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Ian Oakley

Publications and source records attributed to Ian Oakley.

10 recordsLinked to original sources

Reshaping Undergraduate Computer Science Education in the Generative AI Era

Generative AI represents a turning point for Computer Science (CS) education. In recent decades, post-secondary CS education has largely focused on what has been seen as practical software engineering skills: implementation-level programming, debugging, testing, and software design, analysis, and documentation. However, this framing is becoming less tenable as generative AI automates many of these tasks, challenging their centrality in CS education. To keep pace with advances in AI technology, CS curricula should consider a shift toward understanding and verifying AI-generated artifacts. This white paper outlines the findings of two international NUS-Google Workshops in Singapore, where we convened faculty members, industry practitioners, and students, and proposes a strategic response to reshape how CS should be taught at the undergraduate level. Based on the findings, we identify critical skills that must be preserved and those that are becoming less important. By incorporating these skills as "breadcrumbs," we can provide helpful nudges and engaging exercises within the current curriculum, enhancing learning experiences for everyone. We believe that to effectively prepare future computer science graduates, capable of creating, solving problems, and managing, as well as co-creating, artifacts with AI. It is important to consider a shift in curricula. Emphasizing system design, abstraction, and critical evaluation could greatly enhance their education and readiness for the challenges ahead. We propose prerequisites for solutions to reform CS education by fostering AI-native competencies, re-centering fundamental education, enhancing advanced pathways, embracing new pedagogies, and shifting institutional support.

cs.CY

AmbientEye: A Dataset for Pupil Segmentation under Natural Ambient Infrared Illumination

Eye tracking is essential for smart glasses, as it provides insight into user attention for ambient intelligence applications. However, most existing eye-tracking systems rely on active infrared (IR) illumination, creating practical barriers to all-day outdoor use due to power consumption. In this paper, we investigate whether passive IR cameras alone, without any active IR light source, can enable reliable pupil detection in unconstrained outdoor environments, where ambient sunlight serves as the sole illumination source. To support this investigation, we introduce AmbientEye, a large-scale dataset of 2,606,225 eye images collected from 35 participants from 19 countries. It is captured outdoors under natural sunlight with two off-axis camera configurations and two sun-orientation conditions. We provide high-quality pupil annotation through SAM2 automatic segmentation, followed by refinement by human annotators. We benchmark a state-of-the-art pupil segmentation algorithm on our dataset and compare its performance with that on existing datasets under controlled IR illumination. Results reveal a substantial drop in pupil segmentation performance from 0.928 on controlled IR datasets to 0.767 on AmbientEye. This performance gap highlights the challenge of the ambient-light setting. This positions AmbientEye as a first benchmark for an unexplored and highly practical eye-tracking scenario.

cs.CV

Running into Traffic: Investigating External Human-Machine Interfaces for Automated Vehicle-Runner Interaction

Automated vehicles (AVs) must communicate their yielding intentions to pedestrians at crossings. External Human-Machine Interfaces (eHMIs, on-vehicle displays) are promising solutions, but were primarily tested with walking pedestrians. Runners are a significant pedestrian group who move faster and face distinct bodily and perceptual demands, raising questions about how pedestrian activity influences eHMI use. We conducted an outdoor study using an augmented reality simulator. Participants navigated a virtual crossing while walking and running; an approaching AV displayed one of three eHMIs: red/green colour-changing lights, animated cyan lights, or no-eHMI. No-eHMI consistently underperformed. Walkers mostly stopped and validated eHMI signals with vehicle behaviour; they processed both eHMI animations and colour changes effectively. Runners experienced greater time pressure to cross, increasing reliance on the eHMI over vehicle behaviour. They preferred colour changes over animation for rapid decisions. These findings are crucial for promoting eHMI inclusivity and physical wellbeing as AVs join our roads.

cs.HC

Cross, Dwell, or Pinch: Designing and Evaluating Around-Device Selection Methods for Unmodified Smartwatches

Smartwatches offer powerful features, but their small touchscreens limit the expressiveness of the input that can be achieved. To address this issue, we present, and open-source, the first sonar-based around-device input on an unmodified consumer smartwatch. We achieve this using a fine-grained, one-dimensional sonar-based finger-tracking system. In addition, we use this system to investigate the fundamental issue of how to trigger selections during around-device smartwatch input through two studies. The first examines the methods of double-crossing, dwell, and finger tap in a binary task, while the second considers a subset of these designs in a multi-target task and in the presence and absence of haptic feedback. Results showed double-crossing was optimal for binary tasks, while dwell excelled in multi-target scenarios, and haptic feedback enhanced comfort but not performance. These findings offer design insights for future around-device smartwatch interfaces that can be directly deployed on today's consumer hardware.

cs.HC

WatchHand: Enabling Continuous Hand Pose Tracking On Off-the-Shelf Smartwatches

Tracking hand poses on wrist-wearables enables rich, expressive interactions, yet remains unavailable on commercial smartwatches, as prior implementations rely on external sensors or custom hardware, limiting their real-world applicability. To address this, we present WatchHand, the first continuous 3D hand pose tracking system implemented on off-the-shelf smartwatches using only their built-in speaker and microphone. WatchHand emits inaudible frequency-modulated continuous waves and captures their reflections from the hand. These acoustic signals are processed by a deep-learning model that estimates 3D hand poses for 20 finger joints. We evaluate WatchHand across diverse real-world conditions -- multiple smartwatch models, wearing-hands, body postures, noise conditions, pose-variation protocols -- and achieve a mean per-joint position error of 7.87 mm in cross-session tests with device remounting. Although performance drops for unseen users or gestures, the model adapts effectively with lightweight fine-tuning on small amounts of data. Overall, WatchHand lowers the barrier to smartwatch-based hand tracking by eliminating additional hardware while enabling robust, always-available interactions on millions of existing devices.

cs.HC

BudsID: Mobile-Ready and Expressive Finger Identification Input for Earbuds

Wireless earbuds are an appealing platform for wearable computing on-the-go. However, their small size and out-of-view location mean they support limited different inputs. We propose finger identification input on earbuds as a novel technique to resolve these problems. This technique involves associating touches by different fingers with different responses. To enable it on earbuds, we adapted prior work on smartwatches to develop a wireless earbud featuring a magnetometer that detects fields from a magnetic ring. A first study reveals participants achieve rapid, precise earbud touches with different fingers, even while mobile (time: 0.98s, errors: 5.6%). Furthermore, touching fingers can be accurately classified (96.9%). A second study shows strong performance with a more expressive technique involving multi-finger double-taps (inter-touch time: 0.39s, errors: 2.8%) while maintaining high accuracy (94.7%). We close by exploring and evaluating the design of earbud finger identification applications and demonstrating the feasibility of our system on low-resource devices.

cs.HC

Expanding the Design Space of Computer Vision-based Interactive Systems for Group Dance Practice

Group dance, a sub-genre characterized by intricate motions made by a cohort of performers in tight synchronization, has a longstanding and culturally significant history and, in modern forms such as cheerleading, a broad base of current adherents. However, despite its popularity, learning group dance routines remains challenging. Based on the prior success of interactive systems to support individual dance learning, this paper argues that group dance settings are fertile ground for augmentation by interactive aids. To better understand these design opportunities, this paper presents a sequence of user-centered studies of and with amateur cheerleading troupes, spanning from the formative (interviews, observations) through the generative (an ideation workshop) to concept validation (technology probes and speed dating). The outcomes are a nuanced understanding of the lived practice of group dance learning, a set of interactive concepts to support those practices, and design directions derived from validating the proposed concepts. Through this empirical work, we expand the design space of interactive dance practice systems from the established context of single-user practice (primarily focused on gesture recognition) to a multi-user, group-based scenario focused on feedback and communication.

cs.HC

An Integrated Approach Towards the Construction of an HCI Methodological Framework

We present a methodological framework aiming at the support of HCI practitioners and researchers in selecting and applying the most appropriate combination of HCI methods for particular problems. We highlight the need for a clear and effective overview of methods and provide further discussion on possible extensions that can support recent trends and needs, such as the focus on specific application domains.

cs.HC

Urban Twitter Networks and Communities: A Case Study of Microblogging in Athens

This paper examines the community formed by the Twitter users that used a city-level hashtag. In particular, we provide a network perspective of the city of Athens, Greece, as demonstrated by the analysis and visualization of the relevant Twitter hashtag data, in order to present both an overview and deeper insights at the microblogging practices of this geographic local network. Further analysis suggests that the Twitter community defined by the members of the network shows strong signs of a real-life community.

cs.SI

Post or Tweet: Lessons from a Study of Facebook and Twitter Usage

This workshop paper reports on an ongoing mixed-methods study on the two arguably most popular social network sites, Facebook and Twitter, for the same users. The overarching goal of the study is to shed light into the nuances of social media selection and cross-platform use by combining survey data about participants' motivations with usage data collected via API extraction. We describe the set-up of the study and focus our discussion on the challenges and insights relating to participant recruiting and data collection, handling and dimensionalizing usage data, and comparing usage data across sites.

cs.SI