Fraser Allison is a human-computer interaction researcher in the Interaction Design Lab at the School of Computing and Information Systems, and an ARC Research Fellow with the DeathTech Research Team, working on the ARC Linkage project "The Future Cemetery". His work focuses on recreational and domestic uses of information technology, with particular regard to natural user interfaces, game design and the facilitation of meaningful social experiences through technology.
Fraser's doctoral research examines the history, design and user experience of voice-controlled videogames.
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Small funerals, online memorials and grieving from afar: the coronavirus is changing how w..
Displaying the 17 most recent scholarly works by Fraser Allison.
“Hi! I am the Crowd Tasker” Crowdsourcing through Digital Voice Assistants
Danula Hettiachchi, Zhanna Sarsenbayeva, Fraser Allison, Niels van Berkel, Tilman Dingler, Gabriele Marini, Vassilis Kostakos, Jorge Goncalves
Conference Proceedings | 2020 | Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems
Inspired by the increasing prevalence of digital voice assistants, we demonstrate the feasibility of using voice interfaces to dep..
Frame analysis of voice interaction gameplay
F Allison, J Newn, W Smith, M Carter, M Gibbs
Conference Proceedings | 2019 | Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems - CHI '19
© 2019 Copyright held by the owner/author(s). Voice control is an increasingly common feature of digital games, but the experience..
Designing Interactions with Intention-Aware Gaze-Enabled Artificial Agents
Joshua Newn, Ronal Singh, Fraser Allison, Prashan Madumal, Eduardo Velloso, Frank Vetere
Conference Proceedings | 2019 | Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
As it becomes more common for humans to work alongside artificial agents on everyday tasks, it is increasingly important to design..
Enabling Creative Crowd Work through Smart Speakers
Danula Hettiachchi, Niels van Berkel, Tilman Dingler, Fraser Allison, Vassilis Kostakos, Jorge Goncalves
Conference Proceedings | 2019 | ACM SIGCHI Conference on Human Factors in Computing Systems 2019 Extended Abstracts
Digital voice assistants or smart speakers have rapidly changed the landscape of voice user interfaces over the past few years. In..
How Players Speak to an Intelligent Game Character Using Natural Language Messages
Fraser Allison, Ewa Luger, Katja Hofmann
Journal article | 2018 | Transactions of the Digital Games Research Association
AI-driven characters that learn directly from human input are rare in digital games, but recent advances in several fields of mach..
Looks can be deceiving: Using gaze visualisation to predict and mislead opponents In strategic gameplay
J Newn, F Allison, E Velloso, F Vetere
Conference Proceedings | 2018 | Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems - CHI '18
© 2018 ACM. In competitive co-located gameplay, players use their opponents' gaze to make predictions about their plans while simu..
Spontaneous interactions with a virtually embodied intelligent assistant in Minecraft
F Allison, E Luger, K Hofmann
Conference Proceedings | 2017 | Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems - CHI EA '17
Copyright © 2017 by the Association for Computing Machinery, Inc. (ACM). An increasing number of our technological interactions ar..
Whose mind is the signal? Focalization in video game narratives
Conference Proceedings | 2015 | DiGRA '15 - Proceedings of the 2015 DiGRA International Conference
In this paper, I explore instances in which video games convey an experience of subjectivity, utilizing an appropriation of Gérard..
Player Identity Dissonance and Voice Interaction in Games
M Carter, F Allison, J Downs, M Gibbs
Conference Proceedings | 2015 | Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '15
In the past half-decade, advances in voice recognition technology and the proliferation of consumer devices like the Microsoft Kin..
Good Frustrations: The Paradoxical Pleasure of Fearing Death in DayZ
F Allison, M Carter, M Gibbs
Conference Proceedings | 2015 | OzCHI '15 Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction
The design of modern digital games has become increasingly oriented towards providing players with positive experiences such as fu..
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