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Virginia Byrne

dblp:199/3197 · also Virginia L. Byrne · DBLP profile ↗
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7ranked-venue papers
1as first author
2since 2021 · last 2023
0000-0003-2080-6522ORCID · verified

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

Human-computer interaction and ubiquitous computing · 5 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 1 first-author · 1 since 2021Artificial intelligence and machine learning · 1 · 1 first-authorSystems, architecture and hardware · 1 · 1 first-author

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
Learning and educational technologies · 42% Immersive interaction · 35% Wearable and physiological sensing · 23%
Computer graphics and multimedia
1 paper
Multimedia analysis and retrieval · 100%

Topics — the 2 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
augmented reality interaction
0.412020
ARMath: Augmenting Everyday Life with Math Learning · CHI 2020
Multimedia analysis and retrieval
object recognition
0.112020
ARMath: Augmenting Everyday Life with Math Learning · CHI 2020

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

participatory design · 0.9exploratory evaluation · 0.9computer vision · 0.9deployment study · 0.3activity theory · 0.3
YearPublicationVenuePosition
2023 Understanding Research Related to Designing for Children's Privacy and Security: A Document Analysis
abstract
Many children are growing up in a “digital-by-default” world, where technologies mediate many of their interactions. There is emerging consensus that those who design technology must support children's privacy and security. However, privacy and security are complex concepts that are challenging to design for, and centering the interests of children is similarly difficult. Through a document analysis of 90 HCI publications, we examine what problems and solutions designing for children's privacy and security addresses and how this research engages with children. Applying Solove's privacy taxonomy, we find that research addresses a range of problems related to information collection, processing, dissemination, and invasion at the organizational, system, and individual levels. Children's participation in this research is largely limited to providing feedback rather than helping to guide the research itself. Based on these findings, we offer recommendations for designers to sharpen their privacy and security contributions and center children in their work.
Priya Kumar 0001, Fiona O'Connell, Lucy Li, Virginia Byrne, Marshini Chetty, Tamara L. Clegg, Jessica Vitak
IDC4
2023 Teacher Education to Integrate Computational Thinking into Elementary Science: A Design-Based Research Study
abstract
Computational thinking (CT) is playing an increasingly relevant role within disciplinary teaching in elementary school, particularly in science. However, many teachers are unfamiliar with CT, either because their education occurred before the popularization of CT or because CT instruction was not included in their pre-service coursework. For these teachers, CT professional development (PD) becomes a primary mechanism to close their CT knowledge gap. While CT PD has demonstrated success at increasing teacher's CT understanding, researchers have reported varied outcomes in supporting teachers to write CT-integrated lesson plans. To explore how we might support teachers to integrate CT into elementary science, we employed design-based research (DBR) in a dual-track design of in-class CT instruction for pre-service undergraduates within an elementary science methods class paired with a collaborative, multi-month PD opportunity for pre- and in-service teachers. In this article, we reflect on our 5-year period of DBR and present our design insights and implications for CT instruction and curriculum design from each iteration. Our findings on best practices will inform both teacher educators and PD providers within CT education. Our work will also be of interest to researchers considering DBR for technology-based educational projects.
Heather Killen, Merijke Coenraad, Virginia Byrne, Lautaro Cabrera, Kelly Mills, Diane Jass Ketelhut, Jandelyn D. Plane
ACM Trans. Comput. Educ.3
2020 ARMath: Augmenting Everyday Life with Math Learning
abstract
We introduce ARMath, a mobile Augmented Reality (AR) system that allows ch ildren to discover mathematical concepts in familiar, ord inary objects and engage with math problems in meaningful contexts. Leveraging advanced computer vision, ARMath recognizes everyday objects, visualizes their mathematical attributes, and turns them into tangible or virtual manipulatives. Using the manipulatives, children can solve problems that situate math operations or concepts in specific everyday contexts. Informed by four participatory design sessions with teachers and children, we developed five ARMath modules to support basic arithmetic and 2D geometry. We also conducted an exploratory evaluation of ARMath with 27 children (ages 5-8) at a local children's museum. Our findings demonstrate how ARMath engages children in math learning, how failures in AI can be used as learning opportunities, and challenges that children face when using ARMath.
Seokbin Kang, Ekta Shokeen, Virginia Byrne, Leyla Norooz, Elizabeth M. Bonsignore, Caro Williams-Pierce, Jon Froehlich
CHI3
2019 PrototypAR: Prototyping and Simulating Complex Systems with Paper Craft and Augmented Reality
abstract
We introduce PrototypAR, an Augmented Reality (AR) system that allows children to rapidly build complex systems using paper crafts and to test their designs in a digital environment. PrototypAR combines lo-fidelity prototyping to facilitate iterative design, real-time AR feedback to scaffold learning, and a virtual simulation environment to support personalized experiments. Informed by three participatory design sessions, we developed three PrototypAR applications: build-a-bike, build-a-camera, and build-an-aquarium---each highlights different aspects of our system. To evaluate PrototypAR, we conducted four single-session qualitative evaluations with 21 children working in teams. Our findings show how children build and explore complex systems models, how they use AR scaffolds, and the challenges they face when conducting experiments with their own prototypes.
Seokbin Kang, Leyla Norooz, Elizabeth M. Bonsignore, Virginia Byrne, Tamara L. Clegg, Jon Froehlich
IDC4
2018 Contemporary online course design recommendations to support women's cognitive development
abstract
Originally, online higher education was imagined to be a utopia for women because gender would be less salient when learners were not physically co-present and thus gender power issues would be lessened. Unfortunately, gender power is present in online classes, hindering women from experiencing the benefits of an equitable learning environment. One approach to eliminating gender power in online classes is to design courses with gender equity in mind. The existing best practices for designing online courses, however, were not developed for the specific purpose of upending gender power. In this poster, I synthesize the best practices for online course design and pose recommendations informed by feminist pedagogy. As more faculty are encouraged to teach online, an updated set of design recommendations that best supports women online learners is valuable both for practitioners and researchers.
Virginia Byrne
L@S1
2018 Prototyping and Simulating Complex Systems with Paper Craft and Augmented Reality: An Initial Investigation
abstract
We present early work developing an Augmented Reality (AR) system that allows young children to design and experiment with complex systems (e.g., bicycle gears, human circulatory system). Our novel approach combines low-fidelity prototyping to help children represent creative ideas, AR visualization to scaffold iterative design, and virtual simulation to support personalized experiments. To evaluate our approach, we conducted an exploratory study with eight children (ages 8-11) using an initial prototype. Our findings demonstrate the viability of our approach, uncover usability challenges, and suggest opportunities for future work. We also distill additional design implications from a follow-up participatory design session with children.
Seokbin Kang, Leyla Norooz, Virginia Byrne, Tamara L. Clegg, Jon Froehlich
TEI3
2017 Live Physiological Sensing and Visualization Ecosystems: An Activity Theory Analysis
abstract
Wearable sensing poses new opportunities to enhance personal connections to learning and authentic scientific inquiry experiences. In our work, we leverage the body and physical action as an engaging platform for learning through live physiological sensing and visualization (LPSV). Prior research suggests the potential of this approach, but was limited to single-session evaluations in informal environments. In this paper, we examine LPSV tools in a classroom environment during a four-day deployment. To highlight the complex interconnections between space, teachers, curriculum, and tool use, we analyze our data through the lens of Activity Theory. Our findings show the importance of integrating model-based representations for supporting exploration and analytic representations for scaffolding scientific inquiry. Activity Theory highlights leveraging life-relevant connections available within a physical space and considering policies and norms related to learners' physical bodies.
Tamara L. Clegg, Leyla Norooz, Seokbin Kang, Virginia Byrne, Monica Katzen, Rafael Valez, Angelisa C. Plane, Vanessa Oguamanam, Thomas Outing, Jason C. Yip 0001, Elizabeth M. Bonsignore, Jon Froehlich
CHI4