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[1] Mindful Gaming: How Digital Games Can Improve Mindfulness HCI Studies / Sliwinski, Jacek / Katsikitis, Mary / Jones, Christian Martyn Proceedings of IFIP INTERACT'15: Human-Computer Interaction, Part III 2015-09-14 v.3 p.167-184
Keywords: Mindfulness; Meditation; Games; Mobile applications
Link to Digital Content at Springer
Summary: In recent years, attention has increased around the delivery of mindfulness interventions by means of new technology such as via the smartphone [1]. However, less research has been devoted to investigating how digital games can enable and facilitate mindfulness training. This study demonstrates how mindfulness can be improved by using technology, in particular digital games. Based on the work of Bergomi et al. [2], mindfulness is defined as an inherent capacity in human beings that can be trained, which is explored within the structure of an eight-factor model. For each mindfulness factor identified by the research of Bergomi et al., appropriate games are presented together with research evidence showing their efficacy for mindfulness training. Effective games are disaggregated according to their mechanics, dynamics, and aesthetics [3] to provide design recommendations for game developers.

[2] Videogames: Dispelling myths and tabloid headlines that videogames are bad Full Papers / Jones, Christian M. / Scholes, Laura / Johnson, Daniel / Katsikitis, Mary / Carras, Michelle C. Proceedings of the 28th BCS International Conference on Human-Computer Interaction 2014-09-12 p.6
ewic.bcs.org/content/ConWebDoc/54184
Summary: Videogamers are often portrayed as adolescent overweight males eating fast food in their bedroom, and videogames often blamed in the media for violent crime, obesity, social isolation and depression. However videogaming is a mainstream activity. In Australia 65% of the population play videogames (Digital Australia 2014), and humanity as a species play about 3 billion hours of videogames a week. This paper dispels the myths and sensationalised negative tabloid headlines that videogames are bad by presenting the latest research showing that videogames can help fight depression, improve brain function and stimulate creativity; that gamers have higher levels of family closeness and better attachment to school; and that videogames help boys and young men to relax, cope and socialise. Children and adolescents deliberately choose to play videogames in the knowledge that they will feel better as a result, and videogame play allow players to express themselves in ways they may not feel comfortable doing in real life because of their appearance, gender, sexuality, and/or age. The potential benefits of videogames to the individual and to society are yet to be fully realised. However already videogames are helping many gamers to flourish in life.

[3] GameChange(H)er: How Nancy Drew Video Games Build Strong Girls Full Papers / Starks, Katryna / Jones, Christian / Katsikitis, Mary Proceedings of the 28th BCS International Conference on Human-Computer Interaction 2014-09-12 p.14
ewic.bcs.org/content/ConWebDoc/54196
Summary: There are limitations in the amount and scope of female protagonists in video games that are made for and marketed toward adolescent girls, and very few studies on the effects on girls when they play them. Furthermore, the games that exist are often lacking in immersive factors as compared with games marketed toward males. This research explores the role of agentic (proactively moving the game forward through choice and action) female video game protagonists in generating positive effects in gamers, investigated through the example of the Nancy Drew video game series. In this March and April of 2013, 341 fan letters were gathered from the Her Interactive website and qualitatively analysed using grounded theory principles. Open coding was used to generate categories, which were then consolidated into four core phenomena and one miscellaneous category: agency, absorption, academics, connection, and other. Players of Nancy Drew video games reported engagement with the games, resulting in positive effects in several areas including agency, academic pursuits, literacy, career choice and family closeness. Implications for this research include recommendations for the inclusion of agentic female protagonists and an increase in production of games for adolescent girls.

[4] Georeferencing Wikipedia Documents Using Data from Social Media Sources / Van Laere, Olivier / Schockaert, Steven / Tanasescu, Vlad / Dhoedt, Bart / Jones, Christopher B. ACM Transactions on Information Systems 2014-06 v.32 n.3 p.12
ACM Digital Library Link
Summary: Social media sources such as Flickr and Twitter continuously generate large amounts of textual information (tags on Flickr and short messages on Twitter). This textual information is increasingly linked to geographical coordinates, which makes it possible to learn how people refer to places by identifying correlations between the occurrence of terms and the locations of the corresponding social media objects. Recent work has focused on how this potentially rich source of geographic information can be used to estimate geographic coordinates for previously unseen Flickr photos or Twitter messages. In this article, we extend this work by analysing to what extent probabilistic language models trained on Flickr and Twitter can be used to assign coordinates to Wikipedia articles. Our results show that exploiting these language models substantially outperforms both (i) classical gazetteer-based methods (in particular, using Yahoo! Placemaker and Geonames) and (ii) language modelling approaches trained on Wikipedia alone. This supports the hypothesis that social media are important sources of geographic information, which are valuable beyond the scope of individual applications.

[5] Designing mobile information systems to support WIL experiences / Willis, Matthew John / Dann, Christopher Ewart / Jones, Christian Martyn / Lowe, Beverly Jo / Toohey, Elizabeth Proceedings of the 2012 Australian Computer-Human Interaction Conference 2012-11-26 p.653-656
ACM Digital Library Link
Summary: This paper presents the development and preliminary research results of a mobile information system designed to support the mentoring and assessment of Work Integrated Learning (WIL) activities in Tertiary Education settings. The system has been trialled with workplace mentors and pre-service teachers participating in University Education Practicals. This paper presents the system design, the preliminary results of the trials and outlines the future direction for this research to support WIL experiences in other disciplines.

[6] Emotishare: supporting emotion communication through ubiquitous technologies / Willis, Matthew John / Jones, Christian Martyn Proceedings of the 2012 Australian Computer-Human Interaction Conference 2012-11-26 p.657-660
ACM Digital Library Link
Summary: This research hypothesises that existing social networking systems do not adequately support emotion communication between members of a social group. To investigate this, a system (called Emotishare) was built to facilitate this type of communication and track the emotion sharing behaviours of participants when using the system.
    Emotishare is a web and mobile platform that allows its users to track, share and respond to the emotional states of their friends. The system has been trialled with both large and small groups to explore the possibility for support of emotion communication using this type of service. It was found that small groups were most effective for supporting the sharing of emotional state and that mobile devices were best suited to support the sharing of personal information such as emotional state.

[7] Emotishare: emotion sharing on mobile devices Short papers / Willis, Matthew John / Jones, Christian Martyn Proceedings of the HCI'12 Conference on People and Computers XXVI 2012-09-12 p.292-297
ACM Digital Library Citation
Summary: Emotishare is a web and mobile platform for users to continuously track, share and respond to the emotional states of their friends. The system was trialled with both large and small groups to explore emotional communication. The groups were provided with two alternate interfaces to the system (web and mobile), and usage was compared in order to determine the effectiveness of each interface in supporting emotional communication. While overall usage behaviour was unaffected across both systems, the results highlighted that the mobile system was better suited to encouraging ad-hoc emotional tracking, sharing and response behaviour.

[8] Will content credibility problems flatline health innovation? Forums: Healthcare / Jones, Colleen interactions 2012-09-01 v.19 n.5 p.22-25
Elizabeth D. Mynatt, Editor
ACM Digital Library Link

[9] Clout: The Role of Content in Persuasive Experience DUXU beyond Usability: Culture, Branding, and Emotions / Jones, Colleen DUXU 2011: 1st International Conference on Design, User Experience, and Usability: Theory, Methods, Tools and Practice, Part II 2011-07-09 v.2 p.582-587
Keywords: persuasive design; influential content; content strategy; emotion; psychology; rhetoric; product strategy; marketing strategy; behavior change; attitude change
Link to Digital Content at Springer
Summary: For a variety of reasons, content has been excluded from the discussion of persuasive design, both in academia and practice. This paper argues that content is a missed opportunity to make a digital experience not only inform or instruct but also influence. I explain the causes and consequences of disregarding content, then define the proper role and benefits of content. To improve the results of a persuasive experience, content can and must have a central role in planning, executing, and evaluating the experience.

[10] Being safety smart: social issue game for child protective behaviour training Gaming & HCI / Jones, Christian Martyn / Pozzebon, Kay Proceedings of the HCI'10 Conference on People and Computers XXIV 2010-09-06 v.9 p.151-159
ACM Digital Library Citation
Summary: Being Safety Smart is an online, social issue game designed to mitigate increasing child abduction rates in Australia. By teaching young children skills and strategies to help protect themselves, the game empowers children with the ability and confidence to act appropriately and decisively. This paper reports on the collaborative research and development of Being Safety Smart, bringing together global best practice in child protection and computer game design to create an educational resource targeted to children aged 6 to 8. The anti-abduction messages and strategies were developed in partnerships with Australian government departments of the Queensland Police Service, the Crime and Misconduct Commission, the Department of Communities (Child Safety Services) and Education Queensland. The gaming environment is aligned to age and gender specific learning capabilities of children and is based on eight key features associated with children's acquisition and retention of protective behaviour concepts and skills. Results of a successful evaluation of the program with schools are presented. Being Safety Smart received the 2009 Queensland Police Service gold award for excellence in crime prevention. and is being used in over 200 schools across Australia.

[11] Designing dramatic play: story and game structure Research ideas & student work / Rolfe, Ben / Jones, Christian Martyn / Wallace, Helen Proceedings of the HCI'10 Conference on People and Computers XXIV 2010-09-06 v.9 p.448-452
ACM Digital Library Citation
Summary: Drama in games is created by the interplay of the narrative structure of story and the ludic structure of challenges. In this paper, we combine Csikszentmihalyi's model of engagement and flow with Freytag's pyramid, a model of narrative structure. Using this combination, we explore the dramatic structure of Halo: Combat Evolved, comparing ludic and narrative structures at each stage of the game. Based on our analysis, we recommend that game designers recognise the importance of psychological states beyond flow, and structure gameplay to lead the player on a journey through different states. In particular, we defend the idea of pushing the player out of their comfort zone early in the game to provide motivation and positive stress, and ending the game with challenges below the player's level of expertise, to allow them to relax, reflect, and experience a sense of closure.

[12] An ontology of place and service types to facilitate place-affordance geographic information retrieval Ontologies and natural language / Alazzawi, Ahmed N. / Abdelmoty, Alia I. / Jones, Christopher B. Proceedings of the 2010 Workshop on Geographic Information Retrieval 2010-02-18 p.4
Keywords: place ontology, place-affordance, semantic web
ACM Digital Library Link
Summary: In order to facilitate place-affordance queries on the Web, this work proposes the employment of an ontology of place and service types. While other works defined place-affordance by associating a place with its physical objects, the conceptual view of a place-affordance in this work is based on associating a place type with its typical service types, which is reflected in the ontology construction methodology. Preliminary results, as well as an overview of the current work, are briefly introduced.

[13] A web platform for the evaluation of vernacular place names in automatically constructed gazetteers Toponym detection and vernacular names / Twaroch, Florian A. / Jones, Christopher B. Proceedings of the 2010 Workshop on Geographic Information Retrieval 2010-02-18 p.14
Keywords: evaluation, gazetteer services, vernacular place names
ACM Digital Library Link
Summary: Vernacular place names pose a research challenge in geographic information retrieval. There is a long standing demand from investigators for a reference collection to train their methods and evaluate their models and data. However no large collection of informal place names associated with type and footprint data is currently available to the GIR community. The present contribution discusses the implementation of a web platform to collect such an evaluation data set. Design considerations of the user interface are addressed and we present first results of a nationwide attempt to collect the vernacular place names of Great Britain. Our result will aid further research in automatic gazetteer construction, considering vernacular place names.

[14] Using emotion eliciting photographs to inspire awareness and attitudinal change: a user-centered case study Visualise / Jones, Christian Martyn / Baldwin, Claudia Proceedings of OZCHI'09, the CHISIG Annual Conference on Human-Computer Interaction 2009-11-23 p.201-207
Keywords: interactive media, photovoice, user-centered design, visual research
ACM Digital Library Link
Summary: Photographs can be used to elicit an emotional response in the viewer to promote attitudinal change. The paper considers the types of photographs which can elicit the strongest impact on viewers and uses a case study of the Mary River Dam. The Queensland government is proposing to dam the Mary River, whilst the Save the Mary River group has been running a campaign against the proposed dam using images of the community and landscape in its protest materials and website. This paper reports on a project to understand which types of images provided by the Save the Mary River group elicit the strongest impact on viewers to inspire support for their protest, and how and why these images can increase awareness around the issues of the proposed dam as a solution to water needs.

[15] Edutainment in the field using mobile location based services Locative / Jones, Christian Martyn / Willis, Matthew Proceedings of OZCHI'09, the CHISIG Annual Conference on Human-Computer Interaction 2009-11-23 p.385-388
Keywords: context and location awareness, education and HCI, remote environments, smart phones
ACM Digital Library Link
Summary: The explorer project provides educational tours and activities to schoolchildren using existing low cost technologies. The activities take place in environmentally sensitive and remote locations and are based around a proven curricula developed in collaboration with Queensland schools.
    To undertake the activities, smart phones are provided to students that are pre-loaded with GPS driven software that guides them through each task. Tasks are triggered by the student's proximity to field locations (using GPS coordinates). Students are directed to observe, collect, analyse and report data by utilising the features of the device, such as the in built camera, location services, text, handwriting and sketch entry, and the audio and video capabilities of the device. Data collated by students is uploaded to a secure server on completion of the tasks. All data is made available to students via the server for inclusion in reports, assessment items and for sharing and blogging on social networking sites.
    The project will assess changes to learning outcomes, and student attitudes and values towards the environment, comparing the experience of students using the explorer device with traditional paper-based descriptions and reporting. Results of the explorer project will help inform the development of future location-based technologies for field-based education.

[16] Antecedents of Attributions in an Educational Game for Social Learning: Who's to Blame? Online Games / Ogan, Amy / Aleven, Vincent / Kim, Julia / Jones, Christopher OCSC 2009: 3rd International Conference on Online Communities and Social Computing 2009-07-19 p.593-602
Keywords: Virtual environments; motivation
Link to Digital Content at Springer
Summary: Games are increasingly being used as educational tools, in part because they are presumed to enhance student motivation. We look at student motivation in games from the viewpoint of attribution theory, which predicts more learning by students who make attributions along certain dimensions, and thus may provide a way of examining this claim in more detail. We studied 13 students as they played a game designed to teach negotiation skills in a cultural context. Students' overall attributional style was surveyed, as well as their achievement attributions following each meeting with a game character. Correlational results show that unexpectedly, students' attributional style does not predict in-game attributions. However, characteristics such as gender, negotiation expertise, and frequency of game play are significantly correlated with particular in-game attributions. Because attributions have been show to be causally related to learning, with further study, such results might be used to positively influence educational game design.

[17] EnTag: enhancing social tagging for discovery Session 6: best paper nominees 2 / Golub, Koraljka / Moon, Jim / Tudhope, Douglas / Jones, Catherine / Matthews, Brian / PuzoD, BartBomiej / Nielsen, Marianne Lykke JCDL'09: Proceedings of the 2009 Joint International Conference on Digital Libraries 2009-06-15 p.163-172
Keywords: ACM computing classification scheme, controlled vocabularies, dewey decimal classification, digital collection, folksonomies, institutional repository, intute, social tagging, subject indexing
ACM Digital Library Link
Summary: The EnTag (Enhanced Tagging for Discovery) project investigated the effect on indexing and retrieval when using only social tagging versus when using social tagging in combination with suggestions from a controlled vocabulary. Two different contexts were explored: tagging by readers of a digital collection and tagging by authors in an institutional repository; also two different controlled vocabularies were examined, Dewey Decimal Classification and ACM Computing Classification Scheme. For each context a separate demonstrator was developed and a user study conducted. The results showed the importance of controlled vocabulary suggestions for both indexing and retrieval: to help produce ideas of tags to use, to make it easier to find focus for the tagging, as well as to ensure consistency and increase the number of access points in retrieval. The value and usefulness of the suggestions proved to be dependent on the quality of the suggestions, both in terms of conceptual relevance to the user and in appropriateness of the terminology. The participants themselves could also see the advantages of controlled vocabulary terms for retrieval if the terms used were from an authoritative source.

[18] Mobile human-robot teaming with environmental tolerance Situation awareness, interface design and usability / Loper, Matthew M. / Koenig, Nathan P. / Chernova, Sonia H. / Jones, Chris V. / Jenkins, Odest C. Proceedings of the 4th ACM/IEEE International Conference on Human-Robot Interaction 2009-03-09 p.157-164
Keywords: gesture recognition, human-robot interaction, person following
ACM Digital Library Link
Summary: We demonstrate that structured light-based depth sensing with standard perception algorithms can enable mobile peer-to-peer interaction between humans and robots. We posit that the use of recent emerging devices for depth-based imaging can enable robot perception of non-verbal cues in human movement in the face of lighting and minor terrain variations. Toward this end, we have developed an integrated robotic system capable of person following and responding to verbal and non-verbal commands under varying lighting conditions and uneven terrain. The feasibility of our system for peer-to-peer HRI is demonstrated through two trials in indoor and outdoor environments.

[19] Using Machinima to promote computer science study / Jones, Christian / Munro, Callum Proceedings of AUIC'09, Australasian User Interface Conference 2009 p.17-25
ACM Digital Library Link
crpit.com/confpapers/CRPITV93Jones.pdf
Summary: The project develops a Machinima animation promotional film for the Department of Computer Science at Heriot-Watt University, and evaluates whether the promotional material is more engaging and entertaining than traditional materials; more informative about the provider (its values and facilities); promotes Computer Science as relevant to student lives; uses media immediately recognisable to the student; and is innovative and differentiates the provider from others in the marketplace. Real interviews with current students relating their likes and dislikes of the University were coupled with computer game animation to create an entertaining and informative multimedia advertisement. The multi-stage evaluation with potential applicants has shown that these students respond positively to the content and presentation of the innovative multimedia film, and are encouraged to choose Computer Science and Heriot-Watt University for Tertiary education.

[20] Online games-based child safety environment / Jones, Christian Proceedings of the 2008 Australasian Conference on Interactive Entertainment 2008-12-03 p.4
ACM Digital Library Link
Summary: The Child Safety Awareness Project develops an online games-based educational resource to provide anti-abduction and sexual abuse prevention strategies for children aged 6 to 8. The key messages and strategies are based on global best practice and advice from the Queensland Police Service, the Crime and Misconduct Commission and Education Queensland, and designed to increase the child's awareness of situations which might impact upon their personal safety and to empower them with the ability to act appropriately. The online resources will be used as part of teacher supported activities within the classroom, as well as more widely accessible from a secure Internet site. The project evaluates the learning of children and usage of messages and strategies, and the affect of the resource on the child's self-esteem and confidence.

[21] Location and the web (LocWeb 2008) Workshops / Boll, Susanne / Jones, Christopher / Kansa, Eric / Kishor, Puneet / Naaman, Mor / Purves, Ross / Scharl, Arno / Wilde, Erik Proceedings of the 2008 International Conference on the World Wide Web 2008-04-21 p.1261-1262
Keywords: geographic data, geolocation, geospatial, location, location-based services
ACM Digital Library Link
Summary: The World Wide Web has become the world's largest networked information resource, but references to geographical locations remain unstructured and typically implicit in nature. This lack of explicit spatial knowledge within the Web makes it difficult to service user needs for location-specific information. At present, spatial knowledge is hidden in many small information fragments such as addresses on Web pages, annotated photos with GPS co-ordinates, geographic mapping applications, and geotags in user-generated content. Several emerging formats that primarily or secondarily include location metadata, like GeoRSS, KML, and microformats, aim to improve this state of affairs. However, the question remains how to extract, index, mine, find, view, mashup, and exploit Web content using its location semantics. This work-shop brings together researchers from academia and industry labs to discuss and present the latest results and trends in all facets of the relationships between location concepts and Web information.

[22] Pause, predict, and ponder: use of narrative videos to improve cultural discussion and learning Learning Support / Ogan, Amy / Aleven, Vincent / Jones, Christopher Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems 2008-04-05 v.1 p.155-162
ACM Digital Library Link
Summary: Previous research shows that video viewing (a frequent activity in language courses) is more effective when students receive guidance. We investigate how to support students in an on-line environment in acquiring cultural knowledge and intercultural competence by viewing clips from feature films from the target culture. To test the effectiveness of a set of attention-focusing techniques (pause-predict-ponder), some of which have been shown to be effective in other contexts, we created ICCAT, a simple tutor that enhances an existing classroom model for the development of intercultural competence. We ran a study in two French Online classrooms with 35 participants, comparing ICCAT versions with and without attention-focusing techniques. We found that the addition of the pause-predict-ponder seemed to guide students in acquiring cultural knowledge and significantly increased students' ability to reason from an intercultural perspective. We discuss possible implications for intelligent tutoring systems in such difficult and ill-defined domains.

[23] Investigating emotional interaction with a robotic dog Collaboration + emotion / Jones, Christian Martyn / Deeming, Andrew Proceedings of OZCHI'07, the CHISIG Annual Conference on Human-Computer Interaction 2007-11-28 p.183-186
ACM Digital Library Link
Summary: Next generation of consumer-level entertainment robots should offer more natural engaging interaction. This paper reports on the development and evaluation of a consumer-level robotic dog with acoustic emotion recognition capabilities. The dog can recognise the emotional state of its owner from affective cues in the owner's speech and respond with appropriate actions. The evaluation study shows that users can recognise the new robotic dog to be emotionally intelligent and report that this makes the dog appear more 'alive'.

[24] Biometric valence and arousal recognition Collaboration + emotion / Jones, Christian Martyn / Troen, Tommy Proceedings of OZCHI'07, the CHISIG Annual Conference on Human-Computer Interaction 2007-11-28 p.191-194
ACM Digital Library Link
Summary: A real-time user-independent emotion detection system using physiological signals has been developed. The system has the ability to classify affective states into 2-dimensions using valence and arousal. Each dimension ranges from 1 to 5 giving a total of 25 possible affective regions. Physiological signals were measured using 3 biometric sensors for Blood Volume Pulse (BVP), Skin Conductance (SC) and Respiration (RESP). Two emotion inducing experiments were conducted to acquire physiological data from 13 subjects. The data from 10 of these subjects were used to train the system, while the remaining 3 datasets were used to test the performance of the system. A recognition rate of 62% for valence and 67% for arousal was achieved within +/- 1 units of the valence and arousal rating.

[25] Performance Analysis of Acoustic Emotion Recognition for In-Car Conversational Interfaces Part II: Access to the Physical Environment, Mobility and Transportation / Jones, Christian Martyn / Jonsson, Ing-Marie UAHCI 2007: 4th International Conference on Universal Access in Human-Computer Interaction, Part II: Ambient Interaction 2007-07-22 v.2 p.411-420
Keywords: In-car systems; emotion recognition; emotional responses; driving simulator; affective computing; speech recognition
Link to Digital Content at Springer
Summary: The automotive industry are integrating more technologies into the standard new car kit. New cars often provide speech enabled communications such as voice-dial, as well as control over the car cockpit including entertainment systems, climate and satellite navigation. In addition there is the potential for a richer interaction between driver and car by automatically recognising the emotional state of the driver and responding intelligently and appropriately. Driver emotion and driving performance are often intrinsically linked and knowledge of the driver emotion can enable to the car to support the driving experience and encourage better driving. Automatically recognising driver emotion is a challenge and this paper presents a performance analysis of our in-car acoustic emotion recognition system.
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