Joshua V. Hall
Queensland University of Technology
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Publication
Featured researches published by Joshua V. Hall.
automotive user interfaces and interactive vehicular applications | 2015
Fabius Steinberger; Ronald Schroeter; Verena Lindner; Zachary Fitz-Walter; Joshua V. Hall; D. Johnson
This paper explores novel driving experiences that make use of gamification and augmented reality in the car. We discuss our design considerations, which are grounded in road safety psychology and video game design theory. We aim to address the tension between safe driving practices and player engagement. Specifically, we propose a holistic, iterative approach inspired by game design cognition and share our insights generated through the application of this process. We present preliminary game concepts that blend digital components with physical elements from the driving environment. We further highlight how this design process helped us to iteratively evolve these concepts towards being safer while maintaining fun. These insights and game design cognition itself will be useful to the AutomotiveUI community investigating similar novel driving experiences.
annual symposium on computer human interaction in play | 2014
Joshua V. Hall; Peta Wyeth; D. Johnson
This paper explores a gap within the serious game design research. That gap is the ambiguity surrounding the process of aligning the instructional objectives of serious games with their core-gameplay i.e. the moment-to-moment activity that is the core of player interaction. A core-gameplay focused design framework is proposed that can work alongside existing, more broadly focused serious games design frameworks. The framework utilises an inquiry-based approach that allows the serious game designer to use key questions as a means to clearly outline instructional objectives with the core-gameplay. The use of this design framework is considered in the context of a small section of gameplay from an educational game currently in development. This demonstration of the framework brings shows how instructional objectives can be embedded into a serious games core-gameplay.
annual symposium on computer-human interaction in play | 2015
Christopher Lee; Peta Wyeth; D. Johnson; Joshua V. Hall
This study aims to further research in the field of video games by examining flow during individual and co-operative gameplay. Using a puzzle game called Droppit, we examined differences in flow based on two modes of play: single player vs. co-operative gameplay. Co-operative gameplay was found to induce greater flow in participants than single player gameplay. Additionally, co-operative gameplay participants had increased feelings of Challenge-Skill Balance, Unambiguous Feedback, Transformation of Time and Autotelic Experience. Our findings suggest that co-operative gameplay, involving puzzle-based problems, may result in increased flow during video game play.
Joint International Conference on Serious Games | 2016
Joshua V. Hall; Peta Wyeth; D. Johnson
The potential of serious games is in their ability to facilitate engaging learning experiences for the user. This paper describes a serious game that has been designed using a framework that aligns instructional objectives with core-gameplay. Catastrophe, the Occupational Health and Safety game developed for this project, has been evaluated to determine the extent to which it promotes both engagement and learning. In comparison to e-Learning methods, the game produces significantly better learning outcomes and significantly higher levels of intrinsic motivation. The quantitative and qualitative results of this study are reported and discussed.
international conference on entertainment computing | 2014
Peta Wyeth; Joshua V. Hall; D. Johnson
This paper reports on the development of a playful digital experience, Anim-action, designed for young children with developmental disabilities. This experience was built using the Stomp platform, a technology designed specifically to meet the needs of people with intellectual disability through facilitating whole body interaction. We provide detail on how knowledge gained from key stakeholders informed the design of the application and describe the design guidelines used in the development process. A study involving 13 young children with developmental disabilities was conducted to evaluate the extent to which Anim-action facilitates cognitive, social and physical activity. Results demonstrated that Anim-action effectively supports cognitive and physical activity. In particular, it promoted autonomy and encouraged problem solving and motor planning. Conversely, there were limitations in the system’s ability to support social interaction, in particular, cooperation. Results have been analyzed to determine how design guidelines might be refined to address these limitations.
annual symposium on computer human interaction in play | 2018
Peta Wyeth; Joshua V. Hall; Marcus Carter; April Tyack; Roger Altizer
Science & Engineering Faculty | 2016
Joshua V. Hall; Peta Wyeth; D. Johnson
Science & Engineering Faculty | 2015
Christopher Lee; Peta Wyeth; D. Johnson; Joshua V. Hall
School of Chemistry, Physics & Mechanical Engineering; School of Electrical Engineering & Computer Science; Science & Engineering Faculty | 2015
Joshua V. Hall
Centre for Accident Research & Road Safety - Qld (CARRS-Q); School of Design; Creative Industries Faculty; Faculty of Health; Science & Engineering Faculty | 2015
Fabius Steinberger; Ronald Schroeter; Verena Lindner; Zachary Fitz-Walter; Joshua V. Hall; D. Johnson