Nicholas Graham
Queen's University
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Archive | 2011
Junia Coutinho Anacleto; Sidney S. Fels; Nicholas Graham; Bill Kapralos; Magy Saif El-Nasr; Kevin Stanley
This book constitutes the refereed proceedings of the 10th International Conference on Entertainment Computing, ICEC 2011, held in Vancouver, Canada, in October 2011, under the auspices of IFIP. The 20 revised long papers, 18 short papers and 24 poster papers and demos presented were carefully reviewed and selected from 94 initial submissions. The papers cover all main domains of entertainment computing, from interactive music to games, taking a wide range of scientific domains from aesthetic to computer science. The papers are organized in topical sections on story, active games, player experience, camera and 3D, educational entertainment, game development, self and identity, social and mobile entertainment; plus the four categories: demonstrations, posters, workshop, and tutorial.
Developmental Neurorehabilitation | 2014
Shannon Knights; Nicholas Graham; Lauren Switzer; Hamilton A. Hernandez; Zi Ye; Briar Findlay; Wen Yan Xie; Virginia Wright; Darcy Fehlings
Abstract Objective: To evaluate the effects of an internet-platform exergame cycling programme on cardiovascular fitness of youth with cerebral palsy (CP). Methods: In this pilot prospective case series, eight youth with bilateral spastic CP, Gross Motor Functional Classification System (GMFCS) level III, completed a six-week exergame programme. Outcomes were obtained at baseline and post-intervention. The primary outcome measure was the GMFCS III-specific shuttle run test (SRT-III). Secondary outcomes included health-related quality of life (HQL) as measured by the KIDSCREEN-52 questionnaire, six-minute walk test, Wingate arm cranking test and anthropomorphic measurements. Results: There were significant improvements in the SRT-III (t = −2.5, p = 0.04, d = 0.88) post-intervention. There were no significant changes in secondary outcomes. Conclusion: An exergame cycling programme may lead to improvement in cardiovascular fitness in youth with CP. This study was limited by small sample size and lack of a comparison group. Future research is warranted.
Interactions | 2018
Florian 'Floyd' Mueller; Elise van den Hoven; Nicholas Graham; Kristina Höök; Corina Sas; Josh Andres; Joe Marshall; Dag Svanæs; m.c. schraefel; Kathrin Maria Gerling; Jakob Tholander; Anna Lisa Martin-Niedecken; Elena Márquez Segura
wearables, quantified-self systems, and movement-based interactive systems (e.g., exertion games). These technologies bear a close relationship to the body: They may be worn (wearables), carried and kept close to the body (mobile technology), or involve body movements or physiological responses as their main interaction modality (e.g., exertion games, quantified-self systems). They stand in stark contrast to technologies and applications within the previously prevalent desktop computing paradigm, which involved interacting with computers in a way that required minimal bodily engagement and In late 2017, 23 researchers and academics from Europe, Australia, and the U.S. gathered for a week to discuss the future of body-centric computing. Dagstuhl, a nonprofit center for computer science research located in a rural area in Germany, hosted the seminar in a picturesque 18th-century castle. The goal of the seminar was to discuss the future of this novel area of interaction design: what it means to design interactive technology when centering on the human body. This area evolved in part with the emergence of movement-, physiological-, and bio-based sensors and actuators, after which followed I Insights → Embodied interaction design must encompass in-bodied design (knowing about how we work as complex systems under the skin) and circumbodied design (understanding how bodies are mediated both inside and outside via the microbiome) → We need to negotiate the balance between body-driven and technologydriven development. → As designers of artifacts for the body, we need to train our skills in designing with the body. Body-Centric Computing: Results from a Weeklong Dagstuhl Seminar in a German Castle Florian “Floyd” Mueller, RMIT University Josh Andres, RMIT University and IBM Research – Australia Joe Marshall, University of Nottingham Dag Svanæs, Norwegian University of Science and Technology m.c. schraefel, University of Southampton Kathrin Gerling, KU Leuven Jakob Tholander, Stockholm University Anna Lisa Martin-Niedecken, Zurich University of the Arts Elena Márquez Segura, University of California, Santa Cruz Elise van den Hoven, University of Technology, Sydney Nicholas Graham, Queen’s University Kristina Höök, KTH Royal Institute of Technology Corina Sas, Lancaster University
Lecture Notes in Computer Science | 2011
Gido Hakvoort; Hayrettin Gürkök; D. Plass Oude Bos; Michel Obbink; Mannes Poel; Pedro F. Campos; Nicholas Graham; Joaquim A. Jorge; Nuno Jardim Nunes; Philippe A. Palanque; Marco Winckler
Theoretical Computer Science | 2011
Hayrettin Gürkök; Gido Hakvoort; Mannes Poel; Junia Coutinho Anacleto; Sidney S. Fels; Nicholas Graham; Bill Kapralos; Magy Saif El-Nasr; Kevin Stanley
Archive | 2011
Junia Coutinho Anacleto; Sidney S. Fels; Nicholas Graham; Bill Kapralos; Magy Saif El-Nasr
interactive tabletops and surfaces | 2014
Raimund Dachselt; Nicholas Graham; Kasper Hornbæk; Miguel A. Nacenta
Human-Computer Interaction -- INTERACT 2011: 13th IFIP TC 13 International Conference, Lisbon, Portugal, September 5-9, 2011, Proceedings, Part I ... Applications, incl. Internet/Web, and HCI) 1st | 2011
Pedro F. Campos; Nicholas Graham; Joaquim A. Jorge; Nuno Jardim Nunes; Philippe A. Palanque; Marco Winckler
Lecture Notes in Computer Science | 2005
Simon Dobson; Paddy Nixon; Nicholas Graham; Helmut Stiegler; Gerrit C. van der Veer
Lecture Notes in Computer Science | 2005
Willem-Paul Brinkman; Reinder Haakma; D.G. Bouwhuis; Claus Unger; Nicholas Graham; Bonnie E. John