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Peter Howell

dblp:35/7164 · DBLP profile ↗
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13ranked-venue papers
6as first author
3since 2021 · last 2022
—ORCID · conflict

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 9 · 6 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 7 · 3 first-author · 2 since 2021Artificial intelligence and machine learning · 2 · 1 since 2021Computer networks · 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.

Computer graphics and multimedia
1 paper
Audio and music processing · 100%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Computing education · 100%

Topics — the 1 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Audio and music processing
speech analysis
0.612022
Systematic Review of Machine Learning Approaches for Detecting Developmental Stuttering · IEEE ACM Trans. Audio Speech Lang. Process. 2022

Methods — techniques the papers use, named apart from their topics

statistical and machine learning schemes · 1.1
YearPublicationVenuePosition
2022 Practical Considerations for Values-Conscious Pervasive Games
Adam Jerrett, Peter Howell, Koos J. W. de Beer
DiGRA2
2022 Values throughout the Game Space
abstract
Pro-social themes like empathy and wellbeing are gaining popularity within games to contrast the medium's stigmatised explorations of themes like violence, often to catalyse reflection or even change players' beliefs surrounding complex scenarios. These abstract themes can be classified as a game's "values": elements that are "useful or important" to game designers and their audience. Exploration of values in games was spearheaded by Values at Play, which described how values manifest in games and advocated for their explicit consideration within games and their discourse. Frameworks such as empathy, ethical, and anti-oppressive design all discuss similar values, but present ontological diversity that makes it difficult to collate games and frameworks under the values-conscious design umbrella. Such frameworks also often focus on design approaches and small-scale prototypes but pay less attention to how values influence aspects like publication and play. As such, the present research examines values within each stage of a game's lifecycle: design, development, publication, interaction, and reportage. Doing so provides an understanding of values in multiple game contexts. This provides new perspectives that form the basis of a taxonomy for values in games, which is then presented alongside practical questions for values-conscious designers, publishers, and players to guide its use.
Adam Jerrett, Peter Howell
Proc. ACM Hum. Comput. Interact.2
2022 Systematic Review of Machine Learning Approaches for Detecting Developmental Stuttering
abstract
A systematic review of the literature on statistical and machine learning schemes for identifying symptoms of developmental stuttering from audio recordings is reported. Twenty-seven papers met the quality standards that were set. Comparison of results across studies was not possible because training and testing data, model architecture and feature inputs varied across studies. The limitations that were identified for comparison across studies included: no indication of application for the work, data were selected for training and testing models in ways that could lead to biases, studies used different datasets and attempted to locate different symptom types, feature inputs were reported in different ways and there was no standard way of reporting performance statistics. Recommendations were made about how these problems can be addressed in future work on this topic.
Liam Barrett, Junchao Hu, Peter Howell
IEEE ACM Trans. Audio Speech Lang. Process.3
2020 Creating Meaningful Games through Values-Driven Design Principles
Adam Jerrett, Peter Howell, Neil Dansey
DiGRA2
2020 Interpretive Play and the Player Psychology of Optimal Arousal Regulation
Matthew Higgins, Peter Howell
ICIDS2
2020 REPROOF: Quantifying the Jam Resistance of REBUF
abstract
REPROOF analytically and experimentally quantifies a Jam Resistant BBC based Uncoordinated Frequency Division Multiplexing (FDM) system that does not require any shared secret.
Joshua Groen, Peter Howell
IPCCC2
2020 Scene perception guided crowd anomaly detection
Dingxin Ma, Hui Yu 0001, Peter Howell, Brett Stevens
Neurocomputing5
2019 Epistemological Issues in Understanding Games Design, Play-Experience, and Reportage
Peter Howell, Brett Stevens
DiGRA Conference1
2014 Disrupting the Player's Schematised Knowledge of Game Components
Peter Howell, Brett Stevens, Mark Eyles
DiGRA1
2011 Schematically Disruptive Game Design
Peter Howell
DiGRA Conference1
1991 Comparison of prosodic properties between read and spontaneous speech material
Peter Howell, Karima Kadi-Hanifi
Speech Commun.1
1983 The extent of coarticulatory effects: Implications for models of speech recognition
Peter Howell
Speech Commun.1
1983 Perception of rise time and explanations of the affricate/fricative contrast
Peter Howell, Stuart Rosen
Speech Commun.1