Effects of Pedagogical Agent's Personality and Emotional Feedback Strategy
on Chinese Students' Learning Experiences and Performance: A Study Based on
Virtual Tai Chi Training Studio
Learning Feedback
/
Bian, Yulong
/
Yang, Chenglei
/
Guan, Dongdong
/
Xiao, Sa
/
Gao, Fengqiang
/
Shen, Chia
/
Meng, Xiangxu
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.433-444
© Copyright 2016 ACM
Summary: In virtual learning environment, both personality and emotional features of
animated pedagogical agents (APAs) may influence learning. To investigate this
question, we developed four APAs with two distinct personality types and two
sets of gestures expressing distinct emotional feedback. Effects of APAs'
personality types and emotional feedback strategies on learning experiences and
performance were assessed experimentally using a virtual Tai Chi training
system. Fifty six participants completed the experiment. Results showed that
positive emotional feedback strategy led to better learning experiences and
performance than negative feedback strategy. Moreover, personality type had
significant effect on learning. Choleric APAs led to better performance than
Phlegmatic APAs. Personality types moderated the effect of emotional feedback
on learning satisfaction. Our study demonstrates that APAs with distinct
personality types and emotional feedback are important design parameters for
virtual learning environments.
Virtual Team Networks: How Group Social Capital Affects Team Success in a
Massively Multiplayer Online Game
Games
/
Benefield, Grace A.
/
Shen, Cuihua
/
Leavitt, Alex
Proceedings of ACM CSCW 2016 Conference on Computer-Supported Cooperative
Work and Social Computing
2016-02-27
v.1
p.679-690
© Copyright 2016 ACM
Summary: Virtual teams have become a ubiquitous form of organizing, but the impact of
social structures within and between teams on group performance remains
understudied. This paper uses the case study of a massively multiplayer online
game and server log data from over 10,000 players to examine the connection
between group social capital (operationalized through guild network structure
measures) and team effectiveness, given a variety of in-game social networks.
Three different networks, social, task, and exchange networks, are compared and
contrasted while controlling for group size, group age, and player experience.
Team effectiveness is maximized at a roughly moderate level of closure across
the networks, suggesting that this is the optimal level of the group's network
density. Guilds with high brokerage, meaning they have diverse connections with
other groups, were more effective in achievement-oriented networks. In
addition, guilds with central leaders were more effective when they teamed up
with other guild leaders.
Forming Online Support Groups for Internet and Behavior Related Addictions
Session 1E: Applications
/
Shen, Chih-Ya
/
Shuai, Hong-Han
/
Yang, De-Nian
/
Lan, Yi-Feng
/
Lee, Wang-Chien
/
Yu, Philip S.
/
Chen, Ming-Syan
Proceedings of the 2015 ACM Conference on Information and Knowledge
Management
2015-10-19
p.163-172
© Copyright 2015 ACM
Summary: While online social networks have become a part of many people's daily
lives, Internet and social network addictions (ISNAs) have been noted recently.
With increased patients in addictive Internet use, clinicians often form
support groups to help patients. This has become a trend because groups
organized around therapeutic goals can effectively enrich members with insight
and guidance while holding everyone accountable along the way. With the
emergence of online social network services, there is a trend to form support
groups online with the aid of mental health professionals. Nevertheless, it
becomes impractical for a psychiatrist to manually select the group members
because she faces an enormous number of candidates, while the selection
criteria are also complicated since they span both the social and symptom
dimensions. To effectively address the need of mental healthcare professionals,
this paper makes the first attempt to study a new problem, namely Member
Selection for Online Support Group (MSSG). The problem aims to maximize the
similarity of the symptoms of all selected members, while ensuring that any two
members are unacquainted to each other. We prove that MSSG is NP-Hard and
inapproximable within any ratio, and design a 3-approximation algorithm with a
guaranteed error bound. We evaluate MSSG via a user study with 11 mental health
professionals, and the results manifest that MSSG can effectively find support
group members satisfying the member selection criteria. Experimental results on
large-scale real datasets also demonstrate that our proposed algorithm
outperforms other baselines in terms of solution quality and efficiency.
Fluid Grouping: Quantifying Group Engagement around Interactive Tabletop
Exhibits in the Wild
Collaborative Tables, Walls & Rooms
/
Block, Florian
/
Hammerman, James
/
Horn, Michael
/
Spiegel, Amy
/
Christiansen, Jonathan
/
Phillips, Brenda
/
Diamond, Judy
/
Evans, E. Margaret
/
Shen, Chia
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.867-876
© Copyright 2015 ACM
Summary: Interactive surfaces are increasingly common in museums and other informal
learning environments where they are seen as a medium for promoting social
engagement. However, despite their increasing prevalence, we know very little
about factors that contribute to collaboration and learning around interactive
surfaces. In this paper we present analyses of visitor engagement around
several multi-touch tabletop science exhibits. Observations of 629 visitors
were collected through two widely used techniques: video study and shadowing.
We make four contributions: 1) we present an algorithm for identifying groups
within a dynamic flow of visitors through an exhibit hall; 2) we present
measures of group-level engagement along with methods for statistically
analyzing these measures; 3) we assess the effect of observational techniques
on visitors' engagement, demonstrating that consented video studies do not
necessarily reflect visitor behavior in more naturalistic circumstances; and 4)
we present an analysis showing that groups of two, groups with both children
and adults, and groups that take turns spend longer at the exhibits and engage
more with scientific concepts.
WonderLens: Optical Lenses and Mirrors for Tangible Interactions on Printed
Paper
Tangible Interactions
/
Liang, Rong-Hao
/
Shen, Chao
/
Chan, Yu-Chien
/
Chou, Guan-Ting
/
Chan, Liwei
/
Yang, De-Nian
/
Chen, Mike Y.
/
Chen, Bing-Yu
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.1281-1284
© Copyright 2015 ACM
Summary: This work presents WonderLens, a system of optical lenses and mirrors for
enabling tangible interactions on printed paper. When users perform spatial
operations on the optical components, they deform the visual content that is
printed on paper, and thereby provide dynamic visual feedback on user
interactions without any display devices. The magnetic unit that is embedded in
each lens and mirror allows the unit to be identified and tracked using an
analog Hall-sensor grid that is placed behind the paper, so the system provides
additional auditory and visual feedback through different levels of embodiment,
further enhancing the interactivity with the printed content on the physical
paper.
iMiner: Mining Inventory Data for Intelligent Management
Demo Session 2
/
Li, Lei
/
Shen, Chao
/
Wang, Long
/
Zheng, Li
/
Jiang, Yexi
/
Tang, Liang
/
Li, Hongtai
/
Zhang, Longhui
/
Zeng, Chunqiu
/
Li, Tao
/
Tang, Jun
/
Liu, Dong
Proceedings of the 2014 ACM Conference on Information and Knowledge
Management
2014-11-03
p.2057-2059
© Copyright 2014 ACM
Summary: Inventory management refers to tracing inventory levels, orders and sales of
a retailing business. In the current retailing market, a tremendous amount of
data regarding stocked goods (items) in an inventory will be generated
everyday. Due to the increasing volume of transaction data and the correlated
relations of items, it is often a non-trivial task to efficiently and
effectively manage stocked goods. In this demo, we present an intelligent
system, called iMiner, to ease the management of enormous inventory data. We
utilize distributed computing resources to process the huge volume of inventory
data, and incorporate the latest advances of data mining technologies into the
system to perform the tasks of inventory management, e.g., forecasting
inventory, detecting abnormal items, and analyzing inventory aging. Since 2014,
iMiner has been deployed as the major inventory management platform of
ChangHong Electric Co., Ltd, one of the world's largest TV selling companies in
China.
Older Adults' Online Shopping Behavior in China
Cross-Cultural Issues in E-commerce, Marketing and Branding
/
Shen, Caiyue
/
Zhou, Lian
/
Lin, Shuching
CCD 2014: 6th International Conference on Cross-Cultural Design
2014-06-22
p.482-488
Keywords: Older adults in China; Online shopping; Consumer behavior
© Copyright 2014 Springer International Publishing
Summary: The purpose of this study was to investigate the online shopping behavior of
older adults in China. Participants were members of Taobao, aged 50-65. We
observed the following interesting behaviors: For many, tablets or mobile
phones are rarely used. "Search" is often used when they shop online. The
participants are accustomed to search and rarely know of other webpages that
can be browsed. Sometimes, the participants may get lost when multiple webpages
are opened; then, they typically close all of the webpages and have to start
again from the beginning. Additionally, the participants ask few questions,
even if they have some difficulty in browsing a webpage. All of these behaviors
can be explained by the attentional cognition of older adults.
The Relations between Interface Design of Digital Game-Based Learning
Systems and Flow Experience and Cognitive Load of Learners with Different
Levels of Prior Knowledge
Cross-Cultural Design for Knowledge Sharing and Learning
/
Shen, Chun-Yi
/
Chu, Hao-Ping
CCD 2014: 6th International Conference on Cross-Cultural Design
2014-06-22
p.574-584
Keywords: case studies; game-based learning; usability; interface design; flow
experience
© Copyright 2014 Springer International Publishing
Summary: Many studies have indicated that game-based learning has become an effective
teaching strategy and a teaching tool. In the past decades, empirical studies
showed that digital game-based could enhance learners' cognitive, affective and
skills as learning objectives. Many studies have shown that learning process in
which the flow experience for learning has a significant impact. In addition,
researches have also pointed out that the multimedia materials presentation and
system interface design would affect the learning of learners carrying out
their cognitive load. Researchers indicated that learner's prior knowledge and
learning strategies would influence the flow experience, learning outcomes and
cognitive load of the learners. According to previous studies, the interface
design of learning system would affect learner's learning, motivation,
satisfaction, learning efficiency, and quality of interaction and so on. There
are many studies have shown the system visibility, cognitive support,
efficiency, user control, joyfulness are the important aspects of learning
system design. Therefore, the purpose of this study was to explore digital
game-based learning systems' visibility, cognitive support, efficiency, user
control, and joyfulness for different prior knowledge learners' flow experience
and cognitive load. The results show that there are significant differences on
flow experience and cognitive load between learners with different prior
knowledge. The usability of game-based learning system has significant effect
on flow experience but not on cognitive load except joyfulness. Discussion and
conclusion are provided in this study.
Friending your way up the ladder: Connecting massive multiplayer online game
behaviors with offline leadership
/
Lu, Li
/
Shen, Cuihua
/
Williams, Dmitri
Computers in Human Behavior
2014-06
v.35
n.0
p.54-60
Keywords: Leadership
Keywords: E-leadership
Keywords: MMOGs
Keywords: Online games
Keywords: Virtual worlds
© Copyright 2014 Elsevier Ltd.
Summary: In what ways do the online behaviors of wizards and ogres map to players'
actual leadership status in the offline world? What can we learn from players'
experience in Massively Multiplayer Online games (MMOGs) to advance our
understanding of leadership, especially leadership in online settings
(E-leadership)? As part of a larger agenda in the emerging field of empirically
testing the "mapping" between the online and offline worlds, this study aims to
tackle a central issue in the E-leadership literature: how have technology and
technology mediated communications transformed leadership-diagnostic traits and
behaviors? To answer this question, we surveyed over 18,000 players of a
popular MMOG and also collected behavioral data of a subset of survey
respondents over a four-month period. Motivated by leadership theories, we
examined the connection between respondents' offline leadership status and
their in-game relationship-oriented and task-related-behaviors. Our results
indicate that individuals' relationship-oriented behaviors in the virtual world
are particularly relevant to players' leadership status in voluntary
organizations, while their task-oriented behaviors are marginally linked to
offline leadership status in voluntary organizations, but not in companies.
Developing a NFC-equipped smart classroom: Effects on attitudes toward
computer science
/
Shen, Chien-wen
/
Wu, Yen-Chun Jim
/
Lee, Tsung-che
Computers in Human Behavior
2014-01
v.30
n.0
p.731-738
Keywords: Learning technology
Keywords: E-classroom
Keywords: Near field communication
Keywords: Science education
© Copyright 2014 Elsevier Ltd.
Summary: This study describes a smart classroom system that integrates near field
communication (NFC) technology to automate attendance management, locate
students, and provide real-time student feedback. The proposed system's
attendance management feature can conserve time and reduce paper-work because
students use their NFC-enabled smartphones or NFC smart cards to register their
attendance automatically. Also, the system's student-positioning feature is
particularly useful for teaching large classes because teachers typically
experience difficulties in both recognizing students and familiarizing
themselves with their students' learning progress. In addition, the real-time
feedback function could be beneficial especially for Asian students because
they are usually reluctant to express their opinions during class. This study
also evaluates the proposed system's effect on students' attitude toward
science education by applying relevant theories. Our case study of a computer
science course shows that the attitudes of students toward computer science
generally improved following the implementation of the proposed system. Because
more than half of the measures from the aspects of learning computer science at
school and importance of computer science are positive and significant, this
indicates that students find computer science more interesting, expecting,
exciting, beneficial, helpful, and appealing after the using the proposed
system.
Why are children attracted to the Internet? The role of need satisfaction
perceived online and perceived in daily real life
/
Shen, Cai-Xia
/
Liu, Ru-De
/
Wang, Dan
Computers in Human Behavior
2013-01
v.29
n.1
p.185-192
Keywords: Internet use
Keywords: Self-determination theory
Keywords: Motivation
© Copyright 2013 Elsevier Ltd.
Summary: From the perspective of self-determination theory, this study investigated
the motivations for children's Internet use by examining how basic
psychological need satisfaction, perceived online and perceived in daily real
life, affects children's Internet use outcomes. A total of 637 elementary
school students from China took participated in this study. The results from
structural equation modeling showed that need satisfaction perceived online
predicted higher levels of Internet use and more positive affect experienced
online, whereas need satisfaction perceived in daily real life predicted less
time spent online, less negative affect, and more positive affect. Both
inherent properties of the experiences provided by the Internet and children's
social backgrounds contribute to Internet use outcomes. This study supports
self-determination theory in explaining children's Internet use motivations.
Implications for efforts to encourage appropriate Internet use and directions
for future research are discussed.
FloTree: a multi-touch interactive simulation of evolutionary processes
Demo session
/
Chua, Kien Chuan
/
Qin, Yongqiang
/
Block, Florian
/
Phillips, Brenda
/
Diamond, Judy
/
Evans, E. Margaret
/
Horn, Michael S.
/
Shen, Chia
Proceedings of the 2012 ACM International Conference on Interactive
Tabletops and Surfaces
2012-11-11
p.299-302
© Copyright 2012 ACM
Summary: We present FloTree, a multi-user simulation that illustrates key dynamic
processes underlying evolutionary change. Our intention is to create a informal
learning environment that links micro-level evolutionary processes to
macro-level outcomes of speciation and biodiversity. On a multi-touch table,
the simulation represents change from generation to generation in a population
of organisms. By placing hands or arms on the surface, visitors can add
environmental barriers, thus interrupting the genetic flow between the
separated populations. This results in sub-populations that accumulate genetic
differences independently over time, sometimes leading to the formation of new
species. Learners can morph the result of the simulation into a corresponding
phylogenetic tree. The free-form hand and body touch gestures invite creative
input from users, encourages social interaction, and provides an opportunity
for deep engagement.
WALDEN: multi-surface multi-touch simulation of climate change and species
loss in thoreau's woods
Posters
/
Schneider, Bertrand
/
Tobiasz, Matthew
/
Willis, Charles
/
Shen, Chia
Proceedings of the 2012 ACM International Conference on Interactive
Tabletops and Surfaces
2012-11-11
p.387-390
© Copyright 2012 ACM
Summary: We present a case study of an interactive, multiple heterogeneous-display,
multi-touch visualization for informal science education. Our visual simulation
application, called WALDEN, has been developed using a Microsoft Surface and a
large data wall. Multiple displays offer users the opportunity to interact with
large visual datasets and observe complex visual simulations. We discuss the
design of our system, findings from our case study, the shortcomings it
revealed and how we plan to address them.
FlowBlocks: a multi-touch ui for crowd interaction
Multi-touch
/
Block, Florian
/
Wigdor, Daniel
/
Phillips, Brenda Caldwell
/
Horn, Michael S.
/
Shen, Chia
Proceedings of the 2012 ACM Symposium on User Interface Software and
Technology
2012-10-07
v.1
p.497-508
© Copyright 2012 ACM
Summary: Multi-touch technology lends itself to collaborative crowd interaction (CI).
However, common tap-operated widgets are impractical for CI, since they are
susceptible to accidental touches and interference from other users. We present
a novel multi-touch interface called FlowBlocks in which every UI action is
invoked through a small sequence of user actions: dragging parametric
UI-Blocks, and dropping them over operational UI-Docks. The FlowBlocks approach
is advantageous for CI because it a) makes accidental touches inconsequential;
and b) introduces design parameters for mutual awareness, concurrent input, and
conflict management. FlowBlocks was successfully used on the floor of a busy
natural history museum. We present the complete design space and describe a
year-long iterative design and evaluation process which employed the Rapid
Iterative Test and Evaluation (RITE) method in a museum setting.
The antecedents of online financial service adoption: the impact of physical
banking services on Internet banking acceptance
/
Chiou, Jyh-Shen
/
Shen, Chung-Chi
Behaviour and Information Technology
2012-09
v.31
n.9
p.859-871
© Copyright 2012 Taylor and Francis Group, LLC
Summary: The cost-effectiveness of operations on the Web enables financial service
firms to employ Web technology to replace or substantially reduce the need for
personal interactions in the provision of their services. However, recent cases
have shown that the use of Web technology in financial services may not be as
promising as expected. This study utilises the constructs derived from
transaction cost analysis (TCA), the technology acceptance model (TAM) and
relationship marketing literature to develop a framework of the antecedents to
using Internet banking. The model explicitly incorporates the impact of the
experiences a customer has had with services provided by the physical bank
whose Web services the customer is considering using. The results show that the
major antecedent variables in TAM and the customers' specific assets already
invested in the focal physical bank have a significant impact on customers'
attitude towards the use and the intention to use a bank's Internet banking
services. Our findings suggest that beyond the ease of use and usefulness of
information system, companies have to take advantage of customer relationship
built up in the offline environment that has the potential to influence
customers' use intention towards Internet service. The study advances the
technology acceptance literature in terms of explaining users'
new-service-adoption behaviour by adding the concepts from TCA and customer
relationship literature.
Of BATs and APEs: an interactive tabletop game for natural history museums
Teaching with games
/
Horn, Michael
/
Leong, Zeina Atrash
/
Block, Florian
/
Diamond, Judy
/
Evans, E. Margaret
/
Phillips, Brenda
/
Shen, Chia
Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems
2012-05-05
v.1
p.2059-2068
© Copyright 2012 ACM
Summary: In this paper we describe visitor interaction with an interactive tabletop
exhibit on evolution that we designed for use in natural history museums. We
video recorded 30 families using the exhibit at the Harvard Museum of Natural
History. We also observed an additional 50 social groups interacting with the
exhibit without video recording. The goal of this research is to explore ways
to develop "successful" interactive tabletop exhibits for museums. To determine
criteria for success in this context, we borrow the concept of Active Prolonged
Engagement (APE) from the science museum literature. Research on APE sets a
high standard for visitor engagement and learning, and it offers a number of
useful concepts and measures for research on interactive surfaces in the wild.
In this paper we adapt and expand on these measures and apply them to our
tabletop exhibit. Our results show that visitor groups collaborated effectively
and engaged in focused, on-topic discussion for prolonged periods of time. To
understand these results, we analyze visitor conversation at the exhibit. Our
analysis suggests that social practices of game play contributed substantially
to visitor collaboration and engagement with the exhibit.
Phylo-Genie: engaging students in collaborative 'tree-thinking' through
tabletop techniques
Designing for learners' complex needs
/
Schneider, Bertrand
/
Strait, Megan
/
Muller, Laurence
/
Elfenbein, Sarah
/
Shaer, Orit
/
Shen, Chia
Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems
2012-05-05
v.1
p.3071-3080
© Copyright 2012 ACM
Summary: Phylogenetic trees are representations of evolutionary relationships amongst
species. Interviews of instructors and students have revealed that novice
biologists have difficulty understanding phylogenetics. Moreover,
misinterpretations of phylogenetics are common among college-level students. In
this paper we present Phylo-Genie, a tabletop interface for fostering
collaborative learning of phylogenetics. We conducted an experimental study
with 56 participants, comparing students' conceptual learning and engagement
using Phylo-Genie as: 1) a multi-touch tabletop interface and 2) a pen and
paper activity. Our findings show that the tabletop implementation fosters
collaborative learning by engaging users in the activity. We also shed light on
the way in which our design principles facilitated engagement and collaborative
learning in a tabletop environment.
Guild Play in MMOGs: Rethinking Common Group Dynamics Models
/
Ahmad, Muhammad Aurangzeb
/
Borbora, Zoheb
/
Shen, Cuihua
/
Srivastava, Jaideep
/
Williams, Dmitri
Proceedings of the 2011 International Conference on Social Informatics
2011-10-06
p.145-152
Keywords: Guilds; MMOGs; Groups; Models of group evolution
© Copyright 2011 Springer
Summary: Humans form groups and congregate into groups for a variety of reasons and
in a variety of contexts e.g., corporations in offline space and guilds in
Massively Multiplayer Online Games (MMOGs). In recent years a number of models
of group formation have been proposed. One such model is Johnson et al's [10]
model of group evolution. The model is motivated by commonalities observed in
evolution of street gangs in Los Angeles and guilds in an MMOG (World of
Warcraft). In this paper we first apply their model to guilds in another MMOG
(EQ2)¹ and found results inconsistent from the model's predictions,
additionally we found support for the role of homophily in guild formation,
which was ruled out in previous results, Alternatively, we explore alternative
models for guild formation and evolution in MMOGs by modifying earlier models
to account for the existence of previous relationships between people.
Topic aspect analysis for multi-document summarization
Poster session 2: IR track
/
Shen, Chao
/
Wang, Dingding
/
Li, Tao
Proceedings of the 2010 ACM Conference on Information and Knowledge
Management
2010-10-26
p.1545-1548
© Copyright 2010 ACM
Summary: Query-based multi-document summarization aims to create a short summary
given a collection of documents and a query. Most of the existing methods treat
the query as one single sentence and rank the sentences in the documents based
on their similarities with the query sentence. However, these methods lack of
intensive analysis on the given query which typically consist of several topic
aspects. In this paper, we propose a topic aspect extraction method to discover
the aspect words and sentences contained in the query narrative texts and the
input documents, and then incorporate these aspect words and sentences into a
cross propagation model based on the sentence-term bipartite graph for document
summarization. Experiments on DUC benchmark data show the effectiveness of our
proposed approach on the topic-driven document summarization task.
Ontology-enriched multi-document summarization in disaster management
Poster presentations
/
Li, Lei
/
Wang, Dingding
/
Shen, Chao
/
Li, Tao
Proceedings of the 33rd Annual International ACM SIGIR Conference on
Research and Development in Information Retrieval
2010-07-19
p.819-820
Keywords: disaster management, multi-document summarization, ontology
© Copyright 2010 ACM
Summary: In this poster, we propose a novel document summarization approach named
Ontology-enriched Multi-Document Summarization (OMS) for utilizing background
knowledge to improve summarization results. OMS first maps the sentences of
input documents onto an ontology, then links the given query to a specific node
in the ontology, and finally extracts the summary from the sentences in the
subtree rooted at the query node. By using the domain-related ontology, OMS can
better capture the semantic relevance between the query and the sentences, and
thus lead to better summarization results. As a byproduct, the final summary
generated by OMS can be represented as a tree showing the hierarchical
relationships of the extracted sentences. Evaluation results on the collection
of press releases by Miami-Dade County Department of Emergency Management
during Hurricane Wilma in 2005 demonstrate the efficacy of OMS.
A digital library architecture supporting massive small files and efficient
replica maintenance
Posters
/
Shen, Chunhui
/
Lu, Weiming
/
Wu, Jiangqin
/
Wei, Baogang
JCDL'10: Proceedings of the 2010 Joint International Conference on Digital
Libraries
2010-06-21
p.391-392
Keywords: digital libraries, distributed system, replication, small file
© Copyright 2010 ACM
Summary: In this paper, we presented a service infrastructure based on distributed
file system for massive storage in digital library. In addition, we addressed
the small-file problem by merging small files into big ones, and proposed a
novel dynamic replica number adjustment scheme to ensure the maximal
availability and reliability in a limited storage space.
Next generation of HCI and education: workshop on UI technologies and
educational pedagogy
Workshops
/
Tse, Edward
/
Schöning, Johannes
/
Rogers, Yvonne
/
Shen, Chia
/
Morrison, Gerald
Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems
2010-04-10
v.2
p.4509-4512
Keywords: education, gestures, large displays, multi-touch, next generation hci,
pedagogy
© Copyright 2010 ACM
Summary: Given the exponential growth of interactive whiteboards in classrooms around
the world, and the recent emergence of multi-touch tables, tangible computing
devices and mobile devices, there has been a need to explore how next
generation HCI will impact education in the future. Educators are depending on
the interaction communities to deliver technologies that will improve/adapt
learning to an ever-changing world. In addition to novel UI concepts, the HCI
community needs to examine how these concepts can be matched to contemporary
paradigms in Educational pedagogy. The classroom is a challenging environment
for evaluation, thus new interaction techniques need to be established to prove
the value of new HCI interactions in the educational space. This workshop
provides a forum to discuss key HCI issues facing next generation education
ranging from whole class interactive whiteboards, small group interactive
multi-touch tables, and individual personal response systems in the classroom.
The impact of perceived ease of use on Internet service adoption: The
moderating effects of temporal distance and perceived risk
/
Shen, Chung-Chi
/
Chiou, Jyh-Shen
Computers in Human Behavior
2010-01
v.26
n.1
p.42-50
Keywords: Internet consumer behavior
Keywords: Perceived ease of use
Keywords: Perceived risk
Keywords: Temporal distance
© Copyright 2010 Elsevier Ltd.
Summary: Perceived ease of use is found to affect consumer's intention toward using
an Internet-based service. However, to protect online transaction security,
more security verification mechanisms are established which in turn increase
the complexity and difficulty of using online services. This study proposed
that the importance of perceived ease of use is depending on short- vs.
long-term transaction expectation, product type, and whether security concern
information is presented. In certain situations buyers or sellers of an
Internet service may tolerate the inconvenience of using the Internet-based
service. A 2 (verification requirement) × 2 (network externality) ×
2 (short vs. long term) between-subject design was conducted on sellers of an
auction site and a 2 (verification requirement) × 2 (product type)
× 2 (with vs. without security concern information) between-subject
design was conducted on buyers of an auction site. The results of two studies
suggest that perceived ease of use increases the intention toward using online
service when sellers expect that the Internet service usage is only for a
short-term transaction or when buyers have no access of the security concern
information on the website. In contrast, sellers prefer using an online service
which requires a relatively high verification requirement when the purpose of
using Internet service is for long-term transaction or when buyers have access
of security concern information. The results also showed that perceived network
externality positively affect sellers' intention toward using an auction
website.
WeSpace: the design development and deployment of a walk-up and share
multi-surface visual collaboration system
Using tabletops for education, science, and media
/
Wigdor, Daniel
/
Jiang, Hao
/
Forlines, Clifton
/
Borkin, Michelle
/
Shen, Chia
Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems
2009-04-04
v.1
p.1237-1246
Keywords: collocated collaboration, horizontal display, multi-monitor interfaces,
shared-display groupware
© Copyright 2009 ACM
Summary: We present WeSpace -- a collaborative work space that integrates a large
data wall with a multi-user multi-touch table. WeSpace has been developed for a
population of scientists who frequently meet in small groups for data
exploration and visualization. It provides a low overhead walk-up and share
environment for users with their own personal applications and laptops. We
present our year-long effort from initial ethnographic studies, to iterations
of design, development and user testing, to the current experiences of these
scientists carrying out their collaborative research in the WeSpace. We shed
light on the utility, the value of the multi-touch table, the manifestation,
usage patterns and the changes in their workflow that WeSpace has brought
about.
CThru: exploration in a video-centered information space for educational
purposes
Using tabletops for education, science, and media
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Jiang, Hao
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Viel, Alain
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Bajaj, Meekal
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Lue, Robert A.
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Shen, Chia
Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems
2009-04-04
v.1
p.1247-1250
Keywords: multi-display environment, self-exploration, video-centered information
space
© Copyright 2009 ACM
Summary: We present CThru, a self-guided video-based educational environment in a
large multi-display setting. We employ a video-centered approach, creating and
combining multimedia contents of different formats with a story-telling
education video. With the support of new display form factors in the
environment, viewing a sequential educational video thread is replaced by the
immersive learning experience of hands-on exploration and manipulation in a
multi-dimensional information space. We demonstrate CThru with an animation
clip in cellular biology, supplementing visible objects in the video with rich
domain-specific multimedia information and interactive 3D models. We describe
CThru's design rationale and implementation. We also discuss a pilot study and
what it revealed with respect to CThru's interface and the usage pattern of the
tabletop and the associated large wall display.