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Articles 1 - 30 of 48
Full-Text Articles in Graphics and Human Computer Interfaces
Chi Meta-Project Ecosystem Overview - Spring 2026, David B. Smith
Chi Meta-Project Ecosystem Overview - Spring 2026, David B. Smith
Publications and Research
This paper offers a high-level account of the Center for Holistic Integration’s (CHI) meta-project ecosystem as visualized in the included system map. CHI provides an organizational structure framed around persistent meta-projects that support and extend individual initiatives across curriculum, scholarly and applied research, infrastructure, artistic production, AI development, cultural inquiry, and external partnerships. Rather than presenting the map as a static inventory of projects, the paper examines how its core domains function as living systems through which knowledge, tools, documentation, participants, and collaborations can accumulate over time. It also considers how CHI-mediated connectivity, institutional integration, and external funding allow the …
Learning Design To Advance Human-Ai Collaboration In K-12 Education, Wing Sha Chan, Jinhee Kim, Seongryeong Yu, Rita Kay Detrick
Learning Design To Advance Human-Ai Collaboration In K-12 Education, Wing Sha Chan, Jinhee Kim, Seongryeong Yu, Rita Kay Detrick
STEMPS Faculty Publications
This chapter explores key components for designing effective Human-AI Collaboration (HAC) in K–12 education, addressing the current lack of theoretical and conceptual frameworks for structuring and implementing HAC in teaching and learning. It examines four essential areas: curriculum design, student and teacher–AI interaction, learning environments, and the evolution of HAC over time. The chapter introduces the concept of HAC in K–12 contexts, highlighting how humans and AI can leverage each other's strengths through co-evolutionary processes that foster mutual learning and collaboration. It reviews current HAC practices in schools and discusses their contributions to both teaching and learning. Finally, it presents …
Impacts Of Segmenting Principle On Learner Performance And Attitude In A 3d Environment: A Mixed-Method Multiple Case Study, Kristin Herman, Mohan Yang, Jim Shifflet, Noah Glaser
Impacts Of Segmenting Principle On Learner Performance And Attitude In A 3d Environment: A Mixed-Method Multiple Case Study, Kristin Herman, Mohan Yang, Jim Shifflet, Noah Glaser
STEMPS Faculty Publications
This study presents a conceptual replication of Moreno’s (Appl Cogn Psychol 21:765–781. 10.1002/acp.1348, 2007) study on the benefits of adhering to the segmentation principle when utilizing multimedia learning objects. Furthermore, this study expands upon the original by taking place in a low-immersive virtual reality environment, allowing for further understanding on the extent to which multimedia principles are still relevant. Both a synchronous and an asynchronous case are presented. Results indicate benefits for both cases in far transfer of learning. Furthermore, synchronous learners indicated a significant reduction in cognitive load and increased overall attitudes towards learning due to segmented instruction.
Contextual Scaffolding And Self-Efficacy: Supporting Computer Skill Development Among Blind Learners In India, Akshay Kolgar Nayak, Yash Prakash, Sampath Jayarathna, Hae-Na Lee, Vikas Ashok
Contextual Scaffolding And Self-Efficacy: Supporting Computer Skill Development Among Blind Learners In India, Akshay Kolgar Nayak, Yash Prakash, Sampath Jayarathna, Hae-Na Lee, Vikas Ashok
Computer Science Faculty Publications
Inclusive computer literacy education efforts, broadening the participation of blind or visually impaired (BVI) individuals, have gained traction in recent years. Existing literature investigating these efforts primarily draws evidence from affluent Global North contexts, where accessibility resources and legal frameworks are relatively more mature. Little is known about the in-situ teaching and learning challenges faced by trainers and BVI students, respectively, in resource-constrained, multicultural Global South countries like India. To address this knowledge gap, we conducted a four-month contextual inquiry at two computer training centers catering to 94 BVI students in India. We notably observed a rigid, experience-driven training environment …
Examining Inclusive Computing Education For Blind Students In India, Akshay Kolgar Nayak, Yash Prakash, Md Javedul Ferdous, Sampath Jayarathna, Hae-Na Lee, Vikas Ashok
Examining Inclusive Computing Education For Blind Students In India, Akshay Kolgar Nayak, Yash Prakash, Md Javedul Ferdous, Sampath Jayarathna, Hae-Na Lee, Vikas Ashok
Computer Science Faculty Publications
The growing demand for computer professionals, driven by the expanding Information Technology industry, has led to numerous inclusive computing education efforts. These efforts have even included blind or visually-impaired (BVI) students, who are being increasingly encouraged to pursue education and a career in computing, despite the visually-oriented nature of the discipline. Extant literature has predominantly focused on identifying and addressing the accessibility barriers faced by BVI students to promote more inclusive learning environments. While few studies have also investigated the accessibility of computing education from the perspectives of BVI learners and instructors, these have been primarily situated in the Global …
Developing Accessible Narrative-Based Stem Learning Software For K-6 Braille Display Users, Dylan Ravel, Daniel Tsivkovski, Brandon Foley, Maryam Etezad, Franceli Cibrian, Ariel Han, Rajeev Joshi
Developing Accessible Narrative-Based Stem Learning Software For K-6 Braille Display Users, Dylan Ravel, Daniel Tsivkovski, Brandon Foley, Maryam Etezad, Franceli Cibrian, Ariel Han, Rajeev Joshi
Student Scholar Symposium Abstracts and Posters
This research develops a free, accessible web application that enables K-6 students who are blind or visually impaired (BVI) to learn STEM concepts using refreshable braille displays. Currently, most online learning tools are not designed for BVI students, creating a significant educational barrier.
The application interfaces with commercial braille displays and uses narrative-based learning to make STEM content approachable and engaging. By presenting material as interactive stories, students can connect with concepts while developing braille reading skills. The curriculum design prioritizes accessibility through the Accessible Rich Internet Applications (ARIA) standards and screen reader support.
The goal is to provide BVI …
Exploring Human-Centered Principles To Improve Lecture Slides, Joshua Harlev, Louanne Boyd
Exploring Human-Centered Principles To Improve Lecture Slides, Joshua Harlev, Louanne Boyd
Student Scholar Symposium Abstracts and Posters
As a university emphasizing student participation and attention, lectures are central to the educational experience at Chapman. However, slide-based lectures can widely vary in quality and approach. Considering various debunkings of learning styles over the years, it seems more difficult than ever to understand how to most effectively teach students. Effective use of computerized tools has thus become increasingly important as the pace of change continues to increase. Yet, research is available on the effectiveness of teaching methods that can provide guidelines for instructors. With increasingly connected and capable devices at our fingertips, it is imperative to both use the …
Personalized Physics Learning Through Ai: Insights From Problem Generation, Chatbot Dialogues, And Intelligent Tutoring Systems, Atharva Dange
Personalized Physics Learning Through Ai: Insights From Problem Generation, Chatbot Dialogues, And Intelligent Tutoring Systems, Atharva Dange
Physics Dissertations - Archive
Artificial intelligence (AI) is poised to transform science education, yet questions remain on how best to integrate these technologies into teaching and learning. This dissertation investigates the use of AI-driven tools in university physics courses through three complementary studies. In the first study, a generative language model (ChatGPT) was used to create novel physics homework problems aligned with course objectives. Analysis showed that, after expert vetting, AI-generated questions can foster higher-order problem-solving and reduce student reliance on solution memorization, though careful instructor oversight is required to ensure accuracy. The second study embedded an AI chatbot as a learning aid in …
The Psychological Impacts Of Algorithmic And Ai-Driven Social Media On Teenagers: A Call To Action, Sunil Arora, Sahil Arora, John Hastings
The Psychological Impacts Of Algorithmic And Ai-Driven Social Media On Teenagers: A Call To Action, Sunil Arora, Sahil Arora, John Hastings
Research & Publications
This study investigates the meta-issues surrounding social media, which, while theoretically designed to enhance social interactions and improve our social lives by facilitating the sharing of personal experiences and life events, often results in adverse psychological impacts. Our investigation reveals a paradoxical outcome: rather than fostering closer relationships and improving social lives, the algorithms and structures that underlie social media platforms inadvertently contribute to a profound psychological impact on individuals, influencing them in unforeseen ways. This phenomenon is particularly pronounced among teenagers, who are disproportionately affected by curated online personas, peer pressure to present a perfect digital image, and the …
Integrating Authentication Schemes In Augmented And Virtual Reality Classrooms, Naheem Noah
Integrating Authentication Schemes In Augmented And Virtual Reality Classrooms, Naheem Noah
Electronic Theses and Dissertations
Augmented Reality and Virtual Reality (AR/VR) technologies are revolutionizing educational experiences, but their widespread adoption hinges on addressing critical security and usability challenges, particularly in the domain of user authentication. This research presents an investigation into the security landscape of AR/VR and explores a graphical authentication scheme called “Things” that enhances both security and usability in immersive learning environments. Through a systematic evaluation of popular AR/VR devices and applications, potential vulnerabilities and limitations were identified, such as high usage of pin/passwords which are susceptible to shoulder-surfing attacks, lack of multi-factor authentication, and unclear data-sharing practices. A review of existing knowledge-based …
Vr Circuit Simulation With Advanced Visualization For Enhancing Comprehension In Electrical Engineering, Elliott Wolbach
Vr Circuit Simulation With Advanced Visualization For Enhancing Comprehension In Electrical Engineering, Elliott Wolbach
Department of Electrical and Computer Engineering: Dissertations, Theses, and Student Research
As technology advances, the field of electrical and computer engineering continuously demands innovative tools and methodologies to facilitate effective learning and comprehension of fundamental concepts. Through a comprehensive literature review, it was discovered that there was a gap in the current research on using VR technology to effectively visualize and comprehend non-observable electrical characteristics of electronic circuits. This thesis explores the integration of Virtual Reality (VR) technology and real-time electronic circuit simulation with enhanced visualization of non-observable concepts such as voltage distribution and current flow within these circuits. The primary objective is to develop an immersive educational platform that makes …
Exploring The Relationship Between Anxiety And Virtual Reality Sickness, David Wesley Woolverton
Exploring The Relationship Between Anxiety And Virtual Reality Sickness, David Wesley Woolverton
Graduate Theses and Dissertations (2019 - present)
As virtual reality (VR) becomes more commonly used in education, it is important to understand the technology’s weakness and mitigate any potential negative effects on student success. One adverse side-effect of VR use is simulation-induced motion sickness, known in the context of VR as VR sickness. Previous research by Howard and Van Zandt (2021) found that possessing a phobia had a significant positive correlation with VR sickness, but only if the phobia is triggered by the simulation, suggesting that symptoms are actually connected to the anxiety the phobia induces. This study explored the hypothesized correlation between anxiety and VR sickness, …
Digitizing Delphi: Educating Audiences Through Virtual Reconstruction, Kate Koury
Digitizing Delphi: Educating Audiences Through Virtual Reconstruction, Kate Koury
The Journal of Purdue Undergraduate Research
Implementing a 3D model into a virtual space allows the general public to engage critically with archaeological processes. There are many unseen decisions that go into reconstructing an ancient temple. Analysis of available materials and techniques, predictions of how objects were used, decisions of what sources to reference, puzzle piecing broken remains together, and even educated guesses used to fill gaps in information often go unobserved by the public. This work will educate users about those choices by allowing the side-by-side comparison of conflicting theories on the reconstruction of the Tholos at Delphi, which is an ideal site because of …
Differences In Student-Ai Interaction Process On A Drawing Task: Focusing On Students' Attitude Towards Ai And The Level Of Drawing Skills, Jinhee Kim, Yoonhee Ham, Sang-Soog Lee
Differences In Student-Ai Interaction Process On A Drawing Task: Focusing On Students' Attitude Towards Ai And The Level Of Drawing Skills, Jinhee Kim, Yoonhee Ham, Sang-Soog Lee
STEMPS Faculty Publications
Recent advances and applications of artificial intelligence (AI) have increased the opportunities for students to interact with AI in their learning tasks. Although various fields of scholarly research have investigated human-AI collaboration, the underlying processes of how students collaborate with AI in a student-AI teaming scenario have been scarcely investigated. To develop effective AI applications in education, it is necessary to understand differences in the student-AI interaction (SAI) process depending on students' characteristics. The present study attempts to fill this gap by exploring the differences in the SAI process amongst students with varying drawing proficiencies and attitudes towards AI in …
Enhancing Students’ User Experience With A Code Critiquer, Laura E. Albrant
Enhancing Students’ User Experience With A Code Critiquer, Laura E. Albrant
Dissertations, Master's Theses and Master's Reports
This thesis explores the role of human factors in the realm of code critiquers and students’ experiences with them. Across three studies, the work utilized Design Thinking to improve the user experience of WebTA for introductory engineering students learning MATLAB. The first two studies gathered observational and interview data to empathize, define, and ideate a new user interface (UI). Said UI was prototyped and then tested with the third study. Overall, the surveys’ data suggests that most students found the new design to be more appealing, useful, and purposeful; however, there is still plenty of room for improvement. Additionally, analysis …
One Font Doesn’T Fit All: The Influence Of Digital Text Personalization On Comprehension In Child And Adolescent Readers, Shannon M. Sheppard, Susanne L. Nobles, Anton Palma, Sophie Kajfez, Marjorie Jordan, Kathy Crowley, Sofie Beier
One Font Doesn’T Fit All: The Influence Of Digital Text Personalization On Comprehension In Child And Adolescent Readers, Shannon M. Sheppard, Susanne L. Nobles, Anton Palma, Sophie Kajfez, Marjorie Jordan, Kathy Crowley, Sofie Beier
Communication Sciences and Disorders Faculty Articles and Research
Reading comprehension is an essential skill. It is unclear whether and to what degree typography and font personalization may impact reading comprehension in younger readers. With advancements in technology, it is now feasible to personalize digital reading formats in general technology tools, but this feature is not yet available for many educational tools. The current study aimed to investigate the effect of character width and inter-letter spacing on reading speed and comprehension. We enrolled 94 children (kindergarten–8th grade) and compared performance with six font variations on a word-level semantic decision task (Experiment 1) and a passage-level comprehension task (Experiment 2). …
Anatoview: Using Interactive 3d Visualizations With Augmented Reality Support For Laypersons’ Medical Education In Informed Consent Processes, Michelle Chen
Dartmouth College Master’s Theses
AnatoView is an interactive multimedia educational application that visualizes medical procedures in three-dimensional (3D), augmented reality (AR) space. By providing visual and spatial information of medical procedures, AnatoView acts as a learning supplement for laypersons/patients in informed consent (IC) processes — wherein instructional content is traditionally limited to purely spoken explanations that lead to poor patient comprehension. We design a mixed study and conduct a randomized, controlled trial with 15 laypersons as participants: administering a traditional IC process to a control group, and an IC process supplemented by the use of AnatoView to experimental groups. As a primary outcome, medical …
An Assistive Interface For Displaying Novice's Code History, Ruiwei Xiao
An Assistive Interface For Displaying Novice's Code History, Ruiwei Xiao
McKelvey School of Engineering Graduate Student Theses & Dissertations
As Teaching Assistant (TA) programs grow in number and size in introductory CS courses, TAs play a significant role in novice programmers' experience and contribute to their success. However, many TAs are also relative beginners themselves and thus have limited experience in programming and teaching. Thus the effectiveness and consistency of their guidance can vary significantly. To improve interaction quality and assist TAs in providing better support, we examine the difficulties encountered by inexperienced TAs in previous literature and then identify the potential for the high cognitive load as an unaddressed difficulty that may prevent new TAs from initiating effective …
Vr Computing Lab: An Immersive Classroom For Computing Learning, Shawn Pang, Kyong Jin Shim, Yi Meng Lau, Swapna Gottipati
Vr Computing Lab: An Immersive Classroom For Computing Learning, Shawn Pang, Kyong Jin Shim, Yi Meng Lau, Swapna Gottipati
Research Collection School Of Computing and Information Systems
In recent years, virtual reality (VR) is gaining popularity amongst educators and learners. If a picture is worth a thousand words, a VR session is worth a trillion words. VR technology completely immerses users with an experience that transports them into a simulated world. Universities across the United States, United Kingdom, and other countries have already started using VR for higher education in areas such as medicine, business, architecture, vocational training, social work, virtual field trips, virtual campuses, helping students with special needs, and many more. In this paper, we propose a novel VR platform learning framework which maps elements …
The Message Design Of Raiders Of The Lost Ark On The Atari 2600 & A Fan’S Map, Quick Start, And Strategy Guide, Miguel Ramlatchan, William I. Ramlatchan
The Message Design Of Raiders Of The Lost Ark On The Atari 2600 & A Fan’S Map, Quick Start, And Strategy Guide, Miguel Ramlatchan, William I. Ramlatchan
Distance Learning Faculty & Staff Books
The message design and human performance technology in video games, especially early video games have always been fascinating to me. From an instructional design perspective, the capabilities of the technology of the classic game consoles required a careful balance of achievable objectives, cognitive task analysis, guided problem solving, and message design. Raiders on the Atari is an excellent example of this balance. It is an epic adventure game, spanning 13+ distinct areas, with an inventory of items, where those hard to find items had to be used by the player to solve problems during their quest (and who would have …
Use Of Ar To Bring Medical Simulation To Life, Zhenhua Yu, Richard L. Doolittle, Caroline J. Easton
Use Of Ar To Bring Medical Simulation To Life, Zhenhua Yu, Richard L. Doolittle, Caroline J. Easton
Frameless
Use of simulation facilities and equipment in medical training has become the fabric of curricula across nearly all professions, most notably medical school, nursing, and related medical sciences programs. The gold standard for simulators is SimMan3G, Laerdal Inc., which offers a static electronic mannequin that affords the opportunity to create disease states, signs/symptoms, and real physiological/vital sign data complemented by voice interactions between faculty (within the control room) and student. All sessions are videotaped and, through a 15-30 minute debriefing, students exchange thoughts and impressions with faculty and engage in a deep reflective learning experience. The other option for medical …
The Studio X Karp Library Fellows: Peer-To-Peer Xr Learning & Engagement, Ayiana Crabtree, Muhammed El-Sayed, Nefle N. Oruç
The Studio X Karp Library Fellows: Peer-To-Peer Xr Learning & Engagement, Ayiana Crabtree, Muhammed El-Sayed, Nefle N. Oruç
Frameless
No abstract provided.
A Review Of Xr Classrooms In Institutions Of Higher Education, Brandon Patterson, Tallie Casucci
A Review Of Xr Classrooms In Institutions Of Higher Education, Brandon Patterson, Tallie Casucci
Frameless
This talk will review the literature and examine existing physical spaces using virtual reality (VR) and augmented reality (AR), often referred together as extended reality (XR), to teach learners in an academic setting. Attendees will better understand best practices and ways of addressing potential challenges when designing a physical XR classroom space for higher education. A physical XR classroom provides institutions with a dedicated space for educational courses and workshops, which utilize XR for both one- off sessions and an entire semester (Pirker, Holly, and Gütl 2020). The talk will help answer the question, why a dedicated XR classroom?
Utilization Of Virtual Reality For General Education Purposes, Amit Lal
Utilization Of Virtual Reality For General Education Purposes, Amit Lal
University of the Pacific Theses and Dissertations
The use of Virtual Reality (VR) in a variety of professional, military, governmental, and educational fields has continued to expand over the past several decades, and the recent Covid-19 pandemic has brought attention to this field. This study surveys 154 college students over 23 questions that include various demographics that can be used to look for discriminators, multiple-choice VR-related questions, as well as a few free-form questions about use of VR in learning environments. The students’ experience with, interest in, and thoughts on how to best use VR vary considerably. The Covid-19 pandemic is found to have limited impact thus …
Pandemic Pivot: Designing A Participatory Simulation To Support Social Distancing And Remote Learning, K. K. Lamberty, Paul Friederichsen, Audrey Le Meur, Joseph Moonan Walbran
Pandemic Pivot: Designing A Participatory Simulation To Support Social Distancing And Remote Learning, K. K. Lamberty, Paul Friederichsen, Audrey Le Meur, Joseph Moonan Walbran
Computer Science Publications
Participatory simulations usually aim to bring simulations off screen into a shared physical space with people acting as agents in the simulation. In this paper, we describe considerations and design decisions related to creating a participatory simulation for use in learning settings with restrictions imposed due to the COVID-19 pandemic where typical classroom interactions were no longer allowed. We describe how our design decisions might help children both “dive in” and “step out” to understand more about pollinators and the prairie in spite of various restrictions on how exactly they can interact with each other. Our simulation, Buzz About, uses …
Analysis Of Students’ Multi-Representation Ability In Augmented Reality-Assisted Learning, Sri Jumini, Edy Cahyono, Muhamad Miftakhul Falah
Analysis Of Students’ Multi-Representation Ability In Augmented Reality-Assisted Learning, Sri Jumini, Edy Cahyono, Muhamad Miftakhul Falah
Library Philosophy and Practice (e-journal)
Not all learning sources can directly and cheaply be presented, so augmented reality media is needed to be applied to students with various talents and intelligence. This study aims to analyze students’ multi-representation ability through the use of augmented reality media. The research method was carried out through pre-experiment with one group posttest only design. Test question items were given to see the students’ multi-representation ability. Data analysis was carried out through the percentage of the number of students achieving test scores of more than or equal to 80 on a scale of 100. The results showed that 88% (28 …
Mapping Renewal: How An Unexpected Interdisciplinary Collaboration Transformed A Digital Humanities Project, Elise Tanner, Geoffrey Joseph
Mapping Renewal: How An Unexpected Interdisciplinary Collaboration Transformed A Digital Humanities Project, Elise Tanner, Geoffrey Joseph
Digital Initiatives Symposium
Funded by a National Endowment for Humanities (NEH) Humanities Collections and Reference Resources Foundations Grant, the UA Little Rock Center for Arkansas History and Culture’s “Mapping Renewal” pilot project focused on creating access to and providing spatial context to archival materials related to racial segregation and urban renewal in the city of Little Rock, Arkansas, from 1954-1989. An unplanned interdisciplinary collaboration with the UA Little Rock Arkansas Economic Development Institute (AEDI) has proven to be an invaluable partnership. One team member from each department will demonstrate the Mapping Renewal website and discuss how the collaborative process has changed and shaped …
Natural User Interface Based American Sign Language Tutoring Program, Bryce J. Allen
Natural User Interface Based American Sign Language Tutoring Program, Bryce J. Allen
Williams Honors College, Honors Research Projects
The COVID-19 pandemic has exposed a substantial shortcoming in the modern American educational system: there is a sufficient need for our educators to be trained in the practices required to provide an educational experience for their students that is as effective as in-person instruction. There exist already systems of online instruction for various academic subjects, such as math and the sciences. In the subject of linguistic studies, educational programs have been developed to evaluate student proficiency in both the written and spoken forms of the language in which they are studying. However, there exist few programs that can effectively provide …
Virtual Tutor Personality In Computer Assisted Language Learning, Johanna Dobbriner, Cathy Ennis, Robert J. Ross
Virtual Tutor Personality In Computer Assisted Language Learning, Johanna Dobbriner, Cathy Ennis, Robert J. Ross
Conference papers
The use of intelligent virtual agents in language learning has increased in recent years. Studies into several aspects of personalisation aiming to increase user engagement are an ongoing research topic with avatar personality being one such aspect. As a step towards our development of intelligent virtual avatars, we present two of our initial experiments to explore differences in user interaction with two contrasting avatar personalities -- P1: open-minded, friendly and sociable and P2: closed-off, curt and distant. Each user interacted with a single personality in a video-call setting and gave feedback on the interaction. Our expectations, that P1 would be …
Design Of Personalised M-Learning Curriculum Implementation Model For Diploma In Hospitality Management, Ramalingam R Moganadass
Design Of Personalised M-Learning Curriculum Implementation Model For Diploma In Hospitality Management, Ramalingam R Moganadass
Student Works (2020-2029)
Personalised m-learning allows learner to create learning experience around his mobile devices by tailoring learning materials according to his demand. This could be possible by incorporating personalised m-learning into formal education to assist students to fulfil their learning needs and learning outcomes. Therefore, this study was conducted to develop a personalised m-learning curriculum implementation model for students enrolled in Food and Beverage Service course in their diploma in hospitality programme. This study employed the Design and Development Research (DDR) approach. The Needs Analysis phases is the first phase which aimed to investigate problems and justifications for developing the personalised m-learning …