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[1] Investigating the Influence of Avatar Facial Characteristics on the Social Behaviors of Children with Autism Families and Assistive Technology / Carter, Elizabeth J. / Hyde, Jennifer / Williams, Diane L. / Hodgins, Jessica K. Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.140-151
ACM Digital Library Link
Summary: Autism spectrum disorder (ASD) is characterized by unusual social communication and interaction. These traits are often targets for intervention, particularly computer-based interventions (CBIs). We examined whether interactive behaviors in children with autism could be influenced by modifying the facial characteristics of computer avatars and how behavior toward avatars compared to that toward video. Participants spoke with a therapist over a modified videoconferencing system that permitted manipulation of her appearance (i.e., using cartoon or more realistic avatars versus video) and motion (i.e., exaggerating or damping facial movements). We measured the participants' speech, gaze, and gestures. In the first study, we found that the appearance complexity of the avatar did not significantly affect any social interaction behaviors. However, the results of the second study suggest that exaggerated facial motion can improve nonverbal social behaviors, such as gaze and gesture. These findings have implications for character design in CBIs for ASD.

[2] A Distributed Theatre Experiment with Shakespeare Session 5: Multimedia Art, Entertainment and Culture / Williams, Douglas L. / Kegel, Ian C. / Ursu, Marian / Cesar, Pablo / Jansen, Jack / Geelhoed, Erik / Horti, Andras / Frantzis, Michael / Scott, Bill Proceedings of the 2015 ACM International Conference on Multimedia 2015-10-26 p.281-290
ACM Digital Library Link
Summary: This paper reports on an experimental production of The Tempest that was developed in collaboration with Miracle Theatre Company realised as a distributed performance from two separate stages through a dynamically configured telepresence system. The production allowed an exploration of the way a range of technologies, including consumer grade broadband, cameras and projection technologies could affect the development and delivery of live theatre by regional touring company. The architecture of the communication platform used to deliver the performance is introduced as are two novel software tools that are used to describe and control the way the play should be captured and represented.
    The experimental production was thoroughly evaluated and the feedback from audience and theatre professionals is presented in some detail.
    A considered observation of the process and the way it differs from film, TV and theatre suggest that distributed theatre can be treated as a new genre of storytelling.

[3] Evolution of e-Research: From Infrastructure Development to Service Orientation Designing the Social Media Experience / Chunpir, Hashim Iqbal / Ludwig, Thomas / Williams, Dean N. DUXU 2015: Fourth International Conference on Design, User Experience, and Usability, Part III: Interactive Experience Design 2015-08-02 v.3 p.25-35
Keywords: Service orientation of e-Science systems; E-Research; User support; Help desk; User experience; User-centered design; Federated e-Research facilities
Link to Digital Content at Springer
Summary: E-Research has reframed the process of research. Researchers can now access distributed data around the globe with the help of e-Research infrastructure. This paper presents an overview of the developmental process and evolution of an e-Research platform: Earth System Grid Federation (ESGF) that evolved from a research infrastructure test-bed to a services oriented platform, in subsequent phases. ESGF is a leading distributed peer to peer data grid system in Earth System Modelling having around 27000 users distributed all over the world. Currently, it is a challenge faced by most of the e-Research facilities to provide user oriented services. Moreover, there is a strong need to conduct user experience and usability studies of e-Research facilities like ESGF, which is in demand. However, very few steps have been taken in practice to create a better user experience (UX), so that users' interest can be generated to interact with e-infrastructures, on an intuitive basis. Hence, thriving the practice of e-Research and making it more interesting overtime. Finally, this paper indicates at the service oriented and usability aspects of e-Science infrastructures.

[4] Timbre morphing: near real-time hybrid synthesis in a musical installation Papers: Audio Applications and Installations / Williams, Duncan / Miranda, Eduardo NIME 2014: New Interfaces for Musical Expression 2014-06-30 p.54
sched.co/RIc8Wi
Summary: This paper presents an implementation of a near real-time timbre morphing signal processing system, designed to facilitate an element of 'liveness' and unpredictability in a musical installation. The timbre morpher is a hybrid analysis and synthesis technique based on Spectral Modeling Synthesis (an additive and subtractive modeling technique). The musical installation forms an interactive soundtrack in response to the series of Rosso Luana marble sculptures Shapes in the Clouds, I, II, III, IV & V by artist Peter Randall-Page, exhibited at the Peninsula Arts Gallery in Devon, UK, from 1 February to 29 March 2014.

[5] Friending your way up the ladder: Connecting massive multiplayer online game behaviors with offline leadership / Lu, Li / Shen, Cuihua / Williams, Dmitri Computers in Human Behavior 2014-06 v.35 n.0 p.54-60
Keywords: Leadership
Keywords: E-leadership
Keywords: MMOGs
Keywords: Online games
Keywords: Virtual worlds
Link to Article at sciencedirect
Summary: In what ways do the online behaviors of wizards and ogres map to players' actual leadership status in the offline world? What can we learn from players' experience in Massively Multiplayer Online games (MMOGs) to advance our understanding of leadership, especially leadership in online settings (E-leadership)? As part of a larger agenda in the emerging field of empirically testing the "mapping" between the online and offline worlds, this study aims to tackle a central issue in the E-leadership literature: how have technology and technology mediated communications transformed leadership-diagnostic traits and behaviors? To answer this question, we surveyed over 18,000 players of a popular MMOG and also collected behavioral data of a subset of survey respondents over a four-month period. Motivated by leadership theories, we examined the connection between respondents' offline leadership status and their in-game relationship-oriented and task-related-behaviors. Our results indicate that individuals' relationship-oriented behaviors in the virtual world are particularly relevant to players' leadership status in voluntary organizations, while their task-oriented behaviors are marginally linked to offline leadership status in voluntary organizations, but not in companies.

[6] 2nd international workshop on socially-aware multimedia (SAM'13) Workshops overview / Cesar, Pablo / Cooper, Matthew / Shamma, David A. / Williams, Doug Proceedings of the 2013 ACM International Conference on Multimedia 2013-10-21 p.1099-1100
ACM Digital Library Link
Summary: Multimedia social communication is becoming commonplace. Television is becoming smart and social; media sharing applications are transforming the way we converse and recall events and videoconferencing is a common application on our computers, phones, tablets and even televisions. The confluence of computer-mediated interaction, social networking, and multimedia content are radically reshaping social communications, bringing new challenges and opportunities. This workshop, in its second edition, provides an opportunity to explore socially-aware multimedia, in which the social dimension of mediated interactions between people are considered to be as important as the characteristics of the media content. Even though this social dimension is implicitly addressed in some current solutions, further research is needed to better understand what makes multimedia socially-aware.

[7] A User Centred Approach to Determining the Impact of Faster Broadband on Small and Medium Sized Enterprises DUXU in Business and the Enterprise / Williams, Doug / Gower, Andy / Meenowa, Joshan / Wakeling, Jon DUXU 2013: 2nd International Conference on Design, User Experience, and Usability, Part IV: Web, Mobile, and Product Design 2013-07-21 v.4 p.140-149
Keywords: Broadband; SME; human centred design; user experience; framework
Link to Digital Content at Springer
Summary: This paper explores, through interviews with a small number of users, the potential impact of faster broadband speeds on UK based small and medium sized enterprises. The paper describes the actions taken to ameliorate the risk of drawing conclusions from such a small sample of users. The research suggests that all business sectors will benefit from increased broadband speeds with retail, finance, and manufacturing sectors benefitting the most. The business functions benefitting the most are sales and marketing and product development. These insights, which are useful for capacity planners and for marketers, have been reflectively considered using a model for user experience.

[8] A User Centred Approach to Evaluating the Future Demand for Bandwidth from Consumers DUXU in Business and the Enterprise / Williams, Doug / Gower, Andy / Meenowa, Joshan / Wakeling, Jon DUXU 2013: 2nd International Conference on Design, User Experience, and Usability, Part IV: Web, Mobile, and Product Design 2013-07-21 v.4 p.150-159
Keywords: Broadband; consumer
Link to Digital Content at Springer
Summary: This paper estimates bandwidth demand for consumers using a user-centred model including an extension of the persona concept to describe complete households. Peak demand is calculated by describing when different applications and services are used within each household during the day and by summing the concurrent demands for bandwidth from each concurrent application or service. The value of the peak demand calculation to capacity planning is discussed.

[9] The metaphysical cyborg The progress and uncertainties of human-robot relationships / Williams, Damien Patrick Proceedings of the 2013 Virtual Reality International Conference 2013-03-20 p.29
ACM Digital Library Link
Summary: In this brief essay, we discuss the nature of the kinds of conceptual changes which will be necessary to bridge the divide between humanity and machine intelligences. From cultural shifts to biotechnological integration, the project of accepting robotic agents into our lives has not been an easy one, and more changes will be required before the majority of human societies are willing and able to allow for the reality of truly robust machine intelligences operating within our daily lives. Here we discuss a number of the questions, hurdles, challenges, and potential pitfalls to this project, including examples from popular media which will allow us to better grasp the effects of these concepts in the general populace.

[10] Guild Play in MMOGs: Rethinking Common Group Dynamics Models / Ahmad, Muhammad Aurangzeb / Borbora, Zoheb / Shen, Cuihua / Srivastava, Jaideep / Williams, Dmitri Proceedings of the 2011 International Conference on Social Informatics 2011-10-06 p.145-152
Keywords: Guilds; MMOGs; Groups; Models of group evolution
Link to Digital Content at Springer
Summary: Humans form groups and congregate into groups for a variety of reasons and in a variety of contexts e.g., corporations in offline space and guilds in Massively Multiplayer Online Games (MMOGs). In recent years a number of models of group formation have been proposed. One such model is Johnson et al's [10] model of group evolution. The model is motivated by commonalities observed in evolution of street gangs in Los Angeles and guilds in an MMOG (World of Warcraft). In this paper we first apply their model to guilds in another MMOG (EQ2)¹ and found results inconsistent from the model's predictions, additionally we found support for the role of homophily in guild formation, which was ruled out in previous results, Alternatively, we explore alternative models for guild formation and evolution in MMOGs by modifying earlier models to account for the existence of previous relationships between people.

[11] Social use of computer-mediated communication by adults on the autism spectrum Communication technologies for social inclusion / Burke, Moira / Kraut, Robert / Williams, Diane Proceedings of ACM CSCW'10 Conference on Computer-Supported Cooperative Work 2010-02-06 p.425-434
Keywords: autism spectrum disorders, computer-mediated communication, online communities, social support
ACM Digital Library Link
Summary: The defining characteristics of autism, including difficulty with nonverbal cues and need for structure, and the defining characteristics of computer-mediated communication (CMC), including reduction of extraneous cues and structured exchange, suggest the two would be an ideal match. Interviews and observations of 16 adults on the high-functioning end of the autism spectrum reveal that many seek greater social connectedness and take advantage of interest-based online communities to foster successful, supportive relationships. However, CMC intensifies problems of trust, disclosure, inflexible thinking, and perspective-taking, making it difficult for some to maintain relationships. Interventions in the form of information visualization and CMC-specific social skills training are presented. Intervention considerations and participatory design opportunities are discussed.

[12] EDITED BOOK Online Worlds: Convergence of the Real and the Virtual Human-Computer Interaction Series / Bainbridge, William Sims 2010 n.23 p.302 Springer London
DOI: 10.1007/978-1-84882-825-4
ISBN: 978-1-84882-824-7 (print), 978-1-84882-825-4 (online)
Link to Digital Content at Springer
Introduction (1-6)
	+ Bainbridge, William Sims
New World View (7-19)
	+ Bainbridge, William Sims
Culture and Creativity: World of Warcraft Modding in China and the US (21-41)
	+ Kow, Yong Ming
	+ Nardi, Bonnie
The Diasporic Game Community: Trans-Ludic Cultures and Latitudinal Research Across Multiple Games and Virtual Worlds (43-56)
	+ Pearce, Celia
	+ Artemesia, 	+ 
Science, Technology, and Reality in The Matrix Online and Tabula Rasa (57-70)
	+ Bainbridge, William Sims
Spore: Assessment of the Science in an Evolution-Oriented Game (71-85)
	+ Bohannon, John
	+ Gregory, T. Ryan
	+ et al
Medulla: A Cyberinfrastructure-Enabled Framework for Research, Teaching, and Learning with Virtual Worlds (87-100)
	+ Fox, Michelle Roper
	+ Kelly, Henry
	+ et al
A Virtual Mars (101-109)
	+ Childers, Richard
Opening the Metaverse (111-122)
	+ Lombardi, Julian
	+ Lombardi, Marilyn
A Typology of Ethnographic Scales for Virtual Worlds (123-133)
	+ Boellstorff, Tom
Massively Multiplayer Online Games as Living Laboratories: Opportunities and Pitfalls (135-145)
	+ Ducheneaut, Nicolas
Examining Player Anger in World of Warcraft (147-160)
	+ Barnett, Jane
	+ Coulson, Mark
	+ Foreman, Nigel
Dude Looks like a Lady: Gender Swapping in an Online Game (161-174)
	+ Huh, Searle
	+ Williams, Dmitri
Virtual Doppelgangers: Psychological Effects of Avatars Who Ignore Their Owners (175-186)
	+ Bailenson, Jeremy N.
	+ Segovia, Kathryn Y.
Speaking in Character: Voice Communication in Virtual Worlds (187-200)
	+ Wadley, Greg
	+ Gibbs, Martin R.
What People Talk About in Virtual Worlds (201-212)
	+ Maher, Mary Lou
Changing the Rules: Social Architectures in Virtual Worlds (213-223)
	+ Yee, Nick
Game-Based Virtual Worlds as Decentralized Virtual Activity Systems (225-235)
	+ Scacchi, Walt
When Virtual Worlds Expand (237-251)
	+ Bainbridge, William Sims
Cooperation, Coordination, and Trust in Virtual Teams: Insights from Virtual Games (253-264)
	+ Korsgaard, M. Audrey
	+ Picot, Arnold
	+ et al
Virtual Worlds for Virtual Organizing (265-278)
	+ Rhoten, Diana
	+ Lutters, Wayne
Future Evolution of Virtual Worlds as Communication Environments (279-288)
	+ Prisco, Giulio
The Future of Virtual Worlds (289-302)
	+ Bainbridge, William Sims
	+ Lutters, Wayne
	+ et al

[13] Problematic Internet use and psychosocial well-being among MMO players / Caplan, Scott / Williams, Dmitri / Yee, Nick Computers in Human Behavior 2009-11 v.25 n.6 p.1312-1319
Keywords: MMO
Keywords: Problematic Internet use
Keywords: Gaming
Keywords: Well-being
Keywords: MMORPG
Link to Article at sciencedirect
Summary: The current study examined problematic Internet use (PIU) among people who play MMO games and sought to determine whether aspects of the MMO experience are useful predictors of PIU. The study sought to determine whether game-related variables could predict PIU scores after accounting for their relationships with psychosocial well-being. Novel methods allowed us, for the first time, to connect in-game behaviors with survey results of over 4000 MMO players. The results revealed that MMO gaming variables contributed a substantively small, but statistically significant amount of explained variance to PIU scores.

[14] Comparing spatial hypertext collections Spatial information organization / Matias, J. Nathan / Williams, David P. Proceedings of the 20th ACM Conference on Hypertext and Hypermedia 2009-06-29 p.45-50
Keywords: collaboration, comparison, model merging, shywiki, sidiff, spatial hypertext, tinderbox, version management, vkb, vue, webspiration
ACM Digital Library Link
Summary: This paper proposes an approach to comparison of spatial hypertext collections which avoids becoming entangled in complexities of version management and merging. We also propose and illustrate principles for presenting comparisons of spatial hypertext without losing important implicit information.
    We argue that multiple view options, distinct areas for different collections, and dependency lists are all necessary if comparison is to retain the kinds of meaning fundamentally important to spatial hypertext.

[15] Collaborative Design for Strategic UXD Impact and Global Product Value Part 1: Interaction Design: Theoretical Issues, Methods, Techniques and Practice / Nieters, James E. / Williams, David HCI International 2007: 12th International Conference on Human-Computer Interaction, Part I: Interaction Design and Usability 2007-07-22 v.1 p.214-222
Keywords: User Experience Design; Organizational development; User Experience Teams; Management; Internationalization
Link to Digital Content at Springer
Summary: Experts in the field of HCI have spoken at length about how to increase the strategic influence of User Experience Design (UXD) teams in industry [2] [5]. Others have talked about how to build a usability or user experience team in industry [3], and others have offered courses in managing HCI organizations [1] [7]. At the same time, other experts have spoken about the importance of making products usable and desirable for international audiences [9] and the value of "offshoring" their usability efforts [8]. Few though have discussed the value and process for an embedded UXD Group functioning as an internal consultancy to different product teams within their organizations. This paper presents both how the consultancy model can increase the strategic effectiveness of UXD inside a company, and how, by leveraging partners internationally, such groups can broaden the usefulness, usability, and desirability of their products to a more global audience.

[16] Effect of experience and mode of presentation on problem solving / Williams, Damien J. / Noyes, Jan M. Computers in Human Behavior 2007-01 v.23 n.1 p.258-274
Keywords: Problem solving
Keywords: Level of experience
Keywords: Tower of Hanoi
Keywords: Cognitive load theory
Keywords: Instructional design
Link to Article at sciencedirect
Summary: The ability to solve problems is an important aspect of everyday activities. Studying individuals with different levels of experience solve a well-defined problem will aid our understanding of everyday problem solving. The study reported considers the way in which the level of experience and different modes of presentation of the Tower of Hanoi puzzle affect problem solving performance, in terms of time taken and number of moves made. Participants are classified as either novice or experienced, and assigned to one of three task environments, namely computer, mental or physical. Differences in time taken were found to relate to the level of experience, and the mode of presentation. This is thought to be due to the alleviation of the load on working memory. However, no differences were found to exist in the number of moves made to complete the puzzle. The findings are discussed in terms of the implementation of modes of presentation to assist the development of problem solving abilities.

[17] The right to information: setup of mobile terminals and services Mobile usability / Schneider-Hufschmidt, Matthias / Williams, David / Bocker, Martin / Flygt, Margareta / Ketola, Pekka / von Niman, Bruno / Tate, Michael Proceedings of 8th Conference on Human-computer interaction with mobile devices and services 2006-09-12 p.199-202
ACM Digital Library Link
Summary: The Technical Committee Human Factors (TC HF) of the European Telecommunication Standards Institute (ETSI, www.etsi.org) has initiated the development of guidelines for the design of setup procedures, applicable to mobile terminals and e-services.
    This work is performed under the policy framework defined by the e-Europe 2005 action plan, by and in close collaboration between major industry players and ETSI.The goal of this activity is the development of design guidelines for user interface and service developers based on specific use cases which help to understand the difficulties users are experiencing when configuring their devices or accessing the services.
    The result of this work will be presented at the conference and the resulting ETSI Guide will be available free of charge.

[18] "Collaborative mobile user interface design": how should companies design the mobile UI together? Panels / Williams, David M. L. Proceedings of 8th Conference on Human-computer interaction with mobile devices and services 2006-09-12 p.259
ACM Digital Library Link
Summary: The panel will discuss the challenges, real-world examples and future directions in the collaborative design of mobile service, devices and application user interfaces.

[19] Co-design, China, and the commercialization of the mobile user interface Gadgets: part 2 / Williams, David M. interactions 2006-09 v.13 n.5 p.36-41
[20] Enabling and improving the use of mobile e-services Workshops / von Niman, Bruno / Böcker, Martin / Schneider-Hufschmidt, Matthias / Flygt, Margareta / Parodi, Pascale / Ketola, Pekka / Williams, David / Tate, Michael Proceedings of 7th Conference on Human-computer interaction with mobile devices and services 2005-09-19 p.357-358
ACM Digital Library Link
Summary: The present workshop addresses ongoing standardization issues for user education and setup procedures, enabling and improving the startup and use of mobile e-services.

[21] Mobile Communications Versus Pervasive Communications: The Role of Handhelds Panels / Anttila, Akseli / Ribak, Amnon / Roibás, Anxo Cereijo / Seymour, Sabine / Svanteson, Sofia / Weiss, Scott / Williams, David Proceedings of 2004 Conference on Human-Computer Interaction with Mobile Devices and Services 2004-09-13 p.531-535
Link to Digital Content at Springer
Summary: The intent of this panel is to stimulate discussion around the design of HCI for handhelds and related applications in pervasive communication scenarios. The panel will create a provocative framework for future interactive communications and will generate a debate with the audience around the emerging and contentious topic of using mobile devices as main interfaces in a ubiquitous communication experience. It is expected that the panelists will promote inter-disciplinary and multidisciplinary discussion about a range of HCI issues including: management of multiple user interactions, interaction between mobile phones and other devices, the development of usable design models for convergent media, special HCI considerations around media sharing, new applications and new forms of interactive content more suitable in pervasive communication contexts. Other ethical, legal, business and social implications of ubiquitous communications may also be raised. Short position statements will be followed by moderated debate between panelists that will be open to questions from the floor stimulating high interaction with the audience. The panel will conclude with a summarization of the most relevant outcomes of the discussion.

[22] MSN 9: new user-centered desirability methods produce compelling visual design Design expo case studies / Williams, Don / Kelly, Gavin / Anderson, Lisa Proceedings of ACM CHI 2004 Conference on Human Factors in Computing Systems 2004-04-24 v.2 p.959-974
ACM Digital Library Link
Summary: The MSN User Experience Team developed new user-centered methods to provide structured user input on the visual design of the newly-released MSN Explorer, an integrated software package. In the final product, users rated "appearance" above all of the product's features. This case describes how the MSN User Experience Team derived a design direction to set the most appropriate pace of visual change for millions of users with widely variant preferences. It discloses how these new methods maximized the product's visual appeal to the widest segment of the potential user base. The methods included design mark-up, a semantic design-description task, a statement rating task, a semantic desirability group card sort task, and a modified focus group discussion. This case documents the value of these new methods in predicting user reaction to visual design. Lessons learned from this collaboration are discussed from three perspectives: user experience management, design and usability.

[23] INTERNET Neopets / Powell, Adam / Williams, Donna 2002-07-29
Keywords: kids:sites |  kids:organizations | 
Keywords: Pets, Virtual Pets, Games, Fun, Entertainment, Friends
www.neopets.com/refer.phtml
Summary: Ever wanted a pet but you can't have one? Why not adopt a virtual neopet? Feed it, play with it, read to it, and much more. You can also enjoy over 40 games, meet friends, and even battle it off with other pets.

[24] "Here, There, Everywhere": Designing Usable Wireless Serviccs / Kaikkonen, A. / Williams, D. Proceedings of IFIP INTERACT'01: Human-Computer Interaction 2001-07-09 p.825-826
[25] "Just Speak Naturally": Designing for Naturalness in Automated Spoken Dialogues Late Breaking Results: The Raw and the Cooked: Experiments and Applications of Speech Interaction / Williams, David / Cheepen, Christine Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) 1998-04-18 v.2 p.243-244
Keywords: Spoken dialogues, Naturalness, Usability
Broken Link to ACM Digital Library
Summary: This paper describes an experiment carried out in the domain of telephone banking, and investigates the notion of naturalness in human-machine spoken dialogues. The experiment showed that 'denatured' prompts which were stripped of human-like constructs were preferable to callers, and achieved transaction times similar to those resulting from a typical telebanking dialogue.
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