Danae Stanton Fraser

Prof. Danae Stanton Fraser


Research Focus & Metrics

Academic Career Length

30Years (1997-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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29 November 2004 in Journal of Computer Assisted Learning
Verified
Journal Article
Closed access
PDF file
KFKeri Facer
Keri Facer
RJR. Joiner
R. Joiner
DFDanaë Stanton Fraser
Danaë Stanton Fraser
JRJ. Reid
J. Reid
RHR. Hull
R. Hull
DKD. Kirk
D. Kirk

1 June 2004
Verified
Conference Paper
Open access
PDF file
YRY. Rogers
Y. Rogers
Sara PriceSara Price
Sara Price
GFG. Fitzpatrick
G. Fitzpatrick
RFR. Fleck
R. Fleck
EHE. Harris
E. Harris
MWM. Weal
M. Weal
Ubiquitous and mobile technologies provide opportunities for designing novel learning experiences that move out of the classroom. Information can be presented and interacted with in a variety of ways while exploring a physical environment. A key issue this raises is when, where, what and how much? Our research is concerned with the design, delivery and interaction of digital information when learning about ecology outdoors. We present a framework of the different forms of digital augmentation and the different processes by which they can be accessed. Using the framework, we designed an outdoors learning experience, aimed at encouraging students to carry out contextualized scientific enquiry and to reflect on their interactions. Pairs of 11-12 year olds explored a woodland and were presented at certain times with different forms of digital augmentation. Our study showed that this kind of exploration promoted interpretation and reflection at a number of levels of abstraction.

1 January 2005 in Communications of the ACM
Verified
Journal Article
Open access
YRYvonne Rogers
Yvonne Rogers
Sara PriceSara Price
Sara Price
CRCliff Randell
Cliff Randell
DFDanaë Stanton Fraser
Danaë Stanton Fraser
MWMark Weal
Mark Weal
GFGeraldine Fitzpatrick
Geraldine Fitzpatrick
Digital augmentation dissolves many of the physical barriers to learning by offering tools to integrate data and discoveries that travel with students as they explore new terrain.

1 January 1997 in Disability and Rehabilitation
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Journal Article
Closed access
PDF file
PWPaul N. Wilson
Paul N. Wilson
NFNigel Foreman
Nigel Foreman
DFDanaë Stanton Fraser
Danaë Stanton Fraser
Virtual reality, or virtual environment computer technology, generates simulated objects and events with which people can interact. Existing and potential applications for this technology in the field of disability and rehabilitation are discussed. The main benefits identified for disabled people are that they can engage in a range of activities in a simulator relatively free from the limitations imposed by their disability, and they can do so in safety. Evidence that the knowledge and skills acquired by disabled individuals in simulated environments can transfer to the real world is presented. In particular, spatial information and life skills learned in a virtual environment have been shown to transfer to the real world. Applications for visually impaired people are discussed, and the potential for medical interventions and the assessment and treatment of neurological damage are considered. Finally some current limitations of the technology, and ethical concerns in relation to disability, are discussed.

1 April 2000
Verified
Conference Paper
Open access
PDF file
SBSteve Benford
Steve Benford
BBBenjamin B. Bederson
Benjamin B. Bederson
KÅKarl-Petter Åkesson
Karl-Petter Åkesson
VBVictor Bayon
Victor Bayon
ADAllison Druin
Allison Druin
GTGustav Taxén
Gustav Taxén

Verified
Journal Article
Open access
PDF file
AVAlexandra Voinescu
Alexandra Voinescu
JSJie Sui
Jie Sui
DFDanaë Stanton Fraser
Danaë Stanton Fraser
Neurological disorders are a leading cause of death and disability worldwide. Can virtual reality (VR) based intervention, a novel technology-driven change of paradigm in rehabilitation, reduce impairments, activity limitations, and participation restrictions? This question is directly addressed here for the first time using an umbrella review that assessed the effectiveness and quality of evidence of VR interventions in the physical and cognitive rehabilitation of patients with stroke, traumatic brain injury and cerebral palsy, identified factors that can enhance rehabilitation outcomes and addressed safety concerns. Forty-one meta-analyses were included. The data synthesis found mostly low- or very low-quality evidence that supports the effectiveness of VR interventions. Only a limited number of comparisons were rated as having moderate and high quality of evidence, but overall, results highlight potential benefits of VR for improving the ambulation function of children with cerebral palsy, mobility, balance, upper limb function, and body structure/function and activity of people with stroke, and upper limb function of people with acquired brain injury. Customization of VR systems is one important factor linked with improved outcomes. Most studies do not address safety concerns, as only nine reviews reported adverse effects. The results provide critical recommendations for the design and implementation of future VR programs, trials and systematic reviews, including the need for high quality randomized controlled trials to test principles and mechanisms, in primary studies and in meta-analyses, in order to formulate evidence-based guidelines for designing VR-based rehabilitation interventions.