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Mike Scanlon

dblp:205/5779 · DBLP profile ↗
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3ranked-venue papers
1as first author
1since 2021 · last 2021
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 3 · 1 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 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
1 paper
Immersive interaction · 100%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 3 heaviest of 3, 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 · 0.7
YearPublicationVenuePosition
2021 "Let's Draw Chocolate Milk Together": Supports and Challenges for Families' Joint Engagement with Artistic Tablet Apps
abstract
Although specific design decisions are known to support Joint Media Engagement (JME; co-play with digital media) it is unclear whether current off-the-shelf tablet experiences are designed with this in mind and whether parents and children are able to engage in JME in practice. As apps that promote artistic creation (i.e., music, drawings) fulfill many extant design recommendations for JME, we observed joint play with two artistic creation apps in a culturally and socioeconomically diverse sample of 20 United States child-mother dyads. Using interaction analysis, we found that in these ”ideal” circumstances, families used varying styles of co-engagement, with Co-Creation and Parent Coaching standing out as collaborative arrangements toward which designers and families can strive. However, there were still challenges, with parents often assuming spectator roles despite their apparent intentions. We highlight key challenges to JME plus design supports and parent strategies to help families jointly engage and create with media.
Samantha W. Bindman, Kiley Sobel, Sara M. Behbakht, Riddhi A. Divanji, Ella Shahn, Mike Scanlon
IDC6
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
CHI3
2017 The first door: gender, authority and choice in The Stanley Parable
abstract
While many videogames deploy a narrator as a companion or a foil for the player, the effect of narrator gender on players and player experience is understudied. The current study created a female-narrated version of the male-narrated casual game The Stanley Parable (TSP), and investigated player perceptions and behavioural responses to male versus female narrators. Participants (N=66) played TSP to reach a single ending and completed survey responses reflecting on their game experience. There were significant interactions between narrator and player gender, such that players tended to obey same-gendered narrators and to disobey opposite-gendered narrators at the first decision point in the game, controlling for prior familiarity with the game. There was a disparity between players' survey responses and their in-game decisions. Implications for the study of player experience are outlined.
Mike Scanlon, Tom Swanson, Paul Darvasi, Jen Jenson
FDG1