Network


Latest external collaboration on country level. Dive into details by clicking on the dots.

Hotspot


Dive into the research topics where D. Fox Harrell is active.

Publication


Featured researches published by D. Fox Harrell.


Studies in Multidisciplinarity | 2005

7 Information visualisation and semiotic morphisms

Joseph A. Goguen; D. Fox Harrell

Information visualisation design is generally ad hoc using trial and error, and perhaps prior visualisation experiments. This chapter suggests a different approach: general design principles based on a combination of algebraic abstract data type theory, semiotics, and social theory. Major concepts include semiotic spaces to describe systems of related signs, semiotic, morphisms to describe representations of signs, and preservation measures to describe the quality of representations. Some examples are given, each with a critical discussion, illustrating how semiotic morphisms can help with design.


The Structure of Style | 2010

Style: A Computational and Conceptual Blending-Based Approach

Joseph A. Goguen; D. Fox Harrell

This chapter proposes a new approach to style, arising from our work on computational media using structural blending, which enriches the conceptual blending of cognitive linguistics with structure building operations in order to encompass syntax and narrative as well as metaphor. We have implemented both conceptual and structural blending, and conducted initial experiments with poetry, including interactive multimedia poetry, although the approach generalizes to other media. The central idea is to generate multimedia content and analyze style in terms of blending principles, based on our finding that different principles from those of common sense blending are often needed for some contemporary poetic metaphors.


creativity and cognition | 2009

Computational and cognitive infrastructures of stigma: empowering identity in social computing and gaming

D. Fox Harrell

Computing technologies such as games, social networking sites, and virtual environments often reproduce forms of social stigma encountered in everyday real life, as well as introducing new forms of stigma. When users represent themselves via avatars, characters, and profiles, norms for behavior and group affiliations are established that may introduce prejudices, stereotypes, and associated social ills found in the real world. To empower users against these effects, this paper presents technologies designed to: (1) provide dynamic means of identity representation while avoiding stigmatizing norms, and (2) provide for critical reflection on stigmatizing identity infrastructures found in other systems. The theory and technologies developed with these aims is encapsulated under the rubric of the Advanced Identity Representation (AIR) Project that initiated in the Imagination, Computation, and Expression Laboratory (ICE Lab; D. Fox Harrell, Director) at the Georgia Institute of Technology. This work has a basis in the cognitive science foundations of categorization and metaphor-based bias, and study of social classification infrastructures from sociology of science. Using this theoretical framework, this paper provides a model to reveal a set of inadequacies of many current identity infrastructures in social computing and gaming systems for supporting the needs of people in marginalized categories. As results, several social networking systems and games developed in the ICE Lab to empower users in creating computational identities and/or critiquing the phenomenon of stigma in these applications are presented.


computational intelligence and games | 2014

An approach to general videogame evaluation and automatic generation using a description language

Chong-U Lim; D. Fox Harrell

In this paper, we present an approach for automated evaluation and generation of videogames made with PuzzleScript, a description-based scripting language for authoring games, which was created by game designer Stephen Lavelle [1]. We have developed a system that automatically discovers solutions for a multitude of videogames that each possess different game mechanics, rules, level designs, and win conditions. In our approach, we first developed a set of general level state heuristics, which estimates how close a given game level is to being solved. It is used to adapt the best-first search algorithm to implement a general evaluation approach for PuzzleScript games called GEBestFS. Next, we developed an evolutionary framework that automatically generates novel game mechanics from scratch by evolving game design rulesets and evaluating them using GEBestFS. This was achieved by developing a set of general ruleset heuristics to assess the playability of a game based on its game mechanics. From the results of our approach, we showcase that a description-based language enables the development of general methods for automatically evaluating games authored with it. Additionally, we illustrate how an evolutionary approach can be used together with these methods to to automatically design alternate or novel game mechanics for authored games.


Leonardo electronic almanac | 2012

Imagination, Computation, and Self- Expression: Situated Character and Avatar Mediated Identity

D. Fox Harrell; S. Veeragoudar Harrell

The ability to construct imaginative, computational self-representations such as characters in games and avatars in virtual worlds and social media can impact people’s self-perception in the real world and provide proxies for people to engage in communities as players, learners, and doers. It is clear, however, that some users view characters and avatars instrumentally to accomplish virtual tasks, whereas others see them as virtual selves for playful identity construction and performance. Open questions about design of character/avatar construction tools include better understanding the trade-offs between accommodating representation of aspects of users real selves vs. enabling extraordinary fantastic characters – and how enabling either plays a role in the users’ situated contexts, including the creation of coherent life stories, narratives of personal experience, and narratives of personal identity. This paper provides theory and pilot evidence as steps toward answering these questions. Our evidence was elicited using grounded theory techniques on data collected in a three-year design-based research study into fostering at-risk students’ science, technology, engineering, and mathematics (STEM) learning using virtual world technologies. 1 We propose a three-axis model of user stances in relationship to their avatars. Using insights from the cognitive science theory of conceptual blending in order to characterize users’ perspectives of their avatars as imaginative integrations of their real and virtual selves, we present a set of case studies illustrating users’ stances in terms of our three axes. The upshot is that students in the study tended to fall into one of three categories: (1) viewing their avatars as necessarily reflections of their real world identities, (2) viewing their avatars as mere proxies for building artifacts in the world, and (3) viewing avatars as characters external to themselves for engaging in a play of identity performance and presentation. Group (1) found the affordances of the virtual world tools they used to be inadequate, hence serving the needs of this group may require alternative design solutions in light of real world values, activities, and behaviors.


annual symposium on computer-human interaction in play | 2015

Exploring the Impact of Role Model Avatars on Game Experience in Educational Games

Dominic Kao; D. Fox Harrell

Studies show that role models can boost academic performance. In this paper, we describe an experiment (N = 890) exploring the use of (a) scientist role models, (b) athlete role models and (c) simple geometric shapes, as game avatars. Using the Game Experience Questionnaire (GEQ), we find that over all participants, the use of avatars that looked like scientist and athlete role models led to highest flow and immersion. For female participants, the use of scientist avatars led to highest immersion and positive affect, and lowest tension and negative affect. The results here indicate that role model avatars have the potential to positively affect player game experience. This may especially be impactful for educational games, in which higher engagement could in turn influence learning outcomes.


2013 Workshop on Computational Models of Narrative | 2013

Computationally Modeling Narratives of Social Group Membership with the Chimeria System

D. Fox Harrell; Dominic Kao; Chong-U Lim

Narratives are often used to form, convey, and reinforce memberships in social groups. Our system, called Chimeria, implements a model of social group membership. Here, we report upon the Chimeria Social Narrative Interface (Chimeria-SN), a component of the Chimeria system, that conveys this model to users through narrative. This component is grounded in a sociolinguistics model of conversational narrative, with some adaptations and extensions in order for it to be applied to an interactive social networking domain. One eventual goal of this work is to be able to extrapolate social group membership by analyzing narratives in social networks; this paper deals with the inverse of that problem, namely, synthesizing narratives from a model of social group membership dynamics.


computational intelligence and games | 2015

Toward avatar models to enhance performance and engagement in educational games

Dominic Kao; D. Fox Harrell

This paper presents work toward better understanding the roles that avatars can play in supporting learning in educational games. Specifically, the paper presents results of empirical studies on the impact of avatar type on learner/player performance and engagement. These results constitute work establishing baseline understandings to inform our longer term goal of developing models that use dynamic avatars to best support learners in educational games. Our aim is motivated by a convergence of research in the social sciences establishing that identity plays an important role in learning. Of note, aspects of social identity (e.g., race, ethnicity, and gender) have been shown to impact student performance [1] via triggering stereotypes [2]. Recently, performance and engagement studies in our educational game for Science, Technology, Engineering and Mathematics (STEM) learning suggest these same phenomena can be activated through virtual avatars [3], [4]. Here, we present results of a comparative study between avatars in the likeness of players and avatars as geometric shapes. In our STEM learning game, results show that players that had selected and used a shape avatar had significantly higher performance than players that had customized and used a likeness avatar. Players using the shape avatar also had significantly higher self-reported engagement, despite having lower self-reported affect towards the avatar.


human factors in computing systems | 2012

The arts, HCI, and innovation policy discourse: invited panel

Jill Fantauzzacoffin; Joanna Berzowska; Ernest A. Edmonds; Ken Goldberg; D. Fox Harrell; Brian Smith

Although both HCI and innovation policy discourse have a STEM (science, technology, engineering, and mathematics) basis, both also include trends that incorporate the arts. The purpose of this panel is to show how HCI/arts discourse and innovation policy/arts discourse inform each other. We then discuss with the audience how innovation initiatives configure programs and roles for artists and HCI professionals working in HCI/arts.


human factors in computing systems | 2016

Exploring the Impact of Avatar Color on Game Experience in Educational Games

Dominic Kao; D. Fox Harrell

The color red has been shown to hinder performance, motivation, and affect in a variety of contexts involving cognitively demanding tasks. Teams wearing red have been shown to impair the performance of opposing teams, present even in online gaming. Although color is strongly contextual (e.g., red-failure association), its effects are posited to be sub-conscious and operate powerfully even on nonhuman primates, e.g., Rhesus macaques (Macaca mulatta) take food significantly less often from an experimenter wearing red. Here, we present one of the first studies on avatar color in a single-player game. We compared players using a red avatar to players using a blue avatar. Using the Game Experience Questionnaire (GEQ), we find that players using a red avatar had a decrease in competence, immersion and flow. Our results are of consequence to how we design and choose colors in single-player contexts.

Collaboration


Dive into the D. Fox Harrell's collaboration.

Top Co-Authors

Avatar

Chong-U Lim

Massachusetts Institute of Technology

View shared research outputs
Top Co-Authors

Avatar

Dominic Kao

Massachusetts Institute of Technology

View shared research outputs
Top Co-Authors

Avatar

Kenny K. N. Chow

Hong Kong Polytechnic University

View shared research outputs
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar

Ainsley Sutherland

Massachusetts Institute of Technology

View shared research outputs
Top Co-Authors

Avatar

Jason Lipshin

Massachusetts Institute of Technology

View shared research outputs
Top Co-Authors

Avatar
Top Co-Authors

Avatar

Pablo Ortiz

University of California

View shared research outputs
Top Co-Authors

Avatar

Sercan Sengun

Massachusetts Institute of Technology

View shared research outputs
Researchain Logo
Decentralizing Knowledge