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Designing Technology to Foster Psychological Wellbeing Course Overviews / Calvo, Rafael A. / Peters, Dorian Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.988-991
ACM Digital Library Link
Summary: As the focus in HCI has moved from functionality to usability to the user experience, we have moved toward greater human-centerdness. In a newest iteration, we are beginning to acknowledge the psychological impact that our pervasive technologies have on us. Rather than assuming negative impact is inevitable, as designers we are in a position to actively recruit digital experience to help us thrive. By turning to well-established methods in fields such as psychology, neuroscience, and economics, we can begin to design, and develop new technologies to foster psychological wellbeing and human potential -- an area of research and practice we have referred to as "positive computing" [1]. In this course we will explore approaches to evaluating and designing for wellbeing determinants like autonomy [3,5], competence [5], connectedness [5], meaning [4], and compassion [2], as a first step towards a future in which all digital experience supports flourishing.

Computing in Mental Health Workshop Summaries / Calvo, Rafael A. / Dinakar, Karthik / Picard, Rosalind / Maes, Pattie Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.3438-3445
ACM Digital Library Link
Summary: 18.5% of adults in the US suffer mental illness. Just under half of all adults will experience mental illness at some point in their life. These compelling statistics have prompted computing researchers and practitioners to work toward developing technologies that can support those with mental illness and promote thriving universally. For example, wearables and sensors can help detect mental states, smartphone apps can be used to expand the reach of interventions, and our understanding of the impacts of everyday technology on our mental health can contribute to a future of technology design for flourishing. This interdisciplinary workshop will provide the opportunity for mental health professionals and technologists to come together to explore how new computing technologies can support mental health and promote psychological flourishing.

NLG-Based Moderator Response Generator to Support Mental Health WIP Theme: Healthcare and Wellbeing / Hussain, Mohammed Sazzad / Calvo, Rafael A. / Ellis, Louise / Li, Juchen / Ospina-Pinillos, Laura / Davenport, Tracey / Hickie, Ian Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.1385-1390
ACM Digital Library Link
Summary: The global need to effectively address mental health problems and wellbeing is well recognised. Today, online systems are increasingly being viewed as an effective solution for their ability to reach broad populations. As online support groups become popular the workload for human moderators increases. Maintaining quality feedback becomes increasingly challenging as the community grows. Tools that can automatically detect mental health problems from social media posts and then generate smart feedback can greatly reduce human overload. In this paper, we present a system for the automation of interventions using Natural Language Generation (NLG) techniques. In particular, we focus on 'depression' and 'anxiety' related interventions. Psychologists evaluated the quality of the systems' interventions and results were compared against human (i.e. moderator) interventions. Results indicate our intervention system still has a long way to go, but is a step in the right direction as a tool to assist human moderators with their service.

Introduction to Positive Computing: Technology that Fosters Wellbeing Course Overviews / Calvo, Rafael A. / Peters, Dorian Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.2499-2500
ACM Digital Library Link
Summary: A growing number of HCI professionals are interested in how we might design technology to foster psychological wellbeing. Meeting such an aim will involve a crossing of disciplines, of methods, and a new way of thinking about what technology should be doing for us. By turning to the well-established research and methods available in psychology, education, neuroscience, and HCI, we can begin to cultivate a field dedicated to the design and development of technology that supports wellbeing and human potential, a field we refer to as positive computing [1]. In this course we will explore multidisciplinary approaches to evaluating and designing for digital experience that supports wellbeing determinants like self-awareness, autonomy, resilience, mindfulness, and altruism. The objective of this course is to provide participants with: a theoretical foundation, a practical framework, a look at the state of the art, and group-generated design strategies to better support wellbeing in their current and future projects.

Combining observational and experiential data to inform the redesign of learning activities Analyses with LMS data / Pardo, Abelardo / Ellis, Robert A. / Calvo, Rafael A. LAK'15: 2015 International Conference on Learning Analytics and Knowledge 2015-03-16 p.305-309
ACM Digital Library Link
Summary: A main goal for learning analytics is to inform the design of a learning experience to improve its quality. The increasing presence of solutions based on big data has even questioned the validity of current scientific methods. Is this going to happen in the area of learning analytics? In this paper we postulate that if changes are driven solely by a digital footprint, there is a risk of focusing only on factors that are directly connected to numeric methods. However, if the changes are complemented with an understanding about how students approach their learning, the quality of the evidence used in the redesign is significantly increased. This reasoning is illustrated with a case study in which an initial set of activities for a first year engineering course were shaped based only on the student's digital footprint. These activities were significantly modified after collecting qualitative data about the students approach to learning. We conclude the paper arguing that the interpretation of the meaning of learning analytics is improved when combined with qualitative data which reveals how and why students engaged with the learning tasks in qualitatively different ways, which together provide a more informed basis for designing learning activities.

Evaluating the accessibility of crowdsourcing tasks on Amazon's mechanical turk Poster abstracts / Calvo, Rocío / Kane, Shaun K. / Hurst, Amy Sixteenth International ACM SIGACCESS Conference on Computers and Accessibility 2014-10-20 p.257-258
ACM Digital Library Link
Summary: Crowd work web sites such as Amazon Mechanical Turk enable individuals to work from home, which may be useful for people with disabilities. However, the web sites for finding and performing crowd work tasks must be accessible if people with disabilities are to use them. We performed a heuristic analysis of one crowd work site, Amazon's Mechanical Turk, using the Web Content Accessibility Guidelines 2.0. This paper presents the accessibility problems identified in our analysis and offers suggestions for making crowd work platforms more accessible.

Compassion vs. empathy: designing for resilience Features / Peters, Dorian / Calvo, Rafael interactions 2014-09 v.21 n.5 p.48-53
ACM Digital Library Link

Accessibility barriers for users of screen readers in the Moodle learning content management system Mobile Accessibility / Calvo, Rocío / Iglesias, Ana / Moreno, Lourdes Universal Access in the Information Society 2014-08 v.13 n.3 p.315-327
Keywords: Accessibility; Authoring tool; ATAG; LCMS; Screen reader users
Link to Digital Content at Springer
Summary: In recent decades, the use of the Internet has spread rapidly into diverse social spheres including that of education. Currently, most educational centers make use of e-learning environments created through authoring tool applications like learning content management systems (LCMSs). However, most of these applications currently present accessibility barriers that make the creation of accessible e-learning environments difficult for teachers and administrators. In this paper, the accessibility of the Moodle authoring tool, one of the most frequently used LCMSs worldwide, is evaluated. More specifically, the evaluation is carried out from the perspective of two visually impaired users accessing content through screen readers, as well as a heuristic evaluation considering the World Wide Web Consortium's Authoring Tool Accessibility Guidelines. The evaluation results demonstrate that Moodle presents barriers for screen reader users, limiting their ability to access the tool. One example of accessibility problems for visually impaired users is the frequent inability to publish learning contents without assistance. In light of these results, the paper offers recommendations that can be followed to reduce or eliminate these accessibility barriers.

Automatic Cognitive Load Detection from Face, Physiology, Task Performance and Fusion During Affective Interference / Hussain, M. Sazzad / Calvo, Rafael A. / Chen, Fang Interacting with Computers 2014-05 v.26 n.3 p.256-268
iwc.oxfordjournals.org/content/26/3/256
Summary: Cognitive load (CL) is experienced during critical tasks and also while engaged emotional states are induced either by the task itself or by extraneous experiences. Emotions irrelevant to the working memory representation may interfere with the processing of relevant tasks and can influence task performance and behavior, making the accurate detection of CL from nonverbal information challenging. This paper investigates automatic CL detection from facial features, physiology and task performance under affective interference. Data were collected from participants (n=20) solving mental arithmetic tasks with emotional stimuli in the background, and a combined classifier was used for detecting CL levels. Results indicate that the face modality for CL detection was more accurate under affective interference, whereas physiology and task performance were more accurate without the affective interference. Multimodal fusion improved detection accuracies, but it was less accurate under affective interferences. More specifically, the accuracy decreased with an increasing intensity of emotional arousal.

Autonomy in technology design Workshop summaries / Calvo, Rafael A. / Peters, Dorian / Johnson, Daniel / Rogers, Yvonne Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.37-40
ACM Digital Library Link
Summary: Issues of autonomy impact motivation, the user experience and even psychological wellbeing, yet many questions surrounding design for autonomy remain unanswered. This workshop will explore theory, issues and design strategies related to autonomy drawing on theoretical frameworks available in psychology and looking at autonomy from multiple levels. These include user autonomy within the context of software environments, technologies that increase autonomy in daily life, and how technologies might foster autonomy as a component of psychological development.

The irony and re-interpretation of our quantified self Ubiquitous computing / Calvo, Rafael A. / Peters, Dorian Proceedings of the 2013 Australian Computer-Human Interaction Conference 2013-11-25 2013-11-25 p.367-370
ACM Digital Library Link
Summary: The new possibilities afforded by cloud computing infrastructure, with respect to the large amounts of data that can now be collected and processed unobtrusively, have triggered a growing interest in systems that record personal life events. We go on the notion that this information can be used as a kind of extended memory to support insights into our past and our present lives. However, as we argue in this paper, the psychological processes and consequences underlying the interpretation of this data can be significantly more complex and less predictable than has generally been acknowledged.
    Specifically we look at two phenomena: first, that of re-interpretation (that events are reinterpreted every time we recall them) and second, that humans participate in ironic processes such that even self-control goals can become obstacles to behavior change. In this paper we put forward that as we design life-logging systems, personal informatics or quantified-self technologies in future, will need to better find ways to take into account this psychological complexity in order to be effective and avoid inadvertent harm. We also briefly review theoretical frameworks and psychological evidence that may inform the way we design such systems going forward.

An Accessible Chat Prototype for Screen Reader Users in Mobile Devices Universal Access and eInclusion / Calvo, Rocío / Iglesias, Ana / Moreno, Lourdes HCI International 2013: 15th International Conference on HCI: Posters' Extended Abstracts Part I 2013-07-21 v.6 p.216-220
Keywords: Accessibility; chat; interaction; screen reader; mobile device
Link to Digital Content at Springer
Summary: Chats present accessibility problems for screen reader users. This work presents a prototype of an accessible chat for Mobile Devices (MD). The main aim of this research is to remove the accessibility barriers that screen reader users face when they use a chat in a MD. Thus, this prototype is based on the requirements which have been elicited considering background research and with the use of Software Engineering (SE) and Human Computer Interaction (HCI) methods as well as accessibility standards and guidelines.

Beyond the basic emotions: what should affective computing compute? alt.chi: spirit and mind / D'Mello, Sidney / Calvo, Rafael A. Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.2287-2294
ACM Digital Library Link
Summary: One of the primary goals of Affective Computing (AC) is to develop computer interfaces that automatically detect and respond to users' emotions. Despite significant progress, "basic emotions" (e.g., anger, disgust, sadness) have been emphasized in AC at the expense of other non-basic emotions. The present paper questions this emphasis by analyzing data from five studies that systematically tracked both basic and non-basic emotions. The results indicate that engagement, boredom, confusion, and frustration (all non-basic emotions) occurred at five times the rate of basic emotions after generalizing across tasks, interfaces, and methodologies. Implications of these findings for AC are discussed.

Analysis of collaborative writing processes using revision maps and probabilistic topic models Communication and collaboration / Southavilay, Vilaythong / Yacef, Kalina / Reimann, Peter / Calvo, Rafael A. LAK'13: 2013 International Conference on Learning Analytics and Knowledge 2013-04-08 p.38-47
ACM Digital Library Link
Summary: The use of cloud computing writing tools, such as Google Docs, by students to write collaboratively provides unprecedented data about the progress of writing. This data can be exploited to gain insights on how learners' collaborative activities, ideas and concepts are developed during the process of writing. Ultimately, it can also be used to provide support to improve the quality of the written documents and the writing skills of learners involved. In this paper, we propose three visualisation approaches and their underlying techniques for analysing writing processes used in a document written by a group of authors: (1) the revision map, which summarises the text edits made at the paragraph level, over the time of writing. (2) the topic evolution chart, which uses probabilistic topic models, especially Latent Dirichlet Allocation (LDA) and its extension, DiffLDA, to extract topics and follow their evolution during the writing process. (3) the topic-based collaboration network, which allows a deeper analysis of topics in relation to author contribution and collaboration, using our novel algorithm DiffATM in conjunction with a DiffLDA-related technique. These models are evaluated to examine whether these automatically discovered topics accurately describe the evolution of writing processes. We illustrate how these visualisations are used with real documents written by groups of graduate students.

Using galvanic skin response for cognitive load measurement in arithmetic and reading tasks / Nourbakhsh, Nargess / Wang, Yang / Chen, Fang / Calvo, Rafael A. Proceedings of the 2012 Australian Computer-Human Interaction Conference 2012-11-26 p.420-423
ACM Digital Library Link
Summary: Galvanic Skin Response (GSR) has recently attracted researchers' attention as a prospective physiological indicator of cognitive load and emotions. However, it has commonly been investigated through single or few measures and in one experimental scenario. In this research, aiming to perform a comprehensive study, we have assessed GSR data captured from two different experiments, one including text reading tasks and the other using arithmetic tasks, each imposing multiple cognitive load levels. We have examined temporal and spectral features of GSR against different task difficulty levels. ANOVA test was applied for the statistical evaluation. Obtained results show the strong significance of the explored features, especially the spectral ones, in cognitive workload measurement in the two studied experiments.

Positive computing: technology for a wiser world Features / Calvo, Rafael A. / Peters, Dorian interactions 2012-07-01 v.19 n.4 p.28-31
ACM Digital Library Link

Automatic natural expression recognition using head movement and skin color features Interactive posters / Monkaresi, Hamed / Calvo, Rafael A. / Hussain, M. S. Proceedings of the 2012 International Conference on Advanced Visual Interfaces 2012-05-22 p.657-660
ACM Digital Library Link
Summary: Significant progress has been made in automatic facial expression recognition, yet most state of the art approaches produce significantly better reliabilities on acted expressions than on natural ones. User interfaces that use facial expressions to understand user's affective states need to be most accurate during naturalistic interactions. This paper presents a study where head movement features are used to recognize naturalistic expressions of affect. The International Affective Picture System (IAPS) collection was used as stimulus for triggering different affective states. Machine learning techniques are applied to classify user's expressions based on their head position and skin color changes. The proposed approach shows a reasonable accuracy in detecting three levels of valence and arousal for user-dependent model during naturalistic human-computer interaction.