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Ava Robinson

dblp:310/1588 · DBLP profile ↗
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3ranked-venue papers
0as first author
3since 2021 · last 2024
0000-0003-0337-7535ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 3 · 3 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
2 papers
Immersive interaction · 55% Ubiquitous computing and smart environments · 29% User interface design and tools · 9%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › augmented reality
augmented reality storytelling
0.812024
Jigsaw: Authoring Immersive Storytelling Experiences with Augmented Reality and Internet of Things · CHI 2024
Immersive interaction
augmented reality
0.712023
Supporting Piggybacked Co-Located Leisure Activities via Augmented Reality · CHI 2023
User interface design and tools › end-user development
end-user authoring
0.212024
Jigsaw: Authoring Immersive Storytelling Experiences with Augmented Reality and Internet of Things · CHI 2024
Health and well-being technologies › quality of life
leisure activities
0.212023
Supporting Piggybacked Co-Located Leisure Activities via Augmented Reality · CHI 2023

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

qualitative study · 0.8user study · 0.7design · 0.7deployment · 0.7
YearPublicationVenuePosition
2024 Jigsaw: Authoring Immersive Storytelling Experiences with Augmented Reality and Internet of Things
abstract
Augmented Reality (AR) presents new opportunities for immersive storytelling. However, this immersiveness faces two main hurdles. First, AR’s immersive quality is often confined to visual elements, such as pixels on a screen. Second, crafting immersive narratives is complex and generally beyond the reach of amateurs due to the need for advanced technical skills. We introduce Jigsaw, a system that empowers beginners to both experience and craft immersive stories, blending virtual and physical elements. Jigsaw uniquely combines mobile AR with readily available Internet-of-things (IoT) devices. We conducted a qualitative study with 20 participants to assess Jigsaw’s effectiveness in both consuming and creating immersive narratives. The results were promising: participants not only successfully created their own immersive stories but also found the playback of three such stories deeply engaging. However, sensory overload emerged as a significant challenge in these experiences. We discuss design trade-offs and considerations for future endeavors in immersive storytelling involving AR and IoT.
Lei Zhang 0216, Daekun Kim, Youjean Cho, Ava Robinson, Yu Jiang Tham, Rajan Vaish, Andrés Monroy-Hernández
CHI4
2023 Supporting Piggybacked Co-Located Leisure Activities via Augmented Reality
abstract
Technology, especially the smartphone, is villainized for taking meaning and time away from in-person interactions and secluding people into “digital bubbles”. We believe this is not an intrinsic property of digital gadgets, but evidence of a lack of imagination in technology design. Leveraging augmented reality (AR) toward this end allows us to create experiences for multiple people, their pets, and their environments. In this work, we explore the design of AR technology that “piggybacks” on everyday leisure to foster co-located interactions among close ties (with other people and pets). We designed, developed, and deployed three such AR applications, and evaluated them through a 41-participant and 19-pet user study. We gained key insights about the ability of AR to spur and enrich interaction in new channels, the importance of customization, and the challenges of designing for the physical aspects of AR devices (e.g., holding smartphones). These insights guide design implications for the novel research space of co-located AR.
Samantha Reig, Erica Principe Cruz, Melissa M. Powers, Jennifer He, Timothy Chong, Yu Jiang Tham, Sven Kratz, Ava Robinson, Brian A. Smith 0001, Rajan Vaish, Andrés Monroy-Hernández
CHI8
2022 Project IRL: Playful Co-Located Interactions with Mobile Augmented Reality
abstract
We present Project IRL (In Real Life), a suite of five mobile apps we created to explore novel ways of supporting in-person social interactions with augmented reality. In recent years, the tone of public discourse surrounding digital technology has become increasingly critical, and technology's influence on the way people relate to each other has been blamed for making people feel "alone together," diverting their attention from truly engaging with one another when they interact in person. Motivated by this challenge, we focus on an under-explored design space: playful co-located interactions. We evaluated the apps through a deployment study that involved interviews and participant observations with 101 people. We synthesized the results into a series of design guidelines that focus on four themes: (1) device arrangement (e.g., are people sharing one phone, or does each person have their own?), (2) enablers (e.g., should the activity focus on an object, body part, or pet?), (3) affordances of modifying reality (i.e., features of the technology that enhance its potential to encourage various aspects of social interaction), and (4) co-located play (i.e., using technology to make in-person play engaging and inviting). We conclude by presenting our design guidelines for future work on embodied social AR.
Ella Dagan, Ana Cárdenas Gasca, Ava Robinson, Anwar Noriega, Yu Jiang Tham, Rajan Vaish, Andrés Monroy-Hernández
Proc. ACM Hum. Comput. Interact.3