Applied Psychology - Conference Items
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- ItemDifferent domains in abstract concepts(Cognitive Science Society, Inc, 2005) Setti, Annalisa; Caramelli, Nicoletta; Bara, Bruno G.; Barsalou, Lawrence; Bucciarelli, Monica; University of BolognaThis study is a first attempt to unravel the almost unexplored domain of abstract conceptual knowledge. Four kinds of abstract concepts (nominal kinds, states of the self, cognitive processes, and emotion concepts) were investigated in two experiments. Emotion concepts displayed a specific pattern in both concreteness/abstractness and imagery ratings (cf. Altarriba et al., 1999), as did the other considered domains of abstract knowledge (Experiment 1). In Experiment 2 we highlighted the specific pattern of information (taxonomic, thematic, attributive, etc) these different abstract domains elicited in a definition production task.
- ItemA combined pyschophysical-modelling investigation of the mechanisms of tactile picture perception(2006-07) Davison, Andrew P.; Yger, Pierre; Chan, Jason S.; Newell, Fiona N.; Fregnac, Yves
- ItemA cross linguistic database of children's printed words in three Slavic languages(2007) Garabik, Radovan; Caravolus, Marketa; Kessler, Brett; Hoeflerova, Eva; Masterson, Jackie; Mikulajova, Marina; Szczerbinski, Marcin; Wierzchon, Piotr; Levicka, Jana; Garabik, Radovan; British Academy, United KingdomWe describe a lexical database consisting of morphologically and phonetically tagged words that occur in the texts primarily used for language arts instruction in the Czech Republic, Poland and Slovakia in the initial period of primary education (up to grade 4 or 5). The database aims to parallel the contents and usage of the British English Children's Printed Word Database. It contains words from texts of the most widely used Czech, Polish and Slovak textbooks. The corpus is accessible via a simple WWW interface, allowing regular expression searches and boolean expression across word forms, lemmas, morphology tags and phonemic transcription, and providing useful statistics on the textwords included. We anticipate extensive usage of the database as a reference in the developmentof psychodiagnostic batteries for literacy impairments in the three languages, as well as for the creation of experimental materials in psycholinguistic research.
- ItemPractical, appropriate, empirically-validated guidelines for designing educational games(Association for Computing Machinery, 2011-01) Linehan, Conor; Kirman, Ben; Lawson, Shaun; Chan, Gail; Hodgson, Timothy L.; European CommissionThere has recently been a great deal of interest in the potential of computer games to function as innovative educational tools. However, there is very little evidence of games fulfilling that potential. Indeed, the process of merging the disparate goals of education and games design appears problematic, and there are currently no practical guidelines for how to do so in a coherent manner. In this paper, we describe the successful, empirically validated teaching methods developed by behavioural psychologists and point out how they are uniquely suited to take advantage of the benefits that games offer to education. We conclude by proposing some practical steps for designing educational games, based on the techniques of Applied Behaviour Analysis. It is intended that this paper can both focus educational games designers on the features of games that are genuinely useful for education, and also introduce a successful form of teaching that this audience may not yet be familiar with.
- ItemSpecyficzne trudności w uczeniu się a dostosowanie wymagań edukacyjnych: szanse, wyzwania i niezamierzone skutki.(SWPS Uniwersytet Humanistycznospołeczny, Wroclaw, 2012-10) Szczerbinski, Marcin; Staron, G
- ItemAnalysis of service-users attending Matt Talbot Services (MTS) from 2007-2010.(Springer Netherlands; European Society of Clinical Pharmacy (ESCP), 2012-10-29) Murphy, Kevin D.; Byrne, Stephen; Lambert, Sharon; Sahm, Laura J.
- ItemSubstance use in young persons in Ireland, a systematic review(Springer Netherlands; European Society of Clinical Pharmacy (ESCP), 2012-10-29) Murphy, Kevin D.; Sahm, Laura J.; Lambert, Sharon; Byrne, Stephen
- ItemLearning curves: analysing pace and challenge in four successful puzzle games(Association for Computing Machinery, 2014-01) Linehan, Conor; Bellord, George; Kirman, Ben; Morford, Zachary H.; Roche, BryanThe pace at which challenges are introduced in a game has long been identified as a key determinant of both the enjoyment and difficulty experienced by game players, and their ability to learn from game play. In order to understand how to best pace challenges in games, there is great value in analysing games already demonstrated as highly engaging. Play-through videos of four puzzle games (Portal, Portal 2 Co-operative mode, Braid and Lemmings), were observed and analysed using metrics derived from a behavioural psychology understanding of how people solve problems. Findings suggest that; 1) the main skills learned in each game are introduced separately, 2) through simple puzzles that require only basic performance of that skill, 3) the player has the opportunity to practice and integrate that skill with previously learned skills, and 4) puzzles increase in complexity until the next new skill is introduced. These data provide practical guidance for designers, support contemporary thinking on the design of learning structures in games, and suggest future directions for empirical research.
- ItemAlternate endings: using fiction to explore design futures(Association for Computing Machinery (ACM), 2014-01) Linehan, Conor; Kirman, Ben J.; Reeves, Stuart; Blythe, Mark A.; Tanenbaum, Joshua G.; Desjardins, Audrey; Wakkary, RonDesign research and practice within HCI is inherently oriented toward the future. However, the vision of the future described by HCI researchers and practitioners is typically utility-driven and focuses on the short term. It rarely acknowledges the potentially complex social and psychological long-term consequences of the technology artefacts produced. Thus, it has the potential to unintentionally cause real harm. Drawing on scholarship that investigates the link between fiction and design, this workshop will explore "alternate endings" to contemporary HCI papers. Attendees will use fictional narratives to envision long-term consequences of contemporary HCI projects, as a means for engaging the CHI community in a consideration of the values and implications of interactive technology.
- ItemNever mind the bollocks, i wanna be anarCHI: a manifesto for punk HCI(Association for Computing Machinery, 2014-04) Linehan, Conor; Kirman, BenThis paper presents two fingers to the HCI establishment. We reject the status quo that defines what language and forms are appropriate "contributions" for this staid "community" of quasi-scientific poseurs. We argue that CHI in particular is a tool that serves to reinforce the political and ideological status quo, favouring sell-out researchers wielding arcane verbiage and p-values, all paid for by corporate and government interests that reward the building of systems that distract, subdue and subjugate. We present our manifesto for Punk HCI, which celebrates principles of anarchy and freedom in exploring the impact of technology on human culture, values, social structures and psychology. We encourage research motivated by passion and dissent over patents.
- ItemParticipatory design of therapeutic video games for young people with neurological vision impairment(Association for Computing Machinery, 2015-04) Waddington, Jonathan; Linehan, Conor; Gerling, Kathrin; Hicks, Kieran; Hodgson, Timothy L.; Technology Strategy Board; Medical Research Council; WESC Foundation, United KingdomNeurological Vision Impairment (NVI) detrimentally impacts upon quality of life, as daily activities such as reading and crossing the road often become significantly impaired. Therapy strategies for NVI based on visual scanning of on-screen stimuli have recently been demonstrated as effective at improving functional vision. However, these strategies are repetitive, monotonous and unsuitable for use with children and young adults. This project explores the design of a game-based therapy programme that aims to support participant engagement and adherence. We first outline requirements for this software, before reporting on the iterative design process undertaken in collaboration with young people, therapists and teachers at a centre for vision impairment. Our work provides insights into the participatory design of games in collaboration with young people with special needs, and reflects upon the tension of balancing game challenge, therapy goals, and accessibility. Furthermore, it highlights the potential of games to empower special populations by providing a medium through which to communicate the subjective experience of specific impairments.
- ItemProblematising upstream technology through speculative design: the case of quantified cats and dogs(Association for Computing Machinery, 2015-04) Lawson, Shaun; Kirman, Ben; Linehan, Conor; Feltwell, Tom; Hopkins, LisaThere is growing interest in technology that quantifies aspects of our lives. This paper draws on critical practice and speculative design to explore, question and problematise the ultimate consequences of such technology using the quantification of companion animals (pets) as a case study. We apply the concept of "moving upstream" to study such technology and use a qualitative research approach in which both pet owners, and animal behavioural experts, were presented with, and asked to discuss, speculative designs for pet quantification applications, the design of which were extrapolated from contemporary trends. Our findings indicate a strong desire among pet owners for technology that has little scientific justification, whilst our experts caution that the use of technology to augment human-animal communication has the potential to disimprove animal welfare, undermine human-animal bonds, and create human-human conflicts. Our discussion informs wider debates regarding quantification technology.
- ItemDesigning brutal multiplayer video games(Association for Computing Machinery, 2016-05-07) Marshall, Joe; Linehan, Conor; Hazzard, Adrian; Leverhulme Trust; Arts and Humanities Research CouncilNon-digital forms of play that allow players to direct brute force directly upon each other, such as martial arts, boxing and full contact team sports, are very popular. However, inter-player brutality has largely been unexplored as a feature of digital gaming. In this paper, we describe the design and study of 2 multi-player games that encourage players to use brute force directly against other players. Balance of Power is a tug-of-war style game implemented with Xbox Kinect, while Bundle is a playground-inspired chasing game implemented with smartphones. Two groups of five participants (n=10) played both games while being filmed, and were subsequently interviewed. A thematic analysis identified five key components of the brutal multiplayer video game experience, which informs a set of seven design considerations. This work aims to inspire the design of engaging game experiences based on awareness and enjoyment of our own and others' physicality.
- Item"PS. I Love You": understanding the impact of posthumous digital messages(Association for Computing Machinery, 2016-05-07) Jamison-Powell, Sue; Briggs, Pam; Lawson, Shaun; Linehan, Conor; Windle, Karen; Gross, HarrietA number of digital platforms and services have recently emerged that allow users to create posthumous forms of communication, effectively arranging for the delivery of messages from 'beyond the grave'. Despite some evidence of interest and popularity of these services, little is known about how posthumous messages may impact the people who receive them. We present a qualitative study that explores the type of experiences potentially triggered upon receiving such messages. Our findings firstly suggest that posthumous messaging services have the potential to alter the relationship between the bereaved and the deceased, and secondly provide insight into how users make sense of this altered relationship. Through the inference of a set of design considerations for posthumous communication services, we reveal a number of conflicts that are not easily solvable through technological means alone, and which may serve as starting points for further research. Our work extends the growing body of research that is concerned with digital interactions related to death and dying.
- ItemDesigning movement-based play with young people using powered wheelchairs(Association for Computing Machinery, 2016-05-07) Gerling, Kathrin; Hicks, Kieran; Kalyn, Michael; Evans, Adam B.; Linehan, Conor; University of Lincoln, United KingdomYoung people using powered wheelchairs have limited access to engaging leisure activities. We address this issue through a two-stage project; 1) the participatory development of a set of wheelchair-controlled, movement-based games (with 9 participants at a school that provides education for young people who have special needs) and 2) three case studies (4 participants) exploring player perspectives on a set of three wheelchair-controlled casual games. Our results show that movement-based playful experiences are engaging for young people using powered wheelchairs. However, the participatory design process and case studies also reveal challenges for game accessibility regarding the integration of movement in games, diversity of abilities among young people using powered wheelchairs, and the representation of disability in games. In our paper, we explore how to address those challenges in the development of accessible, empowering movement-based games, which is crucial to the wider participation of young people using powered wheelchairs in play.
- ItemFictional game elements 2016(Sun SITE Central Europe / RWTH Aachen University, 2016-10) Rapp, Amon; Cena, Federica; Hopfgartner, Frank; Hamari, Juho; Linehan, ConorGamification has been widely accepted in the HCI community in the last few years. However, the current debate is focused on its short-term consequences, such as effectiveness and usefulness, while its side-effects, long-term criticalities and systemic impacts are rarely raised. This workshop explores the gamification design space from a critical perspective, by using design fictions to help researchers reflect on the long-term consequences of their designs.
- ItemFictional game elements: Critical perspectives on gamification design(Association for Computing Machinery (ACM), 2016-10-15) Rapp, Amon; Cena, Federica; Hopfgartner, Frank; Hamari, Juho; Linehan, ConorGamification has been widely accepted in the HCI community in the last few years. However, the current debate is focused on its short-term consequences, such as effectiveness and usefulness, while its side-effects, long-term criticalities and systemic impacts are rarely raised. This workshop will explore the gamification design space from a critical perspective, by using design fictions to help researchers reflect on the long-term consequences of their designs.
- ItemRAN Issue paper: Child returnees from conflict zones(Radicalisation Awareness Network (RAN) Centre of Excellence, EU, 2016-11) Lambert, Sharon; Lynch, Orla; Radicalisation Awareness Network, European Commission; European Commission; Directorate-General for Migration and Home AffairsThis paper looks at ways to respond – from a practitioner's perspective - to the situation of children returning to Europe having either been born or travelled to Daesh held territories in Syria/Iraq as well as non-European children travelling from Daesh territory to Europe as a result of forced displacement. Estimating the number of children who have travelled from Europe to Iraq and Syria is difficult; estimates for individual countries vary from 24 to 70. Another unknown is the actual number of children born (or yet to be born) in Syria or Iraq to European parents. According to reports from the UN Security Council, these children are being used by Daesh to carry weapons, guard strategic locations, arrest civilians and serve as suicide bombers. Furthermore, children are particularly vulnerable to indoctrination, turning them into loyal supporters for terrorist organisations. These children suffer, both due to the violence they witness/participate in, but also due to the fact that their normal social, moral, emotional and cognitive development is interrupted and corrupted by the experience of war. In addition, in the aftermath of the conflict these children are at risk of exposure to additional trauma due to the experience of (forced) migration and the resettlement process. Exposure to multiple and repeated traumas represents a significant risk to children’s development and overall functioning and increases the risk of physical and mental disorders in the future. The paper gives an overview of the challenges that prevention practitioners and social services face in terms of dealing with childhood trauma, understanding involvement in violence by child returnees, lessons from other arenas, risk and resilient factors, identifying and working with children at risk, the role of the family and the contagion effect.
- ItemMisrepresentation of health research in exertion games literature(Association for Computing Machinery (ACM), 2017) Marshall, Joe; Linehan, Conor; Leverhulme Trust; Engineering and Physical Sciences Research CouncilHCI often requires scholars to build upon research from fields outside their expertise, creating the risk that foundational work is misunderstood and misrepresented. The prevailing goal of "exergames" research towards ameliorating obesity appears to be built on just such a misunderstanding of health research. In this paper, we analyse all citations to a single influential study, which has been extensively cited to justify research on exergames. We categorise the 375 citations based on whether they represent the findings of that study accurately or inaccurately. Our findings suggest that 69% of exergames papers citing this study misrepresent the findings, demonstrating a systematic failure of scholarship in exergames research. We argue that exergaming research should cease focusing on games as treatment for obesity, and that HCI publications should demand more critical and scholarly engagement with research from outside HCI.
- ItemCurrent and alternate approaches to personalization in online learning(Association for Computing Machinery, 2017) Jeske, Debora; Bagher, Mammed; Pantidi, NadiaIn the context of distance (online) learning programs, the current paper focuses on two specific goals. First, we outline how personalization based on learning analytics has been implemented in online programs offered by traditional universities, but also providers of MOOCs and virtual institutions. However, this established approach is not without its limitations. Second, we introduce two alternate concepts that may support personalization based on work around readability indices and job crafting. These approaches may also help to address some of the limitations of learning analytics. The emphasis is on how personalization may support the development of individual learning paths that would provide means for both self-pacing and co-construction of the experience. The paper concludes with a review of facilitating and challenging factors for program leaders, online technical staff and designers working in open educational contexts.
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