Conference Presentations by James Birt
Theory identity is a fundamental problem for researchers seeking to determine theory quality, cre... more Theory identity is a fundamental problem for researchers seeking to determine theory quality, create theory ontologies and taxonomies, or perform focused theory-specific reviews and meta-analyses. We demonstrate a novel machine-learning approach to theory identification based on citation data and article features. The multidisciplinary ecosystem of articles which cite a theory's originating paper is created and refined into the network of papers predicted to contribute to, and thus identify, a specific theory. We provide a 'proof-of-concept' for a highly-cited theory. Implications for cross-disciplinary theory integration and the identification of theories for a rapidly expanding scientific literature are discussed.
Papers by James Birt
Sustainability, Aug 27, 2023
This article is an open access article distributed under the terms and conditions of the Creative... more This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY
Virtual Reality, Oct 2, 2023
Significant advances in virtual reality (VR) technology have called into question the traditional... more Significant advances in virtual reality (VR) technology have called into question the traditional methods of cinema storytelling and dissemination. New VR devices, such as the Meta (Oculus) Quest, have expanded the possibilities for viewing movies. The purpose of this study is to compare the emotional and cognitive impacts of VR and traditional 2D movies. In this study, sixty volunteers were divided into two groups and presented a movie (Gala) in 2D or VR format. We employed a multimodal method to assess the cognitive and emotional effects of the film both during and after watching. Our technique combined self-reports, interviews, questionnaires, and objective heart rate and EEG brain activity data. After quantitative and qualitative evaluation, it was discovered, that regardless of media, there was a substantial influence of the movie on the emotional state of the participant's mood. Moreover, compared to the traditional 2D-movie, the VR movie led to more consistent and robust positive effect on all aspects of self-rated affect. The difference in self-reported mood was corroborated by reduced EEG amplitudes in the beta frequency band, indicating higher levels of positive affectivity, which was only observed for the VR movie. Lastly, the VR movie also leads to overall higher self-rated immersion and engagement than the 2D version. Our results highlight the potential of VR movies to engage and emotionally affect audiences beyond traditional cinema. Moreover, our study highlights the value of using a multidisciplinary method for analysing audience impacts.
Journal of Intensive Care Medicine, Jul 12, 2023
Background: Extended reality (XR) technology such as virtual and augmented reality is increasingl... more Background: Extended reality (XR) technology such as virtual and augmented reality is increasingly being utilised in paediatric medicine due to its role in medical education and reported positive impacts on outcomes including pain, anxiety, and sleep. To the author’s knowledge, no previous reviews investigating the use of XR in paediatric intensive care have been undertaken. Objectives: To scope the use of XR in paediatric intensive care, and assess its barriers to adoption, including safety considerations, cleaning and infection control. Eligibility criteria: All articles of any methodological design discussing the use of XR within paediatric intensive and critical care were included. Sources of evidence: Four databases (EMBASE, CINAHL, PsychInfo, PubMed) and Google Scholar were searched without any limitations on publication year. Charting methods: Data was extracted into Microsoft Excel by two authors independently (AG & SF) and cross-checked for completeness. Results: One hundred and eighty-eight articles were originally identified. Following the application of eligibility criteria 16 articles utilising XR in clinical interventions (n = 7) and medical education (n = 9) were included. Articles utilised VR and AR for highly variable purposes within both medical education (eg disaster preparedness, intubation) and clinical interventions (eg decrease pain, nausea, anxiety and improve Glasgow Coma Scale). Conclusions: While research into the use of XR in paediatric intensive care is still in its infancy it has increased dramatically over the past 5 years within two key areas. Firstly, in healthcare education, to assist in the acquisition of PICU-specific knowledge and practice of skills such as intubation of difficult airways. Secondly, studies have evaluated and demonstrated that with appropriate use, VR appears to be a safe and feasible intervention to decrease pain and anxiety in PICU patients.
ASCILITE Publications, Sep 23, 2022
New technologies like 360 0 virtual reality videos and 3D printing are creating philosophical shi... more New technologies like 360 0 virtual reality videos and 3D printing are creating philosophical shifts in approaches to teaching and learning in the classroom. However, most studies isolate new technology rather than study the benefits of using them in combination. Multiple representations support a variety of learning activities especially when students are learning new concepts or complex ideas. This study explores the blending of a 360 0 video-case study with 3D-printed haptic manipulations to enhance learning of ICT systems analysis and design. We hypothesize that the blending of both the virtual and physical can lead to improved learning motivation, engagement and enhance learning outcomes. The study follows a design-based research (DBR) methodology with this paper representing the second loop of the DBR approach focusing on both the usability and learning outcomes from a sample of 24 participants from an Australian University. The results of the study show positive impact on the measure of navigability and communication when compared to a traditional lesson leading to improved engagement and motivation among the learners.
Creative Industries Journal
Australasian Journal of Educational Technology
Mobile learning is well established in literature and practice, but under-evolved from a rigorous... more Mobile learning is well established in literature and practice, but under-evolved from a rigorous learning design perspective. Activity theory presents a sophisticated way of mapping and understanding learning design, but for mobile learning this does not always translate into change in practice. The reported research addresses this by coupling a mobile learning specific approach to activity theory with a practice-based framework: the design for transformative mobile learning framework mapped to the pedagogy-andragogy-heutagogy continuum matrix (the DTML-PAH Matrix). Seven case studies are analysed using this approach and presented narratively along with framework informed analysis. Findings include that the DTML-PAH Matrix can be used to provide clearer implications and guidance for mobile learning practice, and that the DTML-PAH Matrix can also be guided by the practice over time. Implications for further research and practice are discussed. Implications for practice or policy: Pr...
Creative Industries Journal, 2022
International Journal of Educational Technology in Higher Education
Educational institutions are increasingly investing into digital delivery, acquiring new devices,... more Educational institutions are increasingly investing into digital delivery, acquiring new devices, and employing novel software and services. The rising costs associated with maintenance, in combination with increasing redundancy of older technologies, presents multiple challenges. While lesson content itself may not have changed, the educational landscape constantly evolves, where tertiary institutions are incorporating new modes of content delivery, hybrid-style learning, and interactive technologies. Investments into digital expansions must be taken with caution, particularly prior to the procurement of technology, with a need for the proposed interventions’ scalability, sustainability, and serviceability to be considered. This article presents the Triple-S framework for educators, administrators, and educational institutions, and outlines examples of its application within curricula. The paper synthesises research evidence to provide the foundation underlying the key principles o...
The Internet and Higher Education
The inclusion of game-based learning in tertiary institutions is increasing as educators seek way... more The inclusion of game-based learning in tertiary institutions is increasing as educators seek ways to enhance student engagement and motivation. During the development process for gaming resources, educators need feedback to ensure a quality learning experience. In many cases this feedback is generally received from students at the end of the subject or course and is often regulated centrally. Another way of garnering feedback and capturing player analytics could be to capitalize on the millions of global gamers. A game developed for use in a Health Sciences and Medicine program, The King's Request: Physiology and Anatomy Revision Game, was made freely available on the Steam platform. Over 16,000 Steam users engaged with the game over 12 months, with 150 providing written reviews. In contrast, a cohort of 100 first-year health science and medical students were requested to review the game after playing in class, with only 17 providing written feedback. In reviewing feedback, similarities were found between the groups, such as where both Steam community players and in-class students requested more questions and a longer game. However, the Steam community highlighted several unique aspects which could be used to improve the game for learning, such as a refined implementation of the incentive system. As the online gaming community is far larger than students enrolled in any tertiary subject, its expansive feedback can be used to accelerate the design and refinement of serious games. This wealth of feedback could provide unique insights for educators wishing to improve the provision of games in education and the overall student learning experience.
Games For Change Asia Pacific Festival 2021, Oct 7, 2021
2021 Australasian Simulation Congress: Simulation- Navigating Uncertain Futures, Nov 9, 2021
Frontiers in Virtual Reality, 2021
Irrelevant ambient noise can have profound effects on human performance and wellbeing. Acoustic i... more Irrelevant ambient noise can have profound effects on human performance and wellbeing. Acoustic interventions (e.g., installation of sound absorbing materials) that reduce intelligible noise (i.e., sound unrelated to the relevant speech, including noise from other talkers within the space) by reducing room reverberation, have been found to be an effective means to alleviate the negative effects of noise on cognitive performance. However, these interventions are expensive, and it is difficult to evaluate their impact in the field. Virtual reality (VR) provides a promising simulation platform to evaluate the likely impact of varied acoustic interventions before they are chosen and installed. This study employed a virtual classroom environment to evaluate whether an intervention to reduce reverberation can be simulated successfully in VR and mitigate the effects of ambient noise on cognitive performance, physiological stress, and mood. The repeated-measures experimental design consiste...
A matrix of 18 synthetic waters with variable water quality parameters (alkalinity, natural organ... more A matrix of 18 synthetic waters with variable water quality parameters (alkalinity, natural organic matter (NOM), and halide concentration) was prepared. The DBP formation potential of these 18 samples was examined both before treatment, after enhanced coagulation (EC) and after a sequential treatment using EC followed by either powdered activated carbon (PAC), granular activated carbon (GAC), silver-impregnated activated carbon (SIAC), or MIEXesin. The study shows that natural organic matter (NOM) concentration is greatly reduced with EC, and further reduced by each secondary treatment. Halide adsorption was not possible with EC or PAC, however, MIEXnd GAC had some halide adsorption capacity. SIAC exhibited the greatest halide removal (average 99% adsorption). Total DBP formation was reduced by EC, and further reduced by each secondary treatment process, however, specific highly brominated DBPs increased in concentration with each successive treatment step in all cases except aft...
This case study examines a mobile application that allows for students to interact with a 3D mode... more This case study examines a mobile application that allows for students to interact with a 3D model of a heart while working with other students to complete various learning tasks and activities.
Today's knowledge economy requires students to comprehend current theory and practice across ... more Today's knowledge economy requires students to comprehend current theory and practice across a wide spectrum of disciplines. Students studying Computer Games and Multimedia at Bond University are in the Humanities and Social Sciences faculty. While traditionally studying visual arts, design and culture, rapid changes in the industry require the students to multi skill with technology and computing to remain competitive. Research in learning styles theory suggests that each individua learner has an inclination towards a particular multifaceted modality for learning be that in the Arts (Rourke & O'Connor, 2009) or Computing (Cagiltay,2008). This poses challenges and significant creative opportunities in aligning course curriculum and pedagogy with student outcomes, industry standards and imperatives.
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Conference Presentations by James Birt
Papers by James Birt