Our publications!

[2018] [2017] [2016] [Theses].

 

2018

  • Luz, S., and Masoodian, M., A Comparison of Linear and Mosaic Diagrams for Set Visualization, Information Visualization, SAGE, (10.1177/1473871618754343).
  • Kallio, O., and Masoodian, M., Comedy in the Ludonarrative of Video Games. Conference Proceedings of IFIP-ICEC 2018, The IFIP International Conference on Entertainment Computing (Poznan, Poland, 17-20 September), Springer Verlag, Lecture Notes in Computer Science, to appear.
  • Masoodian, M., and Koivunen, L., Temporal Visualization of Sets and their Relationships using Time-Sets. Conference Proceedings of IV 2018, The 22nd International Conference on Information Visualisation (Salerno, Italy, 10-13 July), IEEE Computer Society, to appear.
  • Sheehan, S., Masoodian, M., and Luz, S., COMFRE: A Visualization for Comparing Word Frequencies in Linguistic Tasks. Conference Proceedings of AVI 2018, The 14th ACM International Working Conference on Advanced Visual Interfaces (Grosseto, Italy, 29 May - 1 June), ACM Press, 42:1-42:5, (10.1145/3206505.3206547).
  • Rogers, B., Masoodian, M., and Apperley, M., A Virtual Cocktail Party: Supporting Informal Social Interaction in a Virtual Conference. Conference Proceedings of AVI 2018, The 14th ACM International Working Conference on Advanced Visual Interfaces (Grosseto, Italy, 29 May - 1 June), ACM Press, 80:1-80:3, (10.1145/3206505.3206569).
  • Korpilahti, T., Approaches to Interface Icon Classification. Conference Proceedings of HCI International 2018, The 20th International Conference on Human Computer Interaction (Las Vegas, Nevada, USA, 15-20 July), Springer, to appear.

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2017

  • Laing, S., Apperley, M., and Masoodian, M., Investigating the Effects of Client Imagery on the Ideation Process of Graphic Design, Design Studies, Elsevier, Vol. 53, November, 78-98, (10.1016/j.destud.2017.08.001).
  • Masoodian, M., Buchwald, I., Luz, S., and André, E., Temporal Visualization of Energy Consumption Loads using Time-Tone. Conference Proceedings of IV 2017, The 21st International Conference on Information Visualisation (London, UK, 11-14 July), IEEE Computer Society, 146-151, (10.1109/iV.2017.13).
  • Masoodian, M., and Luz, S., Ecoepidemiological Simulation as a Serious Game Engine Module. Conference Proceedings of CBMS 2017, The 30th IEEE International Symposium on Computer-Based Medical Systems (Thessaloniki, Greece, 22-24 June), IEEE Computer Society, 193-194, (10.1109/CBMS.2017.45).

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2016

  • Laing, S., and Masoodian, M., A Study of the Influence of Visual Imagery on Graphic Design Ideation, Design Studies, Elsevier, Vol. 45, Part B, July, 187-209, (10.1016/j.destud.2016.04.002).
  • Luz, S., Masoodian, M., Cesario, R. R., and Cesario, M., Using a Serious Game to Promote Community-based Awareness and Prevention of Neglected Tropical Diseases. Entertainment Computing, Elsevier, Vol. 15, June, 43–55, (10.1016/j.entcom.2015.11.001).
  • Rist, T., Willam, M., Herpich, M., and Masoodian, M., Illustrating Energy Related Properties of Buildings Using an Interactive 3D-InfoKit. Sustainability in Energy and Buildings: Research Advances, KES International, To appear.
  • Masoodian, M., and Luz, S., Time-load: Visualization of Energy Consumption Loads over Time. Conference Proceedings of AVI 2016, The 13th ACM International Working Conference on Advanced Visual Interfaces (Bari, Italy, 7-10 June), ACM Press, 326-327, (10.1145/2909132.2926061).
  • Masoodian, M., Mohd Yusof, A. b., and Rogers, B., Identifying Problems Associated with Focus and Context Awareness in 3D Modelling Tasks, Interacting with Computers, Oxford University Press, Vol. 28, No. 1, 125-147, (10.1093/iwc/iwu039).
  • Masoodian, M., Luz, S., and Kavenga, D., nu-view: A Visualization System for Collaborative Co-located Analysis of Geospatial Disease Data. Conference Proceedings of AUIC 2016, The 17th Australasian User Interface Conference (Canberra, Australia, 2-5 February), ACM, 48:1-48:10, (10.1145/2843043.2843374).

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Theses


Narrative Variance: Visualizing Patterns in Media Coverage

Laura Koivunen, MA, 2018
The media plays an increasingly large role in shaping social reality, and even small shifts in its narrative content or tone can have widespread repercussions in the public’s perception of past and present phenomena. Being able to track changes in media coverage over time, particularly visually, could have many conceivable applications and offer the potential for aiding social change in journalism. This case study explores how data visualization could be used to examine differences in media narrative patterns over time and across publications. The findings indicate that while there are many existing means of visualizing patterns in such narrative data on a timeline axis, few if any address the aspect of co-occurrence of variables. Comparing co-occurrence chronologically, particularly when applied to word and topic choices in media coverage, can shed more light on currents in public opinion than simply counting the occurrence of terms independently. Furthermore, the findings suggest that visualizing such patterns in this case could be best accomplished using a form of set visualization, specifically a simplified vertical version of linear diagrams repeated horizontally across parallel timeline axes. This case study also outlines the methods, ethical considerations, and examples of employing such a visualization prototype using a sample dataset of full text news articles.

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Comedy in the Ludonarrative

Oskari Kallio, MA, 2018
Although humor is a prevalent component of numerous video games, thus far it has not been converted to an established genre of its own. Comedy—the deliberate act to harness and perform humor—represents one, but an important segment of the emotional range that games should aspire to cover in order for them to be considered an artistic medium. This study examines the prospects, but also the challenges, that interactivity introduces to comedic narratives. The theoretical substructure of this thesis comes from the academic field of humor studies, and from various expert opinions as well. Ludonarrative comedy is approached through examples that illustrate trends that can be discerned from games that introduce humor through their narrative and gameplay-related, i.e. ludic, elements. The findings confirm the initial hypothesis that there are enough conventions present for ludonarrative comedy genre to surface. As a conclusion for the findings, a proposition for a general framework for defining comedic video games is presented.

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The Sensory Voyage to Inner Islands

Sunwha Park, MA, 2017
Humans are born storytellers. The visual narrative has been widely facilitated for people to express personal stories and internal feelings. Experiences and meanings are expressed, materialized and delivered to others. This collaborative project investigates the efficacy of the creative, sensory storytelling method to enable self-expression in both conscious and unconscious ways. Drawing and food, both of which are universal concepts, were combined as the major visualising tool. These components facilitated self-expression through the workshop experience in physical, emotional and multi-sensory ways. Focusing on personal storytelling, this workshop was an attempt to explore the unconscious space of the mind. It borrows from therapeutic methods of projective drawing and expressive therapy. In other words, participants created an imaginative self-portrait in a form of landscape—an island to be specific—with nature as a thematic metaphor. Each mental landscape was in turn transformed into recipe of bread. Bread, as edible self, thus enabled people to materialize their inner selves through making it. Participants shared their stories with others by sharing about and eating each other’s bread throughout the entire multi-sensory experience. The analysis of stories visualized in drawings and in bread, along with participants’ feedback, examined participants’ feelings of self-expression and how familiar elements (drawing and food) could be used when combined for storytelling in a creative way. As a result of this study, a new form of self-portrait, created by workshop participants, was delivered. By doing so, this project encouraged people to enjoy an emotional experience; focusing on themselves as well as sharing their stories with others.

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