Scott Bateman

Scott Bateman
University of New Brunswick · Faculty of Computer Science

PhD

About

70
Publications
81,276
Reads
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2,346
Citations
Citations since 2016
33 Research Items
1655 Citations
2016201720182019202020212022050100150200250
2016201720182019202020212022050100150200250
2016201720182019202020212022050100150200250
2016201720182019202020212022050100150200250
Additional affiliations
July 2015 - present
University of New Brunswick
Position
  • Professor (Assistant)
November 2012 - June 2015
University of Prince Edward Island
Position
  • Professor (Assistant)
September 2005 - September 2012
Education
September 2005 - September 2012
University of Saskatchewan
Field of study
  • Computer Science (Human-Computer Interaction)

Publications

Publications (70)
Article
Designers of instructional software use gamification to help motivate and engage learners. Typically focusing on gamifying a single task, designers aim to provide a straightforward path through learning. In contrast, video games frequently provide optional secondary tasks using collectibles. Collectibles-like coins-are secondary, non-essential goal...
Article
Full-text available
The visual design of antagonists—typically thought of as “bad guys”—is crucial for game design. Antagonists are key to providing the backdrop to a game's setting and motivating a player's actions. The visual representation of antagonists is important because it affects player expectations about the character's personality and potential actions. Par...
Conference Paper
Exploring and manipulating complex virtual objects is challenging due to limitations of conventional controllers and free-hand interaction techniques. We present the TanGi toolkit which enables novices to rapidly build physical proxy objects using Composable Shape Primitives. TanGi also provides Manipulators allowing users to build objects includin...
Conference Paper
Recent advancements in wearable technologies have increased the potential for practical gesture recognition systems using electromyogram (EMG) signals. However, despite the high classification accuracies reported in many studies (> 90%), there is a gap between academic results and industrial success. This is in part because state-of-the-art EMG-bas...
Conference Paper
Assistive devices, including canes or crutches, are used in partial weight-bearing (PWB) to offload weight from limbs weakened by disease or injury, promote recovery, and prevent reinjury. While weight must be offloaded accurately to target loads prescribed by healthcare providers for maximum benefit, current training methods result in poor adheren...
Conference Paper
Full-text available
Inbodied Interaction focuses on understanding how the state of the body's internal processes affects human performance, with a goal of aligning interactive technology to support all aspects of human performance-cognitive, social, physical. In this third Body As Starting Point workshop, we aim to bring together insights from the past two workshops a...
Preprint
Exploring and manipulating complex virtual objects is challenging due to limitations of conventional controllers and free-hand interaction techniques. We present the TanGi toolkit which enables novices to rapidly build physical proxy objects using Composable Shape Primitives. TanGi also provides Manipulators allowing users to build objects includin...
Conference Paper
Full-text available
Under certain conditions, breathing abnormally fast or slow can improve health and performance. Even breathing in a way that intentionally restricts the amount of oxygen delivered to the body can be desirable in some situations. However, while these various "uncomfortable" breathing exercises can lead to benefits when practiced in a controlled and...
Conference Paper
With climate change becoming a more prominent issue as time goes on, it is important to lower our carbon emissions as a way to prevent the worst effects coming. Many applications are currently on the market to help individuals lower their carbon emissions; however, these apps do not leverage positive spill-over techniques. Implementing techniques t...
Conference Paper
According to the latest science of human performance, we are wired to thrive and adapt from discomfort. This workshop explores how to leverage that science to improve human wellbeing and to improve sustainability as a side-effect of designing ubiquitous technology to prepare, practice and perform discomfort, for social benefit. We will use Design J...
Conference Paper
Full-text available
Game designers use a variety of techniques that mislead players with the goal of inducing play experience. For example , designers may manipulate data displays of player health-showing they have less health than they actually do-to induce tension. While commonly used, players make decisions based on in-game data displays, raising the question of ho...
Article
Full-text available
Collaborative Mixed Reality (MR) systems are at a critical point in time as they are soon to become more commonplace. However, MR technology has only recently matured to the point where researchers can focus deeply on the nuances of supporting collaboration, rather than needing to focus on creating the enabling technology. In parallel, but largely...
Conference Paper
In this paper we outline the design of a mixed-reality system to support object-focused remote collaboration. Here, being able to adjust collaborators' perspectives on the object as well as understand one another's perspective is essential to support effective collaboration over distance. We propose a low-cost mixed-reality system that allows users...
Article
Full-text available
While training is critical for ensuring initial success as well as continued adoption of a myoelectric powered prosthesis, relatively little is known about the amount of training that is necessary. In previous studies, participants have completed only a small number of sessions, leaving doubt about whether findings necessarily generalize to a longe...
Conference Paper
Full-text available
In the physical world, teammates develop situation awareness about each other's location, status, and actions through cues such as gaze direction and ambient noise. To support situation awareness, distributed multiplayer games provide awareness cues - information that games automatically make available to players to support cooperative gameplay. Th...
Conference Paper
We designed a videochat experience where one participant can experience a remote environment from a 360° camera. This allows the remote user to view and explore the environment without necessitating interaction from the local participant. We designed and conducted an observational study to understand the experience, and the challenges that people m...
Conference Paper
A myoelectric prosthesis (myo) is a dexterous artificial limb controlled by muscle contractions. Learning to use a myo can be challenging, so extensive training is often required to use a myo prosthesis effectively. Signal visualizations and simple muscle-controlled games are currently used to help patients train their muscles, but are boring and f...
Conference Paper
Full-text available
Groupware research has long focused on representing gestures as a means to facilitate collaboration. However, this work has not led to wide support of gesturing in commercial groupware systems. In contrast, Dota 2, a popular MOBA game, provides two frequently-used gesturing tools: annotations - freely drawn lines on top of the gamespace - and pings...
Conference Paper
Awareness information in shared-workspace groupware is often ephemeral, and when users are interrupted or look away from the system, they can miss important information about others' activities. These attentional disconnections are brief (generally less than ten seconds), are frequent in many work environments, and can occur for many reasons. In th...
Conference Paper
Full-text available
Myoelectric powered prostheses provide upper limb amputees with some of the functionality of a missing limb. One key to the successful use of powered prostheses is adequate training so that amputees can learn how to activate their muscles as input control. However, existing myoelectric training tools are not accessible, and have been described as m...
Conference Paper
People are increasingly using mobile video to communicate, collaborate, and share experiences while on the go. Yet this presents challenges in adequately sharing camera views with remote users. In this paper, we study the use of semi-autonomous drones for video conferencing, where an outdoor user (using a smartphone) is connected to a desktop user...
Conference Paper
Recent mobile technology has provided new opportunities for creating remote assistance systems. However, mobile support systems present a particular challenge: both the camera and display are held by the user, leading to shaky video. When pointing or drawing annotations, this means that the desired target often moves, causing the gesture to lose it...
Conference Paper
Collaborative information seeking frequently occurs in an opportunistic and loosely-coupled fashion that is supported by awareness of others' activities on the web. Automatically sharing traces of information about web activity could substantially improve these collaborative information tasks, but conventional wisdom suggests that people are very r...
Conference Paper
Full-text available
We present PhoneEar, a new approach that enables mobile devices to understand the broadcasted audio and sounds that we hear every day using existing infrastructure. PhoneEar audio streams are embedded with sound-encoded data using nearly inaudible high frequencies. Mobile devices then listen for messages in the sounds around us, taking actions to e...
Conference Paper
Full-text available
Physiotherapy patients exercising at home alone are at risk of re-injury since they do not have corrective guidance from a therapist. To explore solutions to this problem, we designed Physio@Home, a prototype that guides people through prerecorded physiotherapy exercises using real-time visual guides and multi-camera views. Our design addresses sev...
Conference Paper
Mobile video conferencing, where one or more participants are moving about in the real world, enables entirely new interaction scenarios (e.g., asking for help to construct or repair an object, or showing a physical location). While we have a good understanding of the challenges of video conferencing in office or home environments, we do not fully...
Article
Full-text available
Data surrounds each and every one of us in our daily lives, ranging from exercise logs, to archives of our interactions with others on social media, to online resources pertaining to our hobbies. There is enormous potential for us to use these data to understand ourselves better and make positive changes in our lives. Visualization (Vis) and visual...
Conference Paper
In competitive games where players' skill levels are mis-matched, the play experience can be unsatisfying for both stronger and weaker players. Player balancing provides assistance for less-skilled players in order to make games more competitive and engaging. Although player balancing can be seen in many real-world games, there is little work on th...
Technical Report
Full-text available
SonicData is a technique for broadcasting data to smartphones via audio streams using phone's built-in microphone. SonicData augments an audio stream in the environment with nearly inaudible high-frequencies, allowing data to be sent to any smartphone in the vicinity using regular speakers and without any need for special hardware and software infr...
Article
Aim-assistance techniques have been shown to work for player balancing in 2D environments, but little information exists about how well these techniques will work in a 3D FPS game. We carried out three studies of the performance of five different aim assists in an Unreal-based game world. The assists worked well in a target-range scenario (study 1)...
Article
Full-text available
Patients typically undergo physiotherapy with the help of a physiotherapist who teaches, guides, and corrects the patients as they perform exercises. It would be nice if people could repeat these exercises at home, potentially improving their recovery rate. However, without guidance and/or corrective feedback from a physiotherapist, the patient wil...
Conference Paper
Simulated pedagogical agents have a long history in AIED research. We are interested in simulation from another, less well explored perspective: simulating the entire learning environment (including learners) to inform the system design process. An AIED system designer can carry out experiments in the simulation environment that would otherwise be...
Article
Pointing at displays from a distance is becoming a common method of interacting with computer applications and entertainment systems, using devices such as the Wii Remote, the PlayStation Move controller, or the Microsoft Kinect. These systems often implement relative forms of ray-cast pointing, in which the user simply points a hand-held input dev...
Conference Paper
Full-text available
Many web-based information-seeking tasks are set in a social context where other people's knowledge and advice improves success in finding information. However, when tightly-knit contacts (friends, family, colleagues) are not available, information seeking becomes more difficult. Inspired by previous work in social navigation, we developed WebWear,...
Conference Paper
Full-text available
Most searchers do not know how to use Web search engines as effectively as possible. This is due, in part, to search engines not providing feedback about how search behavior can be improved. Because feedback is an essential part of learning, we created the Search Dashboard, which provides an interface for reflection on personal search behavior. The...
Conference Paper
Full-text available
Interactive systems often require calibration to ensure that input and output are optimally configured. Without calibration, user performance can degrade (e.g., if an input device is not adjusted for the user's abilities), errors can increase (e.g., if color spaces are not matched), and some interactions may not be possible (e.g., use of an eye tra...
Conference Paper
Full-text available
In games where skills such as targeting are critical to winning, it is difficult for players with different skill levels to have a competitive and engaging experience. Although several mechanisms for accommodating different skill levels have been proposed, traditional approaches can be too obvious and can change the nature of the game. For games in...
Conference Paper
Full-text available
Steering and driving tasks -- where the user controls a vehicle or other object along a path -- are common in many simulations and games. Racing video games have provided users with different views of the visual environment -- e.g., overhead, first-person, and third-person views. Although research has been done in understanding how people perform u...
Conference Paper
Full-text available
Guidelines for designing information charts often state that the presentation should reduce ‗chart junk' - visual embellishments that are not essential to understanding the data. In contrast, some popular chart designers wrap the presented data in detailed and elaborate imagery, raising the questions of whether this imagery is really as detrimental...
Article
Full-text available
Today's technology-enhanced learning practices cater to students and teachers who use many different learning tools and environments and are used to a paradigm of interaction derived from open, ubiquitous, and socially oriented services. In this context, a crucial issue for education systems in general, and for Intelligent Learning Environments (IL...
Conference Paper
Usage data logged from user interactions can be extremely valuable for evaluating software usability. However, instrumenting software to collect usage data is a time-intensive task that often requires technical expertise as well as an understanding of the usability issues to be explored. We have developed a new technique for software instrumentatio...
Conference Paper
Full-text available
Users of social bookmarking systems take advantage of pivot browsing, an interaction technique allowing them to easily refine lists of bookmarks through the selection of filter terms. However, social bookmarking systems use one-size-fits-all ranking metrics to order refined lists. These generic rankings ignore past user interactions that may be use...
Article
Full-text available
Pointing at displays from a distance is becoming a common scenario for controlling computers and entertainment systems. Several devices use direct-pointing methods, where the user points a hand-held device at targets on a screen, but these often suffer from accuracy problems. Many techniques have been explored for improving mouse-based pointing, bu...
Article
Full-text available
Social networking websites allow users to connect, organize and share information and ideas online. To date, the social software on these sites offer only basic functionality, which do not take advantage of the robust and stable network dynamics that emerge from typical tagging system usage. I propose that the field of social network analysis conta...
Article
This paper describes a working prototype which illustrates how socially constructed knowledge (specifically through collaborative tagging) can support domain experts to enrich ontological domain representations. E-learning has a particular requirement for a simple yet reliable ontology enrichment approach since domain experts usually lack knowledge...
Conference Paper
Full-text available
One of the main obstacles for wider adoption of semantic rich e-learning systems is the difficulty in creating and maintaining domain ontologies describing courses. Annotations, such as those resulting from collaborative tagging, provide a new source of information which can be used to ease the process of author-ing and updating domain ontologies....
Conference Paper
The social semantic Web has recently emerged as a paradigm in which ontologies (aimed at defining, structuring and sharing information) and collaborative software (used for creating and sharing knowledge) have been merged together. Ontologies provide an effective means of capturing and integrating knowledge for feedback provisioning, while using co...
Conference Paper
Full-text available
Tag clouds are a popular method for visualizing and linking socially-organized information on websites. Tag clouds represent variables of interest (such as popularity) in the visual appearance of the keywords themselves - using text properties such as font size, weight, or colour. Although tag clouds are becoming common, there is still little infor...
Article
Full-text available
This paper outlines our experiences with applying collaborative tagging in e-learning systems to supplement more traditional metadata gathering approaches. Over the last 10 years, the learning object paradigm has emerged in e-learning and has caused standards bodies to focus on creating metadata repositories based upon strict domain-free taxonomies...
Conference Paper
Full-text available
This paper presents a systems approach to facilitate effective learning object acquisition through the use of communications, modeling, and the agent metaphor. By changing the emphasis that is usually placed on metadata creation and interpretation (which can be problematic) we instead focus on the pragmatics of end use data facilitated through agen...