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[1] The Role of Social Influence in Security Feature Adoption Influence and the Social Network / Das, Sauvik / Kramer, Adam D. I. / Dabbish, Laura A. / Hong, Jason I. Proceedings of ACM CSCW 2015 Conference on Computer-Supported Cooperative Work and Social Computing 2015-02-28 v.1 p.1416-1426
ACM Digital Library Link
Summary: Social influence is key in technology adoption, but its role in security-feature adoption is unique and remains unclear. Here, we analyzed how three Facebook security features' Login Approvals, Login Notifications, and Trusted Contacts-diffused through the social networks of 1.5 million people. Our results suggest that social influence affects one's likelihood to adopt a security feature, but its effect varies based on the observability of the feature, the current feature adoption rate among a potential adopter's friends, and the number of distinct social circles from which those feature-adopting friends originate. Curiously, there may be a threshold higher than which having more security feature adopting friends predicts for higher adoption likelihood, but below which having more feature-adopting friends predicts for lower adoption likelihood. Furthermore, the magnitude of this threshold is modulated by the attributes of a feature-features that are more noticeable (Login Approvals, Trusted Contacts) have lower thresholds.

[2] Transfer of Computer-Based Training to Simulated Driving In Older Adults Surface Transportation: ST1 -- Cognitive Training and Driving / Cassavaugh, Nicholas D. / Kramer, Arthur F. Proceedings of the Human Factors and Ergonomics Society 2014 Annual Meeting 2014-10-27 p.2043-2047
doi 10.1177/1541931214581426
Link to HFES Digital Content
Summary: We evaluated the transfer of training on computer-based tasks that were specifically designed to tap cognitive abilities that are presumed to be used while driving, namely divided attention, visual monitoring and working memory. In particular, as older adults have been shown to suffer declines in cognitive abilities with advancing age, we asked whether some of these declines could be remediated with training. Using a driving simulator, participants' driving performance was evaluated in several complex scenarios. Both computer-based training and driving tasks were presented individually and in combination with manual control tasks. We used regression analysis to examine the effects of the training on driving performance. Results revealed limited transfer of training from the computer-based training system to driving.

[3] Simplifying orientation measurement for mobile audio augmented reality applications Novel approaches to navigation / Heller, Florian / Krämer, Aaron / Borchers, Jan Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.615-624
ACM Digital Library Link
Summary: Audio augmented reality systems overlay the physical world with a virtual audio space. Today's smartphones provide enough processing power to create the impression of virtual sound sources being located in the real world. To achieve this, information about the user's location and orientation is necessary which requires additional hardware. In a real-world installation, however, we observed that instead of turning their head to localize sounds, users tend to turn their entire body. Therefore, we suggest to simply measure orientation of the user's body -- or even just the mobile device she is holding -- to generate the spatial audio.
    To verify this approach, we present two studies: Our first study in examines the user's head, body, and mobile device orientation when moving through an audio augmented reality system in a lab setting. Our second study analyzes the user experience in a real-world installation when using head, body, or device orientation to control the audio spatialization. We found that when navigating close to sound sources head tracking is necessary, but that it can potentially be replaced by device tracking in larger or more explorative usage scenarios. These findings help reduce the technical complexity of mobile audio augmented reality systems (MAARS), and enable their wider dissemination as mobile software-only apps.

[4] Creating a new dynamic measure of the useful field of view using gaze-contingent displays Analysis I: eye tracking data analysis methods / Ringer, Ryan V. / Johnson, Aaron P. / Gaspar, John G. / Neider, Mark B. / Crowell, James / Kramer, Arthur F. / Loschky, Lester C. Proceedings of the 2014 Symposium on Eye Tracking Research & Applications 2014-03-26 p.59-66
ACM Digital Library Link
Summary: We have developed a measure of transient changes in the useful field of view (UFOV) in simulators using gaze-contingent displays (GCDs). It can be used to evaluate safety-critical tasks such as driving or flight, and in training to increase the UFOV under cognitive load, stress, and fatigue. Unlike the established UFOV© measure, our measure can be used in simulators. Furthermore, previous peripheral detection tasks used in simulators controlled neither the target's retinal eccentricity nor stimulus intensity. Our approach overcomes these limitations by using GCDs to present stimuli producing equal performance across eccentricities under single-task conditions for two dependent measures: blur detection and Gabor orientation discrimination. We then measure attention under dual task conditions by varying cognitive load via an N-back task. Our results showed blur sensitivity varied predictably with retinal eccentricity, but detection of blur did not vary with cognitive load. Conversely, peripheral Gabor orientation discrimination showed a significant cognitive load decrement. While this method is still in development, the results suggest that a GC UFOV method is promising.

[5] Providing conversation partners views of the driving scene mitigates cell phone-related distraction Perception & Performance: PP5 -- Research on Speech & Driving: Together & Separate / Gaspar, John G. / Street, Whitney M. / Windsor, Matthew B. / Carbonari, Ronald / Kaczmarski, Henry / Kramer, Arthur F. / Mathewson, Kyle E. Proceedings of the Human Factors and Ergonomics Society 2013 Annual Meeting 2013-09-30 p.1209-1213
doi 10.1177/1541931213571269
Link to HFES Digital Content
Summary: Cognitively demanding cell phone conversations impair driving performance. In some situations, conversations with a passenger are less disruptive than cell phone conversations, in theory because of heightened situational awareness. Here, drivers completed challenging freeway drives in a high-fidelity simulator while conversing with a partner. The pairs engaged in naturalistic conversations in three different conditions: remotely on a hands-free phone, as a passenger in the vehicle, and in a videophone condition where the hands-free phone experience was enhanced by a live video the driving scene and the driver's face. This condition was designed to increase the conversation partner's awareness of the driving situation to a level similar to that of an in-vehicle passenger, to test our hypothesis that this cognizance leads to less distracted driving. We compared these conversation conditions to a driving-alone condition. Drivers were involved in more collisions with merging vehicles in the phone condition compared to drive-alone, passenger or videophone conditions, and crucially there was no difference in collisions between the passenger and videophone conditions. Providing remote conversation partner information about the driver and driving scene reduces the detrimental effect of cell phone conversations, possibly by increasing shared situational awareness.

[6] Examining the Efficacy of Training Interventions in Improving Older Driver Performance Aging: A2 -- Working, Driving, Serving, and at Home: Older Adults are Everywhere! / Gaspar, John G. / Neider, Mark B. / Simons, Daniel J. / McCarley, Jason S. / Kramer, Arthur F. Proceedings of the Human Factors and Ergonomics Society 2012 Annual Meeting 2012-10-22 p.144-148
doi 10.1177/1071181312561007
Link to HFES Digital Content
Summary: An increasing number of commercial training products claim to improve older driver performance by training underlying cognitive abilities. However, research examining transfer of such training to driving performance is limited. The current study examined whether 16 hours of training on a commercial training package improved older adults' performance in a high-fidelity driving simulator. Data showed no differential improvements between the training group and a control group on any driving performance measure following training. The commercial training program did not improve the simulated driving performance of older adults.

[7] Examining cognitive function across the lifespan using a mobile application / Lee, Hyunkyu / Baniqued, Pauline L. / Cosman, Joshua / Mullen, Sean / McAuley, Edward / Severson, Joan / Kramer, Arthur F. Computers in Human Behavior 2012-09 v.28 n.5 p.1934-1946
Keywords: Age-related difference
Keywords: Exercise
Keywords: Leisure activity
Keywords: Mobile-application
Link to Article at sciencedirect
Summary: Many studies conducted in a laboratory or university setting are limited by funding, personnel, space, and time constraints. In the present study, we introduce a method of data collection using a mobile application that circumvents these typical experiment administration issues. Using the application, we examined cross-sectional age differences in cognitive function. We obtained data from more than 15,000 participants and replicated specific patterns of age-related differences in cognition. Using a subset of these participants, we also examined the processing speed account of age-related cognitive differences, and the association of exercise and leisure activity with cognitive function across the lifespan. We discuss the relative advantages and disadvantages of data collection with a mobile application, and provide recommendations for the use of this method in research.

[8] The spread of emotion via Facebook Intimacy & connection / Kramer, Adam D. I. Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems 2012-05-05 v.1 p.767-770
ACM Digital Library Link
Summary: In this paper we study large-scale emotional contagion through an examination of Facebook status updates. After a user makes a status update with emotional content, their friends are significantly more likely to make a valence-consistent post. This effect is significant even three days later, and even after controlling for prior emotion expressions by both users and their friends. This indicates not only that emotional contagion is possible via text-only communication and that emotions flow through social networks, but also that emotion spreads via indirect communications media.

[9] Facebook for health: opportunities and challenges for driving behavior change Panel / Morris, Margaret E. / Consolvo, Sunny / Munson, Sean / Patrick, Kevin / Tsai, Janice / Kramer, Adam D. I. Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011-05-07 v.2 p.443-446
ACM Digital Library Link
Summary: Obesity, mood, and associated behaviors spread within social networks [1]. Facebook, the primary representation of these networks, shapes our perceptions of social norms and the expectations we set for ourselves. As such, Facebook holds potential to influence health behaviors of individuals and improve public health. This panel explores that potential from a variety of perspectives including psychology, public health, privacy, and design innovation. Panelists include: Margie Morris and Sunny Consolvo, researchers at Intel who have created novel mobile health and Facebook applications; Sean Munson, a social computing researcher at University of Michigan; Kevin Patrick, of UCSD, who is investigating social media for preventing and reducing weight gain in young adults; and Janice Tsai, from Microsoft, who focuses on privacy implications of Facebook. This panel will identify opportunities for health interventions on Facebook to have a broad social impact, challenges to implementing effective interventions on this dynamic platform, appropriate research methods, and considerations related to privacy and ethics.

[10] An unobtrusive behavioral model of "gross national happiness" Language 2.0 / Kramer, Adam D. I. Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010-04-10 v.1 p.287-290
Keywords: emotion, Facebook, gross national happiness, psychology, quantitative methods, statistics
ACM Digital Library Link
Summary: I analyze the use of emotion words for approximately 100 million Facebook users since September of 2007. "Gross national happiness" is operationalized as a standardized difference between the use of positive and negative words, aggregated across days, and present a graph of this metric. I begin to validate this metric by showing that positive and negative word use in status updates covaries with self-reported satisfaction with life (convergent validity), and also note that the graph shows peaks and valleys on days that are culturally and emotionally significant (face validity). I discuss the development and computation of this metric, argue that this metric and graph serves as a representation of the overall emotional health of the nation, and discuss the importance of tracking such metrics.

[11] Effect of Overheard Conversations on Bystander Productivity POSTERS / Gilbert, Jaimie L. / Steelman-Allen, Kelly S. / Lansing, Charissa R. / McCarley, Jason S. / Kramer, Arthur F. Proceedings of the Human Factors and Ergonomics Society 53rd Annual Meeting 2009-10-19 v.53 p.1314-1318
Link to HFES Digital Content
Summary: Overheard cell phone conversations are often perceived as particularly annoying or disruptive. The effect on bystander productivity from overheard cell phone conversations for younger and older adults was investigated for two cognitive tasks, mental arithmetic and proofreading. Performance (accuracy and speeded response) was compared in the presence of overheard cell phone conversations, overheard face-to-face conversation, and in quiet. Subjective ratings of mental workload were also obtained in each condition. In general, overheard cell phone and face-to-face conversations had very similar detrimental effects on performance and were associated with greater ratings of frustration in the arithmetic task. When balanced for number of conversational turns and overall number of words, overheard cell phone conversations do not have a greater effect on bystander productivity than overheard face-to-face conversations.

[12] Autism online: a comparison of word usage in bloggers with and without autism spectrum disorders Learning challenges / Newton, A. Taylor / Kramer, Adam D. I. / McIntosh, Daniel N. Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009-04-04 v.1 p.463-466
Keywords: autism spectrum disorders, blogs, comparative text analysis, liwc, unobtrusive methodology, word usage
ACM Digital Library Link
Summary: The Internet has become a place of refuge for individuals with autism spectrum disorders (ASD). In particular, weblogs are a popular option for personal expression via the Internet. Perhaps this means of communication is well suited to bypassing deficits in social interaction and communication that characterize ASD. Using the Linguistic Inquiry and Word Count (LIWC) dictionaries [10], we compared blogs of individuals with ASD to the writing of neurotypical (NT) bloggers. We found that rates of word usage were nearly identical in the two groups with one exception -- there was more variation in the use of social words in ASD compared to NT blogs. This similarity in language between ASD and NT authors suggests that communication deficits routinely found in people with ASD may be due to the social context in which their communication skills are tested, and that the affordances of asynchronous computer-mediated communication may offer alternative means of testing and expression.

[13] Word usage and posting behaviors: modeling blogs with unobtrusive data collection methods Shared Authoring / Kramer, Adam D. I. / Rodden, Kerry Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems 2008-04-05 v.1 p.1125-1128
ACM Digital Library Link
Summary: We present a large-scale analysis of the content of weblogs dating back to the release of the Blogger program in 1999. Over one million blogs were analyzed from their conception through June 2006. These data was submitted to the Text Analysis: Word Counts program [12], which conducted a word-count analysis using Linguistic Inquiry and Word Counts (LIWC) dictionaries [20] to provide and analyze a representative sample of blogger word usage. Covariation among LIWC dictionaries suggests that blogs vary along five psychologically relevant linguistic dimensions: Melancholy, Socialness, Ranting, Metaphysicality, and Work-Relatedness. These variables and others were subjected to a cluster analysis in an attempt to extract natural usage groups to inform design of blogging systems, the results of which were mixed.

[14] Applying a user-centered metric to identify active blogs Work-in-progress / Kramer, Adam D. I. / Rodden, Kerry Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007-04-28 v.2 p.2525-2530
ACM Digital Library Link
Summary: Current methods of determining whether a blog is active or abandoned tend to rely on simple rules, such as identifying whether it has been posted to within the last 7 or 30 days. Individual bloggers vary widely in their posting activity levels, however, and so using such fixed cutoffs can result in both misses (calling active blogs "abandoned") and false positives (calling abandoned blogs "active"). We suggest using an alternative metric that varies the cutoff date according to the properties of each individual blog, and show how its results relate to those of the standard 30-day active metric. From our initial analysis, we believe that such a metric offers a more accurate representation of the intuitive notion of blog activity.

[15] Using linguistic features to measure presence in computer-mediated communication Awareness and presence / Kramer, Adam D. I. / Oh, Lui Min / Fussell, Susan R. Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006-04-22 v.1 p.913-916
ACM Digital Library Link
Summary: We propose a method of measuring people's sense of presence in computer-mediated communication (CMC) systems) based on linguistic features of their dialogues. We create variations in presence by asking participants to collaborate on physical tasks in four CMC conditions. We then correlate self-reported feelings of presence with the use of specific linguistic features. Regression analyses show that 30% of the variance in self-reported presence can be accounted for by a small number of task-independent linguistic features. Even better prediction can be obtained when self-reported coordination is added to the regression equation. We conclude that linguistic measures of presence have value for studies of CMC.

[16] Text analysis as a tool for analyzing conversation in online support groups Late breaking result papers / Kramer, Adam D. I. / Fussell, Susan R. / Setlock, Leslie D. Proceedings of ACM CHI 2004 Conference on Human Factors in Computing Systems 2004-04-24 v.2 p.1485-1488
[17] Gestures Over Video Streams to Support Remote Collaboration on Physical Tasks / Fussell, Susan R. / Setlock, Leslie D. / Yang, Jie / Ou, Jiazhi / Mauer, Elizabeth / Kramer, Adam D. I. Human-Computer Interaction 2004 v.19 n.3 p.273-309
www.leaonline.com/doi/abs/10.1207/s15327051hci1903_3
Summary: This article considers tools to support remote gesture in video systems being used to complete collaborative physical tasks-tasks in which two or more individuals work together manipulating three-dimensional objects in the real world. We first discuss the process of conversational grounding during collaborative physical tasks, particularly the role of two types of gestures in the grounding process: pointing gestures, which are used to refer to task objects and locations, and representational gestures, which are used to represent the form of task objects and the nature of actions to be used with those objects. We then consider ways in which both pointing and representational gestures can be instantiated in systems for remote collaboration on physical tasks. We present the results of two studies that use a "surrogate" approach to remote gesture, in which images are intended to express the meaning of gestures through visible embodiments, rather than direct views of the hands. In Study 1, we compare performance with a cursor-based pointing device that allows remote partners to point to objects in a video feed of the work area to performance side-by-side or with the video system alone. In Study 2, we compare performance with two variations of a pen-based drawing tool that allows for both pointing and representational gestures to performance with video alone. The results suggest that simple surrogate gesture tools can be used to convey gestures from remote sites, but that the tools need to be able to convey representational as well as pointing gestures to be effective. The results further suggest that an automatic erasure function, in which drawings disappear a few seconds after they were created, is more beneficial for collaboration than tools requiring manual erasure. We conclude with a discussion of the theoretical and practical implications of the results, as well as several areas for future research.

[18] Effects of Age on Utilization and Perceived Reliability of an Automated Decision-Making Aid for Luggage Screening COGNITIVE ENGINEERING AND DECISION MAKING: Decision-Making and Automated Decision Support: Theoretical and Applied Issues / McCarley, Jason S. / Wiegmann, Doug A. / Wickens, Christopher D. / Kramer, Arthur F. Proceedings of the Human Factors and Ergonomics Society 47th Annual Meeting 2003-10-13 v.47 p.340-343
Link to HFES Digital Content
Summary: An experiment examined the effects of age on utilization and perceived reliability of an imperfectly reliable decision-making aid in a luggage x-ray screening task. Forty-five young adults and 45 elderly adults performed a simulated luggage screening task. Some subjects were provided the assistance of an automated decision aid with a hit rate of .90 and a false alarm rate of .25. Others performed the task with no aid. Signal-detection analysis revealed that automation improved sensitivity only for younger participants, suggesting a tendency for older participants to underutilize the aid's recommendations. Data also revealed unique patterns of individual differences in cue reliance among older and younger participants. Perceived reliability of the aid did not differ between age groups. Order of information presentation (with the aid's recommendation coming before or after the raw data) had little effect for either age group.

[19] A Multilevel Input System with Force-Sensitive Elements / Tang, Hui / Beebe, David J. / Kramer, Arthur F. International Journal of Human-Computer Studies 2001 v.54 n.4 p.495-507
Keywords: user interface; tactile; input device; multilevel; force sensitive.
Summary: Force-sensitive multilevel input elements are introduced as the basic building blocks for compact-size input devices in mobile environments. Compared with switch-type keys, multilevel elements can decrease the number of keys on a keyboard while maintaining the input capacity. A multilevel input mechanism using force-sensitive sensor pads is demonstrated in a three-level three-element tactile chording system with multimodal feedback. Two schemes are introduced to segment the output range of the sensor into levels. For relatively unpracticed users, the scheme based on maximum finger forces gives an average error rate of 20.2% and an input time of 2.24 s for a chord of three inputs. Reclassification of the experimental data using Gaussian segmentation shows that significant improvement of the performance can be expected.

[20] Classifying Two Dimensional Gestures in Interactive Systems Semiotics of Gesture and Movement / Kramer, Axel GW 1997: Gesture Workshop 1997-09-17 p.37-48
Link to Digital Content at Springer
Summary: This paper motivates and presents a classification scheme for two-dimensional gestures in interactive systems. Most pen-based systems allow the user to perform gestures in order to enter and execute commands, but the usage of gestures can be found in other interactive systems as well. Much research so far has been focused on how to implement two-dimensional gestures, how to recognize the users input, or what context to use gestures in.
    Instead, the focus of this paper is to explore and classify interactive characteristics of two-dimensional gestures as they are used in interactive systems. The benefits for the field are three-fold. First, such a classification describes one design space for the usage of two-dimensional gestures in interactive systems and thus presents possible choices to system designers. Second, empirical researchers can make use of such a classification to make systematic choices about aspects of gesture based systems that are worth studying. Finally, it can serve as a starting point for drawing parallels and exploring differences to gestures used in three-dimensional interfaces.

[21] Dynamic interpretations in translucent patches: representation-based applications Interface tools / Kramer, Axel Proceedings of the 1996 International Conference on Advanced Visual Interfaces 1996-05-27 p.141-147
Keywords: application design, gestural interfaces, interaction techniques, interpretations, pen based interfaces, translucent patches
ACM Digital Library Link
Summary: Our goal is to empower individuals involved in design activities using the written medium, by amending it carefully with computational facilities. To preserve the fluidity and swiftness of design activities, we let users dynamically associate marks on the display surface with interpretations that provide interesting operations to the user.
    Inherent to typical computer applications is a very static relationship between internal data structures and presentation. In contrast, applications in our system (we call them interpretations), have to be able to deal with a much more dynamic relationship between those areas.
    This paper motivates this idea, presents challenges faced by such an approach, explains a framework for designing and implementing such interpretations, and illustrates how exemplary interpretations make use of this framework.

[22] Visual Search and the Older Adult: Not All is Lost AGING: Age-Related Differences in Cognitive Functioning [Lecture] / Humphrey, Darryl G. / Kramer, Arthur F. / Schneider, Donnelle R. Proceedings of the Human Factors and Ergonomics Society 39th Annual Meeting 1995-10-09 v.1 p.134-138
Summary: Plude and Doussard-Roosevelt (1989) reported age-related search slope differences in a conjunction search task but not in a feature search task. According to Feature Integration Theory (Treisman & Gelade, 1980), older adults may suffer an impairment in the feature integration mechanism required for conjunction searches. We extend this work by examining age-related differences a series of feature, conjunction, and triple conjunction search tasks. The results of the feature and conjunction search tasks support the previous findings. However, the results of the triple conjunction search task suggest that the conjunction search impairment is not universal. As the triple conjunction search results are difficult to accommodate within Feature Integration Theory, the results are discussed within the framework of the Guided Search model of visual selective attention.

[23] Capture of Attention by Visual Onsets VISUAL PERFORMANCE: Visual Displays: Attention [Lecture] / Martin-Emerson, Robin / Kramer, Arthur F. Proceedings of the Human Factors and Ergonomics Society 39th Annual Meeting 1995-10-09 v.2 p.1385-1389
Summary: The appearance of a new object within a multiple item display has been shown to capture attention in a stimulus-driven manner. Capture may be either beneficial or detrimental to performance depending on whether the new object is a target or distractor. In the present study we show that the ability of new objects to capture attention is mediated by the number of objects that change or morph. This finding establishes a boundary condition of the phenomena of attentional capture and has implications for the design of complex displays.

[24] Supporting Design Activities in the Written Medium Doctoral Consortium / Kramer, Axel Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems 1995-05-07 v.2 p.61-62
Link to ACM SIGCHI Conference Paper
Summary: The goal of this thesis is to empower individuals involved in design activities using the written medium. The aim is to preserve positive features of traditional written medium while enhancing them by computational components. Towards this goal, the thesis explores the role of the written medium in the design process, discusses prior art in support of such activities, and presents a framework to integrate computational components into the written medium.
    The central idea of this work is to dissolve the static association between input marks and their interpretation and experiment with a dynamic, yet fluid, user driven association instead.

[25] Translucent History Short Papers: Pens and Touchpads / Genau, Andreas / Kramer, Axel Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems 1995-05-07 v.2 p.250-251
Keywords: Versioning, History-mechanism, Translucency, Interface metaphor, Pen-based interface
Link to ACM SIGCHI Conference Paper
Summary: This paper presents an approach that visualizes object history by using translucent presentations. It extends the typical sequential presentation of an object history by a concurrent presentation of the object contents through time.
    Our goal is to enable the fluid refinement and animation of graphically presented ideas while exposing the changes to objects as a whole and not just in discrete steps.
    Translucency, as a mechanism, works particularly well if the object content is sufficiently spatially distributed.
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