Victoria McArthur
Biographic Data
| ID | 6727719 |
|---|---|
| NAME | Victoria McArthur |
| GIVEN NAMES | Victoria |
| FAMILY NAME | McArthur |
| SIGNATURE | MCARTHUR V |
| AFFILIATIONS | Carleton University |
| ORCID | 0000-0002-6650-6886 |
| VERIFIED | Yes |
| TOTAL WORKS | 6 |
| TOTAL CITATIONS | 16 |
| WORKS AS AUTHOR | 6 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2017 |
| LATEST PUBLICATION YEAR | 2024 |
| H-INDEX | 2 |
Why the HCI Community Should Care About AR Journalism
Damsel in this Dress
In this paper, we present a study of women (n = 10) in game design and game development programs in Ontario, Canada. The study, described herein, is an investigation of the lived experiences of women in these programs, their own experiences with gaming culture, and the kinds of female video game characters they design. Here, we are interested in whether women in post-secondary game programs are producing more nuanced playable female game characte…
Augmented Reality Plant & Animal Cells
In this paper, we present a usability evaluation of a custom AR educational tool designed to improve students’ understanding of the similarities and differences between plant and animal cells. We argue that the design of the Augmented Reality Plant & Animal Cells (ARPAC) tool promotes a self-driven approach to learning by presenting textbook content as interactive, 3D models that can be uncovered by exploring sections of their school textbooks wi…
HCI in praxis
HCI education reflects the continual evolution of HCI, embracing the changing landscapes of technology, infrastructure, and technology use. This forum aims to provide a platform for HCI educators, practitioners, researchers, and students to share their perspectives, reflections, and experiences related to HCI education. --- Sukeshini Grandhi, Editor
The construction of gender in dating apps
In this article, we analyse two mobile dating applications: Tinder and Bumble. Mobilizing two studies by Erving Goffman and Lucille Alice Suchman, we present a detailed analysis of the affordances of the profile creation tools of both of these applications. Together, these theoretical perspectives make visible the effect that the constraints imposed by the app’s self-presentation tools have on constructing subjects that are intelligible to the ap…
Levelling Up
In this paper, we present a study of 182 youths (ages 9 - 17) playing a closed-system Massively Multiplayer Online Game (MMOG), Guardian Academy. Its purpose was to investigate the online virtual world behaviours of youth under the age of 18 playing in an educational setting. We report on a mixed-methods study of minor players in situ across eight socioeconomically diversified educational communities, focused on characteristics, patterns, and tra…
The construction of gender in dating apps
In this article, we analyse two mobile dating applications: Tinder and Bumble. Mobilizing two studies by Erving Goffman and Lucille Alice Suchman, we present a detailed analysis of the affordances of the profile creation tools of both of these applications. Together, these theoretical perspectives make visible the effect that the constraints imposed by the app’s self-presentation tools have on constructing subjects that are intelligible to the ap…
Damsel in this Dress
In this paper, we present a study of women (n = 10) in game design and game development programs in Ontario, Canada. The study, described herein, is an investigation of the lived experiences of women in these programs, their own experiences with gaming culture, and the kinds of female video game characters they design. Here, we are interested in whether women in post-secondary game programs are producing more nuanced playable female game characte…
Levelling Up
In this paper, we present a study of 182 youths (ages 9 - 17) playing a closed-system Massively Multiplayer Online Game (MMOG), Guardian Academy. Its purpose was to investigate the online virtual world behaviours of youth under the age of 18 playing in an educational setting. We report on a mixed-methods study of minor players in situ across eight socioeconomically diversified educational communities, focused on characteristics, patterns, and tra…
The construction of gender in dating apps
In this article, we analyse two mobile dating applications: Tinder and Bumble. Mobilizing two studies by Erving Goffman and Lucille Alice Suchman, we present a detailed analysis of the affordances of the profile creation tools of both of these applications. Together, these theoretical perspectives make visible the effect that the constraints imposed by the app’s self-presentation tools have on constructing subjects that are intelligible to the ap…
Augmented Reality Plant & Animal Cells
In this paper, we present a usability evaluation of a custom AR educational tool designed to improve students’ understanding of the similarities and differences between plant and animal cells. We argue that the design of the Augmented Reality Plant & Animal Cells (ARPAC) tool promotes a self-driven approach to learning by presenting textbook content as interactive, 3D models that can be uncovered by exploring sections of their school textbooks wi…
HCI in praxis
HCI education reflects the continual evolution of HCI, embracing the changing landscapes of technology, infrastructure, and technology use. This forum aims to provide a platform for HCI educators, practitioners, researchers, and students to share their perspectives, reflections, and experiences related to HCI education. --- Sukeshini Grandhi, Editor
Damsel in this Dress
In this paper, we present a study of women (n = 10) in game design and game development programs in Ontario, Canada. The study, described herein, is an investigation of the lived experiences of women in these programs, their own experiences with gaming culture, and the kinds of female video game characters they design. Here, we are interested in whether women in post-secondary game programs are producing more nuanced playable female game characte…
Why the HCI Community Should Care About AR Journalism
Computer Science (4 works) · Augmented Reality Applications (3 works) · Digital Games and Media (3 works) · Human–computer interaction (3 works) · Psychology (3 works) · Sociology (3 works) · Educational Games and Gamification (2 works) · Gender, Feminism, and Media (2 works) · Virtual Reality Applications and Impacts (2 works) · World Wide Web (2 works)