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Introduction
I am an interdisciplinary researcher and research developer at the School of Simulation and Visualisation at Glasgow School of Art. I am passionate about the applications of digital technology to the arts and humanities and their effects on digital cultures and identities. Specific areas of interest include: serious games and game-based learning; interactive narratives; digital representations of performing arts; interaction design; and digital curation.
Current institution
Additional affiliations
June 2009 - present
June 2002 - June 2009
Publications
Publications (48)
We present a first evaluation of a Serious Slow Game Jam (SSGJ) methodology as a mechanism for co-designing serious games in the application domain of cybersecurity, to evaluate how the SSGJ contributed to improving the understanding of cybersecurity. To this end, we engaged 13 participants with no experience in cybersecurity, in a multidisciplinar...
We present an approach based on short games and knowledge cards designed to help developers with neither formal training nor security knowledge gain the knowledge and ability to communicate on code security, in order to reduce the potential for vulnerabilities.
The adoption of serious games (SGs) is rapidly growing with new applications emerging in medical education. SGs refer to games whose main content is to teach knowledge and skills, providing professional training and simulation. However, there are limited instances of applying such a paradigm to learning about parasite immunology. This study aimed t...
It is difficult to teach complex topics such as academic research to student cohorts who are widely heterogeneous in prior knowledge, learning goals, and learning preferences. Exploratory, quest-like approaches show promise for increasing engagement, personalization, and autonomy, however, there is a lack of empirical data on which, if any, aspects...
Pedagogical patterns facilitate the transfer of expert knowledge in teaching and learning. They are used to scaffold learning design for a particular purpose. Designing games for learning is a challenging, resource intensive, and inherently interdisciplinary activity. In this paper, we map the mechanics of twelve co-designed serious games in the do...
Background
Comprehensive and appropriate health care provision to women and girls with female genital mutilation or cutting (FGM/C) is lacking. Use of visuals in health care provider (HCP) consultations facilitates the communication of health information and its comprehension by patients. A web app featuring a 3D visualization of the genitourinary...
BACKGROUND
Comprehensive and appropriate health care provision to women and girls with female genital mutilation or cutting (FGM/C) is lacking. Use of visuals in health care provider (HCP) consultations facilitates the communication of health information and its comprehension by patients. A web app featuring a 3D visualization of the genitourinary...
The SECRIOUS project takes a game-based approach to improving knowledge and attitudes in cybersecurity practices. Our methodology includes interdisciplinary Serious Game co-design with coders and aims to produce critical reflection on participants’ own coding practice. To encourage this we created a series of Small Provoking Games (SPGs) about the...
A positive attitude towards science is more important now than ever. As science makes its way into every aspect of daily life, trust in science becomes essential. This situation begs the question “how can a positive attitude towards science be encouraged?” The literature shows that there are many different factors that contribute to an individual’s...
Objective: To determine whether health care providers (HCPs) would find an interactive digital 3D application (webapp) showing pelvic and genital anatomy to be helpful in patient consultations about female genital mutilation or cutting (FGM/C). Design: Qualitative study using semi-structured interviews. Setting: Recorded audio/video calls with HCPs...
Serious games have potential for facilitating change processes but require rigorous, interdisciplinary design to be effective. A novel, rapid online workflow was developed for co-design of games for change with school teachers. Major design challenges included: short timescale; appropriately scaffolding a complex process; remote online interactions...
When a theatrical performance is digitally broadcast live to cinemas, the limitations of temporal and spatial specificity are removed and the theatrical experience is simultaneously opened up to a wider audience and inherently altered. One such production, Coriolanus (Donmar Warehouse, 2013-14), starring an actor with a particularly enthusiastic on...
This paper explores how a legacy digital artefact can be adopted within formal education settings and looks at the pedagogical and other opportunities created by its use within three primary and secondary classrooms in the UK. Through a comparative case study, the paper investigates the potential of using a virtual 3D model of the 1938 British Empi...
Dialogic learning has a substantial overlap with the characteristics of multi-player game-based learning (GBL). Both dialogic and game-based learning are proposed to be beneficial methods for postgraduate learning contexts with higher order cognitive and skill-based outcomes. Research skills and critical thinking are widely shown to be crucially im...
Knowledge of the anatomy of the skull and its bones forms an important part of the understanding required for the study and practice of safe clinical dentistry. The use of serious games in healthcare education is well-documented, but there is comparatively little evidence for their use in dental education. Intrinsically integrated rewards are a gam...
This chapter proposes that learning experience design (LXD) and game-based learning (GBL) are mutually beneficial conceptual frameworks for increasing the effectiveness, appropriateness, and user experience of educational games. Drawing on a range of theories, five core LXD principles are defined. LXD is: human-focused, enjoyable and/or playful, go...
This paper describes a learning-objective-centric workflow for modifying (‘modding’) existing tabletop games for educational purposes. The workflow combines existing research for serious games design with novel systematic analysis techniques for learning and game mechanics and gameplay loops to improve the understanding and rigour of the process. A...
Research skills are challenging to teach in a way that is meaningful to students and has ongoing impact in research practice. This paper investigates constructivist and experiential strategies for effective learning and deep understanding of postgraduate research skills and proposes a game-based learning (GBL) solution. A (non-digital) game called...
How to Fail Your Research Degree is an educational (non-digital) game, created to deliver knowledge and understanding of research processes and techniques. Development was in relation to the concepts of encouraging creativity and risk-taking within a safe game environment and of learning by (potentially) failing. Game characteristics and intended l...
Pedagogical opportunities offered by 3D immersive environments are not restricted to subject-based knowledge but also include non-disciplinary and cross-curricular key skills. This pilot study introduced a large 3D scene of a non-extant architectural exhibition into teaching and learning activities at three UK schools. From observation and qualitat...
Transitions from undergraduate to postgraduate are recognised as posing particular challenges for students. Graduates from a range of backgrounds are required to learn in a much more independent manner and a high level of academic skills such as critical reading, thinking, and writing are required within the context of a taught master’s or research...
Serious games are games with a purpose beyond entertainment and are widely
acknowledged as fruitful tools for learning and skills development across multiple
domains, including specifically educational enhancement. ‘How To Fail Your
Research Degree’ is a serious game developed to deliver knowledge and
understanding of research processes and techniq...
Live broadcasts of theatrical events result in complex documentation processes for performance at the points of production, consumption, interpretation and further production. The increasing popularity of live broadcasts offers brand new possibilities for documenting performance, not only for theatres but for audiences. Acknowledging the temporal,...
THE POTENTIAL OF VIRTUAL 3D MODELS IN PRIMARY AND SECONDARY SCHOOL SETTINGS: THE CASE OF THE 1938 BRITISH EMPIRE EXHIBITION MODEL
K. Burden ¹, A. Gouseti ¹, S. Jeffrey ², M. Maxwell ², D. Abbott ¹
1University of Hull (UNITED KINGDOM)
2Glasgow School of Art (UNITED KINGDOM)
This paper explores how a pre-existing virtual 3D model of the British Emp...
‘Another View of the Empire’ focused on the evaluation of user perspectives and control techniques to help define best practice for the design and implementation of interactive heritage applications. A comparison study was undertaken on two popular avatar control techniques from the field of video games to determine the suitability for integration...
This work in progress game was created to deliver knowledge and understanding of research processes and techniques, within the context of a postgraduate training programme at Glasgow School of Art. Development was in relation to the concepts of encouraging creativity and risk-taking within a safe game environment and of learning by (potentially) fa...
This book constitutes the proceedings of the First Joint International Conference on Serious Games, JCSG 2015, held in Huddersfield, UK, in June 2015. This conference bundles the activities of the International Conference on Serious Games Development and Applications, SGDA, and the Conference on Serious Games, GameDays. The total of 12 full papers...
Introduction
As early as 1992, Brenda Laurel noted that the operation of computers is a performative activity (Laurel, 1993). The use of digital technologies to create interactive and immersive art works is continually increasing as hardware and software becomes more available and affordable to artists and the conceptual and aesthetic opportunities...
This article considers digital curation in doctoral study and the role of the doctoral supervisor and institution in facilitating students’ acquisition of digital curation skills, including some of the potentially problematic expectations of the supervisory relationship with regards to digital curation. Research took the form of an analysis of the...
The very act of communication is fundamentally an act of storytelling and so the stories we fashion about ourselves to make sense of our life experiences are intrinsically linked to our identity, nation, and sense of self [1], shaping our understanding of the world. Narrative and storytelling are as critical in today's society as at any other time...
Visualizations based on incomplete primary material lead to a recognised danger that 3D models can be misinterpreted as a totally accurate replica of reality. Good practice in creating reconstructions of non-extant architecture requires meticulous documentation of the process and its outputs. However, unless the research sources and methods are mad...
NHS Education for Scotland is supporting an innovative programme to develop a digital anatomical training product of head and neck anatomy based on cadaveric dissection. This will be used to teach complex anatomy to trainees in the field of dentistry and related professions. This has been undertaken by detailed serial dissections of the head and ne...
In this paper we describe a framework to increase the accessibility and reuse of objects stored in digital repositories. In
many cases digital repositories are created with little consideration to the wider information environment, or the extension
of the repository to items beyond the initial collection. The CMES framework emphasizes providing a s...
Since 2009, the Digital Design Studio at the Glasgow School of Art, Historic Scotland and the CyArk organisation have been involved in a five-year project to create precise 3-dimensional documentation of Scotland’s five UNESCO World Heritage Sites and five international heritage sites. The project incorporates an extensive use of aerial LiDAR, terr...
The virtual reconstruction of heritage sites and artefacts is a complicated task that requires researchers to gather and assess many different types of historical evidence which can vary widely in accuracy, authority, completeness, interpretation and opinion. It is now acknowledged that elements of speculation, interpretation and subjectivity form...
This paper investigates representations of performance and the role of the archive. Notions of record and archive are critically investigated, raising questions about applying traditional archival definitions to the performing arts. Defining the nature of performances is at the root of all difficulties regarding their representation. Performances a...
Defining the nature of performances is at the root of all difficulties regarding their representation. This paper presents the work of AHDS Performing Arts, a UK national organisation for research into, advice on, and curation of digital content related to the performing arts disciplines. Recent research has concentrated on digital representations...
The AHDS Centre for the Performing Arts (AHDS-PA) is one of the five arts and humanities data centres that constitute the AHDS. The AHDS, which was founded in 1996, has supported the creation, curation (including preservation), and reuse of digital materials for the UK Arts and Humanities research and teaching community.
AHDS Performing Arts based...
The AHDS Centre for the Performing Arts (AHDS-PA) is one of the five arts and humanities data centres that constitute the AHDS. The AHDS, which was founded in 1996, has supported the creation, curation (including preservation), and reuse of digital materials for the UK Arts and Humanities research and teaching community.
AHDS Performing Arts based...
The AHDS Centre for the Performing Arts (AHDS-PA) is one of the five arts and humanities data centres that constitute the AHDS. The AHDS, which was founded in 1996, has supported the creation, curation (including preservation), and reuse of digital materials for the UK Arts and Humanities research and teaching community.
AHDS Performing Arts based...
The DigiCULT technology assessments identify developments that can be deployed without further work, those that would require further development or repurposing and those that are still some way away from having deployable implications but which show promise. The cultural heritage sector suffers from a lack of access to accurate, accessible, and re...