OzCHI 2013 Final Programme


Programme released 13 November 2013.
 
The Conference Handbook also available in PDF format.
 
Why not try interactively exploring the papers on your computer or mobile device using OzChiFish? (Best experience will be found in Safari, Chrome or Firefox browsers).
 
 
12 November 2013: The Tutorial Sessions & the 2nd Workshop have been cancelled. This means Monday's sessions have been cancelled in full.

 
TUESDAY, 26 November, 2013

9:00 am - 10:30 am

 

(Room 2.2)
Workshop W4: Fifth International Workshop on Smart Healthcare and Wellness Applications (SmartHealth'13)(in conjunction with Social Technologies for Health and Wellbeing)

(Room 2.3)
Doctoral Consortium (DC)

10: 30 am – 11:00 am

Coffee/Tea Break

11:00 am - 1:00 pm

 

(Room 2.2)
W4 continues

(Room 2.3)
DC continues

1:00 pm – 2:00 pm

Lunch Break

2:00 pm - 3:30 pm

 

(Room 2.2)
W4 continues

(Room 2.3)
DC continues

3:30 pm – 4:00 pm

Coffee/Tea Break

4:00 pm - 5:00 pm

 

(Room 2.2)
W4 continues

(Room 2.3)
DC continues

5:30 pm – 7:00 pm

Welcome Reception
(Level 2)


 
WEDNESDAY, 27 November, 2013

8:00 am – 4:00 pm

Registration

9:00 am – 9:20 am

Opening and Welcome

9:20 am – 10:20 am

Keynote Speech by Kenton O'Hara: "Interaction Proxemics: technology, spatial relationships and social meaning"
In recent years there has been a growing interest in HCI with the concept of proxemics. The notion of proxemics refers to our spatial relations with each other and with artefacts in the environment with such relations being key components in the unfolding organisation of social action and interpersonal relations. Within HCI, a predominant concern in proxemics research is with inter-entity distances and orientation with a view to operationalizing such spatial relations to trigger particular system responses, which have come to be called proxemic interactions. In contrast to this I want to discuss the notion of interaction proxemics, namely the ways that certain interaction characteristics of a technology demand particular spatial relations between object and actor in their use. This has implications for how we organise action in relation to interactive objects and assemblages of other co-present objects and actors.
In order to illustrate and develop these ideas, I will discuss them in relation to a number of key technologies and domains such as gesture and voice control in the operating theatre, interactive table centerpieces for family mealtime experiences and situated displays in home and public spaces.

10: 20 am – 11:00 am

Coffee/Tea Break & Poster Exhibition

11:00 am - 1:00pm
Session 1

(Room 2.1)
Session 1A: Mobility and Security

  • A Recommendation for Designing Mobile Pedestrian Navigation System in University Campuses
  • Classifying Users of Mobile Pedestrian Navigation Tools
  • Realistic Books for Small-screen Devices
  • "Who decides?" Security and Privacy in the Wild
  • Trust and Cooperation in Text-Based Computer-Mediated Communication

(Room 2.2)
Session 1B: User Experience

  • Understanding ‘Tingle’ in Opera Performances
  • Understanding "Cool" in Human-Computer Interaction Research and Design
  • “It’s alive, it’s magic, it’s in love with you”: Opportunities, Challenges and Open Questions for Actuated Interfaces
  • The Effect of Language in Answering Qualitative Questions in User Experience Evaluation Web-Surveys

(Room 2.3)
Session 1C: Interface and Interaction Technologies

  • Harnessing Multi-User Design and Computation to Devise Archetypal Whole-of-Body Gestures: A Novel Framework
  • Four-dimensional Viewing Direction Control by Principal Vanishing Points Operation and Its Application to Four-dimensional Fly-through Experience
  • Investigating Mobile Stereoscopic 3D Touchscreen Interaction
  • Analysing Mouse activity for Cognitive Load detection
  • Comparison of gestural, touch, and mouse interaction with Fitts' Law

1:00 pm – 2:00 pm

Lunch Break

2:00 pm - 3:30pm
Session 2

(Room 2.1)
Session 2A: Human Factors and Programming

  • Foundations for Infrastructure and Interfaces to Support User Control in Long-term User Modelling
  • Towards a Cognition-based Assessment Protocol for User-Centered Design
  • Interfaces for Discourse Summarisation: A Human Factors Analysis
  • Towards a Creativity Support Tool in Processing: Understanding the Needs of Creative Coders
  • A sense of working there: everyday practices of Agile software developers

(Room 2.2)
Session 2B: Interaction Design

  • Proxemic Interaction in a Multi-Room Music System
  • Evaluating organic 3D sculpting using Natural User Interfaces with the Kinect
  • Mobile Ambient Presence
  • Favoured Attributes of In-Air Gestures in the Home Environment
  • The Leap Motion controller: A view on sign language

(Room 2.3)
Session 2C: Learning Environments

  • Assessing the Usability of Students Object-oriented Language with First-year IT Students: A Case Study
  • Integrating orchestration of ubiquitous and pervasive learning environments
  • Understanding the Effects of Discreet Real-time Social Interaction on Student Engagement in Lectures
  • MolyPoly: Immersive Gesture Controlled Chemistry Teaching System
  • Engaging Stakeholders through Facebook for Teacher Professional Development in Indonesia

3:30 pm – 4:00 pm

Coffee/Tea Break

4:00 pm – 5:30 pm
Session 3

(Room 2.1)
Session 3A: Gaming and Motivational Aspects

  • Being Chased by Zombies! Understanding the Experience of Mixed Reality Quests
  • Measuring Audience Experience in Social Videogaming
  • How are Gamers better at Drawing Teapots than non-Gamers?
  • Exploring Internet CO2 Emissions as an Auditory Display
  • Awesome! Conveying Satisfaction on the App Store

(Room 2.2)
Session 3B: Sustainability

  • Promoting Pro-environmental Behaviour: a tale of two systems
  • Curiosity to cupboard- self reported disengagement with energy use feedback over time
  • Sustainable HCI for Grassroots Urban Food-Growing Communities

(Room 2.3)
Session 3C: Interaction and Visualisation

  • Enhancing Spatial Perception and User Experience in Video Games with Volumetric Shadows
  • How Screen Size Influences Chinese Readability
  • A Leap-supported, hybrid AR interface approach
  • The Effect of Subject Familiarity on Comprehension and Eye Movements during Reading
  • One-line GUI: Minimized graphic user interface for interactive TV

5:30 pm onwards

Free time


 
THURSDAY, 28 November, 2013

8:00 am – 4:00 pm

Registration

9:30 am – 10:30 am

Keynote Speech by Bruce Thomas: "Designing the Future with Augmented Reality"
Augmented Reality (AR) is the registration of computer-generated graphical information over a user’s view of the physical world. AR supplies a new form of human computer interaction that fuses virtual and physical worlds to increase a user’s understanding of their current task at hand. While this augmentation may be supplied visually, auditorily, olfactorily, or haptically, this talk will focus on visual augmented reality.
AR has been applied to a wide array of the application domains, such as entertainment, manufacturing, and defence. This talk will explore the use of augmented reality to aid in the design process. In particular how AR can enhance the rapid prototyping process of large design artefacts. That is to say artefacts from the size of a toaster to an operating theatre. These design artefacts increase stakeholder (designers and clients) understanding of design concepts through physical embodiments of these ideas. Current prototyping techniques have a long cycle time, but the use of augmented reality holds the promise of reducing the cycle time. Critical to improving these design processes with augmented reality is the development of new AR interaction techniques for the stakeholders.
This talk will highlight the current research projects in the Wearable Computer Lab at the University of South Australia supporting the use of augmented reality in the design process.

10: 30am – 11:00 am

Coffee/Tea Break

11:00 pm - 1:00pm
Session 4

(Room 2.1)
Session 4A: Evaluation and Usability

  • An Evaluation of Advanced User Interface Customization
  • Quantitative Evaluation of Media Space Configuration in a Task-Oriented Remote Conference System
  • Physicality Quantitative Evaluation Method
  • Trial by Tablet: User Evaluation of the Digital Courtroom
  • Measuring Interactivity at an Interactive Public Information Display

(Room 2.2)
Session 4B: Ubiquitous Computing

  • Internet of Things: a review of literature and products
  • Understanding Spatial Contexts of the Real World under Explicit or Tacit Roles of Location
  • Working In the Clouds: A Study of Contemporary Practices
  • SmartFinger: Connecting Devices, Objects and People seamlessly
  • Approaching a human-centred Internet of Things
  • The Irony and Re-interpretation of Our Quantified Self

(Room 2.3)
Session 4C: Touch Interaction

  • An approach for designing and evaluating a plug-in vision-based tabletop touch identification system
  • Pseudo-Pressure Detection and Its Use in Predictive Text Entry on Touchscreens
  • FingerInk: Turn your Glass into a Digital Board
  • Evaluation of a New Error Prevention Technique for Mobile Touchscreen Text Entry
  • Designing Rich Touch Interaction through Proximity and 2.5D Force Sensing Touchpad

1:00 pm – 2:00 pm

Lunch Break

2:00 pm - 3:30pm
Session 5

(Room 2.1)
Session 5A: Student Design Challenge Presentations

  • Family Room: Reducing Email Overload
  • TorteMail: Solving Email Information Overload
  • Vision of the Future of Email Featuring Upcoming Technology to Enhance the User Experience
  • Threading Centric Approach Towards Email Client

(Room 2.3)
Session 5B: Flash Talks

  • PaperIO: Paper-based 3D I/O Interface Using Selective Inductive Power Transmission
  • Engagement and Reciprocity and Practical Ethics: New Foundations for CHI Research
  • Incorporating Positive Speaker Profiles in Affective Human Computer Interaction

 

3:30 pm – 4:00 pm

Coffee/Tea Break

4:00 pm – 5:30 pm
Session 6

(Room 2.1)
Session 6A: Social and Collaboration Technologies

  • Making Coworking Places Gel for Better Collaboration and Social Learning
  • Integrating Collaborative Context Information with Social Media – A Study of User Perception
  • Interaction Patterns for Assessment of Learners in Tabletop Based Collaborative Learning Environment
  • Understanding the Fabric of Social Interactions for Ridesharing through Mining Social Networking Sites

(Room 2.2)
Session 6B: Resilience and Ageing

  • “Reconstructing normality”: The use of infrastructure leftovers in crisis situations as inspiration for the design of resilient technology
  • Dispelling Ageing Myths in Technology Design
  • Engaging Older Adults in Activity Group Settings Playing Games on Touch Tablets
  • Touch Screen Ensemble Music: Collaborative Interaction for Older People with Dementia

(Room 2.3)
Session 6C: Information Seeking

  • Statistical Analysis and Implications of SNS Search in Under-Developed Countries
  • Boxing clever: how searchers use and adapt to a one-box library search
  • Interactive Interface for Query Formulation
  • HCI Knowledge – Missing in Practice?

6:00pm – 10:00 pm

Drinks and Dinner (Town Hall)


 
FRIDAY, 29 November, 2013

8:00 am – 12:00 pm

Registration

9:30 am – 10:30 am

Keynote Speech by Ben Kilsby: Title: "Being Game"
The video games industry is often recognised as innovators in computer-human interface and rightly so. There has been a vast array of innovative hardware and software developments that have come from the entertainment industry, especially in the last 30 years. By many accounts the future of computer-human interface seems to be wrapped up in game.
But there’s only one problem: not everyone plays video games.
Over a one hour session including questions, Ben Kilsby from Holopoint Interactive will speak about the challenges and opportunities of using game techniques and hardware for computer-human interface in a commercial, project based context. Drawing upon many years of experience in the simulation and serious game space (along with far too many years playing video games), Ben will provide real world examples and practical insights into the design considerations used by Holopoint to achieve client, project and end user objectives.

10: 30am – 11:00 am

Coffee/Tea Break

11:00 am – 12:00 pm
Session 7

(Room 2.1 – 2.3)
Panel: What's on the horizon for CHI in Oz?

Panellists: Bruce Thomas, Ben Kilsby, Paul Dourish

12:00 pm – 1:00 pm

Lunch & CHISIG Meeting

1:00pm - 2:30pm
Session 8

(Room 2.1)
Session 8A: Health and Welfare

  • Participatory Design of an Online Therapy for Youth Mental Health
  • Exploratory development and evaluation of user interfaces for exposure therapy treatment
  • Using critical-cue inventories to advance virtual patient technologies in psychological assessment
  • Hanging out at the computer lab: How an innovative Australian program is helping young ‘Aspies’
  • Supporting Tele-Assistance and Tele-Monitoring in Safety-Critical Environments

(Room 2.2)
Session 8B: Audio and Speech

  • Visually-guided Spatial Audio Annotations on a Mobile Augmented Reality Platform
  • Treemaps to Visualise and Navigate Speech Audio
  • SpeechPlay: Composing and Sharing Expressive Speech Through Visually Augmented Text
  • Evaluating the Effectiveness of Audio-Visual Cues in Immersive User Interfaces

 

2:30pm – 3:00 pm

Awards & Closing Ceremony

3:00 pm – 3:30 pm

Coffee/Tea Break


 

Presentation Type

Presentation Length

Number

Long papers (L)

30 minutes

34

Short papers (S)

15 minutes

45

Student Design Challenge (SDC)

15 minutes

4

Flash Talks (FT)

7 minutes

3

Interactive Posters (P)

10:20 am – 11:00 am, Wednesday

4


 

Session 1A: Mobility and Security

• 43 (L): Tony Shu-Hsien Wang, Dian Tjondronegoro, Michael Docherty, Wei Song and Joshua Fuglsang. A Recommendation for Designing Mobile Pedestrian Navigation System in University Campuses
• 111 (S): James Wen, William Helton and Mark Billinghurst. Classifying Users of Mobile Pedestrian Navigation Tools
• 24 (L): Annika Hinze, Doris Jung and Lakshmi Muthaiah. Realistic Books for Small-screen Devices
• 52 (L): Kenneth Radke, Colin Boyd, Juan Gonzalez Nieto and Laurie Buys. "Who decides?" Security and Privacy in the Wild
• 83 (S): Ahmad Khawaji, Fang Chen, Nadine Marcus and Jianlong Zhou. Trust and Cooperation in Text-Based Computer-Mediated Communication

 

Session 1B: User Experience

• 21 (L): Tuck Wah Leong and Peter Wright. Understanding ‘Tingle’ in Opera Performances
• 32 (L): Dimitrios Raptis, Jesper Kjeldskov and Mikael Skov. Understanding "Cool" in Human-Computer Interaction Research and Design
• 33 (L): Majken Kirkegaard Rasmussen, Erik Grönvall, Sofie Kinch and Marianne Graves Petersen. “It’s alive, it’s magic, it’s in love with you”: Opportunities, Challenges and Open Questions for Actuated Interfaces
• 66 (L): Tanja Walsh, Piia Nurkka, Helen Petrie and Jaana Olsson. The Effect of Language in Answering Qualitative Questions in User Experience Evaluation Web-Surveys

 

Session 1C: Interface and Interaction Technologies

• 7 (L): Suranjith De Silva, Michael Barlow and Adam Easton. Harnessing Multi-User Design and Computation to Devise Archetypal Whole-of-Body Gestures: A Novel Framework
• 27 (L): Takanobu Miwa, Yukihito Sakai and Shuji Hashimoto. Four-dimensional Viewing Direction Control by Principal Vanishing Points Operation and Its Application to Four-dimensional Fly-through Experience
• 53 (L): Ashley Colley, Jonna Häkkilä, Johannes Schöning and Maaret Posti. Investigating Mobile Stereoscopic 3D Touchscreen Interaction
• 127 (S): Syed Arshad, Yang Wang and Fang Chen. Analysing Mouse activity for Cognitive Load detection
• 96 (S): Lawrence Sambrooks and Brett Wilkinson. Comparison of gestural, touch, and mouse interaction with Fitts' Law
 

Session 2A: Human Factors and Programming

• 34 (L): Debjanee Barua, Judy Kay and Cecile Paris. Foundations for Infrastructure and Interfaces to Support User Control in Long-term User Modelling
• 121 (S): Jemma Harris, Mark Wiggins, Ben Morrison and Natalie Morrison. Towards a Cognition-based Assessment Protocol for User-Centered Design
• 101 (S): Agata Mccormac, Kathryn Parsons, Marcus Butavicius, Aaron Ceglar, Derek Weber, Tim Pattison, Richard Leibbrant, Kenneth Treharne and David Powers. Interfaces for Discourse Summarisation: A Human Factors Analysis
• 153 (S): Mark C. Mitchell and Oliver Bown. Towards a Creativity Support Tool in Processing: Understanding the Needs of Creative Coders
• 140 (S): Julia Prior. A sense of working there: everyday practices of Agile software developers
 

Session 2B: Interaction Design

• 57 (L): Henrik Sørensen, Mathies Grøndahl Kristensen, Jesper Kjeldskov and Mikael B. Skov. Proxemic Interaction in a Multi-Room Music System
• 128 (S): Bradley Wesson and Brett Wilkinson. Evaluating organic 3D sculpting using Natural User Interfaces with the Kinect
• 122 (S): Greg Wadley, Frank Vetere, Lars Kulik, Liza Hopkins and Julie Green. Mobile Ambient Presence
• 148 (S): Karen Ho and Hanley Weng. Favoured Attributes of In-Air Gestures in the Home Environment
• 110 (S): Leigh Ellen Potter, Jake Araullo and Lewis Carter. The Leap Motion controller: A view on sign language
 

Session 2C: Learning Environments

• 36 (L): Eugene McArdle, Jason Holdsworth and Ickjai Lee. Assessing the Usability of Students Object-oriented Language with First-year IT Students: A Case Study
• 118 (S): Roberto Martinez-Maldonado, Yannis Dimitriadis, Andrew Clayphan, Juan Alberto Muñoz-Cristóbal, Luis Pablo Prieto, Maria Jesús Rodríguez-Triana and Judy Kay. Integrating orchestration of ubiquitous and pervasive learning environments
• 135 (S): Mark Reilly, Haifeng Shen, Paul Calder and Henry Been-Lirn Duh. Understanding the Effects of Discreet Real-time Social Interaction on Student Engagement in Lectures
• 143 (S): Soojeong Yoo, Callum Parker, Winyu Chinthammit and Susan Turland. MolyPoly: Immersive Gesture Controlled Chemistry Teaching System
• 80 (S): Eunice Sari and Adi Tedjasaputra. Engaging Stakeholders through Facebook for Teacher Professional Development in Indonesia
 

Session 3A: Gaming and Motivational Aspects

• 40 (L): Alexander Kan, Martin Gibbs and Bernd Ploderer. Being Chased by Zombies! Understanding the Experience of Mixed Reality Quests
• 78 (S): John Downs, Frank Vetere, Steve Howard and Steve Loughnan. Measuring Audience Experience in Social Videogaming
• 74 (S): Theodor Wyeld, Benedict Williams and Zak Barbuto. How are Gamers better at Drawing Teapots than non-Gamers?
• 123 (S): Stuart Mcfarlane, Frank Feltham and Darrin Verhagen. Exploring Internet CO2 Emissions as an Auditory Display
• 98 (S): Leonard Hoon, Rajesh Vasa, Gloria Yoanita Martino, Jean-Guy Schneider and Kon Mouzakis. Awesome! Conveying Satisfaction on the App Store
 

Session 3B: Sustainability

• 55 (L): Jeni Paay, Jesper Kjeldskov, Mikael Skov, Rahuvaran Pathmanathan and Jon Pearce. Promoting Pro-environmental Behaviour: a tale of two systems
• 20 (L): Stephen Snow, Laurie Buys, Paul Roe and Margot Brereton. Curiosity to cupboard- self reported disengagement with energy use feedback over time
• 14 (L): Sara Heitlinger, Nick Bryan-Kinns and Janis Jefferies. Sustainable HCI for Grassroots Urban Food-Growing Communities
 

Session 3C: Interaction and Visualisation

• 35 (L): Tuukka T. Takala, Perttu Hämäläinen, Mikael Matveinen, Taru Simonen and Jari Takatalo. Enhancing Spatial Perception and User Experience in Video Games with Volumetric Shadows
• 137 (S): You Wang, Zhihao Zhao, Danni Wang, Guihuan Feng and Bin Luo. How Screen Size Influences Chinese Readability
• 75 (S): Holger Regenbrecht, Jonny Collins and Simon Hoermann. A Leap-supported, hybrid AR interface approach
• 125 (S): Leana Copeland and Tom Gedeon. The Effect of Subject Familiarity on Comprehension and Eye Movements during Reading
• 113 (S): Hyungkun Park, Yeseul Kim, Jeeyong Chung, Sangyoung Cho, Eunji Woo and Woohun Lee. One-line GUI: Minimized graphic user interface for interactive TV
 

Session 4A: Evaluation and Usability

• 37 (L): Clemens Zeidler, Christof Lutteroth and Gerald Weber. An Evaluation of Advanced User Interface Customization
• 51 (L): Kyle Koh and Jinwook Seo. Quantitative Evaluation of Media Space Configuration in a Task-Oriented Remote Conference System
• 59 (L): Mahmood Ashraf and Masitah Ghazali. Physicality Quantitative Evaluation Method
• 100 (S): Graham Farrell, Robert Tipping, Viv Farrell and Clinton Woodward. Trial by Tablet: User Evaluation of the Digital Courtroom
• 142 (S): Christopher Ackad, Rainer Wasinger, Richard Gluga, Judy Kay and Martin Tomitsch. Measuring Interactivity at an Interactive Public Information Display
 

Session 4B: Ubiquitous Computing

• 62 (L): Treffyn Lynch Koreshoff, Toni Robertson and Tuck Wah Leong. Internet of Things: a review of literature and products
• 2 (L): Masaya Okada and Masahiro Tada. Understanding Spatial Contexts of the Real World under Explicit or Tacit Roles of Location
• 88 (S): Anita Gisch and Toni Robertson. Working In the Clouds: A Study of Contemporary Practices
• 94 (S): Shanaka Ransiri, Roshan Lalintha Peiris, Kian Peen Yeo and Suranga Nanayakkara. SmartFinger: Connecting Devices, Objects and People seamlessly
• 146 (S): Treffyn Lynch Koreshoff, Tuck Wah Leong and Toni Robertson. Approaching a human-centred Internet of Things
• 107 (S): Rafael A. Calvo and Dorian Peters. The Irony and Re-interpretation of Our Quantified Self
 

Session 4C: Touch Interaction

• 3 (L): Andrew Clayphan, Roberto Martinez Maldonado, Christopher Ackad and Judy Kay. An approach for designing and evaluating a plug-in vision-based tabletop touch identification system
• 16 (L): Ahmed Arif and Wolfgang Stuerzlinger. Pseudo-Pressure Detection and Its Use in Predictive Text Entry on Touchscreens
• 86 (S): Alaa Halawani and Haibo Li. FingerInk: Turn your Glass into a Digital Board
• 92 (S): Ahmed S. Arif and Wolfgang Stuerzlinger. Evaluation of a New Error Prevention Technique for Mobile Touchscreen Text Entry
• 81 (S): Seongkook Heo, Jaehyun Han and Geehyuk Lee. Designing Rich Touch Interaction through Proximity and 2.5D Force Sensing Touchpad
 

Session 5A: Student Design Challenge

• SDC1: Threading Centric Approach Towards Email Client, by Mannu Amrit, Minal Jain, Abhinav Krishna, Himanshu Bansal, and Mehul Agarwal, Indian Institute of Technology, Guwahati
• SDC2: Vision of the Future of Email Featuring Upcoming Technology to Enhance the User Experience, by Marcel Penz, Kallirroi Pouliadou, and Tais Mauk, Institute of Design, Umeå University
• SDC3: TorteMail: Solving Email Information Overload, by Darrell Rivero, Liz Gilleran, Nick Woods, Rowan Lucas, and Matthew Ritchie, University of Sydney
• SDC4: Family Room: Reducing Email Overload, by Sarah Webber, Behnaz Rostami, Kayla Heffernan, Fernando Estrada, and Daina Augstkalns, University of Melbourne

 

Session 5B: Flash Talks

• FT1: PaperIO: Paper-based 3D I/O Interface Using Selective Inductive Power Transmission, by Kening Zhu, City University of Hong Kong
• FT2: Engagement and Reciprocity and Practical Ethics: New Foundations for CHI Research, by Margot Brereton, Paul Roe, and Anita Lee Hong, Queensland University of Technology
• FT3: Incorporating Positive Speaker Profiles in Affective Human Computer Interaction, by Kim Hartmann and Christoph Steup, Otto-von-Guericke University Magdeburg
 

Session 6A: Social and Collaboration Technologies

• 22 (L): Mark Bilandzic, Ronald Schroeter and Marcus Foth. Gelatine: Making Coworking Places Gel for Better Collaboration and Social Learning
• 67 (L): Ari-Heikki Sarjanoja, Minna Isomursu, Pekka Isomursu and Jonna Häkkilä. Integrating Collaborative Context Information with Social Media – A Study of User Perception
• 90 (S): Ammar Al-Qaraghuli, Halimah Badioze Zaman, Azlina Ahmad and Jihan Raoof. Interaction Patterns for Assessment of Learners in Tabletop Based Collaborative Learning Environment
• 109 (S): Seyed Hadi Mirisaee, Margot Brereton, Paul Roe and Fiona Redhead. Understanding the Fabric of Social Interactions for Ridesharing through Mining Social Networking Sites
 

Session 6B: Resilience and Ageing

• 72 (L): Amro Al-Akkad, Leonardo Ramirez, Sebastian Denef, Alexander Boden, Lisa Wood, Monika Buescher and Andreas Zimmermann. “Reconstructing normality”: The use of infrastructure leftovers in crisis situations as inspiration for the design of resilient technology
• 46 (L): Jeannette Durick, Toni Robertson, Margot Brereton, Frank Vetere and Bjorn Nansen. Dispelling Ageing Myths in Technology Design
• 141 (S): Sonja Pedell, Jeanie Beh, Ken Mozuna and Susan Duong. Engaging Older Adults in Activity Group Settings Playing Games on Touch Tablets
• 139 (S): Stuart Favilla and Sonja Pedell. Touch Screen Ensemble Music: Collaborative Interaction for Older People with Dementia
 

Session 6C: Information Seeking

• 50 (L): Saif Ahmed, Md. Tanvir Alam Anik, Mashrura Tasnim and Hasan Shahid Ferdous. Statistical Analysis and Implications of SNS Search in Under-Developed Countries
• 31 (L): Dana McKay and George Buchanan. Boxing clever: how searchers use and adapt to a one-box library search
• 79 (S): Lu Chen and Caslon Chua. Interactive Interface for Query Formulation
• 119 (S): Murni Mahmud, Idyawati Hussein, Abu Osman Md Tap and Nor Laila Md Noor. HCI Knowledge – Missing in Practice?
 

Session 7: Panel: What's on the horizon for CHI in Oz?

Panellists: Bruce Thomas, Ben Kilsby, Paul Dourish
 

Session 8A: Health and Welfare

• 29 (L): Greg Wadley, Reeva Lederman, John Gleeson and Mario Alvarez-Jimenez. Participatory Design of an Online Therapy for Youth Mental Health
• 116 (S): Natalie Eustace, James Head-Mears and Andreas Dünser. Exploratory development and evaluation of user interfaces for exposure therapy treatment
• 132 (S): Ben Morrison, Natalie Morrison, Julia Morton and Jemma Harris. Using critical-cue inventories to advance virtual patient technologies in psychological assessment
• 120 (S) Greg Wadley and Stefan Schutt. Hanging out at the computer lab: How an innovative Australian program is helping young ‘Aspies’
• 95 (S): Weidong Huang, Leila Alem, Surya Nepal and Danan Thilakanathan. Supporting Tele-Assistance and Tele-Monitoring in Safety-Critical Environments
 

Session 8B: Audio and Speech

• 9 (L): Tobias Langlotz, Holger Regenbrecht, Stefanie Zollmann and Dieter Schmalstieg. Audio Stickies: Visually-guided Spatial Audio Annotations on a Mobile Augmented Reality Platform
• 8 (L): Fahmi Abdulhamid and Stuart Marshall. Treemaps to Visualise and Navigate Speech Audio
• 89 (S): Kian Peen Yeo and Suranga Nanayakkara. SpeechPlay: Composing and Sharing Expressive Speech Through Visually Augmented Text
• 147 (S): Luke Hespanhol, Oliver Bown, Jingwen Cao and Martin Tomitsch. Evaluating the Effectiveness of Audio-Visual Cues in Immersive User Interfaces
 

Interactive Posters

• P1: Interacting with Digital Signage Using Reverse QR Codes for Direction Guidance by Jaejeung Kim, Joonyoung Park, Junseok Park and Soobin Lee, Korea Advanced Institute of Science and Technology (KAIST)
• P2: Vote with Your Feet: Hyperlocal Public Polling on Urban Screens by Fabius Steinberger and Marcus Foth, Queensland University of Technology
• P3: DISCOVER Augmented reality in primary classroom by Shaden Aldakheel, University of Queensland
• P4: Instant Mashup: Creating Your Own Mashup Application in Flexible Way by Sangtae Kim, Yongchul Shin and Soobin Lee, Korea Advanced Institute of Science and Technology (KAIST)
 

Doctoral Consortium

• DC1: Understanding the experience of spaces in mixed reality games by Alexander Kan, University of Melbourne
• DC2: Chaski: An opportunistic ubicomp platform to support spontaneous interactions using smartphones by Amro Al-Akkad, Fraunhofer Institute for Applied Information Technology FIT, Germany
• DC3: Enhancing motivation by engaging application with tablet technology for slow learner by Azizzeana Hassan, International Islamic University, Malaysia
• DC4: Understanding the typographic emphasis of headings to best assist with visual search of text by Claire Timpany, University of Waikato
• DC5: Externalising memories: Designing for digital mnemonic cue embodiment by Doménique A.P. van Gennip, University of Technology, Sydney
• DC6: Analysis and computational modelling of reading by Leana Copeland, Australian National University
• DC7: Natural computing for complex structured data by Martin Henschke, Australian National University
• DC8: Sustainable HCI for grassroots urban food-growing communities by Sara Heitlinger, Queen Mary University of London
• DC9: Mapping ideas transfer as complex networks in games by Xavier Ho, The University of Sydney