Papers by Denise de Vries

Preservation, Digital Technology & Culture
This article presents an overview of the ARC Linkage Project “Archiving Australian Media Arts: To... more This article presents an overview of the ARC Linkage Project “Archiving Australian Media Arts: Towards a method and a national collection,” which addresses the challenges of preserving digital media artworks that are stored on obsolete media and that require legacy computer environments to access. It lays out the challenges facing digital media arts, articulates the significance of the deposit of local media art organisation archives into the custody of major, jurisdictionally-appropriate cultural institutions, and details the selection of case studies for research from these organisations’ archives and other existing digital media art collections in our partner organisations’ custody. Case studies consist of the ANAT archive (formerly the Australian Network for Art and Technology), floppy disks from the Stan Ostoja-Kotkowski archive, Experimenta Media Art’s exhibition “Virtualities” (1995), dLux media art’s exhibition “Matinaze 97” (1997), and the Griffith University Art Museum’s c...

Many countries around the world are currently investing significant sums of money on technology t... more Many countries around the world are currently investing significant sums of money on technology to modernise their services and improve the quality of their services being offered. They are seeking to adopt e-Government platforms by using information and communication technology (ICT) to improve the efficiency and effectiveness of services being provided to their citizens, as well as other government agencies. However, they have not achieved the desired results because of the lack of integration between different government organisations. Therefore, an increasing range of public services are being offered over the Internet. In many countries a plateau has been reached regarding the delivery of new services and now the focus seems to be on looking for improvements by integrating governmental processes over the Internet. In other words the focus is no longer on the increasing the range of services, but on integrating existing services together in order to create ease of access and imp...

Preservation, Digital Technology and Culture, 2022
This article presents an overview of the ARC Linkage Project 'Archiving Australian Media Arts: To... more This article presents an overview of the ARC Linkage Project 'Archiving Australian Media Arts: Towards a method and a national collection', which addresses the challenges of preserving digital media artworks that are stored on obsolete media and that require legacy computer environments to access. It lays out the challenges facing digital media arts, and articulates the significance of the deposit of local media art organisation archives into the custody of major, jurisdictionally-appropriate cultural institutions, details the selection of 2 case studies for research from these organisations' archives and other existing digital media art collections in our partner organisations' custody. Case studies consist of the ANAT archive (formerly the Australian Network for Art and Technology), floppy disks from the Stan Ostoja-Kotkowski archive, Experimenta Media Art's exhibition 'Virtualities' (1995), dLux media art's exhibition 'Matinaze 97' (1997), and the Griffith University Art Museum's collection of interactive CD-ROMs. The article reports on progress to date against two of the project's aims, outlines the collective benefits to partners and to researchers of artworks and other materials from these archives being available, and indicates that access to born digital materials should improve in the near future with digital emulation infrastructure set to be built.
ETC Press, Jun 1, 2015
The Popular Memory Archive is an online collaborative research portal for collecting and exhibiti... more The Popular Memory Archive is an online collaborative research portal for collecting and exhibiting the production and reception histories of Australian and New Zealand microcomputer games of the 1980s. Proposed as a resource for both historians of technology and media, and the public, the site provides the means to collect and share the memories of those who lived and played their way through this period. This article surveys activity on the site and offers some preliminary evaluation of the significance of the online contributions. From this we consider the discursive, inclusive and questioning practices of the portal as a means of exhibiting historic games.
Nova Publishers, 2014
ABSTRACT
As part of the ARC Linkage Project Archiving Australian Media Arts: Towards a method and national... more As part of the ARC Linkage Project Archiving Australian Media Arts: Towards a method and national collection (LP180100307), a survey of media arts held in collections of organisations across Australia is being undertaken. From these survey results, a national listing of media art works is compiled in order to provide a resource to find these works and identify which organisation(s) hold them in their collections. The data are sourced from the participating organisations' catalogues.

The Australasian Heritage Software project is a publicly-compiled and accessible database documen... more The Australasian Heritage Software project is a publicly-compiled and accessible database documenting Australian and New Zealand software history. The field of software history is enormous and largely undocumented. Few repositories of software or documentation exist. This project aims to collect documentation from the public - and, where feasible, source code - in order to create a picture of the software written locally, and to present this online.<br><br>Why are you doing this?<br><br>Currently, there is no central repository of information about software written or published locally. Software does not easily fit into the collecting schema or taxonomies of many institutions. As such, it is generally individuals and various online communities who hold the knowledge about local software history. We want to provide a repository for this knowledge to be centrally collected, and will make this openly accessible so that it can be used for public good purposes.<...

Proceedings of the 2017 9th International Conference on Education Technology and Computers - ICETC 2017, 2017
Mobile devices have become attractive learning devices. They provide learners with flexibility an... more Mobile devices have become attractive learning devices. They provide learners with flexibility and ubiquity to learn anytime and anywhere via wireless Internet. The majority of the existing research on mobile learning adoption has focused primarily on developed countries, with developing countries being largely underexplored. However, the high mobile phone penetration rates in developing countries have provided important opportunities for broadening access to mobile learning in those societies. This paper provides insights into mobile learning adoption in developing countries. It uncovers key issues including the role of social influences, culture, expectations around effort and performance and how the use of M-learning can contribute to innovation skills which are pertinent for the future. It offers valuable implications to educators in developing communities.

The Conference of Museums and the Web in Asia (MWA2015), Melbourne, Victoria, Australia, 5-8 October 2016, 2016
The design of engaging digital access to collections and the creation of opportunities for richer... more The design of engaging digital access to collections and the creation of opportunities for richer collaborations with an informed online public are key recommendations for developing the GLAM sector's digital future (Mansfield et al., 2014). This presentation discusses Play it Again's Popular Memory Archive (PMA) (http://playitagainproject.org/), an online exhibition of Australian and New Zealand videogames of the 1980s, which is intended to elicit recollections from those who played their way through the era. We propose that curatorial practice of videogames can be advanced through an examination of the vernacular models and practices developed by online retrogame communities. Play It Again is an Australia Research Council-funded game history and preservation project focused on locally written digital games in Australia and New Zealand in the 1980s. Researchers from Flinders University (Adelaide), The University of Melbourne, and Victoria University (Wellington) are working in collaboration with the Australian Centre for the Moving Image (ACMI), Ngā Taonga Sound & Vision (formerly the New Zealand Film Archive), and the Berlin Computerspiele Museum. In October 2013, we launched the Popular Memory Archive, an online collaborative research portal and exhibition. The site provides a way to disseminate some of the team's research, but as important, it provides a mechanism for collecting information, resources, and memories from the public about 1980s' computer games. Conceived of as both an exhibition about local games and a research tool that capitalizes on participatory culture, the online archive is an example of what a local collection of games might look like and how Museum 2.0 might work with online knowledge communities. It addresses the need to look beyond the conservation of the physical objects to document the experiences of play, as well as a sense of the social and cultural reception of these works.

The integration of data from different sources often leads to the adoption of schemata that entai... more The integration of data from different sources often leads to the adoption of schemata that entail a loss of information in respect of one or more of the data sets being combined. The coercion of data to conform to the type of the unified attribute is one of the major reasons for this information loss. We argue that for maximal information retention it would be useful to be able to define attributes over domains capable of accommodating multiple types, that is, domains that potentially allow an attribute to take its values from more than one base type. Mesodata is a concept that provides an intermedi-ate conceptual layer between the definition of a rela-tional structure and that of attribute definition to aid the specification of complex domain structures within the database. Mesodata modelling techniques involve the use of data types and operations for common data structures defined in the mesodata layer to facilitate accurate modelling of complex data domains, so that any commonal...

The design of engaging digital access to collections and the creation of opportunities for richer... more The design of engaging digital access to collections and the creation of opportunities for richer collaborations with an informed online public are key recommendations for developing the GLAM sector's digital future (Mansfield et al., 2014). This presentation discusses Play it Again's Popular Memory Archive (PMA) (http://playitagainproject.org/), an online exhibition of Australian and New Zealand videogames of the 1980s, which is intended to elicit recollections from those who played their way through the era. We propose that curatorial practice of videogames can be advanced through an examination of the vernacular models and practices developed by online retrogame communities. Play It Again is an Australia Research Council-funded game history and preservation project focused on locally written digital games in Australia and New Zealand in the 1980s. Researchers from Flinders University (Adelaide), The University of Melbourne, and Victoria University (Wellington) are working...

The relative difference between two data values is of interest in a number of application domains... more The relative difference between two data values is of interest in a number of application domains including temporal and spatial applications, schema versioning, data warehousing (particularly data preparation), internet searching, validation and error correction, and data mining. Moreover, consistency across systems in determining such distances and the robustness of such calculations is essential in some domains and useful in many. Despite this, there is no generally adopted approach to determining such distances and no accommodation of distance within SQL or any commercially available DBMS. For non-numeric data values calculating the difference between values often requires applicationspecific support but even for numeric values the practical distance between two values may not simply be their numeric difference or Euclidean distance. In this paper, a model of semantic distance is developed in which a graph-based approach is used to quantify the distance between two data values. ...

Proceedings of the 3rd International Conference on Human-Computer Interaction and User Experience in Indonesia, 2017
The aim of this paper is to investigate the correlation between ease of use (EOU) and confidence ... more The aim of this paper is to investigate the correlation between ease of use (EOU) and confidence with skill with regard to the use of SMS (Short Messaging Service) for warning messages in an emergency situation. This paper is part of our formative study to investigate the possibility for using SMS in emergency conditions from the users' perspective. The case study that we used was warning messages for an urban kampung flood disaster area in Indonesia. We analysed the users' perception of EOU and confidence with skill when using SMS. This study collected data from 350 participants who live in a flood prone area in Bandar Harjo, Semarang, Indonesia. The data indicated a strong and positive correlation between EOU and confidence with skill for using SMS in emergency conditions. The users' gender, age and level of education influence the strength of the correlation coefficients between EOU and confidence with skill. The users' frequency of use (FOU) did not influence the strength of the correlation coefficients between EOU and confidence with skill.
The Popular Memory Archive is an online collaborative research portal for collecting and exhibiti... more The Popular Memory Archive is an online collaborative research portal for collecting and exhibiting the production and reception histories of Australian and New Zealand micro-computer games of the 1980s. It is one of the outcomes of the &#39;Play It Again&#39; game history and preservation research project. Proposed as a resource for both historians of technology and media, and the public, the site provides the means to collect and share the memories of those who lived and played their way through this period.
Governments around the world have invested significant sums of money on Information and Communica... more Governments around the world have invested significant sums of money on Information and Communication Technology (ICT) to improve the efficiency and effectiveness of services being provided to their citizens. However, they have not achieved the desired result because of the lack of interoperability between different government entities. Interoperability is a critical success factor for achieving a mature level of e-government to enable a citizen centric approach to the provision of services. This paper presents a better understanding of transformational governments and the need for t-government; it investigates the various dimensions to t-government, and addresses the Organisational, Technological and Governance factors that influence t-government based on a literature review of the studies related to t-government.
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The dissemination of disaster early warning messages has a significant role in the effectiveness ... more The dissemination of disaster early warning messages has a significant role in the effectiveness and serviceability in an Early Warning System (EWS). Providing the community in a disaster area with an adequate dissemination and communication of early warning messages will improve people's awareness and reaction to a natural hazard. People who live in a disaster area play a crucial role in the success of EWS. Malaysian, Sri Lankan, Bangladeshi and Indonesian authorities employ mobile phone applications, such as text messages (SMS), as a tool for disaster warning messages. However, there are many challenges in methods for disseminating early warning messages. One of the challenges is the dissemination method in which only notification messages are sent. In this paper, we propose confirmation or verification messages, as part of disaster early warning messages, by using text messages. Confirmation messages are messages that use a verification channel to provide up-to- date official...
‘Play It Again: Creating a Playable History of Australasian Digital Games, for Industry, Communit... more ‘Play It Again: Creating a Playable History of Australasian Digital Games, for Industry, Community and Research Purposes’ is supported under the Australian Research Council’s Linkage Projects funding scheme (project number LP120100218).

International Journal of ADVANCED AND APPLIED SCIENCES, 2018
In Saudi Arabia, e-commerce has not kept pace with the global growth of online shopping. In order... more In Saudi Arabia, e-commerce has not kept pace with the global growth of online shopping. In order to find the reasons for low participation in ecommerce, this study explored the influence of several cultural factors in Saudi Arabia related to age, gender, and computer proficiency. Hypotheses were developed for the demographic and cultural factors influencing the adoption of e-commerce in Saudi Arabia based on the literature review. To test the hypotheses, data were collected by means of an online questionnaire. Data analysis was conducted using descriptive statistics, K-means clustering, and hypothesis testing through Chi-square tests. Three categories of online shoppers were identified during the analysis. The study found that factors related to age, gender, and computer proficiency influenced the adoption and use of online shopping in the kingdom. Three kinds of online retail participants were found: high frequency users, moderate frequency users, and low frequency users. High frequency users were usually young people, with a relatively higher percentage of women showing superior skill in shopping online. Moderate users were mostly male and middle aged, and their ICT knowledge was moderate. Low frequency male and female users were most likely to be between the ages of 18 and 24. This study will potentially assist professionals interested in services supported by ICT, the wider business community, and the government in undertaking comprehensive, effective, and sustainable solutions for the betterment of ecommerce in Saudi Arabia.
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Papers by Denise de Vries
This project aims to collect documentation from the public - and, where feasible, source code - in order to create a picture of the software written locally, and to present this online.