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Elizabeth Lane Lawley

dblp:126/9720 · DBLP profile ↗
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3ranked-venue papers
1as first author
0since 2021 · last 2019
0000-0003-2757-3549ORCID · reported

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

Human-computer interaction and ubiquitous computing · 3 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author

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
1 paper
Collaborative and social computing · 100%

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

TopicWeightPapersLastEvidence papers
Collaborative and social computing › shared spaces
shared physical space
0.012004
Digital backchannels in shared physical spaces: attention, intention and contention · CSCW 2004
YearPublicationVenuePosition
2019 Publication and evaluation challenges in games & interactive media
abstract
Faculty in the fields of games and interactive media face significant challenges in publishing and documenting their scholarly work for evaluation in the tenure and promotion process. These challenges include selecting appropriate publication venues and assigning authorship for works spanning multiple disciplines; archiving and accurately citing collaborative digital projects; and redefining "peer review," impact, and dissemination in the context of creative digital works. In this paper I describe many of these challenges, and suggest several potential solutions.
Elizabeth Lane Lawley
FDG1
2013 Life's a game and the game of life: how making a game out of it can change student behavior
abstract
There is little argument that creating experiences for students that will increase student success and retention is a goal that is shared by anyone teaching courses. In computing courses, we have seen a lot of focused attention on the first year introductory courses as it has been shown that it is failure in these courses that drives students away from the discipline. In this paper we describe success we have had with first year students through the creation of achievement system for the undergraduate experience. Through the Just Press Play project and its associated achievements, we observed a significant shift in student behavior in relation to our first year students which lead to a greater level of student success in their first course.
Adrienne Decker, Elizabeth Lane Lawley
SIGCSE2
2004 Digital backchannels in shared physical spaces: attention, intention and contention
abstract
There are a variety of digital tools for enabling people who are separated by time and space to communicate and collaborate on shared interests and tasks. The widespread use of some of these tools, such as instant messaging and group chat, coupled with the increasingly widespread availability of wireless access to the Internet (WiFi), have created new opportunities for using these collaboration tools by people sharing physical spaces in real time. The use of these tools to augment face-to-face meetings has created benefits for some participants and distractions-and detractions-for others. Our panelists will discuss some of the advantages and disadvantages of these emerging uses of collaborative tools.
Joseph F. McCarthy, danah boyd, Elizabeth F. Churchill, William G. Griswold, Elizabeth Lane Lawley, Melora Zaner
CSCW5