[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
© Copyright 2016 ACM
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
© Copyright 2015 ACM
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
© Copyright 2015 Springer International Publishing Switzerland
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
© Copyright 2014 Authors
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
© Copyright 2014 Elsevier Ltd.
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
© Copyright 2013 ACM
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
© Copyright 2013 Springer-Verlag
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
© Copyright 2013 Springer-Verlag
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
© Copyright 2013 ACM
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
© Copyright 2011 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
© Copyright 2010 ACM
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
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
© Copyright 2009 Elsevier Ltd.
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
© Copyright 2009 ACM
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
Copyright © 2007 Springer-Verlag
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
© Copyright 2007 Elsevier Ltd.
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
© Copyright 2006 ACM
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
© Copyright 2006 ACM
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
© Copyright 2006 ACM
[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
© Copyright 2005 ACM
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
© Copyright 2004 Springer-Verlag
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
© Copyright 2004 ACM
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: Pets, Virtual Pets, Games, Fun, Entertainment, Friends
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
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.