{"title":"Experiential Dialogues: Extended Reality (XR) as an Attentive Means of Listening and Knowing Care Identity.","authors":"John Morrison, Andrew Mckelvey, Matthew Kranicz","doi":"10.14236/ewic/hci2022.47","DOIUrl":"https://doi.org/10.14236/ewic/hci2022.47","url":null,"abstract":"The research is represented as prototype digital ethnographic artefacts to be experienced in the Magic Leap headset and on mobile devices. The artefacts represent outcomes that were co-constructed during Research through Design (RtD) workshops with care experienced young people. The collaborative workshops enacted generative design research techniques as playful ways of being at the intersections of Applied Theatre and Human-Computer Interaction (HCI). This syncretism elicited novel meaning-making modalities of experience with the participants and lens-based technologies. The next phase of the research extends the participative workshop experience to explore new ways of knowing and understanding the agential and affective affordances of extended reality (XR) technologies with audiences.","PeriodicalId":413003,"journal":{"name":"Electronic Workshops in Computing","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130917075","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}
Somesh Siddabasappa, Suyog Somesh Halikar, R. Dodda, Nikhil Hiremath, S. Bansal
{"title":"Smart Museum Tour using Linked Open Data","authors":"Somesh Siddabasappa, Suyog Somesh Halikar, R. Dodda, Nikhil Hiremath, S. Bansal","doi":"10.14236/ewic/odak22.6","DOIUrl":"https://doi.org/10.14236/ewic/odak22.6","url":null,"abstract":"","PeriodicalId":413003,"journal":{"name":"Electronic Workshops in Computing","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130937111","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":"The Gamification of Arts and Culture: The expanded narrative and the virtual space from digital media to COVID","authors":"Joanna Mills","doi":"10.14236/ewic/eva2022.35","DOIUrl":"https://doi.org/10.14236/ewic/eva2022.35","url":null,"abstract":"This paper considers how advances in technology towards the end of the twentieth century led both to new affordances in immersive experiences at the intersection of art, design, and technology (for example virtual reality), and came into their own during the COVID-19 pandemic through the creation of innovative, engaging works. The concept of an expanded narrative is presented as existing outside of the work itself, as the relationship between audience, artwork and the space in which it is presented – and by acknowledging how screen-based experiences become both accessible, affordable, and pervasive within society, this paper suggests a potential gamification of culture to bring art and entertainment to new audiences.","PeriodicalId":413003,"journal":{"name":"Electronic Workshops in Computing","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129428072","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}
Maciej Hyzy, Raymond R. Bond, Maurice Maurice, Lu Bai, Simon Leigh
{"title":"Quality assessment and user experience analysis of digital health apps","authors":"Maciej Hyzy, Raymond R. Bond, Maurice Maurice, Lu Bai, Simon Leigh","doi":"10.14236/ewic/hci2022.56","DOIUrl":"https://doi.org/10.14236/ewic/hci2022.56","url":null,"abstract":"This paper provides an overview of research conducted in the area of digital health app (DHA) evaluation focusing on user experience (UX) assessment. A literature review of existing evaluation frameworks has been conducted. Furthermore, in collaboration with ‘The Organisation for the Review of Care and Health Applications’ (ORCHA - a digital health app compliance company), a unique dataset comprising of quality assessment data for 2053 DHAs has been acquired. Using available literature and data science techniques on the ORCHA dataset, this research aims to derive new insights into the quality assessment process as well as new mobile UX knowledge and UX assessment tools.","PeriodicalId":413003,"journal":{"name":"Electronic Workshops in Computing","volume":"138 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116394016","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":"Understanding Instagram’s Deep Dive into Teen Mental Health","authors":"Dan Fitton, J. Read, Sheral Thompson","doi":"10.14236/ewic/hci2022.26","DOIUrl":"https://doi.org/10.14236/ewic/hci2022.26","url":null,"abstract":"This paper considers the ‘Teen Mental Health Deep Dive’ slide set created by staff at Instagram in 2019 to present results from internal research and later released publicly along with annotations. The slide set was initially highlighted by the Wall Street Journal in an article focusing on claims within the slide set that use of Instagram was a having a negative impact on teen mental health, especially that social comparison, afforded by features central to the Instagram app, was negatively affecting the mental health of young people. Our goal within this paper was to summarise the content of the slide set from an academic perspective and consider whether the content of the slides provide any insights which are valuable to the HCI community. While the results and conclusions presented within the slides have clear limitations, they did help us identify a set of issues and areas for further investigation.","PeriodicalId":413003,"journal":{"name":"Electronic Workshops in Computing","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116485104","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}
G. Rugg, Colin Rigby, Sue Gerrard, Amy Martin, Jennifer Skillen, Emma Bonfiglio, Allison Gardner, Yuxin Guo, S. Minocha, G. Taylor
{"title":"Knowledge Infrastructure","authors":"G. Rugg, Colin Rigby, Sue Gerrard, Amy Martin, Jennifer Skillen, Emma Bonfiglio, Allison Gardner, Yuxin Guo, S. Minocha, G. Taylor","doi":"10.14236/ewic/hci2022.20","DOIUrl":"https://doi.org/10.14236/ewic/hci2022.20","url":null,"abstract":"","PeriodicalId":413003,"journal":{"name":"Electronic Workshops in Computing","volume":"56 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128306778","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}
M. Yousuf, N. Kanwal, M. S. Ansari, M. Asghar, Brian Lee
{"title":"Deep Learning based Human Detection in Privacy-Preserved Surveillance Videos","authors":"M. Yousuf, N. Kanwal, M. S. Ansari, M. Asghar, Brian Lee","doi":"10.14236/ewic/hci2022.33","DOIUrl":"https://doi.org/10.14236/ewic/hci2022.33","url":null,"abstract":"Visual surveillance systems have been improving rapidly over the recent past, becoming more capable and pervasive with incorporation of artificial intelligence. At the same time such surveillance systems are exposing the public to new privacy and security threats. There have been an increasing number of reports of blatant abuse of surveillance technologies. To counteract this, data privacy regulations (e.g. GDPR in Europe) have provided guidelines for data collection and data processing. However, there is still a need for a private and secure method of model training for advanced machine learning and deep learning algorithms. To this end, in this paper we propose a privacy-preserved method for visual surveillance. We first develop a dataset of privacy preserved videos. The data in these videos is masked using Gaussian Mixture Model (GMM) and selective encryption. We then train high-performance object detection models on the generated dataset. The proposed method utilizes state-of-art object detection deep learning models (viz. YOLO v4 and YOLO v5 ) to perform human/object detection in masked videos. The results are encouraging, and are pointers to the viability of the use of modern day deep learning models for object detection in privacy-preserved videos.","PeriodicalId":413003,"journal":{"name":"Electronic Workshops in Computing","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133608676","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":"Research on creative Transformation of Excellent Traditional Chinese culture - Taking interaction design of traditional handicraft culture translation as an example","authors":"Yi Wei, Ji Yi, Yutong Liu, Sean C. Clark","doi":"10.14236/ewic/eva2022.21","DOIUrl":"https://doi.org/10.14236/ewic/eva2022.21","url":null,"abstract":"The current mobile apps of traditional handicrafts fail to deeply explore the culture connotation and artistic features of traditional handicrafts, leading to the weakening of the artistic value of all levels of culture contents in the traditional handicrafts design, which is not conducive to the effective transmission of culture contents in the traditional handicrafts. Based on Malinowski's theory of \"three factors in culture\", this paper proposes to extract typical cultural elements from the material, behavioural and spiritual aspects of traditional handicraft, the different levels by direct translation, continuation of translation and indirect translation method for traditional handicraft class APP interaction interface, interaction design, interactive content to provide design elements, The generalised cultural content is transformed into design symbols with identifying characteristics, which can be applied to the interaction design of traditional handcraft mobile APP. The interaction design strategy is proposed to provide new design ideas and references for the interaction design of traditional handcraft mobile APP.","PeriodicalId":413003,"journal":{"name":"Electronic Workshops in Computing","volume":"74 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133840235","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":"Beyond Simulation: Establishing First Principles of Fidelity in the Design of Digitalised Abstract Learning Content","authors":"Gareth Davis, David G. White","doi":"10.14236/ewic/hci2022.62","DOIUrl":"https://doi.org/10.14236/ewic/hci2022.62","url":null,"abstract":"As the remote delivery of digital learning content gains prominence, specifically following the Covid-19 pandemic, the design of remotely deliverable learning materials provides for expanded areas of research. An aim of this study is to establish whether first principles of fidelity can be established for designing and developing abstract learning content – namely content that cannot be learned via direct simulation – and where these first principles may be derived from. The initial experiment consists of the creation and deployment of a game that will be used to teach an abstract scientific principle and assess the potential for the design of further such experiments, based on the experiences and results. The initial experiment has recently completed the build phase and is at the beginning of the deployment phase, with results being generated from May 2022-onwards.","PeriodicalId":413003,"journal":{"name":"Electronic Workshops in Computing","volume":"15 6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132988494","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":"Cymatic Patterns of the Black Cockatoo: Visualising the calls of Wildlife in Australia","authors":"Leah Barclay, Tricia King, Lyndon Davis","doi":"10.14236/ewic/eva2022.9","DOIUrl":"https://doi.org/10.14236/ewic/eva2022.9","url":null,"abstract":"Beeyali is a research project exploring new methods for visualising the calls of wildlife on Kabi Kabi Country, the traditional lands, and waters of the Sunshine Coast in Queensland, Australia. The project brings together Indigenous knowledge, environmental research, emerging technology, photography and sound to visualise wildlife calls using cymatics, the science of visualising acoustic energy or sound. The first phase of the project focuses on the calls of Black Cockatoos through a series of experiments to reveal cymatics with organic materials and digital technology.","PeriodicalId":413003,"journal":{"name":"Electronic Workshops in Computing","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126090059","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}