Computing and Information Systems - Research Publications

Permanent URI for this collection

Search Results

Now showing 1 - 10 of 949
  • Item
    Thumbnail Image
    Conceptual Model for the Use of Smart Glasses in Ubiquitous Teaching (u-teaching)
    Atiq, A ; Siddharta, S ; Mirza, F (AISEL, 2019-12-09)
    Smart glasses, a wearable headset technology, currently trending provide hands-free and augmented reality features. This paper looks at the research around mediated-reality tools to improve the delivery of education. Despite its potential, it has not seen widespread use in education. A suitable implementation framework and pedagogy have been proposed so that smart glasses can be used towards creating digitally-mediated learning (DML) environments. Aurasma is recommended as the implementation framework after a comparison with other frameworks based on factors such as cost, ease-of-use, and accessibility among others. For a suitable pedagogy, new assessment strategies, content personalization, and the use of 3-D learning spaces are recommended. It is argued, that the recommended framework and the pedagogy approach have the potential to improve learning environments for teachers and students. However, there are privacy concerns due to the pervasive nature of Augmented Reality (AR). In the current research, the overall learning environment is considered.
  • Item
    Thumbnail Image
    The disposition of the destitute
    Arnold, M ; Nansen, B ; Kohn, T ; Gibbs, M ; Gould, H (Council to Homeless Persons, 2019)
    The final disposition is a term used by people in the funeral industry to refer to the burial or cremation of a dead person. The final disposition is a profoundly important event, not simply a pragmatic or material process, and its significance is expressed through ritualised performances. The disposition and its rituals are shared and communal, involving ceremonies attended by the deceased’s family, friends, and community, whilst less indirectly the disposition is shared by wider social norms and values around the proper treatment of the deceased body. Although the disposition is common to us all, then, it is also a personalised event in which the particularity of the life lived is recognised. Similarly, the place of interment, whether body or ashes, is named and marked to recognise the individual life of the deceased. Places of interment are thus not only identified, but are also accessible to family, friends and community, for the purpose of ongoing visitation and remembrance.
  • Item
    No Preview Available
    ‘Death by Twitter’: Understanding false death announcements on social media and the performance of platform cultural capital
    Nansen, B ; O'Donnell, D ; Arnold, M ; Kohn, T ; Gibbs, M (University of Illinois Libraries, 2019)
    In this paper, we analyse false death announcements of public figures on social media and public responses to them. The analysis draws from a range of public sources to collect and categorise the volume of false death announcements on Twitter and undertakes a case study analysis of representative examples. We classify false death announcements according to five overarching types: accidental; misreported; misunderstood; hacked; and hoaxed. We identify patterns of user responses, which cycle through the sharing of the news, to personal grief, to a sense of uncertainty or disbelief. But we also identify more critical and cultural responses to such death announcements in relation to misinformation and the quality of digital news, or cultures of hoax and disinformation on social media. Here we see the performance of online identity through a form that we describe, following Bourdieu as ‘platform cultural capital’.
  • Item
    Thumbnail Image
    Navigating Online Down Under: International Students’ Digital Journeys in Australia
    Chang, S ; Gomes, C ; Martin, F ; Gomes, C ; Yeoh, B (Rowman & Littlefield, 2018)
    Research focusing on the experiences of international students tends to centre directly on their educational experiences rather than their everyday lives outside study. Moreover, much of this research has concentrated almost exclusively on the various impacts of the physical, geographic mobility of international students as they move from one country to another, with very little exploration of their digital experiences. There also exists extensive research on the social media and information seeking experiences of young people in different regions of the world. Some of this research provides a comparison between different sources of information and uses of social media. However, there has been little research on what happens when young people move between regions or countries. Borrowing Chang and Gomes’ (2017a) concept of the digital journey, where in crossing transnational borders, migrants might also cross digital borders, this chapter provides some concrete examples of the digital experiences of international students as they transition––wholly or partly––to the Australian digital environment. How do international students transition from certain online environments into others that may be completely different, even alien, to what they have previously experienced? Referring to qualitative and quantitative data collected from three separate projects conducted between 2012 and 2017, this chapter shows that in making the digital journey, international students in Australia do not so much quit their original digital comfort zones as widen their digital horizons. Understanding international students’ digital journeys is particularly significant since it has implications for future research in international student well-being and the provision of support services for students.
  • Item
    No Preview Available
    Designing an App for Pregnancy Care for a Culturally and Linguistically Diverse Community
    Smith, W ; Wadley, G ; Daly, JO ; Webb, M ; Hughson, J ; Hajek, J ; Parker, A ; Woodward-Kron, R ; Story, DA (The Association for Computing Machinery, 2017)
    We report a study to design and evaluate an app to support pregnancy information provided to women through an Australian health service. As part of a larger project to provide prenatal resources for culturally and linguistically diverse groups, this study focused on the design and reception of an app with the local Vietnamese community and health professionals of a particular hospital. Our study had three stages: an initial design workshop with the hospital; prototype design and development; prototype-based interviews with health professionals and focus groups with Vietnamese women. We explore how an app of this sort must be designed for a range of different use scenarios, considering its use by consumers with a multiplicity of differing viewpoints about its nature and purpose in relation to pregnancy care.
  • Item
    No Preview Available
    Why Young Children Don’t Play: Parents’ Accounts of Non-engagement with Digital Games
    Mavoa, J ; Nansen, B ; Gibbs, M ; Carter, M ; Green, L ; Holloway, D ; Stevenson, K ; Jaunzems, K (Cambridge Scholars Publishing, 2019)
    Focusing on the digital lives of children aged eight and under, and paying attention to their parents and educators, this book showcases research findings from the UK, Denmark, Turkey, Indonesia and Australia.
  • Item
    Thumbnail Image
    Cooperating to compete: The mutuality of cooperation and competition in boardgame play
    Rogerson, MJ ; Gibbs, MR ; Smith, W (Association for Computing Machinery (ACM), 2018-04-20)
    This paper examines the complex relationship between competition and cooperation in boardgame play. We understand boardgaming as distributed cognition, where people work together in a shared activity to accomplish the game. Although players typically compete against each other, this competition is only possible through ongoing cooperation to negotiate, enact and maintain the rules of play. In this paper, we report on a study of people playing modern boardgames. We analyse how knowledge of the game's state is distributed amongst the players and the game components, and examine the different forms of cooperation and collaboration that occur during play. Further, we show how players use the material elements of the game to support articulation work and to improve their awareness and understanding of the game's state. Our goal is to examine the coordinative practices that the players use during play and explicate the ways in which these enable competition.
  • Item
    Thumbnail Image
    "Adapt or Die": The funeral trade show as a site of institutional anxiety
    Van Ryn, L ; Nansen, B ; Gibbs, M ; Kohn, T ; Gibbs, M ; Nansen, B ; van Ryn, L (Routledge, 2019-06-11)
    Funeral directors shot themselves in the foot over cremation, and cemeteries got splattered with the blood.
  • Item
    Thumbnail Image
    Finding Time for Tabletop: Board Game Play and Parenting
    Rogerson, MJ ; Gibbs, M (SAGE PUBLICATIONS INC, 2018-01-01)
    Hobby board gaming is a serious leisure pastime that entails large commitments of time and energy. When serious hobby board gamers become parents, their opportunities for engaging in the pastime are constrained by their new family responsibilities. Based on an ethnographic study of serious hobby board gamers, we investigate how play is constrained by parenting and how serious board gamers with these responsibilities create opportunities to continue to play board games by negotiating the context, time, location, and medium of play. We also examine how these changes influence the enjoyment players derive from board games across the key dimensions of sociality, intellectual challenge, variety, and materiality.
  • Item
    No Preview Available
    "I love all the bits": The Materiality of Boardgames
    Rogerson, MJ ; Gibbs, M ; Smith, W (ASSOC COMPUTING MACHINERY, 2016-01-01)
    This paper presents findings from a study of boardgamers which stress the importance of the materiality of modern boardgames. It demonstrates that materiality is one of four significant factors in the player experience of tabletop gaming and describes four domains of materiality in boardgaming settings. Further, building on understanding of non-use in HCI, it presents boardgames as a unique situation of parallel use, in which users simultaneously engage with a single game in both digital and material, non-digital environments.