Danaë Stanton Fraser
Biographic Data
| ID | 5140142 |
|---|---|
| NAME | Danaë Stanton Fraser |
| GIVEN NAMES | Danaë Stanton |
| FAMILY NAME | Fraser |
| SIGNATURE | FRASER D S |
| AFFILIATIONS | University of Bath |
| ORCID | 0000-0002-3062-731X |
| VERIFIED | Yes |
| TOTAL WORKS | 9 |
| TOTAL CITATIONS | 6 |
| AUTHOR COUNT | 9 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 1997 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 1 |
Adapting a Live Streamed Digital Theatre Experience Using Physiological Synchrony
Digital theatre broadcasting has risen in popularity, yet it remains relatively novel, meaning the production norms for such content have yet to be established. We measured heart rate synchrony within three live streamed performances and provided data to the filming team to inform the creative direction for the following performance. The audience demonstrated greater heart rate synchrony on the final night compared to the first two nights and rat…
Methods used to study audience experience of screen-based media
The consumption of film, television, and virtual reality are major global art forms. The methods employed to study the audience experience of these temporal arts are diverse and originate from multiple fields, including psychology, media studies, human-computer interaction, and neuroscience. In this scoping review, we aimed to explore the methods used and to identify how methods are typically combined to understand audience experience. We also ai…
From story to heartbeats
Stories have the potential to emotionally and cognitively absorb us, and the degree to which audiences become immersed in narrative content (e.g. films, plays) is reflected in synchronization of their physiological response, including heart-rate. This heart-rate synchrony (HRS) has been repeatedly demonstrated in laboratory-based studies using pre-recorded content such as television or film. For live events, HRS has so far only been demonstrated …
Drawing on borders
Maps are a unique means of combining visual and textual communication, and have been ubiquitous in Covid-19 reporting. This article presents a framing analysis of 4,398 coronavirus-related news maps published across six UK news outlets during the early stages of the pandemic. The authors identified 10 frames: coronavirus was characterized as (1) a national problem; (2) a regional problem; (3) associated with China; (4) an undefined threat; (5) me…
Integrating local and scientific knowledge in disaster risk reduction
‘You wouldn’t get that from watching TV!’
Consumer virtual reality (VR) headsets (e.g. Oculus Go) have brought VR non-fiction (VRNF) within reach of at-home audiences. However, despite increase in VR hardware sales and enthusiasm for the platform among niche audiences at festivals, mainstream audience interest in VRNF is not yet proven. This is despite a growing body of critically acclaimed VRNF, some of which is freely available. In seeking to understand a lack of engagement with VRNF b…
Slums of hope
Memory for targets in a multi-level simulated-environment
Two groups of children, one able-bodied and the other with physical disabilities, explored a symmetrical three-tiered virtual building that contained six distinctive target objects, two on each storey. In a subsequent test, the target objects were removed and participants were asked to make judgments of the directions to the former target locations from each floor in turn. At each test site, judgments were required for targets that were formerly …
Active Versus Passive Processing of Spatial Information in a Computer-Simulated Environment
In Experiment 1, participants explored a desktop computer-simulated three-dimensional environment. Subsequently, they were asked to point to objects that were not directly visible from the test locality, and to draw a plan view of the environment. In Experiment 2, following exploration of a less complex computer-simulated environment, participants completed a test of their ability to find objects that had been encountered during the course of exp…
Slums of hope
Memory for targets in a multi-level simulated-environment
Two groups of children, one able-bodied and the other with physical disabilities, explored a symmetrical three-tiered virtual building that contained six distinctive target objects, two on each storey. In a subsequent test, the target objects were removed and participants were asked to make judgments of the directions to the former target locations from each floor in turn. At each test site, judgments were required for targets that were formerly …
Active Versus Passive Processing of Spatial Information in a Computer-Simulated Environment
In Experiment 1, participants explored a desktop computer-simulated three-dimensional environment. Subsequently, they were asked to point to objects that were not directly visible from the test locality, and to draw a plan view of the environment. In Experiment 2, following exploration of a less complex computer-simulated environment, participants completed a test of their ability to find objects that had been encountered during the course of exp…
Memory for targets in a multi-level simulated-environment
Two groups of children, one able-bodied and the other with physical disabilities, explored a symmetrical three-tiered virtual building that contained six distinctive target objects, two on each storey. In a subsequent test, the target objects were removed and participants were asked to make judgments of the directions to the former target locations from each floor in turn. At each test site, judgments were required for targets that were formerly …
Slums of hope
‘You wouldn’t get that from watching TV!’
Consumer virtual reality (VR) headsets (e.g. Oculus Go) have brought VR non-fiction (VRNF) within reach of at-home audiences. However, despite increase in VR hardware sales and enthusiasm for the platform among niche audiences at festivals, mainstream audience interest in VRNF is not yet proven. This is despite a growing body of critically acclaimed VRNF, some of which is freely available. In seeking to understand a lack of engagement with VRNF b…
Integrating local and scientific knowledge in disaster risk reduction
From story to heartbeats
Stories have the potential to emotionally and cognitively absorb us, and the degree to which audiences become immersed in narrative content (e.g. films, plays) is reflected in synchronization of their physiological response, including heart-rate. This heart-rate synchrony (HRS) has been repeatedly demonstrated in laboratory-based studies using pre-recorded content such as television or film. For live events, HRS has so far only been demonstrated …
Drawing on borders
Maps are a unique means of combining visual and textual communication, and have been ubiquitous in Covid-19 reporting. This article presents a framing analysis of 4,398 coronavirus-related news maps published across six UK news outlets during the early stages of the pandemic. The authors identified 10 frames: coronavirus was characterized as (1) a national problem; (2) a regional problem; (3) associated with China; (4) an undefined threat; (5) me…
Adapting a Live Streamed Digital Theatre Experience Using Physiological Synchrony
Digital theatre broadcasting has risen in popularity, yet it remains relatively novel, meaning the production norms for such content have yet to be established. We measured heart rate synchrony within three live streamed performances and provided data to the filming team to inform the creative direction for the following performance. The audience demonstrated greater heart rate synchrony on the final night compared to the first two nights and rat…
Methods used to study audience experience of screen-based media
The consumption of film, television, and virtual reality are major global art forms. The methods employed to study the audience experience of these temporal arts are diverse and originate from multiple fields, including psychology, media studies, human-computer interaction, and neuroscience. In this scoping review, we aimed to explore the methods used and to identify how methods are typically combined to understand audience experience. We also ai…
Psychology (5 works) · Cognitive psychology (3 works) · Computer Science (3 works) · Sociology (3 works) · Action Observation and Synchronization (2 works) · Geography (2 works) · History (2 works) · Human–computer interaction (2 works) · Media Influence and Health (2 works) · Political science (2 works)