[1]
The Evolution of Engagements and Social Bonds During Child-Parent Co-design
Participating in Well-Being and Family
/
Yip, Jason C.
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Clegg, Tamara
/
Ahn, June
/
Uchidiuno, Judith Odili
/
Bonsignore, Elizabeth
/
Beck, Austin
/
Pauw, Daniel
/
Mills, Kelly
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.3607-3619
© Copyright 2016 ACM
Summary: Partnering with parents and children in the design process can be important
for producing technologies that take into consideration the rich context of
family life. However, to date, few studies have examined the actual process of
designing with families and their children. Without understanding the process,
we risk making poor design choices in user-interactive experiences that take
into account important family dynamics. The purpose of this investigation is to
understand how parent-child relationships in families shape co-design processes
and how they are reshaped through co-design. We document the evolutionary
process and outcomes that exist in co-design partnerships between researchers
and families. We found that parents' engagement patterns shifted more slowly
than that of children's from observing and facilitating to design partnering
practices. Our analysis suggests the importance of establishing and nurturing
social bonds among parents, children, and researchers in the co-design process.
[2]
Pervasive Play
Workshop Summaries
/
Ahn, June
/
Bonsignore, Elizabeth
/
Hansen, Derek L.
/
Kraus, Kari
/
Neustaedter, Carman
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.3317-3324
© Copyright 2016 ACM
Summary: The infusion of mobile and collaborative technologies into our everyday
lives enables new forms of pervasive games and play. We use the term pervasive
play as shorthand for technology-mediated, playful experiences that are
tethered to our everyday lives through the physical and virtual spaces we
inhabit. This includes a variety of game and play genres ranging from alternate
reality games to urban games to mixed reality performance and playful uses of
public displays. The goals of the workshop are to (a) strengthen and broaden
the community of pervasive play researchers and practitioners, (b) explore
design frameworks for creating novel pervasive play experiences, and (c)
identify key research questions, methods, and challenges for future research in
this area.
[3]
Innovations in interaction design & learning
Workshops
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Ahn, June
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Clegg, Tamara
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Yip, Jason
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Bonsignore, Elizabeth
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Rick, Jochen
Proceedings of ACM IDC'15: Interaction Design and Children
2015-06-21
p.462-465
© Copyright 2015 ACM
Summary: Many new technologies for children focus on fostering learning. However,
designers and researchers often come from disparate traditions that either
stress innovative design methodologies (e.g. participatory design) or rigorous
examination of learning (e.g., design-based research). This workshop brings
together researchers who are actively engaged in, or interested in, weaving
together these research fields to develop usable, engaging, and innovative
technologies that are also deeply grounded in theories of learning. We invite
participants to submit position papers describing their work in progress. The
goals of the workshop will be to better articulate the unique issues that arise
at the intersection of interaction design and learning design, and develop an
agenda for a next wave of research that draws a clear link between
methodologies in these fields. All topic areas related to design, learning, and
children are welcome.
[4]
FamCom: A Communication Service Enhancing Conversation Quality Between
Elders Residing in Care Hospital and Their Family Member
Student Design Competition
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Kang, Mingu
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Kim, Taewan
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Kim, Youngjae
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Ahn, Junghwan
Extended Abstracts of the ACM CHI'15 Conference on Human Factors in
Computing Systems
2015-04-18
v.2
p.13-18
© Copyright 2015 ACM
Summary: FamCom is a service which aids a patient in care hospital to feel more
intimate with family members by improving the quality of conversation. We
conducted survey, contextual inquiry, personas, scenarios and user test using
low and high-fidelity prototypes to enhance the quality of conversation.
According to our research lack of conversation topics depreciates the quality
of conversation. FamCom provides conversation sources to family members to
increase the intimacy between patient and family members.
[5]
Personalized Search: Reconsidering the Value of Open User Models
Recommenders / Web
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Ahn, Jae-wook
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Brusilovsky, Peter
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Han, Shuguang
Proceedings of the 2015 International Conference on Intelligent User
Interfaces
2015-03-29
v.1
p.202-212
© Copyright 2015 ACM
Summary: Open user modeling has been perceived as an important mechanism to enhance
the effectiveness of personalization. However, several studies have reported
that open and editable user models can harm the performance of personalized
search systems. This paper re-examines the value of open and editable user
models in the context of personalized search. We implemented a personalized
search system with 2D user manipulatable visualization and concept-based user
model components. A user study result suggests that the proposed
visualization-based open user modeling approach can be beneficial for adaptive
search.
[6]
Open Education in the Wild: The Dynamics of Course Production in the Peer 2
Peer University
Motivation and Dynamics of the Open Classroom
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Ahn, June
/
Webster, Sarah
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Butler, Brian S.
Proceedings of ACM CSCW 2015 Conference on Computer-Supported Cooperative
Work and Social Computing
2015-02-28
v.1
p.1896-1905
© Copyright 2015 ACM
Summary: The Peer 2 Peer University (P2PU) is an online, open education platform
where any user can create a course, contribute content, or join an existing
course as a learner. P2PU represents an experiment in organizing the production
of entirely user-generated, open education. However, the open model of P2PU
rests on the critical assumption that members can successfully coordinate and
produce a sufficient supply of courses and motivate others to join in. In this
paper, we use log data from P2PU to describe the dynamics of organizers --
members who try to produce and launch open courses -- and explore the factors
related to their ability to successfully create courses on this open platform.
We find that a critical predictor of successful course development is quickly
finding like-minded organizers to collaborate with, suggesting that creating
new education systems based on open, social computing platforms requires
facilitation of key aspects of social coordination beyond providing platform
and content resources.
[7]
How do people use Facebook features to manage social capital?
/
Lee, Eunsun
/
Kim, Yeo Jung
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Ahn, Jungsun
Computers in Human Behavior
2014-07
v.36
n.0
p.440-445
Keywords: Facebook features
Keywords: Facebook feature use
Keywords: Bonding social capital
Keywords: Bridging social capital
© Copyright 2014 Elsevier Ltd.
Summary: The goal of this study is to examine and understand the relationship between
the utilization of Facebook features and two types of social capital: bonding
and bridging. An online survey was conducted using a college sample (n = 256).
The results show that, with bonding social capital, the frequent use of Like
feature was positively associated whereas that of Comment was negatively
associated. With bridging social capital, the frequent use of Wall was
positively associated. The results also show that the preference for Wall,
Friend, Comment, News Feed, Like, Message, Photo, and Chat was positively
associated with both bonding and bridging social capital. On the other hand,
the preference for Status and Group was positively associated only with
bridging social capital. Limitations of this study and the implications of the
findings are discussed and suggestions for future research are provided.
[8]
"It helped me do my science.": a case of designing social media technologies
for children in science learning
Applications for learning
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Yip, Jason
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Ahn, June
/
Clegg, Tamara
/
Bonsignore, Elizabeth
/
Pauw, Daniel
/
Gubbels, Michael
Proceedings of ACM IDC'14: Interaction Design and Children
2014-06-17
p.155-164
© Copyright 2014 ACM
Summary: In this paper, we present the design evolution of two social media (SM)
tools: Scientific INQuiry (SINQ), which transformed into ScienceKit. We detail
our motivations for using SM tools in science learning and the design decisions
we made over a 2-year, design-based research project. Our designs grew from our
experiences using SM tools in the field and co-designing these systems with
children. Our longitudinal case study and design narrative contribute to our
understanding of the design and use of SM tools to support children's
scientific inquiry. Specifically, we detail (1) the affordances and constraints
we gleaned from the design evolution of SINQ to ScienceKit, (2) the potential
of SM to guide learning behaviors, and (3) the role of SM for children and the
community of adults and peers who support them.
[9]
CHI 2039: speculative research visions
alt.chi: limits and futures
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Baumer, Eric P. S.
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Ahn, June
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Bie, Mei
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Bonsignore, Elizabeth M.
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Börütecene, Ahmet
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Buruk, Oguz Turan
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Clegg, Tamara
/
Druin, Allison
/
Echtler, Florian
/
Gruen, Dan
/
Guha, Mona Leigh
/
Hordatt, Chelsea
/
Krüger, Antonio
/
Maidenbaum, Shachar
/
Malu, Meethu
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McNally, Brenna
/
Muller, Michael
/
Norooz, Leyla
/
Norton, Juliet
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Ozcan, Oguzhan
/
Patterson, Donald J.
/
Riener, Andreas
/
Ross, Steven I.
/
Rust, Karen
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Schöning, Johannes
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Silberman, M. Six
/
Tomlinson, Bill
/
Yip, Jason
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.761-770
© Copyright 2014 ACM
Summary: This paper presents a curated collection of fictional abstracts for papers
that could appear in the proceedings of the 2039 CHI Conference. It provides an
opportunity to consider the various visions guiding work in HCI, the futures
toward which we (believe we) are working, and how research in the field might
relate with broader social, political, and cultural changes over the next
quarter century.
[10]
Selfies for science: collaborative configurations around ScienceKit
Posters
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Bonsignore, Elizabeth
/
Ahn, June
/
Clegg, Tamara
/
Yip, Jason C.
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Pauw, Daniel
/
Gubbels, Michael
/
Lewittes, Becky
/
Rhodes, Emily
Companion Proceedings of ACM CSCW 2014 Conference on Computer-Supported
Cooperative Work and Social Computing
2014-02-15
v.2
p.133-136
© Copyright 2014 ACM
Summary: In this paper, we detail our initial analyses of the ways in which youth
engage in collaborative learning using ScienceKit, a mobile, social media
application designed to support scientific inquiry in informal learning
contexts. We focus on the ways in which ScienceKit orients small groups in
different configurations of collaborative work, as they engage in informal
learning activities.
[11]
Designing futures for peer-to-peer learning @ CSCW
Workshop summaries
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Lin, Peyina
/
Roque, Ricarose
/
Wardrip, Peter
/
Ahn, June
/
Shapiro, R. Benjamin
Companion Proceedings of ACM CSCW 2014 Conference on Computer-Supported
Cooperative Work and Social Computing
2014-02-15
v.2
p.327-330
© Copyright 2014 ACM
Summary: Open, online learning environments, such as massive open online courses
(MOOCs) and open learning communities have been promoted as a way to expand
equitable access to quality education. Such learning experiences are
potentially enriched via extensive networks of peer learners. Even though
challenges exist to realize these aspirations, open, online learning
environments can serve as a mechanism for how we provide transformative
learning experiences. This workshop aims to bring researchers and practitioners
from diverse disciplinary backgrounds to explore how the body of CSCW knowledge
can better support the vision of sustaining peer-to-peer learning in online
environments. Integrating contributions from designers, researchers, and
practitioners at the intersection of CSCW & education, participants will
co-create future visions and proposed implementations for open, online learning
environments.
[12]
Understanding user behavior at scale in a mobile video chat application
Social computing I
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Tian, Lei
/
Li, Shaosong
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Ahn, Junho
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Chu, David
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Han, Richard
/
Lv, Qin
/
Mishra, Shivakant
Proceedings of the 2013 International Joint Conference on Pervasive and
Ubiquitous Computing
2013-09-08
v.1
p.647-656
© Copyright 2013 ACM
Summary: Online video chat services such as Chatroulette and Omegle randomly match
users in video chat sessions and have become increasingly popular, with tens of
thousands of users online at anytime during a day. Our interest is in examining
user behavior in the growing domain of mobile video, and in particular how
users behave in such video chat services as they are extended onto mobile
clients. To date, over four thousand people have downloaded and used our
Android-based mobile client, which was developed to be compatible with an
existing video chat service. The paper provides a first-ever detailed large
scale study of mobile user behavior in a random video chat service over a three
week period. This study identifies major characteristics such as mobile user
session durations, time of use, demographic distribution and the large number
of brief sessions that users click through to find good matches. Through
content analysis of video and audio, as well as analysis of texting and
clicking behavior, we discover key correlations among these characteristics,
e.g., normal mobile users are highly correlated with using the front camera and
with the presence of a face, whereas misbehaving mobile users have a high
negative correlation with the presence of a face.
[13]
Extreme Motion Based Interaction for Enhancing Mobile Game Experience
Games and Gamification
/
Kim, Youngwon
/
Ahn, Jong-gil
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Kim, Gerard Jounghyun
HCI International 2013: 15th International Conference on HCI, Part II:
Applications and Services
2013-07-21
v.2
p.249-257
Keywords: User Experience; Extreme motion; Whole Body Interaction; Motion Detection
© Copyright 2013 Springer-Verlag
Summary: In this paper, we propose to enact interaction by "extreme" motion involving
multiple body parts and thereby maximize the whole body experience. By
detecting the relative movements among multiple body parts, rather than an
extended motion of just a single body part, the extreme motion can be contained
within the personal space (not to disturb others around). Such a scheme was
tested on a simple mobile game and compared to interfaces that were based on
conventional touch interface and absolute motion detection. Experimental
results showed that while incorporating extreme "relative" motion resulted in
higher level of excitement and user experience by involving more body parts,
the control performance significantly suffered (due to the head movements).
[14]
Interface Design for Minimizing Loss of Context in In-situ Remote Robot
Control
User Studies
/
Ahn, Jong-gil
/
Kim, Gerard Jounghyun
HCI International 2013: 15th International Conference on HCI, Part III:
Applications and Services
2013-07-21
v.3
p.87-96
Keywords: Human-Robot Interaction; In-Situ Robot Control; Interface Design
© Copyright 2013 Springer-Verlag
Summary: When controlling robot in-situ, the operator's attention is often divided
between the scene and the interface. This often causes inefficiency in the
control performance. One possible solution to address this attention switch is
to employ a camera (or sensor) view (despite being at the site) in which
critical parts of the operating environment can be shown side-by-side with the
control interface so that the user is not distracted from the either. In
addition, when the user switches one's attention away unavoidably and then back
to the control interface, the interface can be configured so that user can
easily continue the task at hand without momentary the loss of context. In this
paper, we describe the design of such an interface and investigate in the
possible user attentive behaviors based on it. In particular, we present an
experiment that compares three variant forms of interactions: (1) Nominal (no
camera view), (2) Fixed (using a camera view and user not allowed to overlook
into the scene), and (3) Free (using a camera view but user is free to overlook
into the scene). The three approaches represent different balances between
information availability, interface accessibility and the amount of attentional
shift. Experiment results have shown that all three interaction models
exhibited similar task performance even though the Fixed type induced much less
attentional shift. However, the users much preferred the Nominal and Free type.
Users mostly ignored the camera view, shifting one's attention excessively into
the operating scene, due to the lack of visual quality, realistic scale and
depth information of the camera view.
[15]
Playing for real: designing alternate reality games for teenagers in
learning contexts
Full Papers
/
Bonsignore, Elizabeth
/
Hansen, Derek
/
Kraus, Kari
/
Visconti, Amanda
/
Ahn, June
/
Druin, Allison
Proceedings of ACM IDC'13: Interaction Design and Children
2013-06-24
p.237-246
© Copyright 2013 ACM
Summary: An Alternate Reality Game (ARG) is a form of transmedia storytelling that
engages players in scavenger hunt-like missions to collectively uncover,
interpret, and reassemble the fragments of a story that is distributed across
multiple media, platforms, and locations. ARGs are participatory experiences,
because players have a central role in reconstructing the storyline.
Furthermore, players interact with the game as themselves, not via avatars.
Although transmedia formats like ARGs have garnered increasing attention in
entertainment and education, most have been targeted for adults 18 and older.
Few studies have explored the design process of education-based ARGs for
children. In this paper, we detail the design and implementation of an ARG for
middle school students (13-15 years old). We describe the strategies we used to
distribute story elements across various media and to encourage players to
participate in an authentic inquiry process. We found that a "protagonist by
proxy", or in-game character with whom players related closely, served as a
strong motivator and a model for positive participation. We highlight student
interactions and offer insights for designers who implement ARGs and similar
immersive learning experiences.
[16]
Using social media and learning analytics to understand how children engage
in scientific inquiry
Short Papers
/
Ahn, June
/
Gubbels, Michael
/
Yip, Jason
/
Bonsignore, Elizabeth
/
Clegg, Tamara
Proceedings of ACM IDC'13: Interaction Design and Children
2013-06-24
p.427-430
© Copyright 2013 ACM
Summary: Children are increasingly using social media tools in their lives. In
addition, there is great interest in understanding how to design and evaluate
social technologies to aid in children's learning and development. We describe
two research endeavors that begin to address these issues. First, we introduce
SINQ, a social media application that encourages children to practice
Scientific INQuiry skills through collaborative participation. Second, we
conducted a case study of SINQ with six children, ages 8-11, and collected log
data of their interactions in the app. We applied learning analytics on this
log data using a visual analytic tool called LifeFlow. The event-sequence
visualizations showed how children engaged with scientific inquiry within the
SINQ app, and most importantly illuminated how inquiry is not a linear process
with a defined start and end. The children in our study traversed the inquiry
process via diverse pathways, all of which were supported by the SINQ app.
[17]
SINQ: designing social media to foster everyday scientific inquiry for
children
Demos
/
Ahn, June
/
Yip, Jason
/
Gubbels, Michael
Proceedings of ACM IDC'13: Interaction Design and Children
2013-06-24
p.503-506
© Copyright 2013 ACM
Summary: In this paper, we describe a mobile, social media app called SINQ that was
the product of a 15-month co-design process with a child design team. The goal
of SINQ is to utilize social media design features in ways that help children
conceptualize Scientific INQuiry practices through intuitive sharing of media
and ideas from their everyday lives. We describe how SINQ builds from prior
work in software for science learning and mobile technology for children. We
also highlight how SINQ is a distinct evolution of technology for scientific
inquiry learning. We argue that by taking seriously, the affordances of social
media applications, new opportunities and design challenges arise for
interaction design for learning technologies.
[18]
What can we learn from Facebook activity?: using social learning analytics
to observe new media literacy skills
Predictive analytics
/
Ahn, June
LAK'13: 2013 International Conference on Learning Analytics and Knowledge
2013-04-08
p.135-144
© Copyright 2013 ACM
Summary: Social media platforms such as Facebook are now a ubiquitous part of
everyday life for many people. New media scholars posit that the participatory
culture encouraged by social media gives rise to new forms of literacy skills
that are vital to learning. However, there have been few attempts to use
analytics to understand the new media literacy skills that may be embedded in
an individual's participation in social media. In this paper, I collect raw
activity data that was shared by an exploratory sample of Facebook users. I
then utilize factor analysis and regression models to show how (a) Facebook
members' online activity coalesce into distinct categories of social media
behavior and (b) how these participatory behaviors correlate with and predict
measures of new media literacy skills. The study demonstrates the use of
analytics to understand the literacies embedded in people's social media
activity. The implications speak to the potential of social learning analytics
to identify and predict new media literacy skills from data streams in social
media platforms.
[19]
SINQ: Scientific INQuiry learning using social media
Work-in-progress
/
Ahn, June
/
Gubbels, Michael
/
Kim, Jinyoung
/
Wu, Johnny
Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing
Systems
2012-05-05
v.2
p.2081-2086
© Copyright 2012 ACM
Summary: In this paper we describe SINQ, a prototype web application that utilizes
social participation to guide learners through the scientific inquiry process.
The paper outlines the challenges associated with scientific inquiry learning
within natural environments, and describes initial research to leverage
technology mediated social participation (TMSP) to scaffold inquiry learning.
[20]
CTArcade: learning computational thinking while training virtual characters
through game play
Work-in-progress
/
Lee, Tak Yeon
/
Mauriello, Matthew Louis
/
Ingraham, John
/
Sopan, Awalin
/
Ahn, June
/
Bederson, Benjamin B.
Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing
Systems
2012-05-05
v.2
p.2309-2314
© Copyright 2012 ACM
Summary: In this paper we describe CTArcade, a web application framework that seeks
to engage users through game play resulting in the improvement of computational
thinking (CT) skills. Our formative study indicates that CT skills are employed
when children are asked to define strategies of common games such as Connect
Four. In CTArcade, users can train their own virtual characters while playing
games with it. Trained characters then play matches against other virtual
characters. Based on reviewing the matches played, users can improve their game
character. A basic usability evaluation was performed on the system, which
helped to define plans for improving CTArcade and assessing its design goals.
[21]
User attentive behavior with camera view for in-situ robot control
LBR highlights
/
Ahn, Jong-gil
/
Yang, Hyunseok
/
Kim, Gerard Jounghyun
/
Kim, Namgyu
Proceedings of the 7th International Conference on Human-Robot Interaction
2012-03-05
p.173-174
© Copyright 2012 ACM
Summary: In this poster, we present an experiment that compares three forms of
interaction to study the user behavior with regards to the effects of camera
view for in-situ robot control. We compared three hand-held interfaces with:
(1) no camera view (Nominal), (2) a camera view/aim is always fixed toward the
robot (Fixed) and (3) a camera view with user controlled aim (Free). The three
approaches represent different balances between information availability,
interface accessibility and the amount of induced attentional shifts.
Experiment results have shown that all three interaction models exhibited
similar task performance even though the Fixed type induced much less
attentional shifts. On the other hand, the users much preferred the Nominal and
Free type. Users mostly ignored the camera view despite having to shift one's
attention excessively, due to the lack of visual quality, realistic scale and
depth information.
[22]
Analyzing User Behavior Patterns in Adaptive Exploratory Search Systems with
LifeFlow
Posters
/
Ahn, Jae-wook
/
Wongsuphasawat, Krist
/
Brusilovsky, Peter
Proceedings of the Workshop on Human-Computer Interaction and Information
Retrieval
2011-10-20
p.19
Summary: Adaptive exploratory search is a method that can provide user-centered
personalized search results by incorporating interactive user interfaces.
Analyzing the user behavior patterns of these systems can be complicated when
they support transparent and controllable open user models. This paper suggests
to use a visualization tool to address the problem, as a complement to the
typical statistical analysis. By adopting an event sequence visualization tool
called LifeFlow, we were able to easily find out user interesting behavior
patterns, especially regarding the open user model exploration.
[23]
Gaze-Directed Hands-Free Interface for Mobile Interaction
Gaze and Gesture-Based Interaction
/
Park, Gie-seo
/
Ahn, Jong-gil
/
Kim, Gerard Jounghyun
HCI International 2011: 14th International Conference on Human-Computer
Interaction, Part II: Interaction Techniques and Environments
2011-07-09
v.2
p.304-313
Keywords: Mobile interface; Gaze; Head-controlled; Hands-free; Non-visual interface
Copyright © 2011 Springer-Verlag
Summary: While mobile devices have allowed people to carry out various computing and
communication tasks everywhere, it has generally lacked the support for task
execution while the user is in motion. This is because the interaction schemes
of most mobile applications are centered around the device visual display and
when in motion (with the important body parts, such as the head and hands,
moving), it is difficult for the user to recognize the visual output on the
small hand-carried device display and respond to make the timely and proper
input. In this paper, we propose an interface which allows the user to interact
with the mobile devices during motion without having to look at it or use one's
hands. More specifically, the user interacts, by gaze and head motion gestures,
with an invisible virtual interface panel with the help of a head-worn gyro
sensor and aural feedback. Since the menu is one of the most prevailing methods
of interaction, we investigate and focus on the various forms of menu
presentation such as the layout and the number of comfortably selectable menu
items. With head motion, it turns out 4x2 or 3x3 grid menu is more effective.
The results of this study can be further extended for developing a more
sophisticated non-visual oriented mobile interface.
[24]
Projector robot for augmented children's play
Telepresence
/
Ahn, Jong-gil
/
Yang, Hyeonsuk
/
Kim, Gerard J.
/
Kim, Namgyu
/
Choi, Kyoung
/
Yeon, Hyemin
/
Hyun, Eunja
/
Jo, Miheon
/
Han, Jeonghye
Proceedings of the 6th International Conference on Human-Robot Interaction
2011-03-06
p.27-28
© Copyright 2011 ACM
Summary: Participating in a play is one of integral curriculum for young children at
nurseries and kindergartens. At the same time, it is not very easy to
successfully run and manage a play for young children due to their low age and
immaturity. Scripts are difficult to memorize and children's attention span is
quite short. We are exploring the use of a robot and augmented reality (AR)
technology to assist the nursery teachers in hopes to alleviate the difficult
and complicated task of running the play, and also as a way to increase the
learning effect by promoting the concentration and immersion (by the presence
of the robot and novelty of the augmented display) [1, 2, 3]. For this purpose,
we have devised a semi-autonomous remote-controlled projector robot with the
capabilities of background projection and control, generating the synthesized
augmented view, camera/movement control, producing story narration and various
special effects. We have recently deployed the robot assistant for a play
('Three Little Pigs') at an actual nursery to observe and investigate various
aspects of human robot interaction. For instance, the robot interacts with the
actors on stage, leading and guiding them by showing (with small display on the
robot) the synthesized augmented view, script guidance, and putting forth and
changing the backdrop projection. It also assumes the role of the "camera man"
and may instigate minute interplay with the actor as it zooms in and out on
actors (by remote control). Our initial observation indicated that the use of
the robot and AR indeed exhibited very high potential in drawing the attention
of the children and enhancing the educational effect, but required the right
amount of autonomy and external control and an intuitive interface.
[25]
Guiding educational resources for iSchool students with topic-based adaptive
visualization
Posters
/
Ahn, Jae-wook
/
Brusilovsky, Peter
Proceedings of the 2011 iConference
2011-02-08
p.632-633
© Copyright 2011 ACM
Summary: Information visualizations can be applied to the educational domain in order
to help the students access appropriate educational resources. We present a
novel adaptive visualization method that supports navigations through class
materials according to the lecture topics. The map-based adaptive annotations
and the relevance-based visualizations are supported in the framework. We are
going to use the system in a real iSchool class and will conduct a user study
in order to validate the effectiveness of the idea.