Computing and Information Systems - Research Publications

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    Kitchen Kinesics: Situating Gestural Interaction within the Social Contexts of Family Cooking
    NANSEN, B ; Davis, H ; Vetere, F ; Skov, M ; Paay, J ; Kjeldsov, J ; Robertson, T ; O'Hara, K ; Loke, L ; Wadley, G ; Leong, T (ACM Press, 2014)
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    An Internet of Social Things
    NANSEN, B ; van Ryn, L ; Vetere, F ; Robertson, T ; Brereton, M ; Douish, P ; Robertson, T ; O'Hara, K ; Loke, L ; Wadley, G ; Leong, T (ACM Press, 2014)
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    Selfies at Funerals: Remediating rituals of mourning
    Gibbs, M ; CARTER, M ; Nansen, B ; Kohn, T (Association of Internet Researchers, 2014)
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    #funeral
    CARTER, M ; Gibbs, M ; Nansen, B ; Arnold, M (Association of Internet Researchers, 2014)
    In this paper we highlight preliminary findings from a study at the intersection of Instagram use and funerary practices. This study analyses photographs tagged with “#funeral” and contributes to research into death and digital media by extending the focus from social networking sites such as Facebook to consider the photo-sharing application Instagram, and how different media platforms are connected with the physical event of funerals. By categorizing photos tagged with “#funeral” on Instagram we show how media architecture and use shapes a complex ecology of grieving practices, with distinct differences from practices that have coalesced around other social media platforms. We consider the collision of digital culture and traditional memorializing practices, and suggest the need for further work that attends to the variety of social media being mobilized in death, grieving and commemoration, as well as to the ways platforms become entwined with physical places and rituals.
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    The Restless Dead in the Digital Cemetery
    Nansen, B ; Arnold, M ; GIBBS, MR ; Kohn, T ; Moreman, CM ; Lewis, AD (Praeger Publishers, 2014)
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    Screen ecologies, multi-gaming and designing for different registers of engagement
    Carter, M ; Nansen, B ; GIBBS, MR ; Nacke, LE ; Graham, TCN (ACM Press, 2014)
    In this paper, we propose the notion of screen ecologies and argue for its importance in the study of contemporary digital game play. We draw on findings from a range of studies to highlight the interplay between screen ecologies, game design, and registers of engagement. We discuss how game play is increasingly mediated by multiple screen configurations, and in turn, how the design of different games are suited to or appropriated within these different screen ecologies. From this analysis we propose a number of modalities of game-engagement that we argue will assist further HCI research into game design and player experience research.
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    Paradigms of games research in HCI: a review of 10 years of research at CHI
    Carter, M ; Downs, J ; Nansen, B ; Harrop, M ; GIBBS, MR ; Nacke, LE ; Graham, TCN (ACM, 2014)
    In this paper we argue that games and play research in the field of Human-Computer Interaction can usefully be understood as existing within 4 distinct research paradigms. We provide our rationale for developing these paradigms and discuss their significance in the context of the inaugural CHI Play conference.
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    Homemade cookbooks: a recipe for sharing
    Davis, HJ ; Nansen, B ; Vetere, F ; Robertson, T ; Brereton, M ; Durick, J ; Vaisutis, K (ACM Press, 2014)
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    ASYNCHRONOUS SPEEDS: DISENTANGLING THE DISCOURSE OF 'HIGH-SPEED BROADBAND' IN RELATION TO AUSTRALIA'S NATIONAL BROADBAND NETWORK
    Dias, MP ; Arnold, M ; Gibbs, M ; Nansen, B ; Wilken, R (UNIV QUEENSLAND PRESS, 2014-05)
    This article analyses the substantive problems related to the term ‘high-speed broadband’ in relation to the implementation of Australia's National Broadband Network (NBN). It argues that an understanding of speed in relation to broadband must take into account a complex assemblage of infrastructure networks, communication devices, software, location, user subjectivity and political input. Within this assemblage are varied definitions, discourses and materialities of speed that do not necessarily synchronise. Instead, speed is subject to asynchronous perceptions and implementations, which impact on the potential of the NBN. With the aim of contextualising and problematising the understanding of speed in relation to the NBN, this article explores four key points: first, how the perception of speed is dependent not so much on technical performance, but on the subjectivities of internet experience; second, how the term ‘broadband’ is politically shaped, especially in the context of the Coalition government's alternative multi-technology mix plan; third, how the assemblage of different social, technical and political actants that constitute high-speed broadband determines the perception of speed; and finally, how asynchronous speeds of broadband implementation and adoption may impact on the potential benefits of the NBN.
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    Reciprocal Habituation: A Study of Older People and the Kinect
    Nansen, B ; Vetere, F ; Robertson, T ; Downs, J ; Brereton, M ; Durick, J (ASSOC COMPUTING MACHINERY, 2014-06)
    We explore relationships between habits and technology interaction by reporting on older people's experience of the Kinect for Xbox. We contribute to theoretical and empirical understandings of habits in the use of technology to inform understanding of the habitual qualities of our interactions with computing technologies, particularly systems exploiting natural user interfaces. We situate ideas of habit in relation to user experience and usefulness in interaction design, and draw on critical approaches to the concept of habit from cultural theory to understand the embedded, embodied, and situated contexts in our interactions with technologies. We argue that understanding technology habits as a process of reciprocal habituation in which people and technologies adapt to each other over time through design, adoption, and appropriation offers opportunities for research on user experience and interaction design within human-computer interaction, especially as newer gestural and motion control interfaces promise to reshape the ways in which we interact with computers.