[1]
Mindful Gaming: How Digital Games Can Improve Mindfulness
HCI Studies
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Sliwinski, Jacek
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Katsikitis, Mary
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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
© Copyright 2015 Springer International Publishing Switzerland
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
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Jones, Christian M.
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Scholes, Laura
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Johnson, Daniel
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Katsikitis, Mary
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Carras, Michelle C.
Proceedings of the 28th BCS International Conference on Human-Computer
Interaction
2014-09-12
p.6
© Copyright 2014 Authors
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
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Starks, Katryna
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Jones, Christian
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Katsikitis, Mary
Proceedings of the 28th BCS International Conference on Human-Computer
Interaction
2014-09-12
p.14
© Copyright 2014 Authors
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
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Van Laere, Olivier
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Schockaert, Steven
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Tanasescu, Vlad
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Dhoedt, Bart
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Jones, Christopher B.
ACM Transactions on Information Systems
2014-06
v.32
n.3
p.12
© Copyright 2014 ACM
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
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Willis, Matthew John
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Dann, Christopher Ewart
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Jones, Christian Martyn
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Lowe, Beverly Jo
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Toohey, Elizabeth
Proceedings of the 2012 Australian Computer-Human Interaction Conference
2012-11-26
p.653-656
© Copyright 2012 CHISIG and authors
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
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Willis, Matthew John
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Jones, Christian Martyn
Proceedings of the 2012 Australian Computer-Human Interaction Conference
2012-11-26
p.657-660
© Copyright 2012 CHISIG and authors
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
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Willis, Matthew John
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Jones, Christian Martyn
Proceedings of the HCI'12 Conference on People and Computers XXVI
2012-09-12
p.292-297
© Copyright 2012 Authors
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
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Jones, Colleen
interactions
2012-09-01
v.19
n.5
p.22-25
© Copyright 2012 ACM
Elizabeth D. Mynatt, Editor
[9]
Clout: The Role of Content in Persuasive Experience
DUXU beyond Usability: Culture, Branding, and Emotions
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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
Copyright © 2011 Springer-Verlag
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
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Jones, Christian Martyn
/
Pozzebon, Kay
Proceedings of the HCI'10 Conference on People and Computers XXIV
2010-09-06
v.9
p.151-159
© Copyright 2010 Authors
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
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Rolfe, Ben
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Jones, Christian Martyn
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Wallace, Helen
Proceedings of the HCI'10 Conference on People and Computers XXIV
2010-09-06
v.9
p.448-452
© Copyright 2010 Authors
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
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Alazzawi, Ahmed N.
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Abdelmoty, Alia I.
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Jones, Christopher B.
Proceedings of the 2010 Workshop on Geographic Information Retrieval
2010-02-18
p.4
Keywords: place ontology, place-affordance, semantic web
© Copyright 2010 ACM
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
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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
© Copyright 2010 ACM
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
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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
© Copyright 2009 CHISIG and author(s)
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
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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
© Copyright 2009 CHISIG and author(s)
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
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Ogan, Amy
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Aleven, Vincent
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Kim, Julia
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Jones, Christopher
OCSC 2009: 3rd International Conference on Online Communities and Social
Computing
2009-07-19
p.593-602
Keywords: Virtual environments; motivation
Copyright © 2009 Springer-Verlag
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
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Tudhope, Douglas
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Jones, Catherine
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Matthews, Brian
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PuzoD, BartBomiej
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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
© Copyright 2009 ACM
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
© Copyright 2009 ACM
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
Copyright © 2009 Australian Computer Society
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
© Copyright 2008 ACM
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
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Boll, Susanne
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Jones, Christopher
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Kansa, Eric
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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
© Copyright 2008 International World Wide Web Conference Committee (IW3C2)
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
© Copyright 2008 ACM
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
© Copyright 2007 CHISIG and author(s)
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
© Copyright 2007 CHISIG and author(s)
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
Copyright © 2007 Springer-Verlag
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.