[1]
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.
[2]
Implicit user calibration for gaze-tracking systems using kernel density
estimation
Video & demo abstracts
/
Miki, Kohei
/
Nagamatsu, Takashi
/
Hansen, Dan Witzner
Proceedings of the 2016 Symposium on Eye Tracking Research &
Applications
2016-03-14
p.249-252
© Copyright 2016 ACM
Summary: We propose a implicit calibration method for estimating the offset between
the optical and visual axes without active participation of a user. The method
relies on a fully calibrated setup and uses the relation between the optical
axes of both eyes, the position of the center of the cornea, and the position
of the display. The method is based on the assumption that the visual axes of
both the eyes coincide on the display. The implicit calibration method
estimates the offsets by continuously estimating the angle kappa through kernel
density estimation. From the numerical simulation, the accuracy of our method
is comparable or better than existing methods for implicit calibration.
[3]
Pupil center as a function of pupil diameter
Video & demo abstracts
/
Ahmed, Zaheer
/
Mardanbegi, Diako
/
Hansen, Dan Witzner
Proceedings of the 2016 Symposium on Eye Tracking Research &
Applications
2016-03-14
p.283-286
© Copyright 2016 ACM
Summary: We investigate the gaze estimation error induced by pupil size changes using
simulated data. We investigate the influence of pupil diameter changes on
estimated gaze point error obtained by two gaze estimation models. Simulation
data show that at wider viewing angles and at small eye-camera distances, error
increases with increasing pupil sizes. The maximum error recorded for refracted
pupil images is 2.4° of visual angle and 1.5° for non-refracted pupil
projections.
[4]
Design tactics for authentic interactive fiction: insights from alternate
reality game designers
Understanding and designing games
/
Bonsignore, Elizabeth
/
Moulder, Vicki
/
Neustaedter, Carman
/
Hansen, Derek
/
Kraus, Kari
/
Druin, Allison
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.947-950
© Copyright 2014 ACM
Summary: This paper presents insights from designers of Alternate Reality Games
(ARGs) regarding the design tactics they employ to integrate participatory
storytelling and "authentic fiction" into the transmedia experiences they
create. Our approach was motivated by recent efforts in HCI to more closely
align the development of interaction design theory to the craft knowledge and
experiences of designers themselves. The resulting insights enhance our
understanding of design approaches that a diverse group of ARG producers follow
to create interactive, participatory narratives. We outline narrative-specific
themes to support designers who craft similar interactive experiences.
[5]
Head mounted device for point-of-gaze estimation in three dimensions
Calibration & fixation analysis
/
Lidegaard, Morten
/
Hansen, Dan Witzner
/
Krüger, Norbert
Proceedings of the 2014 Symposium on Eye Tracking Research &
Applications
2014-03-26
p.83-86
© Copyright 2014 ACM
Summary: This paper presents a fully calibrated extended geometric approach for gaze
estimation in three dimensions (3D). The methodology is based on a geometric
approach utilising a fully calibrated binocular setup constructed as a
head-mounted system. The approach is based on utilisation of two ordinary
web-cameras for each eye and 6D magnetic sensors allowing free head movements
in 3D. Evaluation of initial experiments indicate comparable results to current
state-of-the-art on estimating gaze in 3D. Initial results show an RMS error of
39-50 mm in the depth dimension and even smaller in the horizontal and vertical
dimensions regarding fixations. However, even though the workspace is limited,
the fact that the system is designed as a head-mounted device, the workspace
volume is relatively positioned to the pose of the device. Hence gaze can be
estimated in 3D with relatively free head-movements with external reference to
a world coordinate system and is therefore offering flexibility and movability
within certain constraints.
[6]
Robust glint detection through homography normalization
Calibration & fixation analysis
/
Hansen, Dan Witzner
/
Roholm, Lars
/
Ferreiros, Iván García
Proceedings of the 2014 Symposium on Eye Tracking Research &
Applications
2014-03-26
p.91-94
© Copyright 2014 ACM
Summary: A novel normalization principle for robust glint detection is presented. The
method is based on geometric properties of corneal reflections and allows for
simple and effective detection of glints even in the presence of several
spurious and identically appearing reflections. The method is tested on both
simulated and data obtained from web cameras. The proposed method is a possible
direction towards making eye trackers more robust to challenging scenarios.
[7]
Civic action brokering platforms: facilitating local engagement with ACTion
Alexandria
Civic participation
/
Hansen, Derek L.
/
Koepfler, Jes A.
/
Jaeger, Paul T.
/
Bertot, John C.
/
Viselli, Tracy
Proceedings of ACM CSCW 2014 Conference on Computer-Supported Cooperative
Work and Social Computing
2014-02-15
v.1
p.1308-1322
© Copyright 2014 ACM
Summary: Local communities are turning to new online systems to help motivate and
coordinate local volunteerism and problem solving. Inspired by the American
barn raising tradition, ACTion Alexandria is designed to help local residents
and service-oriented organizations collectively take action to address pressing
local needs. This paper introduces "civic action brokering" as a new
theoretical concept and frames it within a year-long evaluation of ACTion
Alexandria. A mixed-method, case study approach was used to understand how
social practices, roles, and technologies helped or hindered successful action
brokering. Successes were attributed to a competent community manager,
institutional support from an existing nonprofit brokering agency, effective
use of social media, a synergistic partnership with nonprofits that helped grow
each group's donor network, and emphasis on promoting immediate actions and
soliciting ideas for Community Challenges among residents and nonprofit
organizations.
[8]
Gamifying citizen science: a study of two user groups
Posters
/
Bowser, Anne
/
Hansen, Derek
/
Preece, Jennifer
/
He, Yurong
/
Boston, Carol
/
Hammock, Jen
Companion Proceedings of ACM CSCW 2014 Conference on Computer-Supported
Cooperative Work and Social Computing
2014-02-15
v.2
p.137-140
© Copyright 2014 ACM
Summary: Citizen science projects increasingly incorporate the motivational
affordances of games. However, the different user groups that gamified citizen
science projects may attract are poorly understood. This project examines how
two user groups, nature participants and gamer participants, experience
Floracaching, a gamified mobile application for citizen science. Both groups
enjoyed Floracaching, and were motivated by discovery, education, and social
interaction; both were also motivated by competition, but in different ways.
Gamer participants desired guidance while nature participants preferred
autonomy. Nature participants saw the inherent value in the app; gamer
participants needed to understand how the app could be integrated with their
other life activities.
[9]
The effects of individualized feedback on college students' contributions to
citizen science
Posters
/
He, Yurong
/
Preece, Jennifer
/
Boston, Carol
/
Bowser, Anne
/
Hansen, Derek
/
Hammock, Jen
Companion Proceedings of ACM CSCW 2014 Conference on Computer-Supported
Cooperative Work and Social Computing
2014-02-15
v.2
p.165-168
© Copyright 2014 ACM
Summary: In this extended abstract, we introduce a field experiment conducted to
investigate how online individualized feedback from scientists could influence
college students' contributions to citizen science. The results show the
effects of the feedback on increasing participants' contributions varied based
on participants' working choice and task difficulty.
[10]
Does motivation in citizen science change with time and culture?
Posters
/
Rotman, Dana
/
Hammock, Jen
/
Preece, Jenny J.
/
Boston, Carol L.
/
Hansen, Derek L.
/
Bowser, Anne
/
He, Yurong
Companion Proceedings of ACM CSCW 2014 Conference on Computer-Supported
Cooperative Work and Social Computing
2014-02-15
v.2
p.229-232
© Copyright 2014 ACM
Summary: Citizen scientists are motivated by a variety of factors to contribute
biodiversity data to collaborative projects, and these factors change over
time. Initially, citizen scientists tend to be motivated by their own intrinsic
interests. However, for them to continue to contribute, other factors are
necessary to motivate them: feedback about their contribution, acknowledgement
by scientists and peers, a sense of belonging to a community, and often more.
Culture is known to have a deep and pervasive influence on all aspects of our
lives, but how does it influence volunteering in citizen science? Three
separate interview studies conducted in the USA, India, and Costa Rica suggest
that cultural norms and institutional structures influence citizen science.
[11]
EDITED BOOK
Ways of Knowing in HCI
/
Olson, Judith S.
/
Kellogg, Wendy A.
2014
p.472
Springer New York
Reading and Interpreting Ethnography (1-23)
+ Dourish, Paul
Curiosity, Creativity, and Surprise as Analytic Tools: Grounded Theory Method (25-48)
+ Muller, Michael
Knowing by Doing: Action Research as an Approach to HCI (49-68)
+ Hayes, Gillian R.
Concepts, Values, and Methods for Technical Human--Computer Interaction Research (69-93)
+ Hudson, Scott E.
+ Mankoff, Jennifer
Study, Build, Repeat: Using Online Communities as a Research Platform (95-117)
+ Terveen, Loren
+ Konstan, Joseph A.
+ Lampe, Cliff
Field Deployments: Knowing from Using in Context (119-142)
+ Siek, Katie A.
+ Hayes, Gillian R.
+ Newman, Mark W.
+ Tang, John C.
Science and Design: The Implications of Different Forms of Accountability (143-165)
+ Gaver, William
Research Through Design in HCI (167-189)
+ Zimmerman, John
+ Forlizzi, Jodi
Experimental Research in HCI (191-227)
+ Gergle, Darren
+ Tan, Desney S.
Survey Research in HCI (229-266)
+ Müller, Hendrik
+ Sedley, Aaron
+ Ferrall-Nunge, Elizabeth
Crowdsourcing in HCI Research (267-289)
+ Egelman, Serge
+ Chi, Ed H.
+ Dow, Steven
Sensor Data Streams (291-321)
+ Voida, Stephen
+ Patterson, Donald J.
+ Patel, Shwetak N.
Eye Tracking: A Brief Introduction (323-348)
+ Navalpakkam, Vidhya
+ Churchill, Elizabeth F.
Understanding User Behavior Through Log Data and Analysis (349-372)
+ Dumais, Susan
+ Jeffries, Robin
+ Russell, Daniel M.
+ Tang, Diane
+ Teevan, Jaime
Looking Back: Retrospective Study Methods for HCI (373-393)
+ Russell, Daniel M.
+ Chi, Ed H.
Agent Based Modeling to Inform the Design of Multiuser Systems (395-419)
+ Ren, Yuqing
+ Kraut, Robert E.
Social Network Analysis in HCI (421-447)
+ Hansen, Derek L.
+ Smith, Marc A.
Research Ethics and HCI (449-468)
+ Bruckman, Amy
Epilogue (469-472)
+ Kellogg, Wendy A.
+ Olson, Judith S.
[12]
Using gamification to inspire new citizen science volunteers
/
Bowser, Anne
/
Hansen, Derek
/
He, Yurong
/
Boston, Carol
/
Reid, Matthew
/
Gunnell, Logan
/
Preece, Jennifer
Gamification'13: International Conference on Gameful Design, Research, and
Applications
2013-10-02
p.18-25
© Copyright 2013 ACM
Summary: Gamifying citizen science campaigns has the potential to further engage
existing volunteers, as well as to attract new contributors. By evaluating
Biotracker, a gamified mobile application that gathers plant phenology data, we
explored the feasibility of engaging a secondary group of Millennials, who are
notorious technology enthusiasts, with a gamified citizen science app. We also
explored the potential benefits that using an application might offer these
users. Results suggest that gamification is key to attracting many Millennials,
as are social motivations and, to a lesser extent, education. Potential
benefits to these participants include an increased awareness of community and
an increase in domain knowledge.
[13]
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.
[14]
Prototyping in PLACE: a scalable approach to developing location-based apps
and games
Papers: game design
/
Bowser, Anne E.
/
Hansen, Derek L.
/
Raphael, Jocelyn
/
Reid, Matthew
/
Gamett, Ryan J.
/
He, Yurong R.
/
Rotman, Dana
/
Preece, Jenny J.
Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems
2013-04-27
v.1
p.1519-1528
© Copyright 2013 ACM
Summary: The rising popularity of location-based applications and games (LBAGs) that
break spatial, temporal, and social boundaries creates new challenges for
designers. This paper introduces PLACE, an iterative, mixed-fidelity approach
to Prototyping Location, Activities, Collective experience, and Experience over
time in LBAGs. PLACE consists of 6 design principles: start small and scale up
the fidelity, treat participants as co-designers, test in a representative
space, focus on activities more than interfaces, respect authentic social
experience, and represent time authentically. The effectiveness of PLACE was
evaluated by prototyping Floracaching, a geocaching game for citizen science.
This revealed the types of insights that PLACE provides, best practices for
implementing PLACE, and how PLACE com-pares to other prototyping methods.
[15]
Designing reusable alternate reality games
Papers: game design
/
Hansen, Derek
/
Bonsignore, Elizabeth
/
Ruppel, Marc
/
Visconti, Amanda
/
Kraus, Kari
Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems
2013-04-27
v.1
p.1529-1538
© Copyright 2013 ACM
Summary: Successful Alternate Reality Games (ARGs), such as The Lost Experience, I
Love Bees and Urgent EVOKE have solicited thousands of active participants and,
often, millions of spectators from around the world. ARGs require significant
resources not only in terms of initial design, but also in implementation,
since live, dynamic interplay between players and designers is an inherent
aspect of their interactive storylines. This paper outlines a novel design
framework for creating reusable ARGs that will help extend the lifespan of ARGs
and allow them to permeate new domains such as education. The framework
includes three key reusable design objectives (replayability, adaptability,
extensibility), each of which can be enacted at different levels of depth. We
also identify barriers to reusable ARGs and design strategies for overcoming
those barriers, drawing upon ARG designer interviews and existing ARGs.
[16]
Quality control mechanisms for crowdsourcing: peer review, arbitration,
& expertise at FamilySearch Indexing
Crowdsourcing
/
Hansen, Derek L.
/
Schone, Patrick J.
/
Corey, Douglas
/
Reid, Matthew
/
Gehring, Jake
Proceedings of ACM CSCW'13 Conference on Computer-Supported Cooperative Work
2013-02-23
v.1
p.649-660
© Copyright 2013 ACM
Summary: The FamilySearch Indexing project has enabled hundreds of thousands of
volunteers to transcribe billions of records, making it one of the largest
crowdsourcing initiatives in the world. Assuring high quality transcriptions
(i.e., indexes) with a reasonable amount of volunteer effort is essential to
keep pace with the mounds of newly digitized documents. Using historical data,
we show the relationship between prior experience and native language on
transcriber agreement. We then present a field experiment comparing the
effectiveness (accuracy) and efficiency (time) of two quality control
mechanisms: (1) Arbitration -- the existing mechanism wherein two volunteers
independently transcribe records and disagreements go to an arbitrator, and (2)
Peer Review -- a mechanism wherein one volunteer's work is reviewed by another
volunteer. Peer Review is significantly more efficient, though not as effective
for certain fields as Arbitration. Design suggestions for FamilySearch Indexing
and related crowdsourcing initiatives are provided.
[17]
Parallax error in the monocular head-mounted eye trackers
Pervasive Eye Tracking and Mobile Eye-Based Interaction (PETMEI 2012)
/
Mardanbegi, Diako
/
Hansen, Dan Witzner
Proceedings of the 2012 International Conference on Ubiquitous Computing
2012-09-05
p.689-694
© Copyright 2012 ACM
Summary: This paper investigates the parallax error, which is a common problem of
many video-based monocular mobile gaze trackers. The parallax error is defined
and described using the epipolar geometry in a stereo camera setup. The main
parameters that change the error are introduced and it is shown how each
parameter affects the error. The optimum distribution of the error (magnitude
and direction) in the field of view varies for different applications. However,
the results can be used for finding the optimum parameters that are needed for
designing a head-mounted gaze tracker. It has been shown that the difference
between the visual and optical axes does not have a significant effect on the
parallax error, and the epipolar geometry can be used for describing the
parallax error in the HMGT.
[18]
Game design for promoting counterfactual thinking
Teaching with games
/
Bonsignore, Elizabeth
/
Kraus, Kari
/
Visconti, Amanda
/
Hansen, Derek
/
Fraistat, Ann
/
Druin, Allison
Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems
2012-05-05
v.1
p.2079-2082
© Copyright 2012 ACM
Summary: We describe the first iteration of an Alternate Reality Game (ARG) designed
to lead players into a newly enfranchised relationship with history and engage
them in scientific thinking and information literacy practices. We found that
the points at which the game's mythology blurred the lines between fact and
fiction prompted middle school students to move beyond rote memorization of
content. Instead, they began to question, analyze, and make hypotheses about
the data presented. However, striking a meaningful balance between "true"
history and imagined events poses new design challenges. We present a formative
typology of counterfactual design patterns that can help designers, educators,
and players locate interesting fault lines in reality that facilitate the
expansion of ARG mythologies.
[19]
Eye-based head gestures
Gaze based interaction
/
Mardanbegi, Diako
/
Hansen, Dan Witzner
/
Pederson, Thomas
Proceedings of the 2012 Symposium on Eye Tracking Research &
Applications
2012-03-28
p.139-146
© Copyright 2012 ACM
Summary: A novel method for video-based head gesture recognition using eye
information by an eye tracker has been proposed. The method uses a combination
of gaze and eye movement to infer head gestures. Compared to other
gesture-based methods a major advantage of the method is that the user keeps
the gaze on the interaction object while interacting. This method has been
implemented on a head-mounted eye tracker for detecting a set of predefined
head gestures. The accuracy of the gesture classifier is evaluated and verified
for gaze-based interaction in applications intended for both large public
displays and small mobile phone screens. The user study shows that the method
detects a set of defined gestures reliably.
[20]
Dynamic changes in motivation in collaborative citizen-science projects
Civic and community engagement
/
Rotman, Dana
/
Preece, Jenny
/
Hammock, Jen
/
Procita, Kezee
/
Hansen, Derek
/
Parr, Cynthia
/
Lewis, Darcy
/
Jacobs, David
Proceedings of ACM CSCW'12 Conference on Computer-Supported Cooperative Work
2012-02-11
v.1
p.217-226
© Copyright 2012 ACM
Summary: Online citizen science projects engage volunteers in collecting, analyzing,
and curating scientific data. Existing projects have demonstrated the value of
using volunteers to collect data, but few projects have reached the full
collaborative potential of scientists and volunteers. Understanding the shared
and unique motivations of these two groups can help designers establish the
technical and social infrastructures needed to promote effective partnerships.
We present findings from a study of the motivational factors affecting
participation in ecological citizen science projects. We show that volunteers
are motivated by a complex framework of factors that dynamically change
throughout their cycle of work on scientific projects; this motivational
framework is strongly affected by personal interests as well as external
factors such as attribution and acknowledgment. Identifying the pivotal points
of motivational shift and addressing them in the design of citizen-science
systems will facilitate improved collaboration between scientists and
volunteers.
[21]
Mixed reality games
Workshops
/
Bonsignore, Elizabeth M.
/
Hansen, Derek L.
/
Toups, Zachary O.
/
Nacke, Lennart E.
/
Salter, Anastasia
/
Lutters, Wayne
Companion Proceedings of ACM CSCW'12 Conference on Computer-Supported
Cooperative Work
2012-02-11
v.2
p.7-8
© Copyright 2012 ACM
Summary: Collaborative technologies increasingly permeate our everyday lives. Mixed
reality games use these technologies to entertain, motivate, educate, and
inspire. We understand mixed reality games as goal-directed, structured play
experiences that are not fully contained by virtual or physical worlds. They
transform existing technologies, relationships, and places into platforms for
gameplay. While the design of mixed reality games has received increasing
attention across multiple disciplines, a focus on the collaborative potential
of mixed reality formats, such as augmented and alternate reality games, has
been lacking. We believe the CSCW community can play an essential and unique
role in examining and designing the next generation of mixed reality games and
technologies that support them. To this end, we seek to bring together
researchers, designers, and players to advance an integrated mixed reality
games' research canon and outline key opportunities and challenges for future
research and development.
[22]
Older adults' online health information seeking behavior
09 13:30 Information Behaviour
/
Huang, Man
/
Hansen, Derek
/
Xie, Bo
Proceedings of the 2012 iConference
2012-02-07
p.338-345
© Copyright 2012 Authors
Summary: Over half of older adult Internet users search for health information
online, a number likely to continue to climb. To design a better online
environment for older adults, we need to understand how they search for health
information online. In an observational study, 17 older adults aged from 56 to
78 completed four health related online search tasks. Through recordings of
search activities, "think aloud" audio recorded data, interviews and
questionnaires, we identified multiple key issues regarding older adults'
search behavior for online health information, including: 1) using insufficient
search queries to search for complex search constructs; 2) misunderstanding
different Web browser and webpage search tools (e.g., address bar, search bar,
webpage search boxes); 3) extensive reliance on prior knowledge in performing
searches; and 4) a lack of ability to evaluate the quality of online health
information. These findings have implications for developing design and
educational interventions for older adults.
[23]
We are visible: technology-mediated social participation in a Twitter
network for the homeless
Posters
/
Koepfler, Jes A.
/
Hansen, Derek L.
Proceedings of the 2012 iConference
2012-02-07
p.492-493
© Copyright 2012 Authors
Best Poster Award
Summary: This paper examines patterns of follow relationships in the @wearevisible
ego-network on Twitter -- a project encouraging homeless individuals to "sign
up, speak out, [and] be seen" online. A content analysis of the public profiles
in this network identified eleven social roles: homeless individual, homeless
advocate, celebrity, do-gooder, service provider, non-profit generalist, social
media enthusiast, support organization, social worker, librarian, and
researcher. A cluster analysis and visualization of the connections between
individuals enacting these roles showed that self-identified homeless
individuals were well-connected to each other and showed potential for
developing stronger ties with a broad range of different user types. The
results from this case study suggest opportunities for rethinking health and
human services in a technologically-mediated social context, as well as
inspiring future research to study this population online.
[24]
Mobile gaze-based screen interaction in 3D environments
/
Mardanbegi, Diako
/
Hansen, Dan Witzner
Proceedings of the 2011 Conference on Novel Gaze-Controlled Applications
2011-05-26
p.2
© Copyright 2011 ACM
Summary: Head-mounted eye trackers can be used for mobile interaction as well as gaze
estimation purposes. This paper presents a method that enables the user to
interact with any planar digital display in a 3D environment using a
head-mounted eye tracker. An effective method for identifying the screens in
the field of view of the user is also presented which can be applied in a
general scenario in which multiple users can interact with multiple screens. A
particular application of using this technique is implemented in a home
environment with two big screens and a mobile phone. In this application a user
was able to interact with these screens using a wireless head-mounted eye
tracker.
[25]
Computing political preference among Twitter followers
Microblogging behavior
/
Golbeck, Jennifer
/
Hansen, Derek
Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems
2011-05-07
v.1
p.1105-1108
© Copyright 2011 ACM
Summary: There is great interest in understanding media bias and political
information seeking preferences. As many media outlets create online personas,
we seek to automatically estimate the political preferences of their audience,
rather than of the outlet itself. In this paper, we present a novel method for
computing preference among an organization's Twitter followers. We present an
application of this technique to estimate political preference of the audiences
of U.S. media outlets. We also discuss how these results may be used and
extended.