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Rose M. G. Johnson

dblp:83/7983 · DBLP profile ↗
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4ranked-venue papers
2as 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 · 3 · 2 first-authorArtificial intelligence and machine learning · 1 · 1 since 2021

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
Wearable and physiological sensing · 45% Design research and methods · 26% Haptics and multimodal interaction · 17%

Topics — the 6 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Wearable and physiological sensing
body sensing
0.212013
Embracing calibration in body sensing: using self-tweaking to enhance ownership and performance · UbiComp 2013
Wearable and physiological sensing
sensor calibration
0.212013
Embracing calibration in body sensing: using self-tweaking to enhance ownership and performance · UbiComp 2013
Design research and methods
in-the-wild study
0.112012
Being in the thick of in-the-wild studies: the challenges and insights of researcher participation · CHI 2012
Haptics and multimodal interaction › haptic feedback
vibrotactile feedback
0.112011
Buzzing to play: lessons learned from an in the wild study of real-time vibrotactile feedback · CHI 2011
Design research and methods
field study
0.012012
Being in the thick of in-the-wild studies: the challenges and insights of researcher participation · CHI 2012
Learning and educational technologies › music education
music learning
0.012011
Buzzing to play: lessons learned from an in the wild study of real-time vibrotactile feedback · CHI 2011

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

reflective analysis · 0.1prototype evaluation · 0.1in-the-wild study · 0.1focus groups · 0.1
YearPublicationVenuePosition
2022 Automatic Detection of Reflective Thinking in Mathematical Problem Solving Based on Unconstrained Bodily Exploration
abstract
For technology (like serious games) that aims to deliver interactive learning, it is important to address relevant mental experiences such as reflective thinking during problem solving. To facilitate research in this direction, we present the weDraw-1 Movement Dataset of body movement sensor data and reflective thinking labels for 26 children solving mathematical problems in unconstrained settings where the body (full or parts) was required to explore these problems. Further, we provide qualitative analysis of behaviours that observers used in identifying reflective thinking moments in these sessions. The body movement cues from our compilation informed features that led to average F1 score of 0.73 for binary classification of problem-solving episodes by reflective thinking based on Long Short-Term Memory neural networks. We further obtained 0.79 average F1 score for end-to-end classification, i.e., based on raw sensor data. Finally, the algorithms resulted in 0.64 average F1 score for subsegments of these episodes as short as 4 seconds. Overall, our results show the possibility of detecting reflective thinking moments from body movement behaviours of a child exploring mathematical concepts bodily, such as within serious game play.
Temitayo A. Olugbade, Joseph W. Newbold, Rose M. G. Johnson, Erica Volta, Paolo Alborno, Radoslaw Niewiadomski, Max Dillon, Gualtiero Volpe, Nadia Bianchi-Berthouze
IEEE Trans. Affect. Comput.3
2013 Embracing calibration in body sensing: using self-tweaking to enhance ownership and performance
abstract
Calibration is a necessary step in many sensor-based ubicomp applications to prepare a system for operation. Particularly when dealing with sensors for movement-based interaction calibration is required to individualize the system to the person's body. However, calibration is often viewed as a tedious necessity of a purely technical nature. In this paper we argue that calibration can be used as a valuable and informative step for users molding a technology for their own use. We explain this through two case studies that use body sensing technologies to teach physical skills. Our studies show that calibration can be used by teachers and pupils to set goals. We argue that demystifying calibration and designing to expose the intentions of the technology and its functioning can be beneficial for users, allowing them to shape technology to be in tune with their bodies rather than changing their body to fit the technology.
Rose M. G. Johnson, Nadia Bianchi-Berthouze, Yvonne Rogers, Janet van der Linden
UbiComp1
2012 Being in the thick of in-the-wild studies: the challenges and insights of researcher participation
abstract
We describe the insights and challenges offered by researcher participation in in-the-wild studies through the comparison of two prototype evaluations with varying levels of researcher participation. By reflecting on these studies we expose different facets of the researcher's role when interacting with participants in in-the-wild studies. We also demonstrate the value of researcher participation in contributing to the way a researcher understands participant responses: aiding rapport, promoting empathy and stimulating the researcher to reflect on their own assumptions.
Rose M. G. Johnson, Yvonne Rogers, Janet van der Linden, Nadia Bianchi-Berthouze
CHI1
2011 Buzzing to play: lessons learned from an in the wild study of real-time vibrotactile feedback
abstract
Vibrotactile feedback offers much potential for facilitating and accelerating how people learn sensory-motor skills that typically take hundreds of hours to learn, such as learning to play a musical instrument, skiing or swimming. However, there is little evidence of this benefit materializing outside of research lab settings. We describe the findings of an in-the-wild study that explored how to integrate vibrotactile feedback into a real-world teaching setting. The focus of the study was on exploring how children of different ages, learning to play the violin, can use real-time vibrotactile feedback. Many of the findings were unexpected, showing how students and their teachers appropriated the technology in creative ways. We present some 'lessons learned' that are also applicable to other training settings, emphasizing the need to understand how vibrotactile feedback can switch between being foregrounded and backgrounded depending on the demands of the task, the teacher's role in making it work and when feedback is most relevant and useful. Finally, we discuss how vibrotactile feedback can provide a new language for talking about the skill being learned that may also play an instrumental role in enhancing learning.
Janet van der Linden, Rose M. G. Johnson, Jon Bird, Yvonne Rogers, Erwin Schoonderwaldt
CHI2