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Yu-Ling Betty Chang

dblp:06/10896 · DBLP profile ↗
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2ranked-venue papers
0as first author
0since 2021 · last 2013
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 2

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.

Computer graphics and multimedia
1 paper
Visualization and visual analytics · 100%
Human-computer interaction and pervasive computing
2 papers
Games and playful interaction · 79% User interface design and tools · 21%

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

TopicWeightPapersLastEvidence papers
Visualization and visual analytics
information visualization
0.212013
Canyon: providing location awareness of multiple moving objects in a detail view on large displays · CHI 2013
Visualization and visual analytics › focus+context visualization
overview+detail interface
0.212013
Canyon: providing location awareness of multiple moving objects in a detail view on large displays · CHI 2013
Games and playful interaction › social play
co-located social play
0.112012
Communication channels and awareness cues in collocated collaborative time-critical gaming · CSCW 2012
User interface design and tools › display technology
large displays
0.012013
Canyon: providing location awareness of multiple moving objects in a detail view on large displays · CHI 2013
Games and playful interaction › multiplayer games
collaborative gameplay
0.012012
Communication channels and awareness cues in collocated collaborative time-critical gaming · CSCW 2012

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

comparison study · 0.3observational study · 0.1
YearPublicationVenuePosition
2013 Canyon: providing location awareness of multiple moving objects in a detail view on large displays
abstract
Overview+Detail interfaces can be used to examine the details of complex data while retaining the data's overall context. Dynamic data introduce challenges for these interfaces, however, as moving objects may exit the detail view, as well as a person's field of view if they are working at a large interactive surface. To address this "off-view" problem, we propose a new information visualization technique, called Canyon. This technique attaches a small view of an off-view object, including some surrounding context, to the external boundary of the detail view. The area between the detail view and the region containing the off-view object is virtually "folded" to conserve space. A comparison study was conducted contrasting the benefits and limitations of Canyon to an established technique, called Wedge. Canyon was more accurate across a number of tasks, especially more complex tasks, and was comparably efficient.
Alexandra Ion, Yu-Ling Betty Chang, Michael Haller, Mark S. Hancock, Stacey D. Scott
CHI2
2012 Communication channels and awareness cues in collocated collaborative time-critical gaming
abstract
During collaborative gameplay players make use of various methods to become aware of the overall game status, develop strategies, and convey information to other players. Efficient and effective use of these methods is essential, especially during fast-paced time-critical collaborative games such as first-person shooters. This paper presents an observational study aimed to understand the communication channels and awareness cues used by players during gameplay to collaboratively achieve the game objectives. The study revealed that players utilize a variety of unconventional communication channels and awareness cues in both the physical and virtual environments to compensate for the inability to use commonly available collaborative human interaction mechanisms, such as eye gaze and gesturing, during gameplay. Players tended to use only auditory cues from their partner in the physical environment, while relying heavily on interacting with their partner through the virtual environment, using a variety of central and peripheral cues to maintain awareness during gameplay. Implications of these findings are discussed and recommendations for improving the quality of gameplay are provided.
Victor Cheung, Yu-Ling Betty Chang, Stacey D. Scott
CSCW2