Gwyneth Peaty
Biographic Data
| ID | 2824864 |
|---|---|
| NAME | Gwyneth Peaty |
| GIVEN NAMES | Gwyneth |
| FAMILY NAME | Peaty |
| SIGNATURE | PEATY G |
| AFFILIATIONS | Curtin University |
| ORCID | 0000-0002-2929-6445 |
| VERIFIED | Yes |
| TOTAL WORKS | 6 |
| TOTAL CITATIONS | 3 |
| WORKS AS AUTHOR | 6 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2017 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 1 |
A series of lively impressions
This article investigates the multiple values of audio description (AD) across an increasingly discerning, broad and multi-platform audience of video consumers. While other accessibility features, such as closed captions, are an established aspect of accessible video consumption, AD has more recently emerged as a socially and culturally significant feature for audiences, both with and without vision-based disabilities. This article offers a revie…
Monster
Monsters are everywhere in our popular media narratives. They lurk in the shadows of video games and computer animations, ready to pounce. They haunt the frames of horror films and fantasy televisions shows. They burst out of panels in many comics and graphic novels, bringing with them grotesque forms and nightmarish transformations. They feature recurrently in scary stories for children, echoing the fears of old myths, legends, and fairy tales, …
Smartphones, Disability and the Australian Experience of the Covid-19 Pandemic for People who are Blind and with Low Vision
This paper offers insight into and analysis of the disparate and diverse experiences of Australians with disability, at the intersections of technology and geography during the COVID-19 pandemic.Drawing on interviews with the blind and low vision community we identify a significant cross-generational uptake of smartphones. Participants demonstrate a reflexive and creative use of these devices when faced with reduced accessibility, and the signifi…
Developing accessible technologies for a changing world
Over a six week period, 845 people with low vision or blindness responded to our survey regarding how they used their smartphone, contributing to the first ever large-scale research project on the importance of smartphones in the Australian blind community. The results were significant − 79% of people with vision impairment use smartphones. They are part of their everyday lives and used for a broad range of purposes. Furthermore, the broad adopti…
Joyful Encounters
Human interactions with machines, including computers, consoles, smart devices and robots, are becoming more and more a part of everyday life. However, human–machine relations are often regarded as problematic for people, their interpersonal communication and human society more broadly. This paper provides an analysis of the characteristics that constitute ‘play’ in relation to video games and interactions with robots, arguing it is possible to p…
The Case for Captioned Lectures in Australian Higher Education
Developing accessible technologies for a changing world
Over a six week period, 845 people with low vision or blindness responded to our survey regarding how they used their smartphone, contributing to the first ever large-scale research project on the importance of smartphones in the Australian blind community. The results were significant − 79% of people with vision impairment use smartphones. They are part of their everyday lives and used for a broad range of purposes. Furthermore, the broad adopti…
The Case for Captioned Lectures in Australian Higher Education
The Case for Captioned Lectures in Australian Higher Education
Joyful Encounters
Human interactions with machines, including computers, consoles, smart devices and robots, are becoming more and more a part of everyday life. However, human–machine relations are often regarded as problematic for people, their interpersonal communication and human society more broadly. This paper provides an analysis of the characteristics that constitute ‘play’ in relation to video games and interactions with robots, arguing it is possible to p…
Monster
Monsters are everywhere in our popular media narratives. They lurk in the shadows of video games and computer animations, ready to pounce. They haunt the frames of horror films and fantasy televisions shows. They burst out of panels in many comics and graphic novels, bringing with them grotesque forms and nightmarish transformations. They feature recurrently in scary stories for children, echoing the fears of old myths, legends, and fairy tales, …
Smartphones, Disability and the Australian Experience of the Covid-19 Pandemic for People who are Blind and with Low Vision
This paper offers insight into and analysis of the disparate and diverse experiences of Australians with disability, at the intersections of technology and geography during the COVID-19 pandemic.Drawing on interviews with the blind and low vision community we identify a significant cross-generational uptake of smartphones. Participants demonstrate a reflexive and creative use of these devices when faced with reduced accessibility, and the signifi…
Developing accessible technologies for a changing world
Over a six week period, 845 people with low vision or blindness responded to our survey regarding how they used their smartphone, contributing to the first ever large-scale research project on the importance of smartphones in the Australian blind community. The results were significant − 79% of people with vision impairment use smartphones. They are part of their everyday lives and used for a broad range of purposes. Furthermore, the broad adopti…
A series of lively impressions
This article investigates the multiple values of audio description (AD) across an increasingly discerning, broad and multi-platform audience of video consumers. While other accessibility features, such as closed captions, are an established aspect of accessible video consumption, AD has more recently emerged as a socially and culturally significant feature for audiences, both with and without vision-based disabilities. This article offers a revie…
Computer Science (5 works) · Sociology (4 works) · Art (3 works) · Multimedia (3 works) · Narrative (3 works) · Political science (3 works) · Artificial Intelligence (2 works) · Human–computer interaction (2 works) · Literature (2 works) · Mainstream (2 works)