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Christy Ballweber

dblp:142/3534 · DBLP profile ↗
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6ranked-venue papers
0as first author
0since 2021 · last 2016
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 5Graphics, computer vision, multimedia, augmented reality and games · 2Artificial intelligence and machine learning · 1Systems, architecture and hardware · 1Applied, 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
3 papers
Learning and educational technologies · 68% Interaction techniques and input · 21% Wearable and physiological sensing · 6%

Topics — the 4 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Learning and educational technologies
educational games
0.422015
Large-Scale Educational Campaigns · ACM Trans. Comput. Hum. Interact. 2015
Brain points: a growth mindset incentive structure boosts persistence in an educational game · CHI 2014
Interaction techniques and input › input sensing › tracking › hand tracking
hand pose estimation
0.212016
Proactive Sensing for Improving Hand Pose Estimation · CHI 2016
Wearable and physiological sensing
camera-based sensing
0.112016
Proactive Sensing for Improving Hand Pose Estimation · CHI 2016
Games and playful interaction › player experience
player motivation
0.112014
Brain points: a growth mindset incentive structure boosts persistence in an educational game · CHI 2014

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

online model update · 0.2incentive schemes · 0.2case study · 0.2large-scale user study · 0.2
YearPublicationVenuePosition
2016 Proactive Sensing for Improving Hand Pose Estimation
abstract
We propose a novel sensing technique called proactive sensing. Proactive sensing continually repositions a camera-based sensor as a way to improve hand pose estimation. Our core contribution is a scheme that effectively learns how to move the sensor to improve pose estimation confidence while requiring no ground truth hand poses. We demonstrate this concept using a low-cost rapid swing arm system built around the state-of-the-art commercial sensing system Leap Motion. The results from our user study show that proactive sensing helps estimate users' hand poses with higher confidence compared to both static and random sensing. We further present an online model update to improve performance for each user.
Dun-Yu Hsiao, Min Sun 0001, Christy Ballweber, Seth Cooper, Zoran Popovic
CHI3
2015 Large-Scale Educational Campaigns
abstract
Educational technology requires a delivery mechanism to scale. One method that has not yet seen widespread use is the educational campaign: large-scale, short-term events focused on a specific educational topic, such as the Hour of Code campaign. These are designed to generate media coverage and lend themselves nicely to collaborative or competitive goals, thus potentially leveraging social effects and community excitement to increase engagement and reach students who otherwise would not participate. In this article, we present a case study of three such campaigns that we ran to encourage students to play an algebra game—DragonBox Adaptive: the Washington, Norway, and Minnesota Algebra Challenges. We provide several design recommendations for future campaigns based on our experience, including the effects of different incentive schemes, the insertion of “tests” to fast-forward students to levels of appropriate difficulty, and the strengths and weaknesses of campaigns as a method of collecting experimental data.
Yun-En Liu, Christy Ballweber, Eleanor O'Rourke, Eric Butler, Phonraphee Thummaphan, Zoran Popovic
ACM Trans. Comput. Hum. Interact.2
2014 Brain points: a growth mindset incentive structure boosts persistence in an educational game
abstract
There is great interest in leveraging video games to improve student engagement and motivation. However, educational games are not uniformly effective, and little is known about how in-game rewards affect children's learning-related behavior. In this work, we argue that educational games can be improved by fundamentally changing their incentive structures to promote the growth mindset, or the belief that intelligence is malleable. We present "brain points," a system that encourages the development of growth mindset behaviors by directly incentivizing effort, use of strategy, and incremental progress. Through a study of 15,000 children, we show that the "brain points" system encourages more low-performing students to persist in the educational game Refraction when compared to a control, and increases overall time played, strategy use, and perseverance after challenge. We believe that this growth mindset incentive structure has great potential in many educational environments.
Eleanor O'Rourke, Kyla Haimovitz, Christy Ballweber, Carol S. Dweck, Zoran Popovic
CHI3
2014 User behavior transformation through dynamic input mappings
Dun-Yu Hsiao, Seth Cooper, Christy Ballweber, Zoran Popovic
FDG3
2014 Hint systems may negatively impact performance in educational games
abstract
Video games are increasingly recognized as a compelling platform for instruction that could be leveraged to teach students at scale. Hint systems that provide personalized feedback to students in real time are a central component of many effective interactive learning environments, however little is known about how hints impact player behavior and motivation in educational games. In this work, we study the effectiveness of hints by comparing four designs based on successful hint systems in intelligent tutoring systems and commercial games. We present results from a study of 50,000 students showing that all four hint systems negatively impacted performance compared to a baseline condition with no hints. These results suggest that traditional hint systems may not translate well into the educational game environment, highlighting the importance of studying student behavior to understand the impact of new interactive learning technologies.
Eleanor O'Rourke, Christy Ballweber, Zoran Popovic
L@S2
2013 The effects of age on player behavior in educational games
Eleanor O'Rourke, Eric Butler, Yun-En Liu, Christy Ballweber, Zoran Popovic
FDG4