{"title":"OzCHI 2016 workshop proposal: the First International Workshop on Mixed and Augmented Reality Innovations (MARI)","authors":"K. Kiyokawa, H. Saito, B. Thomas, Woontack Woo","doi":"10.1145/3010915.3011864","DOIUrl":"https://doi.org/10.1145/3010915.3011864","url":null,"abstract":"As the advancement of mixed and augmented reality technologies accelerates, not only the matured, complete studies but also early results of innovative ideas and unique experiences of case studies are getting more important to the research community. Examples of such studies include those with innovative concepts, hardware, software or applications but lacking rigorous user studies, case studies in industry and education, cultural and artistic installations using AR/MR technologies, and interdisciplinary studies that do not fit well into existing conference venues. The First International Workshop on Mixed and Augmented Reality Innovations (MARI) provides an opportunity to share and discuss such innovative ideas and precious experiences with researchers from all over the world.","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130591938","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Evaluation of interest-bridge model: older adults meditated learning of mobile technology","authors":"Jeanie Beh, S. Pedell, W. Doubé","doi":"10.1145/3010915.3010943","DOIUrl":"https://doi.org/10.1145/3010915.3010943","url":null,"abstract":"This research investigates older adults' adoption of mobile touch screen technologies based on the Interest-Bridge Model. According to the model, interest is a main driver in adoption. 60 independently living participants aged 60 years and older took part in ten groups participating in a weekly mobile touch screen technology workshop. The data collection consisted of observations and focus group interviews and spanned over 20 weeks. The study investigated whether a curriculum guided only by the interests of older adults, rather than structured curriculum, would have a positive influence on their adoption of mobile touch screen technologies. The results show that when older adults are taught according to requests based on interest, they have the opportunity for deeper and long-term engagement of technology. Furthermore, able to integrate technology into their everyday lives.","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116080259","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Sam Kavanagh, Andrew Luxton-Reilly, B. Wünsche, B. Plimmer
{"title":"Creating 360° educational video: a case study","authors":"Sam Kavanagh, Andrew Luxton-Reilly, B. Wünsche, B. Plimmer","doi":"10.1145/3010915.3011001","DOIUrl":"https://doi.org/10.1145/3010915.3011001","url":null,"abstract":"The application of virtual reality (VR) to education has been documented for over half a century. During this time studies investigating its use have demonstrated positive findings ranging from increased time on task, to enjoyment, motivation and retention. Despite this, VR systems have never achieved widespread adoption in education. This is arguably due to both limitations of the VR technologies themselves, and the overhead incurred by both content developers and users. In this paper we describe a case study of an alternative approach to creating educational VR content. Instead of using computer graphics, we used a spherical camera in conjunction with a VR head-mounted display to provide 360° educational lectures. The content creation process, as well as issues we encountered during this study are explained, before we conclude by discussing the viability of this approach.","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125078180","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Shannon Rodgers, B. Maloney, Bernd Ploderer, M. Brereton
{"title":"Managing stress, sleep and technologies: an exploratory study of Australian university students","authors":"Shannon Rodgers, B. Maloney, Bernd Ploderer, M. Brereton","doi":"10.1145/3010915.3010961","DOIUrl":"https://doi.org/10.1145/3010915.3010961","url":null,"abstract":"Student life is stressful and many students do not get enough sleep to perform well in class and in assignments. Technology use has been found to contribute to sleep deficits, but it offers a means to investigate sleep patterns and student workload. Hence the aim of this research is to explore how students at Australian universities manage stress, sleep and technologies throughout the semester. We combined rich qualitative insights from contextual interviews and cultural probes with quantitative insights from a student survey. The findings showed that (1) students consciously prioritise academic success over a healthy sleeping pattern; (2) students are sleeping one hour less than they think they should; (3) technologies both add to sleep deficits as well as help to wind down; and (4) students manage sleep and stress through a combination of planning ahead and pushing through stressful times with little sleep. We discuss the implications of these findings and highlight design opportunities for new technologies to support the strategies of planning and pushing through to encourage healthy sleep patterns and foster wellbeing.","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125489699","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Active ageing with avatars: a virtual exercise class for older adults","authors":"E. Cyarto, F. Batchelor, Steven Baker, B. Dow","doi":"10.1145/3010915.3010944","DOIUrl":"https://doi.org/10.1145/3010915.3010944","url":null,"abstract":"In this paper we describe the development and testing of a virtual exercise class for older people delivered in real-time using active gaming technology (Microsoft's Kinect for Xbox 360). Four seniors (women, aged 64--74) participated. Each person received a gaming console and face-to-face instruction. At a set time each week for 6 weeks, participants logged on to take part in a 30-minute exercise class led by an instructor. On-screen, each person was represented by an avatar (Avatar Kinect software). Participants were able to see the avatars on their television screen and hear each other via headsets. Overall, we found the virtual exercise class format to be feasible and acceptable to older people. Despite some limitations with the hardware and software, participants enjoyed the experience of learning to use new technology. The use of avatars added novelty and made the program fun. The potential for a virtual exercise class, using gaming technology and avatars, to increase physical activity and enhance social connection amongst older Australians warrants further investigation.","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130006337","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Slowing down: introducing calm persuasive technology to increase wellbeing at work","authors":"Geke D. S. Ludden, Linda Meekhof","doi":"10.1145/3010915.3010938","DOIUrl":"https://doi.org/10.1145/3010915.3010938","url":null,"abstract":"This paper describes the design and evaluation of a system that aims to motivate people to take regular breaks. In a world where stress, and related mental conditions such as depression and burnout, are becoming ever more prevalent, it is important that we study how we can design environments, products and/or systems that support people to take control over their working behaviour. Informed by theory on calm, persuasive technology, break objects were designed that together facilitate taking regular breaks. In a controlled lab experiment, we evaluated whether our design influenced positive affect. Based on our findings, we conclude that using calm persuasive technology to motivate people to take regular breaks might have a positive effect on people's wellbeing at work. Further, we argue that physical tools like the one presented here should be part of monitoring and coaching systems aimed at behaviour change.","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123022684","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"CoCoDeS: multi-device support for collocated collaborative learning design","authors":"Roberto Martínez Maldonado, P. Goodyear","doi":"10.1145/3010915.3010928","DOIUrl":"https://doi.org/10.1145/3010915.3010928","url":null,"abstract":"We propose a novel principled approach and the toolset to support collocated team-based educational design. We scaffold teams of teachers as designers creating rapid high-level course designs. We provide teachers with an ecology of digital and non-digital devices, an embedded design pattern library and a design dashboard. The toolset is situated within a purpose-built educational design studio and includes a set of surface devices that allow teachers to manipulate iconic representations of a course design and get real-time design analytics on selected parameters. The contribution of the paper is a description of the rationale for, implementation and evaluation of, an innovative toolset that sits in an ecology of resources to support collocated educational design.","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125288594","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Muhammad Haziq Lim Abdullah, Cara Wilson, M. Brereton
{"title":"MyCalendar: supporting families to communicate with their child on the autism spectrum","authors":"Muhammad Haziq Lim Abdullah, Cara Wilson, M. Brereton","doi":"10.1145/3010915.3011000","DOIUrl":"https://doi.org/10.1145/3010915.3011000","url":null,"abstract":"This paper presents a study in which a mobile application, 'MyCalendar', was trialled with children on the autism spectrum and their families. In previous work, we described how the MyCalendar app supported communication across both home and school settings through photos and videos of the child's activities, presented in the format of a visual calendar. These visuals supported the child to communicate and socialise and to recall activities and helped adults to better understand the child holistically. This note augments previous work on MyCalendar by focusing on interactions at home within the family. Findings revealed that routine review of activities documented in MyCalendar enabled children to participate more in family conversations, extended their time spent interacting socially, and reinforced social relationships. This gave the children on the autism spectrum greater opportunity to share and communicate within the family as well as to share their interactions at school with family members.","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114331502","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Doménique van Gennip, D. Orth, Md Athar Imtiaz, E. V. D. Hoven, B. Plimmer
{"title":"Tangible cognition: bringing together tangible interaction and cognition in HCI","authors":"Doménique van Gennip, D. Orth, Md Athar Imtiaz, E. V. D. Hoven, B. Plimmer","doi":"10.1145/3010915.3011863","DOIUrl":"https://doi.org/10.1145/3010915.3011863","url":null,"abstract":"This workshop will explore the relationship between HCI using tangible user interfaces (TUIs) and cognition. We see exciting opportunities for tangible interaction to address some of the cognitive challenges of concern to the HCI community, in areas such as education, healthcare, games, reminiscing and reflection, and community issues. Drawing together the Australasian community, with those from further afield, we hope to strengthen research and build a local community in this exciting and rapidly developing field. Participation is invited from researchers working in tangible user interfaces or those interested in cognition and interaction. During the workshop the majority of the time will be spent in small group discussions and brainstorming solutions.","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"390 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123531432","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Tristan Beven, Thuong N. Hoang, M. Carter, Bernd Ploderer
{"title":"HandLog: a deformable tangible device for continuous input through finger flexion","authors":"Tristan Beven, Thuong N. Hoang, M. Carter, Bernd Ploderer","doi":"10.1145/3010915.3010933","DOIUrl":"https://doi.org/10.1145/3010915.3010933","url":null,"abstract":"We introduce HandLog, a novel handheld interaction device that supports single handed deformation through finger flexion as a continuous digital input. It consists of a 3D printed core inserted within a foam sleeve embedded with conductive foam columns. By measuring resistance changes across the columns during deformation, whole hand or individual finger flexion motions can be mapped to digital data in real-time. We conducted a user study that demonstrated the successful use of the device for game input. The results indicated that users could quickly become competent with the device and that when compared with discrete controls its supported interactions created a more engaging experience. HandLog has great potential for other application domains, including hand exercise for rehabilitation and handheld controllers for smart homes in ubiquitous computing.","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"59 3-B 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128875528","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}