Professor Christian Jones | UniSC | University of the Sunshine Coast, Queensland, Australia

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Professor Christian Jones

PhD Newcastle(UK), MEng Newcastle(UK), CEng Eng.Council, CITP, MIET, MBCS, FHEA

  • Leader, Engage Research Lab
  • Professor, Interactive Digital Media
+61 7 5459 4849
Office location
Engage Research Lab E1.31
Sunshine Coast
Associate Professor Christian Jones


Professor Christian Jones is both an academic and commercial entrepreneur. He has a successful track record of managing large-scale academic research projects and spinning out Intellectual Property for industrial commercialisation.

Christian is the leader of the Engage Research Lab — where technologies for social good are designed. His background is in Psychology and Technology.

He joined USC in November 2006 to build collaborative research projects across the University and with local, national and international industry and government. Immediately prior to this he had an academic position in computer science at Heriot–Watt University in Edinburgh, Scotland, as well as founder and CEO of a UK-based emotion engineering company, Affective Media.

He heads up large scale collaborative projects in mental health and wellbeing, physical health and fitness, sports analytics, medical training and simulation, child protection, road safety, augmented and virtual reality, affective computing (emotion), human computer interaction, and videogaming and serious games.

His research into affective computing considers how to develop systems that can automatically recognise human emotion and respond appropriately. He has developed systems that recognise human emotion from speech and from biometric sensors, and has applied these systems to create emotionally intelligent cars, robotics, mobile communications, customer relationship management, audio players and computer games.

Christian's PhD (conferred 1998) developed a talking-head animation systems capable of automatically lip synching to speech and he has worked with a wide range of speech-enabled technologies, including video compression, immersive virtual reality, entertainment, e-business and interactive digital television. This work enveloped many technical disciplines including speech physiology, communicative psychology and sociology, together with acoustic analysis, speech recognition and computer-based facial modelling and animation.

Christian is recognised by academia, industry and government as an international expert in interactive media, and have achieved awards and commercial success. His video games research has won industry awards (gold award for excellent in crime prevention, Games for Change ‘Most Significant Impact’ nomination, and keynotes at industry events: PAX, G4C), academic recognition (from the Young and Well CRC, and best paper awards at International conferences: INTERACT and BHCI), and government recognition (invited presentations to Thailand, Malaysia, Vietnam and Cambodia governments and Intellectual Property being used in projects across Asia, Africa and US of significant social, environment, cultural and commercial benefit). He led the videogame and wellbeing project in the $35m, 75 partner, Young and Well CRC and led the acoustic emotion recognition program in the EU Humaine network of excellence (5m Euro, European Union funded, 33 partners from 14 countries) now the AAAC (Association for the Advancement of Affective Computing).

Christian researches how technologies can improve lives. Transforming lives across multiple domains and disciplines, he operates within five main themes: Health and Wellbeing, Environment and Place, Safety and Protection, Communications and Education, and Sports Performance and Analytics.

  • Health and Wellbeing projects encompass mental health (ConNetica, Queensland Mental Health Commission, the Young and Well CRC), physical health (Champion Life), rapid virus diagnosis (Gates Foundation and Department of Health), alcohol misuse (Queensland Health, DRUG ARM Australasia, Drink Safe Coalition and auDA Foundation), Dementia (Churches of Christ, National Medical and Scientific Research, Wicking Trust and Mason Foundation), Autism (Autism Centre of Excellence), Indigenous health (communities in Queensland and NT), and Health promotion (Arts Queensland).

  • In Environment and Place, research projects include community engagement (the NSF funded National Socio-Environmental Synthesis Center), environment management (Smart State funding), water management (Queensland Water Infrastructure), and environmental education (Marecet and local councils).

  • In Safety and Projection, research projects include child projection (Australian Institute of Criminology, Queensland Police Service, Daniel Morcombe Foundation and Telstra), abuse prevention (Coventry University, AIC), and road safety (Transport and Main Roads, RACQ and Queensland Police Service).

  • In Communication and Education, research projects include medical training and simulation (Laerdal), teacher training (State Education), interactive mapping (NSF), augmented reality information (Real Estate and local councils).
  • In Sports Performance and Analytics, research projects include real-time athlete performance tracking and analysis (Lightning netball), and player performance data analysis for recruitment and training (Melbourne Storm NRL), apps for STEM (She Maps), and virtual reality skill training for people living with intellectual disability (Endeavour Foundation).

Since joining USC at the end of 2006, Christian has brought in over $2.5m of external grant income as Chief Investigator ($3.5m in total research projects dollars to USC). He has been leader of the Engage Research Lab since its conception in 2012 and the Associate Dean of Research for FABL between 2011 and 2018. He is also a founding member of the Sexual Violence Research and Prevention Unit.

His work has been published as over 100 international peer-reviewed journal and conference articles, and also covered in the New Scientist, Newsweek International, Beyond Tomorrow, and the ABC and BBC. He has also supervised many PhDs, research Masters and Honours to successful completion.

You can also stay in touch with Christian at:


  • Vice-Chancellor's Medal for Engagement (2010), University of the Sunshine Coast
  • University Medal for Excellence in Teaching (2001), Heriot–Watt University


  • Associate Dean of Research (2011-2018), University of the Sunshine Coast
  • CEO and CTO of Affective Media Ltd (2001-2017)


  • Chartered Engineer from the Engineering Council, UK
  • Chartered IT Professional, from the British Computer Society
  • Fellow of the Higher Education Academy
  • Member of the Institute of Learning and Teaching
  • Member of the Institution of Engineering and Technology (formerly IEE)
  • Honorary Fellow of the Human Communications Research Centre, UK
  • Honorary Fellow of the College of Science and Engineering at Edinburgh University

Research grants

  • 2021VR Training (Endeavour Foundation, $25,000), Research and development of Virtual Reality training simulations for use by people living with intellectual disability.
  • 2021 Melbourne Storm Recruitment Analysis (Melbourne Storm $100,000), On-going research and development of the online data dashboard.
  • 2020Online Mental Health Training (ConNetica, $100,000), Research and development of online mental health programs using videos of people with lived experience and interactive narratives
  • 2020Laerdal AR/MR Exploration (Laerdal, $50,000), Research and development of AR/MR software and hardware solutions for markerless head tracking, head manipulation, occlusion and hand tracking, for medical training and simulation.
  • 2020 - Dronie Game (She Maps, $25,000). Research and development of an game/app used in primary schools showcasing the work of six female Australian scientists as roles models for girls in STEM.
  • 2020 - Tree Decomposition project (Sunshine Coast Council), Research and development of a citizen science project where visitors to the Mary Cairncross Scene Reserve take and upload photographs of tree decomposition which are then displayed as a timeline in the Education Centre.
  • 2019 - Melbourne Storm Recruitment Analysis (Melbourne Storm, $45,000), Research and development of an online data dashboard for the NRL (and associated feeder competitions) and adva0nced data analysis and predictive modelling to assist decision making for the Melbourne Storm Recruitment team.
  • 2019 - LEADing evidence-informed Child Exploitation Material (CEM) Reduction (Australian Institute of Criminology, $70,000), To reduce CEM through 'locating' literature, 'evaluating' evidence, 'advocating' for new approaches, and 'disseminating' widely. Project will disseminate findings in an innovative interactive online environment.
  • 2018 - VRSB360, Christian Jones, Ben Rolfe (Supportive Behaviours, $45,000), Research and development of a 360 VR and biometric teacher training experience for challenging student behaviours. Project developed and evaluated a tablet and smartphone HMD VR 360 immersive experience displaying escalating problematic student behaviour in a classroom and provides emotion-based feedback from face, HR and voice.
  • 2018 - Aura AR, Christian Jones, Ben Rolfe, Fatality Studios (Stockland, $30,000), Research and development of an augmented reality experience for potential buyers and their children for commercial real-estate. Project AR avatars within a display village and AR location-based games for children whilst within homes.
  • 2018 - TNT, Christian Jones, Afnan Bashir, Research and development of a tracking and tagging system for sports, including real-time positional tracking and biometric sensing and feedback. Developed in partnership with Sunshine Coast Lightning.
  • 2018 – For Life, Christian Jones, Eva-Marie Seeto (ConNetica, Advance Queensland Knowledge Transfer Partnership project, A$100,000), Research and development of a community mental health initiative to provide quality online training based on ConNetica's innovative suicide prevention programs. Program will use engaging video examples and interactive narratives to help the community to learn how to help others who may be suffering for poor mental health.
  • 2017 - Augmented Reality Environmental Education, Ben Rolfe, Christian Jones (Focus Productions), Researching and developing an augmented reality experience to communicate environmental information about nocturnal animals native to Mary Cairncross Scenic Reserve, and also Bird life and habitats. Apps are on display for visitors to use at the newly opened $4.7m Mary Cairncross Scenic Reserve Education centre.
  • 2017 - Chats for Life, Christian Jones, Peter Hunt, Thomas Hamlyn-Harris (ConNetica, A$25,000), Research and development of a youth suicide prevention app based on ConNetica's Conversations for life program. App uses video examples to help youth have conversations about mental health and how to provide peer support. Chats for Life is available for free for iOS and Android.
  • 2017 - ARSim, Christian Jones, Vikram Saran (Opaque, A$25,000) Research and development of an augmented reality medical training simulator which integrates physical manikins with photorealistic computer graphics. Built for the Microsoft Hololens
  • 2016 — Augmented Reality Road Safety, Christian Jones, Vikram Saran, Philip Petersen (Transport and Main Roads, A$25,000). An augmented reality app which displays animated road scenarios overlaid over the real world view on tables and smartphones. The experiment was conducted on learner drivers, their parents, and elderly drivers to evaluate the app's efficiency. This was measured and evaluated by the comprehension and transferable learnings achieved through different deliveries of road safety information from paper-based road rules to the augmented reality app.
  • 2016 — Campion Life — physical activity game, Christian Jones, Jesse Clement, Sky Johnson (Kym Hunter, Champion Life, A$125,000). Champion Life is an Australian-developed online platform that seeks to instil healthy lifelong habits in young Australians. It is a pilot program that promotes health and physical activity among kids aged 9–13. It aims to improve their fitness and wellbeing development by harnessing the power of real-life motivational events. Champion Life works by making healthy habits a game in a way that is aligned to the national HPE curriculum. It is delivered on video featuring positive role models that children look up to.
  • 2016 — Orbit tablet app, Christian Jones, Colleen Stieler-Hunt, Ben Rolfe (Daniel Morcombe Foundation, A$60,000). A touch-based mobile game app to educate children aged 8–10 about sexual abuse prevention. The project compiled learning objectives around sexual abuse prevention from latest international research. Participatory methodologies with children in upper primary school play were used to understand the reward system in the games they play. The game is evaluated using standardised international measures and results extensively published.
  • 2016— Orbit — Sexual abuse prevention game for Indigenous communities, Christian Jones, Melody Muscat, Colleen Stieler-Hunt, Ben Rolfe (Daniel Morcombe Foundation, $A30,000). Teaching upper primary and lower high school children in Indigenous communities about sexual abuse prevention. The research follows the NHMRC best practice guidelines for researching with Indigenous communities, and adopts a co-design methodology to build the new sexual abuse game.
  • 2016 – Marine Mammals Alive exhibition, Christian Jones, Mark Bilby, Blake Marple (MareCet, Malaysia). This research explores how virtual reality underwater experiences can promote public appreciation and participation in marine conversation. The viewer is presented with an immersive underwater experience using the Occulus Rift that features 3D computer generated animations. Visitors to the exhibition are asked a series of questions before and after the VR experience. These questions investigate the visitor's knowledge of marine mammals residing in Malaysian waters and their role in the marine ecosystem. They will be queried on previous participation and willingness to participate in marine conservation activities.
  • 2015 – Exposure project, Bridie Scott-Parker, Nick Hansen, Christian Jones, The research project explores the driving exposure of young drivers during their leaner licence phase and after they have progressed to the P1 licence, together with how parents are involved through both phases. The project developed an in-car app to track driving behaviours through these learner phases.
  • 2015 – Multi-virus rapid and sensitive test kit, Joanne Macdonald, Christian Jones (Bill and Melinda Gates Foundation, A$135,000). Research and development of a rapid field test for detecting mosquitoes infected by pathogens such as malaria, dengue and chikungunya, using an innovative lateral flow dipstick. The project developed an app based technology to allow photos of the dipsticks to be taken and instantly analysed for immediate and accurate diagnosis.
  • 2015 – A single rapid kit for detection of Ross River, Barmah Forest and other arboviruses in mosquitoes, Joanne Macdonald, Christian Jones (Department of Health Funding Initiative for Mosquito Management in Western Australia, A$50,000). We have developed a simple diagnostic test able to detect multiple pathogens that reduces costs compared to performing individual assays, and does not require specialised equipment. The assay detects nucleic acid molecules using an amplification procedure that requires a rapid incubation at a single temperature, followed by detection using simple paper strips (similar to a pregnancy test dipstick). We will apply this technology to develop field-amenable assays for detection of the common mosquito-borne diseases in Australia, including Ross River, Barmah Forest, West Nile, and Murray Valley encephalitis viruses.
  • 2015 – Driver courtesy project, Christian Jones, Bridie Scott-Parker, Nicholas Hansen (RACQ (A$100,000). The research aimed to understand the effect of driver courtesy and discourtesy on other road users, the effects on the driver exhibiting the behaviour, the motivations for driving discourteously, and the motivators to become more courteous when driving. It also recommended strategies to promote courtesy in road users. The project was achieved by a comprehensive review of driving courtesy literature; focus group research to explore driver's perceptions; and CAVE and videogame simulator-based research to investigate the impact of courteous and discourteous driving behaviour.
  • 2014 – Makeway Lab, Christian Jones (Arts Queensland, Makeway Labs, Kolff Kollective, A$25,000). A health and design initiative using 3D printing technologies training to motivate and reskill patients. The project researched and developed a program for dialysis patients and resulted in an exhibition and pop-up shop featuring work by several dialysis designers.
  • 2014 – RoadHero, Christian Jones, Amanda Cavalcanti (Transport and Main Road Community Road Safety Funding, A$25,000). RoadHero aims to turn today's passengers into safe and responsible drivers of the future. This early intervention and prevention tool is a fun and engaging smartphone/tablet game (app) based on road safety and safe driving habits, played by primary school-aged children. Children are engaged in safe road use long before they become drivers themselves, and can exert a positive influence upon the driving of their parents, their greatest role models. Moreover, safe cycling and pedestrian behaviours are reinforced, further reducing their on-road risk.
  • 2014 Visitor expectations and experience survey – Mary Cairncross Scenic Reserve, Christian Jones, Niamh Jones (Sunshine Coast Council). A detailed understanding of visitor expectations and experiences in visiting Mary Cairncross Scenic Reserve, which has informed planning of the redesign of MCSR including building works and interactive interpretation. The report has been used extensively by the architects and planners, and the Concept Design Advisory Panel.
  • 2013 – Serious Urban Play, Ben Rolfe, Nicholas Hansen, Nicholas Stevens, Christian Jones (Sunshine Coast Council project). Serious Urban Play is an online co-operative multiplayer game for urban planning education. The game is browser-based and runs on any platform. The aim of the game is to accommodate a community of 1,500 households within a 1500m x 1500m playing surface while ensuring the community has a balance of happiness, environmental outcomes, economic viability and mobility. The game has been played by professional planners and students.
  • 2013 – Memory Keeper:  A digital therapeutic approach to the treatment of Alzheimer's disease, Christian Jones, Margaret McAllister, Mary Katsikitis, Florin Opresu (National Medical & Scientific Research grants, A$50,000). Tablet-based software application for use by carers, family and persons with Alzheimer's which collects, collates, and presents personalised memories as a way of reducing anxiety, agitation, disorientation and depression in residents, reduce need for medical sedation, and to enhance family connections.
  • 2013 – N2E:  An interactive learning resource for future nurse leaders in education, Margaret McAllister, Mary Katsikitis, Florin Opresu, Christian Jones (auDA Foundation, A$25,000). Researched and developed the N2E platform, an online community for nurse educators to explore and share innovations in learning and teaching using digital stories. Content collated from hosted workshops showcasing latest L&T practice in nurse education.
  • 2013 – EcoVis, Susan Bohmer, Chelsea Caldwell-Ternezis, Pat Harding, Sam Hoogvliet, Christian Jones, Debra Livingston, Megan Marks, Ben Rolfe, Uwe Terton, Daniel Wood (Sunshine Coast Council project). Data visualisation for communicating environmental messages and promoting behaviour change. It is a collaborative research venture between USC and SCC’s Community and Cultural Programs, and Economic Development departments, providing USC with an innovative cross-disciplinary research project, and SCC with a cutting-edge public artwork that emphasises its mission ‘to become Australia’s most sustainable region: vibrant, green, diverse’. Researched and developed an innovative interactive artwork, called ‘People’s Garden’ which was showcased at the Noosa Junction.
  • 2013 – GroupMap, Christian Jones, Nicholas Hansen, Ben Rolfe (Sunshine Coast Council project). Researched, developed and tested a multiuser interactive digital map for community discussion and engagement. Has been used in SCC risk management, community forums, USC teaching, partner/community planning (eg Churches of Christ residential planning), PhD and Hons research projects, and SESYNC research.
  • 2012 – Exploring the impact of video games on young people's mental health. Research into the positive influences of computer games on flourishing mental health of young people, Christian Jones, Mary Katsikitis, Laura Scholes, Daniel Johnson (Young and Well CRC:  A$35m, 75 partners, federally funded social innovation CRC around youth mental wellbeing. Researched and authored a review of latest research findings in support of videogames and flourishing mental health and based on psychological theory. Published in journals and at academic conference, presented to the videogames industry at the PAX industry conference, at mental health conferences, and in national and international media.
  • 2008–2012 Smart Forests Alliance Queensland (SFAQ), Helen Wallace, Stephen Trueman, David Walton, Christian Jones, Peter Waterman. Partners: Queensland and Northern Territory departments of primary industries, CSIRO, and two national timber companies: Integrated Tree Cropping Ltd and Forest Enterprises Australia Ltd (Innovation Projects Fund, National and International Research Alliances program Department of State Development  A$19m). The research aims to boost to Queensland's hardwood plantation industry, encouraging industry investment by promoting the potential for our hardwood plantation forests to be carbon sinks for companies and individuals.
  • 2010– Interactive exhibits for environmental management, Christian Jones. Partners:  Sonia Marshall, Sunshine Coast TAFE; Mitchell Smith, Diretor, Sunshine Coast TAFE (Sunshine Coast Council and Sunshine Coast TAFE A$200,000). Research and development of a multi user interactive ultra-wide display wall to allow multiple visitors to interactive with a developing narrative around environmental management.
  • 2010 – Needs of nurse educators, Margaret McAllister, Christian Jones, Leonie Mosel Williams, Teressa Schmidt. Research Assistants: Kristina Malko-Nyhan, Tara Gamble. Partner: Sunshine Coast TAFE (USC Open Learning and Teaching grants program). An exploration of the needs of nurse educators working in a range of Australian contexts.
  • 2009 –  Knowing You, Knowing Me — Mother and children alcohol reduction intervention using technology mediated communication, Christian Jones, Mary Katsikitis, Melody Morley (auDA Foundation, Queensland Health, DRUG ARM, DrinkSafe Coalition, A$50,000). To promote healthy mother and daughters relationships using education and shared experiences to encourage positive modelling against alcohol misuse.
  • 2009 – PTT — The Development of a Best Practice Model for Capacity Building Pre-service teachers during their workplace placement experience using mobile and online resources to support mentoring, Christian Jones, Christopher Dann, Elizabeth Toohey, Beverly Lowe, Noel Meyers (Faculty of Science, Health and Education – A$106,000). Designing and building mobile and online mentoring and assessment resource for use with teachers and students on pre-service workplaces. Mobile delivery will allow teachers to record performance in the classroom.
  • 2009 – Photoboard, Christian Jones (Faculty of Arts and Social Sciences).   To develop a novel technology solution using mobile phones to allow participants to converse using photographs displayed on large scale public displays, and record and evaluate the immerging usage behaviour of the photographic visual communications.
  • 2009 – Eco TourGuide, Christian Jones (Faculty of Arts and Social Sciences). To develop and evaluate an interactive in-car and walking system (EcoGuide) providing targeted interpreted, safety and regulator information based on visitor location (GPS), interest and prior knowledge, to guide, monitor and educate visitors within environmentally sensitive areas to help them minimise their impact and support long term environmental and economic sustainability.
  • 2008–2012, FeelingSafe – Child Sexual Abuse Prevention Learning Environment, Christian Jones, Michael Nagel, Kay Pozzebon, Kenneth Young, Laura Scholes, Colleen Stieler-Hunt (Telstra Foundation, Queensland Police Service, Daniel Morcombe Foundation, Education Queensland, Department of Child Safety, Sunshine Cooloola Services Against Sexual Violence Inc/Laurel House, A$600,000). Research and development of an interactive online gaming resource for children aged 8-10 to learn skills and strategies to protect themselves from sexual abuse and support to disclose abuse.
  • 2008–2010, Fraser Young Explorer project, Christian Jones, Elizabeth Ryan, Chris Dann, Bill Allen, Bill Carter (Ian Potter Foundation and Queensland Water Infrestructure  A$40,000). Developing interactive handheld devices to offer self-guided field-based educational for school children visiting remote environments. The project is developing GPS triggered content and activities allowing students to complete education tasks, report findings and blog experiences using mobile devices. Data is synchronised and available to students for project work on return to school.
  • 2008–2010, A Blueprint for Developmental and Operational Arrangements for Integrated Public Contact and Education, Bill Carter, Christian Jones, Sonia Marshall (Queensland Water Infrastructure, A$40,000). Research into best practice for technology mediated education for interaction science centres/museums.
  • 2007–2010, Being safety smart, Christian Jones, Kay Pozzebon. (Queensland Police Service, Daniel Morcombe Foundation, Queensland Crime and Misconduct Commission, Education Queensland, Chancellor State Primary School, A$53,000). Research and development of an interactive online game for early primary school children addressing anti-abduction strategies and child safety awareness.
  • 2007–2010, Location-based interactive services for visitor management on Fraser Island, Christian Jones, Kathy Lynch, Tony Stiller, Ron Neller, Bill Carter. (Queensland Police Service, Environmental Parks, Queensland Parks and Wildlife Services, A$25,000). To develop and evaluate an interactive in-car and walking system to guide, monitor and educate visitors on Fraser Island to help them minimise their impact and support long term environmental and economic sustainability.
  • 2005–2009, Humaine network of excellence, Christian Jones (Heriot-Watt University). Partners:  33 partners from 14 countries (European Union 5m). Full partner of the Humaine network of excellence, the key resource community in emotions and humanmachine interaction. Humaine (Human-Machine Interaction Network on Emotion).
  • 2006–2007, Strategic research infrastructure funding, Ruth Aylett, Christian Jones (at Heriot-Watt University) (UK Strategic Research Infrastructure Funding 3 project, 85,000GBP). The addition of motion capture equipment for the virtual reality laboratory.
  • 2004–2006, Emotionally intelligent in-car conversational interfaces, Christian Jones (at Heriot-Watt University and Affective Media Limited) (Edinburgh University, Stanford University and Toyota Info Technology, 150,000GBP). Joint research between Toyota, Stanford University, California, and Heriot-Watt University to investigate emotionally intelligent in-car conversational interfaces.
  • 2003–2006, Emotionally intelligent systems, Christian Jones (at Heriot-Watt University and Affective Media Limited). (Digital Animations Group, Scottish Government SPUR award, 300,000 GBP). Scottish Government SPUR award for research into emotionally intelligent systems. An R&D support scheme to develop new products and processes.
  • 2002–2003, Acoustic emotion recognition, Christian Jones (at Heriot-Watt and Affective Media Limited) (Digital Animations Group, Scottish Government SMART award, 85,000 GBP). Scottish Government SMART award for research into acoustic emotion recognition. A competition-based incentive for developing new, highly innovative and commercially viable products to the benefit of the national economy.

Doctoral projects supervised

Name Title PhD/DCA Status
Matthew Willis An Emotion Network: Enabling Emotion Sharing Through Social Networking PhD Awarded
Colleen Stieler-Hunt Advancing the use of Digital Game-Play in Primary and Secondary School Classrooms to Establish Supportive and Engaging Classroom Learning Environments PhD Awarded
Jacek Sliwinski Mindful Gaming: How Digital Games can Increase Mindfulness PhD Awarded
Paula Loveday A mixed-methods investigation of the Best Possible Selves intervention: Relationships and thriving PhD Awarded
Gary Eves The Use of Computer Game Technology to Create Simulations with Validity for Enhancing Confidence and Competence in Technical and Non-Technical Healthcare Skills Development PhD Awarded
Barker, Dakoda J The Mighty Spoon: Representing characters with chronic health conditions in videogames DCA Awarded
Jacqueline Burgess The intersection of narrative and marketing: Exploring a video game narrative brand through brand management and game studies PhD Awarded
Katryna Starks Gamechange(h)er: Exploring the Video Game Design Elements that may Impact the Agency and Identity of Female Players PhD Awarded
Amanda Cavalcanti The effect of social exergames on wellbeing and social anxiety PhD Awarded
Adriano Marinho Investigating the physiological and psychological effect of prolonged and repeated VR on videogamers and non-videogamers who play action or narrative games PhD Awarded
Jane Cocks Choice and Change: Towards a Design Framework of Digital Interactive Narrative for Behaviour Change PhD Awarded
Maureen Rhemann Non-Linear Asymmetric Analysis - Unlocking the Future through Focusing on Disruptions PhD Awarded
Danielle Gleeson The Virtual Village: a qualitative study of a social media group supporting women through pregnancy, childbearing and early parenting PhD Awarded
Leanne Jenkins Maintaining psychological health and well-being in young artists through education around strategies to build resilience and mindfulness PhD Current
Afnan Bashir Comparison of slip-style omnidirectional treadmill and conventional unidirectional treadmill on task performance, cybersickness, postural stability and user experience in VR PhD Current
David Hills Mapping the field of technology enhanced learning in outdoor education PhD Current
Tom Astle Toward an Understanding of the Psychosocial Influences Involved in Shared Autonomous Vehicle Acceptance: Dispositional and Environmental Factors PhD Current
Jesse Clements Intuitive Interface Design for Augmented Reality PhD Current
Corey Jackson Untangling effects and interactions of mindfulness and emotional literacy training in a mindfulness based intervention. PhD Current
Craig Hargraves Gamification of an undergraduate university course to assist student transition to higher education. PhD Current
Elissa Richards Transitioning to an Artificial Intelligence (AI) Future PhD Current
David Dixon The influence of external representations on cognitive processes in visual-spatial learning environments. MA Current

Research areas

  • human–computer interaction
  • augmented, virtual and mixed reality
  • behavioural psychology and behaviour change
  • affective computing and emotion
  • user experience (UX) and user interface (UI) design
  • computer gaming, serious games and exergames
  • animation and play
  • mobile technologies and social media
  • interactive museums and new digital media
  • simulation and training
  • omni-directional motion platforms
  • social change
  • mental health and suicide prevention
  • physical wellbeing
  • child abuse prevention
  • road safety
  • autonomous vehicles
  • artificial intelligence
  • positive psychology
  • environmental conservation
  • biometrics (EEG, EKG, EMG, GSC, HR, HRV, BP, eye tracking, and stress hormones) and biofeedback
  • sports performance and analytics
  • mindfulness
  • positive psychology

Professor Christian Jones' specialist areas of knowledge include augmented reality, virtual reality, mixed reality, computer games, emotion, affective computing, speech, interactive media, visualisation, simulation, human-computer interaction, positive psychology, child protection, mental and physical health and wellbeing, sports performance, data analytics, biometric sensors, medical training, autonomous vehicles, and road safety.

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