References of "Jones, Catherine 50022830"
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See detailBuilding staff-student partnerships to support sustainability for all by co-designing a carbon descent board game
Jones, Catherine UL; Becker, Tom UL

Presentation (2022, March)

Carbonopolis: Letz bring it down! is a prototype board game that stimulates awareness and encourages exchange on six climate change topics impacting Luxembourg: urban heat islands, extreme weather ... [more ▼]

Carbonopolis: Letz bring it down! is a prototype board game that stimulates awareness and encourages exchange on six climate change topics impacting Luxembourg: urban heat islands, extreme weather, quality of life, mobility, housing and the food system. Whilst playing, participants discover and discuss potential sustainable planning initiatives for carbon descent. Aimed at groups of multicultural players, the game was inspired by snakes and ladders and integrates three type of playing cards: (1) multiple-choice questions for knowledge testing (2) planning initiative cards for value-driven policy prioritisation and (3) crisis cards for critically reflecting on current policy impacts. The initial game design was conceived by two academics. Then in the spirit of co-design, as a sustainability action for all, and with the goal of building partnerships beyond the formal curriculum we integrated three Master student assistants and one doctoral student into the process, especially in the graphic design and game evaluation. During play sessions students assumed different roles: players, game leaders and game observers. The game provided an opportunity to raise awareness of local sustainability challenges and nurture future advocates. Additionally, the process provided an interactive and playful method for new co-productive curriculum development and the development of team-based relationships between staff and students. [less ▲]

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See detailIntroduction to Smart Cities in Transition: Challenges of Participation in Urban Environments
Papangelis, Konstantinos; Saker; Leork, Dale et al

in International Journal of Human-Computer Interaction (2022)

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See detailEvaluating a location-based game to support citizens' situated reflection on history: a mixed-method approach
Jones, Catherine UL

in International Journal of Cartography (2021), 7

This paper describes the process and findings of a critical evaluation conducted for a custom-made Location based game (LBG) designed to support reflection on social history. We use a mixed-method ... [more ▼]

This paper describes the process and findings of a critical evaluation conducted for a custom-made Location based game (LBG) designed to support reflection on social history. We use a mixed-method protocol to answer the following research questions: “Can a LBG be designed to stimulate situated reflection on social history topics? and “What form and type of reflections can occur when participating in a LBG? Using an innovative approach that took inspiration from the field of museum studies and computer science. We chose a Think-aloud protocol to conduct an evaluation in Valletta, Malta and adapted the Remind study protocol to explore participant experience in Luxembourg. We combined transcripts from both sets of experiments wiith user-generated content to complete a systematic analysis using a predefined set of qualitative codes. We were able to identify that LBG can support reflection on social history topics but the depth of and type of reflection depends on the social history content, the individual locations in the city, and personal connections players are able to make to both. [less ▲]

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See detailMapping citizens’ reflections and perceptions of place-based experiences in the time of COVID-19
Jones, Catherine UL

Scientific Conference (2021, April 14)

Using a Citizen Science Approach, the ZesummenMaps project explores the emergent spatial interactions of our towns, cities and rural areas that arise from the COVID-19 pandemic and social distancing and ... [more ▼]

Using a Citizen Science Approach, the ZesummenMaps project explores the emergent spatial interactions of our towns, cities and rural areas that arise from the COVID-19 pandemic and social distancing and confinement policies in Luxembourg and the Greater Region. Citizens (residents, students, cross-border workers) reflect on their personal experiences of place during the crises. They contribute thoughts and perceptions through a collaborative community-mapping interface. This provides a foundation to explore, evaluate and understand the evolving perceptions and uses of public spaces, infrastructures and physical environments. Thus, creating an evidence-base of emerging spatial interactions to inform understanding of the impact of the "bleift doheem" policy (stay at home, confinement, lockdown) related to our perceptions and uses of our towns, cities and rural areas. [less ▲]

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See detailReliving the Experience of Visiting a Gallery: Methods for Evaluating Informal Learning in Games for Cultural Heritage
Kontiza, Kalliopi; Liapis, Antonios; Jones, Catherine UL

in Liapis, Antonios; Kyburz, Penny; Volz, Vanessa (Eds.) et al Proceedings of DG '20: International Conference on the Foundations of Digital Games (2020, September 15)

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See detailSmart Cities at Play: Technology and Emerging forms of playfulness
Papangelis, Konstantinos; Saker, Michael; Jones, Catherine UL

in Behaviour and Information Technology (2020), 39(6), 607-609

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See detailReflective Practice: Lessons Learnt by Using Board Games as a Design Tool for Location-Based Games
Jones, Catherine UL; Konstantinos, Papangelis

in Kyriakidis, P; Hadjimitsis, D; Skarlatos, D (Eds.) et al Geospatial Technologies for Local and Regional Development (2019)

Location-based gaming (LBG) apps present many challenges to the design process. They have very different requirements compared to games that are aspatial in nature. They take place in the wild and this ... [more ▼]

Location-based gaming (LBG) apps present many challenges to the design process. They have very different requirements compared to games that are aspatial in nature. They take place in the wild and this brings unique challenges to the practicalities of their design. There is a need to balance the core game play with the spatial requirements of location-aware technologies as well as considering the overall theme and objectives of the game together with the motivations and behaviours of players. We reflect upon this balancing act and explore an approach to creative paper prototyping through the medium of board games to co-design LBG requirements. We examine two case studies of location-based games with different goals. The first case study discusses the CrossCult Pilot 4 app built to trigger reflection on historical stories through thoughtful play. Whilst the second case study uses the City Conquerer app designed and played in Suzhou, China with a view to exploring notions of territoriality. The paper considers how spatial, social and interaction metaphors are used to simulate location-based games in a board game and discusses the lessons learned when transforming the paper game into a digital prototype. It forms part of a thinking by doing approach. By comparing the board games to the technical counterparts, we consider how effective are the features and activities implemented in the technology prototypes. We propose a set of 11 design constraints that developers must be mindful of when transitioning from paper to digital prototypes. [less ▲]

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See detailThe Enthusiast, the Interested, the Sceptic, and the Cynic: Understanding User Experience and Perceived Value in Location-Based Cultural Heritage Games Through Qualitative and Sentiment Analysis
Jones, Catherine UL; Theodosis, Efstathios UL; Lykourentzou, Ioanna

in Journal on Computing and Cultural Heritage (2019), 12(1),

We discuss the user study of a mobile cultural heritage game, designed to stimulate reflection about a city’s history. Aided by location-aware technology, the game fosters the serendipitous discovery of ... [more ▼]

We discuss the user study of a mobile cultural heritage game, designed to stimulate reflection about a city’s history. Aided by location-aware technology, the game fosters the serendipitous discovery of Points-Of-Interest, historical images and stories, whilst players wander the city. This exploration differs from the typical pre-calculated path recommendations used by other location-based applications. It triggers reflection about the city’s past that is as unique as its visitors. Ours is one of the first studies to attempt an understanding of the effects of serendipitous urban discovery and historic reflection-triggering technologies on user experience. We combined field trials with controlled experiments, analysing perceptions of the experience and value using responses expressed in open-ended questionnaire items. Using thematic coding and sentiment analysis, we observed types of emotional responses, indicating four potential profiles of their likelihood towards future technology adoption. Enthusiastic and Interested users appreciated the freedom of movement choice that created an autonomous experience that fostered a sense of personal accomplishment. The interface interactions of the game, designed to stimulate reflection, supported a feeling of connectedness to others. In contrast, Cynical and Sceptical users were less tolerant of perceived technological issues, and required more perfection in functionality and design. These users are less likely to be the early adopters of serendipitous location-based apps. The game was developed as part of a large cultural informatics project, but unlike typical evaluations, we conducted this study midway through the project and not at its end. This approach (1) gave the team the possibility to take stock, pause and reflect and (2) provided insight on future design improvements for increasing the perceived value of serendipitous urban discovery applications. Our results contribute towards a grounded understanding of user experience, and help progress the development of cultural heritage applications that incorporate elements of reflection and/or place-based exploration into their functionalities. [less ▲]

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See detail21st European Colloquium on Theoretical and Quantitative Geography: Book of abstracts
Caruso, Geoffrey UL; Gerber, Philippe; Jones, Catherine UL et al

Book published by LISER (2019)

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See detailTechnology-Powered Strategies to Rethink the Pedagogy of History and Cultural Heritage through Symmetries and Narratives
Lopez-Nores, Martin; Gustavo Bravo-Quezada, Omar; Bassani, Maddalena et al

in Symmetry (2019), 11(3),

Recent advances in semantic web and deep learning technologies enable new means for the computational analysis of vast amounts of information from the field of digital humanities. We discuss how some of ... [more ▼]

Recent advances in semantic web and deep learning technologies enable new means for the computational analysis of vast amounts of information from the field of digital humanities. We discuss how some of the techniques can be used to identify historical and cultural symmetries between different characters, locations, events or venues, and how these can be harnessed to develop new strategies to promote intercultural and cross-border aspects that support the teaching and learning of history and heritage. The strategies have been put to the test in the context of the European project CrossCult, revealing enormous potential to encourage curiosity to discover new information and increase retention of learned information [less ▲]

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See detailTowards place-based exploration of Instagram: Using co-design to develop an interdisciplinary geovisualization prototype
Jones, Catherine UL; Guido, Daniele UL; Severo, Marta

in Journal of Spatial Information Science (2018), 17(Winter),

An abundance of geographic information is hidden within texts and multimedia objects that has the potential to enrich our knowledge about the relationship between people and places. One such example is ... [more ▼]

An abundance of geographic information is hidden within texts and multimedia objects that has the potential to enrich our knowledge about the relationship between people and places. One such example is the geographic information embedded within user-generated content collected and curated by the social media giants. Such geographic data can be encoded either explicitly as geotags or implicitly as geographical references expressed as texts that comprise part of a title or image caption. To use such data for knowledge building there is a need for new mapping interfaces. These interfaces should support both data integration and visualization, and geographical exploration with openended discovery. Based on a user scenario on the Via Francigena (a significant European cultural route), we set out to adapt an existing humanities interface to support social and spatial exploration of how the route is perceived. Our dataset was derived from Instagram. We adopted a thinking by doing approach to co-design an interdisciplinary prototype and discuss the six stages of activity, beginning with the definition of the use case and ending in experimentation with a working technology prototype. Through reflection on the process of tool modification and an in-depth exploration of the data encoding, we were better able to understand the strengths and limitations of the data, the tool, and the underlying workflows. This in-depth knowledge helped us to define a set of requirements for tools and data that will serve as a valuable contribution for those engaged in the design of deep mapping interfaces for place-based research [less ▲]

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See detailEmpowering reuse of digital cultural heritage in context-aware crosscuts of European history
Antoniou, A; Lopez-Nores, M; Yannick, N et al

in Wallace, M; Antoniou, A (Eds.) Proceedings of the Workshop on Cultural Informatics co-located with the EUROMED International Conference on Digital Heritage 2018 (EUROMED 2018) (2018, November 03)

The paper presents the H2020 CrossCult project, providing a short overview, a summary of the platform developed by the project, a description of the consortium, lessons learnt in three main dimensions ... [more ▼]

The paper presents the H2020 CrossCult project, providing a short overview, a summary of the platform developed by the project, a description of the consortium, lessons learnt in three main dimensions (humanities, technology and business), the open challenges and the main tools developed by the project. [less ▲]

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See detailTEI Transviewer
Armaselu, Florentina UL; Reis, Frederic UL; Jones, Catherine UL et al

Software (2018)

TEI Transviewer is an interface intended to the exploration of primary and secondary sources, at the document level, in historical or other types of digital editions involving the representation of ... [more ▼]

TEI Transviewer is an interface intended to the exploration of primary and secondary sources, at the document level, in historical or other types of digital editions involving the representation of original material. Its name comes from the combination of the terms transformation and viewing, supposing the transformation of documents in XML-TEI format (directly in the browser or by means of a server/dedicated editor) so that they can be viewed in the browser. [less ▲]

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See detailBuilding Bridges Across Heritage Silos
Kontiza, Kalliopi; Jones, Catherine UL; Padfield, Joseph et al

Poster (2018, June)

This research considers how best to cross the divides that exist between: (1) disparate practices between research fields (2) disparate interpretations of shared cultural heritage by the public and (3 ... [more ▼]

This research considers how best to cross the divides that exist between: (1) disparate practices between research fields (2) disparate interpretations of shared cultural heritage by the public and (3) disparate cultural heritage objects. [less ▲]

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See detailSocio-spatial visualisations of cultural routes: Exploring collective memory on Instagram
Jones, Catherine UL; Guido, Daniele UL; Severo, Marta

in Netcom (2018)

Cultural routes, defined as routes of historical importance that geographically represent the shared and living cultural heritage of different countries, have recently gained attention both as tourist ... [more ▼]

Cultural routes, defined as routes of historical importance that geographically represent the shared and living cultural heritage of different countries, have recently gained attention both as tourist destinations and as social repositories of collective local memories. In this paper we argue that the recent development of digital humanities can open interesting new perspectives for the empirical exploration of these routes as cultural objects. Indeed, the availability of new digital traces generated by human activities and social media combined with tools that facilitate the exploration of such traces allow researchers to create new types of fieldwork online. In this paper, we present a case study focused on the Via Francigena cultural route. We added a geographical component to a graph analysis tool called histograph, making it possible to explore and analyse a corpus of more than 8,000 Instagram pictures. We investigate the potential of the prototype to uncover socio-spatial relations related to the itinerary and to hypothesise about the collective memories that the route conveys in this corpus. [less ▲]

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See detailFrom Usability Testing and Text Analysis to User Response Criticism
Armaselu, Florentina UL; Jones, Catherine UL

Scientific Conference (2017, August 10)

The article creates a bridge between the fields of Human-Computer Interaction (HCI) and Digital Humanities (DH), where HCI techniques are used to evaluate tools developed in DH projects and the results of ... [more ▼]

The article creates a bridge between the fields of Human-Computer Interaction (HCI) and Digital Humanities (DH), where HCI techniques are used to evaluate tools developed in DH projects and the results of this evaluation are analysed via DH methods. Two case studies in interface and game design are presented by the application of textual analysis to user-response via three systems, for visualisation of the text as a network (Textexture), corpus analysis (TXM), and sentiment analysis (TheySay). Although further experiments and more insight into the theoretical matters are intended, we assume that this kind of analysis, beyond its usability-oriented value, may inform humanistic interface design and approaching of user models, and inspire new paths of reflection on user’s self projection in the digital space, at the intersection of digital hermeneutics, digital aesthetics, and the theory of literary response. [less ▲]

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See detailDynamic qualitative filtering for linked (geo)visualisations: a prototype for exploring the collective memory of Instagram posts
Jones, Catherine UL; Guido, Daniele UL; Severo, Marta

Scientific Conference (2017, April 20)

This paper describes a prototype geo extension to an open source graph-based tool designed for analysing co-occurrence in large multimedia collections of historical resources. Employing an ... [more ▼]

This paper describes a prototype geo extension to an open source graph-based tool designed for analysing co-occurrence in large multimedia collections of historical resources. Employing an interdisciplinary approach, combining tools and practices from humanities and geography, we explore how it can be extended to facilitate both social and spatial enquiry. For the prototype development we use Instagram resources that reference the Via Francigena – a significant cultural route connecting Canterbury, UK and Rome, Italy. The resulting tool facilitates dynamic qualitative filtering and multilevel views to explore the social-spatial collective memory of this cultural route [less ▲]

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See detailBoard Game Prototyping to Co-Design a Better Location-Based Digital Game
Jones, Catherine UL; Liapis; Lykourentzou, Ioanna et al

in Abstract book of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems - CHI EA '17 (2017)

In this case study we describe the iterative process of paper prototyping, using a board game, to co-design a location-based mobile application. The end goal of the application is to motivate reflection ... [more ▼]

In this case study we describe the iterative process of paper prototyping, using a board game, to co-design a location-based mobile application. The end goal of the application is to motivate reflection on historical topics about migration. The board game serves to capture the core concerns of this application by simulating movement through the city. Three play tests highlighted the users' interest and issues with the historical content, the way this content is represented, and the players' responses to the interactions and motivating mechanisms of the application. Results show that the board game helped capture important design preferences and problems, ensuring the improvement of our scenario. This feedback can help reduce development effort and implement a future technology prototype closer to the needs of our end users. [less ▲]

Detailed reference viewed: 198 (12 UL)