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Graphics and Human Computer Interfaces Commons™
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Articles 1 - 22 of 22
Full-Text Articles in Graphics and Human Computer Interfaces
Developing An Ai-Assisted Grading System Using Large Language Models, Andrei Modiga
Developing An Ai-Assisted Grading System Using Large Language Models, Andrei Modiga
MS in Computer Science Project Reports
We present a grading system that accelerates evaluation of open-ended student work across scanned and digital workflows. The system crops answer regions from PDFs, assigns submissions via OCR on identity regions only, and groups answers by visual semantics using a vision LLM. Instructors review and edit groups, apply rubric items once per group, and export grades from an on-screen table. The solution integrates Ghostscript rasterization, PdfPig page orchestration, SkiaSharp region extraction, Tesseract identity OCR, and GPT-4o Vision for grouping. We detail the architecture, token-budgeted batching strategy, and persistence design, then describe testing results for grouping quality, time-on-task, and usability. The …
Intuiting Interaction: Meta-Reasoning And Meta-Learning As Foundations For Intelligent User Interfaces, Jeffrey Hsu
Intuiting Interaction: Meta-Reasoning And Meta-Learning As Foundations For Intelligent User Interfaces, Jeffrey Hsu
Theses and Dissertations
This research presents MARCO—a cognitive framework for Intelligent User Interfaces that uses meta-reasoning for context-aware adaptation across diverse tasks. It integrates multiple reasoning modules coordinated by a Meta-Cognitive Unit that selects strategies based on evolving demands. Evaluations show MARCO outperforms baselines in reasoning accuracy and computational efficiency.
Companionship, Romance, And Self-Perception With Conversational Chatbots, Jonathan Windsor
Companionship, Romance, And Self-Perception With Conversational Chatbots, Jonathan Windsor
Departmental Honors & Graduate Capstone Projects
Serving as a metaphorical gateway transcending the communicative barriers of physical relationships in interpersonal dialogues, artificial imators of human behavior and speech, also known as conversational chatbots; a simulation of human knowledge and existence in a bi-directional conversation, functions as a rhetor of expression. Spanning from contexts of professional to romantic, I serve to dissect and critically analyze the nuances of human-machine relationships based on pre-established literature, inviting ethical considerations and biases in their design and marketing. Corporate influences spark pre-established servitude-esque relationships with conversational agents. Professional applications, both task-oriented and emotionally based alike, paint a mixed picture of …
Para Cima Y Pa’ Abajo: Building Bridges Between Hci Research In Latin America And In The Global North, Pedro Reynolds-Cuéllar, Marisol Wong-Villacres, Karla A. Badillo-Urquiola, Mayra Donaji Barrera-Machuca, Franceli L. Cibrian, Marianela Ciolfi Felice, Carolina Fuentes, Laura Sanely Gaytán-Lugo, Vivian Genaro Motti, Monica Perusquía-Hernández, Oscar A. Lemus
Para Cima Y Pa’ Abajo: Building Bridges Between Hci Research In Latin America And In The Global North, Pedro Reynolds-Cuéllar, Marisol Wong-Villacres, Karla A. Badillo-Urquiola, Mayra Donaji Barrera-Machuca, Franceli L. Cibrian, Marianela Ciolfi Felice, Carolina Fuentes, Laura Sanely Gaytán-Lugo, Vivian Genaro Motti, Monica Perusquía-Hernández, Oscar A. Lemus
Engineering Faculty Articles and Research
The Human-computer Interaction (HCI) community has the opportunity to foster the integration of research practices across the Global South and North to begin overcoming colonial relationships. In this paper, we focus on the case of Latin America (LATAM), where initiatives to increase the representation of HCI practitioners lack a consolidated understanding of the practices they employ, the factors that influence them, and the challenges that practitioners face. To address this knowledge gap, we employ a mixed-methods approach, comprising a survey (66 respondents) and in-depth interviews (19 interviewees). Our analyses characterize a set of research perspectives on how HCI is practiced …
Evaluating Human Eye Features For Objective Measure Of Working Memory Capacity, Yasasi Abeysinghe, Enkelejda Kasneci (Ed.), Frederick Shic (Ed.), Mohamed Khamis (Ed.)
Evaluating Human Eye Features For Objective Measure Of Working Memory Capacity, Yasasi Abeysinghe, Enkelejda Kasneci (Ed.), Frederick Shic (Ed.), Mohamed Khamis (Ed.)
Computer Science Faculty Publications
Eye tracking measures can provide means to understand the underlying development of human working memory. In this study, we propose to develop machine learning algorithms to find an objective relationship between human eye movements via oculomotor plant and their working memory capacity, which determines subjective cognitive load. Here we evaluate oculomotor plant features extracted from saccadic eye movements, traditional positional gaze metrics, and advanced eye metrics such as ambient/focal coefficient , gaze transition entropy, low/high index of pupillary activity (LHIPA), and real-time index of pupillary activity (RIPA). This paper outlines the proposed approach of evaluating eye movements for obtaining an …
Fair, Equitable, And Just: A Socio-Technical Approach To Online Safety, Daricia Wilkinson
Fair, Equitable, And Just: A Socio-Technical Approach To Online Safety, Daricia Wilkinson
All Dissertations
Socio-technical systems have been revolutionary in reshaping how people maintain relationships, learn about new opportunities, engage in meaningful discourse, and even express grief and frustrations. At the same time, these systems have been central in the proliferation of harmful behaviors online as internet users are confronted with serious and pervasive threats at alarming rates. Although researchers and companies have attempted to develop tools to mitigate threats, the perception of dominant (often Western) frameworks as the standard for the implementation of safety mechanisms fails to account for imbalances, inequalities, and injustices in non-Western civilizations like the Caribbean. Therefore, in this dissertation …
Detecting Surface Interactions Via A Wearable Microphone To Improve Augmented Reality Text Entry, R. Habibi
Detecting Surface Interactions Via A Wearable Microphone To Improve Augmented Reality Text Entry, R. Habibi
Dissertations, Master's Theses and Master's Reports
This thesis investigates whether we can detect and distinguish between surface interaction events such as tapping or swiping using a wearable mic from a surface. Also, what are the advantages of new text entry methods such as tapping with two fingers simultaneously to enter capital letters and punctuation? For this purpose, we conducted a remote study to collect audio and video of three different ways people might interact with a surface. We also built a CNN classifier to detect taps. Our results show that we can detect and distinguish between surface interaction events such as tap or swipe via a …
Needfinding, Devorah Kletenik
Needfinding, Devorah Kletenik
Open Educational Resources
This activity guides students through the process needfinding to identify areas of need for their creation of a technology for the "public good." Students will conduct contextual inquiry to identify the needs of their target audience.
Personas, Scenarios And Storyboards, Devorah Kletenik
Personas, Scenarios And Storyboards, Devorah Kletenik
Open Educational Resources
This activity guides students towards the creation of personas, scenarios and storyboards for a product/website that they are creating.
Coding For The Public Good: Front-End Website Design And Development, Devorah Kletenik
Coding For The Public Good: Front-End Website Design And Development, Devorah Kletenik
Open Educational Resources
This activity helps student design and develop a front-end of a website, from wireframes through HTML/CSS/Javascript. It includes design questions for students, including the invocation of Ben Schneiderman's eight golden rules for interface design.
Note: this activity assumes prior knowledge of web development. Since this activity is designed for an HCI course, with a focus on interface design, students are not expected to create a back-end for it. This activity can obviously be modified for a full-stack experience.
Accessibility Evaluation, Devorah Kletenik
Accessibility Evaluation, Devorah Kletenik
Open Educational Resources
This activity guides students through the evaluation of a website that they have created to see if it is accessible for users with disabilities. Students will simulate a number of different disabilities (e.g. visual impairments, color blindness, auditory impairments, motor impairments) to see if their website is accessible; they will also use automated W3 and WAVE tools to evaluate their sites. Students will consider the needs of users with disabilities by creating a persona and scenario of a user with disabilities interacting with their site. Finally, students will write up recommendations to change their site and implement the changes.
Sensitive Research, Practice And Design In Hci, Stevie Chancellor, Nazanin Andalibi, Lindsay Blackwell, David Nemer, Wendy Moncur
Sensitive Research, Practice And Design In Hci, Stevie Chancellor, Nazanin Andalibi, Lindsay Blackwell, David Nemer, Wendy Moncur
Information Science Faculty Publications
New research areas in HCI examine complex and sensitive research areas, such as crisis, life transitions, and mental health. Further, research in complex topics such as harassment and graphic content can leave researchers vulnerable to emotional and physical harm. There is a need to bring researchers together to discuss challenges across sensitive research spaces and environments. We propose a workshop to explore the methodological, ethical, and emotional challenges of sensitive research in HCI. We will actively recruit from diverse research environments (industry, academia, government, etc.) and methods areas (qualitative, quantitative, design practices, etc.) and identify commonalities in and encourage relationship-building …
Snap Scholar: The User Experience Of Engaging With Academic Research Through A Tappable Stories Medium, Ieva Burk
CMC Senior Theses
With the shift to learn and consume information through our mobile devices, most academic research is still only presented in long-form text. The Stanford Scholar Initiative has explored the segment of content creation and consumption of academic research through video. However, there has been another popular shift in presenting information from various social media platforms and media outlets in the past few years. Snapchat and Instagram have introduced the concept of tappable “Stories” that have gained popularity in the realm of content consumption.
To accelerate the growth of the creation of these research talks, I propose an alternative to video: …
Usability Of Sound-Driven User Interfaces, Zachary T. Roth, Dale R. Thompson
Usability Of Sound-Driven User Interfaces, Zachary T. Roth, Dale R. Thompson
Computer Science and Computer Engineering Undergraduate Honors Theses
The model for interacting with computing devices remains primarily focused on visual design. However, sound has a unique set of advantages. In this work, an experiment was devised where participants were tasked with identifying elements in an audio-only computing environment. The interaction relied on mouse movement and button presses for navigation. Experiment trials consisted of variations in sound duration, volume, and distinctness according to both experiment progress and user behavior. Participant interactions with the system were tracked to examine the usability of the interface. Preliminary results indicated the majority of participants mastered every provided test, but the total time spent …
Museum 4.0 As The Future Of Steam In Museums, Mark Walhimer
Museum 4.0 As The Future Of Steam In Museums, Mark Walhimer
The Transdisciplinary STEAM+ Journal
Informal STEAM (Science, Technology, Engineering, Art and Math) activities (programs) and exhibits are common in science centers, children’s museums and natural history museums. As museums change to Museum 4.0 models (1), the STEAM exhibits and programs in museums also change. Museums 4.0 is the transformation of museums from a monolithic fixed location institution to a nimble community driven event driven organization. The Museum 4.0 becomes personalized to the visitor without fixed outcomes and without the physical restrictions of a single fixed location. As museums evolve to a Museum 4.0 model with visitor lead activities, STEAM activities within museums also change …
Design, Programming, And User-Experience, Kaila G. Manca
Design, Programming, And User-Experience, Kaila G. Manca
Honors Scholar Theses
This thesis is a culmination of my individualized major in Human-Computer Interaction. As such, it showcases my knowledge of design, computer engineering, user-experience research, and puts into practice my background in psychology, com- munications, and neuroscience.
I provided full-service design and development for a web application to be used by the Digital Media and Design Department and their students.This process involved several iterations of user-experience research, testing, concepting, branding and strategy, ideation, and design. It lead to two products.
The first product is full-scale development and optimization of the web appli- cation.The web application adheres to best practices. It was …
Coffee: Context Observer For Fast Enthralling Entertainment, Anthony M. Lenz
Coffee: Context Observer For Fast Enthralling Entertainment, Anthony M. Lenz
Master's Theses
Desktops, laptops, smartphones, tablets, and the Kinect, oh my! With so many devices available to the average consumer, the limitations and pitfalls of each interface are becoming more apparent. Swimming in devices, users often have to stop and think about how to interact with each device to accomplish the current tasks at hand. The goal of this thesis is to minimize user cognitive effort in handling multiple devices by creating a context aware hybrid interface. The context aware system will be explored through the hybridization of gesture and touch interfaces using a multi-touch coffee table and the next-generation Microsoft Kinect. …
Study Of Touch Gesture Performance By Four And Five Year-Old Children: Point-And-Touch, Drag-And-Drop, Zoom-In And Zoom-Out, And Rotate, Zainab Hamza
All Graduate Theses, Dissertations, and Other Capstone Projects
Past research has focused on children's interaction with computers through mouse clicks, and mouse research studies focused on point-and-click and drag-and-drop. However, More research is necessary in regard to children's ability to perform touch gestures such as point-and-touch, drag-and-drop, zoom-in and zoom-out, and rotate. Furthermore, research should consider specific gestures such as zoom-in and zoom-out, and rotate tasks for young children. The aim of this thesis is to study the ability of 4 and 5 year-old children to interact with touch devices and perform tasks such as: point-and-touch, drag-and-drop, zoom-in and zoom-out, and rotate. This thesis tests an iPad application …
Improving Webide Through Delightful Design And Gamification, Michael Hilton
Improving Webide Through Delightful Design And Gamification, Michael Hilton
Master's Theses
WebIDE is a web-based online learning environment. WebIDE has been used
successfully to teach CS0 and CS1 students Java and C concepts and software
engineering best practices, specically Test Driven Development. Previous Web-
IDE development has concentrated on developing functionality. The main goal
of this eort is to improve two non-functional aspects of WebIDE. The rst is to
design a more delightful user interface. The second is to add a scoring mecha-
nism that encourages students to develop best practices. The scoring mechanism
rewards students who answer the question correctly on the rst attempt, dis-
couraging them from spamming the …
Eating Alone, Together: New Forms Of Commensality, Catherine Grevet, Anthony Tang, Elizabeth Mynatt
Eating Alone, Together: New Forms Of Commensality, Catherine Grevet, Anthony Tang, Elizabeth Mynatt
Research Collection School Of Computing and Information Systems
Eating with others, or commensality, is an enjoyable activity that serves many important social functions; however, many individuals eat meals alone due to life circumstances, meaning that they miss out on these social benefits. We developed and deployed a simple technology probe providing social awareness around mealtimes to explore how social systems might help alleviate the loneliness of solitary dining. Our findings suggest that these systems can convey a sense of connectedness around a meal; further, our analysis revealed three themes relevant to systems of this type: that contextually-located peripheral awareness engenders connectedness; that such tools can foster a feeling …
Evaluating Head Gestures For Panning 2-D Spatial Information, Matthew O. Derry
Evaluating Head Gestures For Panning 2-D Spatial Information, Matthew O. Derry
Master's Theses
New, often free, spatial information applications such as mapping tools, topological imaging, and geographic information systems are becoming increasingly available to the average computer user. These systems, which were once available only to government, scholastic, and corporate institutions with highly skilled operators, are driving a need for new and innovative ways for the average user to navigate and control spatial information intuitively, accurately, and efficiently. Gestures provide a method of control that is well suited to navigating the large datasets often associated with spatial information applications. Several different types of gestures and different applications that navigate spatial data are examined. …
Introduction: Human-Computer Interaction Studies In Management Information Systems, Fiona Fui-Hoon Nah, P. Zhang, S. Mccoy
Introduction: Human-Computer Interaction Studies In Management Information Systems, Fiona Fui-Hoon Nah, P. Zhang, S. Mccoy
Research Collection School Of Computing and Information Systems
Human-computer interaction (HCI) is a critical area of research and practice that spans several disciplines, including industrial engineering, management information systems (MIS), computer science, information science, psychology, sociology, and anthropology. HCI research within the MIS discipline has distinct features shaped by the evolution and current state of MIS. Originating as applied computer science in the 1970s, MIS gradually transformed into a more social science–oriented discipline (Baskerville & Myers, 2002). MIS is broadly defined as “the effective design, delivery, and use of information systems in organizations” (Keen, 1980, p. 14). The two distinguishing features of MIS compared to other "homes" of …