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Description
Advances in technology are fueling a movement toward ubiquity for beyond-the-desktop systems. Novel interaction modalities, such as free space or full body gestures are becoming more common, as demonstrated by the rise of systems such as the Microsoft Kinect. However, much of the interaction design research for such systems is

Advances in technology are fueling a movement toward ubiquity for beyond-the-desktop systems. Novel interaction modalities, such as free space or full body gestures are becoming more common, as demonstrated by the rise of systems such as the Microsoft Kinect. However, much of the interaction design research for such systems is still focused on desktop and touch interactions. Current thinking in free-space gestures are limited in capability and imagination and most gesture studies have not attempted to identify gestures appropriate for public walk-up-and-use applications. A walk-up-and-use display must be discoverable, such that first-time users can use the system without any training, flexible, and not fatiguing, especially in the case of longer-term interactions. One mechanism for defining gesture sets for walk-up-and-use interactions is a participatory design method called gesture elicitation. This method has been used to identify several user-generated gesture sets and shown that user-generated sets are preferred by users over those defined by system designers. However, for these studies to be successfully implemented in walk-up-and-use applications, there is a need to understand which components of these gestures are semantically meaningful (i.e. do users distinguish been using their left and right hand, or are those semantically the same thing?). Thus, defining a standardized gesture vocabulary for coding, characterizing, and evaluating gestures is critical. This dissertation presents three gesture elicitation studies for walk-up-and-use displays that employ a novel gesture elicitation methodology, alongside a novel coding scheme for gesture elicitation data that focuses on features most important to users’ mental models. Generalizable design principles, based on the three studies, are then derived and presented (e.g. changes in speed are meaningful for scroll actions in walk up and use displays but not for paging or selection). The major contributions of this work are: (1) an elicitation methodology that aids users in overcoming biases from existing interaction modalities; (2) a better understanding of the gestural features that matter, e.g. that capture the intent of the gestures; and (3) generalizable design principles for walk-up-and-use public displays.
ContributorsDanielescu, Lavinia Andreea (Author) / Walker, Erin A (Thesis advisor) / Burleson, Winslow (Thesis advisor) / VanLehn, Kurt (Committee member) / Kuznetsov, Anastasia (Committee member) / Maher, Mary Lou (Committee member) / Arizona State University (Publisher)
Created2019
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Description
We discuss processes involved in user-centric security design, including the synthesis of goals based on security and usability tasks. We suggest the usage of implicit security and the facilitation of secureuser actions. We propose a process for evaluating usability flaws by treating them as security threats and adapting traditional HCI

We discuss processes involved in user-centric security design, including the synthesis of goals based on security and usability tasks. We suggest the usage of implicit security and the facilitation of secureuser actions. We propose a process for evaluating usability flaws by treating them as security threats and adapting traditional HCI methods. We discuss how to correct these flaws once they are discovered. Finally, we discuss the Usable Security Development Model for developing usable secure systems.
ContributorsJorgensen, Jan Drake (Author) / Ahn, Gail-Joon (Thesis director) / VanLehn, Kurt (Committee member) / Wilkerson, Kelly (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2013-05
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Description
The growing use of Learning Management Systems (LMS) in classrooms has enabled a great amount of data to be collected about the study behavior of students. Previously, research has been conducted to interpret the collected LMS usage data in order to find the most effective study habits for students. Professors

The growing use of Learning Management Systems (LMS) in classrooms has enabled a great amount of data to be collected about the study behavior of students. Previously, research has been conducted to interpret the collected LMS usage data in order to find the most effective study habits for students. Professors can then use the interpretations to predict which students will perform well and which student will perform poorly in the rest of the course, allowing the professor to better provide assistance to students in need. However, these research attempts have largely analyzed metrics that are specific to certain graphical interfaces, ways of answering questions, or specific pages on an LMS. As a result, the analysis is only relevant to classrooms that use the specific LMS being analyzed.

For this thesis, behavior metrics obtained by the Organic Practice Environment (OPE) LMS at Arizona State University were compared to student performance in Dr. Ian Gould’s Organic Chemistry I course. Each metric gathered was generic enough to be potentially used by any LMS, allowing the results to be relevant to a larger amount of classrooms. By using a combination of bivariate correlation analysis, group mean comparisons, linear regression model generation, and outlier analysis, the metrics that correlate best to exam performance were identified. The results indicate that the total usage of the LMS, amount of cramming done before exams, correctness of the responses submitted, and duration of the responses submitted all demonstrate a strong correlation with exam scores.
ContributorsBeerman, Eric (Author) / VanLehn, Kurt (Thesis advisor) / Gould, Ian (Committee member) / Hsiao, Ihan (Committee member) / Arizona State University (Publisher)
Created2015
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Description
Science instructors need questions for use in exams, homework assignments, class discussions, reviews, and other instructional activities. Textbooks never have enough questions, so instructors must find them from other sources or generate their own questions. In order to supply instructors with biology questions, a semantic network approach was

Science instructors need questions for use in exams, homework assignments, class discussions, reviews, and other instructional activities. Textbooks never have enough questions, so instructors must find them from other sources or generate their own questions. In order to supply instructors with biology questions, a semantic network approach was developed for generating open response biology questions. The generated questions were compared to professional authorized questions.

To boost students’ learning experience, adaptive selection was built on the generated questions. Bayesian Knowledge Tracing was used as embedded assessment of the student’s current competence so that a suitable question could be selected based on the student’s previous performance. A between-subjects experiment with 42 participants was performed, where half of the participants studied with adaptive selected questions and the rest studied with mal-adaptive order of questions. Both groups significantly improved their test scores, and the participants in adaptive group registered larger learning gains than participants in the control group.

To explore the possibility of generating rich instructional feedback for machine-generated questions, a question-paragraph mapping task was identified. Given a set of questions and a list of paragraphs for a textbook, the goal of the task was to map the related paragraphs to each question. An algorithm was developed whose performance was comparable to human annotators.

A multiple-choice question with high quality distractors (incorrect answers) can be pedagogically valuable as well as being much easier to grade than open-response questions. Thus, an algorithm was developed to generate good distractors for multiple-choice questions. The machine-generated multiple-choice questions were compared to human-generated questions in terms of three measures: question difficulty, question discrimination and distractor usefulness. By recruiting 200 participants from Amazon Mechanical Turk, it turned out that the two types of questions performed very closely on all the three measures.
ContributorsZhang, Lishang (Author) / VanLehn, Kurt (Thesis advisor) / Baral, Chitta (Committee member) / Hsiao, Ihan (Committee member) / Wright, Christian (Committee member) / Arizona State University (Publisher)
Created2015
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Description
Reading comprehension is a critical aspect of life in America, but many English language learners struggle with this skill. Enhanced Moved by Reading to Accelerate Comprehension in English (EMBRACE) is a tablet-based interactive learning environment is designed to improve reading comprehension. During use of EMBRACE, all interactions with the system

Reading comprehension is a critical aspect of life in America, but many English language learners struggle with this skill. Enhanced Moved by Reading to Accelerate Comprehension in English (EMBRACE) is a tablet-based interactive learning environment is designed to improve reading comprehension. During use of EMBRACE, all interactions with the system are logged, including correct and incorrect behaviors and help requests. These interactions could potentially be used to predict the child’s reading comprehension, providing an online measure of understanding. In addition, time-related features have been used for predicting learning by educational data mining models in mathematics and science, and may be relevant in this context. This project investigated the predictive value of data mining models based on user actions for reading comprehension, with and without timing information. Contradictory results of the investigation were obtained. The KNN and SVM models indicated that elapsed time is an important feature, but the linear regression models indicated that elapsed time is not an important feature. Finally, a new statistical test was performed on the KNN algorithm which indicated that the feature selection process may have caused overfitting, where features were chosen due coincidental alignment with the participants’ performance. These results provide important insights which will aid in the development of a reading comprehension predictor that improves the EMBRACE system’s ability to better serve ELLs.
ContributorsDexheimer, Matthew Scott (Author) / Walker, Erin (Thesis advisor) / Glenberg, Arthur (Committee member) / VanLehn, Kurt (Committee member) / Arizona State University (Publisher)
Created2017
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Description
Paper assessment remains to be an essential formal assessment method in today's classes. However, it is difficult to track student learning behavior on physical papers. This thesis presents a new educational technology—Web Programming Grading Assistant (WPGA). WPGA not only serves as a grading system but also a feedback delivery tool

Paper assessment remains to be an essential formal assessment method in today's classes. However, it is difficult to track student learning behavior on physical papers. This thesis presents a new educational technology—Web Programming Grading Assistant (WPGA). WPGA not only serves as a grading system but also a feedback delivery tool that connects paper-based assessments to digital space. I designed a classroom study and collected data from ASU computer science classes. I tracked and modeled students' reviewing and reflecting behaviors based on the use of WPGA. I analyzed students' reviewing efforts, in terms of frequency, timing, and the associations with their academic performances. Results showed that students put extra emphasis in reviewing prior to the exams and the efforts demonstrated the desire to review formal assessments regardless of if they were graded for academic performance or for attendance. In addition, all students paid more attention on reviewing quizzes and exams toward the end of semester.
ContributorsHuang, Po-Kai (Author) / Hsiao, I-Han (Thesis advisor) / Nelson, Brian (Committee member) / VanLehn, Kurt (Committee member) / Arizona State University (Publisher)
Created2017
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Description
Building computational models of human problem solving has been a longstanding goal in Artificial Intelligence research. The theories of cognitive architectures addressed this issue by embedding models of problem solving within them. This thesis presents an extended account of human problem solving and describes its implementation within one such theory

Building computational models of human problem solving has been a longstanding goal in Artificial Intelligence research. The theories of cognitive architectures addressed this issue by embedding models of problem solving within them. This thesis presents an extended account of human problem solving and describes its implementation within one such theory of cognitive architecture--ICARUS. The document begins by reviewing the standard theory of problem solving, along with how previous versions of ICARUS have incorporated and expanded on it. Next it discusses some limitations of the existing mechanism and proposes four extensions that eliminate these limitations, elaborate the framework along interesting dimensions, and bring it into closer alignment with human problem-solving abilities. After this, it presents evaluations on four domains that establish the benefits of these extensions. The results demonstrate the system's ability to solve problems in various domains and its generality. In closing, it outlines related work and notes promising directions for additional research.
ContributorsTrivedi, Nishant (Author) / Langley, Patrick W (Thesis advisor) / VanLehn, Kurt (Committee member) / Kambhampati, Subbarao (Committee member) / Arizona State University (Publisher)
Created2011
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Description
Instead of providing the illusion of agency to a reader via a tree or network of prewritten, branching paths, an interactive story should treat the reader as a player who has meaningful influence on the story. An interactive story can accomplish this task by giving the player a large toolset

Instead of providing the illusion of agency to a reader via a tree or network of prewritten, branching paths, an interactive story should treat the reader as a player who has meaningful influence on the story. An interactive story can accomplish this task by giving the player a large toolset for expression in the plot. LudoNarrare, an engine for interactive storytelling, puts "verbs" in this toolset. Verbs are contextual choices of action given to agents in a story that result in narrative events. This paper begins with an analysis and statement of the problem of creating interactive stories. From here, various attempts to solve this problem, ranging from commercial video games to academic research, are given a brief overview to give context to what paths have already been forged. With the background set, the model of interactive storytelling that the research behind LudoNarrare led to is exposed in detail. The section exploring this model contains explanations on what storyworlds are and how they are structured. It then discusses the way these storyworlds can be brought to life. The exposition on the LudoNarrare model finally wraps up by considering the way storyworlds created around this model can be designed. After the concepts of LudoNarrare are explored in the abstract, the story of the engine's research and development and the specifics of its software implementation are given. With LudoNarrare fully explained, the focus then turns to plans for evaluation of its quality in terms of entertainment value, robustness, and performance. To conclude, possible further paths of investigation for LudoNarrare and its model of interactive storytelling are proposed to inspire those who wish to continue in the spirit of the project.
ContributorsStark, Joshua Matthew (Author) / VanLehn, Kurt (Thesis director) / Wetzel, Jon (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2015-12
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Description
The future will be replete with Artificial Intelligence (AI) based agents closely collaborating with humans. Although it is challenging to construct such systems for real-world conditions, the Intelligent Tutoring System (ITS) community has proposed several techniques to work closely with students. However, there is a need to extend these systems

The future will be replete with Artificial Intelligence (AI) based agents closely collaborating with humans. Although it is challenging to construct such systems for real-world conditions, the Intelligent Tutoring System (ITS) community has proposed several techniques to work closely with students. However, there is a need to extend these systems outside the controlled environment of the classroom. More recently, Human-Aware Planning (HAP) community has developed generalized AI techniques for collaborating with humans and providing personalized support or guidance to the collaborators. In this thesis, the take learning from the ITS community is extend to construct such human-aware systems for real-world domains and evaluate them with real stakeholders. First, the applicability of HAP to ITS is demonstrated, by modeling the behavior in a classroom and a state-of-the-art tutoring system called Dragoon. Then these techniques are extended to provide decision support to a human teammate and evaluate the effectiveness of the framework through ablation studies to support students in constructing their plan of study (\ipos). The results show that these techniques are helpful and can support users in their tasks. In the third section of the thesis, an ITS scenario of asking questions (or problems) in active environments is modeled by constructing questions to elicit a human teammate's model of understanding. The framework is evaluated through a user study, where the results show that the queries can be used for eliciting the human teammate's mental model.
ContributorsGrover, Sachin (Author) / Kambhampati, Subbarao (Thesis advisor) / Smith, David (Committee member) / Srivastava, Sidhharth (Committee member) / VanLehn, Kurt (Committee member) / Arizona State University (Publisher)
Created2022
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Description
Distributed self-assessments and reflections empower learners to take the lead on their knowledge gaining evaluation. Both provide essential elements for practice and self-regulation in learning settings. Nowadays, many sources for practice opportunities are made available to the learners, especially in the Computer Science (CS) and programming domain. They may choose

Distributed self-assessments and reflections empower learners to take the lead on their knowledge gaining evaluation. Both provide essential elements for practice and self-regulation in learning settings. Nowadays, many sources for practice opportunities are made available to the learners, especially in the Computer Science (CS) and programming domain. They may choose to utilize these opportunities to self-assess their learning progress and practice their skill. My objective in this thesis is to understand to what extent self-assess process can impact novice programmers learning and what advanced learning technologies can I provide to enhance the learner’s outcome and the progress. In this dissertation, I conducted a series of studies to investigate learning analytics and students’ behaviors in working on self-assessments and reflection opportunities. To enable this objective, I designed a personalized learning platform named QuizIT that provides daily quizzes to support learners in the computer science domain. QuizIT adopts an Open Social Student Model (OSSM) that supports personalized learning and serves as a self-assessment system. It aims to ignite self-regulating behavior and engage students in the self-assessment and reflective procedure. I designed and integrated the personalized practice recommender to the platform to investigate the self-assessment process. I also evaluated the self-assessment behavioral trails as a predictor to the students’ performance. The statistical indicators suggested that the distributed reflections were associated with the learner's performance. I proceeded to address whether distributed reflections enable self-regulating behavior and lead to better learning in CS introductory courses. From the student interactions with the system, I found distinct behavioral patterns that showed early signs of the learners' performance trajectory. The utilization of the personalized recommender improved the student’s engagement and performance in the self-assessment procedure. When I focused on enhancing reflections impact during self-assessment sessions through weekly opportunities, the learners in the CS domain showed better self-regulating learning behavior when utilizing those opportunities. The weekly reflections provided by the learners were able to capture more reflective features than the daily opportunities. Overall, this dissertation demonstrates the effectiveness of the learning technologies, including adaptive recommender and reflection, to support novice programming learners and their self-assessing processes.
ContributorsAlzaid, Mohammed (Author) / Hsiao, Ihan (Thesis advisor) / Davulcu, Hasan (Thesis advisor) / VanLehn, Kurt (Committee member) / Nelson, Brian (Committee member) / Bansal, Srividya (Committee member) / Arizona State University (Publisher)
Created2022