[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
© Copyright 2016 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2013 ACM
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
© Copyright 2013 ACM
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
© Copyright 2013 Australian Computer Society
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
© Copyright 2011 Springer-Verlag
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
© Copyright 2010 ACM
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
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
© Copyright 2009 ACM
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
© Copyright 2008 Taylor and Francis Group
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
© Copyright 2007 ACM
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
© Copyright 2006 ACM
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
© Copyright 2005 ACM
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
© Copyright 2005 Springer-Verlag
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
© Copyright 2005 Springer
[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
© Copyright 1988 Human Factors Society
WARNING: THE ABSTRACT OF THIS ENTRY HAS NOT BEEN VALIDATED
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.