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Lisa M. Castaneda

dblp:179/4674 · DBLP profile ↗
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3ranked-venue papers
0as first author
0since 2021 · last 2019
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 3

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
2 papers
Immersive interaction · 67% Games and playful interaction · 25% Usability and user experience research · 8%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 3 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
narrative engagement
0.312018
Am I a Bunny?: The Impact of High and Low Immersion Platforms and Viewers' Perceptions of Role on Presence, Narrative Engagement, and Empathy during an Animated 360° Video · CHI 2018
Immersive interaction
virtual reality
0.312018
Am I a Bunny?: The Impact of High and Low Immersion Platforms and Viewers' Perceptions of Role on Presence, Narrative Engagement, and Empathy during an Animated 360° Video · CHI 2018
Virtual and augmented reality › immersive video
360-degree video
0.112018
Am I a Bunny?: The Impact of High and Low Immersion Platforms and Viewers' Perceptions of Role on Presence, Narrative Engagement, and Empathy during an Animated 360° Video · CHI 2018

Methods — techniques the papers use, named apart from their topics

quantitative study · 0.7qualitative study · 0.7interviews · 0.7tournament study · 0.2cognitive tasks · 0.2
YearPublicationVenuePosition
2019 Immersive Media Design and Children
abstract
This one-day workshop will bring together a community of researchers, designers, practitioners, and other experts who are interested in the responsible design of immersive media---or augmented, virtual, mixed, and cross reality---for children, while taking into account children's developmental needs, equity, and inclusivity. At the workshop, participants will discuss and make connections across their work, participate in hands-on activities, and begin producing a set of design guidelines for immersive media for children, grounded in their collective experiences, research, and knowledge of the field. After the workshop, we will publish these guidelines as a white paper to distribute to interested industries, developers, designers, and more to positively influence the thoughtful design of immersive media for children.
Kiley Sobel, Lori M. Takeuchi, Lisa M. Castaneda, Samantha W. Bindman
IDC3
2018 Am I a Bunny?: The Impact of High and Low Immersion Platforms and Viewers' Perceptions of Role on Presence, Narrative Engagement, and Empathy during an Animated 360° Video
abstract
This study used both quantitative and qualitative data to assess whether a High Immersion viewing platform (virtual reality headset) elicits stronger feelings of narrative engagement and empathy compared to a Low Immersion platform (smartphone) when viewing an animated 360° video. In line with prior research, participants (N = 65) reported greater feelings of presence in the High Immersion condition compared to Low Immersion. However, immersive condition was not significantly related to narrative engagement or empathy. Interview responses revealed that participants' perceptions of their role in the film experience (i.e., Character, Observer, or Other/Not Sure) varied and were significantly related to narrative engagement. Participants who saw themselves as a Character (versus Observer) reported higher narrative engagement and empathy. Findings suggest that although a more immersive viewing platform can enhance presence during a 360° video experience, a clear understanding of viewer role is both difficult to achieve and critical to story comprehension and empathy.
Samantha W. Bindman, Lisa M. Castaneda, Mike Scanlon, Anna Cechony
CHI2
2016 Using an International Gaming Tournament to Study Individual Differences in MOBA Expertise and Cognitive Skills
abstract
In this study we evaluated a novel approach for examining the link between gaming expertise and cognitive skills, and the value of recruiting and running participants at a MOBA gaming tournament. Participants completed a set of cognitive tasks that measured spatial working and long term (location) memory, basic cognitive processing, and gaming experience. Comparable reliability on the working memory task and results in line with previous research on the location memory task indicated the data collected was valid and reliable. We observed a significant relation between gaming experience and response time on the location memory task. We discuss that conducting gaming research at a tournament is a valid way of collecting data for a gaming expertise study while providing a range of gaming expertise that may not be available when recruiting at college campuses. Furthermore, our results extend previous gaming research that suggests that individual differences in gaming experience are correlated with the speed of recalling spatial information from long term memory.
Justin W. Bonny, Lisa M. Castaneda, Tom Swanson
CHI2