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The Role of ICT in Office Work Breaks Workplace Social Performance / Skatova, Anya / Bedwell, Ben / Shipp, Victoria / Huang, Yitong / Young, Alexandra / Rodden, Tom / Bertenshaw, Emma Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.3049-3060
ACM Digital Library Link
Summary: Break activities -- deliberate and unexpected -- are common throughout the working day, playing an important role in the wellbeing of workers. This paper investigates the role of increasingly pervasive ICT in creating new opportunities for breaks at work, what impact the technology has on management of boundaries at work, and the effects these changes have on personal wellbeing. We present a study of the routines of office-workers, where we used images from participants' work-days to prompt and contextualize interviews with them. Analysis of coded photographs and interview data makes three contributions: an account of ubiquitous ICT creating new forms of micro-breaks, including the opportunity to employ previously wasted time; a description of the ways in which staff increasingly bring "home to work"; and a discussion of the emergence of "screen guilt". We evaluate our findings in relation to previous studies, and leave three research implications and questions for future work in this domain.

Examining American and Chinese Internet Users' Contextual Privacy Preferences of Behavioral Advertising Internatonal Insights / Wang, Yang / Xia, Huichuan / Huang, Yun Proceedings of ACM CSCW 2016 Conference on Computer-Supported Cooperative Work and Social Computing 2016-02-27 v.1 p.539-552
ACM Digital Library Link
Summary: Online Behavioral Advertising (OBA), which involves tracking people's online behaviors, raises serious privacy concerns. We present results from a scenario-based online survey study on American and Chinese Internet users' privacy preferences of OBA. Since privacy is context-dependent, we investigated the effects of country (US vs. China), activity (e.g., online shopping vs. online banking), and platform (desktop/laptop vs. mobile app) on people's willingness to share their information for OBA. We found that American respondents were significantly less willing to share their data and had more specific concerns than their Chinese counterparts. We situate these differences in the broader historical, legal, and social scenes of these countries. We also found that respondents' OBA preferences varied significantly across different online activities, suggesting the potential of context-aware privacy tools for OBA. However, we did not find a significant effect of platform on people's OBA preferences. Lastly, we discuss design implications for privacy tools.

Developing a Research Agenda for Human-Centered Data Science Workshops / Aragon, Cecilia / Hutto, Clayton / Echenique, Andy / Fiore-Gartland, Brittany / Huang, Yun / Kim, Jinyoung / Neff, Gina / Xing, Wanli / Bayer, Joseph Companion Proceedings of ACM CSCW 2016 Conference on Computer-Supported Cooperative Work and Social Computing 2016-02-27 v.2 p.529-535
ACM Digital Library Link
Summary: The study and analysis of large and complex data sets offer a wealth of insights in a variety of applications. Computational approaches provide researchers access to broad assemblages of data, but the insights extracted may lack the rich detail that qualitative approaches have brought to the understanding of sociotechnical phenomena. How do we preserve the richness associated with traditional qualitative methods while utilizing the power of large data sets? How do we uncover social nuances or consider ethics and values in data use? These and other questions are explored by human-centered data science, an emerging field at the intersection of human-computer interaction (HCI), computer-supported cooperative work (CSCW), human computation, and the statistical and computational techniques of data science. This workshop, the first of its kind at CSCW, seeks to bring together researchers interested in human-centered approaches to data science to collaborate, define a research agenda, and form a community.

AR-Arm: Augmented Visualization for Guiding Arm Movement in the First-Person Perspective / Han, Ping-Hsuan / Chen, Kuan-Wen / Hsieh, Chen-Hsin / Huang, Yu-Jie / Hung, Yi-Ping Proceedings of the 2016 Augmented Human International Conference 2016-02-25 p.31
ACM Digital Library Link
Summary: In many activities, such as martial arts, physical exercise, and physiotherapy, the users are asked to perform a sequence of body movements with highly accurate arm positions. Sometimes, the movements are too complicated for users to learn, even by imitating the action of the coach directly. This paper presents a fully immersive augmented reality (AR) system, which provides egocentric hints to guide the arm movement of the user via a video see-through head-mounted display (HMD). By using this system, the user can perform the exactitude of arm movement simply by moving his arms to follow and match the virtual arms, rendered from coach's movement of database, in the first-person view. To ensure the rendered virtual arms correctly aligned with the user's real shoulders, a calibration method is proposed to estimate the length of the user's arms and the positions of his head and shoulders in advance. In addition, we apply the system to Tai-Chi-Chuan practicing, our preliminary study has shown that the proposed egocentric hints can provide intuitive guidance for users to follow the arm movement of the coach with exactitude.

BackHand: Sensing Hand Gestures via Back of the Hand Session 8A: Hands and Fingers / Lin, Jhe-Wei / Wang, Chiuan / Huang, Yi Yao / Chou, Kuan-Ting / Chen, Hsuan-Yu / Tseng, Wei-Luan / Chen, Mike Y. Proceedings of the 2015 ACM Symposium on User Interface Software and Technology 2015-11-05 v.1 p.557-564
ACM Digital Library Link
Summary: In this paper, we explore using the back of hands for sensing hand gestures, which interferes less than glove-based approaches and provides better recognition than sensing at wrists and forearms. Our prototype, BackHand, uses an array of strain gauge sensors affixed to the back of hands, and applies machine learning techniques to recognize a variety of hand gestures. We conducted a user study with 10 participants to better understand gesture recognition accuracy and the effects of sensing locations. Results showed that sensor reading patterns differ significantly across users, but are consistent for the same user. The leave-one-user-out accuracy is low at an average of 27.4%, but reaches 95.8% average accuracy for 16 popular hand gestures when personalized for each participant. The most promising location spans the 1/8~1/4 area between the metacarpophalangeal joints (MCP, the knuckles between the hand and fingers) and the head of ulna (tip of the wrist).

"Clustering of Dancelets": Towards Video Recommendation Based on Dance Styles Poster Session 1 / Han, Tingting / Yao, Hongxun / Sun, Xiaoshuai / Zhang, Yanhao / Zhao, Sicheng / Lu, Xiusheng / Huang, Yinghao / Xie, Wenlong Proceedings of the 2015 ACM International Conference on Multimedia 2015-10-26 p.915-918
ACM Digital Library Link
Summary: Dance is a special and important type of action, composed of abundant and various action elements. However, the recommendation of dance videos on the web are still not well studied. It is hard to realize it in the way of traditional methods using associated texts or static features of video content. In this paper, we study the problem focusing on extraction and representation of action information in dances. We propose to recommend dance videos based on the automatically discovered "Dance Styles", which play a significant role in characterizing different types of dances. To bridge the semantic gap of video content and mid-level concept, style, we take advantage of a mid-level action representation method, and extract representative patches as "Dancelets", a sort of intermediation between videos and the concepts. Furthermore, we propose to employ Motion Boundaries as saliency priors and sparsely extract patches containing more representative information to generate a set of dancelet candidates. Dancelets are then discovered by Normalized-cut method, which is superior in grouping visually similar patterns into the same clusters. For the fast and effective recommendation, a random forest-based index is built, and the ranking results are derived according to the matching results in all the leaf notes. Extensive experiments validated on the web dance videos demonstrate the effectiveness of the proposed methods for dance style discovery and video recommendation based on styles.

3D Background Modeling in Multi-view RGB-D Video Poster Session 1 / Huang, Yung-Lin / Wei, Ku-Chu / Chien, Shao-Yi Proceedings of the 2015 ACM International Conference on Multimedia 2015-10-26 p.1051-1054
ACM Digital Library Link
Summary: In this paper, we proposed a 3D background modeling system for multi-view 3D video. We first reconstructed a 3D model, and we updated the subsequent frames into it using our proposed updating strategy. The results show that dynamic objects in the model can be excluded, leaving behind a compact 3D background model.

Social Spammer and Spam Message Co-Detection in Microblogging with Social Context Regularization Session 8C: Social Media 2 / Wu, Fangzhao / Shu, Jinyun / Huang, Yongfeng / Yuan, Zhigang Proceedings of the 2015 ACM Conference on Information and Knowledge Management 2015-10-19 p.1601-1610
ACM Digital Library Link
Summary: The popularity of microblogging platforms, such as Twitter, makes them important for information dissemination and sharing. However, they are also recognized as ideal places by spammers to conduct social spamming. Massive social spammers and spam messages heavily hurt the user experience and hinder the healthy development of microblogging systems. Thus, effectively detecting the social spammers and spam messages in microblogging is of great value. Existing studies mainly regard social spammer detection and spam message detection as two separate tasks. However, social spammers and spam messages have strong connections, since social spammers tend to post more spam messages and spam messages have high probabilities to be posted by social spammers. Combining social spammer detection with spam message detection has the potential to boost the performance of each task. In this paper, we propose a unified framework for social spammer and spam message co-detection in microblogging. Our framework utilizes the posting relations between users and messages to combine social spammer detection with spam message detection. In addition, we extract the social relations between users as well as the connections between messages, and incorporate them into our framework as regularization terms over the prediction results. Besides, we introduce an efficient optimization method to solve our framework. Extensive experiments on a real-world microblog dataset demonstrate that our framework can significantly and consistently improve the performance of both social spammer detection and spam message detection.

Modeling Parameter Interactions in Ranking SVM Short Papers: Information Retrieval / Zhang, Yaogong / Xu, Jun / Lan, Yanyan / Guo, Jiafeng / Xie, Maoqiang / Huang, Yalou / Cheng, Xueqi Proceedings of the 2015 ACM Conference on Information and Knowledge Management 2015-10-19 p.1799-1802
ACM Digital Library Link
Summary: Ranking SVM, which formalizes the problem of learning a ranking model as that of learning a binary SVM on preference pairs of documents, is a state-of-the-art ranking model in information retrieval. The dual form solution of Ranking SVM model can be written as a linear combination of the preference pairs, i.e., w = Σ(i,j) αij (xi -- xj), where αij denotes the Lagrange parameters associated with each pair (i,j). It is obvious that there exist significant interactions over the document pairs because two preference pairs could share a same document as their items. Thus it is natural to ask if there also exist interactions over the model parameters αij, which we may leverage to propose better ranking model. This paper aims to answer the question. Firstly, we found that there exists a low-rank structure over the Ranking SVM model parameters αij, which indicates that the interactions do exist. Then, based on the discovery, we made a modification on the original Ranking SVM model by explicitly applying a low-rank constraint to the parameters. Specifically, each parameter αij is decomposed as a product of two low-dimensional vectors, i.e., αij = vi, vj, where vectors vi and vj correspond to document i and j, respectively. The learning process, thus, becomes to optimize the modified dual form objective function with respect to the low-dimensional vectors. Experimental results on three LETOR datasets show that our method, referred to as Factorized Ranking SVM, can outperform state-of-the-art baselines including the conventional Ranking SVM.

Integrating Motion-Capture Augmented Reality Technology as an Interactive Program for Children Universal Access to Education / Lin, Chien-Yu / Chen, Chien-Jung / Liu, Yu-Hung / Chai, Hua-Chen / Lin, Cheng-Wei / Huang, Yu-Mei / Chen, Ching-Wen / Lin, Chien-Chi UAHCI 2015: 9th International Conference on Universal Access in Human-Computer Interaction, Part III: Access to Learning, Health and Well-Being 2015-08-02 v.3 p.149-156
Keywords: Physical activity; Scratch 2.0; Augmented-reality; Webcam; Motion capture
Link to Digital Content at Springer
Summary: The purpose of this study is to investigate the effects of free interactive games invention program on jumping performance. This study design interactive games using motion capture technology that enable participant to interact using body motion in augmented environment. Scratch 2.0, using an augmented-reality function via webcam, creates real world and virtual reality merge at the same screen. Scratch-based motion capture system which uses physical activities as the input stimulate. This study uses a webcam integration that tracks movements and allows participants to interact physically with the project, to enhance the motivation of children in elementary. Participants are 7 children in elementary school; the independent variable was some interactive games arranged by the authors, the dependent variable was the immediate effect by the intervention program on jumping performance. The experimental location was in a classroom of elementary school. The results show the Scratch-base free support system could be allowed the participants some clues, so they could have the motivation to do physical activities by themselves. The participants have a significant achievement via free Scratch-base augmented reality instead of traditional activities.

An Adaptive Particle Filtering for Solving Occlusion Problems of Video Tracking Image and Video Processing for HCI / Dung, Lan-Rong / Huang, Yu-Chi / Huang, Ren-Yu / Wu, Yin-Yi HCI International 2015: 17th International Conference on HCI: Posters' Extended Abstracts, Part I 2015-08-02 v.4 p.677-682
Keywords: Object tracking; Particle filter; Occlusion problem
Link to Digital Content at Springer
Summary: In recent years, the visual object tracking has drawn increasing interests. There are many applications, e.g., video surveillance in airports, schools, hospitals and traffic. The object surveillance may provide crucial information about the behavior, interaction, and relationship between objects of interest. This paper addresses issues in object tracking where videos contain complex scenarios. We propose an adaptive particle filters tracking scheme with exquisite resampling (AERPF), which improves prediction, importance sampling and resampling. In prediction step, an adaptive strategy for search region and particle number is addressed for object disappearing or obstacle disturbance, which can obtain results more effectively. In addition, in importance sampling, we use optical flow to refine the particle weights using the dynamical object motion information, which results the better accuracy of object location updating. Moreover, exquisite resampling (ER) algorithm can be applied for reflecting more the posterior probability density function of true state. The proposed method can be applied for object tracking both on fixed and active camera, handling partial occlusion and full occlusion problem properly. As a result, it outperforms other existing methods.

Towards Classification of Engagement in Human Interaction with Talking Robots Dialogue Systems / Huang, Yuyun / Elias, Christy / Cabral, João P. / Nautiyal, Atul / Saam, Christian / Campbell, Nick HCI International 2015: 17th International Conference on HCI: Posters' Extended Abstracts, Part I 2015-08-02 v.4 p.741-746
Keywords: Robot interaction; Engagement detection; Voice quality; Visual analysis
Link to Digital Content at Springer
Summary: In this paper we describe ongoing work to develop an engagement classifier for human-computer interaction systems. We have successfully classified group and individual engagement in a corpus of a conversation among four people called TableTalk, by using a classifier trained with the Support Vector Machine method and audio-visual features. The goal in this paper is to extend that work for the classification of engagement in videos of interaction between an human and a talking robot. For that purpose we are using a corpus of dialogues between participants and a Lego robot named Herme, which was collected during an exhibition. We describe the techniques to improve the engagement detection by taking into account the differences between the characteristics of the videos between the two datasets. Currently we are also conducting an experiment to manually annotate the Herme videos with engagement labels. These annotations will be used for evaluation and further improvements to engagement detection.

Heartbeat Jenga: A Biofeedback Board Game to Improve Coordination and Emotional Control Designing the Playing Experience / Huang, Yu-Chun / Luk, Chung-Hay DUXU 2015: Fourth International Conference on Design, User Experience, and Usability, Part III: Interactive Experience Design 2015-08-02 v.3 p.263-270
Keywords: Biofeedback; Board game; Heart rate monitoring; Tangible interfaces; Soft circuits
Link to Digital Content at Springer
Summary: In most biofeedback interfaces, the user learns his/her biometric reading, but does not need it to guide consequent motor control. Here we demonstrate a game that requires the user to actively adjust his/her play in response to his/her heartbeat. The game is based on Jenga, where players take turns removing a wooden block from a tower of blocks and putting it on the top without causing the tower to collapse. Heartbeat Jenga's added biofeedback component changes the difficulty of the game based on real time monitoring of the player's heart rate during the player's turn. If heart rate increases (indicating that the player is not calm), the platform holding the blocks shakes and the room lights dim, making the game harder to play. Through such manipulation, the player actively prompts him/herself to calm down, while improving coordination.

CAN: composable accessibility infrastructure via data-driven crowdsourcing Human computation / Huang, Yun / Dobreski, Brian / Deo, Bijay Bhaskar / Xin, Jiahang / Barbosa, Natã Miccael / Wang, Yang / Bigham, Jeffrey P. Proceedings of the 2015 International Cross-Disciplinary Conference on Web Accessibility (W4A) 2015-05-18 p.2
ACM Digital Library Link
Summary: Despite persistent effort, many web pages are still not accessible to everyone. Fixing web accessibility problems can be complicated. Developers need to have extensive knowledge not only of possible accessibility problems but also of approaches for fixing them. This paper is about using the large number of accessibility issues on real websites and crowd-sourced fixes for them as a unique source of learning materials for web developers to learn how to build accessible components in a cost-efficient manner. In this paper, we present the design, development and study of CAN (Composable Accessibility Infrastructure), a crowdsourcing infrastructure that collects web accessibility issues and their fixes, dynamically composes solutions on-the-fly, and delivers the crowd-sourced content as teaching materials. Our unique CAN user interaction and system design enables end users with disabilities to both benefit from and contribute to the system without additional effort in their daily web browsing, and allows web developers to experience real accessibility issues and initiate a learning process with first-hand materials. CAN also provides an opportunity for data-driven discovery of the common implementation practices that cause accessibility issues. We show how CAN addresses a set of accessibility issues on the top 100 popular websites. We also present our user study results where web developers who had varying knowledge of web accessibility all found our system an effective and interesting platform to learning web accessibility.

GoodGuide: Reconnecting the Homeless and Others Student Design Competition / Wu, Chien-Chun / Hong, Shih-Min / Huang, Yu-Han Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.55-60
ACM Digital Library Link
Summary: We developed a service, GoodGuide, to reconnect the homeless to the society. Through our human-centered research process, we have identified the homeless desire to communicate and interact with others. With the GoodGuide service design, the homeless can help guiding the passengers who usually lose their directions in the Taipei Railroad Station. Our design features three stages service activities also a feedback mechanism for the passengers. Through this service the homeless and the passengers might interact, communicate and have a new relationship. We believe it will be a chain effect of improved impression toward the homeless, if the homeless aids more passengers in the station. We also anticipate the staffs and other people will be friendlier to the homeless because of the improved impression from surrounding passengers.

Designing a Micro-Volunteering Platform for Situated Crowdsourcing Doctoral Consortium / Huang, Yi-Ching Companion Proceedings of ACM CSCW 2015 Conference on Computer-Supported Cooperative Work and Social Computing 2015-03-14 v.2 p.73-76
ACM Digital Library Link
Summary: Situated crowdsourcing has emerged to overcome the limitations of online and mobile crowdsourcing to allow people to perform a task by embedding an interface in a physical space. However, crowdsourcing for non-profits is a challenge in situated crowdsourcing platform. My dissertation investigates whether micro-volunteering can be applied successfully to a situated crowdsourcing platform for contributing problem-solving efforts with high-quality results.

Emotion Map: A Location-based Mobile Social System for Improving Emotion Awareness and Regulation Mood and Emotion / Huang, Yun / Tang, Ying / Wang, Yang Proceedings of ACM CSCW 2015 Conference on Computer-Supported Cooperative Work and Social Computing 2015-02-28 v.1 p.130-142
ACM Digital Library Link
Summary: Effective emotion regulation can benefit many aspects of our lives such as mental health and work performance. Informed by emotion regulation theories and in consultation with our university counseling center, we designed a novel location-based mobile social app, Emotion Map, to help improve people's awareness and regulations of their emotions. The app allows users to log their emotions with the associated time, location, and activity information. Users can keep these logged emotions to themselves or share them with others publicly or anonymously. We conducted a 4-week field trial of the app with 14 university students. Combining usage logs and in-person interviews, our analysis shows promising results of the app. Specifically, we found that the app improved some participants' self-knowledge of their emotions, supported their various emotion regulations, and enabled better awareness of the emotion statuses of their friends and communities.

Connected Through Crisis: Emotional Proximity and the Spread of Misinformation Online Collaborating Around Crisis / Huang, Y. Linlin / Starbird, Kate / Orand, Mania / Stanek, Stephanie A. / Pedersen, Heather T. Proceedings of ACM CSCW 2015 Conference on Computer-Supported Cooperative Work and Social Computing 2015-02-28 v.1 p.969-980
ACM Digital Library Link
Summary: During crises, the ability to access relevant information is extremely important for those affected. Previous research shows that social media have become popular for rapid information exchange between members of the online community after crisis events. This study focuses on the effects of proximity to a crisis on information sharing behaviors. Using constructivist grounded theory to guide our inquiry, we conducted interviews with eleven people who used social media in the aftermath of the 2013 Boston Marathon Bombings. Salient themes emerging from this study suggest that both physical and emotional proximity to a crisis influence online information seeking and sharing behaviors. Additionally, speed of information sharing and information access renders social media especially useful during crisis and particularly susceptible to the spread of misinformation. We view the latter as a consequence of the inevitable sensemaking process that occurs as individuals attempt to make sense of incomplete information.

Research of a Kinect-Based Dhm to Capture and Simulate the Human Behavior Human Performance Modeling: HP7 -- Sensors, Biometrics, and Behavior / Zhang, Xiaomin / Li, Zhelin / Huang, Yurun / Jiang, Lijun Proceedings of the Human Factors and Ergonomics Society 2014 Annual Meeting 2014-10-27 p.929-933
doi 10.1177/1541931214581195
Link to HFES Digital Content
Summary: In order to conduct ergonomic assessments of product using real-time data of human behavior in the digital virtual systems, this study developed a real-time acquisition and simulation of human behavior system based on Kinect. This paper studied joint point matching, digital human data structure and motion data calculation. Combining with Open Inventor graphics engine, the research used human behavior data to conduct the dynamic simulation in DHM. The accuracy between the data processing method of Kinect and manual measurement also was analyzed. The results show that the method can achieve accurate real-time acquisition of human behavior. This method has been integrated into the human factors analysis software SAMMIE conducted case studies and achieved good result.

Building keyboard accessible drag and drop Demonstration abstracts / Somani, Rucha / Xin, Jiahang / Deo, Bijay Bhaskar / Huang, Yun Sixteenth International ACM SIGACCESS Conference on Computers and Accessibility 2014-10-20 p.289-290
ACM Digital Library Link
Summary: Drag and Drop (DnD) web design has been widely used by E-learning systems. However, it may take a lot of effort for web developers who have limited knowledge of web accessibility to build complex keyboard accessible DnD components. In this demo, we present our conceptual design of keyboard accessible DnD, and explain how web developers can leverage the design to implement their own pages. We further discuss how to extend this design to enable different DnD scenarios.

HIDDEN LION: a location based app game of sword lion searching Student games competitions / Chang, Kuo Ping / Huang, Yu Wei / Hsueh, Shu Yin / Chen, Yuh Tyng / Huang, Shun Nung / Chen, Chien-Hsu / Chien, Sheng-Fen Proceedings of the 2014 ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play 2014-10-19 p.323-326
ACM Digital Library Link
Summary: In this paper we introduce Hidden Lion, a Location Based Service (LBS) APP game which is related to sword lion culture in Anping, Taiwan. Sword Lion symbolizes the protector god in Anping. Many local people built sword lions in front their houses because they believed that these stone plated statues will keep evil spirits away. Nowadays these statues decay with time and weather and leave a few in Anping. Recently, with the promotion of Government, many travelers are attracted to come here and find out remaining sword lions and experience local cultural stories. However, sword lion searching has some problems: (1) Sword lions are hard to be found. (2) Sword lion searching may disturb local people. (3) Visitors do not truly realize the cultural story of sword lions. Therefore, we develop Hidden Lion which has a storyline and theme that has a connection with sword lion. In the game, visitors can follow the maps and the precise positions of sword lions to find them easily. What's more, Hidden Lion includes interactive mission games for visitors to play. These games are related to the background story of sword lions. While playing the interactive games at each sword lion site with this APP, visitors can find sword lions and experience the background story of each sword lion. Furthermore, Hidden Lion creates a service system in Anping. From the support from Anping district office, more and more visitors can come here and play the Hidden Lion. After completing all the interactive games, the visitors will receive a coupon of sword lion model coloring from Sword Lion School as a reward, which gradually forms a business cycle and culture connection. These visitors may be encouraged to come to Anping again and again, enhancing cultural and commercial development in Anping.

Designing a mobile system for public safety using open crime data and crowdsourcing Posters / Huang, Yun / Wang, Yang / White, Corey Adjunct Proceedings of the 2014 International Joint Conference on Pervasive and Ubiquitous Computing 2014-09-13 v.2 p.67-70
ACM Digital Library Link
Summary: With more cities opening up crime data and the proliferation of participatory sensing, we explore ways to improve public safety of a local community by using open crime data and crowdsourcing. We first conducted an online survey to better understand the public safety needs of the Syracuse University (SU) community. Inspired by the survey results, we developed and deployed an Android mobile app in collaboration with the Department of Public Safety (DPS) at SU; the app integrates published safety incidents on a Google Map and SU campus alerts. We present our experience of co-designing this system with the DPS, challenges and experience of our initial app release. To design effective crowdsourcing of public safety information, we conducted a lab experiment to investigate what factors affect people's sharing decisions. The results suggest that both time of day and type of location significantly affect people's sharing decisions. These insights inform a re-design of our system to "nudge" people to report safety related information timely.

Making Music Meaningful with Adaptive Immediate Feedback Drill for Teaching Children with Cognitive Impairment: A Dual Coding Strategy to Aural Skills People with Cognitive Disabilities: AT, ICT and AAC / Huang, Yu Ting / Chu, Chi Nung ICCHP'14: International Conference on Computers Helping People with Special Needs, Part 1 2014-07-09 v.1 p.459-462
Keywords: Aural Skills; Intellectual Disabilities; Adaptive Immediate Feedback Drill
Link to Digital Content at Springer
Summary: Seventeen fifth graders of elementary school in Taipei were administered a web-based AIFD learning system where they practiced aural skills in response to musical intervals, pitch identifications, and rhythms then tested on their recall of these aural skills while using adaptive immediate feedback drill as cues. The pre and post-tests resulted in a significant increase in scores from the pre-test to post-test (t (16) = 2.759, p = .014). Advanced analysis showed significant differences were observed between the pre and post-tests only for the interval recognition (t (16) = 2.634, p = .018). The result of the interviews showed that the teachers and the parents hold positive views on this AIFD learning system. They were satisfied with the progress of the students' aural skills, participation during the class, and preference on music.

Doing More with Less: Student Modeling and Performance Prediction with Reduced Content Models Short Presentations / Huang, Yun / Xu, Yanbo / Brusilovsky, Peter Proceedings of the 2014 Conference on User Modeling, Adaptation and Personalization 2014-07-07 p.338-349
Keywords: adaptive educational systems; student modeling; performance prediction; Knowledge Tracing; Performance Factor Analysis
Link to Digital Content at Springer
Summary: When modeling student knowledge and predicting student performance, adaptive educational systems frequently rely on content models that connect learning content (i.e., problems) with its underlying domain knowledge (i.e., knowledge components, KCs) required to complete it. In some domains, such as programming, the number of KCs associated with advanced learning contents is quite large. It complicates modeling due to increasing noise and decreases efficiency. We argue that the efficiency of modeling and prediction in such domains could be improved without the loss of quality by reducing problems content models to a subset of most important KCs. To prove this hypothesis, we evaluate several KC reduction methods varying reduction size by assessing the prediction performance of Knowledge Tracing and Performance Factor Analysis. The results show that the predictive performance using reduced content models can be significantly better than using original one, with extra benefits of reducing time and space.

Empowering Classroom Observation with an E-Book Reading Behavior Monitoring System Using Sensing Technologies / Huang, Yueh-Min / Hsu, Chia-Cheng / Su, Yen-Ning / Liu, Chia-Ju Interacting with Computers 2014-07 v.26 n.4 p.372-387
iwc.oxfordjournals.org/content/26/4/372
Summary: Classroom observation is a way for teachers to better understand and thus improve what happens in their classes. Reading is a complex cognitive process, and one that is often difficult to observe. However, e-books present one way to overcome this problem, as they can be used to better understand students' reading strengths and weaknesses, thus making it possible to offer more effective reading guidance. Therefore, this study proposed an E-book Reading Behavior Monitoring System based on sensing technology and e-books, with the following three stages: the analysis of a real classroom situation, system design and implementation, and an evaluation of the functionality and usability of the proposed system. This system uses a webcam and touch screen with the artificial bee colony algorithm to record data of the students' reading fixation and reading rates, which can then be used as a reference by teachers to provide individual reading guidance. Finally, this study carried out a series of experiments to evaluate the usability and functionality of the proposed system through a case study, system simulation, expert evaluation and actual assessment. The results show that the proposed system has both good usability and functionality with regard to its aim.
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