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[1] Enticing Casual Nature Preserve Visitors into Citizen Science via Photos Posters / Preece, Jennifer / Boston, Carol / Yeh, Tom / Cameron, Jacqueline / Maher, Mary / Grace, Kazjon Companion Proceedings of ACM CSCW 2016 Conference on Computer-Supported Cooperative Work and Social Computing 2016-02-27 v.2 p.373-376
ACM Digital Library Link
Summary: While scientists need the contributions of members of the public if they are to document biological diversity across large spaces and over long periods of time, it is challenging to recruit enough volunteers. Since many people use their smartphones to take pictures when they are in nature, it may be beneficial to understand what they gravitate toward as a first step in understanding how they might be engaged in citizen science. We examined photographs taken by casual visitors to a Colorado nature preserve to look for clues about what attracts them. A thematic analysis revealed that the majority of their pictures were of plants, birds, and landscapes, and three-quarters chose to annotate some photos with comments or questions. Based on these findings, we propose ways to entice such visitors toward participating in biodiversity-oriented citizen science projects.

[2] Gesture-based interaction design: communication and cognition Workshop summaries / Maher, Mary Lou / Clausner, Tim / Tversky, Barbara / Kirsh, David / Kay, Judy / Danielescu, Andreea / Grace, Kazjon Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.61-64
ACM Digital Library Link
Summary: This workshop explores and identifies the cognitive issues fundamental to the design of gestural interactive systems. To achieve this, a dialogue will be facilitated among researchers in the cognitive science of gesture and gestural interaction within the HCI community. During the workshop we will discuss the different methodologies and results within the study of gestural interaction, with a focus on how the use of bodily movement in an interface affects the cognition of users, groups, communities and societies. We invite participants from cognitive science, HCI, user experience design, educational technology and interactive installation art to present their work on gestural interfaces and discuss how that work has been observed to impact user perceptual or cognitive faculties. The workshop's material outcomes include a book on gestural interaction and cognition, while the research outcomes include methodologies, heuristics, design principles and hypotheses for the further design and investigation of gestural and tangible technologies.

[3] NatureNet: a model for crowdsourcing the design of citizen science systems Posters / Maher, Mary Lou / Preece, Jenny / Yeh, Tom / Boston, Carol / Grace, Kazjon / Pasupuleti, Abhijit / Stangl, Abigale Companion Proceedings of ACM CSCW 2014 Conference on Computer-Supported Cooperative Work and Social Computing 2014-02-15 v.2 p.201-204
ACM Digital Library Link
Summary: NatureNet is citizen science system designed for collecting bio-diversity data in nature park settings. Park visitors are encouraged to participate in the design of the system in addition to collecting bio-diversity data. Our goal is to increase the motivation to participate in citizen science via crowdsourcing: the hypothesis is that when the crowd plays a role in the design and development of the system, they become stakeholders in the project and work to ensure its success. This paper presents a model for crowdsourcing design and citizen science data collection, and the results from early trials with users that illustrate the potential of this approach.

[4] A Time and Place for Preparatory Methods in Email / Singh, Nikash / Tomitsch, Martin / Maher, Mary Lou Proceedings of CHINZ'13, the ACM SIGCHI New Zealand Chapter's International Conference on Computer-Human Interaction 2013-11-15 p.4
ACM Digital Library Link
Summary: Despite the communication of information via Email that is meant to prepare us and make us more organised, Email is fast becoming an unmanageable source of productive information meeting unproductive ends. The Email environment, with its suite of time and task management aids, is proving too fragmentary. Effort expended in categorising and organising incoming information is not rewarded with intelligent forewarning and awareness-generation of deadlines and obligations. With preparatory methods (information organisation behaviour) declining in favour of opportunistic methods that do not facilitate recall or prioritisation, attempts to re-invigorate preparatory methods are required to encourage the continued practice of organisation in Email. To understand what is required of preparatory methods to garner interest from Email users, we conducted a user interface study that targeted the management and awareness-generation aspects of temporal (time-related) information in the Email environment. Our results indicate that users' desire to organise information is not extinguished, but a careful emphasis on assistance is necessary to once again make these preparatory methods an attractive proposition.

[5] Designing for interactive and collective mobile creativity Posters / Lee, Ju Hyun / Kim, Mi Jeong / Maher, Mary Lou Proceedings of the 2013 ACM Conference on Creativity and Cognition 2013-06-17 p.345-348
ACM Digital Library Link
Summary: This paper introduces the concept of mobile collective creativity in Mobile Augmented Reality (MAR), with a focus on the interaction and contribution of the audience in digital exhibitions. This paper identifies key dimensions of mobile collective creativity and develops a framework to characterise existing and design new MAR artworks. Through case studies we show that the notable characteristics of MAR artworks are Tangible Manipulation with Expressive Representation towards Enhanced Intelligence. Our collective creativity framework contributes to a better understanding of mobile collective creativity as well as proposes design guidelines for this novel kind of creativity.

[6] Understanding the Management and Need For Awareness of Temporal Information in Email Papers: Evaluations / Singh, N. / Tomitsch, M. / Maher, M. L. Proceedings of AUIC'13, Australasian User Interface Conference 2013-01-29 p.43-52
crpit.com/abstracts/CRPITV139Singh.html
Summary: This paper introduces research into the presence of temporal information in email that relates to time obligations, such as deadlines, events and tasks. A user study was undertaken which involved a survey, observations and interviews to understand current user strategies for temporal information management and awareness generation in email. The study also focused on current difficulties faced in temporal information organisation. The results are divided across trends identified in use of the inbox, calendar, tasks list and projects as well as general temporal information organisation difficulties. Current problematic conventions and opportunities for future integration are discussed and strong support for careful visual representation of temporal information is established.

[7] Free Play in Contemplative Ambient Intelligence Landscape / Fisher, Douglas H. / Maher, Mary Lou Proceedings of the 2011 International Joint Conference on Ambient Intelligence 2011-11-16 p.243-247
Keywords: Free play; collective intelligence; social intelligence
Link to Digital Content at Springer
Summary: This paper introduces free play, a meaning making activity, as a desideratum of social and contemplative ambient intelligence. A contemplative AmI is not focused on easing routine human activities, but through free play and other mechanisms, will encourage humans to engage with each other and the AmI on thinking about and acting on societal issues over long time scales. These ideas are illustrated by the design of an interactive, intelligent art installation about adaptation to climate change. This approach to AmI extends the connotations of AmI along social, spatial, and temporal dimensions.

[8] Evaluating creativity in humans, computers, and collectively intelligent systems Papers / Maher, Mary Lou Proceedings of the 2010 DESIRE Conference on Creativity and Innovation in Design 2010-08-16 p.22-28
ACM Digital Library Link
Summary: Creativity studies focus on the processes that produce creative artifacts and how we evaluate an artifact to determine if it is creative. This paper focuses on the essential criteria in evaluating if a potentially creative artifact is creative. Evaluating creativity is still largely subjective and not well supported with computational tools. An evaluation metric is presented as a way of measuring three essential criteria for creativity: novelty, value, and unexpectedness. The metric is independent of the domain or discipline and does not depend on whether the system producing the creative artifact is a person, a computer, or a combination of human and computer agents. Novelty is a measure of the distance from other artifacts in the space, characterizing the artifact as similar but different. To distinguish this from novelty, value is a measure of the artifact's performance or acceptance rather than a measure of how the artifact's description differs from other artifacts in its class. A metric for value has to accommodate that a creative artifact can change the value system by introducing a performance or function that did not exist in the class of known artifacts. Unexpectedness is measured by how far the artifact is from the expected next artifact.

[9] EDITED BOOK Online Worlds: Convergence of the Real and the Virtual Human-Computer Interaction Series / Bainbridge, William Sims 2010 n.23 p.302 Springer London
DOI: 10.1007/978-1-84882-825-4
ISBN: 978-1-84882-824-7 (print), 978-1-84882-825-4 (online)
Link to Digital Content at Springer
Introduction (1-6)
	+ Bainbridge, William Sims
New World View (7-19)
	+ Bainbridge, William Sims
Culture and Creativity: World of Warcraft Modding in China and the US (21-41)
	+ Kow, Yong Ming
	+ Nardi, Bonnie
The Diasporic Game Community: Trans-Ludic Cultures and Latitudinal Research Across Multiple Games and Virtual Worlds (43-56)
	+ Pearce, Celia
	+ Artemesia, 	+ 
Science, Technology, and Reality in The Matrix Online and Tabula Rasa (57-70)
	+ Bainbridge, William Sims
Spore: Assessment of the Science in an Evolution-Oriented Game (71-85)
	+ Bohannon, John
	+ Gregory, T. Ryan
	+ et al
Medulla: A Cyberinfrastructure-Enabled Framework for Research, Teaching, and Learning with Virtual Worlds (87-100)
	+ Fox, Michelle Roper
	+ Kelly, Henry
	+ et al
A Virtual Mars (101-109)
	+ Childers, Richard
Opening the Metaverse (111-122)
	+ Lombardi, Julian
	+ Lombardi, Marilyn
A Typology of Ethnographic Scales for Virtual Worlds (123-133)
	+ Boellstorff, Tom
Massively Multiplayer Online Games as Living Laboratories: Opportunities and Pitfalls (135-145)
	+ Ducheneaut, Nicolas
Examining Player Anger in World of Warcraft (147-160)
	+ Barnett, Jane
	+ Coulson, Mark
	+ Foreman, Nigel
Dude Looks like a Lady: Gender Swapping in an Online Game (161-174)
	+ Huh, Searle
	+ Williams, Dmitri
Virtual Doppelgangers: Psychological Effects of Avatars Who Ignore Their Owners (175-186)
	+ Bailenson, Jeremy N.
	+ Segovia, Kathryn Y.
Speaking in Character: Voice Communication in Virtual Worlds (187-200)
	+ Wadley, Greg
	+ Gibbs, Martin R.
What People Talk About in Virtual Worlds (201-212)
	+ Maher, Mary Lou
Changing the Rules: Social Architectures in Virtual Worlds (213-223)
	+ Yee, Nick
Game-Based Virtual Worlds as Decentralized Virtual Activity Systems (225-235)
	+ Scacchi, Walt
When Virtual Worlds Expand (237-251)
	+ Bainbridge, William Sims
Cooperation, Coordination, and Trust in Virtual Teams: Insights from Virtual Games (253-264)
	+ Korsgaard, M. Audrey
	+ Picot, Arnold
	+ et al
Virtual Worlds for Virtual Organizing (265-278)
	+ Rhoten, Diana
	+ Lutters, Wayne
Future Evolution of Virtual Worlds as Communication Environments (279-288)
	+ Prisco, Giulio
The Future of Virtual Worlds (289-302)
	+ Bainbridge, William Sims
	+ Lutters, Wayne
	+ et al

[10] Creativity challenges and opportunities in social computing Panels / Fischer, Gerhard / Jennings, Pamela / Maher, Mary Lou / Resnick, Mitchel / Shneiderman, Ben Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009-04-04 v.2 p.3283-3286
Keywords: creativity, social computing
ACM Digital Library Link
Summary: There is a convergence in recent theories of creativity that go beyond characteristics and cognitive processes of individuals to recognize the importance of the social construction of creativity. In parallel, there has been a rise in social computing supporting the collaborative construction of knowledge. The panel will discuss the challenges and opportunities from the confluence of these two developments by bringing together the contrasting and controversial perspective of the individual panel members. It will synthesize from different perspectives an analytic framework to understand these new developments, and how to promote rigorous research methods and how to identify the unique challenges in developing evaluation and assessment methods for creativity research.

[11] The Impact of Tangible User Interfaces on Designers' Spatial Cognition / Kim, Mi Jeong / Maher, Mary Lou Human-Computer Interaction 2008 v.23 n.2 p.101-137
Link to Article at informaworld
Summary: Most studies on tangible user interfaces for the tabletop design systems are being undertaken from a technology viewpoint. Although there have been studies that focus on the development of new interactive environments employing tangible user interfaces for designers, there is a lack of evaluation with respect to designers' spatial cognition. In this research we study the effects of tangible user interfaces on designers' spatial cognition to provide empirical evidence for the anecdotal views of the effect of tangible user interfaces. To highlight the expected changes in spatial cognition while using tangible user interfaces, we compared designers using a tangible user interface on a tabletop system with 3D blocks to designers using a graphical user interface on a desktop computer with a mouse and keyboard. The ways in which designers use the two different interfaces for 3D design were examined using a protocol analysis method. The result reveals that designers using 3D blocks perceived more spatial relationships among multiple objects and spaces and discovered new visuo-spatial features when revisiting their design configurations. The designers using the tangible interfaces spent more time in relocating objects to different locations to test the moves, and interacted with the external representation through large body movements implying an immersion in the design model. These two physical actions assist in designers' spatial cognition by reducing cognitive load in mental visual reasoning. Further, designers using the tangible interfaces spent more time in restructuring the design problem by introducing new functional issues as design requirements and produced more discontinuities to the design processes, which provides opportunity for reflection and modification of the design. Therefore this research shows that tangible user interfaces changes designers' spatial cognition, and the changes of the spatial cognition are associated with creative design processes.

[12] Motivated reinforcement learning for adaptive characters in open-ended simulation games Games and techniques / Merrick, Kathryn Elizabeth / Maher, Mary Lou Proceedings of the 2007 International Conference on Advances in Computer Entertainment Technology 2007-06-13 p.127-134
ACM Digital Library Link
Summary: Recently a new generation of virtual worlds has emerged in which users are provided with open-ended modelling tools with which they can create and modify world content. The result is evolving virtual spaces for commerce, education and social interaction. In general, these virtual worlds are not games and have no concept of winning, however the open-ended modelling capacity is nonetheless compelling. The rising popularity of open-ended virtual worlds suggests that there may also be potential for a new generation of computer games situated in open-ended environments. A key issue with the development of such games, however, is the design of non-player characters which can respond autonomously to unpredictable, open-ended changes to their environment. This paper considers the impact of open-ended modelling on character development in simulation games. Motivated reinforcement learning using context-free grammars is proposed as a means of representing unpredictable, evolving worlds for character reasoning. This technique is used to design adaptive characters for the Second Life virtual world to create a new kind of open-ended simulation game.

[13] Motivated reinforcement learning for non-player characters in persistent computer game worlds Network, online game / Merrick, Kathryn / Maher, Mary Lou Proceedings of the 2006 International Conference on Advances in Computer Entertainment Technology 2006-06-14 p.3
ACM Digital Library Link
Summary: Massively multiplayer online computer games are played in complex, persistent virtual worlds. Over time, the landscape of these worlds evolves and changes as players create and personalise their own virtual property. In contrast, many non-player characters that populate virtual game worlds possess a fixed set of pre-programmed behaviours and lack the ability to adapt and evolve in time with their surroundings. This paper presents motivated reinforcement learning agents as a means of creating non-player characters that can both evolve and adapt. Motivated reinforcement learning agents explore their environment and learn new behaviours in response to interesting experiences, allowing them to display progressively evolving behavioural patterns. In dynamic worlds, environmental changes provide an additional source of interesting experiences triggering further learning and allowing the agents to adapt their existing behavioural patterns in time with their surroundings.

[14] A swarm algorithm for wayfinding in dynamic virtual worlds Interaction and design -- I / Yoon, Ji Soo / Maher, Mary Lou Proceedings of the 2005 ACM Symposium on Virtual Reality Software and Technology 2005-11-07 p.113-116
Keywords: navigation, navigation/wayfinding aids, swarm intelligence, virtual worlds, wayfinding
ACM Digital Library Link
Summary: Wayfinding is a cognitive element of navigation that allows people to plan and form strategies prior to executing them. Wayfinding in large scale virtual environments is a complex task and even more so in dynamic virtual worlds. In these dynamic worlds everything, including the objects, the paths, and the landmarks, may be created, deleted, and moved at will. We propose a wayfinding tool using swarm creatures to aid users in such dynamic environments. The tool produces dynamic trails leading to desired destinations and generates teleport/warp gates. These are created as a consequence of swarm creatures exploring dynamic worlds. In this paper, we describe the swarm algorithms developed to create such a tool to generate wayfinding aids in dynamic virtual worlds.

[15] Do Tangible User Interfaces Impact Spatial Cognition in Collaborative Design? / Maher, Mary Lou / Kim, Mi Jeong CDVE 2005: International Conference on Cooperative Design, Visualization, and Engineering 2005-09-18 p.30-41
Link to Digital Content at Springer
Summary: Developments in digital design workbenches that combine Augmented Reality (AR) systems and tangible user interfaces (TUIs) on a horizontal display surface provide a new kind of physical and digital environment for collaborative design. The combination of tangible interaction with AR display techniques change the dynamics of the collaboration and have an impact on the designers' perception of 3D models. We are studying the effects of TUIs on designers' spatial cognition and design communication in order to identify how such tangible systems can be used to provide better support for collaborative design. Specifically, we compared tangible user interfaces (TUIs) with graphical user interfaces (GUIs) in a collaborative design task with a focus on characterising the impact these user interfaces have on spatial cognition.

[16] User Needs in e-Government: Conducting Policy Analysis with Models-on-the-Web / Mirel, B. / Maher, M. / Huh, J. Proceedings of the HCI'05 Conference on People and Computers XIX 2005-09-05 p.131-148
[17] A Militarized System with Complete Control Exercised Without Hardware Switches System Development: Tools, Testbeds, and Prototypes / Maher, Michael Proceedings of the Human Factors Society 32nd Annual Meeting 1988-10-24 v.2 p.1085-1089
Summary: This paper describes the Man-Machine Interface for a militarized radar system. The interface strives to achieve high reliability in terms of both hardware and operator performance, and allows a single operator the ability to control all aspects of the radar system. To accomplish this, a computer controlled touch input design has been assembled, is being tested, and can be fielded in the early 1990's. Reduction in operator fatigue and increases in operator proficiency are combined with the capabilities to minimize required training time and money, provide a system capable of cost effective updates and growth along with the ability for rapid, real time reconfiguration due to failed electronics or changing battlefield conditions.