Calkin Suero Montero

dblp:131/5964 · also Calkin A. S. Montero · DBLP profile ↗
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22ranked-venue papers
12as first author
5since 2021 · last 2025
0000-0001-5686-7285ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 12 · 5 first-author · 5 since 2021Artificial intelligence and machine learning · 9 · 7 first-authorApplied, interdisciplinary, general and emerging computing · 5 · 2 first-author · 3 since 2021Databases, data management, data science and information retrieval · 1 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1
YearPublicationVenuePosition
2025 Bridging Virtual and Real: A Comparison of Mixed Reality and 2D Video Conferencing for Embodied Collaboration in Distance Education
Xiaoran Han, Maryam Teimouri, Sebastian Hahta, Calkin Suero Montero, Tomi 'bgt' Suovuo, Tuomas Mäkilä, Erkki Sutinen
ICALT4
2025 'It's Technology that Gets us Together'-Exploring Teachers' Perspectives on Holographic Telepresence for Synchronous Hybrid Learning in Schools
abstract
Synchronous hybrid learning allows physically distributed students and teachers to participate simultaneously in learning activities. Despite the growing interest in synchronous hybrid learning, there remains a need for further investigation into effective pedagogical approaches and technological implementations that support teacher-student interactions at the school level. Addressing this, we present a prototype of an in-house holographic telepresence environment for synchronous hybrid learning, demonstrated through an exploratory study connecting students and teachers across two continents. We conducted semi-structured interviews with the six participating teachers to understand their experiences and perceptions related to the application of holographic telepresence for synchronous hybrid learning. Thematic analysis of the interview data highlights the pedagogical challenges that teachers faced, identifies technological environment design improvements, and outlines new opportunities for enhancing synchronous hybrid learning experiences. This research contributes to the ongoing discourse on leveraging immersive technologies to enhance education in diverse and geographically separated settings.
Calkin Suero Montero, Xiaoran Han, Selma Auala, Sebastian Hahta, Tomi 'bgt' Suovuo, Erkki Rötkönen, Heike Winschiers-Theophilus, Erkki Sutinen
ICALT1
2024 Exploring Students Solutions to Concurrent and Parallel Programming Exercises - Impact of Generative AI
abstract
Background. Concurrent and parallel programming is difficult to teach and learn as the understanding of complex and abstract concepts such as nondeterminism, semaphore, and rare conditions, among others, is required [1, 2, 9], having as a core issue the synchronisation of processes to achieve a common goal [4]. It is well-acknowledged that concurrent and parallel programming skills are fundamental since, nowadays, computing is increasingly handled in a parallel manner [7].
Maxim Mozgovoy, Calkin Suero Montero
ICER (2)2
2022 Pre-schoolers' Stewardship - Embracing Higgledy-piggledy Behaviours through Participatory Plaything
abstract
Child-centred design acknowledges the significance of a child's input during collaborative design processes, allowing the potential residing in their imagination and experiences to come forth. However, when younger pre-schoolers —3–6-year-olds—are involved in participatory research, it is difficult for design researchers to connect diverse children towards collaborating on fruitful design outcomes while accepting pre-schoolers’ own-initiated play expressions. This paper argues that by incorporating enjoyment of construction play, pre-schoolers can provide distinctive insights concerning key co-design themes: participation, design activities and material exploration. This study proposes a plaything with intent methodology that scaffolds serious exploratory design process embracing the pre-schoolers’ unpredictable higgledy-piggledy behaviour. Results demonstrate that this methodology enables the empowerment of pre-schoolers as self-reliant stewards while (a) capturing their voice of self-expression effectively, and (b) achieving a self-determined specific design concept. As further outcome, a dialogue tool that enables reflexivity concerning participant experiences within participatory inquiries was produced.
Antonia Clasina Södergren, Calkin Suero Montero
IDC2
2022 Mobile Eye Tracking Research in Inclusive Classrooms: Children's Experiences
abstract
The increasing pervasiveness of inclusive educational environments poses an urgent need to implement research methodologies and practices that could shed light on how children's social interactions unfold in such contexts. Our work explores the use of mobile eye tracking technology in naturalistic, inclusive K12 education settings towards a richer understanding of the children’s interactive behaviours. This paper presents the children’s responses to, experiences with and impressions about the naturalness of using mobile eye tracking glasses during a collaborative group task. Results highlight the importance of understanding the children’s experiences to foster naturalistic research environments that closely reflect real-life complexity. Our work contributes towards the deployment of research designs in naturalistic contexts, providing important clues towards the collection of ecologically valid real-world data.
Calkin Suero Montero, Anni Kilpiä, Anniina Kämäräinen, Bengisu Cagiltay, Eija Kärnä, Kursat Cagiltay, Kaisa Pihlainen, Necdet Karasu
ICALT1
2020 Learning and Social Networks - Similarities, Differences and Impact
abstract
Previous work in learning analytics have been fruitful in shedding lights on collaborative learning environments, such work has provided insights and recommendations that helped improve the collaborative process in computer-mediated learning environments. Given the importance of social interactions and their influence on learning (e.g., in determining academic growth, perseverance in the course and persistence). In this study, we look at both learning and social networks, what factors they share, how they impact or influence learning, and what influences the formation of these networks. Our results show similarities and differences between both networks such as: interactions in the social network predict those in the learning network, however, only centrality measures in the learning network correlate with performance, probably due to the selective nature of replies and interactions in the learning network.
Mohammed Saqr, Calkin Suero Montero
ICALT2
2019 Craft- and Project-based Pedagogy for Digital Fabrication and Making
abstract
Digital technology is radically changing people's lives and work in industry, finance, services, media and commerce, and this requires a change in the education and training arena as well. However, changes in educational practices are taking a long time to reflect the increasingly pervasive use digital technologies in our 21st century society. In this course I will draw from the experiences of introducing digital fabrication and making to formal and informal education contexts using a solid craft- and project-based pedagogical approach deployed within five interconnected stages: ideation, planning, creating, programming and sharing. The course covers the use of making technologies in education, detailing this design thinking and inquiry-based pedagogical methodology as well as technological platforms that support the deployment of digital fabrication and making tools within learning ecosystems. The course is carried out as a three-hours practical session, including hands-on group work to develop a physical computer-supported artefact.
Calkin Suero Montero
IDC1
2019 Digipack Pro: Revamping Social Interactions and Supporting Physical Activity
abstract
Digipack Pro is a backpack that facilitates youngsters' social interactions and promotes playful activities during social encounters. It combines wearables technologies with universal design practices to transform an everyday item into a tool that supports social inclusion and well-being. Here we present our contextualisation of the Digipack Pro from several ideas of children around the world on issues of health, gaming and well-being.
Calkin Suero Montero, Kwok Ng, Eija Kärnä
IDC1
2018 STEAM learning in formal and informal settings via craft and maker projects
abstract
Teams of students creating digital artefacts using crafts, 3D printing, electronics, microcontrollers, and computer programming can result in significant science, technology, engineering, art, and mathematics (STEAM) learning. An ecosystem of carefully selected tools, diverse project ideas, and a well-designed pedagogic structure can greatly facilitate this.
Ken Kahn, Calkin Suero Montero, Christian Voigt
IDC2
2017 Serious storytelling - a first definition and review
Artur Lugmayr, Erkki Sutinen, Jarkko Suhonen, Carolina Islas Sedano, Helmut Hlavacs, Calkin Suero Montero
Multim. Tools Appl.6
2017 Collaborating around Digital Tabletops: Children's Physical Strategies from India, the UK and Finland
abstract
We present a study of children collaborating around interactive tabletops in three different countries: India, the United Kingdom and Finland. Our data highlights the key distinctive physical strategies used by children when performing collaborative tasks during this study. Children in India employ dynamic positioning with frequent physical contact and simultaneous object movement. Children in the UK tend to prefer static positioning with minimal physical contact and simultaneous object movement. Children in Finland use a mixture of dynamic and static positioning with minimal physical contact and object movement. Our findings indicate the importance of understanding collaboration strategies and behaviours when designing and deploying interactive tabletops in heterogeneous educational environments. We conclude with a discussion on how designers of tabletops for schools can provide opportunities for children in different countries to define and shape their own collaboration strategies for small group learning that take into account their different classroom practices.
Izdihar Jamil, Calkin Suero Montero, Mark J. Perry, Kenton O'Hara, Abhijit Karnik, Kaisa Pihlainen, Mark T. Marshall, Swathi Jha, Sriram Subramanian
ACM Trans. Comput. Hum. Interact.2
2016 Detecting the Likely Causes Behind the Emotion Spikes of Influential Twitter Users
Calkin Suero Montero, Hatem Haddad, Maxim Mozgovoy, Chedi Bechikh Ali
CICLing (2)1
2016 Annotation Agreement of Emotions in Text: The Influence of Counsellors' Emotional State on their Emotion Perception
abstract
We investigate the influence of counsellors' state of emotions on their emotion perception through annotation agreement of emotions in text. Selected counsellors were tasked to annotate sample corpora from International Survey on Emotion Antecedents and Reactions (ISEAR), and students' life stories. We explore the intra and inter-counsellors' annotation agreements of emotions in the corpora during several annotation sections. The results show strong intra-counsellors' annotation agreement of emotions in both corpora, whereas the inter-counsellors' annotation agreement yielded weakly in both corpora. Results also show that counsellors' emotions vary and influence their decisions when analysing emotions in text.
Emmanuel Awuni Kolog, Calkin Suero Montero, Erkki Sutinen
ICALT2
2015 EmoTwitter - A Fine-Grained Visualization System for Identifying Enduring Sentiments in Tweets
Myriam Munezero, Calkin Suero Montero, Maxim Mozgovoy, Erkki Sutinen
CICLing (2)2
2014 Investigating the Role of Emotion-Based Features in Author Gender Classification of Text
Calkin Suero Montero, Myriam Munezero, Tuomo Kakkonen
CICLing (2)1
2014 Are They Different? Affect, Feeling, Emotion, Sentiment, and Opinion Detection in Text
abstract
A major limitation in the automatic detection of affect, feelings, emotions, sentiments, and opinions in text is the lack of proper differentiation between these subjective terms and understanding of how they relate to one another. This lack of differentiation not only leads to inconsistency in terminology usage but also makes the subtleties and nuances expressed by the five terms difficult to understand, resulting in subpar detection of the terms in text. In light of such limitation, this paper clarifies the differences between these five subjective terms and reveals significant concepts to the computational linguistics community for their effective detection and processing in text.
Myriam Munezero, Calkin Suero Montero, Erkki Sutinen, John Pajunen
IEEE Trans. Affect. Comput.2
2010 Would you do that?: understanding social acceptance of gestural interfaces
abstract
With gesture-based interactions in mobile settings becoming more popular, there is a growing concern regarding the social acceptance of these interaction techniques. In this paper we begin by examining the various definitions of social acceptance that have been proposed in the literature to synthesize a definition that is based on how the user feels about performing a particular interaction as well as how the bystanders perceive the user during this interaction. We then present the main factors that influence gestures' social acceptance including culture, time, interaction type and the user's position on the innovation adoption curve. Through a user study we show that an important factor in determining social acceptance of gesture-based interaction techniques is the user's perception of others ability to interpret the potential effect of a manipulation.
Calkin Suero Montero, Jason Alexander, Mark T. Marshall, Sriram Subramanian
Mobile HCI1
2007 Unsupervised Language Independent Genetic Algorithm Approach to Trivial Dialogue Phrase Generation and Evaluation
Calkin Suero Montero, Kenji Araki
NLDB1
2006 Is It Correct? - Towards Web-Based Evaluation of Automatic Natural Language Phrase Generation
abstract
This paper describes a novel approach for the automatic generation and evaluation of a trivial dialogue phrases database. A trivial dialogue phrase is defined as an expression used by a chatbot program as the answer of a user input. A transfer-like genetic algorithm (GA) method is used to generating the trivial dialogue phrases for the creation of a natural language generation (NLG) knowledge base. The automatic evaluation of a generated phrase is performed by producing n-grams and retrieving their frequencies from the World Wide Web (WWW). Preliminary experiments show very positive results.
Calkin Suero Montero, Kenji Araki
ACL1
2005 Enhancing Computer Chat: Toward a Smooth User-Computer Interaction
Calkin Suero Montero, Kenji Araki
KES (1)1
2005 Modeling the Discovery of Critical Utterances
Calkin Suero Montero, Yukio Ohsawa, Kenji Araki
KES (1)1
2004 Information Acquisition Using Chat Environment for Question Answering
Calkin Suero Montero, Kenji Araki
KES1