thesis.bib

@comment{{This file has been generated by bib2bib 1.98}}
@comment{{Command line: D:\Local\bin\bib2bib.exe -oc citeThesis -ob thesis.bib -c MYTYPE='Thesis' my.bib}}
@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
}

This file was generated by bibtex2html 1.98.