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Social Situational Language Learning through an Online 3D Game Learning Facilitaton / Culbertson, Gabriel / Wang, Shiyu / Jung, Malte / Andersen, Erik Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.957-968
ACM Digital Library Link
Summary: Learning a second language is challenging. Becoming fluent requires learning contextual information about how language should be used as well as word meanings and grammar. The majority of existing language learning applications provide only thin context around content. In this paper, we present work in Crystallize, a language learning game that combines traditional learning approaches with a situated learning paradigm by integrating a spaced-repetition system within a language learning roleplaying game. To facilitate long-term engagement with the game, we added a new quest paradigm, "jobs," that allow a small amount of design effort to generate a large set of highly-scaffolded tasks that grow iteratively. A large-scale evaluation of the language learning game "in the wild" with a diverse set of 186 people revealed that the game was not only engaging players for extended amounts of time but that players learned an average of 8.7 words in an average of 40.5 minutes.

Crystallize: An Immersive, Collaborative Game for Second Language Learning Games / Culbertson, Gabriel / Andersen, Erik / White, Walker / Zhang, Daniel / Jung, Malte Proceedings of ACM CSCW 2016 Conference on Computer-Supported Cooperative Work and Social Computing 2016-02-27 v.1 p.636-647
ACM Digital Library Link
Summary: Learning a second language is challenging. Becoming fluent requires learning contextual information about how language should be used as well as word meanings and grammar. The majority of existing language learning applications provide only thin context around content. In this paper, we present Crystallize, a collaborative 3D game that provides rich context along with scaffolded learning and engaging gameplay mechanics. Players collaborate through joint tasks, or quests. We present a user study with 42 participants that examined the impact of low and high levels of task interdependence on language learning experience and outcomes. We found that requiring players to help each other led to improved collaborative partner interactions, learning outcomes, and gameplay. A detailed analysis of the chat-logs further revealed that changes in task interdependence affected learning behaviors.

A Framework for Automatically Generating Interactive Instructional Scaffolding Interactive Video & Collaborative Annotations / O'Rourke, Eleanor / Andersen, Erik / Gulwani, Sumit / Popovic, Zoran Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.1545-1554
ACM Digital Library Link
Summary: Interactive learning environments such as intelligent tutoring systems and software tutorials often teach procedures with step-by-step demonstrations. This instructional scaffolding is typically authored by hand, and little can be reused across problem domains. In this work, we present a framework for generating interactive tutorials from an algorithmic representation of the problem-solving thought process. Given a set of mappings between programming language constructs and user interface elements, we step through this algorithm line-by-line to trigger visual explanations of each step. This approach allows us to automatically generate tutorials for any example problem that can be solved with this algorithm. We describe two prototype implementations in the domains of K-12 mathematics and educational games, and present results from two user studies showing that educational technologists can author thought-process procedures and that generated tutorials can effectively teach a new procedure to students.

Automatic Game Progression Design through Analysis of Solution Features Experience Design for Games / Butler, Eric / Andersen, Erik / Smith, Adam M. / Gulwani, Sumit / Popovic, Zoran Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.2407-2416
ACM Digital Library Link
Summary: A long-term goal of game design research is to achieve end-to-end automation of much of the design process, one aspect of which is creating effective level progressions. A key difficulty is getting the player to practice with interesting combinations of learned skills while maintaining their engagement. Although recent work in task generation and sequencing has reduced this effort, we still lack end-to-end automation of the entire content design process. We approach this goal by incorporating ideas from intelligent tutoring systems and proposing progression strategies that seek to achieve mastery of not only base concepts but arbitrary combinations of these concepts. The input to our system is a model of what the player needs to do to complete each level, expressed as either an imperative procedure for producing solutions or a representation of features common to all solutions. The output is a progression of levels that can be adjusted by changing high-level parameters. We apply our framework to a popular math puzzle game and present results from 2,377 players showing that our automatic level progression is comparable to expert-crafted progression after a few design iterations based on a key engagement metric.

A trace-based framework for analyzing and synthesizing educational progressions Papers: design for classrooms 1 / Andersen, Erik / Gulwani, Sumit / Popovic, Zoran Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems 2013-04-27 v.1 p.773-782
ACM Digital Library Link
Summary: A key challenge in teaching a procedural skill is finding an effective progression of example problems that the learner can solve in order to internalize the procedure. In many learning domains, generation of such problems is typically done by hand and there are few tools to help automate this process. We reduce this effort by borrowing ideas from test input generation in software engineering. We show how we can use execution traces as a framework for abstracting the characteristics of a given procedure and defining a partial ordering that reflects the relative difficulty of two traces. We also show how we can use this framework to analyze the completeness of expert-designed progressions and fill in holes. Furthermore, we demonstrate how our framework can automatically synthesize new problems by generating large sets of problems for elementary and middle school mathematics and synthesizing hundreds of levels for a popular algebra-learning game. We present the results of a user study with this game confirming that our partial ordering can predict user evaluation of procedural difficulty better than baseline methods.

The impact of tutorials on games of varying complexity Game experiences / Andersen, Erik / O'Rourke, Eleanor / Liu, Yun-En / Snider, Rich / Lowdermilk, Jeff / Truong, David / Cooper, Seth / Popovic, Zoran Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems 2012-05-05 v.1 p.59-68
ACM Digital Library Link
Summary: One of the key challenges of video game design is teaching new players how to play. Although game developers frequently use tutorials to teach game mechanics, little is known about how tutorials affect game learnability and player engagement. Seeking to estimate this value, we implemented eight tutorial designs in three video games of varying complexity and evaluated their effects on player engagement and retention. The results of our multivariate study of over 45,000 players show that the usefulness of tutorials depends greatly on game complexity. Although tutorials increased play time by as much as 29% in the most complex game, they did not significantly improve player engagement in the two simpler games. Our results suggest that investment in tutorials may not be justified for games with mechanics that can be discovered through experimentation.

Placing a value on aesthetics in online casual games Expression & perception / Andersen, Erik / Liu, Yun-En / Snider, Rich / Szeto, Roy / Zoran Popovic, A Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011-05-07 v.1 p.1275-1278
ACM Digital Library Link
Summary: Game designers frequently invest in aesthetic improvements such as music, sound effects, and animations. However, their exact value for attracting and retaining players remains unclear. Seeking to estimate this value in two popular Flash games, we conducted a series of large-scale A/B tests in which we selectively removed aesthetic improvements and examined the effect of each component on play time, progress, and return rate. We found that music and sound effects had little or no effect on player retention in either game, while animations caused users to play more. We also found, counterintuitively, that optional rewards caused players to play less in both games. In one game, this gameplay modification affected play time three times as much as the largest aesthetic variation. Our methodology provides a way to determine where resources may be best spent during the game design and development process.

Designing and evaluating Buster: an indexical mobile travel planner for public transportation Interaction design / Kjeldskov, Jesper / Andersen, Eva / Hedegaard, Lars Proceedings of OZCHI'07, the CHISIG Annual Conference on Human-Computer Interaction 2007-11-28 p.25-28
ACM Digital Library Link
Summary: This paper elaborates on previous research into the design and use of mobile information systems for supporting the use of public transportation. Contributing to this domain of HCI research, we describe the design and evaluation of a mobile travel planner, Buster, for the public city bus system of a large regional city in Denmark. Carrying on from on earlier research activities, we did contextual interviews, acting out of future scenarios in situ, and iterative paper prototyping to extend on previous design ideas and explore further the principle of indexicality in interface design for context-aware mobile systems. We then implemented a functional prototype application and evaluated it in the field.

Real-time navigation of independent agents using adaptive roadmaps Avatars, crowds & perceptions / Sud, Avneesh / Gayle, Russell / Andersen, Erik / Guy, Stephen / Lin, Ming / Manocha, Dinesh Proceedings of the 2007 ACM Symposium on Virtual Reality Software and Technology 2007-11-05 p.99-106
ACM Digital Library Link
Summary: We present a novel algorithm for navigating a large number of independent agents in complex and dynamic environments. We compute adaptive roadmaps to perform global path planning for each agent simultaneously. We take into account dynamic obstacles and inter-agents interaction forces to continuously update the roadmap by using a physically-based agent dynamics simulator. We also introduce the notion of 'link bands' for resolving collisions among multiple agents. We present efficient techniques to compute the guiding path forces and perform lazy updates to the roadmap. In practice, our algorithm can perform real-time navigation of hundreds and thousands of human agents in indoor and outdoor scenes.

Surface distance maps Shape / Sud, Avneesh / Govindaraju, Naga / Gayle, Russell / Andersen, Erik / Manocha, Dinesh Proceedings of the 2007 Conference on Graphics Interface 2007-05-28 p.35-42
ACM Digital Library Link
Summary: We present a new parameterized representation called surface distance maps for distance computations on piecewise 2-manifold primitives. Given a set of orientable 2-manifold primitives, the surface distance map represents the (non-zero) signed distance-to-closest-primitive mapping at each point on a 2-manifold. The distance mapping is computed from each primitive to the set of remaining primitives. We present an interactive algorithm for computing the surface distance map of triangulated meshes using graphics hardware. We precompute a surface parameterization and use the it to define an affine transformation for each mesh primitive. Our algorithm efficiently computes the distance field by applying this affine transformation to the distance functions of the primitives and evaluating these functions using texture mapping hardware. In practice, our algorithm can compute very high resolution surface distance maps at interactive rates and provides tight error bounds on their accuracy. We use surface distance maps for path planning and proximity query computation among complex models in dynamic environments. Our approach can perform planning and proximity queries in a dynamic environment with hundreds of objects at interactive rates and offer significant speedups over prior algorithms.