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An Analysis of Cognitive Learning Context in MOOC Forum Messages Late-Breaking Works: Collaborative Technologies / Wong, Jian-Syuan / Pursel, Bart / Divinsky, Anna / Jansen, Bernard J. Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.1315-1321
ACM Digital Library Link
Summary: In this research, we analyze a large number of discussions of forum messages from three MOOC courses using a keyword taxonomy approach to identify learning processes occurring among the students. We conduct analysis on more than 100,000 forum messages from 14,647 forum threads from three MOOCs, with a combined 200,000+ enrollment. We map messages to six levels of Bloom's Taxonomy for cognitive learning. The results of this research indicate that learning processes of particular cognitive learning levels could be observed within discussions on MOOC forums. Results imply that different types of forum communications have features associated to particular learning levels, and the volume of higher levels of cognitive learning domains increase as the course progresses.

User Defined Gestures for Augmented Virtual Mirrors: A Guessability Study WIP Theme: Augmented Reality / Lee, Gun A. / Wong, Jonathan / Park, Hye Sun / Choi, Jin Sung / Park, Chang Joon / Billinghurst, Mark Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.959-964
ACM Digital Library Link
Summary: Public information displays are evolving from passive screens into more interactive and smarter ubiquitous computing platforms. In this research we investigate applying gesture interaction and Augmented Reality (AR) technologies to make public information displays more intuitive and easy to use. We focus especially on designing intuitive gesture based interaction methods to use in combination with an augmented virtual mirror interface. As an initial step, we conducted a user study to identify the gestures that users feel are natural for performing common tasks when interacting with augmented virtual mirror displays. We report initial findings from the study, discuss design guidelines, and suggest future research directions.

Cognitive Dynamics of Distributed Teams Performing Dynamic, Complex Tasks Virtual Environments: VE2 -- Current Research in Simulations, Virtual Environments, and Games / Wong, Jason H. / Wright, Helen / Ogren, Lauren Proceedings of the Human Factors and Ergonomics Society 2014 Annual Meeting 2014-10-27 p.2383-2387
doi 10.1177/1541931214581496
Link to HFES Digital Content
Summary: Traditional team training is conducted by physically co-locating students and accessing a common system. This method of training involves bringing the entire team to where the system is located. This can be made more efficient by allowing students to remotely access these systems from their duty station. However, the effects of conducting training in this distributed manner have not been investigated. This study identifies task and cognitive performance decrements of distributed teams. Teams of three people were trained on a complex, dynamic task and performed several scenarios. The key variable of interest was whether teams were seated next to each other (co-located) or were in separate spaces (distributed). Task performance metrics were collected, along with measures of workload, communications, and team cohesion. Results demonstrate that all teams had similar mission outcomes, but distributed teams reported higher team workload, lower group integration, and increased communications. This suggests that the act of distributing a team will impact training, but these impacts may not all be negative. Improvements to distributed training environments should be developed to increase performance and reduce workload in distributed teams.

Developing and Assessing Immersive Content for Naval Training: Lessons Learned in the Virtual World Training: T2 -- Training and Retention of Knowledge / Wong, Jason H. / Nguyen, Anh B. Proceedings of the Human Factors and Ergonomics Society 2012 Annual Meeting 2012-10-22 p.2447-2451
doi 10.1177/1071181312561498
Link to HFES Digital Content
Summary: Content was developed in an immersive, 3-D virtual world (SecondLife Enterprise) as a pilot project to support a Navy training need to teach complex, highly visual concepts in an engaging fashion. An avatar-based virtual world was used due to their unique social and content creation properties. This project consisted of a series of modules designed to teach the naval concept of target motion analysis. The resulting 'immersive learning trail' augmented a two-week unit that was part of a longer course. Students from a Naval schoolhouse participated in classes that used this content, and several assessments were performed. Students gained the most from the content when complex spatial concepts were taught, though impressions of the entire trail were positive. Several lessons learned are reported, including the need to consistently make the experience as immersive as possible and the kind of content that benefits most from immersion.

Effect of scenario media on human-robot interaction evaluation LBR highlights / Xu, Qianli / Ng, Jamie Suat Ling / Cheong, Yian Ling / Tan, Odelia Yiling / Wong, Ji Bin / Tay, Benedict Tiong Chee / Park, Taezoon Proceedings of the 7th International Conference on Human-Robot Interaction 2012-03-05 p.275-276
ACM Digital Library Link
Summary: Different media used to present the human-robot interaction (HRI) scenarios may affect users' perception of a robot in the user studies. We investigated how different scenario media (text, video, and live interaction) might influence user evaluation of social robots based on a controlled experiment. We found that multiple aspects of user acceptance were influenced by the scenario media. Moreover, more design problems and redesign proposals were elicited when users were exposed to media with higher fidelity. The results led to useful insights into choosing scenario media in HRI evaluation.

Memory Makers -- The Experience of Camera Usage by Women Part VI / Social Interaction and On-line Communities / Kao, Yu-Lung / Wong, Ju-Joan HCI International 2011: 14th International Conference on HCI - Posters' Extended Abstracts, Part I 2011-07-09 v.5 p.435-439
Keywords: Qualitative research; Camera; Feminist theories of technology; Married women; Family photography
Link to Digital Content at Springer
Summary: This study focuses on gender perspective to explore the Taiwan married women's experience in using the camera. Unlike Western women who dominate the family photography for a long time, early family photography in Taiwan is mainly responsible by the male. Until the early '80s women had more shooting opportunities. In this study, through the interview to seven of Taiwan's middle-class women's camera usage, we focused on the impact of experience in photography for their lives. Preliminary study results indicated that: In addition to her husband's busy and rejection of photography etc. factors, women's self independent and outgoing nature make them more interested in photography. In addition, due to the computer knowledge they obtained through work and other interests, these women could be more initiatively to adopt digital photography, but they also reduced the chance to actually interact with people. According to the above, the study believes in the late industrialization countries, women are not always passive technology users, but are able to use technology to show themselves; and the future of technology in the development of photography should take a fresh look at women's ability to operate the technology, and to derive self-empowerment of each interacting process.

Connecting with Dysphonia: Human-Computer Interface for Amyotrophic Lateral Sclerosis Patients Part VII / Health and Wellbeing / Su, Chun-Yang / Wong, Ju-Joan HCI International 2011: 14th International Conference on HCI - Posters' Extended Abstracts, Part II 2011-07-09 v.6 p.453-457
Keywords: Amyotrophic lateral sclerosis (ALS); pictograph; human-computer interface (HCI); dysarthria; universal design (UD)
Link to Digital Content at Springer
Summary: This research studied how Amyotrophic Lateral Sclerosis patients can communicate after losing speech and typing abilities. To create a friendly and useful HCI system, this research studied the graphical user interfaces (GUI) through participant observations, to understanding how to innovate a better communication device for ALS patients and the elderly, to gaining a better quality of life.

The Entwined Economic and Cultural Issues in the Production of Barbie in Taiwan, Taishan Cultural Issues in Business and Industry / Wong, Ju-Joan / Lin, Rungtai / Lin, Zhe-An IDGD 2011: 4th International Conference on Internationalization, Design and Global Development 2011-07-09 p.417-426
Keywords: Barbie doll; community building; global commodity chains; cultural and creative industries; women's empowerment
Link to Digital Content at Springer
Summary: Barbie Doll is regarded as one of the most important design labels representing the twentieth century. Up until today, it is estimated that around 100 million Barbie dolls have been sold in 150 countries around the world. In 1967, the manufacturer of Barbie, Mattel Inc., set up a joint venture establishment, the Meining factory in Taishan Township, Taipei County. However, Mattel shut down the Meining factory in 1987 due to rising labor costs, the development of the local economy suddenly lost its basis. In 1998, the township council imported the concept and practices of community building and employed the industry of doll culture as a program to enhance the local economy. This way, not only has Taishan Township brought about new business opportunities, many of the women participating in community development can hopefully improve their self-empowerment.
    This paper reviewed the development history of industries in Taishan Township from the perspective of globalization theories, aimed to analyze the difficulties of local industrial upgrades from the perspective of economic geography, and examine the effects of industrial promotion strategies in community building. Lastly, this paper aimed to explore opportunities for the empowerment of women in the community. It hoped to clarify the issues of industrial upgrading, community building, and women's empowerment regarding local industry development history, and reestablish the relationship between economic development and cultural experience.

An Analysis of Game Controller and Touchscreen Devices for Input Into a Complex High-Information Display COMPUTER SYSTEMS: CS4 -- Input and Display / Ogren, Lauren / Wong, Jason H. Proceedings of the Human Factors and Ergonomics Society 54th Annual Meeting 2010-09-27 v.54 p.615-619
Link to HFES Digital Content
Summary: Recently, there has been rapid growth in different methods of providing input into a computer system. Increased familiarity with the unique button layouts of game controllers and direct manipulation touchscreen devices has afforded an opportunity to evaluate how these new input methods can increase efficiency of computer systems that involve the display of complex, densely-packed information. Here, alternative button layouts (through various game controllers) and touchscreen devices were used to navigate through a simulated workflow in a submarine contact management task. Task completion time and errors were recorded, and results show that only some of the alternative input devices sped up the time it takes to cycle through a commonly used workflow. Implications for integration of these devices with already-existing systems are discussed along with future research directions.

TUTORING SHIP HANDLING SKILLS: INTELLIGENT TUTOR AND EXPERT MODEL IN A SIMULATION TRAINING: T3 -- Training Issues in Military and Defense / Kirschenbaum, Susan S. / Wong, Jason H. / Peters, Stanley Proceedings of the Human Factors and Ergonomics Society 54th Annual Meeting 2010-09-27 v.54 p.2279-2283
Link to HFES Digital Content
Summary: The goal of this project is to develop an intelligent tutoring system (ITS) for ship handling. The system employs a cognitive model of expert surface ship navigation integrated with a spoken intelligent tutor (developed by Stanford University) and a ship handling simulation system, the Conning Officer Virtual Environment (COVE). This paper describes how the expert model was developed and how it is integrated with the ITS and COVE.

Blogging with CONTEXT: a context-aware information retrieval system for bloggers Poster session / Gruzd, Anatoliy / Wong, Justin Proceedings of the 2010 Symposium on Information Interaction in Context 2010-08-18 p.289-292
ACM Digital Library Link
Summary: The poster describes the development process and evaluation of a context-aware information retrieval system for blog authors, called CONTEXT. As a blogger writes a post, the system automatically retrieves and displays links to web resources (web sites, news stories, video, etc) that are relevant to the blogger's entry. CONTEXT continuously monitors the blog post for new search keywords to find and display the most relevant resources to the blogger. The main goal of this system is to inform the blogger in real time of other related discussions that are going on in the blogosphere or elsewhere and give her/him a chance to be part of the 'global' conversation and thus improve his/her entry by incorporating some of the suggested resources into a post. Our expectation is that CONTEXT will lead to more interactive and content-rich blog entries, in which bloggers are not just expressing their own opinions, but they are also addressing each other and building on each other's arguments.

Looking for the Image of Modernization: The Story of Made in Taiwan (MIT) ICT for Global Development / Wong, Ju-Joan IDGD 2009: 3rd International Conference on Internationalization, Design and Global Development 2009-07-19 p.419-428
Keywords: Made in Taiwan (MIT); modernization; economic development; industrial design; national identity
Link to Digital Content at Springer
Summary: Beginning in the 1980s, Taiwan's most vigorous global economic activity trade department faced several difficult issues in succession. Reversing this unfavorable situation by improving the MIT product image in international markets was seen as the solution to these issues. This paper analyzes the cultural contents of those economic and trade policies, and reveals how Taiwan, a marginal state forced by the wave of globalization, constructed a national identity by improving the product image of MIT. Furthermore, this process demonstrates Taiwan's desire to be a 'modern' nation among the developing countries. Based on the above, this paper argues that 'Taiwan's modern design movement' was promoted by MIT discourses through a succession of economic and trade policies. Besides declaring an aesthetic form, this movement also was one of nationalism. However, whether modern design or nationalism movement, both are transcended by the reasonable manipulation of capitalism, and become ideological bubbles.

End-user programming of mashups with vegemite Intelligent web systems / Lin, James / Wong, Jeffrey / Nichols, Jeffrey / Cypher, Allen / Lau, Tessa A. Proceedings of the 2009 International Conference on Intelligent User Interfaces 2009-02-08 p.97-106
Keywords: automation, data integration, end-user programming, mashup, programming by demonstration, web
ACM Digital Library Link
Summary: Mashups are an increasingly popular way to integrate data from multiple web sites to fit a particular need, but it often requires substantial technical expertise to create them. To lower the barrier for creating mashups, we have extended the CoScripter web automation tool with a spreadsheet-like environment called Vegemite. Our system uses direct-manipulation and programming-by-demonstration techniques to automatically populate tables with information collected from various web sites. A particular strength of our approach is its ability to augment a data set with new values computed by a web site, such as determining the driving distance from a particular location to each of the addresses in a data set. An informal user study suggests that Vegemite may enable a wider class of users to address their information needs.

Fishing for sustainability: the effects of indirect and direct persuasion Works in progress / Aleahmad, Turadg / Balakrishnan, Aruna D. / Wong, Jeffrey / Fussell, Susan R. / Kiesler, Sara Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems 2008-04-05 v.2 p.3021-3026
ACM Digital Library Link
Summary: Websites and technologies that promote sustainable behavior often employ direct persuasion by being open about persuasive intent. We examined the use of indirect persuasion, methods that do not make persuasive intent clear. We built two variants of a recipe website designed to induce changes in users: one using direct persuasion and the other using indirect methods. We measured the effects of each site on users' attitudes and actions towards the environment. Preliminary results show that the direct style influenced actions while the indirect style influenced attitudes. We discuss the implications of this dissociation for research and applications.

Sharing a single expert among multiple partners Expert/novice / Wong, Jeffrey / Oh, Lui Min / Ou, Jiazhi / Rosé, Carolyn P. / Yang, Jie / Fussell, Susan R. Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007-04-28 v.1 p.261-270
ACM Digital Library Link
Summary: Expertise to assist people on complex tasks is often in short supply. One solution to this problem is to design systems that allow remote experts to help multiple people in simultaneously. As a first step towards building such a system, we studied experts' attention and communication as they assisted two novices at the same time in a co-located setting. We compared simultaneous instruction when the novices are being instructed to do the same task or different tasks. Using machine learning, we attempted to identify speech markers of upcoming attention shifts that could serve as input to a remote assistance system.

Making mashups with marmite: towards end-user programming for the web Programming by & with end-users / Wong, Jeffrey / Hong, Jason I. Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007-04-28 v.1 p.1435-1444
ACM Digital Library Link
Summary: There is a tremendous amount of web content available today, but it is not always in a form that supports end-users' needs. In many cases, all of the data and services needed to accomplish a goal already exist, but are not in a form amenable to an end-user. To address this problem, we have developed an end-user programming tool called Marmite, which lets end-users create so-called mashups that re-purpose and combine existing web content and services. In this paper, we present the design, implementation, and evaluation of Marmite. An informal user study found that programmers and some spreadsheet users had little difficulty using the system.

Combining audio and video to predict helpers' focus of attention in multiparty remote collaboration on physical tasks Oral session 4: collaborative systems and environments / Ou, Jiazhi / Shi, Yanxin / Wong, Jeffrey / Fussell, Susan R. / Yang, Jie Proceedings of the 2006 International Conference on Multimodal Interfaces 2006-11-02 p.217-224
Keywords: computer-supported cooperative work, focus of attention, multimodal integration, remote collaborative physical tasks
ACM Digital Library Link
Summary: The increasing interest in supporting multiparty remote collaboration has created both opportunities and challenges for the research community. The research reported here aims to develop tools to support multiparty remote collaborations and to study human behaviors using these tools. In this paper we first introduce an experimental multimedia (video and audio) system with which an expert can collaborate with several novices. We then use this system to study helpers' focus of attention (FOA) during a collaborative circuit assembly task. We investigate the relationship between FOA and language as well as activities using multimodal (audio and video) data, and use learning methods to predict helpers' FOA. We process different modalities separately and fusion the results to make a final decision. We employ a sliding window-based delayed labeling method to automatically predict changes in FOA in real time using only the dialogue among the helper and workers. We apply an adaptive background subtraction method and support vector machine to recognize the worker's activities from the video. To predict the helper's FOA, we make decisions using the information of joint project boundaries and workers' recent activities. The overall prediction accuracies are 79.52% using audio only and 81.79% using audio and video combined.

Marmite: end-user programming for the web Work-in-progress / Hong, Jason / Wong, Jeffrey Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006-04-22 v.2 p.1541-1546
ACM Digital Library Link
Summary: A tremendous amount of semi-structured data is available today on the web but is not necessarily in a form which is suitable for a user's tasks. For example, a website may show a listing of local events but a user wants to filter out those which are too far from him. To address this problem, we are developing a tool called Marmite that helps users extract data from web pages and create new applications using a dataflow architecture in a manner similar to Unix pipes. In this paper, we describe formative user studies, some evaluations of low-fidelity prototypes, and a set of design recommendations for this tool.

Development of the Internet Clinical Communication Centre: a Patient Centered Application for Prostate Cancer Follow-up HEALTH CARE: Posters / Wong, Jennifer / Hohenadel, Joanne / Rizo, Carlos / Jadad, Alejandro R. Proceedings of the Human Factors and Ergonomics Society 49th Annual Meeting 2005-09-26 v.49 p.1094-1098
Link to HFES Digital Content
Summary: This project aims to provide selected follow-up healthcare services via Internet technologies. A user-centered approach and qualitative method of inquiry taken in the development of a prostate cancer Internet Clinical Communication Centre (iC3) to provide clinicians and patients access to portions of the electronic health record, illustrates the critical importance of security, privacy, and the patient-provider relationship.

Surface deformation using the sensor glove / Ma, Lizhuang / Lau, Rynson W. H. / Feng, Jieqing / Peng, Qunsheng / Wong, Janis Proceedings of the 1997 ACM Symposium on Virtual Reality Software and Technology 1997-09-15 p.189-196
ACM Digital Library Link