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Susan C. Herring

dblp:h/SCHerring · also Susan Herring · DBLP profile ↗
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5ranked-venue papers
0as first author
2since 2021 · last 2024
0000-0001-7861-5206ORCID · verified

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

Human-computer interaction and ubiquitous computing · 4 · 2 since 2021Databases, data management, data science and information retrieval · 1

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
3 papers
Collaborative and social computing · 35% Immersive interaction · 35% Games and playful interaction · 20%

Topics — the 6 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
telepresence
0.512021
Psychological distance in mobile telepresence · Int. J. Hum. Comput. Stud. 2021
Collaborative and social computing
multi-user virtual environments
0.212015
Simulating Marriage: Gender Roles and Emerging Intimacy in an Online Game · CSCW 2015
Collaborative and social computing › interpersonal relationships
online dating
0.212015
Enhancing Evaluation of Potential Dates Online Through Paired Collaborative Activities · CSCW 2015
Games and playful interaction › digital gaming
online games
0.212015
Simulating Marriage: Gender Roles and Emerging Intimacy in an Online Game · CSCW 2015
Games and playful interaction
multiplayer online games
0.112015
Enhancing Evaluation of Potential Dates Online Through Paired Collaborative Activities · CSCW 2015
Collaborative and social computing › computer-mediated communication
online identity
0.112015
Simulating Marriage: Gender Roles and Emerging Intimacy in an Online Game · CSCW 2015

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

qualitative analysis · 0.2interview study · 0.2empirical study · 0.2design concepts · 0.2
YearPublicationVenuePosition
2024 Conversational Fluency and Attitudes Towards Robot Pilots in Telepresence Robot-Mediated Interactions
abstract
Abstract In a controlled lab experiment, we compared how in-person and robot-mediated communicative settings affected attitudes towards communicators and discourse phenomena related to conversational negotiation. We used a mock interview within-participants experiment design where each participant (mock interviewee) experienced both types of communication with the same experimenter (mock interviewer). Despite communicating with the same person, participants found the in-person interviewer to be more likable, more capable, more intelligent, more polite, more in control, and less awkward than the same person using a telepresence robot. Behaviorally, we did not detect differences in participants’ productions of discourse phenomena (likes, you knows, ums, uhs), laughter, or gaze. We also tested the role of communicative expectations on attitudes towards communications. We primed participants to expect that they would be talking to a person via telepresence, a “disabled” robot-person combination using telepresence, or a person in person (between-participants). We did not find differences arising from people’s expectations of the communication.
Jean E. Fox Tree, Susan C. Herring, Allison Nguyen, Steve Whittaker 0001, Rob Martin, Leila Takayama
Comput. Support. Cooperative Work.2
2021 Psychological distance in mobile telepresence
Jean E. Fox Tree, Steve Whittaker 0001, Susan C. Herring, Yasmin Chowdhury, Allison Nguyen, Leila Takayama
Int. J. Hum. Comput. Stud.3
2015 Simulating Marriage: Gender Roles and Emerging Intimacy in an Online Game
abstract
Virtual marriage is a complex social activity in virtual worlds, yet it has received relatively little research attention. What happens when an important relationship such as marriage is transformed into gameplay? In this paper we present an empirical study of how players perceive, experience, and interpret their in-game marriages, especially with regard to representations of gender and sexuality, in an online game (Audition) where a ludological simulation of marriage is centrally embedded in gameplay. Findings reveal that marriage-as-ludic-rule-system and marriage-as-significant-sociocultural-institution provide a double set of gameplay/social/psychosexual resources that players collaboratively learn and perform, and that this negotiation is a source of pleasure, frustration, and meaning in the game. These findings can contribute to understanding the specificity and heterogeneity of players' gender representation in virtual worlds and inform the design of mixed reality games that simulate important life events for learning.
Guo Freeman, Jeffrey Bardzell, Shaowen Bardzell, Susan C. Herring
CSCW4
2015 Enhancing Evaluation of Potential Dates Online Through Paired Collaborative Activities
abstract
Online dating systems are the most common way people meet their marriage partners online. Nevertheless, online daters struggle to evaluate personality traits of potential partners using profile pages and private messaging in these systems. Meanwhile, Multiplayer Online Games (MOGs) have emerged as a popular way young people find romantic partners for relationships in the physical world. We conducted two interview studies -- one concerning evaluation behavior in online dating systems (n=41) and the other concerning collaborative activities in MOGs (n=35). Insights from these studies reveal the weaknesses in evaluation tools native to online dating and suggest that collaborative activities could potentially address evaluation challenges in online dating. The paper concludes with a discussion of a series of design concepts for online dating in order to improve users' abilities to evaluate their potential romantic partners for in-person meetings.
Douglas Zytko, Guo Freeman, Sukeshini A. Grandhi, Susan C. Herring, Quentin Jones
CSCW4
2011 Cultural bias in Wikipedia content on famous persons
abstract
Abstract Wikipedia advocates a strict “neutral point of view” (NPOV) policy. However, although originally a U.S‐based, English‐language phenomenon, the online, user‐created encyclopedia now has versions in many languages. This study examines the extent to which content and perspectives vary across cultures by comparing articles about famous persons in the Polish and English editions of Wikipedia. The results of quantitative and qualitative content analyses reveal systematic differences related to the different cultures, histories, and values of Poland and the United States; at the same time, a U.S./English‐language advantage is evident throughout. In conclusion, the implications of these findings for the quality and objectivity of Wikipedia as a global repository of knowledge are discussed, and recommendations are advanced for Wikipedia end users and content developers.
Ewa Callahan, Susan C. Herring
J. Assoc. Inf. Sci. Technol.2