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| Alyx Macfadyen is a lecturer at La Trobe University (Australia). She is interested in the evaluation of engagement and experience in interactive and multimodal narratives generated by and developed for computational systems. She undertook her PhD in information technology at the University of Ballarat (Australia), where she advanced a methodology to observe and measure fundamental elements of interactive scenarios and narratives that are represented using technology. Alyx’s current research centers on narrative analysis for the development and evaluation of static dramatic scenarios for handheld devices and within urban street settings. Alyx works with a number of languages and scripting protocols. These, combined with her degree in Visual Arts, facilitate her work with human/device interfaces and the development of applications for iOS and Android devices. Her work includes interactive media, narrative nodes for decision support systems and the development of scenarios for dynamic and branching narratives. DramaGen is an online application prototype developed by Alyx that implements narrative and scenario generation based on user-selected, dramatic-level variables. This application is being developed for deployment across media, and concurrent commercialization is planned. Alyx is a member of the Health Informatics Laboratory (HIL) at the University of Ballarat (Australia) and a board member of reviewers for ACM Computers in Entertainment. |
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Perceived space in the HTC Vive Kelly J., Cherep L., Siegel Z. ACM Transactions on Applied Perception 15(1): 1-16, 2017. Type: Article
This introduction is useful in that it discusses some of the issues that have challenged the development of virtual environments (VEs) and how some of these have already been resolved....
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Apr 4 2018 |
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Real-time audio-to-score alignment of music performances containing errors and arbitrary repeats and skips Nakamura T., Nakamura E., Sagayama S. IEEE/ACM Transactions on Audio, Speech and Language Processing 24(2): 329-339, 2016. Type: Article
The primary contribution of this paper is the development and presentation of two hidden Markov models (HMM) that can follow a monophonic audio performance in real time and recognize arbitrary repeats/skips and other errors in a perfor...
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Aug 12 2016 |
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Accessing tape music documents on mobile devices Canazza S., Fantozzi C., Pretto N. ACM Transactions on Multimedia Computing, Communications, and Applications 12(1s): 1-20, 2015. Type: Article
Canazza, Fantozzi, and Pretto present a methodology to access digitized copies of tape music using mobile devices. The aim is to gather and include the notes, history, and other ancillary information made available by the original musi...
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Feb 2 2016 |
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Introduction to social media investigation: a hands-on approach Golbeck J., Syngress Publishing, Waltham, MA, 2015. 306 pp. Type: Book (978-0-128016-56-5)
An introductory survey of social media sites, combined with a generalized approach to analytic tools and metadata, is presented in this book....
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Dec 14 2015 |
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Compositional and performance mapping in computer chamber music: a case study Lyon E., Knapp R., Ouzounian G. Computer Music Journal 38(3): 64-75, 2014. Type: Article
Anyone familiar with the work of Stelarc [1], who administers electrical stimulation to parts of his body for public performance pieces, will quickly grasp the idea of how physical gestures can be used to trigger digital audio synthesi...
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Mar 27 2015 |
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Trends and applications of serious gaming and social media Baek Y., Ko R., Marsh T., Springer Publishing Company, Incorporated, New York, NY, 2014. 180 pp. Type: Book
Baek, Ko, and Marsh have produced what I found to be a rather interesting collection of papers that survey serious gaming and its applications. The authors describe the use of game elements and game design techniques in non-game contex...
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Jul 28 2014 |
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Procedural audio in computer games using motion controllers: an evaluation on the effect and perception Böttcher N., Martínez H., Serafin S. International Journal of Computer Games Technology 20131-16, 2013. Type: Article
I am always interested in granular analyses of user interaction and computer games. In this case, Böttcher, Martínez, and Serafin have tested the impact of procedural audio on players of two selected computer games. Procedural audio is...
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Jul 2 2014 |
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Guiding attention in controlled real-world environments Booth T., Sridharan S., McNamara A., Grimm C., Bailey R. SAP 2013 (Proceedings of the ACM Symposium on Applied Perception, Dublin, Ireland, Aug 22-23, 2013) 75-82, 2013. Type: Proceedings
I found this paper somewhat disappointing. Although the work presented has a novel quality, it does not break much ground....
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Nov 21 2013 |
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Crowd simulation (2nd ed.) Thalmann D., Musse S., Springer Publishing Company, Incorporated, London, UK, 2013. 311 pp. Type: Book (978-1-447144-49-6)
A wide variety of applications require effective techniques and solutions for developing crowd simulations. This second edition surveys techniques, discusses issues and applications, and concludes with case studies. I found the topics ...
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Sep 12 2013 |
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PSiOS: bring your own privacy & security to iOS devices Werthmann T., Hund R., Davi L., Sadeghi A., Holz T. ASIA CCS 2013 (Proceedings of the 8th ACM SIGSAC Symposium on Information, Computer and Communications Security, Hangzhou, China, May 8-10, 2013) 13-24, 2013. Type: Proceedings
PSiOS, short for privacy and security for iOS devices, is a “novel policy enforcement framework for iOS” that is timely and resonates with my concerns about the security of iOS devices such as the iPhone and iPad. S...
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Jul 25 2013 |
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