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Seyedeh Maryam FakhrHosseini

dblp:159/7539 · also Maryam FakhrHosseini · DBLP profile ↗
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6ranked-venue papers
3as first author
1since 2021 · last 2023
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 6 · 3 first-author · 1 since 2021Artificial intelligence and machine learning · 4 · 2 first-authorApplied, interdisciplinary, general and emerging computing · 2 · 2 first-author

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
Human-robot interaction · 68% Learning and educational technologies · 32%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Computing education · 100%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Human-robot interaction
child-robot interaction
0.412019
Promoting STEAM Education with Child-Robot Musical Theater · HRI 2019
Human-robot interaction
social robot
0.412019
Promoting STEAM Education with Child-Robot Musical Theater · HRI 2019
Learning and educational technologies
STEAM education
0.422019
Making Live Theatre with Multiple Robots as Actors: Bringing Robots to Rural Schools to Promote STEAM Education for Underserved Students · HRI 2016
Promoting STEAM Education with Child-Robot Musical Theater · HRI 2019

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

case study · 0.5afterschool program · 0.5
YearPublicationVenuePosition
2023 HCI for Future Mobility
abstract
Accepted version
Seul Chan Lee, Myounghoon Jeon 0001, Kristina Stojmenova Pececnik, Seyedeh Maryam FakhrHosseini, Yong Gu Ji
Int. J. Hum. Comput. Interact.4
2019 Promoting STEAM Education with Child-Robot Musical Theater
abstract
In an eight-week STEAM education program for elementary school children, kids worked on musical theater projects with a variety of robots. The program included 4 modules about acting, dancing, music & sounds, and drawing. Twenty-five children grades K-5 participated in this program. Children were excited by the program and they demonstrated collaboration and peer-to-peer interactive learning. In the future, we plan to add more robust interaction and more science and engineering experiences to the program. This program is expected to promote STEM education in the informal learning environment by combining it with arts and design.
Jaclyn A. Barnes, Seyedeh Maryam FakhrHosseini, Eric Vasey, Joseph D. Ryan, Chung Hyuk Park, Myounghoon Jeon 0001
HRI2
2017 Love at first sight: Mere exposure to robot appearance leaves impressions similar to interactions with physical robots
abstract
As the technology needed to make robots robust and affordable draws ever nearer, human-robot interaction (HRI) research to make robots more useful and accessible to the general population becomes more crucial. In this study, 59 college students filled out an online survey soliciting their judgments regarding seven social robots based solely on appearance. Results suggest that participants prefer robots that resemble animals or humans over those that are intended to represent an imaginary creature or do not resemble a creature at all. Results are discussed based on social robot application and design features.
Seyedeh Maryam FakhrHosseini, Samantha Hilliger, Jaclyn A. Barnes, Myounghoon Jeon 0001, Chung Hyuk Park, Ayanna M. Howard
RO-MAN1
2017 Both "look and feel" matter: Essential factors for robotic companionship
abstract
Physical embodiment of robots provides users with a social environment. To design social robots further to be accepted as our companions, we need to understand the essential factors and implement them and so, users get to bring them to their personal environments. To this aim, we focused on two important factors in robotic companionship: robot appearance (look) and emotional expression (feel). Twenty-one participants played an online game with the help from two humanoid robots, Nao (more human-like looking) and Darwin (less human-like looking). Participants interacted with each robot either with emotional words or without emotional words. Results show that only when the robot both looks more human-like and speaks with emotional expression, participants perceive it as their companion. Implications are discussed with future works.
Seyedeh Maryam FakhrHosseini, Dylan Lettinga, Eric Vasey, Zhi Zheng 0002, Myounghoon Jeon 0001, Chung Hyuk Park, Ayanna M. Howard
RO-MAN1
2016 Making Live Theatre with Multiple Robots as Actors: Bringing Robots to Rural Schools to Promote STEAM Education for Underserved Students
abstract
We have tried to promote STEM (Science, Technology, Engineering, and Math) education for underserved students using interactive robots. As an advanced attempt to integrate art and design into STEM education (i.e., STEAM), in the present paper we introduce our afterschool program in which elementary students create live theatre using multiple robots as actors. We hope to receive feedback and comments on our afterschool curriculum and case study, and thus, we can run better sessions at schools and make a standardized protocol regarding this robot actors approach.
Myounghoon Jeon 0001, Seyedeh Maryam FakhrHosseini, Jaclyn A. Barnes, Zackery Duford, Ruimin Zhang, Joseph D. Ryan, Eric Vasey
HRI2
2014 If You're Angry, Turn the Music on: Music Can Mitigate Anger Effects on Driving Performance
abstract
Research has focused on music's negative effects on a driver's attention, whereas little research has addressed the possibility of using music to reduce emotional effects on driving. In the present study, we investigate how music can mitigate the degenerated driving performance associated with angry driving. To this end, fifty-three drivers participated in a simulated driving study either with or without induced anger. Three groups of participants with induced anger drove in a simulator while listening to happy or sad instrumental pieces, or without music. In the control group, anger was not induced and they did not listen to music during driving. The results show that participants who listened to either happy or sad music had significantly fewer driving errors than those who did not listen to music. However, no significant differences were found between happy and sad music conditions. Results are discussed with an affect regulation model and future research.
Seyedeh Maryam FakhrHosseini, Steven Landry, Yin-Yin Tan 0001, Saru Bhattarai, Myounghoon Jeon 0001
AutomotiveUI1