This paper reports on a qualitative interview study of ICT use amongst a population undergoing transition following a life disruption. We interviewed 13 veterans who were re-integrating into civil society. Veterans are unique in that they experience several transitions at once-that is, after returning home, they often suffer from PTSD, become homeless, change occupations, etc. Amongst other things, veterans often undergo identity crises as caused by the lack of continuity between military and civilian social structures. We show how veterans are resilient through their uses of ICTs when navigating identity crises. We find that they use ICTs to develop identity awareness-that is, they connect with a human infrastructure through which they can develop a "big picture" understanding of unfamiliar rules and norms and receive support when navigating civil society. We discuss the implications of our study and identify implications for design.
{"title":"Transition Resilience with ICTs: 'Identity Awareness' in Veteran Re-Integration","authors":"Bryan C. Semaan, Lauren M. Britton, Bryan Dosono","doi":"10.1145/2858036.2858109","DOIUrl":"https://doi.org/10.1145/2858036.2858109","url":null,"abstract":"This paper reports on a qualitative interview study of ICT use amongst a population undergoing transition following a life disruption. We interviewed 13 veterans who were re-integrating into civil society. Veterans are unique in that they experience several transitions at once-that is, after returning home, they often suffer from PTSD, become homeless, change occupations, etc. Amongst other things, veterans often undergo identity crises as caused by the lack of continuity between military and civilian social structures. We show how veterans are resilient through their uses of ICTs when navigating identity crises. We find that they use ICTs to develop identity awareness-that is, they connect with a human infrastructure through which they can develop a \"big picture\" understanding of unfamiliar rules and norms and receive support when navigating civil society. We discuss the implications of our study and identify implications for design.","PeriodicalId":169608,"journal":{"name":"Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128480538","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Catherine M. Hicks, Vineet Pandey, C. Fraser, Scott R. Klemmer
Peer assessment is rapidly growing in online learning, as it presents a method to address scalability challenges. However, research suggests that the benefits of peer review are obtained inconsistently. This paper explores why, introducing three ways that framing task goals significantly changes reviews. Three experiments manipulated features in the review environment. First, adding a numeric scale to open text reviews was found to elicit more explanatory, but lower quality reviews. Second, structuring a review task into short, chunked stages elicited more diverse feedback. Finally, showing reviewers a draft along with finished work elicited reviews that focused more on the work's goals than aesthetic details. These findings demonstrate the importance of carefully structuring online learning environments to ensure high quality peer reviews.
{"title":"Framing Feedback: Choosing Review Environment Features that Support High Quality Peer Assessment","authors":"Catherine M. Hicks, Vineet Pandey, C. Fraser, Scott R. Klemmer","doi":"10.1145/2858036.2858195","DOIUrl":"https://doi.org/10.1145/2858036.2858195","url":null,"abstract":"Peer assessment is rapidly growing in online learning, as it presents a method to address scalability challenges. However, research suggests that the benefits of peer review are obtained inconsistently. This paper explores why, introducing three ways that framing task goals significantly changes reviews. Three experiments manipulated features in the review environment. First, adding a numeric scale to open text reviews was found to elicit more explanatory, but lower quality reviews. Second, structuring a review task into short, chunked stages elicited more diverse feedback. Finally, showing reviewers a draft along with finished work elicited reviews that focused more on the work's goals than aesthetic details. These findings demonstrate the importance of carefully structuring online learning environments to ensure high quality peer reviews.","PeriodicalId":169608,"journal":{"name":"Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems","volume":"51 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128257100","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Ansgar E. Depping, R. Mandryk, Chengzhao Li, C. Gutwin, Rodrigo Vicencio-Moreira
In social play settings, it can be difficult for people with different skill levels to play a game together. Player balancing that provides skill assistance for the weaker player can allow for enjoyable play experiences; however, previous research (and conventional wisdom) has suggested that skill assistance should be kept hidden to avoid perceptions of unfairness. We carried out a study to test how disclosing skill assistance affects player experience. We found -- surprisingly -- that disclosing assistance did not harm play experience; players were more influenced by the benefits of equalized performance resulting from assistance than by their knowledge of the assist. We introduce the idea of attribution biases to help explain why awareness was not harmful -- people tend to take credit for their successes, but attribute failures externally. We discuss how game designers can incorporate skill assistance to build multiplayer games that improve experiences for a wide range of players.
{"title":"How Disclosing Skill Assistance Affects Play Experience in a Multiplayer First-Person Shooter Game","authors":"Ansgar E. Depping, R. Mandryk, Chengzhao Li, C. Gutwin, Rodrigo Vicencio-Moreira","doi":"10.1145/2858036.2858156","DOIUrl":"https://doi.org/10.1145/2858036.2858156","url":null,"abstract":"In social play settings, it can be difficult for people with different skill levels to play a game together. Player balancing that provides skill assistance for the weaker player can allow for enjoyable play experiences; however, previous research (and conventional wisdom) has suggested that skill assistance should be kept hidden to avoid perceptions of unfairness. We carried out a study to test how disclosing skill assistance affects player experience. We found -- surprisingly -- that disclosing assistance did not harm play experience; players were more influenced by the benefits of equalized performance resulting from assistance than by their knowledge of the assist. We introduce the idea of attribution biases to help explain why awareness was not harmful -- people tend to take credit for their successes, but attribute failures externally. We discuss how game designers can incorporate skill assistance to build multiplayer games that improve experiences for a wide range of players.","PeriodicalId":169608,"journal":{"name":"Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129455154","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Thomas Templier, K. Bektaş, Richard Hans Robert Hahnloser
We introduce an image annotation approach for the analysis of volumetric electron microscopic imagery of brain tissue. The core task is to identify and link tubular objects (neuronal fibers) in images taken from consecutive ultrathin sections of brain tissue. In our approach an individual 'flies' through the 3D data at a high speed and maintains eye gaze focus on a single neuronal fiber, aided by navigation with a handheld gamepad controller. The continuous foveation on a fiber of interest constitutes an intuitive means to define a trace that is seamlessly recorded with a desktop eyetracker and transformed into precise 3D coordinates of the annotated fiber (skeleton tracing). In a participant experiment we validate the approach by demonstrating a tracing accuracy of about the respective radiuses of the traced fibers with browsing speeds of up to 40 brain sections per second.
{"title":"Eye-Trace: Segmentation of Volumetric Microscopy Images with Eyegaze","authors":"Thomas Templier, K. Bektaş, Richard Hans Robert Hahnloser","doi":"10.1145/2858036.2858578","DOIUrl":"https://doi.org/10.1145/2858036.2858578","url":null,"abstract":"We introduce an image annotation approach for the analysis of volumetric electron microscopic imagery of brain tissue. The core task is to identify and link tubular objects (neuronal fibers) in images taken from consecutive ultrathin sections of brain tissue. In our approach an individual 'flies' through the 3D data at a high speed and maintains eye gaze focus on a single neuronal fiber, aided by navigation with a handheld gamepad controller. The continuous foveation on a fiber of interest constitutes an intuitive means to define a trace that is seamlessly recorded with a desktop eyetracker and transformed into precise 3D coordinates of the annotated fiber (skeleton tracing). In a participant experiment we validate the approach by demonstrating a tracing accuracy of about the respective radiuses of the traced fibers with browsing speeds of up to 40 brain sections per second.","PeriodicalId":169608,"journal":{"name":"Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129534548","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Surabhi Gupta, T. Coles, Cédric Dumas, Simon McBride, D. Bradford
Serious games and gamified simulations are increasingly being used to aid instruction in technical disciplines including the medical field. Assessments of player performance are important in understanding user profiles in order to establish serious games as a reliable, consistent method for increasing skills and competence in all trainees. In this study we used questionnaires, game characteristic metrics and EEG analysis to explore players' performance in a bronchoscopy simulator. We found that players who performed better were younger, made fewer errors, were quicker and differed in spectral profile during game play. Our findings, while speculative, have implications for training regimes in which gamified simulations are employed. We make suggestions for game design and for tailoring training regimes to suit individual learning styles to enhance knowledge acquisition and retention.
{"title":"Gamer Style: Performance Factors in Gamified Simulation","authors":"Surabhi Gupta, T. Coles, Cédric Dumas, Simon McBride, D. Bradford","doi":"10.1145/2858036.2858461","DOIUrl":"https://doi.org/10.1145/2858036.2858461","url":null,"abstract":"Serious games and gamified simulations are increasingly being used to aid instruction in technical disciplines including the medical field. Assessments of player performance are important in understanding user profiles in order to establish serious games as a reliable, consistent method for increasing skills and competence in all trainees. In this study we used questionnaires, game characteristic metrics and EEG analysis to explore players' performance in a bronchoscopy simulator. We found that players who performed better were younger, made fewer errors, were quicker and differed in spectral profile during game play. Our findings, while speculative, have implications for training regimes in which gamified simulations are employed. We make suggestions for game design and for tailoring training regimes to suit individual learning styles to enhance knowledge acquisition and retention.","PeriodicalId":169608,"journal":{"name":"Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems","volume":"90 1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127031077","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Taking notes has been shown helpful for learning. This activity, however, is not well supported when learning from watching lecture videos. The conventional video interface does not allow users to quickly locate and annotate important content in the video as notes. Moreover, users sometimes need to manually pause the video while taking notes, which is often distracting. In this paper, we develop a gaze-based system to assist a user in notetaking while watching lecture videos. Our system has two features to support notetaking. First, our system integrates offline video analysis and online gaze analysis to automatically detect and highlight key content from the lecture video for notetaking. Second, our system provides adaptive video control that automatically reduces the video playback speed or pauses it while a user is taking notes to minimize the user's effort in controlling video. Our study shows that our system enables users to take notes more easily and with better quality than the traditional video interface.
{"title":"Gaze-based Notetaking for Learning from Lecture Videos","authors":"Cuong Nguyen, Feng Liu","doi":"10.1145/2858036.2858137","DOIUrl":"https://doi.org/10.1145/2858036.2858137","url":null,"abstract":"Taking notes has been shown helpful for learning. This activity, however, is not well supported when learning from watching lecture videos. The conventional video interface does not allow users to quickly locate and annotate important content in the video as notes. Moreover, users sometimes need to manually pause the video while taking notes, which is often distracting. In this paper, we develop a gaze-based system to assist a user in notetaking while watching lecture videos. Our system has two features to support notetaking. First, our system integrates offline video analysis and online gaze analysis to automatically detect and highlight key content from the lecture video for notetaking. Second, our system provides adaptive video control that automatically reduces the video playback speed or pauses it while a user is taking notes to minimize the user's effort in controlling video. Our study shows that our system enables users to take notes more easily and with better quality than the traditional video interface.","PeriodicalId":169608,"journal":{"name":"Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124029437","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Distances and areas frequently appear in text articles. However, people struggle to understand these measurements when they cannot relate them to measurements of locations that they are personally familiar with. We contribute tools for generating personalized spatial analogies: re-expressions that contextualize spatial measurements in terms of locations with similar measurements that are more familiar to the user. Our automated approach takes a user's location and generates a personalized spatial analogy for a target distance or area using landmarks. We present an interactive application that tags distances, areas, and locations in a text article and presents personalized spatial analogies using interactive maps. We find that users who view a personalized spatial analogy map generated by our system rate the helpfulness of the information for understanding a distance or area 1.9 points higher (on a 7 pt scale) than when they see the article with no spatial analogy and 0.7 points higher than when they see generic spatial analogy.
{"title":"Generating Personalized Spatial Analogies for Distances and Areas","authors":"Yea-Seul Kim, J. Hullman, Maneesh Agrawala","doi":"10.1145/2858036.2858440","DOIUrl":"https://doi.org/10.1145/2858036.2858440","url":null,"abstract":"Distances and areas frequently appear in text articles. However, people struggle to understand these measurements when they cannot relate them to measurements of locations that they are personally familiar with. We contribute tools for generating personalized spatial analogies: re-expressions that contextualize spatial measurements in terms of locations with similar measurements that are more familiar to the user. Our automated approach takes a user's location and generates a personalized spatial analogy for a target distance or area using landmarks. We present an interactive application that tags distances, areas, and locations in a text article and presents personalized spatial analogies using interactive maps. We find that users who view a personalized spatial analogy map generated by our system rate the helpfulness of the information for understanding a distance or area 1.9 points higher (on a 7 pt scale) than when they see the article with no spatial analogy and 0.7 points higher than when they see generic spatial analogy.","PeriodicalId":169608,"journal":{"name":"Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems","volume":"5 2","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114104161","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Mohammad M. Khajah, Brett D. Roads, Robert V. Lindsey, Yun-En Liu, M. Mozer
We use Bayesian optimization methods to design games that maximize user engagement. Participants are paid to try a game for several minutes, at which point they can quit or continue to play voluntarily with no further compensation. Engagement is measured by player persistence, projections of how long others will play, and a post-game survey. Using Gaussian process surrogate-based optimization, we conduct efficient experiments to identify game design characteristics---specifically those influencing difficulty---that lead to maximal engagement. We study two games requiring trajectory planning, the difficulty of each is determined by a three-dimensional continuous design space. Two of the design dimensions manipulate the game in user-transparent manner (e.g., the spacing of obstacles), the third in a subtle and possibly covert manner (incremental trajectory corrections). Converging results indicate that overt difficulty manipulations are effective in modulating engagement only when combined with the covert manipulation, suggesting the critical role of a user's self-perception of competence.
{"title":"Designing Engaging Games Using Bayesian Optimization","authors":"Mohammad M. Khajah, Brett D. Roads, Robert V. Lindsey, Yun-En Liu, M. Mozer","doi":"10.1145/2858036.2858253","DOIUrl":"https://doi.org/10.1145/2858036.2858253","url":null,"abstract":"We use Bayesian optimization methods to design games that maximize user engagement. Participants are paid to try a game for several minutes, at which point they can quit or continue to play voluntarily with no further compensation. Engagement is measured by player persistence, projections of how long others will play, and a post-game survey. Using Gaussian process surrogate-based optimization, we conduct efficient experiments to identify game design characteristics---specifically those influencing difficulty---that lead to maximal engagement. We study two games requiring trajectory planning, the difficulty of each is determined by a three-dimensional continuous design space. Two of the design dimensions manipulate the game in user-transparent manner (e.g., the spacing of obstacles), the third in a subtle and possibly covert manner (incremental trajectory corrections). Converging results indicate that overt difficulty manipulations are effective in modulating engagement only when combined with the covert manipulation, suggesting the critical role of a user's self-perception of competence.","PeriodicalId":169608,"journal":{"name":"Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems","volume":"125 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114615077","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Michael Mauderer, David R. Flatla, Miguel A. Nacenta
Using real time eye tracking, gaze-contingent displays can modify their content to represent depth (e.g., through additional depth cues) or to increase rendering performance (e.g., by omitting peripheral detail). However, there has been no research to date exploring how gaze-contingent displays can be leveraged for manipulating perceived color. To address this, we conducted two experiments (color matching and sorting) that manipulated peripheral background and object colors to influence the user's color perception. Findings from our color matching experiment suggest that we can use gaze-contingent simultaneous contrast to affect color appearance and that existing color appearance models might not fully predict perceived colors with gaze-contingent presentation. Through our color sorting experiment we demonstrate how gaze-contingent adjustments can be used to enhance color discrimination. Gaze-contingent color holds the promise of expanding the perceived color gamut of existing display technology and enabling people to discriminate color with greater precision.
{"title":"Gaze-Contingent Manipulation of Color Perception","authors":"Michael Mauderer, David R. Flatla, Miguel A. Nacenta","doi":"10.1145/2858036.2858320","DOIUrl":"https://doi.org/10.1145/2858036.2858320","url":null,"abstract":"Using real time eye tracking, gaze-contingent displays can modify their content to represent depth (e.g., through additional depth cues) or to increase rendering performance (e.g., by omitting peripheral detail). However, there has been no research to date exploring how gaze-contingent displays can be leveraged for manipulating perceived color. To address this, we conducted two experiments (color matching and sorting) that manipulated peripheral background and object colors to influence the user's color perception. Findings from our color matching experiment suggest that we can use gaze-contingent simultaneous contrast to affect color appearance and that existing color appearance models might not fully predict perceived colors with gaze-contingent presentation. Through our color sorting experiment we demonstrate how gaze-contingent adjustments can be used to enhance color discrimination. Gaze-contingent color holds the promise of expanding the perceived color gamut of existing display technology and enabling people to discriminate color with greater precision.","PeriodicalId":169608,"journal":{"name":"Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems","volume":"109 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116196997","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Dun-Yu Hsiao, Min Sun, Christy Ballweber, Seth Cooper, Zoran Popovic
We propose a novel sensing technique called proactive sensing. Proactive sensing continually repositions a camera-based sensor as a way to improve hand pose estimation. Our core contribution is a scheme that effectively learns how to move the sensor to improve pose estimation confidence while requiring no ground truth hand poses. We demonstrate this concept using a low-cost rapid swing arm system built around the state-of-the-art commercial sensing system Leap Motion. The results from our user study show that proactive sensing helps estimate users' hand poses with higher confidence compared to both static and random sensing. We further present an online model update to improve performance for each user.
{"title":"Proactive Sensing for Improving Hand Pose Estimation","authors":"Dun-Yu Hsiao, Min Sun, Christy Ballweber, Seth Cooper, Zoran Popovic","doi":"10.1145/2858036.2858587","DOIUrl":"https://doi.org/10.1145/2858036.2858587","url":null,"abstract":"We propose a novel sensing technique called proactive sensing. Proactive sensing continually repositions a camera-based sensor as a way to improve hand pose estimation. Our core contribution is a scheme that effectively learns how to move the sensor to improve pose estimation confidence while requiring no ground truth hand poses. We demonstrate this concept using a low-cost rapid swing arm system built around the state-of-the-art commercial sensing system Leap Motion. The results from our user study show that proactive sensing helps estimate users' hand poses with higher confidence compared to both static and random sensing. We further present an online model update to improve performance for each user.","PeriodicalId":169608,"journal":{"name":"Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems","volume":"12 4","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114022144","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}