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Emily Reardon

dblp:77/4716 · DBLP profile ↗
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6ranked-venue papers
0as first author
0since 2021 · last 2017
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 5Applied, 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
2 papers
Collaborative and social computing · 53% Learning and educational technologies · 31% Immersive interaction · 10%

Topics — the 5 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing › family technology
joint media engagement
0.212013
Electric agents: fostering sibling joint media engagement through interactive television and augmented reality · CSCW 2013
Collaborative and social computing
family communication
0.112010
Family story play: reading with young children (and elmo) over a distance · CHI 2010
Learning and educational technologies
literacy learning
0.112010
Family story play: reading with young children (and elmo) over a distance · CHI 2010
Immersive interaction
augmented reality
0.012013
Electric agents: fostering sibling joint media engagement through interactive television and augmented reality · CSCW 2013
Personal fabrication and tangible interfaces
tangible interaction
0.012010
Family story play: reading with young children (and elmo) over a distance · CHI 2010

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

prototype · 0.2pilot testing · 0.2video conferencing · 0.1sensor-enhanced frame · 0.1
YearPublicationVenuePosition
2017 Designing for Parasocial Relationships and Learning: Linear Video, Interactive Media, and Artificial Intelligence
abstract
Children today are surrounded by media characters who populate their experiences with video, audio, games, books, clothing, toys, robots, and interactive platforms -- all with growing potential for personalization, adaptivity, and intelligence. In this paper, we describe our experience designing for "parasocial" relations between children and characters using video, interactive media, and artificial intelligence (AI), with reference to related empirical research, and a theoretical model and framework within which to understand these phenomena. The goal of this paper is to spark discussion about the future of character design in the IDC community, with a view to guiding research, development, theory, and policy recommendations; and, facilitating collaboration across disciplines and industries in order to benefit children's learning and healthy development.
James H. Gray, Emily Reardon, Jennifer Kotler
IDC2
2013 Electric agents: fostering sibling joint media engagement through interactive television and augmented reality
abstract
Electric Agents is a multi-player game that uses augmented reality on mobile phones to facilitate in-room collaboration and promote joint media engagement around interactive educational television content in the home. Joint media engagement describes 'collaborative' consumption of media and has potential learning benefits. Our research examines whether technology can support joint media engagement, through the use of a series of prototypes that combine handheld augmented reality with web-based video. In pilot testing, sibling play patterns showed evidence of the kind of in-room collaboration and joint media engagement that previous research has shown to facilitate children in making sense of media content.
Rafael Ballagas, Thérèse E. Dugan, Glenda Revelle, Koichi Mori, Maria Sandberg, Janet Go, Emily Reardon, Mirjana Spasojevic
CSCW7
2011 Electric Agents: combining television and mobile phones for an educational game
abstract
Electric Agents is a cross-media game that presents new ways for children to actively engage with television content. In the game Manny, a member of the Pranksters, steals words out of the mouth of Hector, a member of The Electric Company team, and hides them to prevent the story from progressing. Children collaborate through a mobile augmented reality experience to find and collect the missing vocabulary words relevant to the show narrative. The players return the stolen words back to the show by "throwing" the words towards the television using their mobile devices. This blend of a narrative and a game strives to make educational television content more engaging and participatory while fostering collaborative play and use of specific vocabulary words.
Rafael Ballagas, Glenda Revelle, Kyle Buza, Hiroshi Horii, Koichi Mori, Hayes Raffle, Mirjana Spasojevic, Janet Go, Kristin Cook, Emily Reardon, Yun-Ta Tsai, Christopher Paretti
IDC10
2010 Family story play: reading with young children (and elmo) over a distance
abstract
We introduce Family Story Play, a system that supports grandparents to read books together with their grandchildren over the Internet. Family Story Play is designed to improve communication across generations and over a distance, and to support parents and grandparents in fostering the literacy development of young children. The interface encourages active child participation in the book reading experience by combining a paper book, a sensor-enhanced frame, video conferencing technology, and video content of a Sesame Street Muppet (Elmo). Results with users indicate that Family Story Play improves child engagement in long-distance communication and increases the quality of interaction between young children and distant grandparents. Additionally, Family Story Play encourages dialogic reading styles that are linked with literacy development. Ultimately, reading with Family Story Play becomes a creative shared activity that suggests a new kind of collaborative story telling.
Hayes Raffle, Rafael Ballagas, Glenda Revelle, Hiroshi Horii, Sean Follmer, Janet Go, Emily Reardon, Koichi Mori, Joseph Kaye, Mirjana Spasojevic
CHI7
2009 Designing and testing mobile interfaces for children
abstract
There is a growing body of research on usability and interaction design with and for children using computers [1, 2, 3]. Less is known about interaction design and usability as applied to children's use of mobile devices. Sesame Workshop has redesigned a web-based literacy intervention for young readers to run on the Apple iPod Touch. We report on design challenges in moving from large screens and mouse-based interactions to small screens and touch-based interactions, and make interface and interaction design recommendations based on the results of our prototyping and research with children.
Glenda Revelle, Emily Reardon
IDC2
2007 The Use of Mobile Phones to Support Children's Literacy Learning
Glenda Revelle, Emily Reardon, Makeda Mays Green, Jeanette Betancourt, Jennifer Kotler
PERSUASIVE2