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Edward Anstead

dblp:121/4911 · also Edward J. Anstead · DBLP profile ↗
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6ranked-venue papers
1as first author
0since 2021 · last 2020
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 6 · 1 first-authorApplied, 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
3 papers
Collaborative and social computing · 56% Interaction techniques and input · 34% Usability and user experience research · 10%
Computer graphics and multimedia
3 papers
Multimedia systems and quality of experience · 100%

Topics — the 3 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input › cross-device interaction
second screen interaction
0.312017
Interaction with a TV Companion App as Synopsis and Supplement · CHI 2017
Collaborative and social computing
crowdsourcing
0.212015
Run Spot Run: Capturing and Tagging Footage of a Race by Crowds of Spectators · CHI 2015
Multimedia systems and quality of experience
video quality assessment
0.112015
Run Spot Run: Capturing and Tagging Footage of a Race by Crowds of Spectators · CHI 2015

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

laboratory study · 0.6user observation · 0.5exploratory study · 0.5technology probe · 0.4field study · 0.4
YearPublicationVenuePosition
2020 Work In Progress: Sleuth, a programming environment for testing gamification
abstract
Sleuth is a gamified platform developed as a practical tool for teaching introductory programming to large student cohorts. It focuses on building fluency through repeated practice whilst developing syntactic and conceptual knowledge. The platform is currently used for online and campus-based teaching with around 1200 active students at any given time. In this paper we discuss Sleuth as an iterative testbed for empirically testing theoretical considerations around gamification and automated feedback generation. Further to this, we introduce ongoing research investigating effects of varying feedback types on student attainment and optimising student progression.
Simon Katan, Edward Anstead
EDUCON2
2017 Interaction with a TV Companion App as Synopsis and Supplement
abstract
Television companion apps on tablets and smartphones provide interactive content synchronized with TV shows. A key design question raised by this novel, multi-display, multimedia interface is whether the app's role is to be a synopsis of the show or a supplement. In other words, should the app help viewers better follow what they are watching on TV, or offer additional enriching content to respond to interest created by the show? We developed a companion app for a documentary with both synoptic and supplementary content. A laboratory study with 28 participants examined the effect of these different types of content on the experience of using the companion and the effect on engagement with the show in terms of participants' recall. Engagement with the show was not affected by supplementary content in the app but coordinated viewing of both screens was more difficult. Design guidelines evident from these results are discussed.
John Dowell, Edward Anstead
CHI2
2016 MarathOn Multiscreen: Group Television Watching and Interaction in a Viewing Ecology
abstract
This paper reports and discusses the findings of an exploratory study into collaborative user practice with a multiscreen television application. MarathOn Multiscreen allows users to view, share and curate amateur and professional video footage of a community marathon event. Our investigations focused on collaborative sharing practices across different viewing activities and devices, the roles taken by different devices in a viewing ecology, and observations on how users consume professional and amateur content. Our Work uncovers significant differences in user behaviour and collaboration when engaged in more participatory viewing activities, such as sorting and ranking footage, which has implications for awareness of other users' interactions while viewing together and alone. In addition, user appreciation and use of amateur video content is dependent not only on quality and activity but their personal involvement in the contents.
Edward Anstead, Steve Benford, Robert J. Houghton
CSCW1
2015 Run Spot Run: Capturing and Tagging Footage of a Race by Crowds of Spectators
abstract
There has been a massive growth in the number of people who film and upload amateur footage of events to services such as Facebook and Youtube, or even stream live to services such as LiveStream. We present an exploratory study that investigates the potential of these spectators in creating footage en masse; in this case, during a live trial at a local marathon. We deployed a prototype app, RunSpotRun, as a technology probe to see what kinds of footage spectators would produce. We present an analysis of this footage in terms of its coverage, quality, and contents, and also discuss the implications for a) spectators enjoying the race, and b) extracting the stories of individual runners throughout the race. We conclude with a discussion of the challenges that remain for deploying such technology at a larger scale.
Martin Flintham, Raphael Velt, Max L. Wilson 0001, Edward Anstead, Steve Benford, Anthony Brown 0001, Timothy Pearce, Dominic Price, James Sprinks
CHI4
2015 Companion apps for information-rich television programmes: representation and interaction
John Dowell, Sylvain Malacria, Hana Kim, Edward Anstead
Pers. Ubiquitous Comput.4
2015 Erratum to: Companion apps for information-rich television programmes: representation and interaction
John Dowell, Sylvain Malacria, Hana Kim, Edward Anstead
Pers. Ubiquitous Comput.4