Dr Keith Nesbitt

Senior Lecturer

School of Design Communication and IT (Information Technology)

Career Summary

Biography

Dr Keith Nesbitt is a Senior Lecturer in Information Technology at the University of Newcastle. His research interests include computer games, virtual environments, user-interface design, information visualisation, agent-based modelling and creative processes. With an applied focus in these areas of research, Dr Nesbitt explores how these elements can be employed to solve real world problems. In particular, he looks at how information can be shared and received through engaging the senses. He has successfully secured funding for various projects, including the Strategic Initiatives Research Fund grant for his work in health informatics; the Teaching and Learning Project grant for the development of a virtual pharmacy; and the PRC in Physical Activity and Nutrition Seed Grant for his research in quantifying dysfunctional movement. Dr Nesbitt previously worked as a research scientist for BHP, assessing emerging computing technology and their potential impact on BHP business domains. He currently teaches into the courses related to computer games and computer programming. Dr Nesbitt is also a member of the School of Design, Communication and Information Technology’s research committee. Outside of academia, Dr Nesbitt is a seasoned songwriter and painter, and has exhibited his artwork in Newcastle, Sydney and Boston.

Research Expertise
Computer Games Information Visualisation Multi-sensory User Interfaces Virtual Environments Human Perception and Cognition Intelligent Agents Complex Systems Conceptual Modelling Creativity and Patterns 10 years - applied research BHP Research investigating advanced computer technologies applied to BHP business domains (Minerals and Petroleum Exploration, Mining, Manufacturing, Transport) 12 months - Post-Doc - New England Complex Systems Institute (NECSI) - Boston - Information Visualisation of Complex Systems in the domain of Health.

Teaching Expertise
Computer Languages (Java, C++, VB, Actionscript, Python) Computer Game Design Computer Game Production Software Engineering Process Modeling User Interface design Visualisation.

Qualifications

  • PhD (Computer Science), University of Sydney
  • Bachelor of Mathematics, University of Newcastle
  • Master of Computing, University of Newcastle
  • Diploma in Technical Analysis, Australian Technical Analysts Association

Keywords

  • Agent-based modelling
  • Cognitive Workload
  • Complex Systems
  • Computer Games
  • Computer Programming
  • Information systems
  • Multi-sensory Display
  • Perception and Cognition
  • Process Modelling
  • Software Engineering
  • User Interface Design
  • Virtual Reality
  • Visualisation

Languages

  • English (Fluent)

Fields of Research

Code Description Percentage
080299 Computation Theory and Mathematics not elsewhere classified 25
080399 Computer Software not elsewhere classified 20
080699 Information Systems not elsewhere classified 55

Professional Experience

UON Appointment

Title Organisation / Department
Senior Lecturer University of Newcastle
School of Design Communication and IT
Australia

Academic appointment

Dates Title Organisation / Department
1/06/2007 - 1/06/2008 Post Doctoral Researcher New England Complex System Institute
United States
1/07/2003 - 1/07/2007 Senior Lecturer Charles Sturt University
IT, Computing and Mathematics

Professional appointment

Dates Title Organisation / Department
1/04/1989 - 1/04/1999 Computer Scientist BHP Research
Advanced Computer Applications
Australia
1/04/1988 - 1/04/1989 Computer Programmer Comsteel
IT Department
Australia
Edit

Publications

For publications that are currently unpublished or in-press, details are shown in italics.


Chapter (5 outputs)

Year Citation Altmetrics Link
2015 Smith SP, Blackmore K, Nesbitt K, 'A Meta-analysis of Data Collection in Serious Games Research', Serious Games Analytics: Methodologies for Performance Measurement, Assessment, and Improvement, Springer, New York 31-55 (2015) [B1]
DOI 10.1007/978-3-319-05834-4_2
Co-authors Karen Blackmore, Shamus Smith
2015 Nesbitt K, Blackmore K, Hookham G, Kay-Lambkin F, Walla P, 'Using the Startle Eye-Blink to Measure Affect in Players', Serious Games Analytics: Methodologies for Performance Measurement, Assessment, and Improvement, Springer, Cham, Switzerland 401-434 (2015) [B1]
DOI 10.1007/978-3-319-05834-4_18
Citations Scopus - 1
Co-authors Peter Walla, Karen Blackmore
2013 Nesbitt K, Chang D, 'Designing Multi-Sensory Displays for Mobile Devices', Handbook on Mobile and Ubiquitous Computing: Innovations and Perspectives, CRC Press, Boca Raton, FL 227-254 (2013) [B1]
DOI 10.1201/b13081-1
2013 Bar-Yam Y, Harmon D, Nesbitt K, Lim M, Smith S, Perkins BA, 'Opportunities in Delivery of Preventive Services in Retail Settings', Handbook of Systems and Complexity in Health, Springer, New York 879-887 (2013) [B1]
DOI 10.1007/978-1-4614-4998-0_49
2005 Eades P, Seokhee S, Nesbitt K, Takatsuka M, 'Chapter 20-Information Display', Handbook of nature-inspired and innovative computing : integrating classical models with emerging technologies, Springer, Berlin, Germany 633-656 (2005) [B1]
Show 2 more chapters

Journal article (18 outputs)

Year Citation Altmetrics Link
2015 Cornforth D, Campbell P, Nesbitt K, Robinson D, Jelinek HF, 'Prediction of game performance in Australian football using heart rate variability measures', International Journal of Signal and Imaging Systems Engineering, 8 80-88 (2015)

Copyright © 2015 Inderscience Enterprises Ltd. In-match player performance, measured by data from Geographical Positioning System (GPS) devices, was predicted with a correlation ... [more]

Copyright © 2015 Inderscience Enterprises Ltd. In-match player performance, measured by data from Geographical Positioning System (GPS) devices, was predicted with a correlation coefficient of greater than 0.7. Predictions were based on heart rate variability measures and used advanced regression techniques based on machine learning. These techniques included methods for the selection of variables to be included in the regression study. Results indicate that variable selection using a wrapper subset method with a genetic algorithm outperformed both principal components analysis and the default method of using all variables. The success of prediction of match performance suggests a potential for new tools to assist the team coach in player selection and management of player training. This work also provides the possibility for a training programme to be adjusted specifically to meet the challenges of the size of the playing field and the temperature likely to be encountered on the day of the match.

DOI 10.1504/IJSISE.2015.067072
Co-authors David Cornforth
2015 Nalivaiko E, Davis SL, Blackmore KL, Vakulin A, Nesbitt KV, 'Cybersickness provoked by head-mounted display affects cutaneous vascular tone, heart rate and reaction time', Physiology and Behavior, 151 583-590 (2015) [C1]

© 2015 Elsevier Inc. Evidence from studies of provocative motion indicates that motion sickness is tightly linked to the disturbances of thermoregulation. The major aim of the cu... [more]

© 2015 Elsevier Inc. Evidence from studies of provocative motion indicates that motion sickness is tightly linked to the disturbances of thermoregulation. The major aim of the current study was to determine whether provocative visual stimuli (immersion into the virtual reality simulating rides on a rollercoaster) affect skin temperature that reflects thermoregulatory cutaneous responses, and to test whether such stimuli alter cognitive functions. In 26 healthy young volunteers wearing head-mounted display (Oculus Rift), simulated rides consistently provoked vection and nausea, with a significant difference between the two versions of simulation software (Parrot Coaster and Helix). Basal finger temperature had bimodal distribution, with low-temperature group (n. =. 8) having values of 23-29. °C, and high-temperature group (n. =. 18) having values of 32-36. °C. Effects of cybersickness on finger temperature depended on the basal level of this variable: in subjects from former group it raised by 3-4. °C, while in most subjects from the latter group it either did not change or transiently reduced by 1.5-2. °C. There was no correlation between the magnitude of changes in the finger temperature and nausea score at the end of simulated ride. Provocative visual stimulation caused prolongation of simple reaction time by 20-50. ms; this increase closely correlated with the subjective rating of nausea. Lastly, in subjects who experienced pronounced nausea, heart rate was elevated. We conclude that cybersickness is associated with changes in cutaneous thermoregulatory vascular tone; this further supports the idea of a tight link between motion sickness and thermoregulation. Cybersickness-induced prolongation of reaction time raises obvious concerns regarding the safety of this technology.

DOI 10.1016/j.physbeh.2015.08.043
Co-authors Eugene Nalivaiko, Karen Blackmore
2015 Gu X, Blackmore K, Cornforth D, Nesbitt K, 'Modelling Academics as Agents: An Implementation of an Agent-Based Strategic Publication Model', Journal of Artificial Societies and Social Simulation, 18 10-10 (2015)
Co-authors Karen Blackmore, David Cornforth
2015 Altamimi R, Skinner G, Nesbitt K, 'A Position Paper on Managing Youth Screen Time versus Physical Activity', GSTF Journal on Computing (JoC), 4 10-16 (2015) [C1]
DOI 10.5176/2251-3043_4.2.316
Co-authors Geoff Skinner
2014 Cooper J, Hookham G, Nesbitt KV, Rasiah RL, 'Developing a Virtual Tour of a Community Pharmacy for use in Education', IT in Industry, 2 33-37 (2014) [C1]
Co-authors Joyce Cooper, Rohan Rasiah
2013 Altamimi R, Skinner G, Nesbitt KV, 'FITTER - A Framework for Integrating Activity Tracking Technologies into Electric Recreation for Children and Adolescents', International Journal of Medical, Pharmaceutical Science and Engineering, 7 299-308 (2013) [C2]
Co-authors Geoff Skinner
2013 Blackmore K, Nesbitt K, 'Verifying the Miles and Snow strategy types in Australian small- and medium-size enterprises', Australian Journal of Management, 38 171-190 (2013) [C1]

In this paper we set out to verify the existence of Miles and Snow strategy types in Australian small- and medium-size enterprises (SMEs) through objective classification. Austral... [more]

In this paper we set out to verify the existence of Miles and Snow strategy types in Australian small- and medium-size enterprises (SMEs) through objective classification. Australian SMEs, in particular, are interesting as they are reported to have some unique characteristics, with as many as 70% following a low growth or life-style pathway. While numerous empirical studies have been conducted to validate the existence and characteristics of the Miles and Snow strategy types in different domains for both larger and smaller enterprises, these studies typically rely on a subjective, 'self-typing' approach. In this study we employ a more objective approach by identifying measures from existing survey data that capture the strategic dimensions proposed by Miles and Snow. We use these objective measures in a K-means cluster analysis to identify four different strategic groups. Three of the groups correspond to the three 'viable' Miles and Snow strategy types of Defender, Prospector and Analyser; however, we also identify a 'Static' strategy type that constitutes 42% of SMEs in the sample. © The Author(s) 2012.

DOI 10.1177/0312896212444692
Citations Scopus - 3Web of Science - 2
Co-authors Karen Blackmore
2013 Hookham G, Deady M, Kay-Lambkin F, Nesbitt KV, 'Training for Life: Designing a Game to Engage Younger People in a Psychological Counselling Program', Australian Journal of Intelligent Information Processing Systems, 13 1-10 (2013) [C1]
2013 Hawkins GE, Rae B, Nesbitt KV, Brown SD, 'Gamelike features might not improve data', BEHAVIOR RESEARCH METHODS, 45 301-318 (2013) [C1]
DOI 10.3758/s13428-012-0264-3
Citations Scopus - 8Web of Science - 5
Co-authors Scott Brown
2013 Williams P, Nesbitt K, Eidels A, Washburn M, Cornforth D, 'Evaluating Player Strategies in the Design of a Hot Hand Game', GSTF Journal on Computing (JoC), 3 (2013) [C1]
DOI 10.7603/s40601-013-0006-0
Co-authors David Cornforth, Ami Eidels
2012 Hawkins GE, Nesbitt KV, Brown SD, 'Dynamic difficulty balancing for cautious players and risk takers', International Journal of Computer Games Technology, 2012 1-10 (2012) [C1]
Citations Scopus - 5
Co-authors Scott Brown
2011 Williams PG, Nesbitt KV, Eidels A, Elliott DJ, 'Balancing risk and reward to develop an optimal hot-hand game', Game Studies, 11 online (2011) [C1]
Citations Scopus - 1
Co-authors Ami Eidels
2011 Nesbitt KV, 'Memory Jigsaws - Keith Nesbitt', Kurungabaa, 3 56-57 (2011)
2009 Blackmore KL, Nesbitt KV, 'Defending against turbulent conditions: Results from an agent-based simulation', International Journal of Business Studies, 17 127-148 (2009) [C1]
Co-authors Karen Blackmore
2007 Nesbitt KV, Shen R, 'Butterfly/Dragonfly - An Ambient Display of Stock Market Data', Journal of Computer Science, 1 1-10 (2007) [C1]
2006 Nesbitt KV, 'Modelling human perception to leverage the reuse of concepts across the multi-sensory design space', Conferences in Research and Practice in Information Technology Series, 53 (2006)

Information Visualisation is an emerging discipline that concerns the design of interactive computer systems that provide the user with a visual model of abstract data. Informatio... [more]

Information Visualisation is an emerging discipline that concerns the design of interactive computer systems that provide the user with a visual model of abstract data. Information Visualisation implies a mapping from the data attributes to the units of visual perception. Information Sonification is an embryonic field that uses sound rather than imagery to present abstract data. Information Sonification, implies a mapping from the data attributes to the units of auditory perception. In both these fields the need to describe appropriate mappings between the data and the units of perception has led to models or taxonomies that describe the available design space. While these models of the visual design space and the auditory design space may be appropriate for people working in a single sensory domain, these models based purely on sensory attributes are very disjoint. However, for designers who wish to consider a multi-sensory solution to information display, these disjoint models of the different sensory domains make it difficult to compare and contrast the possible mapping choices. This paper describes existing conceptual models of the visual and auditory design space and then proposes a different conceptual modelling of the multi-sensory design space. This new model describes the units of perception but is not based on sensory attributes, but typical information metaphors. Throughout the paper all discussions are illustrated using the UML modelling notation which is a standard notation used to document the design of software systems. .Copyright © 2006, Australian Computer Society, Inc.

2004 Nesbitt KV, Barrass S, 'Finding trading patterns in stock market data', IEEE COMPUTER GRAPHICS AND APPLICATIONS, 24 45-55 (2004) [C1]
DOI 10.1109/MCG.2004.28
Citations Scopus - 20Web of Science - 8
1993 BERESFORDSMITH B, NESBITT KV, VANHELDEN DF, 'EDGE-DETECTION AT MULTIPLE LOCATIONS USING A RADAR TRACKING ALGORITHM AS EXEMPLIFIED IN ISOLATED GUINEA-PIG LYMPHATIC VESSELS', JOURNAL OF NEUROSCIENCE METHODS, 49 69-79 (1993)
DOI 10.1016/0165-0270(93)90110-D
Citations Scopus - 9Web of Science - 9
Co-authors Dirk Vanhelden
Show 15 more journal articles

Conference (60 outputs)

Year Citation Altmetrics Link
2016 Shelton BJ, Nesbitt K, 'The aesthetic awareness display: a new design pattern for ambient information systems' (2016)
DOI 10.1145/2843043.2843371
2016 Hookham G, Kay-Lambkin F, Blackmore K, Nesbitt K, 'Using startle probe to compare affect and engagement between a serious game and an online intervention program', ACM International Conference Proceeding Series (2016)

Copyright 2016 ACM. The widespread popularity of computer games have led to their expanded use in more serious applications for training and education. In many cases serious games... [more]

Copyright 2016 ACM. The widespread popularity of computer games have led to their expanded use in more serious applications for training and education. In many cases serious games are being advanced as more compelling than traditional face-to-face or interactive online training. A typically reported motivation for developing serious games is to try and increase engagement of participants and thus ultimately the effectiveness of the training experience. In this paper we discuss the relation of affect to engagement. The training reported in this study relates to a psychological counseling program developed to assist patients with comorbidity in depression and alcohol use disorders. A pre-existing online intervention program, called "SHADE", had been found to provide effective treatment when participants completed the program. However, a significant number of participants failed to complete the program, with most exits occurring when Cognitive Based Training (CBT) was integrated into the online program. To try and increase the number of participants completing the program a serious game, called "Shadow" is being developed to cover similar material. This paper reports on a study that uses the startle reflex modulation measure to try and objectively quantify the affective engagement of players in the two treatment approaches, Shadow, the serious game, versus SHADE, the online intervention program. Also reported are the issues associated with using affective processing, as measured by the startle probe technique, as a means of evaluating engagement in serious games.

DOI 10.1145/2843043.2843481
Co-authors Karen Blackmore
2016 Blackmore KL, Coppins W, Nesbitt KV, 'Using startle reflex to compare playing and watching in a horror game', ACM International Conference Proceeding Series (2016)

Copyright 2016 ACM. Human startle reflex has been identified as a valid physiological measure of valence and arousal, providing a useful mechanism for evaluating player engagement... [more]

Copyright 2016 ACM. Human startle reflex has been identified as a valid physiological measure of valence and arousal, providing a useful mechanism for evaluating player engagement in video games. In this research, we use electromyography (EMG) recording of the startle reflex of participants to explore the impact of playing, versus watching a play through, of a game. Participants in the research played and watched Parsec Studio's Slender: The Eight Pages, a freely available video game within the horror genre. Experiments were conducted both with participants both playing and watching the game, with results showing a statistically significant difference in startle responses between the two conditions. The results suggest that the fear state of the game is enhanced through player interaction and increased attention.

DOI 10.1145/2843043.2843482
Co-authors Karen Blackmore
2016 Hookham G, Nesbitt K, Kay-Lambkin F, 'Comparing usability and engagement between a serious game and a traditional online program', ACM International Conference Proceeding Series (2016)

Copyright 2016 ACM. A frequent motivation behind the development of serious games is the notion that game play provides a greater level of motivation or engagement that encourages... [more]

Copyright 2016 ACM. A frequent motivation behind the development of serious games is the notion that game play provides a greater level of motivation or engagement that encourages players to perform better or complete more difficult challenges. There are in truth many aspects to concepts such as engagement, immersion, flow or other terms used to motivate the use of games in place of more traditional didactic training approaches. In this paper we discuss some of the issues of usability and its relation to engagement. This discussion is framed in relation to a usability study of a serious game that is being developed to support psychological counseling of individuals with comorbidity of depression and alcohol use disorders. We compare issues of usability and engagement in the serious game called Shadow directly with a more traditional online intervention program called SHADE. The study uses previously established surveys, namely, the System Usability Scale, the Perceived Usefulness and Ease of Use, and a modified survey for measuring Engagement to compare the two approaches. Results from a pilot study with 10 participants frame a discussion of the role usability plays in designing for engagement in serious games such as Shadow.

DOI 10.1145/2843043.2843365
2015 Hookham G, Nesbitt K, Cooper J, Croft H, Rasiah R, 'Gamification for education: Designing a pharmacy education game', Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (2015)

© Springer International Publishing Switzerland 2015. A key motivator for the use of serious games has been the notion that ¿gamification¿ provides users with an additional lev... [more]

© Springer International Publishing Switzerland 2015. A key motivator for the use of serious games has been the notion that ¿gamification¿ provides users with an additional level of engagement. This study examines a traditional model of usability in terms of engagement and efficacy, presenting the results obtained from a formative evaluation of a serious game prototype that has been developed to assist in pharmacy education.

Citations Scopus - 1
Co-authors Rohan Rasiah, Joyce Cooper
2015 Ng P, Nesbitt K, Blackmore K, 'Sound improves player performance in a multiplayer online battle arena game', Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (2015)

© Springer International Publishing Switzerland 2015. Sound in video games is often used by developers to enhance the visual experience on screen. Despite its importance in creat... [more]

© Springer International Publishing Switzerland 2015. Sound in video games is often used by developers to enhance the visual experience on screen. Despite its importance in creating presence and improving visual screen elements, sound also plays an important role in providing additional information to a player when completing various game tasks. This preliminary study focuses on the use of informative sound in the popular multiplayer online battle arena game, Dota 2. Our initial results indicate that team performance improves with the use of sound. However, mixed results with individual performances were measured, with some individual performances better with sound and some better without sound.

Co-authors Karen Blackmore
2015 Altamimi R, Skinner G, Nesbitt K, 'A Position Paper Managing Youth Screen Time versus Physical Activity - Encouraging Active Living in a Technological Focussed Generation', Proceedings of the 1st International Conference on Information and Communication Technologies for Ageing Well and e-Health (2015)
Co-authors Geoff Skinner
2015 Davis S, Nesbitt K, Nalivaiko E, 'Comparing the onset of cybersickness using the Oculus Rift and two virtual roller coasters', 11th Australasian Conference on Interactive Entertainment (IE 2015) (2015)
Co-authors Eugene Nalivaiko
2015 Fowler A, Nesbitt K, 'The impact of playing commercial video games on learning in young children: An exploratory study', 11th Australasian Conference on Interactive Entertainment (IE 2015) (2015)
2014 Altamimi R, Skinner G, Nesbitt K, 'Pitfalls and Promises of Exergaming and Activity Monitoring Technologies', The 9th International Conference on Information Technology and Applications (ICITA2014) (2014) [E1]
Co-authors Geoff Skinner
2014 Altamimi R, Nesbitt K, Skinner G, 'Overview of the MySteps ICT Framework', IE2014 Proceedings of the 2014 Conference on Interactive Entertainment (2014) [E1]
DOI 10.1145/2677758.2677786
Co-authors Geoff Skinner
2014 Davis S, Nesbitt K, Nalivaiko E, 'A Systematic Review of Cybersickness', IE2014 Proceedings of the 2014 Conference on Interactive Entertainment (2014) [E1]
DOI 10.1145/2677758.2677780
Co-authors Eugene Nalivaiko
2014 Blackmore K, Nesbitt KV, Smith SP, 'IE2014: Proceedings of the 2014 Conference on Interactive Entertainment', Proceedings of the 2014 Conference on Interactive Entertainment (2014) [E4]
Co-authors Karen Blackmore, Shamus Smith
2014 Croft H, Rasiah R, Cooper J, Nesbitt K, 'Comparing Animation with Video For Teaching Communication Skills', Proceedings of the 2014 Conference on Interactive Entertainment (2014) [E1]
DOI 10.1145/2677758.2677777
Co-authors Joyce Cooper, Rohan Rasiah
2014 Altamimi R, Skinner G, Nesbitt K, 'A Focused Review and Initial Conceptual Design for Merging Exergame and Activity Monitoring Technologies', ENTERTAINMENT COMPUTING - ICEC 2014 (2014) [E1]
Co-authors Geoff Skinner
2014 Hookham G, Cooper J, Rasiah R, Croft H, Nesbitt K, 'Efficacy and Usability in the Design of a Pharmacy Education Game', ENTERTAINMENT COMPUTING - ICEC 2014 (2014) [E3]
Co-authors Joyce Cooper, Rohan Rasiah
2014 Ng P, Nesbitt K, Blackmore K, 'Informative Sound and Performance in a Team Based Computer Game', Entertainment Computing¿ICEC 2014 (2014) [E1]
Co-authors Karen Blackmore
2014 Scott NB, 'Music to Middleware: The Growing Challenges of the Game Music Composer', Proceedings of the 2014 Conference on Interactive Entertainment (2014) [E1]
DOI 10.1145/2677758.2677792
Co-authors Nathan Scott
2013 Williams P, Nesbitt KV, Eidels A, Washburn M, Cornforth D, 'Design of a Cognitive Game: Uncovering Player Strategies in the Hot Hand Game', Proceedings of the 6th Annual International Conference on Computer Games, Multimedia and Allied Technology (2013) [E1]
DOI 10.5176/2251-1679
Co-authors David Cornforth, Ami Eidels
2013 Ng P, Nesbitt K, 'Informative Sound Design in Video Games', Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death (2013) [E1]
DOI 10.1145/2513002.2513015
2013 Blackmore K, Nesbitt K, Cornforth D, 'Simulating stable, trending and turbulent operating environments', Proceedings of the 2013 IEEE 8th Conference on Industrial Electronics and Applications, ICIEA 2013 (2013) [E1]
DOI 10.1109/ICIEA.2013.6566348
Co-authors David Cornforth, Karen Blackmore
2013 Cornforth D, Nesbitt K, 'Quality assessment of clusters of electrical disturbances: A case study', Proceedings of the 2013 IEEE 8th Conference on Industrial Electronics and Applications, ICIEA (2013) [E1]
Co-authors David Cornforth
2012 Hawkins GE, Rae BP, Nesbitt KV, Brown SD, 'To game or not to game, perhaps there is no question: Game-like features might not improve data', Combined Abstracts of 2012 Australian Psychology Conferences (2012) [E3]
Co-authors Scott Brown
2012 George RD, Nesbitt KV, Donovan MJ, Maynard JM, 'Evaluating indigenous design features using cultural dimensions', User Interfaces 2012: Proceedings of the Thirteenth Australasian User Interface Conference (AUIC2012) (2012) [E1]
Citations Scopus - 1
Co-authors John Maynard, Michael Donovan
2012 McAdam R, Nesbitt KV, 'Leveraging human movement in the ultimate display', User Interfaces 2012: Proceedings of the Thirteenth Australasian User Interface Conference (AUIC2012) (2012) [E1]
2012 Blackmore KL, Nesbitt KV, 'Simulating the performance of small-medium enterprises in different market conditions', 2012 International Conference on Applied and Theoretical Information Systems Research Proceedings (2012) [E1]
Co-authors Karen Blackmore
2011 George RD, Nesbitt KV, Donovan MJ, Maynard JM, 'Focusing on cultural design features for an Indigenous website', Proceedings of the Australiasian Conference on Information Systems ACIS 2011 - (2011) [E1]
Co-authors Michael Donovan, John Maynard
2011 McAdam R, Nesbitt KV, 'Movement-based interfaces for problem solving in dynamics', Proceedings of the Australiasian Conference on Information Systems ACIS 2011 - "Identifying the Information Systems Discipline" (2011) [E1]
2011 Regan BG, Nesbitt KV, McIntyre KC, 'Incorporating practitioner based enquiry into software development research', PACIS 2011 - 15th Pacific Asia Conference on Information Systems: Quality Research in Pacific (2011) [E1]
Co-authors Brian Regan, Phillip Mcintyre
2010 George R, Nesbitt KV, Gillard PM, Donovan MJ, 'Identifying cultural design requirements for an Australian Indigenous website', User Interfaces 2010: Proceedings of the Eleventh Australasian User Interface Conference (2010) [E1]
Co-authors Michael Donovan
2009 Nesbitt KV, Sutton KJ, Wilson JS, Hookham GT, 'Improving player spatial abilities for 3D challenges', Proceedings of the 6th Australasian Conference on Interactive Entertainment (2009) [E1]
DOI 10.1145/1746050.1746056
Co-authors Ken Sutton
2008 Nesbitt KV, Hoskens I, 'Multi-sensory game interface improves player satisfation but not performance', User Interfaces 2008: Proceedings of the Ninth Australasian User Interface Conference (AUIC2008) (2008) [E1]
2008 Blackmore KL, Nesbitt KV, 'Identifying risks for cross-disciplinary higher degree research students', Computing Education 2008: Proceedings of the Tenth Australasian Computing Education Conference (ACE2008) (2008) [E1]
Co-authors Karen Blackmore
2007 Chang D, Nesbitt KV, Wilkins K, 'The Gestalt principle of continuation applies to both the haptic and visual grouping of elements', WORLD HAPTICS 2007: SECOND JOINT EUROHAPTICS CONFERENCE AND SYMPOSIUM ON HAPTIC INTERFACES FOR VIRTUAL ENVIRONMENT AND TELEOPERATOR SYSTEMS, PROCEEDINGS (2007) [E1]
Citations Scopus - 3Web of Science - 1
2007 Chang D, Nesbitt KV, Wilkins K, 'The gestalt principles of similarity and proximity apply to both the haptic and visual grouping of elements', Conferences in Research and Practice in Information Technology Series (2007) [E1]

When designing multi-sensory displays it is necessary to consider human perceptual capabilities and understand how people find patterns and how they organise individual elements i... [more]

When designing multi-sensory displays it is necessary to consider human perceptual capabilities and understand how people find patterns and how they organise individual elements into structures and groups. Gestalt theory, originally described in 1910, attempts to explain the way people perceive and recognise patterns. The early studies of Gestalt principles of grouping were predominantly concerned with visual perception, although more recently they have been investigated for auditory perception. This paper focuses on how individuals use the sense of touch (haptics) to group display elements using the Gestalt principles of similarity and proximity. A direct comparison is made with the visual grouping of elements using the same two principles of similarity and proximity. The hypothesis of the experiment described in this paper is that people will use touch to group display elements in the same way they group elements visually. Overall we found that a significant number of subjects used texture or colour to group the elements when there was an equal spacing between the elements. This supports our hypothesis that the principle of similarity is equally applicable for both visual (colour) and haptic (texture) grouping. Similarly, when subjects perceived an unequal spacing between the elements they used spatial position to determine groupings. These results support our hypothesis that the principle of proximity is also applicable for both visual and haptic grouping. © 2007, Australian Computer Society, Inc.

Citations Scopus - 2
2006 Nesbitt KV, 'Modelling Human Perception and the Multi-sensory Design Space', Australian Computer Science Communications (2006) [E1]
2006 Tulip J, Bekkema J, Nesbitt KV, 'Multi-threaded Game Engine Design', ACM International Conference Proceeding Series (2006) [E1]
2006 Chang D, Nesbitt KV, 'Identifying commonly-used gestalt principles as a design framework for multi-sensory displays', 2006 IEEE INTERNATIONAL CONFERENCE ON SYSTEMS, MAN, AND CYBERNETICS, VOLS 1-6, PROCEEDINGS (2006) [E1]
DOI 10.1109/ICSMC.2006.385231
Citations Scopus - 1
2006 Nesbitt K, Carter J, 'Applying the gothi model of tactile and haptic interactions', Proceedings of the Human Factors and Ergonomics Society (2006) [E1]

This paper discusses the emerging area of tactile and haptic display and some of the breadth of applications of tactile/haptic interactions. While many research studies have provi... [more]

This paper discusses the emerging area of tactile and haptic display and some of the breadth of applications of tactile/haptic interactions. While many research studies have provided ergonomic insights into the design of tactile/haptic interactions, the many dimensions and properties of these interactions make it especially difficult to combine the guidance from these individual studies. The GOTHI-05 workshop (Guidelines on Tactile and Haptic Interactions, October 2005) brought researchers together to develop a collection of ergonomic guidance and a framework (the GOTHI model of tactile and haptic interaction (Carter, van Erp, et. al., 2005)) for organizing this guidance. The inaugural meeting of ISO TC159/SC4/WG9 further refined this framework and adopted it as the basis for structuring its new series ISO standards on tactile and haptic interactions. The model itself will be elaborated in ISO 9241-910 Framework for Tactile and Haptic Interactions. The model has already proven useful in identifying and organizing specific guidelines in the first drafts of ISO 9241-920 Guidance on Tactile and Haptic Interaction. The paper discusses the various dimensions and properties of tactile/haptic interactions, identified in an expanded version of GOTHI model and identifies major considerations based on this model for use by developers (and potentially by evaluators) of interfaces that make use of tactile/haptic interactions ISO, 2006).

Citations Scopus - 1
2005 Nesbitt KV, 'Using guidelines to assist in the visualisation design process', Conferences in Research and Practice in Information Technology Series (2005) [E1]

The design process of any visualisation involves many design decisions. One way to assist with these design decisions is to provide guidelines. This paper introduces the MS-Guidel... [more]

The design process of any visualisation involves many design decisions. One way to assist with these design decisions is to provide guidelines. This paper introduces the MS-Guidelines and the rationale behind them. The MS-Guidelines form a group of structured guidelines intended to help in designing not just visual but also multi-sensory displays of abstract data. They are organised by using the structure and concepts of the MS-Taxonomy. This taxonomy functions as a framework that allows guidelines to be categorised at different levels of detail. High-level or general guidelines can support early design considerations. More detailed, low-level guidelines provide support for more specific design decisions. To assist the designer use the guidelines they are incorporated into a multi-sensory design process called the MS-Process. An introduction to the MS-Taxonomy and the MS-Process is provided and discussed briefly in the context of information visualisation. A summary of the MS-Guidelines for visual display design are also presented. © 2005, Australian Computer Society, Inc.

Citations Scopus - 1
2005 Nesbitt KV, 'A Framework to Support the Designers of Haptic, Visual and Auditory Displays', Proceedings of GOTHI'05: Guidelines On Tactile and Haptic Interactions (2005) [E1]
2005 Nesbitt KV, 'Structured Guidelines to Support the Design of Haptic Displays', Proceedings of GOTHI'05:Guidelines On Tactile and Haptic Interactions (2005) [E1]
2005 Chang D, Nesbitt KV, 'Developing Gestalt-based Design Guidelines for Multi-sensory Displays', ACS Conferences in Research and Practice in Information Technology (2005) [E1]
2004 Nesbitt KV, 'Getting to more abstract places using the metro map metaphor', EIGHTH INTERNATIONAL CONFERENCE ON INFORMATION VISUALISATION, PROCEEDINGS (2004) [E1]
Citations Scopus - 10Web of Science - 7
2004 Nesbitt KV, 'MS-Taxonomy: A conceptual framework for designing multi-sensory displays', EIGHTH INTERNATIONAL CONFERENCE ON INFORMATION VISUALISATION, PROCEEDINGS (2004) [E1]
Citations Scopus - 1
2004 Nesbitt KV, 'Comparing and Reusing Visualisation and Sonification Designs using the Ms-Taxonomy', International Community for Auditory Display (2004) [E1]
2003 Blackmore K, Bossymaier T, Karratt D, Nesbitt KV, 'Intelligent Agent Framework for Modelling the Evolution of Small and Medium Sized Enterprises', Proceedings of the 8th Australian and New Zealand Conference on Intelligent Information Systems (2003)
2003 Nesbitt KV, 'Automated and Perceptual Data Mining of Stock Market Data', Proceedings of the 8th Australian and New Zealand Conference on Intelligent Information Systems (2003)
2002 Nesbitt KV, 'Experimenting with Haptic Attributes for Display of Abstract Data', Proceedings of Eurohaptics 2002 (2002)
2002 Nesbitt KV, Barrass S, 'Evaluation of a multimodal sonification and visualisation of depth of market stock data' (2002)
2002 Nesbitt KV, Friedrich C, 'Applying gestalt principles to animated visualizations of network data', SIXTH INTERNATIONAL CONFERENCE ON INFORMATION VISUALISATION, PROCEEDINGS (2002)
Citations Scopus - 13Web of Science - 1
2001 Nesbitt KV, Gallimore RJ, Orenstein BJ, 'Using force feedback for multi-sensory display.', PROCEEDINGS OF THE 2ND AUSTRALASIAN USER INTERFACE CONFERENCE, AUIC 2001 (2001)
DOI 10.1109/AUIC.2001.906278
2001 Nesbitt KV, 'Modeling the Multi-sensory Design Space', Proceedings of the 2001 Asia-Pacific Symposium on Information Visualisation - Volume 9 (2001)
2001 Nesbitt K, 'Interacting with stock market data in a Virtual Environment', DATA VISUALIZATION 2001 (2001)
Citations Web of Science - 1
2000 Nesbitt KV, 'Designing Multi-sensory Models for Finding Patterns in Stock Market Data', Advances in Multimodal Interfaces ICMI2000 (2000) [E1]
Citations Web of Science - 1
2000 Nesbitt KV, 'A Classification of Multi-sensory Metaphors for Understanding Abstract Data in a Virtual Environment', Lecture Notes in Computer Science - 1948 (2000) [E1]
2000 Harding C, Loftin B, Ugray A, Gordon P, Nesbitt K, Chuter C, et al., 'Geoscientific data visualization on the Interactive Workbench', VISUAL DATA EXPLORATION AND ANALYSIS VII (2000) [E1]
DOI 10.1117/12.378901
Citations Web of Science - 1
1999 Nesbitt KV, Gallimore RJ, Orenstein BJ, 'Investigating the Application of Virtual Environment Technology for use in the Petroleum Exploration Industry', Australian Computer Science Communications (1999) [E1]
1999 Nesbitt KV, Orenstein B, 'Multisensory Metaphors and Virtual Environments applied to Technical Analysis of Financial Markets', Proceedings of the Conference on Advanced Investment Technology 1999 (1999) [E1]
1997 Nesbitt KV, Orenstein B, Gallimore R, McLaughlin JP, 'The Haptic Workbench applied to Petroleum 3D Seismic Interpretation', Proceedings of the Second PHANToM User's Group Workshop (1997)
Show 57 more conferences

Software / Code (14 outputs)

Year Citation Altmetrics Link
2007 Nesbitt KV, 'Health Care Visualisations' (2007)
1999 Nesbitt KV, Beresford-Smith B, Van Helden DF, 'TRACKER - Real-time edge tracking system for measuring the width of lymphatic vessels under experimental conditions.' (1999)
1996 Orenstein BJ, Nesbitt KV, Gallimore R, 'CAKE ¿ Computer Aided Knowledge Engineering' (1996)
1994 Nesbitt KV, 'GEORISK ¿ Risk Assessment for Geological Exploration' (1994)
1993 Nesbitt KV, 'MESA ¿ Maintenance Engineering Scheduling Assistant' (1993)
1993 Nesbitt KV, 'HMB ¿ Heat and Mass Balance' (1993)
1992 Nesbitt KV, 'OPSTOCK ¿ Laser Measurement and Electrical Motor control system' (1992)
1992 Nesbitt KV, Orenstein BJ, 'SACCS ¿ Interactive Caster Scheduling System' (1992)
1992 Nesbitt KV, 'PLOT ¿ Statistical plotting program' (1992)
1992 Nesbitt KV, Wall P, 'RACEWAY ¿ Laser Measurement System' (1992)
1991 Nesbitt KV, 'RAWMH ¿ Raw Material Handling Simulation' (1991)
1990 Nesbitt KV, 'MABAL ¿ Mass Balance for Processing Networks' (1990)
1990 Nesbitt KV, 'COSCOP ¿ Simulation program for coal preparation plants.' (1990)
1989 Nesbitt KV, 'Commercial Personnel System' (1989)
Show 11 more software / codes

Design (1 outputs)

Year Citation Altmetrics Link
2006 Nesbitt KV, Places and Spaces: Mapping Science: PhD Thesis Map, Indiana University (2006)

Creative Work (17 outputs)

Year Citation Altmetrics Link
2013 Nesbitt KV, The Story of the Creative ( Group Exhibit including 3 virtual works by Keith Nesbitt), Long Island City, Queens New York, USA (2013) [J2]
2013 Croft H, Nesbitt KV, Rasiah R, Cooper J, Arrighi G, Joyce B, McGuire B, Communication Scenario: Over the Counter Dispensing of the Emergency Contraceptive Pill (Video and Animation - in 3 parts), Newcastle, NSW, Australia (2013) [J2]
Co-authors Joyce Cooper, Rohan Rasiah, Gillian Arrighi
2013 Nesbitt KV, City Evolutions: Place of Coal (2013) [J2]
2012 Nesbitt KV, Foley P, Buller C, View 3 - Homeshow (2012)
2011 Nesbitt KV, Foley P, Buller C, View 3 - Windows (2011)
2008 Nesbitt KV, Framing Problems, Callaghan, Newcastle, Australia (2008) [J2]
2008 Newell R, Nesbitt KV, Rowe D, Morris S, Wyer M, Ashelford T, Tilt A Whirl - Emotional Park Vandals, Bathurst (2008)
2008 Nesbitt KV, Visual Connections, Darlington, Sydney, Australia (2008) [J2]
2007 Nesbitt KV, Einstein & Picasso (2007)
2007 Nesbitt KV, Buller C, Foley P, View 3 - Waves (group exhibit with 3 artists) (2007)
2007 Nesbitt KV, Three by Three (2007)
2007 Nesbitt KV, Gerber M, Art & Complex Systems (2007)
2006 Nesbitt KV, Tsai J, Mr Lee's Fabulous Circus (2006)
2005 Nesbitt KV, 42-Abstract Train of Thought (2005)
2005 Newell R, Nesbitt KV, Rowe D, Landscape (2005)
2005 Nesbitt KV, Foley P, Buller C, View 3 (2005)
1996 Nesbitt KV, Orenstein BJ, Gallimore R, An Evaluation of Centres of Excellence in Virtual Environment Technologies (1996)
Show 14 more creative works

Report (16 outputs)

Year Citation Altmetrics Link
2013 Nesbitt KV, Snodgrass S, Tilbrook M, 'Adapting game interfaces to measure neck movements in a clinical physiotherapy application', NA, 16 (2013)
Co-authors Suzanne Snodgrass
2013 Nesbitt KV, 'Simplicity - A Design Pattern for Ideas', NA, 19 (2013)
1998 Nesbitt KV, Gallimore RJ, Gordon G, Ugray A, 'A Field Trial of a Virtual Environment Collaborative Workbench for Geoscientific Decision Support ¿ Phase 2 (January to September 1998)', BHP Research, Newcastle, Australia, 21 (1998)
1998 Nesbitt KV, Orenstein B, Gallimore R, 'An Evaluation of Haptic Technology for Information Display', BHP Research, Newcastle, Australia, 20 (1998)
1997 Nesbitt KV, Orenstein BJ, Gallimore R, 'An Evaluation of the Haptic Workbench for Seismic Interpretation', BHP Research, Newcastle, Australia, 8 (1997)
1996 Gallimore RJ, Orenstein BJ, Nesbitt KV, Leung L, Wall P, 'Advanced Computing Applications - Business Impact Catalogue', BHP Research, Newcastle, Australia, 85 (1996)
1996 Nesbitt KV, Orenstein BJ, Gallimore RJ, 'A Survey of Advanced Visualisation Platforms, Collaborative Platforms and Potential Consortia', BHP Research, Newcastle, Australia, 129 (1996)
1996 Wall P, Nesbitt KV, 'Analytical Techniques for Feature Extraction of Faults from Seismic data.', BHP Research, Newcastle, Australia, 16 (1996)
1996 Nesbitt KV, Orenstein BJ, 'An Evaluation of Centres of Excellence in Virtual Environment Technologies', BHP Research, Newcastle, Australia, 30 (1996)
1995 Gallimore RJ, Nesbitt KV, 'Trip Report - Technology 2005 and Scan-Tech ¿95.', BHP Research, Newcastle, Australia, 22 (1995)
1994 Nesbitt KV, Gorton D, Rantanen J, 'A Case Study of GOMS Analysis. Extension of User Interfaces', BHP Research, Newcastle, Australia, 14 (1994)
1992 Nesbitt KV, 'PC COSCOP and PC MABAL. Porting VAX/VMS software to the PC.', BHP Research, Newcastle, Australia, 36 (1992)
1992 Nesbitt KV, Wall P, 'Raceway Sensing - Software Report (VERSION 4.1)', BHP Research, Newcastle, Australia, 20 (1992)
1990 Nesbitt KV, 'MABAL - Mass Balancing for Coal Preparation - Enhancements and Modifications to existing Software', Central Research Laboratories, Shortland, NSW, Australia, 35 (1990)
1990 Nesbitt KV, 'COSCOP - Simulation Model of Coal Preparation Plants - Enhancements and Modifications to existing Software', Central Research Laboratories, Shortland, NSW, Australia (1990)
1990 Nesbitt KV, 'Introduction to VAXSet', Central Research Laboratories, Shortland, NSW, Australia, 13 (1990)
Show 13 more reports

Thesis / Dissertation (2 outputs)

Year Citation Altmetrics Link
2003 Nesbitt KV, Designing Multi-sensory Displays for Abstract Data, University of Sydney (2003)
1993 Nesbitt KV, Tracking Edges in Real Time, University of Newcastle (1993)
Edit

Grants and Funding

Summary

Number of grants 6
Total funding $313,749

Click on a grant title below to expand the full details for that specific grant.


20151 grants / $9,527

Improving rapid decisions made under duress$9,527

Funding body: University of Newcastle

Funding body University of Newcastle
Project Team Professor Scott Brown, Doctor Ami Eidels, Doctor Keith Nesbitt, Professor Alan Brichta
Scheme Linkage Pilot Research Grant
Role Investigator
Funding Start 2015
Funding Finish 2015
GNo G1501472
Type Of Funding Internal
Category INTE
UON Y

20141 grants / $25,000

Combining startle reflex modulation with serious gaming technologies to determine engagement and impact on depression and binge drinking in young people: The SHADoW Study$25,000

Funding body: Hunter Medical Research Institute

Funding body Hunter Medical Research Institute
Project Team Doctor Frances Kay-Lambkin, Professor Peter Walla, Doctor Keith Nesbitt
Scheme Project Grant
Role Investigator
Funding Start 2014
Funding Finish 2014
GNo G1301431
Type Of Funding Grant - Aust Non Government
Category 3AFG
UON Y

20131 grants / $262,430

City Evolutions Project - Watt Street$262,430

Funding body: Newcastle City Council

Funding body Newcastle City Council
Project Team Mr Chris Tucker, Professor Mark Balnaves, Doctor Ning Gu, Mr Ramsey Awad, Professor Mario Minichiello, Associate Professor Stephan Chalup, Doctor Keith Nesbitt
Scheme Research Grant
Role Investigator
Funding Start 2013
Funding Finish 2013
GNo G1201004
Type Of Funding Other Public Sector - Local
Category 2OPL
UON Y

20121 grants / $9,992

The application of health informatics to heart rate variability data for the performance management of elite athletes.$9,992

Funding body: University of Newcastle - Faculty of Science & IT

Funding body University of Newcastle - Faculty of Science & IT
Project Team Doctor David Cornforth, Doctor Keith Nesbitt, Doctor Piers Campbell
Scheme Strategic Initiative Research Fund (SIRF)
Role Investigator
Funding Start 2012
Funding Finish 2012
GNo G1401019
Type Of Funding Internal
Category INTE
UON Y

20081 grants / $800

Australasian User Interface Conference, University of Wollongong, 22/1/2008 - 25/1/2008$800

Funding body: University of Newcastle

Funding body University of Newcastle
Project Team Doctor Keith Nesbitt
Scheme Travel Grant
Role Lead
Funding Start 2008
Funding Finish 2008
GNo G0188342
Type Of Funding Internal
Category INTE
UON Y

20071 grants / $6,000

New Staff Grant 2007$6,000

Funding body: University of Newcastle

Funding body University of Newcastle
Project Team Doctor Keith Nesbitt
Scheme New Staff Grant
Role Lead
Funding Start 2007
Funding Finish 2007
GNo G0188334
Type Of Funding Internal
Category INTE
UON Y
Edit

Research Supervision

Number of supervisions

Completed1
Current8

Total current UON EFTSL

PhD2.35

Current Supervision

Commenced Level of Study Research Title / Program / Supervisor Type
2016 PhD Can Ambient Information Systems be Truly Ambient? An Investigation into Ambient Information Systems and their Effect on Cognitive Workload
PhD (Information Technology), Faculty of Science and Information Technology, The University of Newcastle
Principal Supervisor
2016 PhD Data Mining to Better Predict Coking Performance of Coals
PhD (Chemical Engineering), Faculty of Engineering and Built Environment, The University of Newcastle
Co-Supervisor
2015 PhD New Integrative Biomarkers for Assessing Motion Sickness
PhD (Human Physiology), Faculty of Health and Medicine, The University of Newcastle
Co-Supervisor
2015 PhD Identifying the Impact Factors Affecting Pharmacist Performance to Develop a Best-Practice Model for Pharmaceutical Care Delivery
PhD (Pharmacy), Faculty of Health and Medicine, The University of Newcastle
Co-Supervisor
2014 PhD Gamification for Engagement: Evaluating Engagement and Efficacy in Serious Games for Education, Training and Therapy
PhD (Information Technology), Faculty of Science and Information Technology, The University of Newcastle
Principal Supervisor
2013 PhD Analysis of Influential Factors in Academic Publication System using Agent-Based Modelling and Simulation
PhD (Information Technology), Faculty of Science and Information Technology, The University of Newcastle
Co-Supervisor
2012 PhD Design and Development of Engaging Active Video Games (AVG) to Combat Childhood Obesity
PhD (Information Technology), Faculty of Science and Information Technology, The University of Newcastle
Co-Supervisor
2007 PhD Solving Dynamical Systems using Human Movement
Information Technology, Charles Sturt University
Co-Supervisor

Past Supervision

Year Level of Study Research Title / Program / Supervisor Type
2012 PhD Capturing Cultural Requirements in the Design of a Website for an Aboriginal Community
PhD (Information Technology), Faculty of Science and Information Technology, The University of Newcastle
Principal Supervisor
Edit

Dr Keith Nesbitt

Position

Senior Lecturer
School of Design Communication and IT
Faculty of Science and Information Technology

Focus area

Information Technology

Contact Details

Email keith.nesbitt@newcastle.edu.au
Phone (02) 4985 4519
Fax (02) 4921 5896

Office

Room ICT3.20
Building ICT Building
Location Callaghan
University Drive
Callaghan, NSW 2308
Australia
Edit