Paul A. Cairns

Orcid: 0000-0002-6508-372X

Affiliations:
  • University of York, Department of Computer Science


According to our database1, Paul A. Cairns authored at least 133 papers between 1998 and 2023.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

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Bibliography

2023
Growing together: An analysis of measurement transparency across 15 years of player motivation questionnaires.
Int. J. Hum. Comput. Stud., 2023

Mapping Virtual Reality Controls to Inform Design of Accessible User Experiences.
Proceedings of the Human-Computer Interaction - INTERACT 2023 - 19th IFIP TC13 International Conference, York, UK, August 28, 2023

Whose Responsibility is Accessibility in Games Anyway? Everyone.
Proceedings of the Human-Computer Interaction - INTERACT 2023 - 19th IFIP TC13 International Conference, York, UK, August 28, 2023

'The bandwidth comes and goes': Gaming preferences, habits and attitudes in a persistent low mood population.
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023

A Qualitative Investigation of Real World Accessible Design Experiences within a Large Scale Commercial Game Development Studio.
Proceedings of the IEEE Conference on Games, 2023

2022
Close but Not Too Close: Distance and Relevance in Designing Games for Reflection.
Proc. ACM Hum. Comput. Interact., 2022

Investigating game attention using the Distraction Recognition Paradigm.
Behav. Inf. Technol., 2022

2021
Validation and Prioritization of Design Options for Accessible Player Experiences.
Interact. Comput., 2021

Enabled Players: The Value of Accessible Digital Games.
Games Cult., 2021

Opening the world of contextually-specific player experiences.
Entertain. Comput., 2021

Grounded Theory of Accessible Game Development.
Proceedings of the FDG'21: The 16th International Conference on the Foundations of Digital Games 2021, 2021

2020
Measuring perceived challenge in digital games: Development & validation of the challenge originating from recent gameplay interaction scale (CORGIS).
Int. J. Hum. Comput. Stud., 2020

Paying for loot boxes is linked to problem gambling, regardless of specific features like cash-out and pay-to-win.
Comput. Hum. Behav., 2020

A Grounded Analysis of Player-Described Board Game Immersion.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, 2020

2019
Busy doing nothing? What do players do in idle games?
Int. J. Hum. Comput. Stud., 2019

Future design of accessibility in games: A design vocabulary.
Int. J. Hum. Comput. Stud., 2019

Lost at the Edge of Uncertainty: Measuring Player Uncertainty in Digital Games.
Int. J. Hum. Comput. Interact., 2019

Player experience and deceptive expectations of difficulty adaptation in digital games.
Entertain. Comput., 2019

Disability Interactions in Digital Games: From Accessibility to Inclusion.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019

2018
Inclusion in the Third Wave: Access to Experience.
Proceedings of the New Directions in Third Wave Human-Computer Interaction: Volume 1, 2018

Measuring Experiences.
Proceedings of the New Directions in Third Wave Human-Computer Interaction: Volume 2, 2018

Can Games Be More Than Fun?
Proceedings of the Funology 2 - From Usability to Enjoyment, Second Edition, 2018

A practical approach to measuring user engagement with the refined user engagement scale (UES) and new UES short form.
Int. J. Hum. Comput. Stud., 2018

Behavioural realism and the activation of aggressive concepts in violent video games.
Entertain. Comput., 2018

Characteristics and Motivations of Players with Disabilities in Digital Games.
CoRR, 2018

No priming in video games.
Comput. Hum. Behav., 2018

Accessible Player Experiences (APX): The Players.
Proceedings of the Computers Helping People with Special Needs, 2018

2017
Image-based search and retrieval for biface artefacts using features capturing archaeologically significant characteristics.
Mach. Vis. Appl., 2017

Exploring the implementation of an electronic record into a maternity unit: a qualitative study using Normalisation Process Theory.
BMC Medical Informatics Decis. Mak., 2017

Investigating Uncertainty in Digital Games and its Impact on Player Immersion.
Proceedings of the Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017

Predicting Player Experience without the Player.: An Exploratory Study.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017

Measuring Uncertainty in Games: Design and Preliminary Validation.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

2016
The impact of electronic records on patient safety: a qualitative study.
BMC Medical Informatics Decis. Mak., 2016

Employing Number-Based Graphical Representations to Enhance the Effects of Visual Check on Entry Error Detection.
Interact. Comput., 2016

The Effects of Perceptual Interference on Number-Entry Errors.
Interact. Comput., 2016

The effects of winning and losing on social presence in team-based digital games.
Comput. Hum. Behav., 2016

A Maturity Model for Integrating Agile Processes and User Centred Design.
Proceedings of the Software Process Improvement and Capability Determination, 2016

The Convergence of Player Experience Questionnaires.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

SIGCHI Games: The Scope of Games and Play Research at CHI.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

Conclusions.
Proceedings of the Why Engagement Matters: Cross-Disciplinary Perspectives of User Engagement in Digital Media, 2016

Engagement in Digital Games.
Proceedings of the Why Engagement Matters: Cross-Disciplinary Perspectives of User Engagement in Digital Media, 2016

2015
Assessing the Core Elements of the Gaming Experience.
Proceedings of the Game User Experience Evaluation, 2015

Implementing electronic patient record systems (EPRs) into England's acute, mental health and community care trusts: a mixed methods study.
BMC Medical Informatics Decis. Mak., 2015

An empirical evaluation of the User Engagement Scale (UES) in online news environments.
Inf. Process. Manag., 2015

Observations on Utilising Usability Maturity Model-Human Centredness Scale in Integrating Agile Development Processes and User Centred Design.
Proceedings of the Software Process Improvement and Capability Determination, 2015

Familiarity in Team-Based Online Games: The Interplay Between Player Familiarity and the Concepts of Social Presence, Team Trust, and Performance.
Proceedings of the Advances in Visual Informatics, 2015

Patterns for integrating agile development processes and user centred design.
Proceedings of the 20th European Conference on Pattern Languages of Programs, 2015

Higher Graphical Fidelity Decreases Players' Access to Aggressive Concepts in Violent Video Games.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Removing the HUD: The Impact of Non-Diegetic Game Elements and Expertise on Player Involvement.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Adaptation in Digital Games: The Effect of Challenge Adjustment on Player Performance and Experience.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

The Placebo Effect in Digital Games: Phantom Perception of Adaptive Artificial Intelligence.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Emotional and Functional Challenge in Core and Avant-garde Games.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

First Person vs. Third Person Perspective in Digital Games: Do Player Preferences Affect Immersion?
Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 2015

2014
Interrogating social presence in games with experiential vignettes.
Entertain. Comput., 2014

An Evaluation Template for Expert Review of Maturity Models.
Proceedings of the Product-Focused Software Process Improvement, 2014

Integrating Agile Development Processes and User Centred Design- A Place for Usability Maturity Models?
Proceedings of the Human-Centered Software Engineering, 2014

The effect of surroundings on gaming experience.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

A systematic literature review for agile development processes and user centred design integration.
Proceedings of the 18th International Conference on Evaluation and Assessment in Software Engineering, 2014

Promoting Elderly-Children Interaction in Digital Games: A Preliminary Set of Design Guidelines.
Proceedings of the Collaboration and Technology - 20th International Conference, 2014

Interaction science SIG: overcoming challenges.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

The influence of emotion on number entry errors.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

The influence of controllers on immersion in mobile games.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

A Practitioner Perspective on Integrating Agile and User Centred Design.
Proceedings of the BCS-HCI 2014 Proceedings of the 28th International BCS Human Computer Interaction Conference, 2014

2013
A Commentary on Short Questionnaires for Assessing Usability.
Interact. Comput., 2013

Who but not where: The effect of social play on immersion in digital games.
Int. J. Hum. Comput. Stud., 2013

Increasing Accuracy by Decreasing Presentation Quality in Transcription Tasks.
Proceedings of the Human-Computer Interaction - INTERACT 2013, 2013

User-generated content as cues for performance in LittleBigPlanet.
Proceedings of the 8th International Conference on the Foundations of Digital Games, 2013

Attention, time perception and immersion in games.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

2012
Unsupervised Modeling of Player Style With LDA.
IEEE Trans. Comput. Intell. AI Games, 2012

A contextualised curriculum for HCI.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

Not doing but thinking: the role of challenge in the gaming experience.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

Effect of touch-screen size on game immersion.
Proceedings of the BCS-HCI '12 Proceedings of the 26th Annual BCS Interaction Specialist Group Conference on People and Computers, 2012

How good is this conference?: evaluating conference reviewing and selectivity.
Proceedings of the BCS-HCI '12 Proceedings of the 26th Annual BCS Interaction Specialist Group Conference on People and Computers, 2012

Mining Rules from Player Experience and Activity Data.
Proceedings of the Eighth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2012

2011
Innovative Integrated Architecture for Educational Games: Challenges and Merits.
Trans. Edutainment, 2011

Adaptive data-driven error detection in swarm robotics with statistical classifiers.
Robotics Auton. Syst., 2011

Introduction to special issue: Video games as research instruments.
Entertain. Comput., 2011

Using Card Sorts for Understanding Website Information Architectures: Technological, Methodological and Cultural Issues.
Proceedings of the Human-Computer Interaction - INTERACT 2011, 2011

A taxonomy of number entry error.
Proceedings of the 2011 British Computer Society Conference on Human-Computer Interaction, 2011

2010
Assessing the Core Elements of the Gaming Experience.
Proceedings of the Evaluating User Experience in Games - Concepts and Methods, 2010

Haptic experience and the design of drawing interfaces.
Interact. Comput., 2010

Pauses in doctor-patient conversation during computer use: The design significance of their durations and accompanying topic changes.
Int. J. Hum. Comput. Stud., 2010

Quantum phenomena in Communities of Practice.
Int. J. Inf. Manag., 2010

Adaptive Interactive Narrative Model to Teach Ethics.
Int. J. Gaming Comput. Mediat. Simulations, 2010

Wattsup?: motivating reductions in domestic energy consumption using social networks.
Proceedings of the 6th Nordic Conference on Human-Computer Interaction 2010, 2010

Tenori-on stage: YouTube as performance space.
Proceedings of the 6th Nordic Conference on Human-Computer Interaction 2010, 2010

Experiments in Objet Trouvé Browsing.
Proceedings of the International Conference on Computational Creativity, 2010

Character Education Using Pedagogical Agents and Socratic Voice.
Proceedings of the Twenty-Third International Florida Artificial Intelligence Research Society Conference, 2010

Video games as research instruments.
Proceedings of the 28th International Conference on Human Factors in Computing Systems, 2010

Competitive carbon counting: can social networking sites make saving energy more enjoyable?
Proceedings of the 28th International Conference on Human Factors in Computing Systems, 2010

Time perception, immersion and music in videogames.
Proceedings of the 2010 British Computer Society Conference on Human-Computer Interaction, 2010

2009
Investigating computer game immersion and the component real world dissociation.
Proceedings of the 27th International Conference on Human Factors in Computing Systems, 2009

Critical methods and user generated content: the iPhone on YouTube.
Proceedings of the 27th International Conference on Human Factors in Computing Systems, 2009

From the gaming experience to the wider user experience.
Proceedings of the 2009 British Computer Society Conference on Human-Computer Interaction, 2009

Sketching sketching: outlines of a collaborative design method.
Proceedings of the 2009 British Computer Society Conference on Human-Computer Interaction, 2009

Educational Narrative and Student Modeling for Ill-Defined Domains.
Proceedings of the Artificial Intelligence in Education: Building Learning Systems that Care: From Knowledge Representation to Affective Modelling, 2009

2008
Tlk or txt? Using voice input for SMS composition.
Pers. Ubiquitous Comput., 2008

Measuring and defining the experience of immersion in games.
Int. J. Hum. Comput. Stud., 2008

Uncertainty-tolerant design: Evaluating task performance and drag-and-link information gathering for a news-writing task.
Int. J. Hum. Comput. Stud., 2008

Affordance and Symmetry in User Interfaces.
Comput. J., 2008

Directions for Methodological Research in Information Visualization.
Proceedings of the 12th International Conference on Information Visualisation, 2008

There's always one!: modelling outlying user performance.
Proceedings of the Extended Abstracts Proceedings of the 2008 Conference on Human Factors in Computing Systems, 2008

Internalization, qualitative methods, and evaluation.
Proceedings of the BELIV 2008, 2008

From immersion to addiction in videogames.
Proceedings of the 22nd British HCI Group Annual Conference on HCI 2008: People and Computers XXII: Culture, Creativity, Interaction, 2008

The challenges faced by academia preparing students for industry: what we teach and what we do.
Proceedings of the 22nd British HCI Group Annual Conference on HCI 2008: People and Computers XXII: Culture, Creativity, Interaction, 2008

Research methods for HCI.
Proceedings of the 22nd British HCI Group Annual Conference on HCI 2008: People and Computers XXII: Culture, Creativity, Interaction, 2008

2007
Integrating Searching and Authoring in Mizar.
J. Autom. Reason., 2007

Building for Users not for Experts: Designing a Visualization of the Literature Domain.
Proceedings of the 11th International Conference on Information Visualisation, 2007

Validating the unified theory of acceptance and use of technology (UTAUT) tool cross-culturally.
Proceedings of the 21st British HCI Group Annual Conference on HCI 2007: HCI...but not as we know it, 2007

Challenges of evaluating the information visualisation experience.
Proceedings of the 21st British HCI Group Annual Conference on HCI 2007: HCI...but not as we know it, 2007

HCI... not as it should be: inferential statistics in HCI research.
Proceedings of the 21st British HCI Group Annual Conference on HCI 2007: HCI...but not as we know it, 2007

2006
Managing Automatically Formed Mathematical Theories.
Proceedings of the Mathematical Knowledge Management, 5th International Conference, 2006

Developing User Requirements for Visualizations of Literature Knowledge Domains.
Proceedings of the 10th International Conference on Information Visualisation, 2006

Using Sketching to Aid the Collaborative Design of Information Visualisation Software - A Case Study.
Proceedings of the Human Work Interaction Design: Designing for Human Work, 2006

2005
Literate Proving: Presenting and Documenting Formal Proofs.
Proceedings of the Mathematical Knowledge Management, 4th International Conference, 2005

Mobile Phone Preferences and Values: the U.K. vs. Korea.
Proceedings of the Designing for Global Markets 7, 2005

Beyond Guidelines: What Can We Learn from the Visual Information Seeking Mantra?
Proceedings of the 9th International Conference on Information Visualisation, 2005

Automatic Critiques of Interface Modes.
Proceedings of the Interactive Systems, 2005

Behaviour, realism and immersion in games.
Proceedings of the Extended Abstracts Proceedings of the 2005 Conference on Human Factors in Computing Systems, 2005

Engagement with an Interactive Museum Exhibit.
Proceedings of the People and Computers XIX, 2005

2004
Breaking affordance: culture as context.
Proceedings of the Third Nordic Conference on Human-Computer Interaction 2004, 2004

Informalising Formal Mathematics: Searching the Mizar Library with Latent Semantics.
Proceedings of the Mathematical Knowledge Management, Third International Conference, 2004

User Centred Design and the Japanese User.
Proceedings of the Designing for Global Markets 6, 2004

A grounded investigation of game immersion.
Proceedings of the Extended abstracts of the 2004 Conference on Human Factors in Computing Systems, 2004

2003
Using and Parsing the Mizar Language.
Proceedings of the Mathematical Knowledge Management Symposium, 2003

On Dynamically Presenting a Topology Course.
Ann. Math. Artif. Intell., 2003

Problems and Solutions for Markup for Mathematical Examples and Exercises.
Proceedings of the Mathematical Knowledge Management, Second International Conference, 2003

A Theoretical Analysis of Hierarchical Proofs.
Proceedings of the Mathematical Knowledge Management, Second International Conference, 2003

2001
Usability analysis with Markov models.
ACM Trans. Comput. Hum. Interact., 2001

Reply to 'Comment on "A Framework for Modelling Trojans and Computer Virus Infection"' by E. Mäkinen.
Comput. J., 2001

A Comparison of Categorisation Algorithms for Predicting the Cellular Localisation Sites of Proteins.
Proceedings of the 12th International Workshop on Database and Expert Systems Applications (DEXA 2001), 2001

1999
Enumerated Types in Java.
Softw. Pract. Exp., 1999

1998
A Framework for Modelling Trojans and Computer Virus Infection.
Comput. J., 1998


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