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Publications (411)
BACKGROUND
Commonly used digital health technologies, such as electronic health record systems (EHRs) and patient portals, as well as custom built digital decision aids, have the potential to enhance person-centered shared decision-making (SDM) in cancer care. However, there is little evidence in the literature on how these technologies are used fo...
At AIED 2022 (Durham), a panel discussion took place in response to a provocation that acknowledged that the work of the AIED community is increasingly being commercialised and that, partly as a consequence, AIED is increasingly being criticised (e.g., for perpetuating poor pedagogic practices, datafication, and introducing classroom surveillance)....
BACKGROUND
Informal carers often assume key roles in cancer care. However, many carers report feeling disempowered and ill‐equipped to support patients. Our group published evidence‐based guidelines (the TRIO Guidelines) to improve i) oncology clinician engagement with carers and ii) management of challenging situations involving carers.
OBJECTIVE...
Background
Carers often assume key roles in cancer care. However, many carers report feeling disempowered and ill‐equipped to support patients. Our group published evidence-based guidelines (the Triadic Oncology [TRIO] Guidelines) to improve oncology clinician engagement with carers and the management of challenging situations involving carers.
Ob...
Designing technologies in the palliative care environment is difficult due to the sensitivity of the context and vulnerability of the patients and their families in a critical stage of life. We conducted two focus groups with 9 healthcare workers to capture sociotech-nical imaginaries to support physical, psychological, social and spiritual aspects...
Background:
Hospitals routinely collect large amounts of administrative data such as length of stay, 28-day readmissions, and hospital-acquired complications; yet, these data are underused for continuing professional development (CPD). First, these clinical indicators are rarely reviewed outside of existing quality and safety reporting. Second, ma...
A foundational component of digital health involves collecting and leveraging electronic health data to improve health and wellbeing. One of the central technologies for collecting these data are electronic health records (EHRs). In this commentary, the authors explore intersection between digital health and data-driven reflective practice that is...
Young adults are frequent consumers of food prepared outside the home (FOH). In a cross-sectional survey, the MYMeals study, we showed FOH provided one-third of meals and snacks for young Australian adults, yet it contributed higher proportions of energy and nutrients of concern, such as saturated fat and sodium. This study aimed to determine the d...
BACKGROUND
Hospitals routinely collect large amounts of administrative data such as length of stay, 28-day readmissions, and hospital-acquired complications; yet, these data are underused for continuing professional development (CPD). First, these clinical indicators are rarely reviewed outside of existing quality and safety reporting. Second, many...
There is a huge and growing amount of data that is already captured in the many, diverse digital tools that support learning. Additionally, learning data is often inaccessible to teachers or served in a manner that fails to support or inform their teaching and design practice. We need systematic, learner-centred ways for teachers to design learning...
Background: There is an increasing amount of electronic data sitting within the health system. These data have untapped potential to improve clinical practice if extracted efficiently and harnessed to change the behavior of health professionals. Furthermore, there is an increasing expectation from the government and peak bodies that both individual...
As self-tracking has evolved from a niche practice to a mass-market phenomenon, it has become possible to track a broad range of activities and vital parameters over years and decades. This creates both new opportunities for long term research and also illustrates some challenges associated with longitudinal research. We establish characteristics o...
Young adults are the highest consumers of food prepared outside home (FOH) and gain most weight among Australian adults. One strategy to address the obesogenic food environment is menu labelling legislation whereby outlets with >20 stores in one state and >50 Australia-wide must display energy content in kJ. The aim of this study was to assess the...
Objective
Informal family caregivers play a crucial role in cancer care. Effective caregiver involvement in cancer care can improve both patient and caregiver outcomes. Despite this, interventions improving the caregiver involvement are sparse. This protocol describes a randomised controlled trial evaluating the combined effectiveness of novel onli...
Mobile food logging is important but people find it tedious and difficult to do. Our work tackles the challenging aspect of searching a large food database on a small mobile screen. We describe the design of the EaT (Eat and Track) app with its Search-Accelerator to support searches on >6,000 foods. We designed a study to harness data from a large...
Public interactive displays (PID) are a promising technology for providing information and collecting feedback in public spaces. Research on PIDs has shown that, like all public displays, their efficacy is reduced by display blindness. Rather than increase the visual attention-grabbing nature of PIDs, we propose that additional understanding is req...
Many people, especially those in sedentary occupations, fail to achieve the recommended levels of physical activity. Vir-tual reality (VR) games have the potential to overcome this because they are fun and also can be physically demanding. This paper explores whether a VR game studio can help work-ers in sedentary jobs to get valuable levels of exe...
As self-tracking has evolved from a niche movement to a mass-market phenomenon, it has become possible for people to track a broad range of activities and vital parameters over years, even decades. The associated opportunities, as well as the challenges, have had very little research attention so far. With the phenomenon of long-term tracking becom...
As technology has become ubiquitous in learning contexts, there has been an explosion in the amount of learning data. This creates opportunities to draw on the decades of learner modelling research from Artificial Intelligence in Education and more recent research on Personal Informatics. We use these bodies of research to introduce a conceptual mo...
Activity trackers are being deployed in large-scale physical activity intervention programs, but analyzing their data is difficult due to the large data size and complexity. As such large datasets of steps become more available, it is paramount to develop analysis methods to deeply interpret them to understand the variety and changing nature of hum...
A user model that is built from the data of multiple physical activity sensors has the potential to enable people to answer important questions about their long-term physical activity. Our work provides a way to do this for the case of exercise from virtual reality gaming and from incidental daily walking. Our approach is based two parts: 1) a care...
It is our great pleasure to welcome you to the UMAP 2019 Workshop on Explainable and Holisitic User Modeling (ExHUM). Our workshop took inspiration from the analysis of the recent Web dynamics: according to a recent claim by IBM, 90% of the data available today have been created in the last two years. Such an exponential growth of personal informat...
It is difficult for people to understand how much exercise they get when their activity is sensed from multiple devices. This may include incidental steps accumulated throughout the day as well as other activities, such as playing games in virtual reality (VR). To address this we designed VRFit, an interactive dashboard which shows exercise levels...
We are on the cusp of creating realistic, interactive, fully rendered human faces on computers that transcend the “uncanny valley,” widely known for capturing the phenomenon of “eeriness” in faces that are almost, but not fully realistic. Because humans are hardwired to respond to faces in uniquely positive ways, artificial realistic faces hold gre...
Phishing email is one of the biggest risks to online information security due to its ability to exploit human trust and naivety. Prior research has examined whether some people are more susceptible to phishing than others and what characteristics may predict this susceptibility. Given that there are no standardised measures or methodologies to dete...
“S1_Appendix.docx”.
This document contains Fig A, Fig B and Fig C and Tables A, B and C. Fig A. This is the distribution of participant behaviour responses on percentages of participants. Fig B. This is the most effective phishing email from the PDT. Fig C. This is the genuine email with the most false positives in the PDT. Table A. This is a table...
Since the release of the HTC Vive and Oculus Rift tracking has improved, leading to virtual reality (VR) games that allow players to stand and physically move around virtual environments. Consequently, these VR games can provide players with beneficial levels of exercise. In this paper we provide a design framework for using activity sensor data wi...
Head mounted display (HMD) virtual reality (VR) games have shown promise beyond entertainment. Work has shown that playing VR games even for 10 minutes can provide players with valuable levels of physical exertion that is much higher then their perceived exertion. Despite VR showing promise at providing engaging forms of exercise, there is a risk t...
BACKGROUND
Dietary assessment is reliant on accurate collection of food and beverage consumption data. Technology has been harnessed to standardise recording and provide automatic nutritional analysis to reduce cost and researcher burden.
OBJECTIVE
To better assess the diet of young adults, especially relating to the contribution of foods prepared...
Background: Dietary assessment is reliant on the collection of accurate food and beverage consumption data. Technology has been harnessed to standardize recording and provide automatic nutritional analysis to reduce cost and researcher burden.
Objective: To better assess the diet of young adults, especially relating to the contribution of foods pr...
An important role of open learner models (OLMs) is to support self-reflection. We explore how to do this for an OLM based on fine-grained long term physical activity tracker data that many people are accumulating. We aim to tackle two well-documented challenges that people face, in making effective use of an OLM for reflection. 1. We created a tuto...
Public displays are widely used for displaying information in public space, such as shopping centres. They are typically programmed to display advertisements or general information about the space in which they are situated. Due to recent advances in technology, public displays are becoming ubiquitous in space around cities and can potentially enab...
Long term self tracking of health for periods of years, decades or ultimately lifelong provides tremendous opportunities for personal health. However, people face barriers that many find insurmountable for making use of self tracking. It has become clear that considerable work is needed to turn tracking from a toy to a tool. We suggest three resear...
This paper explores two important classes of large screen displays, single-touch whiteboards and multi-touch tabletops, for the context of collaborative learning by school groups at a museum. To do this, we designed MuseWork, as a worksheet activity, with two phases: first, students explore the museum, individually or in pairs, guided by our tablet...
Increasingly, people are collecting detailed personal activity data from commercial trackers. Such data should be able to give important insights about their activity levels. However, people do not wear or carry tracking devices all day, every day and this means that tracker data is typically incomplete. This paper aims to provide a systematic way...
This paper aims to link student facing Learning Analytics Dashboards (LADs) to the corpus of research on Open Learner Models (OLMs), as both have similar goals. We conducted a systematic review of literature on OLMs and compared the results with a previously conducted review of LADs for learners in terms of (i) data use and modelling, (ii) key publ...
It is our great pleasure to welcome you to the UMAP 2018 HUM (Holistic User Modeling) Workshop. According to a recent claim by IBM, 90% of the data available today have been created in the last two years. This exponential growth of online information has given new life to research in the area of user modeling and personalization, since information...
Previous research on making public interactive displays more relevant to passers-by has focused on using profiles to personalise the content. However, profiles can potentially compromise privacy and may also create barriers for interaction as implementations usually require users to set up a personal profile, for example, through a smartphone app....
Background:
Young Australians aged between 18 and 30 years have experienced the largest increase in the body mass index and spend the largest proportion of their food budget on fast food and eating out. Frequent consumption of foods purchased and eaten away from home has been linked to poorer diet quality and weight gain. There has been no Austral...
We are on the cusp of creating realistic, interactive, fully rendered human faces on computers that transcend the “uncanny valley,” widely known for capturing the phenomenon of “eeriness” in faces that are almost, but not fully realistic. Because humans are hardwired to respond to faces in uniquely positive ways, artificial realistic faces hold gre...
Increasingly people use mobile phones many times daily. This makes the phone's lockscreen almost ambient, part of everyday life. This work explores how to use that valuable ambience of the lock-screen to help people maintain awareness of, and to track an important goal, such as improving nutrition. We describe the design of FIT, a lockscreen app fo...
Virtual reality (VR) games offer potential as a fun and immersive way to get enough physical activity to gain significant health benefits. Currently, there is no established way to describe the type and level of physical activity a person can expect to gain when playing a VR game. Nor is there a way of reporting to a person about the exercise they...
We developed a student-facing dashboard tuned to support post-hoc sensemaking in terms of participation and group effects in the context of collocated brainstorming. Grounding on foundations of small-group collaboration, open learner modelling and brainstorming at large interactive displays, we designed a set of models from behavioural data that ca...
Quantified Self (QS) field needs to start thinking of how situated needs may affect the use of self-tracking technologies. In this workshop we will focus on the idiosyncrasies of specific categories of users.
The Internet-of-Things (IoT) consists of a large number of interconnected, low cost devices and the framework for managing them. While this provides the means for rich and ubiquitous personalized interaction, a key gap is the lack of support for user modeling to harness and manage personal data gathered from IoT. Our work fills this gap by creating...
Virtual reality (VR) exergames have the potential to be a fun way to get exercise. People have different preferences and responses when it comes to both exercising an playing games, meaning that there are potential benefits from creating a user model for exergaming. This could support various forms of personalization, such as game recommenders, and...
Exercise is essential for health and well-being. However, it can be difficult for people to meet the recommended amount of daily exercise simply due to the lack of motivation. It has recently become apparent that virtual reality games, even though they were not explicitly designed for exercise, have the potential to provide enough exercise to achie...
The importance of user modeling and personalization is taken for granted in several scenarios. According to this widespread paradigm, each user can be modeled through some (explicitly or implicitly gathered) information about her knowledge or about her preferences, in order to adapt the behavior of a generic intelligent system to her specific chara...
Virtual reality exergames have been demonstrated to provide high levels of exertion compared to traditional exercise, while players perceive less exertion. However, it is hard for people to be confident of whether they get the recommended levels of exercise. In this work, we present the "HappyFit" aesthetic interface that has been designed to be a...
Increasingly, people are amassing long term physical activity data which could play an important role for reflection. However, it is not clear if and how existing trackers use their long term data and incomplete data is a potential challenge. We introduced the notion of adherence to design iStuckWithIt, a custom calendar display that integrates and...
Learning to collaborate effectively requires practice, awareness of group dynamics, reflection and, often, it benefits from coaching by an expert facilitator. However, in physical spaces it is not always easy to provide teams with evidence to support collaboration. Emerging technology provides a promising opportunity to make collocated collaboratio...
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Background: Changes to sexual wellbeing can negatively impact long-term quality of life for cancer patients and their partners. Rekindle is an online intervention aimed to provide accessible and tailored psychosexual support to cancer survivors. This study aimed to assessed the feasibility of delivering psychosexual support via Rekindleto ca...
Virtual Reality games have shown potential to make exercise fun and engaging. This is because many virtual reality games, using devices like the HTC Vive, offer engaging experiences where interaction requires the player to physically move around, moving their arms and body. This paper presents the first work evaluating the actual and perceived exer...
The 40-year-old Uncanny Valley theory is influential in the discussion surrounding acceptance of realistic graphical agents. This theory was formulated by observing robots. While it has been shown to be valid when observing digital characters, little has been studied about acceptance when people interact with avatars, rather than simply observe a r...
Exercise is important for health and well-being. However, for some people it can be hard to find the time or motivation to get the recommended amount every day. Exergames on modern gaming consoles have demonstrated potential to address this problem, by helping people stay motivated, which subsequently benefited their health. Fully-immersive virtual...
While the Quantified Self (QS) community is described in terms of "self-knowledge through numbers" people are increasingly demanding value and meaning. In this workshop we aim at refocusing the QS debate on the value of data for providing new services.
As digital objects become increasingly important in people's lives, people may need to understand the provenance, or lineage and history, of an important digital object, to understand how it was produced. This is particularly important for objects created from large, multi-source collections of personal data. As the metadata describing provenance,...
Due to their situated nature, digital public displays have the potential to provide information and messages to large groups of people. However, in practice, non-customised content typically is not relevant to every passerby, while personalising information tailored to individuals is associated with privacy concerns. Previous research has identifie...
Mid-air gestures offer a promising way to interact with large public displays. User representations are important to attract people to such displays, convey interactivity and provide meaningful gesture feedback. We evaluated two forms of user representation, an abstract skeleton and a silhouette, at a large public information display. Results from...
We tackle the important problem of understanding the accuracy of activity tracker data. To do this, we introduce the notions of daily and hourly adherence, key aspects of how consistently people wear trackers. We hypothesise that these measures provide a valuable means to address accuracy problems in population level activity tracking data. To test...
Automation of dietary assessment can reduce limitations of established methodologies, by alleviating participant and researcher burden. Designed as a research tool, the electronic Dietary Intake Assessment (e-DIA) is a food record in mobile phone application format. The present study aimed to examine the relative validity of the e-DIA with the 24-h...
With the arrival of 'big data; in education, the potential was recognised for learning analytics to track students' learning, to reveal patterns in their learning, or to identify at-risk students, in addition to guiding reform and supporting educators in improving teaching and learning processes [1]. Learning Analytics dashboards have been used at...
There is a steadily growing interest in the design of spaces in which multiple interactive surfaces are present and, in turn, in understanding their role in group activity. However, authentic activities in these multi-surface spaces can be complex. Groups commonly use digital and non-digital artefacts, tools and resources, in varied ways depending...
Single display interactive groupware interfaces have the potential to effectively support small group work in classrooms.
Our work aimed to gain understanding needed to realize that potential. First, we wanted to study how learners use these large
interactive displays, compared with a more traditional method within classrooms. Second, we wanted to...
Designing, validating and deploying learning analytics tools for instructors or students is a challenge that requires techniques and methods from different disciplines, such as software engineering, human-computer interaction, computer graphics, educational design and psychology. Whilst each of these disciplines has established its own design metho...
The SMILI☺ (Student Models that Invite the Learner In) Open Learner Model Framework was created to provide a coherent picture of the many and diverse forms of Open Learner Models (OLMs). The aim was for SMILI☺ to provide researchers with a systematic way to describe, compare and critique OLMs. We expected it to highlight those areas where there had...
This paper investigates user preferences for mid-air gestures to interact with large public information displays. We designed and implemented a public display application that allows people to navigate between Twitter feeds and to find details about particular tweets. The application supports selection and navigation through (1) point-and-dwell and...
Important long-term goals for good health and wellbeing are challenging to achieve. Emerging technology offers the promise of easy data collection to help people monitor progress toward such goals. We designed SAL (simple, situated ambient logger) to help people track food eaten. It is minimalist with a core goal of making it easy for people to log...
My work aims to enable people to harness, control and manage their big personal data. This is challenging because people are generating vast, and growing, collections of personal data. That data is captured by a rich personal digital ecosystems of devices, some worn or carried, and others are fixed or embedded in the environment. Users explicitly s...
With the availability of displays in public space increasing, they have been proposed and studied as platform for civic engagement. Due to their situated nature, public displays have the potential to enable a larger cross-section of the public to participate in community consultation processes, compared to focus groups or online surveys. Previous r...
In spite of the fast growth in the market of devices and applications that allow people to collect personal information, Quantified Self (QS) tools still present a variety of issues when they are used in everyday lives of common people. In this workshop we aim at exploring new ways for designing QS systems, by gathering different researchers in a u...