Demo Data from EDBT 2026 / reviewers in the wild / expert
Duncan Rowland
dblp:00/6779 · also Duncan A. Rowland
· DBLP profile ↗
15ranked-venue papers
4as first author
0since 2021 · last 2017
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 14 · 4 first-authorGraphics, computer vision, multimedia, augmented reality and games · 4 · 3 first-authorArtificial intelligence and machine learning · 1Systems, architecture and hardware · 1Applied, interdisciplinary, general and emerging computing · 1
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Human-computer interaction and pervasive computing
7 papers |
Collaborative and social computing · 49% Health and well-being technologies · 19% Games and playful interaction · 15% |
Topics — the 9 heaviest of 15, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Collaborative and social computing › social media › media sharing
online photo sharing |
0.3 | 1 | 2017 | Has Instagram Fundamentally Altered the 'Family Snapshot'? · CHI 2017 |
Collaborative and social computing › computer-mediated communication › impression management
online self-presentation |
0.3 | 1 | 2017 | Has Instagram Fundamentally Altered the 'Family Snapshot'? · CHI 2017 |
Health and well-being technologies
personal informatics |
0.2 | 1 | 2013 | Validating a mobile phone application for the everyday, unobtrusive, objective measurement of sleep · CHI 2013 |
Health and well-being technologies
sleep monitoring |
0.2 | 1 | 2013 | Validating a mobile phone application for the everyday, unobtrusive, objective measurement of sleep · CHI 2013 |
Interaction techniques and input › sensor-based interaction
physiological input |
0.1 | 1 | 2011 | Breath control of amusement rides · CHI 2011 |
Games and playful interaction › pervasive games
location-based games |
0.1 | 2 | 2005 | The Error of Our Ways: The Experience of Self-Reported Position in a Location-Based Game · UbiComp 2004 Life on the edge: supporting collaboration in location-based experiences · CHI 2005 |
Games and playful interaction › pervasive games
location-based mobile games |
0.1 | 1 | 2006 | Interweaving mobile games with everyday life · CHI 2006 |
Collaborative and social computing › social interaction › multi-user interaction
collaborative play |
0.1 | 1 | 2005 | Life on the edge: supporting collaboration in location-based experiences · CHI 2005 |
Ubiquitous computing and smart environments › location-based services
location-based experiences |
0.1 | 1 | 2005 | Life on the edge: supporting collaboration in location-based experiences · CHI 2005 |
Methods — techniques the papers use, named apart from their topics
qualitative visual analysis · 0.3user study · 0.2clinical sleep research · 0.2prototype evaluation · 0.1observation · 0.1interview study · 0.1fieldwork · 0.1system log analysis · 0.1participant diaries · 0.1interviews · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2017 | Has Instagram Fundamentally Altered the 'Family Snapshot'?abstractThis paper considers how parents use the social media platform Instagram to facilitate the capture, curation and sharing of 'family snapshots'. Our work draws upon established cross-disciplinary literature relating to film photography and the composition of family albums in order to establish whether social media has changed the way parents visually present their families. We conducted a qualitative visual analysis of a sample of 4,000 photographs collected from Instagram using hashtags relating to children and parenting. We show that the style and composition of snapshots featuring children remains fundamentally unchanged and continues to be dominated by rather bland and idealised images of the happy family and the cute child. In addition, we find that the frequent taking and sharing of photographs via Instagram has inevitably resulted in a more mundane visual catalogue of daily life. We note a tension in the desire to use social media as a means to evidence good parenting, while trying to effectively manage the social identity of the child and finally, we note the reluctance of parents to use their own snapshots to portray family tension or disharmony, but their willingness to use externally generated content for this purpose. Effie Le Moignan, Shaun W. Lawson, Duncan Rowland, Jamie Mahoney, Pamela Briggs |
CHI | 3 |
| 2016 | PEER Support In MOOCs: The Role Of Social PresenceabstractMOOCs by their design are able to reach several thousands of participants with very few instructors creating, delivering and facilitating the content. Participants interact with each other usually with text based asynchronous discussion forums built into the MOOC platform. The purpose of this research is to explore the role of social presence in facilitating peer support among a large community of learners. Kwamena Appiah-Kubi, Duncan Rowland |
L@S | 2 |
| 2015 | Annotation and anonymity: playful photo-sharing by visiting groups of teenagersabstractThis paper investigates the playful photo taking behaviour of teenagers during group visits to two touristic public events (an airshow and a guided tour of a museum). These studies provide the feedback for the iterative development of a smartphone based anonymous image annotation and sharing application. The resulting implications for the design of such photo systems are examined, specifically the appropriateness of opportunistic upload for social media. Playfulness in photography has many implications regarding wider social behaviours. Comic annotations provide the ability to create humorous reinterpretations of photos, and the presence of humour and in-jokes affect the makeup of the audience with whom a group would like to share. It is counter-productive that an application encouraging such limiting behaviours may conflict with the open nature of touristic events. In addition, the shared images have an ephemeral quality and are therefore of transient value (compared to more tangible souvenirs), and their production through the application can ultimately distract from the experience of the visit itself. Duncan Rowland, Kwamena Appiah-Kubi, Victoria Shipp, Richard Mortier, Steve Benford |
Advances in Computer Entertainment | 1 |
| 2013 | Return of the Man-Machine Interface: Violent Interactions
Duncan Rowland, Conor Linehan, Kwamena Appiah-Kubi, Maureen Schoonheyt |
Advances in Computer Entertainment | 1 |
| 2013 | Validating a mobile phone application for the everyday, unobtrusive, objective measurement of sleepabstractThere is an identified need for objective, reliable, and scalable methods of measuring and recording sleep. Such methods must be designed for easy integration into people's lives in order to support both sleep therapy and everyday personal informatics. This paper describes the design and evaluation of a mobile phone application to record sleep, the design of which has substantive foundation in clinical sleep research. Two user studies were carried out which demonstrate that the application produces valid measurements of sleep quality and high levels of usability, whilst not seriously disturbing sleep or the sleep environment. These findings suggest that the app is suitable for both everyday sleep monitoring in a personal informatics context, and for integration into sleep interventions. Shaun W. Lawson, Sue Jamison-Powell, Andrew Garbett, Conor Linehan, Erica Kucharczyk, Sanne Verbaan, Duncan Rowland, Kevin Morgan |
CHI | 7 |
| 2012 | PURE FLOW: Gallery Installation / Mobile Application
Duncan Rowland, Katy Connor |
Advances in Computer Entertainment | 1 |
| 2011 | Automics: souvenir generating photoware for theme parksabstractAutomics is a photo-souvenir service which utilises mobile devices to support the capture, sharing and annotation of digital images amongst groups of visitors to theme parks. The prototype service mixes individual and group photo-capture with existing in-park, on-ride photo services, to allow users to create printed photo-stories. Herein we discuss initial fieldwork in theme parks that grounded the design of Automics, our development of the service prototype, and its real-world evaluation with theme park visitors. We relate our findings on user experience of the service to a literature on mobile photoware, finding implications for the design of souvenir services. Abigail Durrant, Duncan Rowland, David S. Kirk, Steve Benford, Joel E. Fischer, Derek McAuley |
CHI | 2 |
| 2011 | Breath control of amusement ridesabstractEmerging robotic technologies are enabling the control of individual seats on rollercoasters and other thrill rides. We explore the potential of breathing as an effective and engaging way of driving this. Observations and interviews from trials of an enhanced bucking bronco ride show that breath-control is fun, challenging and intelligible, and reveal riders-x tactics as they battled the machine. We conclude that breath control is feasible and appropriate for controlling rides, unpack its important characteristics, and consider how it might be built into future ride systems. We argue that the combination of voluntary and involuntary factors in breathing is especially appealing for controlling rides as it balances game-like elements of skill and learning against the thrill of surrendering control to the machine. Joe Marshall, Duncan Rowland, Stefan Rennick Egglestone, Steve Benford, Brendan Walker, Derek McAuley |
CHI | 2 |
| 2011 | Flypad: Designing Trajectories in a Large-Scale Permanent Augmented Reality Installation
Martin Flintham, Stuart Reeves, Patrick Brundell, Tony Glover, Steve Benford, Duncan Rowland, Boriana Koleva, Christopher Greenhalgh, Matt Adams, Nick Tandavanitj, Ju Row Farr |
ECSCW | 6 |
| 2011 | Personalizing the Theme Park: Psychometric Profiling and Physiological Monitoring
Stefan Rennick Egglestone, Amanda M. Whitbrook, Caroline Leygue, Julie Greensmith, Brendan Walker, Steve Benford, Holger Schnädelbach, Stuart Reeves, Joe Marshall, David S. Kirk, Paul Tennent, Ainojie Alexander Irune, Duncan Rowland |
UMAP | 13 |
| 2009 | Ubikequitous computing: designing interactive experiences for cyclistsabstractThis paper charts the distinctive challenges of designing mobile experiences for cyclists and presents two studies of mobile cycle-based experiences: one a heritage tour; the other an exploration of a city at dusk involving recording and listening to personal stories. To understand the cyclists' experiences questionnaires, interviews and observations are drawn on to derive eight lessons for designing cycle-based interaction including: cycling proficiency, physicality, impact of the environment, media and hardware design, collaboration, and safety. The conclusion is that design has to respect the distinctive nature of cycling as a mode of transport and needs to carefully interweave moments of interaction with it. Duncan Rowland, Martin Flintham, Leif Oppermann, Joe Marshall, Alan Chamberlain, Boriana Koleva, Steve Benford, Citlali Perez |
Mobile HCI | 1 |
| 2006 | Interweaving mobile games with everyday lifeabstractWe introduce a location--based game called Feeding Yoshi that provides an example of seamful design, in which key characteristics of its underlying technologies-the coverage and security characteristics of WiFi-are exposed as a core element of gameplay. Feeding Yoshi is also a long--term, wide--area game, being played over a week between three different cities during an initial user study. The study, drawing on participant diaries and interviews, supported by observation and analysis of system logs, reveals players' reactions to the game. We see the different ways in which they embedded play into the patterns of their daily lives, augmenting existing practices and creating new ones, and observe the impact of varying location on both the ease and feel of play. We identify potential design extensions to Feeding Yoshi and conclude that seamful design provides a route to creating engaging experiences that are well adapted to their underlying technologies. Marek Bell, Matthew Chalmers, Louise Barkhuus, Malcolm Hall, Scott Sherwood, Paul Tennent, Barry Brown 0001, Duncan Rowland, Steve Benford |
CHI | 8 |
| 2005 | Life on the edge: supporting collaboration in location-based experiencesabstractWe study a collaborative location-based game in which groups of 'lions' hunt together on a virtual savannah that is overlaid on an open playing field. The game implements a straight-forward approach to location-based triggering in which players must be in the same spatial locale in order to share information and act together. Comparison of video recordings of physical play with system recordings of game events reveals subtle and complex interactions between highly dynamic player behavior and the underlying technology. While players exhibit a fluid approach to group formation, the system embodies a more rigid view, leading to difficulties with sharing context and coordinating actions, most notably when groups of players span virtual locale boundaries or initiate actions while on the move. We propose techniques for extending locales to support more flexible grouping and also discuss the broader implications of our findings for location-based applications in general. Steve Benford, Duncan Rowland, Martin Flintham, Adam Drozd, Richard Hull 0002, Josephine Reid, Jo Morrison, Keri Facer |
CHI | 2 |
| 2004 | The Error of Our Ways: The Experience of Self-Reported Position in a Location-Based Game
Steve Benford, William Seager, Martin Flintham, Rob Anastasi, Duncan Rowland, Jan Humble, Danaë Emma Beckford Stanton Fraser, John Bowers 0001, Nick Tandavanitj, Matt Adams, Ju Row Farr, Amanda Oldroyd, Jon Sutton |
UbiComp | 5 |
| 2003 | Uncle Roy all around you: mixing games and theatre on the city streets
Martin Flintham, Rob Anastasi, Steve Benford, Adam Drozd, James Mathrick, Duncan Rowland, Amanda Oldroyd, Jon Sutton, Nick Tandavanitj, Matt Adams, Ju Row Farr |
DiGRA Conference | 6 |