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[1] Pervasive Play Workshop Summaries / Ahn, June / Bonsignore, Elizabeth / Hansen, Derek L. / Kraus, Kari / Neustaedter, Carman Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.3317-3324
ACM Digital Library Link
Summary: The infusion of mobile and collaborative technologies into our everyday lives enables new forms of pervasive games and play. We use the term pervasive play as shorthand for technology-mediated, playful experiences that are tethered to our everyday lives through the physical and virtual spaces we inhabit. This includes a variety of game and play genres ranging from alternate reality games to urban games to mixed reality performance and playful uses of public displays. The goals of the workshop are to (a) strengthen and broaden the community of pervasive play researchers and practitioners, (b) explore design frameworks for creating novel pervasive play experiences, and (c) identify key research questions, methods, and challenges for future research in this area.

[2] Implicit user calibration for gaze-tracking systems using kernel density estimation Video & demo abstracts / Miki, Kohei / Nagamatsu, Takashi / Hansen, Dan Witzner Proceedings of the 2016 Symposium on Eye Tracking Research & Applications 2016-03-14 p.249-252
ACM Digital Library Link
Summary: We propose a implicit calibration method for estimating the offset between the optical and visual axes without active participation of a user. The method relies on a fully calibrated setup and uses the relation between the optical axes of both eyes, the position of the center of the cornea, and the position of the display. The method is based on the assumption that the visual axes of both the eyes coincide on the display. The implicit calibration method estimates the offsets by continuously estimating the angle kappa through kernel density estimation. From the numerical simulation, the accuracy of our method is comparable or better than existing methods for implicit calibration.

[3] Pupil center as a function of pupil diameter Video & demo abstracts / Ahmed, Zaheer / Mardanbegi, Diako / Hansen, Dan Witzner Proceedings of the 2016 Symposium on Eye Tracking Research & Applications 2016-03-14 p.283-286
ACM Digital Library Link
Summary: We investigate the gaze estimation error induced by pupil size changes using simulated data. We investigate the influence of pupil diameter changes on estimated gaze point error obtained by two gaze estimation models. Simulation data show that at wider viewing angles and at small eye-camera distances, error increases with increasing pupil sizes. The maximum error recorded for refracted pupil images is 2.4° of visual angle and 1.5° for non-refracted pupil projections.

[4] Design tactics for authentic interactive fiction: insights from alternate reality game designers Understanding and designing games / Bonsignore, Elizabeth / Moulder, Vicki / Neustaedter, Carman / Hansen, Derek / Kraus, Kari / Druin, Allison Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.947-950
ACM Digital Library Link
Summary: This paper presents insights from designers of Alternate Reality Games (ARGs) regarding the design tactics they employ to integrate participatory storytelling and "authentic fiction" into the transmedia experiences they create. Our approach was motivated by recent efforts in HCI to more closely align the development of interaction design theory to the craft knowledge and experiences of designers themselves. The resulting insights enhance our understanding of design approaches that a diverse group of ARG producers follow to create interactive, participatory narratives. We outline narrative-specific themes to support designers who craft similar interactive experiences.

[5] Head mounted device for point-of-gaze estimation in three dimensions Calibration & fixation analysis / Lidegaard, Morten / Hansen, Dan Witzner / Krüger, Norbert Proceedings of the 2014 Symposium on Eye Tracking Research & Applications 2014-03-26 p.83-86
ACM Digital Library Link
Summary: This paper presents a fully calibrated extended geometric approach for gaze estimation in three dimensions (3D). The methodology is based on a geometric approach utilising a fully calibrated binocular setup constructed as a head-mounted system. The approach is based on utilisation of two ordinary web-cameras for each eye and 6D magnetic sensors allowing free head movements in 3D. Evaluation of initial experiments indicate comparable results to current state-of-the-art on estimating gaze in 3D. Initial results show an RMS error of 39-50 mm in the depth dimension and even smaller in the horizontal and vertical dimensions regarding fixations. However, even though the workspace is limited, the fact that the system is designed as a head-mounted device, the workspace volume is relatively positioned to the pose of the device. Hence gaze can be estimated in 3D with relatively free head-movements with external reference to a world coordinate system and is therefore offering flexibility and movability within certain constraints.

[6] Robust glint detection through homography normalization Calibration & fixation analysis / Hansen, Dan Witzner / Roholm, Lars / Ferreiros, Iván García Proceedings of the 2014 Symposium on Eye Tracking Research & Applications 2014-03-26 p.91-94
ACM Digital Library Link
Summary: A novel normalization principle for robust glint detection is presented. The method is based on geometric properties of corneal reflections and allows for simple and effective detection of glints even in the presence of several spurious and identically appearing reflections. The method is tested on both simulated and data obtained from web cameras. The proposed method is a possible direction towards making eye trackers more robust to challenging scenarios.

[7] Civic action brokering platforms: facilitating local engagement with ACTion Alexandria Civic participation / Hansen, Derek L. / Koepfler, Jes A. / Jaeger, Paul T. / Bertot, John C. / Viselli, Tracy Proceedings of ACM CSCW 2014 Conference on Computer-Supported Cooperative Work and Social Computing 2014-02-15 v.1 p.1308-1322
ACM Digital Library Link
Summary: Local communities are turning to new online systems to help motivate and coordinate local volunteerism and problem solving. Inspired by the American barn raising tradition, ACTion Alexandria is designed to help local residents and service-oriented organizations collectively take action to address pressing local needs. This paper introduces "civic action brokering" as a new theoretical concept and frames it within a year-long evaluation of ACTion Alexandria. A mixed-method, case study approach was used to understand how social practices, roles, and technologies helped or hindered successful action brokering. Successes were attributed to a competent community manager, institutional support from an existing nonprofit brokering agency, effective use of social media, a synergistic partnership with nonprofits that helped grow each group's donor network, and emphasis on promoting immediate actions and soliciting ideas for Community Challenges among residents and nonprofit organizations.

[8] Gamifying citizen science: a study of two user groups Posters / Bowser, Anne / Hansen, Derek / Preece, Jennifer / He, Yurong / Boston, Carol / Hammock, Jen Companion Proceedings of ACM CSCW 2014 Conference on Computer-Supported Cooperative Work and Social Computing 2014-02-15 v.2 p.137-140
ACM Digital Library Link
Summary: Citizen science projects increasingly incorporate the motivational affordances of games. However, the different user groups that gamified citizen science projects may attract are poorly understood. This project examines how two user groups, nature participants and gamer participants, experience Floracaching, a gamified mobile application for citizen science. Both groups enjoyed Floracaching, and were motivated by discovery, education, and social interaction; both were also motivated by competition, but in different ways. Gamer participants desired guidance while nature participants preferred autonomy. Nature participants saw the inherent value in the app; gamer participants needed to understand how the app could be integrated with their other life activities.

[9] The effects of individualized feedback on college students' contributions to citizen science Posters / He, Yurong / Preece, Jennifer / Boston, Carol / Bowser, Anne / Hansen, Derek / Hammock, Jen Companion Proceedings of ACM CSCW 2014 Conference on Computer-Supported Cooperative Work and Social Computing 2014-02-15 v.2 p.165-168
ACM Digital Library Link
Summary: In this extended abstract, we introduce a field experiment conducted to investigate how online individualized feedback from scientists could influence college students' contributions to citizen science. The results show the effects of the feedback on increasing participants' contributions varied based on participants' working choice and task difficulty.

[10] Does motivation in citizen science change with time and culture? Posters / Rotman, Dana / Hammock, Jen / Preece, Jenny J. / Boston, Carol L. / Hansen, Derek L. / Bowser, Anne / He, Yurong Companion Proceedings of ACM CSCW 2014 Conference on Computer-Supported Cooperative Work and Social Computing 2014-02-15 v.2 p.229-232
ACM Digital Library Link
Summary: Citizen scientists are motivated by a variety of factors to contribute biodiversity data to collaborative projects, and these factors change over time. Initially, citizen scientists tend to be motivated by their own intrinsic interests. However, for them to continue to contribute, other factors are necessary to motivate them: feedback about their contribution, acknowledgement by scientists and peers, a sense of belonging to a community, and often more. Culture is known to have a deep and pervasive influence on all aspects of our lives, but how does it influence volunteering in citizen science? Three separate interview studies conducted in the USA, India, and Costa Rica suggest that cultural norms and institutional structures influence citizen science.

[11] EDITED BOOK Ways of Knowing in HCI / Olson, Judith S. / Kellogg, Wendy A. 2014 p.472 Springer New York
ISBN: 978-1-4939-0377-1 (print), 978-1-4939-0378-8 (online)
Link to Digital Content at Springer
Reading and Interpreting Ethnography (1-23)
	+ Dourish, Paul
Curiosity, Creativity, and Surprise as Analytic Tools: Grounded Theory Method (25-48)
	+ Muller, Michael
Knowing by Doing: Action Research as an Approach to HCI (49-68)
	+ Hayes, Gillian R.
Concepts, Values, and Methods for Technical Human--Computer Interaction Research (69-93)
	+ Hudson, Scott E.
	+ Mankoff, Jennifer
Study, Build, Repeat: Using Online Communities as a Research Platform (95-117)
	+ Terveen, Loren
	+ Konstan, Joseph A.
	+ Lampe, Cliff
Field Deployments: Knowing from Using in Context (119-142)
	+ Siek, Katie A.
	+ Hayes, Gillian R.
	+ Newman, Mark W.
	+ Tang, John C.
Science and Design: The Implications of Different Forms of Accountability (143-165)
	+ Gaver, William
Research Through Design in HCI (167-189)
	+ Zimmerman, John
	+ Forlizzi, Jodi
Experimental Research in HCI (191-227)
	+ Gergle, Darren
	+ Tan, Desney S.
Survey Research in HCI (229-266)
	+ Müller, Hendrik
	+ Sedley, Aaron
	+ Ferrall-Nunge, Elizabeth
Crowdsourcing in HCI Research (267-289)
	+ Egelman, Serge
	+ Chi, Ed H.
	+ Dow, Steven
Sensor Data Streams (291-321)
	+ Voida, Stephen
	+ Patterson, Donald J.
	+ Patel, Shwetak N.
Eye Tracking: A Brief Introduction (323-348)
	+ Navalpakkam, Vidhya
	+ Churchill, Elizabeth F.
Understanding User Behavior Through Log Data and Analysis (349-372)
	+ Dumais, Susan
	+ Jeffries, Robin
	+ Russell, Daniel M.
	+ Tang, Diane
	+ Teevan, Jaime
Looking Back: Retrospective Study Methods for HCI (373-393)
	+ Russell, Daniel M.
	+ Chi, Ed H.
Agent Based Modeling to Inform the Design of Multiuser Systems (395-419)
	+ Ren, Yuqing
	+ Kraut, Robert E.
Social Network Analysis in HCI (421-447)
	+ Hansen, Derek L.
	+ Smith, Marc A.
Research Ethics and HCI (449-468)
	+ Bruckman, Amy
Epilogue (469-472)
	+ Kellogg, Wendy A.
	+ Olson, Judith S.

[12] Using gamification to inspire new citizen science volunteers / Bowser, Anne / Hansen, Derek / He, Yurong / Boston, Carol / Reid, Matthew / Gunnell, Logan / Preece, Jennifer Gamification'13: International Conference on Gameful Design, Research, and Applications 2013-10-02 p.18-25
ACM Digital Library Link
Summary: Gamifying citizen science campaigns has the potential to further engage existing volunteers, as well as to attract new contributors. By evaluating Biotracker, a gamified mobile application that gathers plant phenology data, we explored the feasibility of engaging a secondary group of Millennials, who are notorious technology enthusiasts, with a gamified citizen science app. We also explored the potential benefits that using an application might offer these users. Results suggest that gamification is key to attracting many Millennials, as are social motivations and, to a lesser extent, education. Potential benefits to these participants include an increased awareness of community and an increase in domain knowledge.

[13] Playing for real: designing alternate reality games for teenagers in learning contexts Full Papers / Bonsignore, Elizabeth / Hansen, Derek / Kraus, Kari / Visconti, Amanda / Ahn, June / Druin, Allison Proceedings of ACM IDC'13: Interaction Design and Children 2013-06-24 p.237-246
ACM Digital Library Link
Summary: An Alternate Reality Game (ARG) is a form of transmedia storytelling that engages players in scavenger hunt-like missions to collectively uncover, interpret, and reassemble the fragments of a story that is distributed across multiple media, platforms, and locations. ARGs are participatory experiences, because players have a central role in reconstructing the storyline. Furthermore, players interact with the game as themselves, not via avatars. Although transmedia formats like ARGs have garnered increasing attention in entertainment and education, most have been targeted for adults 18 and older. Few studies have explored the design process of education-based ARGs for children. In this paper, we detail the design and implementation of an ARG for middle school students (13-15 years old). We describe the strategies we used to distribute story elements across various media and to encourage players to participate in an authentic inquiry process. We found that a "protagonist by proxy", or in-game character with whom players related closely, served as a strong motivator and a model for positive participation. We highlight student interactions and offer insights for designers who implement ARGs and similar immersive learning experiences.

[14] Prototyping in PLACE: a scalable approach to developing location-based apps and games Papers: game design / Bowser, Anne E. / Hansen, Derek L. / Raphael, Jocelyn / Reid, Matthew / Gamett, Ryan J. / He, Yurong R. / Rotman, Dana / Preece, Jenny J. Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems 2013-04-27 v.1 p.1519-1528
ACM Digital Library Link
Summary: The rising popularity of location-based applications and games (LBAGs) that break spatial, temporal, and social boundaries creates new challenges for designers. This paper introduces PLACE, an iterative, mixed-fidelity approach to Prototyping Location, Activities, Collective experience, and Experience over time in LBAGs. PLACE consists of 6 design principles: start small and scale up the fidelity, treat participants as co-designers, test in a representative space, focus on activities more than interfaces, respect authentic social experience, and represent time authentically. The effectiveness of PLACE was evaluated by prototyping Floracaching, a geocaching game for citizen science. This revealed the types of insights that PLACE provides, best practices for implementing PLACE, and how PLACE com-pares to other prototyping methods.

[15] Designing reusable alternate reality games Papers: game design / Hansen, Derek / Bonsignore, Elizabeth / Ruppel, Marc / Visconti, Amanda / Kraus, Kari Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems 2013-04-27 v.1 p.1529-1538
ACM Digital Library Link
Summary: Successful Alternate Reality Games (ARGs), such as The Lost Experience, I Love Bees and Urgent EVOKE have solicited thousands of active participants and, often, millions of spectators from around the world. ARGs require significant resources not only in terms of initial design, but also in implementation, since live, dynamic interplay between players and designers is an inherent aspect of their interactive storylines. This paper outlines a novel design framework for creating reusable ARGs that will help extend the lifespan of ARGs and allow them to permeate new domains such as education. The framework includes three key reusable design objectives (replayability, adaptability, extensibility), each of which can be enacted at different levels of depth. We also identify barriers to reusable ARGs and design strategies for overcoming those barriers, drawing upon ARG designer interviews and existing ARGs.

[16] Quality control mechanisms for crowdsourcing: peer review, arbitration, & expertise at FamilySearch Indexing Crowdsourcing / Hansen, Derek L. / Schone, Patrick J. / Corey, Douglas / Reid, Matthew / Gehring, Jake Proceedings of ACM CSCW'13 Conference on Computer-Supported Cooperative Work 2013-02-23 v.1 p.649-660
ACM Digital Library Link
Summary: The FamilySearch Indexing project has enabled hundreds of thousands of volunteers to transcribe billions of records, making it one of the largest crowdsourcing initiatives in the world. Assuring high quality transcriptions (i.e., indexes) with a reasonable amount of volunteer effort is essential to keep pace with the mounds of newly digitized documents. Using historical data, we show the relationship between prior experience and native language on transcriber agreement. We then present a field experiment comparing the effectiveness (accuracy) and efficiency (time) of two quality control mechanisms: (1) Arbitration -- the existing mechanism wherein two volunteers independently transcribe records and disagreements go to an arbitrator, and (2) Peer Review -- a mechanism wherein one volunteer's work is reviewed by another volunteer. Peer Review is significantly more efficient, though not as effective for certain fields as Arbitration. Design suggestions for FamilySearch Indexing and related crowdsourcing initiatives are provided.

[17] Parallax error in the monocular head-mounted eye trackers Pervasive Eye Tracking and Mobile Eye-Based Interaction (PETMEI 2012) / Mardanbegi, Diako / Hansen, Dan Witzner Proceedings of the 2012 International Conference on Ubiquitous Computing 2012-09-05 p.689-694
Summary: This paper investigates the parallax error, which is a common problem of many video-based monocular mobile gaze trackers. The parallax error is defined and described using the epipolar geometry in a stereo camera setup. The main parameters that change the error are introduced and it is shown how each parameter affects the error. The optimum distribution of the error (magnitude and direction) in the field of view varies for different applications. However, the results can be used for finding the optimum parameters that are needed for designing a head-mounted gaze tracker. It has been shown that the difference between the visual and optical axes does not have a significant effect on the parallax error, and the epipolar geometry can be used for describing the parallax error in the HMGT.

[18] Game design for promoting counterfactual thinking Teaching with games / Bonsignore, Elizabeth / Kraus, Kari / Visconti, Amanda / Hansen, Derek / Fraistat, Ann / Druin, Allison Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems 2012-05-05 v.1 p.2079-2082
ACM Digital Library Link
Summary: We describe the first iteration of an Alternate Reality Game (ARG) designed to lead players into a newly enfranchised relationship with history and engage them in scientific thinking and information literacy practices. We found that the points at which the game's mythology blurred the lines between fact and fiction prompted middle school students to move beyond rote memorization of content. Instead, they began to question, analyze, and make hypotheses about the data presented. However, striking a meaningful balance between "true" history and imagined events poses new design challenges. We present a formative typology of counterfactual design patterns that can help designers, educators, and players locate interesting fault lines in reality that facilitate the expansion of ARG mythologies.

[19] Eye-based head gestures Gaze based interaction / Mardanbegi, Diako / Hansen, Dan Witzner / Pederson, Thomas Proceedings of the 2012 Symposium on Eye Tracking Research & Applications 2012-03-28 p.139-146
ACM Digital Library Link
Summary: A novel method for video-based head gesture recognition using eye information by an eye tracker has been proposed. The method uses a combination of gaze and eye movement to infer head gestures. Compared to other gesture-based methods a major advantage of the method is that the user keeps the gaze on the interaction object while interacting. This method has been implemented on a head-mounted eye tracker for detecting a set of predefined head gestures. The accuracy of the gesture classifier is evaluated and verified for gaze-based interaction in applications intended for both large public displays and small mobile phone screens. The user study shows that the method detects a set of defined gestures reliably.

[20] Dynamic changes in motivation in collaborative citizen-science projects Civic and community engagement / Rotman, Dana / Preece, Jenny / Hammock, Jen / Procita, Kezee / Hansen, Derek / Parr, Cynthia / Lewis, Darcy / Jacobs, David Proceedings of ACM CSCW'12 Conference on Computer-Supported Cooperative Work 2012-02-11 v.1 p.217-226
ACM Digital Library Link
Summary: Online citizen science projects engage volunteers in collecting, analyzing, and curating scientific data. Existing projects have demonstrated the value of using volunteers to collect data, but few projects have reached the full collaborative potential of scientists and volunteers. Understanding the shared and unique motivations of these two groups can help designers establish the technical and social infrastructures needed to promote effective partnerships. We present findings from a study of the motivational factors affecting participation in ecological citizen science projects. We show that volunteers are motivated by a complex framework of factors that dynamically change throughout their cycle of work on scientific projects; this motivational framework is strongly affected by personal interests as well as external factors such as attribution and acknowledgment. Identifying the pivotal points of motivational shift and addressing them in the design of citizen-science systems will facilitate improved collaboration between scientists and volunteers.

[21] Mixed reality games Workshops / Bonsignore, Elizabeth M. / Hansen, Derek L. / Toups, Zachary O. / Nacke, Lennart E. / Salter, Anastasia / Lutters, Wayne Companion Proceedings of ACM CSCW'12 Conference on Computer-Supported Cooperative Work 2012-02-11 v.2 p.7-8
ACM Digital Library Link
Summary: Collaborative technologies increasingly permeate our everyday lives. Mixed reality games use these technologies to entertain, motivate, educate, and inspire. We understand mixed reality games as goal-directed, structured play experiences that are not fully contained by virtual or physical worlds. They transform existing technologies, relationships, and places into platforms for gameplay. While the design of mixed reality games has received increasing attention across multiple disciplines, a focus on the collaborative potential of mixed reality formats, such as augmented and alternate reality games, has been lacking. We believe the CSCW community can play an essential and unique role in examining and designing the next generation of mixed reality games and technologies that support them. To this end, we seek to bring together researchers, designers, and players to advance an integrated mixed reality games' research canon and outline key opportunities and challenges for future research and development.

[22] Older adults' online health information seeking behavior 09 13:30 Information Behaviour / Huang, Man / Hansen, Derek / Xie, Bo Proceedings of the 2012 iConference 2012-02-07 p.338-345
ACM Digital Library Link
Summary: Over half of older adult Internet users search for health information online, a number likely to continue to climb. To design a better online environment for older adults, we need to understand how they search for health information online. In an observational study, 17 older adults aged from 56 to 78 completed four health related online search tasks. Through recordings of search activities, "think aloud" audio recorded data, interviews and questionnaires, we identified multiple key issues regarding older adults' search behavior for online health information, including: 1) using insufficient search queries to search for complex search constructs; 2) misunderstanding different Web browser and webpage search tools (e.g., address bar, search bar, webpage search boxes); 3) extensive reliance on prior knowledge in performing searches; and 4) a lack of ability to evaluate the quality of online health information. These findings have implications for developing design and educational interventions for older adults.

[23] We are visible: technology-mediated social participation in a Twitter network for the homeless Posters / Koepfler, Jes A. / Hansen, Derek L. Proceedings of the 2012 iConference 2012-02-07 p.492-493
Best Poster Award
ACM Digital Library Link
Summary: This paper examines patterns of follow relationships in the @wearevisible ego-network on Twitter -- a project encouraging homeless individuals to "sign up, speak out, [and] be seen" online. A content analysis of the public profiles in this network identified eleven social roles: homeless individual, homeless advocate, celebrity, do-gooder, service provider, non-profit generalist, social media enthusiast, support organization, social worker, librarian, and researcher. A cluster analysis and visualization of the connections between individuals enacting these roles showed that self-identified homeless individuals were well-connected to each other and showed potential for developing stronger ties with a broad range of different user types. The results from this case study suggest opportunities for rethinking health and human services in a technologically-mediated social context, as well as inspiring future research to study this population online.

[24] Mobile gaze-based screen interaction in 3D environments / Mardanbegi, Diako / Hansen, Dan Witzner Proceedings of the 2011 Conference on Novel Gaze-Controlled Applications 2011-05-26 p.2
ACM Digital Library Link
Summary: Head-mounted eye trackers can be used for mobile interaction as well as gaze estimation purposes. This paper presents a method that enables the user to interact with any planar digital display in a 3D environment using a head-mounted eye tracker. An effective method for identifying the screens in the field of view of the user is also presented which can be applied in a general scenario in which multiple users can interact with multiple screens. A particular application of using this technique is implemented in a home environment with two big screens and a mobile phone. In this application a user was able to interact with these screens using a wireless head-mounted eye tracker.

[25] Computing political preference among Twitter followers Microblogging behavior / Golbeck, Jennifer / Hansen, Derek Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011-05-07 v.1 p.1105-1108
ACM Digital Library Link
Summary: There is great interest in understanding media bias and political information seeking preferences. As many media outlets create online personas, we seek to automatically estimate the political preferences of their audience, rather than of the outlet itself. In this paper, we present a novel method for computing preference among an organization's Twitter followers. We present an application of this technique to estimate political preference of the audiences of U.S. media outlets. We also discuss how these results may be used and extended.
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