Theses
This collection contains the Doctoral and Masters by Research theses produced within the department.
This collection is licenced under a Creative Commons licence. The collection may be reproduced for non-commercial use and without modification, providing that copyright is acknowledged.
Recent Submissions
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Exploring Mixed Reality Level Design WorkflowsThe past decade has seen a continual increase in quality and capability of augmented reality (AR) and virtual reality (VR) devices. Due to this greater capability, there have been an influx of entertainment and serious games that have been developed for these systems. Yet, the current workflows for developing VR game levels for entertainment or serious games have remained the same, with developers using a game engine presented on a 2D screen with a traditional mouse and keyboard for input. This thesis explores the use of AR and VR technologies as part of level design workflows used to develop both entertainment and serious VR game levels. Two existing workflows were identified as areas that could be improved by integrating AR and VR technologies as part of the workflow. Whilst a third new workflow was developed which focused on enabling new experiences for players: Workflow 1: This workflow explored using AR to help create a digital map of an existing space to help improve realism and presence of a VR serious game environment. The initial focus was on improving the workflow for developers of serious game levels. Workflow 2: This workflow focused on improving entertainment VR game level creation through the development of a VR level editor. The focus was on improving the entertainment VR level design process for professional level designers. Workflow 3: This workflow enables new experiences by supporting substitutional reality (SR) level design for players through a mix of both AR and VR technologies. It enables players to develop their own entertainment game levels that support SR using consumer technology. Each of the three workflows are presented in this thesis along with results from multiple studies. Results from the studies show positive outcomes supporting each of the workflows.
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Towards Effective Project Management and Knowledge Transfer Enhancement: A Novel System Capturing and Modelling Knowledge Acquired in a Software Development PracticeThe practice of software project management evolves alongside emerging new technologies such as advances in new tools and resources in Application Programming Interfaces (APIs) and machine learning applications. This thesis evaluates the ways in which a small software development unit, characteristics of other small enterprises, has embraced emerging trends in the development of digital technologies in order to establish and maintain successful practice. A qualitative research approach was adopted to elicit an understanding of the critical knowledge acquired as the unit developed and its members become effective practitioners. The research identifies and analyses the acquired knowledge that underpins successful practice, and uses the results of this analysis to propose a support system to enhance future practice. This is a challenge is that there is limited evidence of Small and Medium Enterprises (SMEs) engaging in knowledge management (KM) or in organisational learning (OL) initiatives. In developing projects, smaller software development organisations rely on implicit knowledge and Agile to resolve complexity. Consequently, and specifically in a small business, the development of this bespoke system, represents a novel approach to Knowledge Management (KM) and Organisational Learning (OL). Projects were identified as key sources and locus of development, innovation knowledge, skills, know-how and learning within the unit. This outcome has reinforced the proposal for a links-based system around individual projects. As in Chapter Nine, the system is as a web-based repository of project templates. The templates capture key insights into critical decisions and significant advances in current practice that arise from work within individual projects. The proposed system captures the unit’s knowledge. In addition, it provides an accessible resource that not only supports critical reflection and decision making but also retains key aspects of organisational learning (OL) and know-how. Further, while complementing continuing implicit learning, it has the further benefit of maintaining organisational resilience where individuals’ skills may be lost or where the unit faces high staff turnover. Moreover, the system can serve to induct newcomers to the unit. Accordingly, for a small software development unit with no prior knowledge management initiative or system in place, the research’s immediate contribution is through modelling, capturing and representing the acquired knowledge. This thesis provides insights into the management of software project knowledge through web technology. The prototype was successfully designed, implemented, evaluated and made available to the research unit working group. Such a system provides an effective measure for application at organisational and project levels, the evaluation of practice and the reuse of project knowledge to improve performance and effective practice. A further contribution made by this research is in revealing the range of the acquired knowledge, the know-how and the soft skills that complement the technical skills of software development within the research unit. The set of know-how and soft skills could be valuable where measures for effective professional practice are required. The analysed data revealed the range of capabilities the members developed to enable the application of implicit knowledge. Such insights, perceptions, and understanding enabled them to engage with clients, as well as manage risks and changes, assist key business processes and, importantly, deliver projects successfully. These skills contribute to the members’ individual professional development and capabilities. These might be termed Confidence, Relationships, Communication and Self-Management, Cooperation and Teamwork. Similarly, the research revealed the range of Know-How the members have developed. This range would include Understanding of Business Processes, Experimentation and Problem Solving, Reusing of Project Knowledge, Establishing and Marinating Quality, Project Time Estimates, and Learning from Project Failure the thesis also highlights the additional range of critical knowledge encapsulated within projects. This knowledge specifically related to Business Processes, Business Domains, Client and Working Environment. Such contextual implicit knowledge is part of the critical knowledge the practitioners acquired. Consequently, a model of successful practice within the unit was then built upon facets of this salient knowledge. An evaluation provided feedback on the system and assessed its suitability for the research unit. The unit members were satisfied with how the prototype restricted the key elements related to their knowledge and practice without duplicating information and acknowledged that it was the knowledge management system that best suits their needs. A focus group meeting with another similar software development unit highlighted and validated commonalities and differences in experience and in the nature of the individual organisations. The findings suggest that the proposed approach to recognising and utilising knowledge for transfer, reuse and consolidating effective practice is, potentially, extendable to similar domains. Continued research would explore the wider generalisability of this approach. Further research would explore extensions or revisions of the prototype that might further clarify the benefits and limitations of such an approach as well as providing a model for knowledge management in similar small-scale environments. This research might also serve as a template or road map for the implementation of KM initiatives elsewhere, such as start-up companies where there is a lack of software development expertise. Furthermore, the proposed system could serve as a model for the development of comparable systems in organisations where projects form the core of their work.
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A Framework for Web-Based Immersive AnalyticsThe emergence of affordable Virtual Reality (VR) interfaces has reignited the interest of researchers and developers in exploring new, immersive ways to visualise data. In particular, the use of open-standards Web-based technologies for implementing VR experiences in a browser aims to enable their ubiquitous and platform-independent adoption. In addition, such technologies work in synergy with established visualization libraries, through the HTML Document Object Model (DOM). However, creating Immersive Analytics (IA) experiences remains a challenging process, as the systems that are currently available require knowledge of game engines, such as Unity, and are often intrinsically restricted by their development ecosystem. This thesis presents a novel approach to the design, creation and deployment of Immersive Analytics experiences through the use of open-standards Web technologies. It presents <VRIA>, a Web-based framework for creating Immersive Analytics experiences in VR that was developed during this PhD project. <VRIA> is built upon WebXR, A-Frame, React and D3.js, and offers a visualization creation workflow which enables users of different levels of expertise to rapidly develop Immersive Analytics experiences for the Web. The aforementioned reliance on open standards and the synergies with popular visualization libraries make <VRIA> ubiquitous and platform-independent in nature. Moreover, by using WebXR’s progressive enhancement, the experiences <VRIA> is able to create are accessible on a plethora of devices. This thesis presents an elaboration on the motivation for focusing on open-standards Web technologies, presents the <VRIA> visualization creation workflow and details the underlying mechanics of our framework. It reports on optimisation techniques, integrated into <VRIA>, that are necessary for implementing Immersive Analytics experiences with the necessary performance profile on the Web. It discusses scalability implications of the framework and presents a series of use case applications that demonstrate the various features of <VRIA>. Finally, it describes the lessons learned from the development of the framework, discusses current limitations, and outlines further extensions.
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Interactive Three-Dimensional Simulation and Visualisation of Real Time Blood Flow in Vascular NetworksOne of the challenges in cardiovascular disease management is the clinical decision-making process. When a clinician is dealing with complex and uncertain situations, the decision on whether or how to intervene is made based upon distinct information from diverse sources. There are several variables that can affect how the vascular system responds to treatment. These include: the extent of the damage and scarring, the efficiency of blood flow remodelling, and any associated pathology. Moreover, the effect of an intervention may lead to further unforeseen complications (e.g. another stenosis may be “hidden” further along the vessel). Currently, there is no tool for predicting or exploring such scenarios. This thesis explores the development of a highly adaptive real-time simulation of blood flow that considers patient specific data and clinician interaction. The simulation should model blood realistically, accurately, and through complex vascular networks in real-time. Developing robust flow scenarios that can be incorporated into the decision and planning medical tool set. The focus will be on specific regions of the anatomy, where accuracy is of the utmost importance and the flow can develop into specific patterns, with the aim of better understanding their condition and predicting factors of their future evolution. Results from the validation of the simulation showed promising comparisons with the literature and demonstrated a viability for clinical use.
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Factors for successful Agile collaboration between UX designers and software developers in a complex organisationUser Centred Design (UCD) and Agile Software Development (ASD) processes have been two extremely successful methods for software development in recent years. However, both have been repeatedly described as frequently putting contradictory demands on people working with the respective processes. The current research addresses this point by focussing on the crucial relationship between a User Experience (UX) designer and a software developer. In-depth interviews, an online survey, a contextual inquiry and a diary study are described from a sample of over 100 designers, developers and their stakeholders (managers) in a large media organisation exploring factors for success in Agile development cycles. The findings from the survey show that organisational separation is challenge for agile collaboration between the two roles and while designers and developers have similar levels of (moderately positive) satisfaction with Agile processes, there are differences between the two roles. While developers are happier with the wider teamwork but want more access to and close collaboration with designers, particularly in an environment set up for Agile practices, the designers’ concern was the quality of the wider teamwork. The respondent’s comments also identified that the two roles saw a close – and ideally co-located – cooperation as essential for improving communication, reducing inefficiencies, and avoiding bad products being released. These results reflected the findings from the in-depth interviews with stakeholders. In particular, it was perceived that co-located pairing helped understanding different role-dependent demands and skills, increased efficiency of prototyping and implementing changes, and enabling localised decision-making. However, organisational processes, the setup of work-environment, and managerial traditions meant that this close collaboration and localised decision-making was often not possible to maintain over extended periods. Despite this, the studies conducted between pairs of designers and developers, found that successful collaboration between designers and developers can be found in a complex organisational setting. From the analysis of the empirical studies, six contributing factors emerged that support this. These factors are 1) Close proximity, 2) Early and frequent communication, 3) Shared ideation and problem solving, 4) Crossover of knowledge and skills, 5) Co-creation and prototyping and 6) Making joint decisions. These factors are crucially determined and empowered by the support from the organisational setting and 3 teams where practitioners work. Specifically, by overcoming key challenges to enable integration between UCD and ASD and thus encouraging close collaboration between UX designers and software developers, these challenges are: 1) Organisational structure and team culture, 2) Location and environmental setup and 3) Decision-making. These challenges along with the six factors that enable successful Agile collaboration between designers and developers provide the main contributions of this research. These contributions can be applied within large complex organisations by adopting the suggested ‘Paired Collaboration Manifesto’ to improve the integration between UCD and ASD. Beyond this, more empirical studies can take place, further extending improvements to the collaborative practices between the design and development roles and their surrounding teams.
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Virtual and Mixed Reality Support for Activities of Daily LivingRehabilitation and training are extremely important process that help people who have suffered some form of trauma to regain their ability to live independently and successfully complete activities of daily living. VR and MR have been used in rehabilitation and training, with examples in a range of areas such as physical and cognitive rehabilitation, and medical training. However, previous research has mainly used non-immersive VR such as using video games on a computer monitor or television. Immersive VR Head-Mounted Displays were first developed in 1965 but the devices were usually large, bulky and expensive. In 2016, the release of low-cost VR HMDs allowed for wider adoption of VR technology. This thesis investigates the impact of these devices in supporting activities of daily living through three novel applications: training driving skills for a powered wheelchair in both VR and MR; and using VR to help with the cognitive rehabilitation of stroke patients. Results from the acceptability study for VR in cognitive rehabilitation showed that patients would be likely to accept VR as a method of rehabilitation. However, factors such as visual issues need to be taken into consideration. The validation study for the Wheelchair-VR project showed promising results in terms of user improvement after the VR training session but the majority of the users experienced symptoms of cybersickness. Wheelchair-MR didn’t show statistically significant results in terms of improvements but did show a mean average improvement compared to the control group. The effects of cybersickness were also greatly reduced compared to VR. We conclude that VR and MR can be used in conjunction with modern games engines to develop virtual environments that can be adapted to accelerate the rehabilitation and training of patients coping with different aspects of daily life.
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Exploration and Implementation of Augmented Reality for External Beam RadiotherapyWe have explored applications of Augmented Reality (AR) for external beam radiotherapy to assist with treatment planning, patient education, and treatment delivery. We created an AR development framework for applications in radiotherapy (RADiotherapy Augmented Reality, RAD-AR) for AR ready consumer electronics such as tablet computers and head mounted devices (HMD). We implemented in RAD-AR three tools to assist radiotherapy practitioners with: treatment plans evaluation, patient pre-treatment information/education, and treatment delivery. We estimated accuracy and precision of the patient setup tool and the underlying self-tracking technology, and fidelity of AR content geometric representation, on the Apple iPad tablet computer and the Microsoft HoloLens HMD. Results showed that the technology could already be applied for detection of large treatment setup errors, and could become applicable to other aspects of treatment delivery subject to technological improvements that can be expected in the near future. We performed user feedback studies of the patient education and the plan evaluation tools. Results indicated an overall positive user evaluation of AR technology compared to conventional tools for the radiotherapy elements implemented. We conclude that AR will become a useful tool in radiotherapy bringing real benefits for both clinicians and patients, contributing to successful treatment outcomes.