playability and usability of location aware games ranging from mixed reality environments through to mobile phone based systems. It will specifically explore the applicability of current HCI practice, how to enhan...
Conference Paper
Full-text available
This workshop will address the approaches, challenges, benefits and aspects of interaction within urban mixed reality environments. It will seek to draw upon existing research into place, presence and situated interaction while exploring areas of art, flow, ambience, urban design, performance and technology. In doing so, it will bridge the divide b...
Article
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This paper describes the design, application, and refinement of a qualitative tool designed to study sense of place. The Place Probe incorporates a range of stimuli and techniques aimed at articulating a person's sense of place. It has been developed, used, and undergone three revisions. The paper describes the background to the choice of measures...
Conference Paper
This paper discusses a prototype desktop ambient display system known as the Ambient Workplace (AW) that is used to visualise some aspects of cooperation among a group of co-workers. The AW draws on the ambient technology paradigm by providing a visualisation that represents the interactions of the co-workers (either individuals or groups) in their...
Conference Paper
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This demonstration presents findings from two studies on presence that use a new technology for developing photo-realistic virtual environments. Our studies have used a combination of qualitative and quantitative measures, and in doing so have pointed to the importance of exploring place as part of presence. The demonstration explores issues of pre...
Article
Over the last few years we have been exploring an alternative conceptual isation of human-computer interaction (HCl) that sees HCl as the navigation of information spaces (Benyon and Höök, 1997). As a corollary cognitive engineers can be seen as the creators of information artefacts (Benyon, 1998b). The work is closely allied to some interesting de...
Article
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The EC funded project BENOGO seeks to re-create real places using photo-realistic immersive virtual reality technology and in so doing investigates the nature of presence and sense of place in such environments. We discuss the first stages in our work investigating how far a sense of place can be created in a virtual environment and benchmarked aga...
Article
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One of the overarching themes that unified the European Commission's Future and Emerging Technologies Presence initiative was the relationship between the creation of virtual environments and the subsequent measurement of the sense of presence experienced by participants. This continued dialogue builds on a tradition within the Presence community a...