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Patrick Jermann

dblp:13/1541 · DBLP profile ↗
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19ranked-venue papers
2as first author
1since 2021 · last 2026
0000-0001-9199-2831ORCID · verified

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

Human-computer interaction and ubiquitous computing · 17 · 2 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 13 · 2 first-author · 1 since 2021Artificial intelligence and machine learning · 1Graphics, computer vision, multimedia, augmented reality and games · 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
2 papers
Collaborative and social computing · 91% Interaction techniques and input · 9%

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

TopicWeightPapersLastEvidence papers
Collaborative and social computing › knowledge management
knowledge sharing
0.212013
Complementarity of input devices to achieve knowledge sharing in meetings · CSCW 2013
Collaborative and social computing
computer-supported cooperative work
0.112012
Effects of sharing text selections on gaze cross-recurrence and interaction quality in a pair programming task · CSCW 2012
Collaborative and social computing › computer-supported cooperative work › developer collaboration
pair programming
0.112012
Effects of sharing text selections on gaze cross-recurrence and interaction quality in a pair programming task · CSCW 2012
Interaction techniques and input
input device
0.012013
Complementarity of input devices to achieve knowledge sharing in meetings · CSCW 2013
Collaborative and social computing › computer-supported cooperative work
shared understanding
0.012012
Effects of sharing text selections on gaze cross-recurrence and interaction quality in a pair programming task · CSCW 2012

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

exploratory study · 0.2dual eye-tracking · 0.1cross-recurrence analysis · 0.1
YearPublicationVenuePosition
2026 Reflective Dialogue or Prompt Refinement? Effects of Tutor Scaffolding on Students' Independent LLM Use for Programming
Jérôme Brender, Laila El Hamamsy, Kim Uittenhove, Aitor Perez, Patrick Jermann, Francesco Mondada, Engin Bumbacher
AIED5
2018 Gaze as a Proxy for Cognition and Communication
abstract
We investigate the potential of gaze as a predictor for the quality of dialogue and the level of understanding in collaborative problem-solving. We unveil a triangular relation among collaborators' dialogue, their gaze pattern, and their performance in the context of a pair programming task. Pairs of participants were asked to understand a JAVA program while their gaze was synchronously recorded. The performance was measured as the level of understanding attained by the pair at the end of the program comprehension task. Gaze patterns were analyzed based on probabilistic hit based areas of interest called gaze tokens. A novel dialogue coding scheme was developed to capture the program description as well as collaboration management aspect of pair program understanding. Both the areas of interest and the dialogue codes reflect top-down and bottom-up program comprehension strategies. Results show that it is possible to relate gaze to the level of abstraction in dialogue and to the level of understanding.
Patrick Jermann, Kshitij Sharma
ICALT1
2017 An Empirical Study Comparing Two Automatic Graders for Programming. MOOCs Context
Anis Bey, Patrick Jermann, Pierre Dillenbourg
EC-TEL2
2017 Looking THROUGH versus Looking AT: A Strong Concept in Technology Enhanced Learning
Kshitij Sharma, Hamed S. Alavi, Patrick Jermann, Pierre Dillenbourg
EC-TEL3
2016 A gaze-based learning analytics model: in-video visual feedback to improve learner's attention in MOOCs
abstract
In the context of MOOCs, "With-me-ness" refers to the extent to which the learner succeeds in following the teacher, specifically in terms of looking at the area in the video that the teacher is explaining. In our previous works, we employed eye-tracking methods to quantify learners' With-me-ness and showed that it is positively correlated with their learning gains. In this contribution, we describe a tool that is designed to improve With-me-ness by providing a visual-aid superimposed on the video. The position of the visual-aid is suggested by the teachers' dialogue and deixis, and it is displayed when the learner's With-me-ness is under the average value, which is computed from the other students' gaze behavior. We report on a user-study that examines the effectiveness of the proposed tool. The results show that it significantly improves the learning gain and it significantly increases the extent to which the students follow the teacher. Finally, we demonstrate how With-me-ness can create a complete theoretical framework for conducting gaze-based learning analytics in the context of MOOCs.
Kshitij Sharma, Hamed S. Alavi, Patrick Jermann, Pierre Dillenbourg
LAK3
2015 MOOC Video Interaction Patterns: What Do They Tell Us?
Nan Li 0030, Lukasz Kidzinski, Patrick Jermann, Pierre Dillenbourg
EC-TEL3
2015 Displaying Teacher's Gaze in a MOOC: Effects on Students' Video Navigation Patterns
abstract
We present an eye-tracking study where we augment a Massive Open Online Course (MOOC) video with the gaze information of the teacher. We tracked the gaze of a teacher while he was recording the content for a MOOC lecture. Our working hypothesis is that displaying the gaze of the teacher will act as cues in crucial moments of dyadic conversation, the teacher-student dyad, such as reference disambiguation. We collected data about students’ video interaction behaviour within a MOOC. The results show that the showing the teacher’s gaze made the content easier to follow for the students even when complex visual stimulus present in the video lecture.
Kshitij Sharma, Patrick Jermann, Pierre Dillenbourg
EC-TEL2
2015 Identifying Styles and Paths toward Success in MOOCs
Kshitij Sharma, Patrick Jermann, Pierre Dillenbourg
EDM2
2013 Complementarity of input devices to achieve knowledge sharing in meetings
abstract
In co-located meetings, participants create and share content to establish a common understanding. In this paper, we present a collaborative environment that enables group members to create and share content simultaneously by providing them with different kinds of individual input devices and a shared workspace. We also report on an exploratory study to investigate the influence of the input device used on the shared knowledge produced by the group. The results suggest that driven by the affordances, various input devices complement each other. We thus recommend groups to be equipped with multitude of them to support diverse meeting task demands. Additionally, we observed that groupware usage differs across various phases of the problem-solving activity. This provides implications for the design of collaborative environments to assist each of the respective phases of the task, in order to extend their usefulness for the group.
Himanshu Verma 0001, Flaviu Roman, Silvia Magrelli, Patrick Jermann, Pierre Dillenbourg
CSCW4
2012 Effects of sharing text selections on gaze cross-recurrence and interaction quality in a pair programming task
abstract
We present a dual eye-tracking study that demonstrates the effect of sharing selection among collaborators in a remote pair-programming scenario. Forty pairs of engineering students completed several program understanding tasks while their gaze was synchronously recorded. The coupling of the programmers' focus of attention was measured by a cross-recurrence analysis of gaze that captures how much programmers look at the same sequence of spots within a short time span. A high level of gaze cross-recurrence is typical for pairs who actively engage in grounding efforts to build and maintain shared understanding. As part of their grounding efforts, programmers may use text selection to perform collaborative references. Broadcast selections serve as indexing sites for the selector as they attract non-selector's gaze shortly after they become visible. Gaze cross-recurrence is highest when selectors accompany their selections with speech to produce a multimodal reference.
Marc-Antoine Nüssli, Patrick Jermann
CSCW2
2012 TinkerLamp 2.0: Designing and Evaluating Orchestration Technologies for the Classroom
Son Do-Lenh, Patrick Jermann, Amanda Legge, Guillaume Zufferey, Pierre Dillenbourg
EC-TEL2
2012 Group dynamics findings from coordination in problem solving and decision making meetings
abstract
We present the results of group dynamics and their effect on success in problem solving/decision making meetings. We use a novel multiple input environment for collaboration and data collection, and a hidden profile task given to groups, whose goals are to find the correct solution. We observe that groups elect 0, 1 or 2 leaders, and the best results are obtained by the groups with a single leader. Prior acquaintance (familiarity), does not show any effect on the success or on the group strategies. Groups with a single leader tend to be more successful, and leaders expressed their authority verbally rather than by through the collaborative system.
Flaviu Roman, Himanshu Verma 0001, Patrick Jermann, Pierre Dillenbourg
GROUP3
2012 Design and evaluation of a graphical iPad application for arranging adaptive furniture
abstract
We present the design and evaluation of an iPad application that will be used to operate the modular robots “Roombots”. Roombots are the building blocks for adaptive pieces of furniture. The application allows a user to arrange adaptive furniture within a room. We conducted a user study with 24 participants to evaluate our approach and to freely explore people's interaction. Data suggests that the ability to move with the tablet leads to a better precision of the furniture arrangement. No significant difference has been observed between using the application through a virtual representation of the room in contrast to an augmented reality environment, even if participants mentioned in a post-study questionnaire their preference for the augmented condition. Users described the interface as intuitive and easy to use.
Stéphane Bonardi, Jeremy Blatter, Julia Fink, Rico Moeckel, Patrick Jermann, Pierre Dillenbourg, Auke Jan Ijspeert
RO-MAN5
2011 Exploring personal aspects using eye-tracking modality in Tetris-playing
abstract
This paper exploits the personal aspects of an individual's eye-movements in dynamic Tetris-playing environments. Effective features representing the players' eye-moving characteristics are extracted, and they are shown to be different across difference players. Delta features are also calculated to present the dynamic changes of the static features. A series of personal identification experiments are performed by using a hidden Markov models (HMM). Our experimental results show that compared with local information, modeling and tracking the dynamic temporal information (i.e., delta features) is of more importance in distinguishing different players' eye-movement. Given a 10-zoid consecutive playing signals (about 30 seconds) we can achieve an identification rate of 82.1% by combining them both.
Marc-Antoine Nüssli, Patrick Jermann
MMSP3
2010 Task Performance vs. Learning Outcomes: A Study of a Tangible User Interface in the Classroom
Son Do-Lenh, Patrick Jermann, Sébastien Cuendet, Guillaume Zufferey, Pierre Dillenbourg
EC-TEL2
2010 An empirical evaluation of touch and tangible interfaces for tabletop displays
abstract
Tabletop systems have become quite popular in recent years, during which there was considerable enthusiasm for the development of new interfaces. In this paper, we establish a comparison between touch and tangible interfaces. We set up an experiment involving several actions like translation and rotation. We recruited 40 participants to take part in a user study and we present our results with a discussion on the design of touch and tangible interfaces. Our contribution is an empirical study showing that overall, the tangible interface is much faster but under certain conditions, the touch interface could gain the upper hand.
Aurélien Lucchi, Patrick Jermann, Guillaume Zufferey, Pierre Dillenbourg
TEI2
2009 TinkerSheets: using paper forms to control and visualize tangible simulations
abstract
This paper describes TinkerSheets, a paper-based interface to tangible simulations. The proposed interface combines the advantages of form-based input and paper. Form-based input allows to set an arbitrary number of parameters. Using paper as a medium for the interface keeps the interaction modality consistently physical. TinkerSheets are also used as an output screen to display summarized information about the simulation. A user study conducted in an authentic context shows how the characteristics of the interface shape real world usage. We also describe how the affordances of this control and visualization interface support the co-design of interaction with end-users.
Guillaume Zufferey, Patrick Jermann, Aurélien Lucchi, Pierre Dillenbourg
TEI2
2008 Tinkering or Sketching: Apprentices' Use of Tangibles and Drawings to Solve Design Problems
Patrick Jermann, Guillaume Zufferey, Pierre Dillenbourg
EC-TEL1
2004 Workshop on Designing Computational Models of Collaborative Learning Interaction
Amy Soller, Patrick Jermann, Martin Mühlenbrock, Alejandra Martínez-Monés, Angeles Constantino González, Alain Derycke, Pierre Dillenbourg, Bradley A. Goodman, Katrin Gaßner, Elena Gaudioso, Peter Reimann 0001, Marta Costa Rosatelli, Ronald H. Stevens, Julita Vassileva
Intelligent Tutoring Systems2