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- research-articleNovember 2024
Designing Collaborative Technology for Intergenerational Social Play over Distance
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 8, Issue CSCW2Article No.: 492, Pages 1–26https://doi.org/10.1145/3687031Collaborative play not only provides entertainment but also nurtures connections and strengthens community ties. In family and intergenerational contexts, collaborative activities and play can engage family members in quality conversations and meaningful ...
- research-articleJuly 2023
Finding the bright side: Positive online racial experiences, racial identity, and activism for Black young adults
- Vanessa V. Volpe,
- G. Perusi Benson,
- Julia M. Ross,
- Alexis S. Briggs,
- Sasha C. Mejía-Bradford,
- Anitra R. Alexander,
- Elan C. Hope
AbstractEngagement in Black community activism allows Black adults to resist societal racism. Yet if interpersonal positive online racial experiences may impact self-reported engagement in Black community activism differently by racial ...
Highlights- Black adults engage in activism after experiencing online racism but the role of positive online experiences is unclear.
- research-articleJune 2023
Designing Textual Information in AR Headsets to Aid in Adults’ and Children's Task Performance
IDC '23: Proceedings of the 22nd Annual ACM Interaction Design and Children ConferencePages 27–39https://doi.org/10.1145/3585088.3589373Augmented reality (AR) headsets are being utilized in different task-based domains (e.g., healthcare, education) for both adults and children. However, prior work has mainly examined the applicability of AR headsets instead of how to design the visual ...
- research-articleJanuary 2022
Exploring the effects of personality characteristics and demographic factors on WeChat involvement among adults
International Journal of Mobile Communications (IJMC), Volume 20, Issue 5Pages 590–608https://doi.org/10.1504/ijmc.2022.125423The primary purpose of the current study is to systematically investigate whether distinct dimensions of personality traits (i.e., extraversion, neuroticism and openness to experience) and demographic variables could predict WeChat use. Based on a web-...
- research-articleOctober 2021Honorable Mention
Collaboration around Multi-touch Spherical Displays: A Field Study at a Science Museum
- Nikita Soni,
- Ailish Tierney,
- Katarina Jurczyk,
- Schuyler Gleaves,
- Elisabeth Schreiber,
- Kathryn A. Stofer,
- Lisa Anthony
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 5, Issue CSCW2Article No.: 326, Pages 1–34https://doi.org/10.1145/3476067Multi-touch spherical displays that enable groups of people to collaboratively interact are increasingly being used in informal learning settings such as museums. Prior research on large flatscreen displays has examined group collaboration patterns in ...
- research-articleApril 2021
The Purpose of Play: How HCI Games Research Fails Neurodivergent Populations
ACM Transactions on Computer-Human Interaction (TOCHI), Volume 28, Issue 2Article No.: 11, Pages 1–40https://doi.org/10.1145/3432245Play presents a popular pastime for all humans, though not all humans play alike. Subsequently, Human–Computer Interaction Games research is increasingly concerned with the development of games that serve neurodivergent1 players. In a critical review of ...
- research-articleJuly 2020
Recommending Video Games to Adults with Autism Spectrum Disorder for Social-Skill Enhancement
UMAP '20: Proceedings of the 28th ACM Conference on User Modeling, Adaptation and PersonalizationPages 14–22https://doi.org/10.1145/3340631.3394867Autism spectrum disorder (ASD) is a long-standing mental condition characterized by hindered mental growth and development and is a lifelong disability for the majority of affected individuals. In 2018, 2-3% of children in the USA have been diagnosed ...
- research-articleApril 2020
Adults' and Children's Mental Models for Gestural Interactions with Interactive Spherical Displays
- Nikita Soni,
- Schuyler Gleaves,
- Hannah Neff,
- Sarah Morrison-Smith,
- Shaghayegh Esmaeili,
- Ian Mayne,
- Sayli Bapat,
- Carrie Schuman,
- Kathryn A. Stofer,
- Lisa Anthony
CHI '20: Proceedings of the 2020 CHI Conference on Human Factors in Computing SystemsPages 1–12https://doi.org/10.1145/3313831.3376468Interactive spherical displays offer numerous opportunities for engagement and education in public settings. Prior work established that users' touch-gesture patterns on spherical displays differ from those on flatscreen tabletops, and speculated that ...
- research-articleOctober 2019
Generation Z versus adults in the Ecuadorian digital integration from 2015 to 2019
TEEM'19: Proceedings of the Seventh International Conference on Technological Ecosystems for Enhancing MulticulturalityPages 885–890https://doi.org/10.1145/3362789.3362856In recent years, Ecuador has made great progress in integrating new technologies to all its citizens. This research analyzes the evolution of the incorporation of the different smart devices and the uses they make of them, from 2015 to 2019. At the same ...
- research-articleJune 2019
Do user-defined gestures for flatscreens generalize to interactive spherical displays for adults and children?
- Nikita Soni,
- Schuyler Gleaves,
- Hannah Neff,
- Sarah Morrison-Smith,
- Shaghayegh Esmaeili,
- Ian Mayne,
- Sayli Bapat,
- Carrie Schuman,
- Kathryn A. Stofer,
- Lisa Anthony
PerDis '19: Proceedings of the 8th ACM International Symposium on Pervasive DisplaysArticle No.: 24, Pages 1–7https://doi.org/10.1145/3321335.3324941Interactive spherical displays offer unique opportunities for engagement in public spaces. Research on flatscreen tabletop displays has mapped the gesture design space and compared gestures created by adults and children. However, it is not clear if the ...
- abstractMarch 2017
Hello Pepper, May I Tickle You?: Children's and Adults' Responses to an Entertainment Robot at a Shopping Mall
HRI '17: Proceedings of the Companion of the 2017 ACM/IEEE International Conference on Human-Robot InteractionPages 53–54https://doi.org/10.1145/3029798.3038362We took a social robot Pepper to a shopping mall for one day to see what kind of initial responses it draws from people. We observed that the robot was quickly surrounded by children when there were others-especially adults-interacting with it. The ...
- research-articleNovember 2016
An assistive technology design framework for ADHD
OzCHI '16: Proceedings of the 28th Australian Conference on Computer-Human InteractionPages 60–70https://doi.org/10.1145/3010915.3010925In this paper, we present a design framework for ADHD assistive technologies that aims to give researchers grounding in the background research on the condition, to provide a lingua franca, and to highlight potential research directions for HCI ...
- ArticleAugust 2016
A study of players' experiences during brain games play
PRICAI'16: Proceedings of the 14th Pacific Rim International Conference on Trends in Artificial IntelligencePages 3–15https://doi.org/10.1007/978-3-319-42911-3_1Much of the experience of videogame players remains hidden. This paper presents an empirical study that assesses the experience of 50 participants (i.e. 25 children and 25 adults) during brain games play. Results from the empirical study show a number ...
- ArticleMay 2015
WhisperLuck: A Game Using Virtual Reality to Evaluate and Train the Auditory Attention in Adults
SVR '15: Proceedings of the 2015 XVII Symposium on Virtual and Augmented RealityPages 112–120https://doi.org/10.1109/SVR.2015.23The ability of auditory attention can be described as filtering distinct sounds to identify relevant information in environments where multiple sound sources are active simultaneously. There are some techniques to detect and training this ability, but ...
- research-articleMarch 2014
Analysis of Search and Browsing Behavior of Young Users on the Web
ACM Transactions on the Web (TWEB), Volume 8, Issue 2Article No.: 7, Pages 1–54https://doi.org/10.1145/2555595The Internet is increasingly used by young children for all kinds of purposes. Nonetheless, there are not many resources especially designed for children on the Internet and most of the content online is designed for grown-up users. This situation is ...
- articleDecember 2005
Gender and student-status differences in cellular telephone use
International Journal of Mobile Communications (IJMC), Volume 3, Issue 1Pages 82–98https://doi.org/10.1504/IJMC.2005.005876This study attempted to determine differences in cellular telephone use according to gender and student-status. The impetus for the study comes from the uses and gratifications theory, which has traditionally been used to investigate how audiences use ...
- research-articleJanuary 2002
Different achievement in online oral history
The Internet has made it possible to incorporate adult mentors in the classroom in ways that it would have been difficult or impossible to do previously. As we move forward with such projects, it is important for us to consider what these adults ...
- ArticleNovember 1995
Modelling human cognition: a singular task
Summary form only given. The cognitive literature has debated at some length the rival merits of models in which there are associationist connections and implicit rules and models in which there are explicit, syntactically structured rules. Human ...