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As technologies become more and more pervasive, there is a need for considering the affective dimension of interaction with computer systems to make them more human-like. Current demands for this matter include accurate emotion recognition,…
Recently there have been multiple calls for curricular reforms to develop new pathways to the science, technology, engineering and math (STEM) disciplines. The Marble Game answers these calls by providing a conceptual framework for…
Although it has been shown that augmented multimodal feedback has a facilitatory effect on motor performance for motor learning and music training, the functionality of haptic feedback combined with other modalities in rhythmic movement…
Automated feedback systems have become increasingly integral to programming education, where learners engage in iterative cycles of code construction, testing, and refinement. Despite its wider integration in practices and technical…
Human-computer interaction relies on mouse/touchpad, keyboard, and screen, but tools have recently been developed that engage sound, smell, touch, muscular resistance, voice dialogue, balance, and multiple senses at once. How might these…
In this paper, we reflect on our past work towards understanding how to design visualizations for fitness trackers that are used in motion. We have coined the term "visualization in motion" for visualizations that are used in the presence…
We present an open-source, real-time implementation of SemanticPaint, a system for geometric reconstruction, object-class segmentation and learning of 3D scenes. Using our system, a user can walk into a room wearing a depth camera and a…
In digital learning systems, gaming the system refers to occasions when students attempt to succeed in an educational task by systematically taking advantage of system features rather than engaging meaningfully with the content. Often…
This paper focuses on developing a framework for uncovering insights about NDD children's performance (e.g., raw gaze cluster analysis, duration analysis \& area of interest for sustained attention, stimuli expectancy, loss of…
Machine Learning (ML) is becoming more prevalent in the systems we use daily. Yet designers of these systems are under-equipped to design with these technologies. Recently, interactive visualizations have been used to present ML concepts to…
Technical progress in hardware and software enables us to record gaze data in everyday situations and over long time spans. Among a multitude of research opportunities, this technology enables visualization researchers to catch a glimpse…
An important challenge in reinforcement learning is training agents that can solve a wide variety of tasks. If tasks depend on each other (e.g. needing to learn to walk before learning to run), curriculum learning can speed up learning by…
The landscape of educational practices for teaching and learning languages has been predominantly centered around outcome-driven approaches. The recent accessibility of large language models has thoroughly disrupted these approaches. As we…
The pleasure that often comes with eating can be further enhanced with intelligent technology, as the field of human-food interaction suggests. However, knowledge on how to design such pleasure-supporting eating systems is limited. To begin…
Recommender Systems are widely and successfully applied in e-commerce. Could they be used for design? In this paper, we introduce Pitako1, a tool that applies the Recommender System concept to assist humans in creative tasks. More…
This paper addresses the critical issue of deceptive design elements prevalent in technology, and their potential impact on children. Recent research highlights the impact of dark patterns on adults and adolescents, while studies involving…
Employees face decisions every day - in the absence of supervision. The outcome of these decisions can be influenced by digital workplace design through the power of persuasive technology. This paper provides a structured literature review…
Students' perception of excessive difficulty in STEM degrees lowers their motivation and therefore affects their performance. According to prior research, the use of gamification techniques promote engagement, motivation and fun when…
Design is a critical to the successful development of any interactive learning environment (ILE). Moreover, in technology enhanced learning (TEL), the design process requires input from many diverse areas of expertise. As such, anyone…
Unsupervised skill discovery in reinforcement learning aims to intrinsically motivate agents to discover diverse and useful behaviours. However, unconstrained approaches can produce unsafe, unethical, or misaligned behaviours. To mitigate…