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Elaine Huynh

dblp:195/8729 · DBLP profile ↗
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3ranked-venue papers
1as first author
2since 2021 · last 2021
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 2 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021

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
Interaction techniques and input · 50% Learning and educational technologies · 38% Games and playful interaction · 12%
Computer graphics and multimedia
1 paper
Visualization and visual analytics · 50% Virtual and augmented reality · 50%

Topics — the 5 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
gamification
0.512021
Designing Narrative-Focused Role-Playing Games for Visualization Literacy in Young Children · IEEE Trans. Vis. Comput. Graph. 2021
Visualization and visual analytics
visualization literacy
0.512021
Designing Narrative-Focused Role-Playing Games for Visualization Literacy in Young Children · IEEE Trans. Vis. Comput. Graph. 2021
Learning and educational technologies
educational games
0.512021
Designing Narrative-Focused Role-Playing Games for Visualization Literacy in Young Children · IEEE Trans. Vis. Comput. Graph. 2021
Interaction techniques and input
mobile interaction
0.112021
Space, Time, and Choice: A Unified Approach to Flexible Personal Scheduling · UIST 2021
Games and playful interaction › game genre
role-playing games
0.112021
Designing Narrative-Focused Role-Playing Games for Visualization Literacy in Young Children · IEEE Trans. Vis. Comput. Graph. 2021

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

technology probe · 1.0between-subjects study · 1.0user study · 0.5spatio-temporal constraint optimization · 0.5
YearPublicationVenuePosition
2021 Space, Time, and Choice: A Unified Approach to Flexible Personal Scheduling
abstract
In the context of increasingly busy lives and mobility constraints, we present a unified space-time approach to support flexible personal scheduling. We distill an analysis of the design requirements of interactive space-time scheduling into a single coherent workflow where users can manipulate a rich vocabulary of spatio-temporal parameters, and plan/explore itineraries that satisfy or optimize the resulting space-time constraints. We demonstrate our approach using a proof-of-concept mobile application that enables exploration of the inter-connected continuum between task scheduling (temporal), and multi-destination route mapping (spatial). We evaluate the application with a user study involving an itinerary reproduction task and a free-form planning task. We also provide usage scenarios illustrating the potential of our approach in various contexts and tasks. Results suggest that our approach fills an important gap between route mapping and calendar scheduling, suggesting a new research direction in personal planning interface design.
Vicky Bilbily, Elaine Huynh, Karan Singh 0004, Fanny Chevalier
UIST2
2021 Designing Narrative-Focused Role-Playing Games for Visualization Literacy in Young Children
abstract
Building on game design and education research, this paper introduces narrative-focused role-playing games as a way to promote visualization literacy in young children. Visualization literacy skills are vital in understanding the world around us and constructing meaningful visualizations, yet, how to better develop these skills at an early age remains largely overlooked and understudied. Only recently has the visualization community started to fill this gap, resulting in preliminary studies and development of educational tools for use in early education. We add to these efforts through the exploration of gamification to support learning, and identify an opportunity to apply role-playing game-based designs by leveraging the presence of narratives in data-related problems involving visualizations. We study the effects of including narrative elements on learning through a technology probe, grounded in a set of design considerations stemming from visualization, game design and education science. We create two versions of a game - one with narrative elements and one without - and evaluate our instances on 33 child participants between 11- to 13-years old using a between-subjects study design. Despite participants requiring double the amount of time to complete their game due to additional narrative elements, the inclusion of such elements were found to improve engagement without sacrificing learning; our results indicate no significant differences in development of graph-reading skills, but significant differences in engagement and overall enjoyment of the game. We report observations and qualitative feedback collected, and note areas for improvement and room for future work.
Elaine Huynh, Angela Nyhout, Patricia Ganea, Fanny Chevalier
IEEE Trans. Vis. Comput. Graph.1
2017 Exam Wrappers: Not a Silver Bullet
abstract
An exam wrapper is a structured activity that students engage in after their instructor has graded and returned an exam, and is designed to promote self-reflection and improve study practices. This paper describes two studies examining the efficacy and student perceptions of exam wrappers. The studies were conducted at two major Canadian universities, using complementary research designs. We report that neither study produced evidence that exam wrappers have a significant effect on final exam scores or on course drop rates. However, we also find that the use of wrappers was associated with improved rates of test pickup and increased scores on a course evaluation question regarding the fairness of evaluation methods. Given these results, we advise instructors who are considering the use of exam wrappers to review the evidence for other possible interventions that may more effectively serve the same goals.
Ben Stephenson, Michelle Craig, Daniel Zingaro, Diane Horton, Danny Heap, Elaine Huynh
SIGCSE6