Projects
Matthew Brehmer. Usability and the Effects of Interruption in C-TOC: Self-Administered Cognitive Testing on a Computer. M.Sc. Thesis.(presentation slides)
This thesis presents the results of two studies aimed to address the viability of older adults completing the C-TOC test battery in a home setting, first to identify usability issues, and second to understand the effects of interruptions on C-TOC performance. In Study 1, an initial standard evaluation of C-TOC's usability was conducted with representative users and a cross-cultural advisory panel of health professionals. Based on our own observations of participants' interactions with C-TOC, together with subjective reporting measures (interviews, questionnaires, & focus group discussion), several user interface design issues were identified. Given these issues, this thesis presents a list of recommendations for improving C-TOC's usability in subsequent versions.
The bulk of the novel contributions presented in this thesis arise from Study 2. In this study, we report the findings of a laboratory experiment to investigate the effects of increasingly demanding interrupting tasks on older adults' C-TOC testing performance. Related work has reported interruptions having a range of inhibitory and facilitatory effects on primary task performance. Cognitive ageing literature has suggested that increased interruption workload demand should have greater detrimental effects on older adults' performance, when compared to younger adults.
With 36 participants from 3 age groups (19-54, 55-69, and 70+), we found divergent effects of increased interruption demand on two primary tasks. Results suggest that older and younger adults experience interruptions differently, that increased interruption demand can incur a task resumption cost. However, at no age is test performance, in terms of accuracy, compromised by demanding interruptions. This finding is reassuring with respect to the success of C-TOC, and is promising for other applications used by older adults.
It is our hope that what was learned from both studies will contribute to the development of a usable and valid cognitive assessment test.
Matthew Brehmer. A Design Analysis of Informed Omnivore, PSYC 579: Topics in Perception: Visual Display Design - Course Project, 2011.
Matthew Brehmer, Jeff Hendy, Inwook Hwang, Andreas Sotirakopoulos. Exploring the Haptic Crayola Effect, CPSC 543: Physical User Interface Design & Evaluation - Course Project, 2010.
Matthew Brehmer. Informed Omnivore: Visualizing Organic Food Production in Canada, CPSC 533C: Information Visualization - Course Project, 8 pages, 2009. ( demo)
Matthew Brehmer, Mohamed El-Zohairy, Gordon Jih-Shiang Chang, H. Gökhan Himmetoğlu. Walkabout: A Persuasive System to Motivate People to Walk and Facilitate Social Walks Planning, CPSC 544: Human Computer Interaction - Course Project, 6 pages, 2009.
Matthew Brehmer, T.C. Nicholas Graham, and Tadeusz Stach. General Active Input Model (GAIM) Framework. 2009. Research performed at the EQUIS lab (Engineering Interactive Systems at Queen’s University), Kingston, Canada.
Many active games are developed around specific hardware platforms, such as accelerometers, camera input, or pedal and steering input. Stach and Graham reviewed 114 active games for the purpose of classifying input techniques found throughout these games, abstracted away from the input hardware. Previous analogous classifications have been carried out for traditional input techniques (mouse, keyboard) and tabletop computing. Hardware-independent input includes power, pointing, stance, gestures, tap, and continuous control. These can be used in conjunction with traditional input (mouse, keyboard, gamepad, or a joystick). Many existing hardware-dependent games could make use of alternative hardware should they make use of a toolkit which abstracts input type from the hardware device being used. This would allow game developers to focus on game content and story rather than low-level input peripherals. This would also make games more portable and allow for people with different hardware to play together.
Input can be abstracted from specific devices in two stages. Device-specific data can be abstracted to the level of which the data's origin could be from one of many devices in the same class. The data is then again abstracted to the level of input techniques, which could employ a variety of device classes.
At the device level, input data from individual devices is collected, implementing the interfaces described at the abstract device level. An example of which is the Tunturi E6R, which implements the IBike and IHRMonitor interfaces, providing properties such as power wattage generated and current heart rate. The device level is a thin layer above any available proprietary 3rd party or existing APIs for enabled devices.
The abstract device level refers to broad classes of input devices, or devices with a substantial amount shared functionality. These include exercise equipment (bikes, treadmills, etc.), accelerometers, cameras, exertion or resistance devices, pads, and mats. For example, Bike input can refer to many instances of exercise bicycle hardware devices, such as the Tunturi E6R or the FitXF PCGamerBike Mini. Camera input can represent input from standard webcams, Sony Eyetoy cameras, or Project Natal input.
The input level refers to the high-level hardware-independent or abstract input in active games. This level of input includes the aforementioned input types: gesture, stance, pointing, power, continuous control, and tap.
The GAIM framework is written in Visual C# / XNA Studio 3.0, allowing for easy integration with existing XNA-based games.
Matthew Brehmer. Assessing the effect of exercise intensity on cognitive task performance in an exercise video game, COGS 499: Cognitive Science Undergraduate Thesis Project, supervised by Dr. T. C. N. Graham, 24 pages, 2009.
Sports psychology research suggests a general improvement in cognitive task performance during and after physical activity. To assess if these findings can be replicated in the domain of exercise video games, we present an experiment in which we monitor the performance of game players on text comprehension, reaction time, and virtual target shooting tasks while cycling for several minutes on a recumbent bicycle. Our results suggest that the former two tasks are unaffected by exercise intensity, while the ability to perform the latter task is hampered under higher levels of exercise intensity.
Matthew Brehmer. Using Global and Local Information as Contextual Cues: Evidence from Go Expertise, PSYC 423: Selected Topics in Real-World Scene Perception - Final Research Proposal, 21 pages, 2009.
Matthew Brehmer. Instrument Building Project Final Report: The Guitar-Mounted Kalimba, MUSC 258: the Science & Technology of Music - Course Project, 8 pages, 2008.