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Audrey Labrie

dblp:244/6995 · DBLP profile ↗
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3ranked-venue papers
1as first author
1since 2021 · last 2022
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 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
1 paper
Learning and educational technologies · 77% Immersive interaction · 23%

Topics — the 1 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › augmented reality
handheld augmented reality
0.112020
Augmented Reality to Enable Users in Learning Case Grammar from Their Real-World Interactions · CHI 2020

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

user study · 0.4bayesian hypothesis testing · 0.4
YearPublicationVenuePosition
2022 Toward Video-Conferencing Tools for Hands-On Activities in Online Teaching
abstract
Many instructors in computing and HCI disciplines use hands-on activities for teaching and training new skills. Beyond simply teaching hands-on skills like sketching and programming, instructors also use these activities so students can acquire tacit skills. Yet, current video-conferencing technologies may not effectively support hands-on activities in online teaching contexts. To develop an understanding of the inadequacies of current video-conferencing technologies for hands-on activities, we conducted 15 interviews with university-level instructors who had quickly pivoted their use of hands-on activities to an online context during the early part of the COVID-19 pandemic. Based on our analysis, we uncovered four pedagogical goals that instructors have when using hands-on activities online and how instructors were unable to adequately address them due to the technological limitations of current video-conferencing tools. Our work provides empirical data about the challenges that many instructors experienced, and in so doing, the pedagogical goals we identify provide new requirements for video-conferencing systems to better support hands-on activities.
Audrey Labrie, Terrance Mok, Anthony Tang 0001, Michelle Lui, Lora Oehlberg, Lev Poretski
Proc. ACM Hum. Comput. Interact.1
2020 Augmented Reality to Enable Users in Learning Case Grammar from Their Real-World Interactions
abstract
Augmented Reality (AR) provides a unique opportunity to situate learning content in one's environment. In this work, we investigated how AR could be developed to provide an interactive context-based language learning experience. Specifically, we developed a novel handheld-AR app for learning case grammar by dynamically creating quizzes, based on real-life objects in the learner's surroundings. We compared this to the experience of learning with a non-contextual app that presented the same quizzes with static photographic images. Participants found AR suitable for use in their everyday lives and enjoyed the interactive experience of exploring grammatical relationships in their surroundings. Nonetheless, Bayesian tests provide substantial evidence that the interactive and context-embedded AR app did not improve case grammar skills, vocabulary retention, and usability over the experience with equivalent static images. Based on this, we propose how language learning apps could be designed to combine the benefits of contextual AR and traditional approaches.
Fiona Draxler, Audrey Labrie, Albrecht Schmidt 0001, Lewis L. Chuang
CHI2
2019 Filtering non-relevant short answers in peer learning applications
Vincent Gagnon, Audrey Labrie, Sameer Bhatnagar, Michel C. Desmarais
EDM2