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Department of Computer Science

Publications

2021

  1. Hughes, NG, Cairns, P (2020) Opening the World of Contextually-Specific Player Experiences. Entertainment Computing, 100401, online

2020

  1. Cutting, J, Cairns, P, Kuhn, G (2020) Nothing else matters: Video games create sustained attentional selectionaway from task-irrelevant features, Attention, Perception & Psychophysics, 82(8), 3907-3919
  2. Cutting, J, & Cairns, P (2020) Investigating game attention using the distraction recognition paradigm. Behaviour & Information Technology, 2-29
  3. Denisova, A, Cairns, P, Guckelsberger, C, Zendle, D (2020) Measuring Perceived Challenge in Digital Games: Development & Validation of the Challenge Originating from Recent Gameplay Interaction Scale (CORGIS). Int. Journal of Human-Computer Studies, 137, Article 102383
  4. Farkas, T, Wiseman, S, Cairns, P, Fiebrink, R (2020) A Grounded Analysis of Player-Described Board Game Immersion, ACM CHIPlay 2020, pp 427-437
  5. Zendle, D, Meyer, R., Waters, S, Ballou, N, Cairns, P (2020) The prevalence of loot boxes in mobile and desktop games, Addiction, 115(9), 1768-1772
  6. Zendle D, Cairns P, Barnett, H, McCall, C (2020) Paying for loot boxes is linked to problem gambling, regardless of specific features like cash-out and pay-to-win. Computers in Human Behavior, 102, 181-191, doi: 10.1016/j.chb.2019.07.003

2019

  1. Cairns, P. (2019) Doing Better Statistics in Human-Computer Interaction, Cambridge University Press.
  2. Cairns, P., Power, C., Barlet, M., Haynes G. (2019) Future Design of Accessibility in Games: A Design Vocabulary. Int. J. of Human-Computer Studies, 131, 64- 71, doi: 10.1016/j.ijhcs.2019.06.010
  3. Cairns, P. , Power, C., Barlet, M., Haynes, G., Kaufman, C., Beeston, J. (2019) Enabled Players: the value of accessible digital games, Games and Culture, online
  4. Cutting, J., Gundry, D., Cairns, P. (2019) Busy doing nothing? What do players do in idle games? Int. J. of Human-Computer Studies, 122, 133-144, doi: doi.org/10.1016/j.ijhcs.2018.09.006
  5. Denisova, A., & Cairns, P. A. (2019). Player Experience and Deceptive Expectations of Difficulty Adaptation in Digital Games. Entertainment Computing, 29, 56-68. doi: 10.1016/j.entcom.2018.12.001
  6. Zendle D, Cairns P (2019) Loot boxes are again linked to problem gambling: Results of a replication study. PLoS ONE, 14(3): e0213194.

2018

  1. Beeston, J., Power, C., Cairns, P., & Barlet, M. (2018, July). Accessible Player Experiences (APX): The Players. International Conference on Computers Helping People with Special Needs Springer, 245-253
  2. Cairns, P. (2018) Can games be more than fun? In Blythe, M. and Monk, A. (eds) Funology 2, Springer, p. 33-46
  3. Cairns, P., Power, C. (2018). Measuring Experiences. In Filimowicz, M., Tzankova, V. (eds) New Directions in Third Wave Human-Computer Interaction: Volume 2-Methodologies Springer, Cham., p. 61-80
  4. Cairns, P., Thimbleby, H. (2018) From premature semantics to mature interaction programming. In Oulasvirta, A., Kristensson, P.O., Bi, X., Howes, A. (eds) Computational Interaction, Oxford University Press, p. 213-248.
  5. Nordin, A. I., Hudson, M., Cairns, P., Rasid, N., Baharin, H. (2018). Translating and Testing the Immersive Experience Questionnaire (IEQ). Advanced Science Letters, 24(3), 1545-1549
  6. O'Brien, H. L., Cairns, P., Hall, M. (2018) A practical approach to measuring user engagement with the refined user engagement scale (UES) and new UES short form, International Journal of Human-Computer Studies, 112, 28-39
  7. Power, C., Cairns, P., Barlet, M. (2018) Inclusion in the Third Wave: Access to Experience. In Filimowicz, M., Tzankova, V. (eds) New Directions in Third Wave Human-Computer Interaction: Volume 1-Technologies. Springer, p. 163-181
  8. Power, C., Cairns, P., Denisova, A., Papaioannou, Th., Gultrom, R. (2018) Lost at the edge of uncertainty: Measuring player experience in digital games. Int. J. of Human-Computer Interaction, online first
  9. Zendle D, Cairns P (2018) Video game loot boxes are linked to problem gambling: Results of a large-scale survey. PLoS ONE, 13(11): e0206767.
  10. Zendle, D., Cairns, P., Kudenko, D. (2018) No priming in video games. Computers in Human Behavior, 78, 113-125
  11. Zendle, D., Cairns, P., Kudenko, D. (2018) Behavioural realism and the activation of aggressive concepts in violent video games, Entertainment Computing, 24, 21-29

2017

  1. Eramian, M., Walia, E., Power, C., Cairns, P., Lewis, A. (2017) Image-based search and retrieval for biface artefacts using features capturing archaeologically significant characteristics. Machine Vision and Applications, 28(1), 201-218
  2. Guckelsberger, C., Salge, C., Gow, J., Cairns, P.(2017) Predicting Player Experience without the Player. Proc. of ACM CHIPlay 2017, 305-315: Honorable mention
  3. Kumari, S., Power, C., Cairns, P. (2017) Investigating Uncertainty in Digital Games and its Impact on Player Immersion. Proc. of ACM CHIPlay 2017, Ext Abs, 503-509
  4. Power, C., Denisova, A., Papaioannou, Th., Cairns, P. (2017) Measuring uncertainty in games: design and preliminary validation. ACM CHI 2017, Extended Absracts, 2839--2845
  5. Scantlebury, A., Sheard, L., Watt, I., Cairns, P., Wright, J., Adamson, J. (2016) The impact of electronic records on patient safety: a qualitative study. BMC Medical Informatics and Decision Making, 17(4), online
  6. Thimbleby, H., Cairns, P. (2017) Interactive numerals. Royal Society Open Science, 4(4), online, doi: 10.1098/rsos.160903

2016

  1. Cairns, P. (2016) Experimental Methods in Human-Computer Interaction. In Soedergaard, M., Dam, R.F. The Encyclopedia of Human-Computer Interaction, 2nd edn, chap 34, online
  2. Cairns, P. (2016) Engagement in Digital Games in O'Brien, H., Cairns, P. Why Engagement Matters: Cross-disciplinary perspectives on engagement in digital media, Springer, 81-104
  3. Clarke, A., Adamson, J., Watt, I., Sheard, L., Cairns, P., Wright, J. (2016) The impact of electronic records on patient safety: a qualitative study. BMC Medical Informatics and Decision Making, 16(62), doi: 10.1186/s12911-016-0299-y
  4. Denisova, A., Nordin, A. I., & Cairns, P. (2016) The Convergence of Player Experience Questionnaires.ACM CHI Play 2016, ACM Press, 33-37
  5. Hudson, M., Cairns, P. (2016) The effects of winning or losing on social presence in team-based digital games. Computers in Human Behavior, 60, 1-12
  6. O'Brien, H., Cairns, P., eds (2016) Why Engagement Matters: Cross-disciplinary perspectives of user engagement in digital media, Springer.
  7. Salah, D., Paige, R., Cairns, P. (2016) A maturity model for integrating agile processes and user centred design. Software Process Improvement and Capability Determination, SPICE 2016, CCIS 609, Springer, 109-122
  8. Tu, H., Oladimeji, P., Wiseman, S., Thimbleby, H., Cairns, P., & Niezen, G. (2016) Employing number-based graphical representations to enhance the effects of visual check on entry error detection. Interacting with Computers, 28(2), 194-207.

2015

  1. Borghouts, J.W., Soboczenski, F., Cairns, P., Brumby, D.P. (2015) Visualising Magnitude: Graphical Number Representations Help Users Detect Large Number Entry Errors. HFES 2015 International Annual Meeting
  2. Clarke, A., Adamson, J., Sheard, L., Cairns P., Watt I., Wright, J. (2015) Implementing electronic patient record systems (EPRs) into England's acute, mental health and community care trusts: a mixed methods study, BMC Medical Informatics and Decision Making, 15(85). doi: 10.1186/s12911-015-0204-0
  3. Cole, T., Cairns, P., Gillies, M. (2015) Emotional and Functional Challenge in Core and Avant-garde Games .ACM CHI PLAY 2015 , ACM Press, 121-126
  4. Cornelissen, K. K., Bester, A., Cairns, P., Tovee, M. J, Cornelissen, P. J. The influence of personal BMI on body size estimations and sensitivity to body size change in anorexia spectrum disorders. Body Image, 13, 75-85
  5. Denisova, A., Cairns, P. (2015) The Placebo Effect in Digital Games: Phantom Perceptionof Adaptive Artificial Intelligence. ACM CHI PLAY 2015, ACM Press, 23-33
  6. Denisova, A., Cairns, P. (2015) Adaptation in Digital Games: The Effect of Challenge Adjustment on Player Performance and Experience. ACM CHI PLAY 2015, ACM Press, 97-101
  7. Denisova, A., Cairns, P. (2015) First Person vs. Third Person Perspective in Digital Games: Do Player Preferences Affect Immersion?, ACM CHI 2015, ACM Press, 145-148
  8. Hudson, M., Cairns, P. (2015) Familiarity in Team-Based Online Games: The Interplay Between Player Familiarity and the Concepts of Social Presence, Team Trust, and Performance, Advances in Visual Informatics, Springer, 140-151.
  9. Iacovides, I., Cox, A., Kennedy, R., Cairns, P., Jennett, C. (2015) Removing the HUD: The Impact of Non-Diegetic Game Elements and Expertise on Player Involvement. ACM CHI PLAY 2015, ACM Press, 13-22
  10. O'Brien, H., Cairns, P. (2015) An empirical evaluation of User Engagement Scale (UES) in online news environments, Information Processing and Management, 51, 413-427
  11. Salah, D., Paige, R., Cairns, P. (2015) Observations on utilising usability maturity model-human centredness scales in integrating agile development processes and user centred design. Software Process Improvement and Capability Determination, SPICE 2015, CCIS 526, Springer, 159-176
  12. Salah, D., Paige, R., Cairns, P. (2015) Patterns for integrating agile development processes and user centred design. Proc. 20th European Conference on Pattern Languages of Programs (EuroPLoP '15). ACM, New York, Article 19
  13. Soboczenski, F., Hudson, M., Cairns, P. (2015) The Effects of Perceptual Interference on Number-Entry Errors. Interacting with Computers, 28(2), 208-218
  14. Thimbleby, H., Oladimeji, P., Cairns, P. (2015) Unreliable numbers: error and harm induced by bad design can be reduced by better design. Journal of the Royal Society Interface, 110(12).
  15. Zendle, D., Cairns, P., Kudenko, D. (2015) Higher Graphical Fidelity Decreases Players Access to Aggressive Concepts in Violent Video Games. ACM CHI PLAY 2015, ACM Press, 241-251

2014

  1. Cairns, P., Cox, A., Nordin, A.I. (2014) Immersion in Digital Games: Review of Gaming Experience Research, in Angelides, M.C., Agius, H. (eds) Handbook of Digital Games, IEEE/John Wiley and Sons, 339-361
  2. Cairns, P., Pandab, P., Power, C. (2014) The influence of emotion on number entry errors, ACM CHI 2014, ACM Press, 2293-2296
  3. Cairns, P., Li, J., Wang, W., Nordin A.I.(2014) The influence of controllers on immersion in digital games, ACM CHI 2014, ACM Press, 371-380
  4. Howes, A., Cowan, B.R., Janssen, C.P., Cox, A.L., Cairns, P., Hornof, A.J., Payne, S.J. and Pirolli, P. (2014)Interaction science SIG: overcoming challenges ACM CHI EA '14 , ACM Press, 1127-1130.
  5. Hudson, M., Cairns, P. (2014) Interrogating social presence with experiential vignettes, Entertainment Computing, 5, 101-114 DOI
  6. Hudson, M., Cairns, P. (2014) Measuring social presence in team-based digital games, in Riva, G., Waterworth, J., Murray, D. (eds) Interacting with Presence, VERSITA (open access)
  7. Nordin, A.I., Cairns, P., Hudson, M., Alonso, A., Calvillo Gamez, E. H. (2014) The effect of surroundings on gaming experience in Proc. of 9th Foundation of Digital Games
  8. Nordin, A.I., Denisova, A., Cairns, P. (2014) Too Many Questionnaires: Measuring Player Experience Whilst Playing Digital Games, 7th York Doctoral Symposium on Computer Science and Electronics
  9. Salah, D., Paige, R., Cairns, P. (2014) A systematic literature review on agile development processes and user centred design integration. 18th Int. Conf. on Evaluation and Assessment in Software Engineering, EASE
  10. Salah, D., Paige, R., Cairns, P. (2014) An Empirical Study on Integrating Agile and User Centered Design. Proc. of BCS HCI 2014
  11. Salah, D., Paige, R., Cairns, P. (2014) Integrating Agile Development Processes and User Centred Design - A Place for Usability Maturity Models? Proc. of Human-Centred Software Engineering (HCSE) 2014, LNCS 8742, Springer, 108-125
  12. Salah, D., Paige, R., Cairns, P. (2014) An evaluation template for expert review of maturity Models Proc. of Product-Focused Software Process Improvement (PROFES) 2014, LNCS 8892, Springer, 318-321
  13. Salah El-Din, R., Cairns, P., Clark, J. (2014) Mobile users' strategies for managing phishing attacks J. of Management Strategy, 5(2)

2013

  1. Cairns, P. (2013) A commentary on short questionnaires for assessing usability. Interacting with Computers, 25(4), 327-330
  2. Cairns, P., Cox, A. L., Day, M., Martin, H., Perryman, T. (2013) Who but not where: The effect of social play on immersion in digital games, Int. J. of Human-Computer Studies, 71(11), 1069-1077
  3. Koutsouras, P., Cairns, P. (2013) User-generated content as cues for performance in LittleBigPlanet, Foundations of Digital Games, 2013
  4. Nordin, A. I., Animashaun, A., Adams, J., Ali, J., Asch, J., Cairns, P. (2013) Attention, time perception and immersion in games. ACM CHI 2013, ACM Press, 1089-1094
  5. Nordin, A. I., Cairns, P. (2013) Evaluating immersion and time perception in digital games In Games User Research, GURCHI Workshop at ACM CHI 2013
  6. Soboczenski, F., Cairns, P., Cox, A. (2013) Increasing accuracy by decreasing presentation quality in transcription tasks. Interact 2013, Springer LNCS 8118, 380-394.

2012

  1. Cairns, P. , Cox, A., Brumby, D., Thimbleby, H. (2012) Teaching HCI students to be researchers. In The Contextualised Curriculum Workshop at ACM CHI 2012
  2. Calvillo-Gamez, E., Cairns, P., Romero, P. (2012) Catching the game : multi-method approaches to understanding gaming experiences. In Games User Research Workshop at ACM CHI 2012
  3. Cox, A., Cairns, P., Shah, P., Carroll, M. (2012) Not doing but thinking: the role of challenge in the gaming experienceACM CHI 2012, ACM Press, 79-88: Honorable mention
  4. Fincher, S., Cairns, P., Blackwell, A. (2012) A contextualised curriculum for HCI Workshop at ACM CHI 2012, ACM Press, 2707-2710
  5. Gow, J., Baumgarten, R., Cairns, P., Colton, S., Miller (2012), Unsupervised modelling of player style with LDA.IEEE Transactions on Computational Intelligence and AI in Games, 4(3), 152-166
  6. Gow, J., Colton, S., Cairns, P., Miller, P. (2012), Mining rules from player experience and activity data. To appear in Proc. of 8thAnnual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, Stanford, California.
  7. Hodhod, R., Kudenko, D.,Cairns, P. (2012) Fostering Character Education with Games and Interactive Story Generation In R. Ferdig, & S. de Freitas (eds) Interdisciplinary Advancements in Gaming, Simulations and Virtual Environments: Emerging Trends, IGI Global, 234-248
  8. Thimbleby, H., Cairns, P. (2012) How good is this conference? Evaluating conference reviewing and selectivity, In Proc. of BCH HCI, alt.hci, BCS, 410-415
  9. Thompson, M., Nordin, I., Cairns, P. (2012) Effect of touch-screen size on game immersion, In Proc. of BCS HCI 2012, BCS, 280-285

2011

  1. Buykx, L., Petrie, H., Cairns, P. (2011) Capturing family recipes for digital sharing across the generations, Include 2011, London, UK
  2. Calvillo-Gamez, E., Gow, J., Cairns, P. (2011) Introduction to special issue: Video games as research instruments. Entertainment Computing, 2(1), i
  3. Lefevre, A., Carre, M., Lewis, R., Barnes, C., Cairns, P., Holt, R., Buykx, L., Hyde, S., Petrie, H. (2011) Ageing and the Kitchen: a study of everday object interactions, Include 2011, London, UK
  4. Lau, H.K., Bate, I., Cairns, P., Timmis, J. (2011) Adaptive data-driven error detection in swarm robotics with statistical classifiers, Robotics and Autonomous Systems, 59(12), 1021-1035
  5. Hodhod, R., Kudenko, D.,Cairns, P. (2012) Innovative Integrated Architecture for Educational Games: Challenges and Merits. Trans. on Edutainment, 5, 1-34
  6. Montano, G., McDermid, J., Cairns, P. (2011) Effective Naturalistic Decision Support for Dynamic Reconfiguration Onboard Modern Aircraft, Conf. on Naturalistic Decision Making, NDM 2011, Orlando FL
  7. Montano, G., McDermid, J., Cairns, P. (2011) Automated decisions support on-board modern aricraft: a cognitive engineering approach, Int. J. of Cognitive Technology, 16(2), 20-32
  8. Newell, C., Edwards, A., Cairns, P. (2011) 'Liveness' in human-machine interaction. Int. J. of Performance Arts and Digital Media, 7(2),221-237
  9. Petrie, H., Power, C., Cairns, P. (2011) Using card sorts for understanding website information architectures: technological, methodological and cultural issues, Interact 2011, Lisbon, Portugal
  10. Ribeiro, R., Kimble, C., Cairns, P. (2011) Some first step in the search for 'hidden' communities of practice within electronic networks. J. of Organisational Transformation and Social Change, 8(2), 183-197
  11. Wiseman, S., Cairns, P., Cox, A.L. (2011) A taxonomy of number error, BCS HCI 2011, ACM Press, 187-196

2010

  1. Blythe, M., Cairns, P. (2010) Tenori-on Stage: YouTube As Performance Space. ACM NordiCHI 2010, 72-81
  2. Calvillo-Gamez, E., Cairns, P., Cox, A.L. (2010) Assessing the core elements of the gaming experience. In Bernhaupt, R. (ed) Evaluating user experience in games, Springer, 47-71
  3. Colton, S., Torres, P., Gow, J., Cairns, P. (2010) Experiments in Objet Trouve browsing. Int. Conf. on Computational Creativity X, Lisbon.
  4. Foster, D., Blythe, M., Cairns, P., Lawson, S. (2010) Competitive Carbon Counting: Can Social Networking Sites Make Saving Energy More Enjoyable?, ACM CHI Extended Abstracts 2010, 4039-4044
  5. Gow, J., Cairns, P., Colton, S., Miller, P., Baumgarten, R. (2010) Capturing player experiences with post-game commentaries. Computer Games, Multimedia and Allied Technology, CGAT 2010
  6. Hodhod, R., Kudenko, D, Cairns, P. (2010) Character Education Using Pedagogical Agents and Socratic Voice. Proc. 23rd Int. FLAIRS Conference (FLAIRS 2010)
  7. Hodhod, R., Kudenko, D, Cairns, P. (2010) Adaptive Serious Games and Developing Metacognitive Skills. AI & Games Symposium, AISB'10
  8. Newman, W., Button, G., Cairns P. (2009) Pauses in doctor-patient conversation during computer use: The design significance of their duration timeframes and accompanying topic changes. Int. J. of Human-Computer Studies 68(6), 398-409
  9. Ribeiro, R., Kimble, C., Cairns, P. (2010) Quantum Phenomena in Communities of Practice. Int. J. of Information Management, 30(1), doi: 10.1016/j.ijinfomgt.2009.11.003
  10. Sanders, T., Cairns, P. (2010) Time perception, immersion and music in videogames. BCS HCI 2010, ACM Press, 160-167: Best paper
  11. Sulaiman, S., Blandford, A., Cairns, P. (2010) Haptic Experience and the Design of Drawing Interfaces. Interacting with Computers, 22(3), 193-205
  12. Thimbleby, H., Cairns, P. (2010) Reducing number entry errors: solving a widespread serious problem. Journal of the Royal Society Interface, 7(51), 1429-1439

2009

  1. Blythe, M., Cairns, P. (2009) Critical Methods and User Generated Content: the iPhone on YouTube. ACM Conf. on Human Factors in Computing Systems, CHI 2009, 1467-1476
  2. Cairns, P., Blythe, M. (2009) Research Methods 2.0: doing research using virtual communities. In Zaphiris, P., Ang, J. (eds) Social Computing and Virtual Communities, Chapman & Hall, 37-67
  3. Craft, B., Cairns, P. (2009) Sketching Sketching: Outlines of a Collaborative Design Method. In Proc. of BCS HCI 2009, 65-72
  4. Calvillo-Gamez, E., Cairns P. (2009) Pulling the strings: a theory of puppetry for the gaming experience. In Gunzel, S., Liebe, M., Mersch, D. (eds) Proc. of the Philosophy of Computer Games 2008, Potsdam University Press, 308-323
  5. Calvillo-Gamez, E., Cairns, P., Cox., A. (2009) From the Gaming Experience to the Wider User Experience. In Proc. of BCS HCI 2009, 520-523
  6. Jennett, C., Cox, A., Cairns, P. (2009) Investigating Computer Game Immersion and the Component Real World Dissociation, ACM Conf. extended abstracts on Human Factors in Computing Systems, CHI 2009, 3407-3412
  7. Hodhod, R., Kudenko, D, Cairns, P. (2009) AEINS: Adaptive Edu- cational Interactive Narrative System to Teach Ethics. Workshop on Intelligent Educational Games, 14th Int. Conf. on AI in Education (AIED09)
  8. Hodhod, R., Kudenko, D, Cairns, P. (2009) Educational Narrative and Student Modeling for Ill-Defined Domains. 14th Int. Conf. on AI for Education (AIED'09).
  9. Hodhod, R., Kudenko, D, Cairns, P. (2009) Serious Games to Teach Ethics. Proc. of AI and Games Symposium, AISB'09
  10. Jennett, C., Cox, A., Cairns, P. (2009) Being 'in the game.' In Gunzel, S., Liebe, M., Mersch, D. (eds) Proc. of the Philosophy of Computer Games 2008, Potsdam University Press, 210-227
  11. Ribiero, R., Kimble, C., Cairns, P. (2009) Quantum-CoPs: When Communities of Practice Resemble Physics, Proc. of 14th UKAIS Conference, April 2009, Oxford

2008

  1. Attfield,S., Blandford, A., Dowell, J., Cairns, P. (2008) Uncertainty-tolerant design: Evaluating task performance and drag-and-link information gathering for a news writing task. Int. J. of Human-Computer Studies, 66(6), 410-424
  2. Cairns, P. (2008) Immersion in videogames. uiGarden webpage
  3. Cairns, P. (2008) On measuring the gaming experience. Interfaces, 76 (Autumn 2008), 12-13
  4. Cairns, P., Cox, A., eds (2008) Research Methods for Human-Computer Interaction Cambridge University Press Buy it
  5. Cairns, P., Thimbleby, H. (2008) Affordance and symmetry in user interfaces.The Computer Journal, 51(6), 650-661
  6. Cox, A., Cairns, P., Walton, A., Lee, S. (2008) Tlk or txt? Using voice input for SMS composition. Personal and Ubiquitous Computing, 12(8), 567-588
  7. Cox, A.L., Cairns, P., Thimbley, H., Webb, N. (2008) Research methods for HCI. Tutorial in Abuelmaatti, O., England, D. Proc. of HCI 2008, vol. 2, 221-222 webpage
  8. Craft, B., Cairns, P. (2008) Directions for Methodological Research in Information Visualization. IV'08: Int. Conf. on Information Visualisation, London.
  9. Calvillo-Gamez, E., Cairns, P., Blandford, A. (2008) Assessing the Gaming Experience using Puppetry. Evaluating User Experience in Games workshop at ACM CHI 2008.
  10. Faisal, S., Craft, B., Cairns, P., Blandford, A. (2008) Internalization, qualitative methods, and evaluation. BELIV'08: BEyond time and errors: novel evaLuation methods for Information Visualization workshop at ACM CHI 2008
  11. Jennett, C., Cox, A., Cairns, P. (2008) Being "in the game". Philosophy of Computer Games Conf. Potsdam, Germany.
  12. Jennett, C., Cox, A.L., Cairns, P., Dhoparee, S., Epps, A., Tijs, T., Walton, A. (2008). Measuring and Defining the Experience of Immersion in Games. International Journal of Human Computer Studies, 66(9), 641-661
  13. Li, S.Y.W., Blandford, A., Cairns, P., Young, R.M. (2008) The effect of interruptins on postcompletion and other procedural errors: an account based on the activitation-based goal memory model. J. of Experimental Psychology: Applied, 14(4), 314-328
  14. Oshylansky, L., Cairns, P., Sasse, A., Harrison, C. (2008) The challenges faced by academia preparing students for industry: what we teach and what we do. Workshop in Abuelmaatti, O., England, D. Proc. of HCI 2008, vol. 2, 203-204 webpage
  15. Schiller, J., Cairns, P. (2008) There's always one! Modelling outlying user performance. ACM Conf. on Human Factors in Computing Systems, CHI 2008, ACM Press.
  16. Seah, M., Cairns, P. (2008) From Immersion to addiction in videogames. In England, D. and Beale, R. Proc. of HCI 2008, vol 1 BCS, 55-63: Best long paper

2007

  1. Cairns, D., Marshall, J., Cairns, P., Dipper, L. (2007) Event processing through naming: investigating event focus in a person with aphasia. Language and Cognitive Processes 22(2), 201-33
  2. Cairns, P. (2007) HCI. . . not as it should be: inferential statistics in HCI research. In Ball, L.J., Sasse, M.A., Sas, C. et al Proc. of HCI 2007, vol 1 BCS, 195-201
  3. Cairns, P., Gow, J. (2007) Integrating searching and authoring in Mizar. J. of Automated Reasoning 39(2), 141-160
  4. Gow, J., Cairns, P. (2007) A digital library based on Mizar. In Fourteenth Workshop on Automated Reasoning (ARW 2007), Imperial College, London.
  5. Gow, J., Cairns, P. (2007) Closing the Gap Between Formal and Digital Libraries of Mathematics. Studies in Logic, Grammar and Rhetoric 10(23), 249-26
  6. Faisal, S., Cairns, P., Blandford, A. (2007) Challenges of evaluating the information visualization experience. In Ramduny-Ellis, D., Rachovides, D. Proc. of HCI 2007, vol 2, BCS, 167-170
  7. Faisal, S., Cairns, P., Blandford, A. (2007) Building for user not for experts: Designing a visualization of the literature domain. Eleventh Int. Conf. on Information Visualisation, Zurich.
  8. Oshlyansky, L., Cairns, P., Thimbleby, H. (2007) Validating the unified theory of acceptance and use of technology (UTAUT) tool cross-culturally. In Ramduny-Ellis, D., Rachovides, D. Proc. of HCI 2007, vol 2 BCS, 83-86

2006

  1. Bianchi-Berthouze, N., Cairns, P., Cox, A., Jennett, C., Kim, W. W. (2006) On posture as a modality for expressing and recognizing emotions. Emotion and HCI workshop at BCS HCI London, September, 2006
  2. Cairns, P., Gow, J. (2006) Literate proving: presenting and documenting formal proofs. In Kohlhase, M., 4th Int. Conf. on Mathematical Knowledge Management, MKM 2005, Springer LNCS 3863, 159-173
  3. Cairns, P., Cox, A., Berthouze, N., Dhoparee, S., Jennett, C. (2006) Quantifying the experience of immersion in games. Cognitive Science of Games and Gameplay workshop at Cognitive Science 2006, Vancouver, July, 2006
  4. Colton, S., Torres, P., Cairns, P., Sorge, V. (2006) Managing automatically formed mathematical theories. In Borwein, J., Farmer, W.M. (eds) 5th Int. Conf. on Mathematical Knowledge Management, MKM 2006, Springer, LNAI 4108, 237-250
  5. Cox, A., Cairns, P., Berthouze, N., Jennett, C. (2006) The Use of Eyetracking for Measuring Immersion What have eye movements told us so far? workshop at Cognitive Science 2006, Vancouver, July, 2006
  6. Craft, B., Cairns, P. (2006) Using Sketching to Aid the Collaborative Design of Information Visualisation Software - A Case Study. HWID '06 Human Work Interaction Design Madeira, Portugal 13-15 Feb. 2006
  7. Craft,B., Cairns, P. (2006) Using sketching to support visualisation design. Combining Visualization and Interaction to Facilitate Scientific Exploration and Discovery workshop atBCS HCI, London, September 2006
  8. Faisal, S., Cairns, P., Blandford, A. (2006) Developing User Requirements for Visualizations of Literature Knowledge Domains. 10th International Conference on Information Visualisation, London, UK. 5-7 July 2006
  9. Faisal, S., Cairns, P., Blandford, A. (2006) Subjective Information Visualizations. Combining Visualization and Interaction to Facilitate Scientific Exploration and Discovery workshop atBCS HCI, London, September 2006
  10. Gow, J., Thimbleby, H., Cairns, P. (2006) Automatic critiques of interface modes. In Harrison, M., Design Specification and Verification of Interactive Systems, DSVIS 05, Springer LNCS 3941, 201-212
  11. Li, S., Cox, A., Blandford, A., Cairns, P., Young, R., Abeles, A. (2006) Further investigations into post-completion error: the effects of interruption position and duration Cog Sci 2006, Vancouver, July, 2006
  12. Newman, W, Cairns, P. (2006) Modelling computer-related disengagement from collaboration in meetings. CSCW 2006: Collaboration over paper and digital documents workshop, Banff, Canada, November, 2006
  13. Oshlyansky, L., Cairns, P., Thimbleby, H. (2006) A cautionary tale: Hofstede's VSM revisited. In Fields, B., Stockman, T., Valgerour Nickerson, L., Healey, P. (eds) Proc. of HCI 2006, vol 2, 128-132
  14. Turner, N., Cairns, P., Jones, M. (2006) Dispersing the interactivity: mobiles and electronic programme guides. Investigating new user experience challenges workshop at ACM CHI 2006 Montreal, April, 2006

2005

  1. Belavkin, R., Blundell, B., Cairns, P., Huyck, C., Mitchell, I., Stockman, T. (2005) Management Support Systems. Middlesex University Press
  2. Cairns, P. (2005) Alcor: A user interface for Mizar. Mechanized Mathematics and its Applications, 4(1), 83--88
  3. Cha, H., Oshlyansky, L., Cairns, P. (2005) Mobile phone preferences and values: the UK vs Korea. IWIPS '05: Int. Workshop on Internationalisation of Products & Systems, Amsterdam, Netherlands
  4. Chawda, B., Craft, B, Cairns, P., Rueger, S., Heesch, D. (2005) Do Attractive Things Work Better? An Exploration of Search Tool Visualisations. In MacKinnon, L., Bertelsen, O., Bryan-Kinns, N., Proc. of HCI 2005, vol 2, BCS Press, 46-51
  5. Cheng, K., Cairns, P. (2005) Behaviour, realism and immersion in games. ACM Conf. on Human Factors in Computing Systems, CHI 2005, ACM Press, 1272-1275
  6. Craft, B., Cairns, P. (2005) Beyond guidelines: what can we learn from the visual information seeking Mantra. IV'05: Int. Conf. on Information Visualisation, London
  7. Faisal, S., Cairns, P., Craft, B. (2005) InfoVis Experience Enhancement though Mediated Interaction. ICMI '05 Workshop on Multimodal Interaction for the Visualization and Exploration of Scientific data, Lake Como, Italy
  8. Hamer-Hodges, D., Li, S. Y. W, Cairns, P. (2005) Cueing hyperlinks in auditory interfaces. ICAD '05: Int. Conf. on Auditory Display, Cork, Eire
  9. Haywood, N., Cairns, P. (2005) Engagement with an interactive museum exhibit. In McEwan, T., Gulliksen, J., Benyon, D. (eds) Proc. of HCI 2005, vol 1, Springer-Verlag, 113-130
  10. Li, S. Y. W., Blandford, A., Cairns, P., Young, R. M. (2005) Post-completion errors in problem-solving. Proc. of Cognitive Science Conf., Stresa, Italy
  11. Vasalou, A., Oshlyansky, L., Savakis K., Cairns, P. (2005). Human-Moderated Remote User Testing: An empirical evaluation. Proc. of HCI International, Lawrence Erlbaum Assoc.

2004

  1. Ben-Dov, M., Wu, W., Cairns, P., Feldman, R. (2004) Improving knowledge discovery by combining text-mining and link analysis techniques. SIAM Int. Conf. on Data Mining
  2. Brown, E., Cairns, P. (2004) A grounded investigation of immersion in games. ACM Conf. on Human Factors in Computing Systems, CHI 2004, ACM Press, 1297-1300
  3. Cairns, P., Gow, J. (2004) Using and parsing Mizar. Electronic Notes in Theoretical Computer Sci., 93, 60-69
  4. Cairns, P. (2004) Informalising formal mathematics: searching the Mizar library. In Asperti, A., Bancerek, G., Trybulec, A. (eds) Third Int. Conf. on Mathematical Knowledge Management, LNCS 3119, Springer-Verlag, 58-72
  5. Cairns, P., Wali, S., Thimbleby, H. (2004) Evaluating a novel calculator interface.In Dearden, A. & Watts, L., eds (2004) Proc. of HCI 2004, vol 2, Research Press, 9-12
  6. Gow, J., Thimbleby H., Cairns, P. (2004) Misleading behaviour in interactive systems. In Dearden, A. & Watts, L., eds, Proc. of HCI 2004, vol 2, Research Press, 33-36
  7. Oshlyansky, L., Cairns, P., Foy, K. (2004) User-centred design and the Japanese user. IWIPS '04: Int. Workshop on Internationalisation of Products & Systems, Vancouver, Canada
  8. Oshlyansky, L., Thimbleby, H., Cairns, P. (2004) Breaking Affordance: culture as context. Third Nordic ACM Conf. on Human-Computer Interaction, NordiChi 2004, 81-84
  9. Ravid, U., Cairns, P. (2004) The design development of a mobile alert for the Deaf and hard of hearing. Poster at 2AD, Second Int. Conf. on Appliance Design

2003

  1. Cairns, P., Gow, J., Collins, P. (2003) On dynamically presenting a topology course. Annals of Mathematics and Artificial Intelligence, 38, 91--104
  2. Cairns, P., Gow, J. (2003) A theoretical analysis of hierarchical proofs. In Asperti, A., Buchberger, B., Davenport, J.H., eds, Second Int. Conf. on Mathematical Knowledge Management, LNCS 2594, Springer Verlag, 175-187
  3. Goguadze, G., Melis, E., Ullrich, C., Cairns, P. (2003) Problems and solutions for markup to mathematical examples and exercises. In Asperti, A., Buchberger, B., Davenport, J. H., eds, Second Int. Conf. on Mathematical Knowledge Management, LNCS 2594, Springer Verlag, 80-92
  4. Lock, D., Cairns, P. (2003) Exploiting innate rhythm in a ringtone composer. In Gray, P., Johnson, H., O'Neill, E., eds,Proc. of HCI 2003, vol 2, Research Press, 53-56

2002

  1. Cairns, P., Gow, J. (2002) Automated deduction systems for real mathematicians. Second Workshop on the Role of Automated Deduction in Mathematics, Copenhagen, Denmark
  2. Thimbleby, H., Blandford, A., Curzon, P., Cairns, P., Jones, M. (2002) User interface design as systems design. In Faulkner, X., Finlay, J., d'Etienne, F., eds, Proc. of HCI 2002, vol 1, Springer Verlag, 281-301

2001

  1. Cairns, P., Huyck, C., Mitchell, I., Wu, W. (2001) A comparison of categorisation algorithms for predicting the cellular localization of proteins. DEXA Management of Information on the Web, MIW 2001, 296-300
  2. Cairns, P., Gow, J. (2001) Interactive presentations of mathematics: a position paper. Automated Reasoning Workshop, AISB, York, UK
  3. Thimbleby, H., Cairns, P., Anderson, S. (2001) Reply to `Comments on a Virus Paper' by E. Makinen. The Computer Journal, 43(3), 444-458
  4. Thimbleby, H., Cairns, P., Jones, M. (2001) Usability analysis with Markov models. ACM Trans. on Computer Human Interaction, 8(2), 99-132

Before 2000

  1. Cairns, P. (1999) Enumerated types in Java. Software - Practice and Experience, 29(3), 291-297
  2. Cairns, P. (1996) Cohesion in topological spaces. Topology Proceedings, 25
  3. Cairns, P. (1995) Boundary metrizability. Spring Topology Conference, Delaware, USA
  4. Cairns, P. (1995) Boundary properties and construction techniques in general topology, DPhil Thesis, Oxford University, also available through Oxford University Research Archive
  5. Thimbleby, H., Cairns, P., Anderson, S. (1998) A framework for modelling trojans and computer virus infection. The Computer Journal, 41(7), 444-458