One of the most effective ways to learn a second language is to immerse oneself in it in the country where it is spoken. While this is not feasible for most language learners, language learning games may be able to replicate an immersive language learning experience. We developed Delivery Ghost, a web-based game to teach Mandarin Chinese to beginner-level learners, including complete beginners. In a 2x2 experiment (N=159), we tested how immersion and interactivity affect learning gains (pre-post test) and experiences (enjoyment, flow, perceived learning, cognitive load). Participants in all conditions showed significant learning gains even though no explicit, lecture-style teaching was provided. We also found evidence of substantial learning gains and positive learning experiences independent of the level of immersion (i.e., availability of hints in English) and interactivity (i.e., animation vs. gameplay). These results suggest that interactivity and immersion are less critical to learning at the beginner-level than a well-structured curriculum.
{"title":"Delivery Ghost: Effects of Language Immersion and Interactivity in a Language Learning Game","authors":"J. Cho, Erik Andersen, René F. Kizilcec","doi":"10.1145/3411763.3451767","DOIUrl":"https://doi.org/10.1145/3411763.3451767","url":null,"abstract":"One of the most effective ways to learn a second language is to immerse oneself in it in the country where it is spoken. While this is not feasible for most language learners, language learning games may be able to replicate an immersive language learning experience. We developed Delivery Ghost, a web-based game to teach Mandarin Chinese to beginner-level learners, including complete beginners. In a 2x2 experiment (N=159), we tested how immersion and interactivity affect learning gains (pre-post test) and experiences (enjoyment, flow, perceived learning, cognitive load). Participants in all conditions showed significant learning gains even though no explicit, lecture-style teaching was provided. We also found evidence of substantial learning gains and positive learning experiences independent of the level of immersion (i.e., availability of hints in English) and interactivity (i.e., animation vs. gameplay). These results suggest that interactivity and immersion are less critical to learning at the beginner-level than a well-structured curriculum.","PeriodicalId":265192,"journal":{"name":"Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124404030","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}
Ihshan Gumilar, Amit Barde, Ashkan F. Hayati, M. Billinghurst, Gun A. Lee, Abdul Momin, Charles Averill, Arindam Dey
Hyperscanning is an emerging method for measuring two or more brains simultaneously. This method allows researchers to simultaneously record neural activity from two or more people. While this method has been extensively implemented over the last five years in the real-world to study inter-brain synchrony, there is little work that has been undertaken in the use of hyperscanning in virtual environments. Preliminary research in the area demonstrates that inter-brain synchrony in virtual environments can be achieved in a manner similar to that seen in the real world. The study described in this paper proposes to further research in the area by studying how non-verbal communication cues in social interactions in virtual environments can affect inter-brain synchrony. In particular, we concentrate on the role eye gaze plays in inter-brain synchrony. The aim of this research is to explore how eye gaze affects inter-brain synchrony between users in a collaborative virtual environment.
{"title":"Connecting the Brains via Virtual Eyes : Eye-Gaze Directions and Inter-brain Synchrony in VR","authors":"Ihshan Gumilar, Amit Barde, Ashkan F. Hayati, M. Billinghurst, Gun A. Lee, Abdul Momin, Charles Averill, Arindam Dey","doi":"10.1145/3411763.3451583","DOIUrl":"https://doi.org/10.1145/3411763.3451583","url":null,"abstract":"Hyperscanning is an emerging method for measuring two or more brains simultaneously. This method allows researchers to simultaneously record neural activity from two or more people. While this method has been extensively implemented over the last five years in the real-world to study inter-brain synchrony, there is little work that has been undertaken in the use of hyperscanning in virtual environments. Preliminary research in the area demonstrates that inter-brain synchrony in virtual environments can be achieved in a manner similar to that seen in the real world. The study described in this paper proposes to further research in the area by studying how non-verbal communication cues in social interactions in virtual environments can affect inter-brain synchrony. In particular, we concentrate on the role eye gaze plays in inter-brain synchrony. The aim of this research is to explore how eye gaze affects inter-brain synchrony between users in a collaborative virtual environment.","PeriodicalId":265192,"journal":{"name":"Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125282858","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}
Kevin Beltran, Cody Rowland, Nicki Hashemi, A. Nguyen, Lane Harrison, Sophie Engle, B. Yuksel
Implicit gender bias has costly and complex consequences for women in the workplace. We present an online desktop virtual environment that follows the story of a male or female self-avatar from the first-person perspective, who either experiences a positive or negative workplace scenario. Participants who experienced negative workplace experiences with a female self-avatar had significantly decreased levels of implicit gender bias compared to those who had a male self-avatar with evidence of perspective taking. Experiences of a positive workplace scenario showed no significant decreases in implicit gender bias regardless of self-avatar gender. We discuss the implications of these findings and make recommendations for virtual environment technologies and scenarios with respect to the reduction of implicit biases.
{"title":"Reducing Implicit Gender Bias Using a Virtual Workplace Environment","authors":"Kevin Beltran, Cody Rowland, Nicki Hashemi, A. Nguyen, Lane Harrison, Sophie Engle, B. Yuksel","doi":"10.1145/3411763.3451739","DOIUrl":"https://doi.org/10.1145/3411763.3451739","url":null,"abstract":"Implicit gender bias has costly and complex consequences for women in the workplace. We present an online desktop virtual environment that follows the story of a male or female self-avatar from the first-person perspective, who either experiences a positive or negative workplace scenario. Participants who experienced negative workplace experiences with a female self-avatar had significantly decreased levels of implicit gender bias compared to those who had a male self-avatar with evidence of perspective taking. Experiences of a positive workplace scenario showed no significant decreases in implicit gender bias regardless of self-avatar gender. We discuss the implications of these findings and make recommendations for virtual environment technologies and scenarios with respect to the reduction of implicit biases.","PeriodicalId":265192,"journal":{"name":"Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133959677","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}
Animated illustrations are a genre of graphic design that communicate a specific contextualized message using dynamic visuals. While animated illustrations has been gaining popularity across different applications, exploring them through the storytelling lens has received limited attention. In this work, we introduce a design space for animated narratives applied to illustrations. The design space combines a dimension for object types of animation techniques with one for narrative intents served by such animation techniques. We derived our design space from the analysis of 121 high-quality animated illustrations collected from online sources. To evaluate the effectiveness of our design space, we ran a workshop with 18 participants. The results of our workshop indicated that the design space can be used as a tool that supports ideation and increases creativity for designing expressive animated illustrations.
{"title":"Understanding the Design Space for Animated Narratives Applied to Illustrations","authors":"Yang Shi, Zhaorui Li, Lingfei Xu, Nan Cao","doi":"10.1145/3411763.3451840","DOIUrl":"https://doi.org/10.1145/3411763.3451840","url":null,"abstract":"Animated illustrations are a genre of graphic design that communicate a specific contextualized message using dynamic visuals. While animated illustrations has been gaining popularity across different applications, exploring them through the storytelling lens has received limited attention. In this work, we introduce a design space for animated narratives applied to illustrations. The design space combines a dimension for object types of animation techniques with one for narrative intents served by such animation techniques. We derived our design space from the analysis of 121 high-quality animated illustrations collected from online sources. To evaluate the effectiveness of our design space, we ran a workshop with 18 participants. The results of our workshop indicated that the design space can be used as a tool that supports ideation and increases creativity for designing expressive animated illustrations.","PeriodicalId":265192,"journal":{"name":"Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems","volume":"101 22","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131943016","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}
We have to learn all new technologies and we continue to learn for as long as we use them and develop that use. Learning is therefore an integral part of human engagement with technology, as it is with all areas of life. This paper proposes that we should consider learning as an important part of all human computer interaction and that theories of learning can make an important contribution to HCI. It presents 6 vignettes that describe different ways in which this could happen: rethinking HCI concepts in terms of learning, applying learning theory to better understanding established ideas in HCI, using learning research to inform HCI practice, understanding how people learn software and inspiring us to rethink the aims of this discipline. This paper aims to start a conversation that could bring valuable new ideas into our “inter-discipline”.
{"title":"Learnable Computing","authors":"M. Gillies","doi":"10.1145/3411763.3450386","DOIUrl":"https://doi.org/10.1145/3411763.3450386","url":null,"abstract":"We have to learn all new technologies and we continue to learn for as long as we use them and develop that use. Learning is therefore an integral part of human engagement with technology, as it is with all areas of life. This paper proposes that we should consider learning as an important part of all human computer interaction and that theories of learning can make an important contribution to HCI. It presents 6 vignettes that describe different ways in which this could happen: rethinking HCI concepts in terms of learning, applying learning theory to better understanding established ideas in HCI, using learning research to inform HCI practice, understanding how people learn software and inspiring us to rethink the aims of this discipline. This paper aims to start a conversation that could bring valuable new ideas into our “inter-discipline”.","PeriodicalId":265192,"journal":{"name":"Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133239723","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}
Yancarlos Diaz, Gavin Nishizawa, Behrooz Mansouri, Kenny Davila, R. Zanibbi
Writing formulas in LaTeX can be difficult, especially for complex formulas. MathDeck simplifies LaTeX formula entry by: 1) allowing rendered formulas to be edited directly alongside their associated LaTeX strings, 2) helping build formulas from smaller ones, and 3) providing searchable formula cards with associated names and descriptions. Cards are searchable by formula and title.
{"title":"The MathDeck Formula Editor: Interactive Formula Entry Combining LaTeX , Structure Editing, and Search","authors":"Yancarlos Diaz, Gavin Nishizawa, Behrooz Mansouri, Kenny Davila, R. Zanibbi","doi":"10.1145/3411763.3451564","DOIUrl":"https://doi.org/10.1145/3411763.3451564","url":null,"abstract":"Writing formulas in LaTeX can be difficult, especially for complex formulas. MathDeck simplifies LaTeX formula entry by: 1) allowing rendered formulas to be edited directly alongside their associated LaTeX strings, 2) helping build formulas from smaller ones, and 3) providing searchable formula cards with associated names and descriptions. Cards are searchable by formula and title.","PeriodicalId":265192,"journal":{"name":"Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132677953","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}
Garment e-commerce has become an indispensable part of the garment retail industry. However, the lack of a fitting process in garment e-commerce has led to high return rates and operating costs. The remote fitting method based on the fitting robot helps solve the above problem, but the accuracy of the fitting results needs to be improved to ensure the effectiveness of the remote fitting. The comfort of clothing is the main factor affecting the fitting results. This paper presents a comfort feedback method based on the fitting robot to obtain and feed back the comfort information of remote fitting. This method includes a pressure measuring device, a comfort conversion model, and a real-time feedback interface. And the test results demonstrate that this method is effective. This method’s application provides consumers with a new fitting experience and more accurate fitting results, which will promote the development of garment e-commerce.
{"title":"A Comfort Feedback Method for Remote Fitting","authors":"Zengrong Guo, Dongliang Zhang, Jituo Li","doi":"10.1145/3411763.3451729","DOIUrl":"https://doi.org/10.1145/3411763.3451729","url":null,"abstract":"Garment e-commerce has become an indispensable part of the garment retail industry. However, the lack of a fitting process in garment e-commerce has led to high return rates and operating costs. The remote fitting method based on the fitting robot helps solve the above problem, but the accuracy of the fitting results needs to be improved to ensure the effectiveness of the remote fitting. The comfort of clothing is the main factor affecting the fitting results. This paper presents a comfort feedback method based on the fitting robot to obtain and feed back the comfort information of remote fitting. This method includes a pressure measuring device, a comfort conversion model, and a real-time feedback interface. And the test results demonstrate that this method is effective. This method’s application provides consumers with a new fitting experience and more accurate fitting results, which will promote the development of garment e-commerce.","PeriodicalId":265192,"journal":{"name":"Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133790457","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}
The combination of the Internet of Things and Artificial Intelligence has made it possible to introduce numerous automations in our daily environments. Many new interesting possibilities and opportunities have been enabled, but there are also risks and problems. Often these problems are originated from approaches that have not been able to consider the users’ viewpoint sufficiently. We need to empower people in order to actually understand the automations in their surroundings environments, modify them, and create new ones, even if they have no programming knowledge. The course discusses these problems and some possible solutions to provide people with the possibility to control and create their daily automations.
{"title":"When Artificial Intelligence Alone is not Enough: End-User Creation and Control of Daily Automations","authors":"F. Paternò","doi":"10.1145/3411763.3445005","DOIUrl":"https://doi.org/10.1145/3411763.3445005","url":null,"abstract":"The combination of the Internet of Things and Artificial Intelligence has made it possible to introduce numerous automations in our daily environments. Many new interesting possibilities and opportunities have been enabled, but there are also risks and problems. Often these problems are originated from approaches that have not been able to consider the users’ viewpoint sufficiently. We need to empower people in order to actually understand the automations in their surroundings environments, modify them, and create new ones, even if they have no programming knowledge. The course discusses these problems and some possible solutions to provide people with the possibility to control and create their daily automations.","PeriodicalId":265192,"journal":{"name":"Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems","volume":"15 5-6","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120919102","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}
Through vehicle automation, the human is more and more able to execute non-driving-related activities (NDRAs). However, control interfaces are still needed to allow human intervention and foster a sense of control. This paper presents a driving simulator experiment (N = 20) with five likely NDRAs (being idle, eating, smartphone use, conversation, listen to music) where participants freely intervened in the driving process, using either touch, voice, or mid-air gesture interaction. We found that NDRAs determine input modality choices. Generally, participants tended to avoid the modalities demanded by the NDRAs, e.g., voice interaction becomes less frequent while listening to music. Contrary, touch interaction increased during smartphone use, indicating that users tend to stick to a known interaction style during high multitasking workload. Overall, we recommend designing future vehicle interiors and interfaces that rely on multimodal interfaces to account for the diversity of situations and activities while driving automated.
{"title":"Driving as Side Task: Exploring Intuitive Input Modalities for Multitasking in Automated Vehicles","authors":"Henrik Detjen, Stefan Geisler, Stefan Schneegass","doi":"10.1145/3411763.3451803","DOIUrl":"https://doi.org/10.1145/3411763.3451803","url":null,"abstract":"Through vehicle automation, the human is more and more able to execute non-driving-related activities (NDRAs). However, control interfaces are still needed to allow human intervention and foster a sense of control. This paper presents a driving simulator experiment (N = 20) with five likely NDRAs (being idle, eating, smartphone use, conversation, listen to music) where participants freely intervened in the driving process, using either touch, voice, or mid-air gesture interaction. We found that NDRAs determine input modality choices. Generally, participants tended to avoid the modalities demanded by the NDRAs, e.g., voice interaction becomes less frequent while listening to music. Contrary, touch interaction increased during smartphone use, indicating that users tend to stick to a known interaction style during high multitasking workload. Overall, we recommend designing future vehicle interiors and interfaces that rely on multimodal interfaces to account for the diversity of situations and activities while driving automated.","PeriodicalId":265192,"journal":{"name":"Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116425144","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}
Thermal comfort is an important factor in building control, affecting occupant health, satisfaction, and productivity. Building management systems in commercial spaces commonly operate on predefined temperature setpoints and control strategies. Many systems target aggregated cohort comfort and neglect to consider the individual occupant’s thermal preferences, leading to high dissatisfaction rates. While recent studies focus on personalized comfort models, such systems mainly operate on occupant preference prediction and do not investigate the reasons for discomfort. This paper presents TREATI’s human-in-the-loop decision-making process. TREATI is a framework that targets thermal comfort conflict resolution in shared spaces using rationale management techniques while considering both individual and cohort comfort. TREATI uses several levels of abstraction separating device management, event processing, context, and rationale management. This separation allows users to adapt the framework to existing building management systems to provide fair decision-making.
{"title":"Towards Resolving Thermal Comfort Conflicts in Shared Spaces","authors":"Nadine von Frankenberg","doi":"10.1145/3411763.3451512","DOIUrl":"https://doi.org/10.1145/3411763.3451512","url":null,"abstract":"Thermal comfort is an important factor in building control, affecting occupant health, satisfaction, and productivity. Building management systems in commercial spaces commonly operate on predefined temperature setpoints and control strategies. Many systems target aggregated cohort comfort and neglect to consider the individual occupant’s thermal preferences, leading to high dissatisfaction rates. While recent studies focus on personalized comfort models, such systems mainly operate on occupant preference prediction and do not investigate the reasons for discomfort. This paper presents TREATI’s human-in-the-loop decision-making process. TREATI is a framework that targets thermal comfort conflict resolution in shared spaces using rationale management techniques while considering both individual and cohort comfort. TREATI uses several levels of abstraction separating device management, event processing, context, and rationale management. This separation allows users to adapt the framework to existing building management systems to provide fair decision-making.","PeriodicalId":265192,"journal":{"name":"Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114637376","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}