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Papers

Here are some papers that I've (at least co-) authored.
If they're all mine then I'm sharing them here for free.
If they're not all mine I've got permission to share them here for free.
You are free to use them in your research or whatever you like.
If you have questions please feel free to contact me at contact@rhodso.com

The header for each paper is a link to that paper, and the abstract is below.

My ORCID: https://orcid.org/0000-0002-6955-7216


From Culture and Computing to Cultural Computing: A Scoping Review

Published in the International Journal of Human–Computer Interaction

Abstract

Digital technologies evolve faster than different cultures adapt to them. HCI researchers and practitioners must know the human, social, and cultural factors that shape this design space. This article provides an overview of the evolving field, examining the various aspects and dimensions of culture and computing. We analyzed all proceedings of the “Culture and Computing” conference series from 2010 onwards. Since 2020, this conference series has been run under the umbrella of the HCI International conference. We also offer a literature study on cultural computing and the development of the field through keyword searches. In this scoping review, we focus on four key domains in more detail. Computing for cross-generational interaction between older adults and younger generations requires a thorough understanding of the inherent social norms, viewpoints, preferences, expectations, and concerns of the social ecosystem. We examine concepts that emerge in cross-generational interactions and how they inform the design of novel interactive technologies. These range from technology asymmetries, communication patterns and rhythms, and digital adoption, to social and cultural factors, such as the collectivistic/individualistic dichotomy and asymmetric societal expectations. Tangible cultural heritage investigates computing technologies in preserving, documenting and disseminating tangible cultural heritage, including artifacts, monuments, and historical sites. We examine current research trends related to 3D acquisitions, virtual and augmented reality, and virtual reconstruction while discussing emerging directions such as immersive and multisensory experiences, serious games, and challenges, including the preservation of digital platforms and apps. Intangible cultural heritage explores the role of computing technologies in the preservation and communication of an inherently more ephemeral heritage, such as social practices, performing arts, craft skills, and oral traditions. We explore current research trends, motion capture, data sculpting, and emerging applications of immersive technologies that intertwine both tangible and intangible heritage experiences. We also explore new research directions and the broadening inclusion of heritage elements, dance, and craft skills. The cultural analytics and modernity section introduces cultural analytics by addressing bie-modernity analytics in more detail. Using modernity analysis as a cross-cutting analytical lens for interpreting how computing technologies mediate cultural change, cultural representation, authenticity, and social transformation across the reviewed domains. Within this broader overview, bie-modernity analytics is discussed as one recent and still developing example of a unique analytical approach to modernity. In summary, over the last three decades, the research field of cultural computing has combined well-established areas with emerging and evolving ones. Several underexplored research areas are identified.

Back to the Future Museum - Speculative Design for Virtual Citizen-Curated Museums

Presented at the 2025 BCS Human Computer Interaction Conference

Abstract

This forward-looking paper uses speculative design fiction to explore future museum scenarios where citizen curators design and share immersive virtual reality museums populated with tangible heritage artefacts, intangible virtual elements and interactive experiences. The work also explores takeaway ‘asset packs’ containing 3D artefact models, curation assets, and interactive experiences, and we envisage a visit to the future museum, where the physical and virtual experiences interplay. Finally, the paper considers the implications of this future museum in terms of resources and the potential impacts on traditional museums.

Towards Designs for Virtual Interconnected Curation Spaces of Heritage Artefacts, Experiences and Histories

Presented at the 2024 BCS Human-Computer Interaction Conference

Abstract

Where immersive museum and digital heritage experiences exist, they are often only available for limited project timespans and they do not generally connect to other similar experiences and artefacts, nor connect to physical museums or heritage locations. This paper presents work in progress toward the design of a prototype virtual interconnected curation space for improving the connectedness of different heritage experiences and engagements with different cultural artefacts and histories. A ’vintage’ Mesopotamian serious game is explored as an exemplar interaction and candidate engagement. Experience and usability evaluations are identified and filtered to create a tractable assessment for participant testing that also aims to estimate heritage engagement.


Virtual and Augmented Reality Interfaces for 3D Mesopotamian Environments and Artefacts – A Survey

Presented at the 2023 BCS Human-Computer Interaction Conference

Abstract

This paper surveys twenty years of published works and implementations of virtual reality (VR), augmented reality (AR) and 3D repositories relevant to ancient Mesopotamia. Results are sorted according to type, relevance to cuneiform, evaluation, and availability. Of the eleven published works and five applications that satisfied the inclusion criteria, only one involved immersive VR, seven were related to cuneiform, only two were open source and there was little reporting of evaluation. The paper explores the design, development, and evaluation challenges involved in the creation of immersive, educational, and engaging 3D, AR, and VR experiences and looks ahead to future opportunities such as AI-assisted content generation.


Connected Virtual Experiences for Small and Less Visible Museum Artefacts

Presented at the 2022 BCS Human-Computer Interaction Conference

Abstract

This paper summarises a programme of research motivated by the challenge of achieving engaging 3D virtual experiences for small heritage artefacts, the sorts of artefacts that mare difficult to display and may be easily overlooked in museum settings. The challenges are i) a lack of easy-to-use, low-cost solutions for acquiring all around, textured 3D models of small form-factor objects and ii) the inherent challenge of achieving engaging and connected virtual experiences for artefacts that are not visibly striking. The paper summarises the research challenges and outlines the research case study - a virtual reality experience for ‘cuneiform tablets’, ancient written records impressed on handheld clay ‘tablets’.


Interactive 3D Viewer Interfaces for Virtual Museum Artefacts

Presented at the 2022 BCS Human-Computer Interaction Conference Interaction Gallery

Abstract

This paper accompanies an Interactions Gallery exhibit of interfaces to 3D artefacts at the 2022 BCS Human- Computer Interaction (HCI) Conference. The exhibit introduces cuneiform, humankind’s earliest writing, showing visitors how the cuneiform script evolved over millennia and how web-based 3D viewer interfaces for cuneiform artefacts have evolved much more recently from a progenitor originally demonstrated five years ago at the 2017 BCS HCI Conference Interactions Gallery. Visitors to the exhibit will also see how the 3D viewer interface has been adapted for different purposes and how it continues to evolve in functionality.


Museums of the Future: Heritage Experiences in the Reality-Virtuality Continuum

Presented at the 2021 BCS Human-Computer Interaction Conference

Abstract

In this paper we reflect on the interplay and the disconnects between real and virtual heritage experiences, and the fragmented nature of digital experiences. We consider the important engagement potential that virtual interactions bring to small less visible artefacts, like clay cuneiform tablets, and, with case study examples, we imagine museums of the future where engagements unite, blend and reinforce rich heritage experiences.


Virtual Museum Takeouts and DIY Exhibitions

Presented at the EuroMed 2020 Conference

Abstract

This paper presents an Augmented Reality (AR) project for the curation of virtual museum ‘takeouts’ and DIY exhibitions. The project’s outputs include novel AR app technology demonstrators to support co-design with museum users and stakeholders - the goal being to create useful and easy-to-use AR apps for scholars, citizen scientists and the interested public. The apps were designed for users to create, display, animate and interact with exhibitions of selected 3D artefacts that could, for example, reflect academic specialisms for sharing with fellow researchers, support curators in exhibition planning or enable friends and students to share eclectic favourites from museum visits. The overarching project ambition was to create AR apps to support research, engagement and education, and to enable interactive and personalized visualizations of individual artefacts as well as reconstructed forms. As presented in the paper, these forms are exemplified in the AR apps with 3D models of a cuneiform envelope and its tablet contents, viewable either as i) separate artefacts or ii) in their reconstructed enveloped form, with the AR apps enabling animated opening and ‘X-ray views’ of the contents within. In this way, the apps can enable users to visualize individual objects and reconstructions that could, for example, incorporate artefacts held in different museums.


A Critical Analysis of VR Literature in the Context of Digital Heritage

PhD Literature Review

Abstract

This review surveys the literature relevant to open source VR development. It encompasses both software and hardware requirements and observes the lack of easy to follow guides for creating open source VR applications. The review also encompasses a brief history of VR hardware, relevant literature for VR usage in Education and Digital Heritage, and closes with a review of VR immersion.


The Road Hazard Proximity Alert

My Undergraduate Dissertation

Abstract

In this paper, the creation of a functional prototype system called the Road Hazard Proximity Alert system is discussed. This system allows users to report road hazards using a smartphone app, which communicates with a SQLite database. This means that hazards can be reported to other users that are driving, so they know to avoid the area or be more cautious.