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Dive into the research topics where Mark Doughty is active.

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Featured researches published by Mark Doughty.


european conference on interactive tv | 2012

Who is on your sofa?: TV audience communities and second screening social networks

Mark Doughty; Duncan Rowland; Shaun W. Lawson

Television viewing coupled with audience interaction through a second screen has gained popularity as second screen capable devices have become more pervasive and affordable. In this paper, we investigate the nature of television audiences which engage in second screen interactions. Two different television show audiences are explored though their message activity while using the Twitter social blogging service. Connections are made between users when retweeting messages or mentioning other users in a message. The networks of viewers which are formed when viewers connect through these means reveal different characteristics within the audience networks and imply that different motivations for second screening while watching television shows are in play.


human factors in computing systems | 2010

Tagliatelle: social tagging to encourage healthier eating

Conor Linehan; Mark Doughty; Shaun W. Lawson; Ben Kirman; Patrick Olivier; Paula Moynihan

This paper describes the design and initial evaluation of Tag-liatelle, a collaborative tagging application for encouraging healthier eating. Users photograph their own meals and upload these photos to a website, where fellow users anonymously tag them for content. Initial results suggest that tagging of food content is a popular activity. However, further work must be done to automate the extraction of valid nutritional information from the tags generated.


international conference on games and virtual worlds for serious applications | 2009

Tabletop Prototyping of Serious Games for 'Soft Skills' Training

Conor Linehan; Shaun W. Lawson; Mark Doughty

Serious games offer a relatively low cost, highly engaging alternative to traditional forms of soft skills training. The current paper describes an approach taken to designing a serious game for the training of soft skills. A tabletop prototype of the game was created and evaluated with a group of 24 participants. Initial findings suggest that the game successfully created an environment in which it was advantageous to engage in appropriate collaborative decision making behaviors, as well as providing built-in opportunities for a tutor to guide under-performing groups.


acm international conference on interactive experiences for tv and online video | 2014

Disinhibited abuse of othered communities by second-screening audiences

Mark Doughty; Shaun W. Lawson; Conor Linehan; Duncan Rowland; Lucy Bennett

Second-screening and live-tweeting alongside broadcast television generates new concerns with respect to online abuse. We present an investigation into the nature of Twitter-facilitated second-screening posts relating to Thelmas Gypsy Girls, one of a series of controversial documentary programmes portraying the Irish Traveller community that have recently been aired by the UK public-service television broadcaster Channel 4. Sentiment analysis highlighted the general negativity of these posts whilst a detailed thematic inquiry revealed the often abusive and aggressive messages aimed directly at the community and individuals portrayed in the broadcast material. We discuss why users might be susceptible to exhibiting these behaviours, and the implications for the broadcast industry, and social TV designers and developers.


web based communities | 2008

Online gaming and web-based communities: serious games for community development

Mark Doughty; Carl O'Coill

Serious games take the compelling and creative aspects of traditional computer games and apply them for non-entertainment purposes. The development of serious online games could contribute to many web-located community developments. This paper explores the potential for serious online games for inclusion in web-based community developments and outlines a participatory design project which utilises online gaming technologies. We conclude that serious online games are a useful component in such developments, but that their design and development should take into account their potential users and that as people become more experienced and used to interacting with gaming technologies, the expectations for these types of interaction will rise.


european conference on interactive tv | 2011

Co-viewing live TV with digital backchannel streams

Mark Doughty; Duncan Rowland; Shaun W. Lawson


human factors in computing systems | 2010

There's a monster in my kitchen: using aversive feedback to motivate behaviour change

Ben Kirman; Conor Linehan; Shaun W. Lawson; Derek Foster; Mark Doughty


human factors in computing systems | 2010

Blowtooth: pervasive gaming in unique and challenging environments

Conor Linehan; Ben Kirman; Shaun W. Lawson; Mark Doughty


international mindtrek conference | 2009

Developing a serious game to evaluate and train group decision making skills

Conor Linehan; Shaun W. Lawson; Mark Doughty; Ben Kirman


Proceedings of the 2004 ACM workshop on Interdisciplinary software engineering research | 2004

Software, architecture, and participatory design

Stephen Rank; Carl O'Coill; Cornelia Boldyreff; Mark Doughty

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Mark Blythe

Northumbria University

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