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Peter Scupelli

dblp:56/613 · DBLP profile ↗
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15ranked-venue papers
1as first author
1since 2021 · last 2022
0000-0002-4222-0082ORCID · verified

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

Human-computer interaction and ubiquitous computing · 9 · 1 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 7Artificial intelligence and machine learning · 2

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
6 papers
Collaborative and social computing · 26% Design research and methods · 24% Interaction techniques and input · 14%

Topics — the 10 heaviest of 14, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Design research and methods › sustainable HCI
eco-feedback
0.212015
Beyond Eco-Feedback: Adding Online Manual and Automated Controls to Promote Workplace Sustainability · CHI 2015
Interaction techniques and input › spatial interaction › navigation
3d navigation
0.122006
Physically large displays improve path integration in 3D virtual navigation tasks · CHI 2004
Physically large displays improve performance on spatial tasks · ACM Trans. Comput. Hum. Interact. 2006
Immersive interaction › virtual reality experience
immersion
0.112006
Physically large displays improve performance on spatial tasks · ACM Trans. Comput. Hum. Interact. 2006
User interface design and tools › display technology
large displays
0.112006
Physically large displays improve performance on spatial tasks · ACM Trans. Comput. Hum. Interact. 2006
Human-robot interaction › cognitive human-robot interaction › spatial cognition
mental rotation
0.112006
Physically large displays improve performance on spatial tasks · ACM Trans. Comput. Hum. Interact. 2006
Interaction techniques and input
large display interaction
0.122004
With similar visual angles, larger displays improve spatial performance · CHI 2003
Physically large displays improve path integration in 3D virtual navigation tasks · CHI 2004
Collaborative and social computing
computer-supported cooperative work
0.012004
Effects of instant messaging on the management of multiple project trajectories · CHI 2004
Human-robot interaction › cognitive human-robot interaction › spatial cognition
spatial orientation
0.012003
With similar visual angles, larger displays improve spatial performance · CHI 2003
Collaborative and social computing › computer-supported cooperative work
common information spaces
0.012010
Supporting coordination in surgical suites: physical aspects of common information spaces · CHI 2010
User interface design and tools
display design
0.012003
With similar visual angles, larger displays improve spatial performance · CHI 2003

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

field test · 0.2controlled user study · 0.1field study · 0.1design principles · 0.1visual angle control · 0.1controlled experiment · 0.1task performance analysis · 0.0
YearPublicationVenuePosition
2022 Here and There, Now and Then: Creativity, Design and Instruction for Hybrid Environments
abstract
Hybrid Environments – spaces where physical and digital elements are blended in-situ – have been growing and expanding over the past few decades. As these technologies become woven into our everyday lives, new challenges and opportunities emerge as they transform our experiences in our homes, workplaces, museums, and cities. Designing Hybrid Environments requires training in both the design of physical environments and interactive technologies. Cross-trained students in higher education need to be able to creatively respond and adapt to these emerging landscapes. Students must bridge fundamental knowledge in design, architecture, art, interactivity, and computation. This is a complex pedagogical practice. How are educators meeting this emergent need? The workshop’s primary goals are to (i) form a collective understanding of the current technological and pedagogical challenges to teaching the design and understanding of Hybrid Environments; (ii) bring together educators and practitioners interested in the future of Hybrid Environments, (iii) discuss creativity support tools as well as frameworks, methods, and approaches for teaching emerging technologies, (iv) form a multidisciplinary community to shape the future of pedagogical inquiry and implementation of Hybrid Environments.
Daragh Byrne, Dina El-Zanfaly, Daphne Peters, Peter Scupelli, Daniel Rosenberg Munoz
Creativity & Cognition4
2020 Attentional Competition in Genuine Classrooms: Analysis of the Classroom Visual Environment
Karrie E. Godwin, Howard J. Seltman, Peter Scupelli, Anna V. Fisher
CogSci3
2019 Single Template vs. Multiple Templates: Examining the Effects of Problem Format on Performance
Ma. Victoria Almeda, Shimin Kai, Ryan Baker 0001, Korinn S. Ostrow, Paul Salvador Inventado, Peter Scupelli
CogSci7
2017 Knock Knock to Unlock: A Human-centered Novel Authentication Method for Secure System Fluidity
abstract
When a person gets to a door and wants to get in, what do they do? They knock. In our system, the user's specific knock pattern authenticates their identity, and opens the door for them. The system empowers people's intuitive actions and responses to affect the world around them in a new way. We leverage IOT, and physical computing to make more technology feel like less. From there, the system of a knock based entrance creates affordances in social interaction for shared spaces wherein ownership fluidity and accessibility needs to be balanced with security
Marisa Lu, Gautam Bose, Austin S. Lee, Peter Scupelli
TEI4
2016 Hint Availability Slows Completion Times in Summer Work
Paul Salvador Inventado, Peter Scupelli, Eric Van Inwegen, Korinn S. Ostrow, Neil T. Heffernan, Jaclyn Ocumpaugh, Ryan Baker 0001, Stefan Slater, Mia Almeda
EDM2
2016 Semantic Features of Math Problems: Relationships to Student Learning and Engagement
Stefan Slater, Jaclyn Ocumpaugh, Ryan Baker 0001, Peter Scupelli, Paul Salvador Inventado, Neil T. Heffernan
EDM4
2015 Beyond Eco-Feedback: Adding Online Manual and Automated Controls to Promote Workplace Sustainability
abstract
Whereas eco-feedback has been widely studied in HCI and environmental psychology, online manual control and automated control have been rarely studied with a focus on their long-term quantitative impact and usability. To address this, an intervention was tested with eighty office workers for twenty-seven weeks. Through the long-term field test, it was found that the addition of online controls in the feedback intervention led to more energy savings than feedback only and worked better for light and phone usage than computer and monitor usage. The addition of automated control led to the greatest savings but was less effective for efficient users than inefficient ones.
Ray Yun, Azizan Aziz, Peter Scupelli, Bertrand Lasternas, Chenlu Zhang, Vivian Loftness
CHI3
2014 Clustering of design decisions in classroom visual displays
abstract
In this paper, we investigate the patterns of design choices made by classroom teachers for decorating their classroom walls, using cluster analysis to see which design decisions go together. Classroom visual design has been previously studied, but not in terms of the systematic patterns adopted by teachers in selecting what materials to place on classroom walls, or in terms of the actual semantic content of what is placed on walls. This is potentially important, as classroom walls are continuously seen by students, and form a continual off-task behavior option, available to students at all times. Using the k-means clustering algorithm, we find four types of visual classroom environments (one of them an outlier within our data set), representing teachers' strategies in classroom decoration. Our results indicate that the degree to which teachers place content-related decorations on the walls, is a feature of particular importance for distinguishing which approach teachers are using. Similarly, the type of school (e.g. whether private or charter) appeared to be another significant factor in determining teachers' design choices for classroom walls. The present findings begin the groundwork to better understand the impact of teacher decisions and choices in classroom design that lead to better outcomes in terms of engagement and learning, and finally towards developing classroom designs that are more effective and engaging for learners.
Ma. Victoria Almeda, Peter Scupelli, Ryan Baker 0001, Mimi Weber, Anna V. Fisher
LAK2
2013 Toward the Design of a Dashboard to Promote Environmentally Sustainable Behavior among Office Workers
Ray Yun, Bertrand Lasternas, Azizan Aziz, Vivian Loftness, Peter Scupelli, Anthony Rowe 0001, Ruchie Kothari, Flore Marion, Jie Zhao 0005
PERSUASIVE5
2013 Sustainability in the Workplace: Nine Intervention Techniques for Behavior Change
Ray Yun, Peter Scupelli, Azizan Aziz, Vivian Loftness
PERSUASIVE2
2010 Supporting coordination in surgical suites: physical aspects of common information spaces
abstract
To accommodate frequent emergencies, interruptions, and delays, hospital staff continually make and coordinate changes to the surgery schedule. The technical and social aspects of coordination in surgical suites have been described by prior studies. This paper addresses an understudied aspect of coordination: the physical environment. Based on a field study of four surgical suites in two large academic centers, we show how the physical layout of hallways and rooms, and barriers and spaces around displays and key coordinators, support or fail to support the common information spaces used for coordination. We use the concept "information hotspots" to represent how physical places and their characteristics facilitate coordination. We developed design principles based on the concept of information hotspots that should guide architectural considerations for coordination in dynamic environments such as hospitals.
Peter Scupelli, Yan Xiao 0001, Susan R. Fussell, Sara B. Kiesler, Mark D. Gross
CHI1
2006 Physically large displays improve performance on spatial tasks
abstract
Large wall-sized displays are becoming prevalent. Although researchers have articulated qualitative benefits of group work on large displays, little work has been done to quantify the benefits for individual users. In this article we present four experiments comparing the performance of users working on a large projected wall display to that of users working on a standard desktop monitor. In these experiments, we held the visual angle constant by adjusting the viewing distance to each of the displays. Results from the first two experiments suggest that physically large displays, even when viewed at identical visual angles as smaller ones, help users perform better on mental rotation tasks. We show through the experiments how these results may be attributed, at least in part, to large displays immersing users within the problem space and biasing them into using more efficient cognitive strategies. In the latter two experiments, we extend these results, showing the presence of these effects with more complex tasks, such as 3D navigation and mental map formation and memory. Results further show that the effects of physical display size are independent of other factors that may induce immersion, such as interactivity and mental aids within the virtual environments. We conclude with a general discussion of the findings and possibilities for future work.
Desney S. Tan, Darren Gergle, Peter Scupelli, Randy F. Pausch
ACM Trans. Comput. Hum. Interact.3
2004 Effects of instant messaging on the management of multiple project trajectories
abstract
We present a study of the effects of instant messaging (IM) on individuals' management of work across multiple collaborative projects. Groups of four participants completed four web design tasks. Each participant worked on two tasks, each task with a different partner who was either co-located or remote, connected via IM. In one condition, each participant had one co-located and one remote partner. In a second condition, both partners were remote. We examined communication, division of labor, and task performance as a function of condition. The results indicated that nearly all participants divided their time unequally between projects, but less unequally in the remote/remote condition. In the co-located/remote condition, participants favored the task with the co-located partner. The results show that the effects of IM differ depending on people's multiple tasks are distributed across space. We propose a new IM interface that promotes awareness of multiple collaborators on multiple tasks.
Susan R. Fussell, Sara B. Kiesler, Leslie D. Setlock, Peter Scupelli
CHI4
2004 Physically large displays improve path integration in 3D virtual navigation tasks
abstract
Previous results have shown that users perform better on spatial orientation tasks involving static 2D scenes when working on physically large displays as compared to small ones. This was found to be true even when the displays presented the same images at equivalent visual angles. Further investigation has suggested that large displays may provide a greater sense of presence, which biases users into adopting more efficient strategies to perform tasks. In this work, we extend those findings, demonstrating that users are more effective at performing 3D virtual navigation tasks on large displays. We also show that even though interacting with the environment affects performance, effects induced by interactivity are independent of those induced by physical display size. Together, these findings allow us to derive guidelines for the design and presentation of interactive 3D environments on physically large displays.
Desney S. Tan, Darren Gergle, Peter Scupelli, Randy F. Pausch
CHI3
2003 With similar visual angles, larger displays improve spatial performance
abstract
Large wall-sized displays are becoming prevalent. Although researchers have articulated qualitative benefits of group work on large displays, little work has been done to quantify the benefits for individual users. We ran two studies comparing the performance of users working on a large projected wall display to that of users working on a standard desktop monitor. In these studies, we held the visual angle constant by adjusting the viewing distance to each of the displays. Results from the first study indicate that although there was no significant difference in performance on a reading comprehension task, users performed about 26% better on a spatial orientation task done on the large display. Results from the second study suggest that the large display affords a greater sense of presence, allowing users to treat the spatial task as an egocentric rather than an exocentric rotation. We discuss future work to extend our findings and formulate design principles for computer interfaces and physical workspaces.
Desney S. Tan, Darren Gergle, Peter Scupelli, Randy F. Pausch
CHI3