About me

About me

About me

I’m interested in creating software that delights users and solves problems creatively. I take pride in meticulously architecting and designing great user experiences.

I’m interested in creating software that delights users and solves problems creatively. I take pride in meticulously architecting and designing great user experiences.

I’m interested in creating software that delights users and solves problems creatively. I take pride in meticulously architecting and designing great user experiences.

My background is in software engineering and UX design, having completed a PhD at the Australian National University in the field of Human-Computer interaction.

My background is in software engineering and UX design, having completed a PhD at the Australian National University in the field of Human-Computer interaction.

My background is in software engineering and UX design, having completed a PhD at the Australian National University in the field of Human-Computer interaction.

Publications

Be careful how you point that thing: Wiimote aiming for large displays

Chris Pelling, Torben Sko & Henry J Gardner

OZCHI 2009

Previous work demonstrated that the Wii Remote (Wiimote) can be used as a control device for large displays by the use of multiple sensor bars. While this work showed the system to perform quite successfully, the limited vertical aiming range of the Wiimote was noted to be a shortcoming and, to address this issue, an accelerated aiming technique was introduced. The present work extends the study of Wiimote aiming for large displays by implementing two further techniques that consider relative movements and clutching. User testing is conducted and the results from all three techniques show that clutching performed worst while the absolute and relative techniques could not be statistically differentiated.

A surround interface using the wii controller with multiple sensor bars

Torben Schou & Henry J Gardner

VRST 2008

A previous paper [Schou and Gardner 2007] has described a project to port a games engine into a two-walled Immersive Projection Theatre (IPT) and to interact with that environment using the Nintendo "Wii" Remote[Nintendo 2008]. In the present work, we update this project to describe how Wii controllers have now been demonstrated to work with a custom-built, multiple "Sensor Bar" array to achieve a greater coverage of the IPT.

A Wii remote, a game engine, five sensor bars and a virtual reality theatre

Torben Schou & Henry J Gardner

OZCHI 2007

The Nintendo Wii Remote is having a huge impact on the computer games industry. This paper describes a project which is integrating this controller into a game environment in a multi-wall virtual reality theatre. Aspects considered include interaction taxonomies of the Wii controller, the extension of driver software to have the Wii controller deal with multiple Sensor Bars at once, and the porting of the game engine into the virtual reality theatre.

The exploration of webcam enabled head-tracking in first-person-shooter games

Torben Sko

The Australian National University

Gestural gaming has become highly prominent in recent years. However, head gesture interfaces have seen relatively little adoption, despite being achievable using a common webcam. This thesis explores whether head-tracking can improve the gameplay experience, by examining its use in first-person-shooter (FPS) games as played on PCs. The work focuses on techniques that augment traditional keyboard and mouse input, in an effort to appeal to a diverse audience of PC players including those less inclined to relinquish their traditional control methods. The thesis commences with a systematic examination of the FPS/head-tracking interaction space, from which a set of viable techniques are drawn. The techniques are assessed using three exploratory studies that include several focus groups (featuring game players and industry representatives) and an online survey. Two of the more promising techniques are subsequently synthesised into "HAL" - a technique that allows players to perform a continuous lean movement, whilst also incorporating a responsive version of the shaky-camera effect made popular by modern film. HAL is subsequently examined using a large-scale remote study featuring 7000 participants. This test allowed the technique to be examined within the technique's target environment, namely the home. HAL was found to improve a game's immersion and realism, with participants also finding it very natural. While several caveats pertaining to its use may prevent HAL from seeing widespread adoption in its present form, the overall performance and acceptance of the technique bodes well for both HAL and, more broadly…

Video mediated recruitment for online studies

Torben Sko & Henry J Gardner

CHI 2012

More than ever, researchers are turning to the internet as a means to conduct HCI studies. Despite the promise of a worldwide audience, recruiting participants can still be a difficult task. In this video we discuss and illustrate that videos - through their sharable and entertaining nature - can greatly assist the recruitment process. Videos can also be a crucial part in developing an online presence, which may yield a community of followers and interested individuals. This community in turn can provide many long term benefits to the research, beyond just the recruitment phase.

The Wiimote with multiple sensor bars: creating an affordable, virtual reality controller

Torben Sko & Henry J Gardner

NZCHI 2009

A low-cost virtual-reality controller has been constructed from the Nintendo Wii Remote using multiple sensor bars. An agent-based algorithm has been used to allow the controller to move from one sensor bar to another, enabling it to be used in a surround, multiple-screen environment. User testing has verified that the system is suitable for use with a demanding, fast-paced, first-person-shooter game. The tuned version of the system was found to have a low error rate and to be favourably received by test participants. Our work has been open-sourced to encourage further research in this area.

Head tracking in first-person games: Interaction using a web-camera

Torben Sko & Henry J Gardner

INTERACT 2009

Recent advances in face-tracking technology have made it possible to recognize head movements using a commodity web-camera. This development has created exciting possibilities for enhancing player enjoyment during computer game play. In order to ascertain the real-world potential for head gestural input to First Person Shooter games, we have developed seven diverse interaction techniques and integrated these with a modern games engine. Evaluation of the techniques was carried out with four focus groups made up of expert games developers and experienced end-users. One of the techniques was further refined and subjected to a follow-up comparison test with promising results. A set of guidelines for the future development of head interaction techniques for computer games has been derived from the studies. All of the techniques have been built upon freely available software and open-sourced to encourage further research in this area.

Non-parametric decision trees and online HCI

Torben Sko, Henry J Gardner & Michael Martin

SIGCHI 2013

This paper proposes that online HCI studies (such as web-surveys and remotely monitored usability tests) can benefit from statistical data analysis using modern statistical learning methods such as classification and regression trees (CARTs). Applying CARTs to the often large amount of data yielded by online studies can easily provide clarity concerning the most important effects underlying experimental data in situations where myriad possible factors are under consideration. The feedback provided by such an analysis can also provide valuable reflection on the experimental methodology. We discuss these matters with reference to a study of 1300 participants in a structured experiment concerned with head-interaction techniques for first-person-shooter games.

Studying a head tracking technique for first-person-shooter games in a home setting

Torben Sko, Henry J Gardner & Michael Martin

INTERACT 2013

This paper examines webcam-enabled head tracking for games in a home setting. A new head interaction technique was developed based upon pri- or laboratory-based research, with a focus on making it robust to the variable conditions of a home setting. Our technique was integrated into a test-bed game and 550 hours of gameplay data was collected from 2500 users, many of whom also provided formal feedback. The head tracking performed creditably and players reported that the experience was more immersive. Head tracking failed to enhance competitive playing performance, perhaps owing to familiarization effects. Nevertheless, the data revealed evidence of learning amongst users, suggesting that performance would improve with continued use. Key lessons that emerged in the home setting in contrast to the earlier laboratory study were a demonstrated need for clear guidance and feedback during system set-up, and greater caution regarding its deployment, having discovered a small population of users who became nauseous.