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Papers by Burkhard Wuensche
33rd Australian Conference on Human-Computer Interaction, Nov 30, 2021
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2023 Australasian Computer Science Week
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28th ACM Symposium on Virtual Reality Software and Technology
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2009 24th International Conference Image and Vision Computing New Zealand, 2009
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Proceedings of the 28th Australian Conference on Computer-Human Interaction - OzCHI '16, 2016
The application of virtual reality (VR) to education has been documented for over half a century.... more The application of virtual reality (VR) to education has been documented for over half a century. During this time studies investigating its use have demonstrated positive findings ranging from increased time on task, to enjoyment, motivation and retention. Despite this, VR systems have never achieved widespread adoption in education. This is arguably due to both limitations of the VR technologies themselves, and the overhead incurred by both content developers and users. In this paper we describe a case study of an alternative approach to creating educational VR content. Instead of using computer graphics, we used a spherical camera in conjunction with a VR head-mounted display to provide 360° educational lectures. The content creation process, as well as issues we encountered during this study are explained, before we conclude by discussing the viability of this approach.
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Proceedings of the Australasian Computer Science Week Multiconference, 2016
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2009 IEEE International Conference on Robotics and Automation, 2009
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3rd IET International Conference on Intelligent Environments (IE 07), 2007
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Proceedings of the Annual Hawaii International Conference on System Sciences, 2022
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Proceedings of the Annual Hawaii International Conference on System Sciences, 2020
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2018 International Conference on Learning and Teaching in Computing and Engineering (LaTICE), 2018
Gamification is fast growing in popularity and is being employed to improve user experience in ma... more Gamification is fast growing in popularity and is being employed to improve user experience in many different contexts. There are limited studies investigating the effects of individual game mechanics on learning. The experiment conducted during this research project involved the implementation and evaluation of a countdown timer within the Code Avengers web application. The countdown element resulted in some change to the average time required to complete tasks. The first 50 tasks in the Code Avengers website (www.codeavengers.com) were completed an average of 6.6 seconds faster. The results show that the addition of a countdown element can affect the time users spend on tasks and raises questions related to the relationship between time on tasks, engagement, focus and motivation. This study represents a case study of the complexities involved in implementing and quantitatively evaluating game mechanics in learning tools.
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Proceedings of the Annual Hawaii International Conference on System Sciences, 2020
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Proceedings of the Annual Hawaii International Conference on System Sciences, 2020
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Virtual reality has existed in the realm of education for over half a century. However, its wides... more Virtual reality has existed in the realm of education for over half a century. However, its widespread adoption is still yet to occur. This is a result of a myriad of limitations to both the technologies themselves, and the costs and logistics required to deploy them. In order to gain a better understanding of what these issues are, and what it is that educators hope to gain by using these technologies in the first place, we have performed both a systematic review of the use of virtual reality in education, as well as two distinct thematic analyses. The first analysis investigated the applications and reported motivations provided by educators in academic literature for developing virtual reality educational systems, while the second investigated the reported problems associated with doing so. These analyses indicate that the majority of researchers use virtual reality to increase the intrinsic motivation of students, and refer to a narrow range of factors such as constructivist ped...
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Simultaneous Localisation and Mapping (SLAM) is a popular map building approach in autonomous mob... more Simultaneous Localisation and Mapping (SLAM) is a popular map building approach in autonomous mobile robotics. Because users demand faster and more effective algorithms, SLAM remains an active area of research. However, the increasing complexity of applications, such as the environments the algorithm is applied to, makes it difficult to debug, evaluate and optimise such algorithms. Our preliminary research indicates that the algorithm development can be improved by using Augmented Reality (AR) systems, which visualise the robot’s internal program state and related information specifically in the context of testing and debugging SLAM algorithms. Using inherent SLAM uncertainties and error-sources identified in literature, we developed requirements which an AR system must fulfil in order to optimise the testing, debugging and design of SLAM algorithms.
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2018 International Conference on Learning and Teaching in Computing and Engineering (LaTICE), 2018
In recent years there has been a move towards teaching programming outside of tertiary. Many comp... more In recent years there has been a move towards teaching programming outside of tertiary. Many comprehensive, interactive tools for introductory programming have been created to scaffold tasks and learning for a wide variety of learners. These online tools contain sequences of tasks that have been designed to scaffold the introductory steps of programming. Knowledge about how tasks are being sequenced within the domain of introductory programming for non-tertiary learners is proposed to be generated by systematically extracting and presenting information about tasks across a sample of these courses. There is wide variety in the amount of repetition and how tasks are sequenced in courses and it is believed that a systematic analysis of such courses will contribute to the wider field of introductory programming education. The outline for a methodology for sampling these courses and justification for doing so is detailed below. The poster will also present preliminary results from a sample of courses and tasks
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Proceedings of the 20th Australasian Computing Education Conference on - ACE '18, 2018
A variety of intelligent tutoring systems have been created for the purpose of teaching computer ... more A variety of intelligent tutoring systems have been created for the purpose of teaching computer programming. Most published literature focuses on systems that have been developed to teach programming within tertiary courses. A majority of systems have been developed to teach introductory programming concepts; other systems tutor more specific aspects of programming like scope or recursion. Literature reports that these systems address many of the difficulties associated with teaching programming to novices; however, individual systems vary greatly, and there is a large range of supplementary features developed in these systems. Most intelligent programming tutors involve some form of interactive programming exercises, but the use of supplementary features like plans, quizzes and worked solutions vary greatly between different systems. This systematic review reports key information about existing systems and the prevalence of different features within them. An overview of how supplementary features are integrated into these systems is given, along with implications for how intelligent programming tutors could be improved by supporting a wider range of supplementary features.
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33rd Australian Conference on Human-Computer Interaction, Nov 30, 2021
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2023 Australasian Computer Science Week
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28th ACM Symposium on Virtual Reality Software and Technology
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2009 24th International Conference Image and Vision Computing New Zealand, 2009
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Proceedings of the 28th Australian Conference on Computer-Human Interaction - OzCHI '16, 2016
The application of virtual reality (VR) to education has been documented for over half a century.... more The application of virtual reality (VR) to education has been documented for over half a century. During this time studies investigating its use have demonstrated positive findings ranging from increased time on task, to enjoyment, motivation and retention. Despite this, VR systems have never achieved widespread adoption in education. This is arguably due to both limitations of the VR technologies themselves, and the overhead incurred by both content developers and users. In this paper we describe a case study of an alternative approach to creating educational VR content. Instead of using computer graphics, we used a spherical camera in conjunction with a VR head-mounted display to provide 360° educational lectures. The content creation process, as well as issues we encountered during this study are explained, before we conclude by discussing the viability of this approach.
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Proceedings of the Australasian Computer Science Week Multiconference, 2016
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2009 IEEE International Conference on Robotics and Automation, 2009
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3rd IET International Conference on Intelligent Environments (IE 07), 2007
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Proceedings of the Annual Hawaii International Conference on System Sciences, 2022
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Proceedings of the Annual Hawaii International Conference on System Sciences, 2020
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2018 International Conference on Learning and Teaching in Computing and Engineering (LaTICE), 2018
Gamification is fast growing in popularity and is being employed to improve user experience in ma... more Gamification is fast growing in popularity and is being employed to improve user experience in many different contexts. There are limited studies investigating the effects of individual game mechanics on learning. The experiment conducted during this research project involved the implementation and evaluation of a countdown timer within the Code Avengers web application. The countdown element resulted in some change to the average time required to complete tasks. The first 50 tasks in the Code Avengers website (www.codeavengers.com) were completed an average of 6.6 seconds faster. The results show that the addition of a countdown element can affect the time users spend on tasks and raises questions related to the relationship between time on tasks, engagement, focus and motivation. This study represents a case study of the complexities involved in implementing and quantitatively evaluating game mechanics in learning tools.
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Proceedings of the Annual Hawaii International Conference on System Sciences, 2020
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Proceedings of the Annual Hawaii International Conference on System Sciences, 2020
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Virtual reality has existed in the realm of education for over half a century. However, its wides... more Virtual reality has existed in the realm of education for over half a century. However, its widespread adoption is still yet to occur. This is a result of a myriad of limitations to both the technologies themselves, and the costs and logistics required to deploy them. In order to gain a better understanding of what these issues are, and what it is that educators hope to gain by using these technologies in the first place, we have performed both a systematic review of the use of virtual reality in education, as well as two distinct thematic analyses. The first analysis investigated the applications and reported motivations provided by educators in academic literature for developing virtual reality educational systems, while the second investigated the reported problems associated with doing so. These analyses indicate that the majority of researchers use virtual reality to increase the intrinsic motivation of students, and refer to a narrow range of factors such as constructivist ped...
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Simultaneous Localisation and Mapping (SLAM) is a popular map building approach in autonomous mob... more Simultaneous Localisation and Mapping (SLAM) is a popular map building approach in autonomous mobile robotics. Because users demand faster and more effective algorithms, SLAM remains an active area of research. However, the increasing complexity of applications, such as the environments the algorithm is applied to, makes it difficult to debug, evaluate and optimise such algorithms. Our preliminary research indicates that the algorithm development can be improved by using Augmented Reality (AR) systems, which visualise the robot’s internal program state and related information specifically in the context of testing and debugging SLAM algorithms. Using inherent SLAM uncertainties and error-sources identified in literature, we developed requirements which an AR system must fulfil in order to optimise the testing, debugging and design of SLAM algorithms.
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2018 International Conference on Learning and Teaching in Computing and Engineering (LaTICE), 2018
In recent years there has been a move towards teaching programming outside of tertiary. Many comp... more In recent years there has been a move towards teaching programming outside of tertiary. Many comprehensive, interactive tools for introductory programming have been created to scaffold tasks and learning for a wide variety of learners. These online tools contain sequences of tasks that have been designed to scaffold the introductory steps of programming. Knowledge about how tasks are being sequenced within the domain of introductory programming for non-tertiary learners is proposed to be generated by systematically extracting and presenting information about tasks across a sample of these courses. There is wide variety in the amount of repetition and how tasks are sequenced in courses and it is believed that a systematic analysis of such courses will contribute to the wider field of introductory programming education. The outline for a methodology for sampling these courses and justification for doing so is detailed below. The poster will also present preliminary results from a sample of courses and tasks
Bookmarks Related papers MentionsView impact
Proceedings of the 20th Australasian Computing Education Conference on - ACE '18, 2018
A variety of intelligent tutoring systems have been created for the purpose of teaching computer ... more A variety of intelligent tutoring systems have been created for the purpose of teaching computer programming. Most published literature focuses on systems that have been developed to teach programming within tertiary courses. A majority of systems have been developed to teach introductory programming concepts; other systems tutor more specific aspects of programming like scope or recursion. Literature reports that these systems address many of the difficulties associated with teaching programming to novices; however, individual systems vary greatly, and there is a large range of supplementary features developed in these systems. Most intelligent programming tutors involve some form of interactive programming exercises, but the use of supplementary features like plans, quizzes and worked solutions vary greatly between different systems. This systematic review reports key information about existing systems and the prevalence of different features within them. An overview of how supplementary features are integrated into these systems is given, along with implications for how intelligent programming tutors could be improved by supporting a wider range of supplementary features.
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The 9th New Zealand Computer Science Research Student Conference (NZCSRSC 2011), Palmerston North, New Zealand, 2011
The elderly population is growing fast in most developed countries. The aging population, high me... more The elderly population is growing fast in most developed countries. The aging population, high medical expenses, the shrinking number of health workers and elderly carers demand for more healthcare innovation that empower health consumers to manage their health independently from home. Telehealth is thought to be a solution for effective elderly healthcare. However, the usage of telehealth is limited by a design often centered around the requirements of the clinical user, healthcare provider, and the equipment vendor. Many existing systems suffer from high initial costs, cannot be extended by third parties, require extra costs to add new functionalities, and are designed to create a continuing revenue source for the vendor. Furthermore the systems are usually designed to manage diseases rather than prevent them, and do not address the social and psychological needs of the patient. Based on these shortcomings, we propose a novel web-based telehealth framework called Healthcare4Life, which is ubiquitous, extendable by third parties, contains social aspects, and puts the user in control. In contrast to previous work, we propose an open structure with a middlewarelike functionality. The framework emphasises the need for social
support and psychological factors influencing usage and compliance. In this paper, we describe telehealth usability requirements and analysis of existing consumer health informatics applications which leads to the design of a novel ubiquitous telehealth system.
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Proceedings of the 11th International Conference of the NZ Chapter of the ACM Special Interest Group on Human-Computer Interaction (CHINZ 2010), Auckland, New Zealand, Jan 1, 2010
Over the past decade increasing healthcare and elderly care costs and demographic changes are rap... more Over the past decade increasing healthcare and elderly care costs and demographic changes are rapidly making traditional healthcare concepts unaffordable for many developed countries. Telecare and telehealth applications have become increasingly popular because of their promise to reduce costs and staffing requirements while maintaining or even improving care. Most of the existing applications are centred around the clinical users. Patient factors are considered, but usually only incorporated into the user interface design rather than the system and its application. The patient population, and especially the large proportion of elderly patients, has unique needs, capabilities and limitations that must be considered throughout the design process of such applications. In this paper we present a taxonomy of usability requirements and design concepts for home telehealth systems which enable a more patient centric design. We systematically explore the usability problems of past and current telehealth applications. Problems faced by users of home telehealth systems are identified and solutions delineated. The paper aims to build a good understanding of the technology needs of the elderly population. It represent a solid foundation for constructing novel and more general telehealth solutions in order to make the technology more effective and more widely available.
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Over the past decade increasing healthcare and elderly care costs and demographic changes are rap... more Over the past decade increasing healthcare and elderly care costs and demographic changes are rapidly making traditional healthcare concepts unaffordable for many developed countries. Telecare and telehealth applications have become increasingly popular because of their promise to reduce costs and staffing requirements while maintaining or even improving care. So far applications are mostly restricted to monitoring tasks in a home environment. Adoption and use is further constrained by the high initial costs, the lack of extendability, and a system design which is centred around the clinical users. Patient factors are considered, but usually only incorporated into the user interface design rather than the system and its application. In this paper we present a taxonomy of usability requirements and design concepts for home telehealth systems which enable a more patient centric design. We systematically explore the usability problems of past and current telehealth. Problems faced by users of home telehealth systems are identified and solutions delineated. The paper aims to build a good understanding of the technology needs of the elderly population. It represent a solid foundation for constructing novel and more general telehealth solutions in order to make the technology more effective and more widely available.
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Proceedings of the 4th Australasian Workshop on Health Informatics and Knowledge Management (HIKM 2011), Perth, Australia, Jan 1, 2011
With a growing elderly population in many developed countries, technologies for supporting elderl... more With a growing elderly population in many developed countries, technologies for supporting elderly healthcare are becoming more and more important. As technologies such as the Web and consumer level devices evolve, this opens up new opportunities for telehealthcare. In this paper, we discuss how the paradigm known as the Web 2.0 can be leveraged to develop solutions that are more patient-centric and empower the patients, especially the elderly, to manage their own health from home. We critically analyse popular Web 2.0 health applications and propose a framework for overcoming their shortcomings. Furthermore, we describe how consumer level devices such as off-the-shelf computers and motion sensing input devices can be used to make telehealthcare more accessible and affordable. Devices such as iPhones and the Wiimote controllers can enable patients to perform rehabilitation and prevention activities such as exercises at home. We argue that by combining the potentials of Web 2.0 and new consumer devices, a more holistic approach to telehealthcare can be achieved.
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Proceedings of the 11th International Conference of the NZ Chapter of the ACM Special Interest Group on Human-Computer Interaction (CHINZ 2010), Auckland, New Zealand, Jan 1, 2010
Health care systems in many developed countries are rapidly approaching a crisis point. The reaso... more Health care systems in many developed countries are rapidly approaching a crisis point. The reasons are an aging population, a shrinking number of workers, health care costs increasing faster than the economy, expensive new treatment options, poor public finances, and the reducing pool of health care professionals. The problem is compounded by the fact that elderly are more often affected by chronic diseases which require ongoing, often expensive, treatment. Telehealth and telecare applications are rapidly gaining in popularity because of their promise to use existing health care resources more effectively and hence to lower costs. However, usage is limited by a design often centered around the requirements of the clinical user, healthcare provider, and the equipment vendor. Many existing systems suffer from high initial costs, cannot be extended by third parties, require extra costs to add new functionalities, and are designed to create a continuing revenue source for the vendor. Furthermore the systems are usually designed to manage diseases rather than prevent them, and do not address the social and psychological needs of the patient. In this paper we critically analyse existing consumer health informatics systems and propose a framework for overcoming the identified shortcomings. The proposed system is ubiquitous, extendable by third parties, contains social aspects, and puts the user in control. Evidence from related research suggests that the design will increase motivation and participation, encourage family and social support, and improve the recording of health parameters by reducing user resistance.
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Human-Computer Systems Interaction: Backgrounds and Applications 3: Advances in Intelligent Systems and Computing, 2014
The increasing cost of senior healthcare represents a serious challenge to most developed countri... more The increasing cost of senior healthcare represents a serious challenge to most developed countries. Telehealth has been widely promoted as a technology to make healthcare more effective and affordable, however, current telehealth systems suffer from vendor lock-in and high cost, and are designed for managing chronic diseases rather than preventing them. We propose a novel framework for telehealth systems aimed at overcoming these shortcomings through principles such as extensibility, accessibility, social support and motivational feedback. The framework was employed to develop a patient-centric telehealth system, Healthcare4Life, which was evaluated in a user study to draw conclusions about the feasibility and acceptance of such a system by seniors. The results indicate that seniors are capable and motivated to use a web-based telehealth system if it provides suitable health applications. Furthermore, the results suggest that such a system has the potential to affect seniors’ attitude towards their own health positively.
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