Publication statistics
Pub. period:1993-2010
Pub. count:17
Number of co-authors:21
Co-authors
Number of publications with 3 favourite co-authors:
Sue Cobb:5Sarah Nichols:4Helen Neale:3 Productive colleagues
John R. Wilson's 3 most productive colleagues in number of publications:
Anthony Steed:68Sue Cobb:12Helen Neale:11 
... there are no simple 'right' answers for most web design questions (at least not for the important ones). What works is good, integrated design that fills a need--carefully thought out, well executed, and tested.
-- Steve Krug, Don't Make Me Think, p. 136
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John R. Wilson
Publications by John R. Wilson (bibliography)
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Edwards, Tamsyn, Sharples, Sarah, Wilson, John R. and Kirwan, Barry (2010): The need for a multi-factorial model of safe human performance in air traffic control. In: Proceedings of the 2010 Annual European Conference on Cognitive Ergonomics 2010. pp. 253-260.
Motivation -- A review of the focus on single-factor effects on performance, and understanding of how this focus on single factors is relevant to human performance decrements and incidents in an Air Traffic Control environment. Research approach -- A literature review of 83 articles investigating human factor interactions, followed by an analysis of 420 European aviation incident reports. Findings/Design -- The results suggest that Human Factors approaches reported in the literature are fundamentally single-factor, or at most two-factor in nature. Multiple factor co-occurrences were found to exist throughout aviation incident reports. Research limitations/Implications -- It is believed that reporting biases may have impacted the accuracy of incident reports. Data may therefore need to be interpreted with some caution. The implication of the contrasting findings from literature and incident reports suggests the need now for a new approach to understanding how multiple human factors impact performance, how incidents occur, and how they can be prevented. Originality/Value -- This research demonstrates the need for a modified focus in human factor literature, and encourages further investigation of the impact of multiple factor interactions on performance decrements, especially within safety-critical environments. Take away message -- A multi-factor approach to human performance is needed to explain and prevent performance decrements in safety critical environments.
© All rights reserved Edwards et al. and/or their publisher
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Wilson, John R. and D'Cruz, Mirabelle (2006): Virtual and interactive environments for work of the future. In International Journal of Human-Computer Studies, 64 (3) pp. 158-169.
Virtual reality (VR) systems and the virtual environments (VEs) experienced within them have presented challenges to human computer interaction over many years. The sheer range of different interfaces which might be experienced and of different behaviours which might be exhibited have caused difficulties in general understanding of participants' performance within VR/VE and in providing coherent guidance for designers. We have recently completed a European Information Society Technologies (IST) project, Virtual and Interactive Environments for Workplaces of the Future (VIEW of the Future), which has made great strides in developing improved VR systems and interaction concepts and devices, based upon good understanding of participation in VEs. Particular emphasis in the VIEW of the Future project has been upon mobility and multiple active collaboration in use of VR/VE. This paper introduces a special issue devoted to this project and overviews the project as a whole. In doing so it also reviews some of the human factors issues defined for VR/VE over the years and the contribution of VIEW of the Future to addressing these.
© All rights reserved Wilson and D'Cruz and/or Academic Press
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Bayon, Victor, Griffiths, Gareth and Wilson, John R. (2006): Multiple decoupled interaction: An interaction design approach for groupware interaction in co-located virtual environments. In International Journal of Human-Computer Studies, 64 (3) pp. 192-206.
Interactive visualizations such as virtual environments and their associated input and interface techniques have traditionally focused on localized single-user interactions and have lacked co-present active collaboration mechanisms where two or more co-located users can share and actively cooperate and interact with the visual simulation. VR facilities such as CAVEs or PowerWalls, among many others, seem to promise such collaboration but due to the special requirements in terms of 3D input and output devices and the physical configuration and layout, they are generally designed to support an active controlling participant -- the immersed user -- and a passive viewing only audience. In this paper we explore the integration of different technologies, such as small handheld devices and wireless networks with VR/VEs in order to develop a technical and conceptual interaction approach that allows creation of a more ad hoc, interaction rich, multimodal and multi-device environment, where multiple users can access certain interactive capabilities of VE and support co-located collaboration.
© All rights reserved Bayon et al. and/or Academic Press
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Griffiths, Gareth, Sharples, Sarah Nichols and Wilson, John R. (2006): Performance of new participants in virtual environments: The Nottingham tool for assessment of interaction in virtual environments (NAIVE). In International Journal of Human-Computer Studies, 64 (3) pp. 240-250.
There is a need for an assessment tool which reliably distinguishes levels of participant performance in virtual environments (VEs) built within virtual reality (VR) systems. Such screening might be of potential users amongst a company's staff or might be carried out by human factors experimenters prior to the start of experiments in order to provide a base-line of participant competences. The Nottingham Tool for Assessment for Interaction in Virtual Environments (NAIVE) comprises a set of VE tasks and related tests, with appropriate performance criteria levels, covering the main aspects of navigation (viewpoint) control and object manipulation and operation. Trials with test participants enabled performance levels to be set to distinguish good, adequate and poor performers and tests to be distinguished according to whether performance in the general population is evenly spread or is skewed towards success or failure.
© All rights reserved Griffiths et al. and/or Academic Press
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Tromp, Jolanda G., Steed, Anthony and Wilson, John R. (2003): Systematic Usability Evaluation and Design Issues for Collaborative Virtual Environments. In Presence: Teleoperators and Virtual Environments, 12 (3) pp. 241-267.
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Bayon, Victor, Wilson, John R., Stanton, Danae and Boltman, Angela (2003): Mixed reality storytelling environments. In Virtual Reality, 7 (1) pp. 54-63.
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Neale, Helen, Cobb, Sue and Wilson, John R. (2002): A Front-Ended Approach to the User-Centred Design of VEs. In: VR 2002 2002. pp. 191-198.
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Neale, Helen, Cobb, Sue and Wilson, John R. (2001): Involving users with learning disabilities in virtual environment design. In: Stephanidis, Constantine (ed.) HCI International 2001 - Proceedings of the 9th International Conference on Human-Computer Interaction August 5-10, 2001, New Orleans, USA. pp. 506-510.
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Nichols, Sarah, Haldane, Clovissa and Wilson, John R. (2000): Measurement of Presence and its Consequences in Virtual Environments. In International Journal of Human-Computer Studies, 52 (3) pp. 471-491.
A sense of presence is one of the critical components required by any effective virtual environment (VE). In contrast, side effects such as sickness may be produced in some virtual environments, detracting from the enjoyment or usefulness of the VE and from subsequent performance of the participant. Both presence and sickness in virtual environments are multifactorial phenomena not easily amenable to understanding or measurement. The first experiment reported here compares use of direct performance measures and rating scales to assess presence, whilst varying the VE display medium (head mounted and desktop displays) and whether or not sound was used in the VE. The second experiment addresses associations between presence, sickness and enjoyment of virtual environment participation. There was enough comparability between a reflex response within the VE and the rating scales to justify future exploration of the former measure of presence. A number of explanations are given for the partial association found between presence and sickness.
© All rights reserved Nichols et al. and/or Academic Press
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Cobb, Sue, Nichols, Sarah, Ramsey, Amanda and Wilson, John R. (1999): Virtual Reality Induced Symptoms and Effects (VRISE). In Presence: Teleoperators and Virtual Environments, 8 (2) pp. 169-186.
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Neale, Helen, Brown, David J., Cobb, Sue and Wilson, John R. (1999): Structured Evaluation of Virtual Environments for Special Needs Education. In Presence: Teleoperators and Virtual Environments, 8 (3) pp. 264-282.
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Nichols, Sarah, Cobb, Sue and Wilson, John R. (1997): Health and Safety Implications of Virtual Reality: Measurement Issues. In Presence: Teleoperators and Virtual Environments, 6 (6) pp. 667-675.
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Wilson, John R. (1997): Barriers to Industrial Application of Virtual Environments. In: Smith, Michael J., Salvendy, Gavriel and Koubek, Richard J. (eds.) HCI International 1997 - Proceedings of the Seventh International Conference on Human-Computer Interaction - Volume 2 August 24-29, 1997, San Francisco, California, USA. pp. 985-988.
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Wilson, John R., Nichols, Sarah and Haldane, Clovissa (1997): Presence and Side Effects: Complementary or Contradictory?. In: Smith, Michael J., Salvendy, Gavriel and Koubek, Richard J. (eds.) HCI International 1997 - Proceedings of the Seventh International Conference on Human-Computer Interaction - Volume 2 August 24-29, 1997, San Francisco, California, USA. pp. 889-892.
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Brown, David J., Kerr, Steven and Wilson, John R. (1997): Virtual Environments in Special-Needs Education. In Communications of the ACM, 40 (8) pp. 72-75.
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Wilson, John R., Brown, David J., V, Susan, D'Cruz, Mirabelle and Eastgate, Richard M. (1995): Manufacturing Operations in Virtual Environments. In Presence: Teleoperators and Virtual Environments, 4 (3) pp. 306-317.
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Smith, Pauline A. and Wilson, John R. (1993): Hypertext and Expert Systems: The Possibilities for Integration. In Interacting with Computers, 5 (4) pp. 371-384.
Expert systems are knowledge-based reasoning systems which attempt to capture the expertise and problem-solving abilities of a human expert within a fairly narrow field. Human problem-solving is characterised by the ability to handle unexpected events and to approach problems in a variety of ways, reorganizing information and adjusting strategies to suit new situations. Hypertext systems are also knowledge-based systems in which chunks of information are linked together in a non-sequential way thus providing the vehicle for intuitive, non-linear access to information which more closely resembles intelligent human behaviour. From these descriptions it would seem that the integration of these two complementary technologies should lead to more 'intelligent' problem-solving and information systems. The aim of such integration being to maximize joint performance and to achieve synergy -- an integrated system which is greater than the sum of its parts. Hypertext can be viewed in two ways: as a method of conveying information or as a 'system glue' for linking computer systems to each other or to a user. These approaches give rise to very different types of system and three distinct types of hybrid hypertext/expert system are identified. The paper considers whether such hybrid systems can be used to solve some of the problems which are found to occur with expert system interfaces or whether the combination of two technologies compounds one set of problems with another.
© All rights reserved Smith and Wilson and/or Elsevier Science
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