Featured Researches

Human Computer Interaction

Characterizing Student Engagement Moods for Dropout Prediction in Question Pool Websites

Problem-Based Learning (PBL) is a popular approach to instruction that supports students to get hands-on training by solving problems. Question Pool websites (QPs) such as LeetCode, Code Chef, and Math Playground help PBL by supplying authentic, diverse, and contextualized questions to students. Nonetheless, empirical findings suggest that 40% to 80% of students registered in QPs drop out in less than two months. This research is the first attempt to understand and predict student dropouts from QPs via exploiting students' engagement moods. Adopting a data-driven approach, we identify five different engagement moods for QP students, which are namely challenge-seeker, subject-seeker, interest-seeker, joy-seeker, and non-seeker. We find that students have collective preferences for answering questions in each engagement mood, and deviation from those preferences increases their probability of dropping out significantly. Last but not least, this paper contributes by introducing a new hybrid machine learning model (we call Dropout-Plus) for predicting student dropouts in QPs. The test results on a popular QP in China, with nearly 10K students, show that Dropout-Plus can exceed the rival algorithms' dropout prediction performance in terms of accuracy, F1-measure, and AUC. We wrap up our work by giving some design suggestions to QP managers and online learning professionals to reduce their student dropouts.

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Human Computer Interaction

Characterizing the Online Learning Landscape: What and How People Learn Online

Hundreds of millions of people learn something new online every day. Simultaneously, the study of online education has blossomed within the human computer interaction community, with new systems, experiments, and observations creating and exploring previously undiscovered online learning environments. In this study we endeavor to characterize this entire landscape of online learning experiences using a national survey of 2260 US adults who are balanced to match the demographics of the U.S. We examine the online learning resources that they consult, and we analyze the subjects that they pursue using those resources. Furthermore, we compare both formal and informal online learning experiences on a larger scale than has ever been done before, to our knowledge, to better understand which subjects people are seeking for intensive study. We find that there is a core set of online learning experiences that are central to other experiences and these are shared among the majority of people who learn online. We conclude by showing how looking outside of these core online learning experiences can reveal opportunities for innovation in online education.

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Human Computer Interaction

Chatbots language design: the influence of language variation on user experience

Chatbots are often designed to mimic social roles attributed to humans. However, little is known about the impact on user's perceptions of using language that fails to conform to the associated social role. Our research draws on sociolinguistic theory to investigate how a chatbot's language choices can adhere to the expected social role the agent performs within a given context. In doing so, we seek to understand whether chatbots design should account for linguistic register. This research analyzes how register differences play a role in shaping the user's perception of the human-chatbot interaction. Ultimately, we want to determine whether register-specific language influences users' perceptions and experiences with chatbots. We produced parallel corpora of conversations in the tourism domain with similar content and varying register characteristics and evaluated users' preferences of chatbot's linguistic choices in terms of appropriateness, credibility, and user experience. Our results show that register characteristics are strong predictors of user's preferences, which points to the needs of designing chatbots with register-appropriate language to improve acceptance and users' perceptions of chatbot interactions.

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Human Computer Interaction

Chemicals in the Creek: designing a situated data physicalization of open government data with the community

Over the last decade growing amounts of government data have been made available in an attempt to increase transparency and civic participation, but it is unclear if this data serves non-expert communities due to gaps in access and the technical knowledge needed to interpret this "open" data. We conducted a two-year design study focused on the creation of a community-based data display using the United States Environmental Protection Agency data on water permit violations by oil storage facilities on the Chelsea Creek in Massachusetts to explore whether situated data physicalization and Participatory Action Research could support meaningful engagement with open data. We selected this data as it is of interest to local groups and available online, yet remains largely invisible and inaccessible to the Chelsea community. The resulting installation, Chemicals in the Creek, responds to the call for community-engaged visualization processes and provides an application of situated methods of data representation. It proposes event-centered and power-aware modes of engagement using contextual and embodied data representations. The design of Chemicals in the Creek is grounded in interactive workshops and we analyze it through event observation, interviews, and community outcomes. We reflect on the role of community engaged research in the Information Visualization community relative to recent conversations on new approaches to design studies and evaluation.

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Human Computer Interaction

Child-Computer Interaction: Recent Works, New Dataset, and Age Detection

We overview recent research in Child-Computer Interaction and describe our framework ChildCI intended for: i) generating a better understanding of the cognitive and neuromotor development of children while interacting with mobile devices, and ii) enabling new applications in e-learning and e-health, among others. Our framework includes a new mobile application, specific data acquisition protocols, and a first release of the ChildCI dataset (ChildCIdb v1), which is planned to be extended yearly to enable longitudinal studies. In our framework children interact with a tablet device, using both a pen stylus and the finger, performing different tasks that require different levels of neuromotor and cognitive skills. ChildCIdb comprises more than 400 children from 18 months to 8 years old, considering therefore the first three development stages of the Piaget's theory. In addition, and as a demonstration of the potential of the ChildCI framework, we include experimental results for one of the many applications enabled by ChildCIdb: children age detection based on device interaction. Different machine learning approaches are evaluated, proposing a new set of 34 global features to automatically detect age groups, achieving accuracy results over 90% and interesting findings in terms of the type of features more useful for this task.

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Human Computer Interaction

Children with PIMD/SMID expressive behaviors: Development and testing of ChildSIDE app, the first step for independent communication and mobility

Children with profound intellectual and multiple disabilities or severe motor and intellectual disabilities only communicate through movements, vocalizations, body postures, muscle tensions, or facial expressions on a pre- or protosymbolic level. Yet, to the best of our knowledge, hardly any system has been developed to interpret their expressive behaviors. This paper describes the design, development, and testing of ChildSIDE in collecting behaviors of children and transmitting location and environmental data to the database. The movements associated with each behavior were also identified for future system development. ChildSIDE app was pilot tested among purposively recruited child-caregiver dyads. ChildSIDE was more likely to collect correct behavior data than paper-based method and it had >93% in detecting and transmitting location and environment data except for iBeacon data. Behaviors were manifested mainly through hand and body movements and vocalizations.

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Human Computer Interaction

CoVR: A Large-Scale Force-Feedback Robotic Interface for Non-Deterministic Scenarios in VR

We present CoVR, a novel robotic interface providing strong kinesthetic feedback (100 N) in a room-scale VR arena. It consists of a physical column mounted on a 2D Cartesian ceiling robot (XY displacements) with the capacity of (1) resisting to body-scaled users' actions such as pushing or leaning; (2) acting on the users by pulling or transporting them as well as (3) carrying multiple potentially heavy objects (up to 80kg) that users can freely manipulate or make interact with each other. We describe its implementation and define a trajectory generation algorithm based on a novel user intention model to support non-deterministic scenarios, where the users are free to interact with any virtual object of interest with no regards to the scenarios' progress. A technical evaluation and a user study demonstrate the feasibility and usability of CoVR, as well as the relevance of whole-body interactions involving strong forces, such as being pulled through or transported.

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Human Computer Interaction

Communication Aid for Non-English Speaking Newcomers

This research work is intended to assess the usability of Pictogram symbols and other visual symbols in an audio-visual strategy to facilitate and enhance the use and learning of English as an additional language for Arabic-speaking Syrian refugees, with a potential for generalizing the process to speakers from other linguistic backgrounds. The adopted software for the project is PICTOPAGES, a versatile tool with 2,200 symbols, 78 animated symbols, and the potential for customization with photographs, thus augmenting its capability for personalization and relevance. While PICTOPAGES is the intended basis for this research, the concept and software will be adapted and modified as may be required. PICTOPAGES includes text, recorded speech, and symbols and is currently available for iPad. In the future, it may be adapted for use on iPhone. A preliminary design using PICTOPAGES has been created for this research. The focus group includes, but is not limited to, newcomers who may have limited to no English skills, limited resources, limited education, and potentially limited literacy in their native language, and perhaps high levels of distraction and frustration related to their recent experiences. Enhanced communication capability and confidence should enhance the participants employment potential. Extensive interaction with respect to communication requirements, selection or development of readily understandable symbols, and real-world testing would be undertaken with an intended user group. A potential subset of the focus group could involve members of the refugee community that, in addition to English language limitations, also have developmental or acquired disabilities that affect their ability to communicate verbally (per the original intent of the software).

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Human Computer Interaction

Communicative Visualizations as a Learning Problem

Significant research has provided robust task and evaluation languages for the analysis of exploratory visualizations. Unfortunately, these taxonomies fail when applied to communicative visualizations. Instead, designers often resort to evaluating communicative visualizations from the cognitive efficiency perspective: "can the recipient accurately decode my message/insight?" However, designers are unlikely to be satisfied if the message went 'in one ear and out the other.' The consequence of this inconsistency is that it is difficult to design or select between competing options in a principled way. The problem we address is the fundamental mismatch between how designers want to describe their intent, and the language they have. We argue that visualization designers can address this limitation through a learning lens: that the recipient is a student and the designer a teacher. By using learning objectives, designers can better define, assess, and compare communicative visualizations. We illustrate how the learning-based approach provides a framework for understanding a wide array of communicative goals. To understand how the framework can be applied (and its limitations), we surveyed and interviewed members of the Data Visualization Society using their own visualizations as a probe. Through this study we identified the broad range of objectives in communicative visualizations and the prevalence of certain objective types.

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Human Computer Interaction

CommunityClick: Capturing and Reporting Community Feedback from Town Halls to Improve Inclusivity

Local governments still depend on traditional town halls for community consultation, despite problems such as a lack of inclusive participation for attendees and difficulty for civic organizers to capture attendees' feedback in reports. Building on a formative study with 66 town hall attendees and 20 organizers, we designed and developed CommunityClick, a communitysourcing system that captures attendees' feedback in an inclusive manner and enables organizers to author more comprehensive reports. During the meeting, in addition to recording meeting audio to capture vocal attendees' feedback, we modify iClickers to give voice to reticent attendees by allowing them to provide real-time feedback beyond a binary signal. This information then automatically feeds into a meeting transcript augmented with attendees' feedback and organizers' tags. The augmented transcript along with a feedback-weighted summary of the transcript generated from text analysis methods is incorporated into an interactive authoring tool for organizers to write reports. From a field experiment at a town hall meeting, we demonstrate how CommunityClick can improve inclusivity by providing multiple avenues for attendees to share opinions. Additionally, interviews with eight expert organizers demonstrate CommunityClick's utility in creating more comprehensive and accurate reports to inform critical civic decision-making. We discuss the possibility of integrating CommunityClick with town hall meetings in the future as well as expanding to other domains.

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