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@mastersthesis{1994-marais-thesis, mytype = {Thesis}, myurl = {1994-marais-thesis.pdf}, author = {Patrick Marais}, title = {Spline Wavelet Image Coding and Synthesis for a VLSI based Difference Engine}, school = {University of Cape Town, Department of Computer Science}, year = 1994, note = {Distinction}, annote = {The efficiency of an image compression/synthesis system based on a spline {\em multi-resolution analysis} (MRA) is investigated. The proposed system uses a quadratic spline wavelet transform to achieve image compression. Image synthesis is accomplished by utilizing the properties of the MRA and the architecture of a custom designed display processor, the Difference Engine. The latter is ideally suited to rendering images with polynomial intensity profiles, such as those generated by the proposed spline MRA. Based on these properties, an {\em adaptive} image synthesis system is developed which enables one to reduce the number of instruction cycles required to reproduce images compressed using the quadratic spline wavelet transform. This adaptive approach is computationally simple and fairly robust. In addition, there is little overhead involved in its implementation} }
@phdthesis{1996-Kuijk-thesis, mytype = {Thesis}, myurl = {1996-Kuijk-thesis.pdf}, author = {A. A. M. Kuijk}, title = {On a Layered Object-Space Based Architecture for Interactive Raster Graphics}, school = {University of Amsterdam, Faculteit Wiskunde en Informatica}, year = 1996, note = {Promotor: Prof. Dr. L.O. Hertzberger (UvA) Copromotor: Prof. E.H. Blake (University of Cape Town} }
@mastersthesis{1996-haley-thesis, mytype = {Thesis}, author = {Mike Haley}, title = {Incremental Volume Rendering Using Hierarchical Compression}, school = {University of Cape Town, Department of Computer Science}, year = 1996, note = {Distinction}, annote = {The research has been based on the thesis that efficient volume rendering of datasets, contained on the Internet, can be achieved on average personal workstations. We present a new algorithm here for efficient incremental rendering of volumetric datasets. The primary goal of this algorithm is to give average workstations the ability to efficiently render volume data received over relatively low bandwidth network links in such a way that rapid user feedback is maintained. Common limitations of workstation rendering of volume data include: large memory overheads, the requirement of expensive rendering hardware, and high speed processing ability. The rendering algorithm presented here overcomes these problems by making use of the efficient Shear-Warp Factorisation method which does not require specialised graphics hardware. However the original Shear-Warp algorithm suffers from a high memory overhead and does not provide for incremental rendering which is required should rapid user feedback be maintained. Our algorithm represents the volumetric data using a hierarchical data structure which provides for the incremental classification and rendering of volume data. This exploits the multiscale nature of the octree data structure. The algorithm reduces the memory footprint of the original Shear-Warp Factorisation algorithm by a factor of more than two, while maintaining good rendering performance. These factors make our octree algorithm more suitable for implementation on average desktop workstations for the purposes of interactive exploration of volume models over a network. This dissertation covers the theory and practice of developing the octree based Shear-Warp algorithms, and then presents the results of extensive empirical testing. The results, using typical volume datasets, demonstrate the ability of the algorithm to achieve high rendering rates for both incremental rendering and standard rendering while reducing the runtime memory requirements. } }
@mastersthesis{1998-secchia-thesis, mytype = {Thesis}, myurl = {1998-secchia-thesis.pdf}, author = {Adrian Secchia}, title = {Perceptual Refinement for Hierarchical Radiosity}, school = {University of Cape Town, Department of Computer Science}, year = {1998}, annote = {This dissertation explores the use of a simple model of the human visual system to yield a performance improvement with hierarchical radiosity. Hierarchical radiosity is a physically based rendering algorithm and hence makes no attempt to optimize computation for human perception. We used a model of the edge enhancement properties of the human visual system to produce a perceptually based refinement oracle for the hierarchical radiosity algorithm. Tests of the perceptual oracle shows that it allows the hierarchical radiosity algorithm to produce the same visual quality output in half the time and using half the memory compared to the same algorithm using the standard refinement oracle} }
@mastersthesis{1998-webb-thesis, mytype = {Thesis}, myurl = {1998-webb-thesis.pdf}, author = {Ian Webb}, title = {An Extension to Optic Flow Analysis for the Generation of Computer Animated Images}, school = {University of Cape Town, Department of Computer Science}, year = {1998}, note = {Distinction}, annote = {This dissertation seeks to develop image based animation methods using the technique of optic flow analysis developed for a moving planar object. Image based rendering is presented as a class of algorithm using two dimensional shortcuts to the problem of three dimensional animation. The optic flow field is used to develop an image based algorithm based on its use as a description of the differences between consecutive frames of an animation. A Taylor analysis of the optic flow field is the underlying tool used, breaking the field up into a hierarchy of terms. For a moving planar object, we have considerably simplified the second order Taylor terms into a basis of just two independent terms, which can be related closely to a perspective transformation between frames. Perspective transformations capture exactly the optic flow of a moving planar object. Using the simplified decomposition of the flow field for a moving plane, we decompose the frame to frame transformation into a hierarchy of terms of increasing accuracy and cost. Depending on their accuracy we may choose any of these as transformation on an image between frames, instead of rerendering. The errors in the approximation can be tracked via the Taylor series. This dissertation develops the theory and presents an animation algorithm based on optic flow, and then presents the results of various tests of the algorithm in a variety of simple scenes. The results demonstrate the effectiveness of the algorithm and the time saving achieved in animation.} }
@mastersthesis{2000-casanueva-thesis, mytype = {Thesis}, myurl = {2000-casanueva-thesis.pdf}, author = {Juan Casanueva}, title = {Presence and Co-Presence in Collaborative Virtual Environments}, school = {University of Cape Town, Department of Computer Science}, year = 2000, note = {Distinction}, annote = {Presence in Collaborative Virtual Environments (CVEs) can be classified into personal presence and co-presence. Personal presence is having a feeling of ``being there'' in the CVE yourself. Co-presence is having a feeling that one is in the same place as the other participants, and that one is collaborating with real people. The focus of this research was to conduct exploratory studies to investigate and verify some of the factors believed to affect personal presence and co-presence in a CVE. This was achieved by designing and performing experiments in CVEs, and using subjective measures to asses the levels of personal presence and co-presence in the CVE. In addition, we have developed a subjective measure of co-presence in the form of a pencil-and-paper questionnaire. This co-presence questionnaire was used to measure the amount of co-presence experienced by the participants in the CVE. In this dissertation we describe three experiments used to investigate some of the factors which might affect personal presence and co-presence in a CVE. Experiment 1 investigates the effects that small group collaboration and interaction have on personal presence and co-presence in a CVE. We hypothesise that collaboration and interaction enhances co-presence in a CVE. Experiment 2 investigates the effects of presence on collaborative styles. We hypothesise that a high degree of presence might produce a higher level of collaboration and interaction between the participants. Experiment 3 investigates the effects of avatar appearance and functionality (gestures and facial expressions) on personal presence and co-presence. We found that group collaboration greatly enhances co-presence in a CVE beyond that afforded by merely having virtual representations of others. We also found that group collaboration affects personal presence. This might be explained by the fact that collaboration requires more involvement and attention which might enhance the sense of personal presence. Another result is that the way one represents the participants in a CVE affects the sense of co-presence. We found that realistic human-like avatars produce a higher sense of co-presence than cartoon-like avatars, which in turn produce a greater sense of co-presence than simple realistic avatars. We also found that avatars having gestures and facial expressions enhance the level of co-presence experienced by the participants. We did not find any relationship between personal presence and co-presence in any of the three experiments. } }
@mastersthesis{2000-fnunez-thesis, mytype = {Thesis}, myurl = {2000-fnunez-thesis.pdf}, author = {Fabian Nunez}, title = {An Extended Spreadsheet Paradigm for Data Visualisation Systems, and its Implementation}, school = {University of Cape Town, Department of Computer Science}, year = 2000, annote = {We describe a data visualisation system which uses spreadsheets as its user interface metaphor. Similar systems implemented in the past were hampered by the contradiction between an imperative formula language and the declarative spreadsheet framework. We have analysed spreadsheets from a data visualisation point of view, and built a system that is an improvement over past efforts to combine spreadsheets and data visualisation. Our prototype combines the following three techniques: we store lists of values in each spreadsheet cell; we use the functional programming language Scheme as the formula language and we make use of lazy evaluation. The novel combination of these techniques makes our system consistently declarative in nature, and gives it several advantages such as small, uncluttered visual programs, the ability to deal with arbitrarily large datasets and the use of advanced functional language features. We have demonstrated the validity of our work through examples where real-world data is visualised, and through Green's Cognitive Dimensions Framework, which shows that our extended spreadsheet metaphor is at least as usable as commonly-used dataflow methods.} }
@phdthesis{2000-mason-thesis, mytype = {Thesis}, myurl = {2000-mason-thesis.pdf}, author = {Ashton Mason}, title = {Predictive Hierarchical Level of Detail Optimization}, school = {University of Cape Town, Department of Computer Science}, year = 2000, annote = {In this thesis we address level of detail optimization, the problem of automatically selecting object detail levels in an interactive visualization. A good selection mechanism should select levels that are appropriate to the viewing situation and the limited time available for rendering. Our principle contribution is the extension of a previous predictive approach to cater for hierarchical scene descriptions in which multiple shared representations are provided for groups of objects. This results in savings in rendering and optimization costs and supports the hierarchical nature of typical scenes. We present the first rigorous characterization of the predictive hierarchical level of detail optimization problem, and show its equivalence to a new hierarchical generalization of the Multiple Choice Knapsack Problem. This allows us to identify and correct problems with previous approaches. We present a series of new mathematically proven algorithms in the development of an improved predictive hierarchical level of detail optimization algorithm, including new algorithms for the Hierarchical and conventional Multiple Choice Knapsack Problems. Our level of detail algorithm is predictive, guaranteeing that the predicted rendering cost of its selected levels of detail are always lower than the available frame rendering time. It is hierarchical, allowing the use of shared group object representations. It is incremental, exploiting coherence between successive optimal solutions for increased efficiency. Lastly it is mathematically correct and provides guaranteed levels of predicted perceptual quality. Our algorithm is a significant contribution to the elimination of lag in interactive visualization. We introduce a new formalism for the investigation and analysis of the hierarchical level of detail problem, the level of detail graph. Using them we prove the equivalence of our algorithms, and show how this proof can be adapted to prove the unproven equivalence of previous algorithms. We present the results of a perceptual experiment demonstrating the effectiveness of the use of shared object representations and an implementation demonstrating the practical feasibility of our level of detail optimization algorithm. This represents the first application of hierarchical level of detail optimization to the rendering of scenes generated with hierarchical radiosity.} }
@mastersthesis{2001-godfrey-thesis, mytype = {Thesis}, author = {Andrew Godfrey}, title = {Distributed Shared Memory for Collaborative Visualisation}, school = {University of Cape Town, Department of Computer Science}, year = {2001} }
@mastersthesis{2001-saal-thesis, mytype = {Thesis}, myurl = {2001-saal-thesis.pdf}, author = {Oliver Saal}, title = {Visualisation Of {ATM} Network Connectivity and Topology}, school = {University of Cape Town, Department of Computer Science}, year = 2001, annote = {ATM and dynamic reconfiguration allow for rapid changes in a virtual path network depending on traffic load and future demands. This technology improves the utilisation, lowers the call blocking probability and increases the overall performance of a network. However, it poses several management difficulties when user intervention is required to resolve complex routing problems. In this dissertation, we describe a visualisation approach which uses a network metaphor to aid administrators in managing dynamic ATM networks. Our metaphor scales well for networks of varying size, addresses the cluttering problem experienced by past metaphors and maintains the overall network context while providing additional support for navigation and interaction. We apply the metaphor to three dynamic reconfiguration management tasks and show how these tasks are visually represented using our approach. An experiment was conducted to test the effectiveness of our metaphor implementation with network administrators and researchers as subjects. Our experimental results indicate that a good understanding of network conditions portrayed in the metaphor was achieved within a short period. This dissertation highlights the problem of managing dynamic networks, adapts a visual metaphor to address this problem and presents experimental results that demonstrate its effectiveness for both administrators and researchers.} }
@mastersthesis{2002-feng-thesis, mytype = {Thesis}, author = {Jinsong Feng}, title = {Visualization of ATM Virtual Path Connection Networks}, school = {University of Cape Town, Department of Computer Science}, year = {2002} }
@mastersthesis{2002-johns-thesis, mytype = {Thesis}, myurl = {2002-johns-thesis.pdf}, author = {Cathryn Johns}, title = {The Spatial Learning Method: Facilitation of Learning through the Use of Cognitive Mapping in Virtual Reality}, school = {University of Cape Town, Department of Computer Science}, year = {2002}, annote = {When moving through an environment, people unconsciously build up a mental image, or cognitive map, of that environment. When later planning a trip or giving directions to someone else, they can mentally walk through the environment, remembering features relevant to their current task. This process of building up a cognitive map of a place and using that map later is called cognitive mapping. This dissertation presents the novel idea of using the cognitive mapping process to teach relationships between data items, called the spatial learning method. By creating a VE where the buildings or rooms represent data items, and the paths between the buildings or rooms indicate the relationships between the data items, visitors exploring the VE would not only be building up a cognitive map of the environment, but also learning the relationships implied by the layout. To investigate the feasibility of the spatial learning method, such a VE was created. Three studies using this VE were run concurrently on a single set of 26 participants. The first study investigated whether visitors to a VE can in fact build up an accurate cognitive map of it, and studied the effect of the VR display system on the cognitive mapping process as well as the effect of having provided participants with a map of the VE. The second study investigated whether data relationships can be inferred from the cognitive map, looked at the effect of display type and having a map on learning, and compared learning via the spatial learning method with that via a conventional lecture (presented to a separate group of 7 participants). The third study examined the relationship between various psychological factors (emotions such as enjoyment, interest, and distress, as well as the sense of presence) and cognitive mapping and learning. Study 1 found that while most participants did build up a cognitive map of the VE used in the study, the maps were generally of low quality. Study 2 showed that the learning of the underlying data set varied greatly between participants, with some remembering almost all of the data points and the relationships between them while others could barely answer the most rudimentary questions about the data set. Study 2 also showed that participants who attended the conventional lecture performed significantly better at the learning test than participants who were taught via the spatial learning method. Study 3 found that the participants who attended the VR sessions did not experience any more positive emotions that those who attended the lecture, and also showed that emotions and the sense of presence were unrelated to both cognitive mapping and learning. Studies 1 and 2 also showed that using an immersive, head-tracked VR system as opposed to a desktop system did not affect either cognitive mapping or learning. With these findings it is difficult to recommend the use of the spatial learning method as a teaching tool. However, some of the results are encouraging, and it may be possible to improve the method at least to the point where it could be used a teaching aid to supplement conventional methods rather than replacing them.} }
@mastersthesis{2002-southern-thesis, mytype = {Thesis}, myurl = {2002-southern-thesis.pdf}, author = {Richard Southern}, title = {Quality Control Tools for Interactive Rendering of 3D Triangle Meshes}, school = {University of Cape Town, Department of Computer Science}, year = {2002}, annote = {In this dissertation we explore methods of quality control of untextured polygonal models. The tools presented build, evaluate and improve on the field of multiresolution analysis through decimation. We evaluate the quality of models generated through various simplification algorithms to develop efficient measures of image quality. We develop an application for selective, progressive and view-dependent refinement, suitable for browsing 3D models on the internet. Existing work in continuous level-of-detail is extended to allow for faster interpolation between LOD sequences and we present a new LOD control mechanism for maintaining a constant polygon count. We present a generic framework generates multiresolution models through simplification. This allows for the comparison of surface compression methods under the same conditions, and to determine the performance of surface quality measures based on these results. These measures of surface quality are evaluated with both image and model based criteria. We find that the declining volume of a simplified object is a good method of predicting view-independent image quality. Using our generic framework, we extend two applications which can be used to improve rendering performance in a virtual environment. We develop a new selective refinement application which refines only a desired region of the model, suitable for online model browsing. This method provides substantial space saving due to a more compact representation of the simplification hierarchy, and also provides optimisations for use with a client/server model. A novel method of defining smooth mappings between different resolution versions of a model (called continuous level-of-detail) is also defined. This technique greatly improves rendering performance of these models by employing commonly available programmable graphics hardware. We also present a method of controlling the number of polygons in large scenes, which is capable of predictively maintaining a constant frame rate by guaranteeing a polygon budget.} }
@mastersthesis{2002-williams-thesis, mytype = {Thesis}, author = {John Williams}, title = {Extraction of Surface Texture Data from Low Quality Photographs to Aid the Construction of Virtual Reality Models of Archaeological Sites}, school = {University of Cape Town, Department of Computer Science}, year = 2002, note = {Distinction} }
@mastersthesis{2003-hendricks-thesis, mytype = {Thesis}, author = {Zayd Hendricks}, title = {A meta-authoring tool for specifying behaviour in virtual reality environments}, school = {University of Cape Town, Department of Computer Science}, year = 2003, note = {Co-supervisor} }
@phdthesis{2003-nirenstein-thesis, mytype = {Thesis}, myurl = {2003-nirenstein-thesis.pdf}, author = {Shaun Nirenstein}, title = {Fast and Accurate Visibility Preprocessing}, school = {University of Cape Town, Department of Computer Science}, year = {2003}, documenturl = {http://pubs.cs.uct.ac.za/archive/00000101/}, annote = {Visibility culling is a means of accelerating the graphical rendering of geometric models. Invisible objects are efficiently culled to prevent their submission to the standard graphics pipeline. It is advantageous to preprocess scenes in order to determine invisible objects from all possible camera views. This information is typically saved to disk and may then be reused until the model geometry changes. Such preprocessing algorithms are therefore used for scenes that are primarily static. Currently, the standard approach to visibility preprocessing algorithms is to use a form of approximate solution, known as conservative culling. Such algorithms over-estimate the set of visible polygons. This compromise has been considered necessary in order to perform visibility preprocessing quickly. These algorithms attempt to satisfy the goals of both rapid preprocessing and rapid run-time rendering. We observe, however, that there is a need for algorithms with superior performance in preprocessing, as well as for algorithms that are more accurate. For most applications these features are not required simultaneously. In this thesis we present two novel visibility preprocessing algorithms, each of which is strongly biased toward one of these requirements. The first algorithm has the advantage of performance. It executes quickly by exploiting graphics hardware. The algorithm also has the features of output sensitivity (to what is visible), and a logarithmic dependency in the size of the camera space partition. These advantages come at the cost of image error. We present a heuristic guided adaptive sampling methodology that minimises this error. We further show how this algorithm may be parallelised and also present a natural extension of the algorithm to five dimensions for accelerating generalised ray shooting. The second algorithm has the advantage of accuracy. No over-estimation is performed, nor are any sacrifices made in terms of image quality. The cost is primarily that of time. Despite the relatively long computation, the algorithm is still tractable and on average scales slightly superlinearly with the input size. This algorithm also has the advantage of output sensitivity. This is the first known tractable exact solution to the general 3D from-region visibility problem.} }
@mastersthesis{2003-nunez-thesis, mytype = {Thesis}, myurl = {2003-nunez-thesis.pdf}, author = {David Nunez}, title = {A Connectionist Explanation of Presence in Virtual Environments}, school = {University of Cape Town, Department of Computer Science}, year = {2003}, documenturl = {http://pubs.cs.uct.ac.za/archive/00000109/}, annote = {Presence has various definitions, but can be understood as the sensation that a virtual environment is a real place, that the user is actually in the virtual environment rather than at the display terminal, or that the medium used to display the environment has disappeared leaving only the environment itself. We present an attempt to unite various presence approaches by reducing each to what we believe is a common basis --- the psychology of behaviour selection and control --- and re-conceptualizing presence in these terms by defining cognitive presence --- the mental state where the VE rather than the real environment is acting as the basis for behaviour selection. The bulk of this work represents the construction of a three-layer connectionist model to explain and predict this concept of cognitive presence. This model takes input from two major sources: the perceptual modalities of the user (bottom-up processes), and the mental state of the user (top-down processes). These two basic sources of input competitively spread activation to a central layer which competitively determines which behaviour script will be applied to regulate behaviour. We demonstrate the ability of the model to cope with current notions of presence by using it to successfully predict two published findings: one (Hendrix \& Barfield, 1995) showing that presence increases with an increase in the geometric field of view of the graphical display, and another (Salln?s, 1999), which demonstrates the positive relationship between presence and the stimulation of more than one sensory modality. Apart from this theoretical analysis, we also perform two experiments to test the central tenets of our model. The first experiment aimed to show that presence is affected by both perceptual inputs (bottom-up processes), conceptual inputs (top-down processes), and the interaction of these. We collected 103 observations from a 2x2 factorial design with stimulus quality (2 levels) and conceptual priming (2 levels) as independent variables, and as dependent variable we used three measures of presence (Slater, Usoh \& Steed's scale (1995), Witmer \& Singer's (1998) Presence Questionnaire and our own cognitive presence measure) for the dependent variable. We found a significant main effect for stimulus quality and a significant interaction, which created a striking effect: priming the subject with material related in theme to the content of the VE increased the mean presence score for those viewing the high quality display, but decreased the mean of those viewing the low quality display. For those not primed with material related to the VE, no mean presence difference was discernible between those using high and low quality displays. The results from this study suggest that both top-down and bottom-up activation should be taken into account when explaining the causality of presence. Our second study aimed to show that presence comes about as a result not of raw sensory information, but rather due to partly-processed perceptual information. To do this we created a simple three group comparative design, with 78 observations. Each one of the three groups viewed the same VE under three display conditions: high-quality graphical, low-quality graphical, and text-only. Using the model, we predicted that the text and low-quality graphics displays would produce the same presence levels, while the high-quality display would outperform them both. The results were mixed, with the Slater, Usoh \& Steed scale showing the predicted pattern, but the Presence Questionnaire showing each condition producing a significantly different presence score (in the increasing order: text, low-quality graphics, high-quality graphics). We conclude from our studies that the model shows the correct basic structure, but that it requires some refinement with regards to its dealings with non-immersive displays. We examined the performance our presence measure, which was found to not perform satisfactorily. We conclude by proposing some points relevant to the methodology of presence research, and by suggesting some avenues for future expansion of our model.} }
@mastersthesis{2004-hamza-thesis, mytype = {Thesis}, myurl = {2004-hamza-thesis.pdf}, author = {Sabeeha Hamza}, title = {The Subjective Response of People Living with HIV to Illness Narratives in VR}, school = {University of Cape Town, Department of Computer Science}, year = {2004}, documenturl = {http://pubs.cs.uct.ac.za/archive/00000392/}, annote = {This dissertation reports on the results on an exploratory investigation into the potential efficacy of VR as both a support mechanism to people living with HIV/AIDS, as well its capabilities as an emotive medium. Two hypothesis were presented viz. (1) VR will be a form of social support and (2) VR will have an emotional impact on participants. The research builds up on findings which demonstrate the therapeutic effectiveness of telling personal and collective narratives in an HIV/AIDS support group. This fact, together with the tested ability of VR as a therapeutic medium, let to the development of a virtual support group with an aim to test its therapeutic efficacy. A low cost, deployable desktop PC based system using custom software was developed. The system implemented a VR walkthrough experience of a tranquil campfire in a forest. The scene contained four interactive avatars who related narratives compiled from HIV/AIDS patients. These narratives covered the aspects of receiving an HIV+ diagnosis, intervention, and coping with living with HIV+ status. To evaluate the system, seven computer semi-literate HIV+ volunteers from townships around Cape Town used the system under the supervision of a clinical psychologist. The participants were interviewed about their experiences with their system, and the data was analyzed qualitatively using grounded theory. The group experiment showed extensive qualitative support for the potential efficacy of the VR system as both a support mechanism and an emotive medium. The comments received by the participants suggested that the VR medium would be effective as a source of social support, and could augment real counselling sessions, rather than replace them. The categories which emerged from the analysis of the interview data were emotional impact, emotional support, informational support, technology considerations, comparison with other forms of support, timing considerations and emotional presence. The categories can be grouped according to the research questions viz. + The efficacy of VR as an emotive medium (Presence, Emotional Impact, Computer Considerations) + The efficacy of the VR simulation as a source of social support (Emotional and Informational Support) Other themes not anticipated by the data included the following: Timing considerations and Comparison with other forms of counselling. The interviews suggested that both hypothesis 1 and 2 are correct viz. that the VR system provided a source of social support, and has an emotional impact on the participants.} }
@mastersthesis{2004-lesaoana-thesis, mytype = {Thesis}, myurl = {2004-lesaoana-thesis.pdf}, author = {Masophia Lesaoana}, title = {Interactive Cultural Story-Telling Virtual Environments Using San Stories}, school = {University of Cape Town, Department of Computer Science}, year = 2004, annote = {Story-telling is being used for the preservation of culture, and interactive story-telling in particular, is attractive for its ability to provide the user with a hands-on experience. We explored the feasibility of interactive story-telling in relation to the San culture of South Africa, by investigating the effect of interactivity on users' perceived levels of presence. Presence refers to the feeling of `being there' in a virtual environment (VE presence). We also investigated the level of presence in the story (story presence). Priming as a contributor to presence, and the relationship between VE presence, story presence, and enjoyment were also investigated. These investigations were made based on two virtual environments (one allowing interaction with the story and the other not interactive) and two priming materials (one relevant to San culture and the other not relevant). Interactivity was found to reduce the users' levels of VE presence despite the fact that guidance was used to try to maintain the story plot. Of the two questionnaires that were used to measure VE presence (Igroup (IGPQ) and Slater et al's (SUS)), a significant negative effect (F = 4.983, p = 0.029) was obtained from IGPQ, for the effect of interactivity on VE presence. The interaction effect of interactivity and priming was also found to have a significant negative effect (F = 4.423, p = 0.04) on VE presence according to SUS questionnaire. This result also showed that interactivity only decreased VE presence in the absence of relevant priming but once relevant priming was used an increase in VE presence, albeit not significant, was observed. The conclusion from this was that priming can contribute to increased VE presence. A significant positive correlation of 0.73 and 0.64 (according to IGPQ and SUS respectively) was obtained with VE presence and enjoyment. Story presence and enjoyment also correlated significantly at 0.43. This shows that participants enjoy more when they are present in the VE and/or the story and vice versa. Low interface fidelity whereby input devices may have not sufficiently represented their real world counterparts, and possible disruption of the story plot were seen as reasons for a negative effect of interactivity on presence. In the case where expensive equipment is achievable we suggest the use of haptic props and devices which provide tracking to provide high interface fidelity. We concluded that our study provided a feasibility for the use of interactive story-telling for culture and suggest that the use of guidance should be done along with restrictions on interactivity. While this may take away some of the attractiveness of interactivity we believe it would still give participants a hands-on experience while maintaining the plot.} }
@mastersthesis{2004-lyness-thesis, mytype = {Thesis}, myurl = {2004-lyness-thesis.pdf}, author = {Caleb Lyness}, title = {Perceptual Depth Cues in Support of Medical Data Visualization}, school = {University of Cape Town, Department of Computer Science}, year = {2004}, documenturl = {http://pubs.cs.uct.ac.za/archive/00000138/}, note = {Distinction}, annote = {This work investigates methods to provide clinically useful visualisations of the data produced by an X-ray/CT scanner. Specifically, it examines the use of perceptual depth cues (PDCs) and perceptual depth cue theory to create effective visualisations. Two visualisation systems are explored: one to display X-ray data and the other to display volumetric data. The systems are enhanced using stereoscopic and motion PDCs. The presented analyses show that these are the only possible enhancements common to both systems. The theoretical and practical aspects of implementing these enhancements are presented. Volume rendering techniques are explored to find an approach which gracefully handles poorly sampled data and provides the interactive rendering needed for motion cues. A low cost real time volume rendering system is developed and a novel stereo volume rendering technique is presented. The developed system uses commodity graphics hardware and Open-GL. To evaluate the visualisation systems a task-based user test is designed and implemented. The test requires the subjects to be observed while they complete a 3D diagnostic task using each system. The speed and accuracy with which the task is performed are used as metrics. The experimental results are used to compare the effectiveness of the augmented perceptual depth cues and to cross-compare the systems. The experiments show that the user performance in the visualisation systems are statistically equivalent. This suggests that the enhanced X-ray visualisation can be used in place of CT data for some tasks. The benefits of this are two fold: a decrease in the patient's exposure to radiation and a reduction in the data acquisition time.} }
@mastersthesis{2004-tangkuampien-thesis, mytype = {Thesis}, author = {Jakkaphan Tangkuampien}, title = {A Virtual Environment Authoring Interface for Content-Expert Authors}, school = {University of Cape Town, Department of Computer Science}, year = 2004, note = {Distinction. Co-supervisor} }
@mastersthesis{2005-chetty-thesis, mytype = {Thesis}, myurl = {2005-chetty-thesis.pdf}, author = {Marshini Chetty}, title = {Developing Locally Relevant Applications For Rural South Africa: A Telemedicine Example}, school = {University of Cape Town, Department of Computer Science}, year = 2005, note = {Distinction}, annote = {Within developing countries, there is a digital divide between rural and urban areas. In order to overcome this division, we need to provide locally relevant Information and Communication Technology (ICT) services to these areas. Traditional software development methodologies are not suitable for developing software for rural and underserviced areas because they cannot take into account the unique requirements and complexities of such areas. We set out to find the most appropriate way to engineer suitable software applications for rural communities. We developed a methodological framework for creating software applications for a rural community. We critically examined the restrictions that current South African telecommunications legislation places on software development for underserviced areas. Our socially aware computing framework for creating software applications uses principles from Action Research and Participatory Design as well as best practice guidelines; it helps us address all issues affecting the project success. The validity of our framework was demonstrated by using it to create Multi-modal Telemedicine Intercommunicator (MuTI). MuTI is a prototype system for remote health consultation for a rural community. It allowed for synchronous and asynchronous communications between a clinic in one village and a hospital in the neighbouring village, nearly 20 kilometers away, in the Eastern Cape province of South Africa. It used Voice over Internet Protocol (VoIP) combined with a store and forward approach for communication. MuTI was tested over a Wireless Fidelity (WiFi) network for several months. Our socially aware framework proved to be appropriate for developing locally relevant applications for rural areas in South Africa. We found that MuTI was an improvement on the previous telemedicine solution in the target community. Using the approach also led to several insights into best practice for ICT development projects. We also found that VoIP and WiFi are relevant technologies for rural regions and that further telecommunication liberalisation in South Africa is required in order to spur technological developments in rural and underserviced areas.} }
@mastersthesis{2006-ladeira-thesis, mytype = {Thesis}, myurl = {2006-ladeira-thesis.pdf}, author = {Ilda Ladeira}, title = {Story experience in a Virtual San Storytelling Environment: Virtual Cultural Stories for Teenagers and Young Adults}, school = {University of Cape Town, Department of Computer Science}, year = {2006}, note = {Distinction}, documenturl = {http://pubs.cs.uct.ac.za/archive/00000391/}, annote = {This dissertation explores virtual storytelling for conveying cultural stories effectively. We set out to investigate: (1) the strengths and/or weaknesses of VR as a storytelling medium; (2) the use of a culturally familiar introductory VE to preface a VE presenting traditional storytelling; (3) the relationship between presence and story experience. We conducted two studies to pursue these aims. Our aims were stated in terms of effective story experience, in the realm of cultural heritage. This was conceptualised as a story experience where story comprehension, interest in the story's cultural context and story enjoyment were achieved, and where boredom and confusion in the story were low. This conceptualisation was empirically validated by our studies. Three storytelling scenarios were created to tell a traditional San story: text (T); a storytelling VE with no introductory VE (VR+NI); a storytelling VE with a hip-hop themed introductory VE (VR+I). These scenarios comprised our experimental conditions. Questionnaires, measuring interest in hip-hop and the story experience aspects identified above, were developed and psychometrically validated. Study 1 was conducted with a sample of 44 high-school learners and Study 2 with 98 university students. Both studies used a between-subjects design. Study 2 was a refined version of Study 1, improving Study 1's questionnaires for use in Study 2 and considering two additional variables: attention to the story and perceived strangeness of the story. For our first aim, story experience in the text and VR storytelling scenarios were compared. In Study 1 and 2, comprehension was significantly higher in the T condition than in the two VR conditions combined and attention was higher in Study 2's T condition. Therefore, we conclude that text is better for achieving story comprehension. In Study 1, interest and enjoyment were significantly higher in the VR condition, while boredom was higher in the T condition. But, no significant differences between text and VR were noted for these variables in Study 2. Comparisons of the T and VR conditions across Study 1 and 2 showed a particularly poor story experience in Study 1's T group; we speculate that this was due to differences in Study 1 and 2's samples and procedures. Barring this, there were no interest, enjoyment or boredom differences between T and VR across Study 1 and 2. Thus, we conclude, conservatively, that text and VR are equally good in terms of interest enjoyment and boredom. Confusion was higher in Study 1's T condition, but this result was counter-intuitive since this condition had also shown higher comprehension. In contrast, Study 2's VR condition showed significantly higher confusion and lower strangeness. We conclude that Study 1's participants had reported strangeness rather than confusion and, while virtual storytelling resulted in more confusion, it also resulted in less perceived strangeness of the story. Presence and story experience in the VR+NI and VR+I storytelling scenarios were compared for our second aim. The introductory VE only had an effect for participants who showed a pre-existing interest in hip-hop. In Study 1's VR+I condition, hip-hop interest was a significant predictor of enjoyment. In Study 2's VR+I condition, those who identified hip-hop as a favourite music genre showed significantly higher presence than those who identified other genres as a favourite. This suggests that strongly themed introductory VE's do not benefit virtual storytelling, and that content familiarity and preference interact with VE content to influence virtual experiences. Regarding our third aim; we did not find strong evidence of a relationship between presence and story experience since presence only correlated significantly with interest in Study 1.} }
@mastersthesis{2006-verwey-thesis, mytype = {Thesis}, myurl = {2006-verwey-thesis.pdf}, author = {Johan Verwey}, title = {Speech Perception in Virtual Environments}, school = {University of Cape Town, Department of Computer Science}, year = {2006}, documenturl = {http://pubs.cs.uct.ac.za/archive/00000393/}, note = {Distinction}, annote = {Many virtual environments like interactive computer games, educational software or training simulations make use of speech to convey important information to the user. These applications typically present a combination of background music, sound effects, ambient sounds and dialog simultaneously to create a rich auditory environment. Since interactive virtual environments allow users to roam freely among different sound producing objects, sound designers do not always have exact control over what sounds a user will perceive at any given time. This dissertation investigates factors that influence the perception of speech in virtual environments under adverse listening conditions. A virtual environment was created to study hearing performance under different audio-visual conditions. The two main areas of investigation were the contribution of ``spatial unmasking'' and lip animation to speech perception. Spatial unmasking refers to the hearing benefit achieved when the target sound and masking sound are presented from different locations. Both auditory and visual factors influencing speech perception were considered. The capability of modern sound hardware to produce a spatial release from masking using real-time 3D sound spatialization was compared with the pre-computed method of creating spatialized sound. It was found that spatial unmasking could be achieved when using a modern consumer 3D sound card and either a headphone or surround sound speaker display. Surprisingly, masking was less effective when using real-time sound spatialization and subjects achieved better hearing performance than when the pre-computed method was used. Most research on the spatial unmasking of speech has been conducted in pure auditory environments. The influence of an additional visual cue was first investigated to determine whether this provided any benefit. No difference in hearing performance was observed when visible objects were presented at the same location as the auditory stimuli. Because of inherent limitations of display devices, the auditory and visual environments are often not perfectly aligned, causing a sound-producing object to be seen at a different location from where it is heard. The influence of audio-visual integration between the conflicting spatial information was investigated to see whether it had any influence on the spatial unmasking of speech in noise. No significant difference in speech perception was found regardless of whether visual stimuli was presented at the correct location matching the auditory position, at a spatially disparate location from the auditory source. Lastly the influence of rudimentary lip animation on speech perception was investigated. The results showed that correct lip animations significantly contribute to speech perception. It was also found that incorrect lip animation could result in worse performance than when no lip animation is used at all. The main conclusions from this research are: That the 3D sound capabilities of modern sound hardware can and should be used in virtual environments to present speech; Perfectly align auditory and visual environments are not very important for speech perception; Even rudimentary lip animation can enhance speech perception in virtual environments.} }
@phdthesis{2007-nunez-thesis, mytype = {Thesis}, myurl = {2007-nunez-thesis.pdf}, author = {David Nunez}, title = {A Capacity Limited, Cognitive Constructionist Model of Virtual Presence}, school = {University of Cape Town, Department of Computer Science}, year = 2007, documenturl = {http://pubs.cs.uct.ac.za/archive/00000454/}, annote = {The Capacity Limited, Cognitive Constructionist (CLCC) model of presence is proposed as an information processing model of presence, which is demonstrated to have more theoretical power than extant models. The CLCC model defines information processing paths between attention, working memory, declarative memory and procedural memory, which operate to create and maintain a semantic context or bias. Bottom-up information entering the sensory cortices is filtered by attention into working memory where it forms temporary structures encoding the subject's experience of the VE. These structures also receive top-down information, which arises in declarative memory. This interaction of top-down and bottom-up data gives the entire model a semantic bias which attempts to keep the subject's construction of the environment semantically coherent. This allows for inferences and decision making, which translates into high presence. A semantically incoherent construction, or one which does not have enough working memory capacity allocated to it will result in poorer inferences about the environment, and reduced presence. If, as the CLCC model contends, presence involves information processing rather than simple perception, then one would expect to see working memory interference effects and semantic content effects in presence. Six studies were conducted to test these conjectures and validate the CLCC model. Studies 1 -- 3 examined the role of working memory and attention on presence (the bottom half of the model), while Studies 4 -- 6 examined semantic content and processing effects on presence (the top half of the model). Study 1 manipulated working memory (WM) load during VE exploration. The CLCC prediction was that WM load would interfere with presence. Data from 177 subjects showed smaller effects than predicted: No WM effects on spatial presence, lower naturalness under spatial WM load, and lower engagement under verbal WM load. This suggests that spatial presence makes no use of WM, and that engagement and naturalness make limited use of it. While engagement seems to make use of semantic processing as predicted, naturalness seems to use spatial processing. Study 2 examined WM use by media decoders by repeating Study 1 with a text-based VE. Data from 114 subjects shows no WM effects exist on any of the four ITC-SOPI factors. This supports Study 1's finding that spatial presence does not use WM, but 3 contradicts results engagement and naturalness. Study 3 examined the relative contribution of attention and WM. 46 subjects viewed VE walkthroughs in three conditions: Viewing one walkthrough only (baseline), viewing two walkthroughs simultaneously (WM load condition), or viewing one walkthrough and a jumbled video simultaneously (attention load condition). The CLCC model predicted the WM load condition would interfere with presence the most, followed by the attention load condition, followed by the baseline. No difference was found across conditions, although naturalness and engagement predicted task performance, indicating that spatial presence is distinct from these factors, in agreement with the findings of Study 1 and 2. Study 4 was a survey of semantic and processing effects on presence. Data from 101 computer gamers indicate that it is how often gamers play presence games (and not how many years they have been playing) that predicts how important they consider presence to their gaming experience. This suggests a moderate term activation effect rather than a long term learning effect. Furthermore, gamers with a high thematic inertia rate presence as important to gaming, indicating a processing effect. Finally, gamers who are capable of integrating non-diegetic music into their experiences rate presence as more important, which supports the CLCC notion that information processing of both semantic and perceptual information is important to presence. Study 5 followed up Study 4 by focusing on one specific content area. 461 flight simulation gamers completed the survey. Findings largely agree with those of Study 4, and strongly support the CLCC model prediction that highly specific expectations of content will reduce presence, while generalized expectations will increase it. Thematic inertia and priming were are also positively associated with presence, as predicted by the CLCC model. Study 6 manipulated non-diegetic information (background music) and semantic priming to test semantic processing in presence. The CLCC model predicted that all VE related information (semantic or perceptual) contributes to presence, particularly engagement and naturalness. 181 subjects were primed with materials semantically relevant or irrelevant to VE content, and then experienced the VE with no background music (baseline), music which semantically fit the VE, or VE music which was not a semantic fit. Priming did not influence presence as predicted, but non-diegetic music which fit the VE increased naturalness as predicted. The no-fit music produced the same presence scores as the baseline 4 condition, indicating that it was filtered out by attention, as predicted by the CLCC model. Overall, the CLCC model and data show that content effects occur in presence, and how these are mediated by declarative memory. It also shows that presence is a complex multi-level processing phenomenon. Spatial presence is at a cognitively low level, relying on perceptual (bottom-up) information, while engagement and naturalness are heavily dependent on conceptual (top-down) information, operating as a set of expectation-content comparisons which, when met by the content, lead to enhanced presence. These high and low cognitive forms of presence are largely independent, but do share some semantic effects, likely due to a reliance on common underlying cognitive processes such as priming and thematic inertia. The top half of the CLCC model (which encodes semantic meaning and explains content effects) is better supported that the bottom half (which predicted interference and attention effects). This finding is highly unexpected, as the literature on almost all extant models predicts an important role for attention in presence. From the data however, one must conclude that spatial presence makes no use of working memory, while cognitive higher forms of presence make use of limited amounts of working memory.} }
@mastersthesis{2008-brown-thesis, mytype = {Thesis}, myurl = {2008-brown-thesis.pdf}, author = {Sarah Brown}, title = {Providing Informational Support to HIV+ Women in a Virtual Environment: A Case Study Comparing the Effects of Virtual Reality and Paper Media for Content Delivery}, school = {University of Cape Town, Department of Computer Science}, year = 2008, documenturl = {http://pubs.cs.uct.ac.za/archive/00000393/}, annote = {South Africa has one of the highest HIV+ prevalence rates in the world[1]. Furthermore, social support is beneficial to HIV+ people. Informational support is a type of social support which is used to increase one's knowledge base [2]. Hayes et al. state that informational support is especially beneficial for those in the early stages of HIV infection [3]. Computer technologies have been used successfully in providing informational support to their users. However, virtual reality (VR) is a relatively unexplored technology in South Africa, and we feel it is a highly appropriate medium for a context where users have little or no prior computing experience. Traditionally, computer interfaces require users to have a learned skillset, but a VR interface does not necessarily require this as it maps more directly to users' natural interaction techniques with the real world. A key benefit of a virtual environment (VE) is the interactivity and user involvement that it offers through a high degree of navigation and interaction with objects [4]. VR may, initially, seem to be an expensive technology to use in a developing country but it is possible to make use of desktop VR on a consumer-grade PC relatively affordably. This dissertation presents a comparison of the effects of two media, VR and paper (i.e. pamphlets) in communicating supportive information to an HIV+ sample group. We created a VE to provide social and informational support for HIV+ people in the South African context. The design of the VE placed emphasis on creating a typically South African space which users could recognize and find familiar. Our research focused on two rooms containing virtual agents and points of possible interaction: the lounge and the kitchen. In the lounge, a HIV/Aids support group was simulated while the kitchen contained two areas which presented nutritional informational support: Diet and Cleanliness & Hygiene. We conducted a pre- post-test study with 22 HIV+ women at two clinics in Cape Town. Participants were randomly assigned into one of three groups. One group experienced the informational VE (VE), one group received information pamphlets (Text), the control group who received no information until the end of the study (Ctrl). Participants attended three experiment meetings over a five week period. Participants completed two 3-day food diaries and completed questionnaires that provided measurement for two sets of variables: Food Safety Behaviours (a measure of knowledge of correct food and water safety practices to prevent food-borne illnesses) and Dietary Quality (measure of the diet quality --- in terms of quantity, variety, water intake and vitamin supplements, as well as specific food items for the prevention of stomach ailments, a common complaint of HIV infection). While we found no differences between the Text and Ctrl groups, the VE group showed a significant improvement in consuming food items recommended for stomach complaints. This is a particularly striking result given that more than half the participants stated that they routinely did not have enough money to buy food let alone specific healthy foods. The area that contained the information related to stomach complaints was the last imagery experienced by all VE participants. That it was the only area that showed improvement highlights how careful VE authors should be in choosing the actual content for the environment, as well as how that content is delivered. Despite very minimal computing experience and only short training sessions, all participants mentioned that they found the VE easy to use and enjoyed their experience of it. Our results show that VR can indeed be used to deliver informational content to HIV+ women in South Africa.} }
@phdthesis{2009-tucker-thesis, mytype = {Thesis}, myurl = {2009-tucker-thesis.pdf}, author = {William David Tucker}, title = {Softbridge: a socially aware framework for communication bridges over digital divides}, school = {University of Cape Town, Department of Computer Science}, year = 2009, documenturl = {http://pubs.cs.uct.ac.za/archive/00000524/}, annote = {Computer scientists must align social and technical factors for communication technologies in developing regions yet lack a framework to do so. The novel Softbridge framework comprises several components to address this gap. The Softbridge stack abstraction supplements the established Open Systems Interconnect model with a collection of technical layers clustered around 'people' issues. The Softbridge stack aligns the technological design of communication systems with awareness of social factors characteristic of developing regions. In a similar fashion, a new evaluation abstraction called Quality of Communication augments traditional Quality of Service by considering socio-cultural factors of a user's perception of system performance. The conceptualisation of these new abstractions was driven by long-term experimental interventions within two South African digital divides. One field study concerned communication bridges for socio-economically disadvantaged {D}eaf users. The second field study concerned a wireless telehealth system between rural nurses and doctors. The application domains were quite different yet yielded similarities that informed the Softbridge and Quality of Communication abstractions. The third Softbridge component is an iterative socially aware software engineering method that includes action research. This method was used to guide cyclical interventions with target communities to solve community problems with communication technologies. The Softbridge framework components are recursive products of this iterative approach, emerging via critical reflection on the design, evaluation and methodological processes of the respective field studies. Quantitative and qualitative data were triangulated on a series of communication prototypes for each field study with usage metrics, semi-structured interviews, focus groups and observation in the field. Action research journals documented the overall process to achieve post-positivist recoverability rather than positivistic replicability. Analysis of the results from both field studies was iteratively synthesised to develop the Softbridge framework and consider its implications. The most significant finding is that awareness of social issues helps explain why users might not accept a technically sound communication system. It was found that when facilitated effectively by intermediaries, the Softbridge framework enables unintended uses of experimental artefacts that empower users to appropriate communication technologies on their own. Thus, the Softbridge framework helps to align technical and socio-cultural factors.} }
@mastersthesis{2010-salazar-thesis, mytype = {Thesis}, myurl = {2010-salazar-thesis.pdf}, author = {Gustavo A. {Salazar O.}}, title = {{DAS} Writeback: A Collaborative Annotation System for Proteins}, school = {University of Cape Town, Department of Computer Science}, year = 2010, documenturl = {http://pubs.cs.uct.ac.za/archive/00000609/} }
@phdthesis{2010-winterbottom-thesis, mytype = {Thesis}, myurl = {2010-winterbottom-thesis.pdf}, author = {Cara Winterbottom}, title = {VRBridge: a Constructivist Approach to Supporting Interaction Design and End-User Authoring in Virtual Reality}, school = {University of Cape Town, Department of Computer Science}, year = 2010, documenturl = {http://pubs.cs.uct.ac.za/archive/00000607/} }
@mastersthesis{2011-ramuhaheli-thesis, mytype = {Thesis}, myurl = {2011-ramuhaheli-thesis.pdf}, documenturl = {http://pubs.cs.uct.ac.za/archive/00000697/}, author = {Tshifhiwa Ramuhaheli}, title = {Gesture Based Interface for Asynchronous Video Communication for {D}eaf People in {S}outh {A}frica}, school = {University of Cape Town, Department of Computer Science}, documenturl = {http://pubs.cs.uct.ac.za/archive/00000697/}, year = 2011 }
@mastersthesis{2012-erasmus-thesis, mytype = {Thesis}, myurl = {2012-erasmus-thesis.pdf}, author = {Daniel Erasmus}, title = {Video quality requirements for {S}outh {A}frican {S}ign {L}anguage communications over mobile phones}, school = {University of Cape Town, Department of Computer Science}, year = 2012, note = {MSc(IT)} }
@phdthesis{2013-chepken-thesis, mytype = {Thesis}, myurl = {2013-chepken-thesis.pdf}, documenturl = {http://pubs.cs.uct.ac.za/archive/00000868/}, author = {Christopher Chepken}, title = {Telecommuting in the Developing World: A Case of the Day-Labour Market}, school = {University of Cape Town, Department of Computer Science}, year = 2013 }
@mastersthesis{2013-chissungo-thesis, mytype = {Thesis}, myurl = {2013-chissungo-thesis.pdf}, documenturl = {http://pubs.cs.uct.ac.za/archive/00000869/}, author = {Chissungo, Edmundo B.F.}, title = {Routing protocols for meshed communication networks targeting communication quality of service {(QoS)} in rural areas}, school = {University of Cape Town, Department of Computer Science}, year = 2013 }
@mastersthesis{2013-kapuire-thesis, mytype = {Thesis}, myurl = {2013-kapuire-thesis.pdf}, author = {Gereon Koch Kapuire}, title = {An Explorative Action Research Study toward the Design of a Digital Knowledge Organisation as Part of an Indigenous Knowledge Management System with a {Herero} Community}, school = {University of Cape Town, Department of Computer Science}, year = 2013 }
@mastersthesis{2014-meissner-thesis, mytype = {Thesis}, myurl = {2014-meissner-thesis.pdf}, documenturl = {http://pubs.cs.uct.ac.za/archive/00000994/}, author = {Fritz Meissner}, title = {Supporting {NGO} Intermediation with Internet Systems: Comparing Mobile and Web Examples for Reaching Low Income Urban Youth of {Cape} {Town}}, school = {University of Cape Town, Department of Computer Science}, year = 2014 }
@phdthesis{2015-mbogo-thesis, mytype = {Thesis}, myurl = {2015-mbogo-thesis.pdf}, author = {Charity Chao Mbogo}, title = {Scaffolding Java Programmingon a Mobile Phone for Novice Learners}, school = {University of Cape Town, Department of Computer Science}, year = 2015, documenturl = {http://pubs.cs.uct.ac.za/archive/00001027/} }
@mastersthesis{2015-reddy-thesis, mytype = {Thesis}, myurl = {2015-reddy-thesis.pdf}, author = {Marshalan Reddy}, title = {{SignDIn}: Designing and assessing a generalisable mobile interface for {SignSupport}}, school = {University of Cape Town, Department of Computer Science}, year = 2015, note = {MSc(IT)} }
@mastersthesis{2016-ngethe-thesis, mytype = {Thesis}, myurl = {2016-ngethe-thesis.pdf}, documenturl = {http://pubs.cs.uct.ac.za/archive/00001081/}, author = {George Gitau Ng'ethe}, title = {Design of a Mobile Support and Content Authoring tool to Support {Deaf} Adults Training in Computer Literacy Skills}, school = {University of Cape Town, Department of Computer Science}, year = 2016, note = {Distinction} }
@mastersthesis{2017-terblanche-thesis, mytype = {Thesis}, myurl = {2017-terblanche-thesis.pdf}, documenturl = {http://pubs.cs.uct.ac.za/archive/00001223/}, author = {Marcel Terblanche}, title = {{COLAB}: Social Context and User Experience in Collaborative Multiplayer Games}, school = {University of Cape Town, Department of Computer Science}, year = 2017 }
@mastersthesis{2018-Clarkson-thesis, mytype = {Thesis}, myurl = {2018-Clarkson-thesis.pdf}, author = {Jacob Clarkson}, title = {When Worlds Collide: The Effects of Augmented Virtuality on Presence, Workload, and Input Performance}, school = {University of Cape Town, Department of Computer Science}, year = 2018 }
@mastersthesis{2018-Davies-thesis, mytype = {Thesis}, myurl = {2018-Davies-thesis.pdf}, documenturl = {http://pubs.cs.uct.ac.za/archive/00001248/}, author = {Bryan Davies}, title = {Evaluating the User-Experience of Existing Strategies to Limit Video Game Session Length}, school = {University of Cape Town, Department of Computer Science}, year = 2018 }
@phdthesis{2020-Stanley-thesis, mytype = {Thesis}, myurl = {2020-Stanley-thesis.pdf}, author = {Colin Stanley}, title = {Community-Based Co-Design of a Crowdsourcing Task Management Application for Safeguarding Indigenous Knowledge}, school = {University of Cape Town, Department of Computer Science}, year = 2020 }
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