Nathan Gale's research while affiliated with Ontario Tech University and other places
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Publications (6)
Cultural heritage artifacts connect us to past generations and provide links to previous worlds that are beyond our reach. We developed TombSeer, an augmented reality application that aims to immerse the wearer in a museum space engaging two senses (seeing and gesturing) through a holographic heads-up interface that brings virtual, historical artif...
TombSeer immerses the wearer in a museum space engaging two senses (sight and touch) through a holographic, augmented reality, heads-up interface that brings virtual, historical artifacts "back to life" through gestural interactivity. The purpose of TombSeer is to introduce more embodied interaction to museum visits using an emerging hardware platf...
In recent years, new wearable platforms and peripherals requiring unique modes of interaction have been emerging in record numbers. Watches, necklaces, glasses, even pants [1] are beginning to incorporate technology. Wearable devices also offer many new ways for users to interact; therefore, more research is needed to evaluate these novel methods o...
The key contributions for this design paper are to showcase a working prototype of iMind that utilizes viewers' brainwave activity to personalize an aesthetic experience with the digitized art of Paul Klee. Digital humanities and arts methodologies were deliberately employed to conduct this design. iMind aims to broaden the exploratory outlook and...
This paper describes the initial development of a Brain-Computer Interface (BCI) entertainment application called iMind that aims to expand the creative potential for this emergent medium. We detail the development stages of two iMind working prototypes and discuss issues regarding these interfaces in cultural and creative media experiences. The iM...
Player experiences and expectations are connected. The presumptions players have about how they control their gameplay interactions may shape the way they play and perceive videogames. A successfully engaging player experience might rest on the way controllers meet players' expectations. We studied player interaction with novel controllers on the S...
Citations
... An eye-tracking analysis has also been made of how various levels of luminance of cavity fillings affect the perceptions of anastylosis (Rusnak 2021b). The researchers decided to test their hypotheses in laboratory conditions, using stationary ET (Rusnak 2021a), but it is possible to test natural cognitive situations (Reitstätter et al. 2020), prepare experiments in VR (Zhang et al. 2019) and AR (Pedersen et al. 2010). ...
... Augmented Reality was then briefly explained within the context of Pokemon Go and a video was then shown of the capabilities of MetaSpace Glasses. The MetaSpace glasses were used as the discussion point as they had been effectively used to bring museum artefacts back to life (Pedersen, Gale, & Mirza-Babaei, 2016) and the Hololens were still not available to developers at the time of the study. ...
... Heuristics evaluations have been studied and discussed by many researchers in the field of humancomputer interaction that involve different users on various platforms such as websites [38], mobile applications [39], [40] virtual reality [41], [42] augmented reality [43] and game development [44]- [46]. A study by Yeratziotis and Zaphiris [47] developed the heuristic evaluation for deaf web user experience (HE4DWUX) heuristics evaluation for deaf web users and reported that the heuristics could distinguish significant design elements for deaf users and provide a good web experience. ...