Ann Morrison

Dr. Ann Morrison

Future Environments, Auckland University of Technology, Auckland, New Zealand
orcid

Research Focus & Metrics

Academic Career Length

21Years (2006-Present)

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

Representative Publications

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4 April 2009
Verified
Conference Paper
Open access
PDF file
Ann MorrisonAnn Morrison
Ann Morrison
AOAntti Oulasvirta
Antti Oulasvirta
PPPeter Peltonen
Peter Peltonen
SLSaija Lemmela
Saija Lemmela
GJGiulio Jacucci
Giulio Jacucci
AJAntti Juustila
Antti Juustila

10 April 2010
Verified
Conference Paper
Open access
PDF file
GJGiulio Jacucci
Giulio Jacucci
Ann MorrisonAnn Morrison
Ann Morrison
GRGabriela T. Richard
Gabriela T. Richard
JKJari Kleimola
Jari Kleimola
PPPeter Peltonen
Peter Peltonen
TLToni Laitinen
Toni Laitinen

1 August 2009 in PRESENCE: Virtual and Augmented Reality
Verified
Journal Article
Closed access
IWIna Wagner
Ina Wagner
WBWolfgang Broll
Wolfgang Broll
GJGiulio Jacucci
Giulio Jacucci
KKKari Kuutii
Kari Kuutii
RMRod McCall
Rod McCall
JTJean-Jacques Terrin
Jean-Jacques Terrin
Previous paradigms for presence research were primarily established in the context of virtual reality (VR). The objective of this paper is to introduce a new agenda for research on presence suitable for the domain of mixed reality (MR). While established assumptions and methods of presence research from VR are applicable to MR experiences, we argue that they are not necessarily meaningful or informative. Specifically, a shift of attention is needed away from psycho-physiological studies coming from a laboratory experiment tradition, toward an ecological-cultural approach that is applicable in real world situations and relies on ethnographic rather than fully controlled methods. We give a series of examples taken from the work on the European integrated research project IPCity, and discuss the implications of our findings.

1 August 2011 in Computers & Graphics
Verified
Journal Article
Closed access
Ann MorrisonAnn Morrison
Ann Morrison
AMAlessandro Mulloni
Alessandro Mulloni
SLSaija Lemmelä
Saija Lemmelä
AOAntti Oulasvirta
Antti Oulasvirta
GJGiulio Jacucci
Giulio Jacucci
HRHolger Regenbrecht
Holger Regenbrecht

29 September 2007
Verified
Conference Paper
Open access
PDF file
Ann MorrisonAnn Morrison
Ann Morrison
PMPeta Mitchell
Peta Mitchell
MBMargot Brereton
Margot Brereton
Designers and artists have integrated recent advances in interactive, tangible and ubiquitous computing technologies to create new forms of interactive environments in the domains of work, recreation, culture and leisure. Many designs of technology systems begin with the workplace in mind, and with function, ease of use, and efficiency high on the list of priorities. [1] These priorities do not fit well with works designed for an interactive art environment, where the aims are many, and where the focus on utility and functionality is to support a playful, ambiguous or even experimental experience for the participants. To evaluate such works requires an integration of art-criticism techniques with more recent Human Computer Interaction (HCI) methods, and an understanding of the different nature of engagement in these environments. This paper begins a process of mapping a set of priorities for amplifying engagement in interactive art installations. I first define the concept of ludic engagement and its usefulness as a lens for both design and evaluation in these settings. I then detail two fieldwork evaluations I conducted within two exhibitions of interactive artworks, and discuss their outcomes and the future directions of this research

1 January 2009 in Lecture Notes in Computer Science
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Book Chapter
Closed access
PDF file
GJGiulio Jacucci
Giulio Jacucci
ASAnna Spagnolli
Anna Spagnolli
ACAlessandro Chalambalakis
Alessandro Chalambalakis
Ann MorrisonAnn Morrison
Ann Morrison
LLLassi Liikkanen
Lassi Liikkanen
MBMassimo Bertoncini
Massimo Bertoncini