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Anuj Tewari

dblp:37/5732 · DBLP profile ↗
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10ranked-venue papers
4as first author
0since 2021 · last 2014
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 8 · 3 first-authorArtificial intelligence and machine learning · 2 · 2 first-authorApplied, interdisciplinary, general and emerging computing · 2 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 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
4 papers
Learning and educational technologies · 85% Ubiquitous computing and smart environments · 12% Games and playful interaction · 3%
Artificial intelligence
1 paper
Question answering and dialogue systems · 100%

Topics — the 5 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Learning and educational technologies › language learning
early literacy
0.212014
What did spot hide?: a question-answering game for preschool children · CHI 2014
Learning and educational technologies › computer-assisted instruction
mobile learning
0.222012
An exploratory study of unsupervised mobile learning in rural India · CHI 2010
Improving literacy in developing countries using speech recognition-supported games on mobile devices · CHI 2012
Learning and educational technologies
literacy learning
0.112012
Improving literacy in developing countries using speech recognition-supported games on mobile devices · CHI 2012
Learning and educational technologies
language learning
0.112007
Localized iterative design for language learning in underdeveloped regions: the PACE framework · CHI 2007
Ubiquitous computing and smart environments
developing world
0.012012
Improving literacy in developing countries using speech recognition-supported games on mobile devices · CHI 2012

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

feasibility study · 0.4dialogue system evaluation · 0.4usability test · 0.1experiment · 0.1participant observation · 0.1longitudinal field study · 0.1design framework · 0.1
YearPublicationVenuePosition
2014 What did spot hide?: a question-answering game for preschool children
abstract
Early literacy is critical to child development, and determines a child's later educational and life opportunities. Moreover, preschool children are incessantly inquisitive, and will readily engage in question answering and asking activities if given the opportunity. We argue here that question asking/answering technologies can play a major role in early literacy. We describe the design and evaluation of a conversational agent called Spot, with the goal of engaging children in a 20-questions game. Towards this goal, we conducted a feasibility study to determine if children's questions are "on-topic" and suitable for ASR/dialogue systems. We evaluated Spot's performance at conducting a game of 20-questions against that of a human partner.
Anuj Tewari, John F. Canny
CHI1
2013 A Question-answering Agent Using Speech Driven Non-linear Machinima
Anuj Tewari, Timothy Brown, John F. Canny
IVA1
2012 Improving literacy in developing countries using speech recognition-supported games on mobile devices
abstract
Learning to read in a second language is challenging, but highly rewarding. For low-income children in developing countries, this task can be significantly more challenging because of lack of access to high-quality schooling, but can potentially improve economic prospects at the same time. A synthesis of research findings suggests that practicing recalling and vocalizing words for expressing an intended meaning could improve word reading skills - including reading in a second language - more than silent recognition of what the given words mean. Unfortunately, many language learning software do not support this instructional approach, owing to the technical challenges of incorporating speech recognition support to check that the learner is vocalizing the correct word. In this paper, we present results from a usability test and two subsequent experiments that explore the use of two speech recognition-enabled mobile games to help rural children in India read words with understanding. Through a working speech recognition prototype, we discuss two major contributions of this work: first, we give empirical evidence that shows the extent to which productive training (i.e. vocalizing words) is superior to receptive vocabulary training, and discuss the use of scaffolding hints to ""unpack"" factors in the learner's linguistic knowledge that may impact reading. Second, we discuss what our results suggest for future research in HCI.
Pooja Reddy, Anuj Tewari, Rajat Agrawal, Matthew Kam
CHI3
2012 An Analysis of the Dialogic Complexities in Designing a Question/Answering Based Conversational Agent for Preschoolers
Anuj Tewari, Ingrid Liu, Carrie J. Cai, John F. Canny
IVA1
2010 An exploratory study of unsupervised mobile learning in rural India
abstract
Cellphones have the potential to improve education for the millions of underprivileged users in the developing world. However, mobile learning in developing countries remains under-studied. In this paper, we argue that cellphones are a perfect vehicle for making educational opportunities accessible to rural children in places and times that are more convenient than formal schooling. We carried out participant observations to identify the opportunities in their everyday lives for mobile learning. We next conducted a 26-week study to investigate the extent to which rural children will voluntarily make use of cellphones to access educational content. Our results show a reasonable level of academic learning and motivation. We also report on the social context around these results. Our goal is to examine the feasibility of mobile learning in out-of-school settings in rural, underdeveloped areas, and to help more researchers learn how to undertake similarly difficult studies around mobile computing in the developing world.
Anuj Tewari, Geeta Shroff, Deepti Chittamuru, Matthew Kam, John F. Canny
CHI2
2010 SPRING: speech and pronunciation improvement through games, for Hispanic children
abstract
Lack of proper English pronunciations is a major problem for immigrant population in developed countries like U.S. This poses various problems, including a barrier to entry into mainstream society. This paper presents a research study that explores the use of speech technologies merged with activity-based and arcade-based games to do pronunciation feedback for Hispanic children within the U.S. A 3-month long study with immigrant population in California was used to investigate and analyze the effectiveness of computer aided pronunciation feedback through games. In addition to quantitative findings that point to statistically significant gains in pronunciation quality, the paper also explores qualitative findings, interaction patterns and challenges faced by the researchers in dealing with this community. It also describes the issues involved in dealing with pronunciation as a competency.
Anuj Tewari, Nitesh Goyal, Matthew K. Chan, Tina Yau, John F. Canny, Ulrik Schroeder
ICTD1
2008 Designing e-learning games for rural children in India: a format for balancing learning with fun
abstract
Poor literacy remains a barrier to economic empowerment in the developing world. Of particular importance is fluency in a widely spoken "world language" such as English, which is typically a second language for these low-income learners. We make the case that mobile games on cellphones is an appropriate solution in the typical ecologies of developing regions. The challenge is to design e-learning games that are both educational and pleasurable for our target learners, who have limited familiarity with high technology. We propose the receptive-practice-activation cycle that could be used as the conceptual model for the designs. We then report how this format could be refined, based on our experiences in the field with three games that have collectively undergone nine rounds of iterations. In particular, it appears that maintaining a distinction between learning and fun to some extent is necessary for effective designs.
Matthew Kam, Aishvarya Agarwal, Siddhartha Lal, Akhil Mathur, Anuj Tewari, John F. Canny
Conference on Designing Interactive Systems6
2007 Localized iterative design for language learning in underdeveloped regions: the PACE framework
abstract
Poor literacy remains a decisive barrier to the economic empowerment of many people in the developing world. Of particular importance is literacy in a widely spoken "world language" such as English, which is typically a second language for these speakers. For complex reasons, schools are often not effective as vehicles for second language learning. In this paper we explore game-like language learning on cell phones. We argue that phones are an excellent technology platform in the typical ecologies of developing countries. We present the PACE framework that is intended to support the rapid, scalable development of language learning software localized for a particular community of learners. These learners are usually skeptical of formal education and of cultural biases they encounter in learning "remote" languages in particular. Localization of content is crucial to make the language relevant to them and to encourage them to adopt it.
Matthew Kam, Divya Ramachandran, Varun Devanathan, Anuj Tewari, John F. Canny
CHI4
2007 Mobile Gaming with Children in Rural India: Contextual Factors in the Use of Game Design Patterns
Matthew Kam, Vijay Rudraraju, Anuj Tewari, John F. Canny
DiGRA Conference3
2007 The social complexities of user-centered design in ICTD: Experiences from four schools in India's villages and slums
abstract
Low levels of education remain a barrier to economic empowerment in the developing world. In our work on English language learning among underserved communities in India since 2004, we have observed differences between school communities in terms of their access to educational opportunities outside school, access to ICTs including cellphones and digital gaming, enthusiasm for visitors, and the relationships between students. We report on these observations and argue that they call for the greater use of a comparative approach in constructing models of the micro-cultures at various schools, so that user-centered design processes and methods can better account for the unique differences across communities.
Matthew Kam, Siddharth Bhagwani, Siddhartha Lal, Akhil Mathur, Anuj Tewari, John F. Canny
ICTD6