ORCID Profile
0000-0003-1867-9536
Current Organisations
University of Technology Sydney
,
Queensland University of Technology
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In Research Link Australia (RLA), "Research Topics" refer to ANZSRC FOR and SEO codes. These topics are either sourced from ANZSRC FOR and SEO codes listed in researchers' related grants or generated by a large language model (LLM) based on their publications.
Computer-Human Interaction | Information Systems | Communication Technology and Digital Media Studies | Education Systems | Community Child Health | Early Childhood Education (excl. Māori) | Health Promotion | Aboriginal and Torres Strait Islander Information and Knowledge Systems
Computer Software and Services not elsewhere classified | Child Health | Expanding Knowledge in Technology | Learner Development | Ability and Disability | Expanding Knowledge in Built Environment and Design |
Publisher: ACM
Date: 21-04-2020
Publisher: Wiley
Date: 15-01-2021
DOI: 10.1111/BJET.13063
Publisher: ACM
Date: 23-10-2018
Publisher: ACM
Date: 23-10-2018
Publisher: ACM
Date: 30-09-2013
Publisher: ACM
Date: 28-11-2017
Publisher: ACM
Date: 30-11-2021
Publisher: ACM
Date: 30-09-2013
Publisher: ACM
Date: 20-04-2002
Publisher: ACM
Date: 02-10-2013
Publisher: ACM
Date: 05-10-2015
Publisher: ACM
Date: 29-11-2022
Publisher: ACM
Date: 21-07-2012
Publisher: Springer Berlin Heidelberg
Date: 2008
Publisher: ACM
Date: 07-12-2015
Publisher: ACM
Date: 07-05-2016
Publisher: ACM
Date: 21-07-2012
Publisher: ACM
Date: 19-04-2018
Publisher: ACM
Date: 22-04-2006
Publisher: ACM
Date: 02-12-2020
Publisher: Elsevier BV
Date: 06-2017
Publisher: Springer Berlin Heidelberg
Date: 2012
Publisher: ACM
Date: 30-09-2013
Publisher: ACM
Date: 06-06-2007
Publisher: ACM
Date: 18-04-2015
Publisher: ACM
Date: 04-09-2012
Publisher: ACM
Date: 02-11-2020
Publisher: ACM
Date: 23-10-2018
Publisher: ACM
Date: 19-10-2014
Publisher: ACM
Date: 04-12-2018
Publisher: ACM
Date: 30-09-2013
Publisher: Association for Computing Machinery (ACM)
Date: 04-04-2017
DOI: 10.1145/3034780
Abstract: The GameFlow model strives to be a general model of player enjoyment, applicable to all game genres and platforms. Derived from a general set of heuristics for creating enjoyable player experiences, the GameFlow model has been widely used in evaluating many types of games, as well as non-game applications. Initial applications of the GameFlow model were limited to real-time strategy games. However, in order to be considered a general model of player enjoyment in games, the GameFlow model needs to be applied to a more varied set of play experiences. In this article, we revisit the design of the GameFlow model, review the various applications and derivative models, and discuss on-going analysis of the model. Subsequently, we describe a study that aims to extend the initial validation of the GameFlow model to incorporate additional game types. We report the results of expert reviews conducted using the GameFlow criteria to evaluate first person shooter games on Sony PlayStation 3 and adventure games on Apple iPhone. Our findings provide insight into the manifestation of the GameFlow elements in these types of games and also highlight some of the genre-specific considerations in the application of the GameFlow model. Key issues are raised and discussed in relation to immersion, social interaction, and multiplayer games.
Publisher: Elsevier BV
Date: 08-2012
DOI: 10.1016/J.AUCC.2012.02.005
Abstract: Nursing training for an Intensive Care Unit (ICU) is a resource intensive process. High demands are made on staff, students and physical resources. Interactive, 3D computer simulations, known as virtual worlds, are increasingly being used to supplement training regimes in the health sciences especially in areas such as complex hospital ward processes. Such worlds have been found to be very useful in maximising the utilisation of training resources. Our aim is to design and develop a novel virtual world application for teaching and training Intensive Care nurses in the approach and method for shift handover, to provide an independent, but rigorous approach to teaching these important skills. In this paper we present a virtual world simulator for students to practice key steps in handing over the 24/7 care requirements of intensive care patients during the commencing first hour of a shift. We describe the modelling process to provide a convincing interactive simulation of the handover steps involved. The virtual world provides a practice tool for students to test their analytical skills with scenarios previously provided by simple physical simulations, and live on the job training. Additional educational benefits include facilitation of remote learning, high flexibility in study hours and the automatic recording of a reviewable log from the session. To the best of our knowledge, we believe this is a novel and original application of virtual worlds to an ICU handover process. The major outcome of the work was a virtual world environment for training nurses in the shift handover process, designed and developed for use by postgraduate nurses in training.
Publisher: ACM
Date: 26-11-2012
Publisher: ACM
Date: 28-11-2017
Publisher: ACM
Date: 08-11-2011
Publisher: Springer Berlin Heidelberg
Date: 2014
Publisher: ACM
Date: 26-11-2012
Publisher: ACM
Date: 29-11-2022
Publisher: Wiley
Date: 11-02-2014
DOI: 10.1002/9781118539415.WBWELL049
Abstract: In this chapter we take a broad approach to exploring how videogames can lead to improvements in wellbeing. We examine the impact of videogames on the psychological, social, and physical components of wellbeing. The emergence of videogames as a mainstream pastime has motivated our investigation. Research has shown that videogames can generally be expected to positively influence a player's mood and emotion. Experiences of autonomy, relatedness, competence, and flow during videogame play can all be seen to lead to improved psychological wellbeing. Commercial videogames have also been shown to lead to improvements in cognitive skills. Games designed to have a specific benefit have shown improvements in psychological wellbeing, education, engagement, physical wellbeing, and rehabilitation. Videogame play has been shown to positively impact social wellbeing across user populations, including people with intellectual disabilities. Games support development of real life friendships and provide new ways to create and maintain social connections. The rich and full social networks formed as part of massively multiplayer online gaming typify these benefits. Our focus in this chapter is on the positive influences of videogames and present evidence of the positive impact of videogames on the psychological, physical and social components of wellbeing. We do not explore research on contexts in which negative impacts are possible. Clearly, balanced engagement with age‐appropriate videogames is a key prerequisite for any of the wellbeing benefits. Although there is a great deal of evidence for the actual and potential positive impacts of videogames on wellbeing, there are many unanswered questions regarding the context in which there is likely to be an impact. We conclude the chapter by outlining the key questions for future research.
Publisher: IEEE
Date: 09-2013
Publisher: ACM
Date: 07-12-2015
Publisher: Springer Berlin Heidelberg
Date: 2014
Publisher: IGI Global
Date: 2013
DOI: 10.4018/978-1-4666-4054-2.CH006
Abstract: The addition of game design elements to non-game contexts has become known as gamification. Previous research has suggested that framing tedious and non-motivating tasks as game-like can make them enjoyable and motivating (e.g., de Oliveira, et al., 2010 Fujiki, et al., 2007 Chiu, et al., 2009). Smartphone applications lend themselves to being gamified as the underlying mobile technology has the ability to sense user activities and their surrounding environment. These sensed activities can be used to implement and enforce game-like rules based around many physical activities (e.g., exercise, travel, or eating). If researchers wish to investigate this area, they first need an existing gamified application to study. However if an appropriate application does not exist then the researcher may need to create their own gamified prototype to study. Unfortunately, there is little previous research that details or explains the design and integration of game elements to non-game mobile applications. This chapter explores this gap and shares a framework that was used to add videogame-like achievements to an orientation mobile application developed for new university students. The framework proved useful and initial results are discussed from two studies. However, further development of the framework is needed, including further consideration of what makes an effective gamified experience.
Publisher: Association for Computing Machinery (ACM)
Date: 23-02-2018
DOI: 10.1145/3184332
Publisher: ACM
Date: 21-04-2020
Publisher: ACM
Date: 19-10-2014
Publisher: ACM Press
Date: 2006
Publisher: ACM
Date: 04-06-2016
Publisher: IEEE Comput. Soc
Date: 2000
Publisher: Association for Computing Machinery (ACM)
Date: 09-2014
Abstract: For people with intellectual disabilities, there are significant barriers to inclusion in socially cooperative endeavors. This paper investigates the effectiveness of Stomp, a tangible user interface (TUI) designed to provide new participatory experiences for people with intellectual disability. Results from an observational study reveal the extent to which the Stomp system supports social and physical interaction. The tangible, spatial, and embodied qualities of Stomp result in an experience that does not rely on the acquisition of specific competencies before interaction and engagement can occur.
Publisher: Springer Berlin Heidelberg
Date: 2012
Publisher: ACM
Date: 07-05-2016
Publisher: ACM
Date: 19-10-2014
Publisher: ACM
Date: 09-06-2010
Publisher: ACM
Date: 15-10-2016
Publisher: ACM
Date: 04-09-2012
Publisher: ACM
Date: 23-10-2018
Publisher: ACM
Date: 08-12-2008
Publisher: IEEE
Date: 09-2013
Publisher: Springer Berlin Heidelberg
Date: 2004
Publisher: IEEE
Date: 09-2013
Publisher: ACM
Date: 08-11-2011
Publisher: Inderscience Publishers
Date: 2012
Publisher: IEEE
Date: 04-2007
Publisher: ACM Press
Date: 2006
Publisher: ACM
Date: 02-12-2020
Publisher: ACM
Date: 26-04-2014
Publisher: Informa UK Limited
Date: 23-03-2019
DOI: 10.1080/09638288.2018.1448464
Abstract: Speech language therapists increasingly are using telehealth to enhance the accessibility of their services. It is unclear, however, how play-based therapy for children can be delivered via telehealth. In particular, modalities such as videoconferencing do not enable physical engagement between therapists and clients. The aim of our reported study was to understand how physical objects such as toys are used in similar and different ways across videoconferenced and "face-to-face" (hereafter, "in-person") therapy. We used conversation analytic methods to compare video-recorded therapy sessions for children delivered across in-person and telehealth settings. Utilising a broader corpus of materials, our analysis focused on four client-therapist dyads: two using videoconferencing, and two who met in-person. Both videoconferencing and in-person sessions enabled routine affordances and challenges for delivering therapy. Within in-person therapy, therapists made access to objects contingent upon the client producing some target expression. This contingency usually was achieved by restricting physical access to these objects. Restricting access to a toy was not necessary in videoconferenced therapy therapists instead used techniques to promote engagement. When delivering play-based therapy via telehealth, our study demonstrates how practitioners adapt the intervention to suit the particular medium of its delivery. Implications for Rehabilitation Telehealth enhances equitable access for those who cannot physically access rehabilitation services. Telehealth modalities can create practical challenges, however, when delivering interventions such as play-based therapy. Practitioners should intentionally adapt telehealth interventions to suit the particular telehealth modality they are using.
Publisher: ACM
Date: 28-11-2011
Publisher: Elsevier BV
Date: 05-2014
Publisher: ACM
Date: 02-12-2019
Publisher: IEEE
Date: 09-2013
Publisher: Springer Berlin Heidelberg
Date: 2004
Publisher: ACM
Date: 18-04-2015
Publisher: ACM
Date: 05-10-2015
Publisher: ACM
Date: 06-05-2017
Publisher: Informa UK Limited
Date: 22-10-2008
Publisher: ACM
Date: 07-2003
Publisher: ACM
Date: 15-10-2016
Publisher: Springer International Publishing
Date: 2016
Publisher: ACM
Date: 25-04-2020
Publisher: MDPI AG
Date: 19-10-2022
DOI: 10.3390/SU142013533
Abstract: STEM has emerged as a key area of importance for children, highlighting the value and relevance of integrated understandings of science, technology, engineering and mathematics in both educational contexts and everyday life. The need for innovation and creativity is also recognised, which emphasizes the important role the arts can play as STEM is extended into STEAM. This scoping review investigated what is known about STEM, STEAM and makerspace experiences and opportunities for children aged birth to eight. The review found that early childhood experience with STEM, STEAM and makerspaces is an emerging field of research. Findings suggest that STEAM holds more relevance to learning and experiences in the early childhood years, and perhaps across the lifespan. The review also highlights the need to shift the starting point to the earliest of years and create greater intentionality in STEAM experiences with infants, toddlers and preschool aged children, recognizing the relevance of STEAM and maker mindsets in the lives of young children. Additionally, the scoping review identified the value of informal and community contexts as a means to invite broader participation. Such opportunities provide scope to challenge inequity in opportunity and to overcome intergenerational aversion towards STEM/STEAM-related learning. Further research is needed to understand the professional learning needs of early childhood educators and facilitators of STEAM and makerspace experiences.
Publisher: Springer Berlin Heidelberg
Date: 2014
Location: United Kingdom of Great Britain and Northern Ireland
Start Date: 2016
End Date: 2018
Funder: Australian Research Council
View Funded ActivityStart Date: 2015
End Date: 2017
Funder: Australian Research Council
View Funded ActivityStart Date: 2015
End Date: 02-2018
Amount: $513,000.00
Funder: Australian Research Council
View Funded ActivityStart Date: 10-2016
End Date: 12-2021
Amount: $235,000.00
Funder: Australian Research Council
View Funded ActivityStart Date: 02-2021
End Date: 02-2028
Amount: $34,934,592.00
Funder: Australian Research Council
View Funded ActivityStart Date: 01-2021
End Date: 12-2024
Amount: $630,000.00
Funder: Australian Research Council
View Funded Activity