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Kaska Porayska-Pomsta

dblp:89/397 · DBLP profile ↗
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28ranked-venue papers
12as first author
1since 2021 · last 2022
0000-0002-9433-4022ORCID · verified

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

Human-computer interaction and ubiquitous computing · 22 · 11 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 13 · 3 first-authorGraphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-authorArtificial intelligence and machine learning · 2 · 1 first-authorDatabases, data management, data science and information retrieval · 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 · 35% Health and well-being technologies · 24% Interaction techniques and input · 21%
Artificial intelligence
2 papers
Face, body and person analysis · 57% Question answering and dialogue systems · 43%

Topics — the 8 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Learning and educational technologies › educational games
educational game design
0.612022
Manipulating Interface Design Features Affects Children's Stop-And-Think Behaviours in a Counterintuitive-Problem Game · ACM Trans. Comput. Hum. Interact. 2022
Health and well-being technologies › autism therapy
autism intervention technology
0.312018
Blending Human and Artificial Intelligence to Support Autistic Children's Social Communication Skills · ACM Trans. Comput. Hum. Interact. 2018
Health and well-being technologies
mental health technology
0.312018
Blending Human and Artificial Intelligence to Support Autistic Children's Social Communication Skills · ACM Trans. Comput. Hum. Interact. 2018
Games and playful interaction
serious games
0.212022
Manipulating Interface Design Features Affects Children's Stop-And-Think Behaviours in a Counterintuitive-Problem Game · ACM Trans. Comput. Hum. Interact. 2022
Learning and educational technologies
intelligent tutoring systems
0.212013
Modelling human tutors' feedback to inform natural language interfaces for learning · Int. J. Hum. Comput. Stud. 2013
Learning and educational technologies › skill training
social skills training
0.112010
Supporting children's social communication skills through interactive narratives with virtual characters · ACM Multimedia 2010
Natural language and speech › Question answering and dialogue systems
natural language interface
0.012013
Modelling human tutors' feedback to inform natural language interfaces for learning · Int. J. Hum. Comput. Stud. 2013
Computer vision › Face, body and person analysis
gaze estimation
0.012010
Supporting children's social communication skills through interactive narratives with virtual characters · ACM Multimedia 2010

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

randomized trial · 0.6eye tracking · 0.6participatory design · 0.3multi-site intervention study · 0.3multimodal interaction · 0.2multi-touch gesture processing · 0.2computer vision · 0.2
YearPublicationVenuePosition
2022 Manipulating Interface Design Features Affects Children's Stop-And-Think Behaviours in a Counterintuitive-Problem Game
abstract
The human–computer interaction (HCI) design of educational technologies influences cognitive behaviour, so it is imperative to assess how different HCI strategies support intended behaviour. We developed a neuroscience-inspired game that trains children's use of “stopping-and-thinking” (S&T)—an inhibitory control-related behaviour—in the context of counterintuitive science problems. We tested the efficacy of four HCI features in supporting S&T: (1) a readiness mechanic, (2) motion cues, (3) colour cues, and (4) rewards/penalties. In a randomised eye-tracking trial with 45 7-to-8-year-olds, we found that the readiness mechanic increased S&T duration, that motion and colour cues proved equally effective at promoting S&T, that combining symbolic colour with the readiness mechanic may have a cumulative effect, and that rewards/penalties may have distracted children from S&T. Additionally, S&T duration was related to in-game performance. Our results underscore the importance of interdisciplinary approaches to educational technology research that actively investigates how HCI impacts intended learning behaviours.
Andrea Gauthier, Kaska Porayska-Pomsta, Iroise Dumontheil, Sveta Mayer, Denis Mareschal
ACM Trans. Comput. Hum. Interact.2
2020 The Exploration of Feeling of Difficulty Using Eye-Tracking and Skin Conductance Response
Chou Ching-En, Kaska Porayska-Pomsta
AIED (2)2
2020 Using Eye-Tracking and Click-Stream Data to Design Adaptive Training of Children's Inhibitory Control in a Maths and Science Game
Andrea Gauthier, Kaska Porayska-Pomsta, Denis Mareschal
AIED (2)2
2018 Adolescents' Self-regulation During Job Interviews Through an AI Coaching Environment
Kaska Porayska-Pomsta, Evi Chryssafidou
AIED (2)1
2018 Leveraging Non-cognitive Student Self-reports to Predict Learning Outcomes
Kaska Porayska-Pomsta, Manolis Mavrikis, Mutlu Cukurova, Maria Margeti, Tej Samani
AIED (2)1
2018 Towards the Development of a Computer-based Game for Phonemic Awareness
Rex Bringula, Ma. Mercedes T. Rodrigo, Jaclyn Ocumpaugh, Kaska Porayska-Pomsta, Ibukun Olatunji, Rosemary Luckin
ICCE4
2018 Portraits of Underprivileged Filipino Second Language Learners: Towards the Development of Computer-based Educational Game
Rex Bringula, Ma. Mercedes T. Rodrigo, Jaclyn Ocumpaugh, Kaska Porayska-Pomsta, Ibukun Olatunji, Rosemary Luckin
ICCE4
2018 Becoming Better Versed: Towards the Design of a Popular Music-based Rhyming Game for Disadvantaged Youths
Jaclyn Ocumpaugh, Ma. Mercedes T. Rodrigo, Kaska Porayska-Pomsta, Ibukun Olatunji, Rosemary Luckin
ICCE3
2018 Blending Human and Artificial Intelligence to Support Autistic Children's Social Communication Skills
abstract
This article examines the educational efficacy of a learning environment in which children diagnosed with Autism Spectrum Conditions (ASC) engage in social interactions with an artificially intelligent (AI) virtual agent and where a human practitioner acts in support of the interactions. A multi-site intervention study in schools across the UK was conducted with 29 children with ASC and learning difficulties, aged 4--14 years old. For reasons related to data completeness and amount of exposure to the AI environment, data for 15 children was included in the analysis. The analysis revealed a significant increase in the proportion of social responses made by ASC children to human practitioners. The number of initiations made to human practitioners and to the virtual agent by the ASC children also increased numerically over the course of the sessions. However, due to large individual differences within the ASC group, this did not reach significance. Although no evidence of transfer to the real-world post-test was shown, anecdotal evidence of classroom transfer was reported. The work presented in this article offers an important contribution to the growing body of research in the context of AI technology design and use for autism intervention in real school contexts. Specifically, the work highlights key methodological challenges and opportunities in this area by leveraging interdisciplinary insights in a way that (i) bridges between educational interventions and intelligent technology design practices, (ii) considers the design of technology as well as the design of its use (context and procedures) on par with one another, and (iii) includes design contributions from different stakeholders, including children with and without ASC diagnosis, educational practitioners, and researchers.
Kaska Porayska-Pomsta, Alyssa Alcorn, Katerina Avramides, Sandra Beale, Sara Bernardini, Mary Ellen Foster, Christopher Frauenberger, Judith Good, Karen Guldberg, Wendy Keay-Bright, Lila Kossyvaki, Oliver Lemon, Marilena Mademtzi, Rachel Menzies, Helen Pain, Gnanathusharan Rajendran, Annalu Waller, Sam Wass, Tim J. Smith
ACM Trans. Comput. Hum. Interact.1
2017 Bridging the Gap Between High and Low Performing Pupils Through Performance Learning Online Analysis and Curricula
Tej Samani, Kaska Porayska-Pomsta, Rosemary Luckin
AIED2
2017 Dyslexia in SNS: An Exploratory Study to Investigate Expressions of Identity and Multimodal Literacies
abstract
The paradigm of neurodiversity provides a theoretical scaffold to challenge the idea of dyslexia as a deficit, by considering how difficulties related to literacy may reflect possible cognitive strengths and opportunities for learning. In this paper we adopt this perspective which associates dyslexia with strengths in visual, oral and three-dimensional thinking. Our goal is to understand if and how the multimodal affordances of SNS mediate participation and new literacies for dyslexic youth, and how these affordances interact with identity work. Seven young people struggling with literacy were interviewed about their use of SNS. Our results show that the visual affordances of SNS enable new forms of participation and expression, furthering our understanding of visual literacies. Nonetheless, despite the pervasive use of visual affordances to perform identity work, we also find that young people's learning differences are not always obviated but re-constructed, or even confronted in SNS.
Yvonne Vezzoli, Asimina Vasalou, Kaska Porayska-Pomsta
Proc. ACM Hum. Comput. Interact.3
2015 Erratum to: Developing technology for autism: an interdisciplinary approach
Kaska Porayska-Pomsta, Christopher Frauenberger, Helen Pain, Gnanathusharan Rajendran, Tim J. Smith, Rachel Menzies, Mary Ellen Foster, Alyssa Alcorn, Sam Wass, Sara Bernardini, Katerina Avramides, Wendy Keay-Bright, Annalu Waller, Karen Guldberg, Judith Good, Oliver Lemon
Pers. Ubiquitous Comput.1
2014 Who's Afraid of Job Interviews? Definitely a Question for User Modelling
Kaska Porayska-Pomsta, Paola Rizzo, Ionut Damian, Tobias Baur 0001, Elisabeth André, Nicolas Sabouret, Hazaël Jones, Keith Anderson, Evi Chryssafidou
UMAP1
2014 ECHOES: An intelligent serious game for fostering social communication in children with autism
Sara Bernardini, Kaska Porayska-Pomsta, Tim J. Smith
Inf. Sci.2
2013 The TARDIS Framework: Intelligent Virtual Agents for Social Coaching in Job Interviews
Keith Anderson, Elisabeth André, Tobias Baur 0001, Sara Bernardini, Mathieu Chollet, Evi Chryssafidou, Ionut Damian, Cathy Ennis, Arjan Egges, Patrick Gebhard, Hazaël Jones, Magalie Ochs, Catherine Pelachaud, Kaska Porayska-Pomsta, Paola Rizzo, Nicolas Sabouret
Advances in Computer Entertainment14
2013 Building an Intelligent, Authorable Serious Game for Autistic Children and Their Carers
Kaska Porayska-Pomsta, Keith Anderson, Sara Bernardini, Karen Guldberg, Tim J. Smith, Lila Kossivaki, Scott Hodgins, Ian Lowe
Advances in Computer Entertainment1
2013 Modelling Users' Affect in Job Interviews: Technological Demo
Kaska Porayska-Pomsta, Keith Anderson, Ionut Damian, Tobias Baur 0001, Elisabeth André, Sara Bernardini, Paola Rizzo
UMAP1
2013 Modelling human tutors' feedback to inform natural language interfaces for learning
Kaska Porayska-Pomsta, Chris Mellish
Int. J. Hum. Comput. Stud.1
2012 Building Autonomous Social Partners for Autistic Children
Sara Bernardini, Kaska Porayska-Pomsta, Tim J. Smith, Katerina Avramides
IVA2
2012 Developing technology for autism: an interdisciplinary approach
Kaska Porayska-Pomsta, Christopher Frauenberger, Helen Pain, Gnanathusharan Rajendran, Tim J. Smith, Rachel Menzies, Mary Ellen Foster, Alyssa Alcorn, Sam Wass, Sara Bernardini, Katerina Avramides, Wendy Keay-Bright, Annalu Waller, Karen Guldberg, Judith Good, Oliver Lemon
Pers. Ubiquitous Comput.1
2011 Social Communication between Virtual Characters and Children with Autism
Alyssa Alcorn, Helen Pain, Gnanathusharan Rajendran, Tim J. Smith, Oliver Lemon, Kaska Porayska-Pomsta, Mary Ellen Foster, Katerina Avramides, Christopher Frauenberger, Sara Bernardini
AIED6
2010 Supporting children's social communication skills through interactive narratives with virtual characters
abstract
The development of social communication skills in children relies on multimodal aspects of communication such as gaze, facial expression, and gesture. We introduce a multimodal learning environment for social skills which uses computer vision to estimate the children's gaze direction, processes gestures from a large multi-touch screen, estimates in real time the affective state of the users, and generates interactive narratives with embodied virtual characters. We also describe how the structure underlying this system is currently being extended into a general framework for the development of interactive multimodal systems.
Mary Ellen Foster, Katerina Avramides, Sara Bernardini, Christopher Frauenberger, Oliver Lemon, Kaska Porayska-Pomsta
ACM Multimedia7
2008 Diagnosing and acting on student affect: the tutor's perspective
Kaska Porayska-Pomsta, Manolis Mavrikis, Helen Pain
User Model. User Adapt. Interact.1
2006 Affect in One-to-One Tutoring
Helen Pain, Kaska Porayska-Pomsta
Intelligent Tutoring Systems2
2005 Motivation and Affect in Educational Software
Cristina Conati, Benedict du Boulay, Claude Frasson, W. Lewis Johnson, Rosemary Luckin, Erika Martínez-Mirón, Helen Pain, Kaska Porayska-Pomsta, Genaro Rebolledo-Mendez
AIED8
2004 Modelling Politeness in Natural Language Generation
Kaska Porayska-Pomsta, Chris Mellish
INLG1
2004 Workshop on Social and Emotional Intelligence in Learning Environments
Claude Frasson, Kaska Porayska-Pomsta, Cristina Conati, Guy Gouardères, W. Lewis Johnson, Helen Pain, Elisabeth André, Timothy W. Bickmore, Paul Brna, Isabel Fernández de Castro, Stefano A. Cerri, Cleide Jane Costa, James C. Lester, Christine L. Lisetti, Stacy Marsella, Jack Mostow, Roger Nkambou, Magalie Ochs, Ana Paiva 0001, Fábio Paraguaçu, Natalie K. Person, Rosalind W. Picard, Candace L. Sidner, Angel de Vicente
Intelligent Tutoring Systems2
2004 Providing Cognitive and Affective Scaffolding Through Teaching Strategies: Applying Linguistic Politeness to the Educational Context
Kaska Porayska-Pomsta, Helen Pain
Intelligent Tutoring Systems1