Some real abstracts of presentations/talks/seminars in the UCI
"Donald Bren School of Information and Computer Sciences":
Nota Bene: all material below is quoted verbatim from actual public announcements.
- Title: Advancing AI Education: The Computational Equity Approach for Minoritized Youth
Talk Type: PhD Thesis Defense
Abstract:
This dissertation explores the development and implementation of a community-based educa-
tional program, iDREAM, aimed at teaching minoritized youth about Artificial Intelligence (AI) with an emphasis on ethics and social justice. Partnering with two NGOs, this study integrates Culturally Sustaining Pedagogy (CSP) and Critical Computational Literacy (CCL) to co-design an accessible, community-centered approach to AI education, referred to as the Computational Equity Approach. The research investigates how initial perceptions of AI among youth evolve through their engagement in the program and their visions of possible futures (RQ1), and also examines the role of the co-design process in shaping these experiences (RQ2). The findings demonstrate that when youth are provided with the tools to critically engage with technology, and when their cultural identities and interests are celebrated and sustained, they not only develop a nuanced understanding of the technology but also feel empowered to influence it. This indicates the importance of creating safe, collaborative environments with accurate and relevant content tailored to the community, fostering meaningful engagement and learning starting from the co-design session. This dissertation highlights how non-technical aspects of a program, such as care, flexibility, and cultural sustainment, are essential to the successful integration of emerging technologies like AI into community-based technical educational programs. By prioritizing these elements, we can create learning environments that are not only technically enriching and necessary, but also culturally sustaining and responsive to our youth.
- Title: Taiwanese Emerging Adults and Mental Wellbeing: Conceptualization, Coping Strategies, and Role of Digital Tools
Talk Type: MS Thesis Defense
Abstract:
Mental wellbeing has emerged as a vital component of overall health and has drawn increased attention amid growing public awareness of mental health concerns. However, current research predominantly reflects Western cultural perspectives, leaving gaps in our understanding of mental wellbeing and coping strategies from Eastern cultural viewpoints. To start to address this disparity, I examine the mental wellbeing of Taiwanese individuals, particularly focusing on those in their emerging adulthood aged between 18 and 29—a demographic uniquely susceptible to mental health challenges due to the transitional nature of this life phase. Through 19 interviews with Taiwanese emerging adults, I explore their conceptualization of mental wellbeing, the challenges they encounter, the strategies they employ for managing mental wellbeing, and the role of digital tools in this process. My thesis contributes to the HCI literature by shedding light on various aspects of mental wellbeing, including its conceptualization, contributing factors, and coping mechanisms, from an East Asian cultural perspective. Additionally, it highlights the intricate influence of cultural, political, social, individual, and technological factors, and their interactions on mental wellbeing.
- Title: Whose Story is Told When the Corporation Speaks? An Investigation into the Benefits of Participatory Data Narration
Talk Type: MS Thesis Defense
Abstract:
Low-cost hyperlocal air quality sensing networks seek to empower citizens by addressing environmental concerns through data collection and real-time reporting. HCI scholars
highlight local knowledge and contextual understanding as key foundations for data visualization design that hopes to effectively communicate environmental information and inspire behavioral change. Narratives using environmental data must be articulated with special consideration for their situated context to allow users to incorporate new knowledge and habits into their daily lives. In 2021, Microsoft led an initiative deploying over 100 air quality sensors throughout Chicago in collaboration with local environmental justice leaders to tackle ongoing air pollution concerns. I conducted semi-structured interviews with Microsoft’s community partners to better understand how data might be narrated in this context. In this dissertation, I investigate this corporate collaboration which used community participation to design a citizen-focused eco feedback system. This work illuminates how cultural context, pre-existing access to support, and audience-specific goals breathe life into data. Furthermore, it asks how this approach to participation distributes access and support to those seeking to use air quality data to bring about change. I examine this by using Arnstein’s analytical model for participation, which evaluates top-down collaboration through the assessment of power redistribution. I argue that this collaboration did not engender empowerment but instead highlighted known discrepancies in power distribution, specifically regarding data authorship.
- Title: Karaoke Play: Game Studies as a Lens into Ubiquitous Leisure Play
Talk Type: PhD Advancement
Abstract:
Karaoke is a leisure activity. It is also a unique physical social casual simulation game that relies on performance as its primary method of engagement, turning that social engagement into performance play. Performance play is a form of mimicry, of play “as-if,” providing players with opportunities to perform as “not me,” allowing a certain degree of protection against criticism. This protection, which affords the player an opportunity to confront personal vulnerabilities, also provides bad actors with a shield against criticism of bad behaviors. Game studies, as a lens for exploring this leisure play, provides useful explanations for how and why such social games work, and how and why they fail. In this talk, I will discuss three essays built upon over a thousand hours of participant observation of karaoke played in public spaces. The first essay, "Adapting the Empty Orchestra: Performance of Play in Karaoke," published in conference proceedings from DiGRA 2019, examines how karaoke is encountered by players, how the game is structured, and how karaoke is adapted by play communities. The second essay, “Play and Performance: Confronting Vulnerability through Karaoke,” published in a special issue of Well-Played on intergenerational play, explores the power of performance play toward providing a sense of protection for confronting personal vulnerabilities. And the third essay, “No Fun Karaoke,” presented at the 2019 SLSA conference, exposes the toxic side of the protections of performance play, when the shield play provides is wielded by bad actors in order to harass and dominate other players, exploring the role of the spoilsport and the killjoy as a final protection against this abuse. Through these works I synthesize a perspective toward real world social play as avenues for exploration in game studies, emphasizing the value of games scholarship for studying and understanding leisure play activities, and the value of game studies as a lens for exploring social play in the real world.
- Title: Passive Pedestrian Walkway Accessibility Data Collection with Scooter Riders
Talk Type: MS Thesis Defense
Abstract:
Pedestrians, especially those with disabilities, rely on mobile map applications to plan their daily trips and navigate unfamiliar spaces. Yet, many of these applications do not provide crucial real-time information for pedestrians, including foot traffic, semipermanent and permanent obstacles, sidewalk accidents, and other barriers common to pedestrian spaces. Over the past decade, researchers and engineers in academia and industry have explored accessible navigation in a variety of mobile applications. Despite significant effort, accessible navigation features can only provide limited real-time information to select major metropolitan areas. One substantial obstacle preventing real-time accessible navigation from being more informative and deployed to more places is the expensive and manual process of regularly collecting and updating pedestrian walkway data. This thesis presents an initial feasibility study with eight student volunteers who commuted with scooters regularly at the University of California, Irvine. Data collected through custom GPS modules and the follow-up survey revealed insights about the plausibility of extracting real-time pedestrian walkway accessibility information from scooter riders’ travel patterns. My work calls for future researchers working on accessible maps to delve deeper into travel patterns of different human-controlled or autonomous wheeled devices, not just wheelchairs, on pedestrian walkways. Only when pedestrian walkway data collection becomes less manual and costly can updates happen often and more areas be covered.
- Title: Clash of Cultures in Elite Hiring: How Social Class Background Shapes the Hiring Process of Large Technology Companies
Talk type: PhD Defense
Abstract:
Elite companies have long expressed a desire to hire the most talented
applicants. They report wanting to hire applicants strictly based on
individual merit. However, elite conceptualizations of “the best and the
brightest” have historically favored upper-middle-class individuals. How
these conceptualizations play out in practice and shape the hiring
experience for both evaluators and applicants in elite settings remains
underexplored. In this dissertation, I investigate the role of social
class background in the hiring process of large technology companies. To
gain insight into both sides of the hiring process, I interviewed
evaluators at top-tier technology companies in the U.S. and conducted
longitudinal research on the application experiences of computer science
Ph.D. students. I show how current hiring practices reproduce elite
workplaces by prioritizing applicants who have the privilege of learning
upper-middle-class interactional styles. Current hiring practices also
impose emotional and temporal burdens on working- and middle-class
applicants who diverge from the valorized upper-middle-class
interactional styles. My data suggest that elite organizations—companies
and educational institutions that are well-resourced and well-informed
about upper-middle-class practices—can scaffold working- and
middle-class applicants’ process of learning the valorized interactional
styles. Building on these insights, I offer strategies for evaluators,
educators, and designers to support applicants from different social
class backgrounds and ease their entry into elite workplaces.
- Title: Occult Infrastructure: Human Relations to Hidden Systems
Talk type: PhD Defense
Abstract:
Infrastructures subtend the contemporary but can be difficult to
critically examine. Infrastructures are occult in their relation to the
human, and as they proliferate they become increasingly invisible or
insensible for reasons of scale, scope, and complexity. This
dissertation examines depictions of occulted infrastructures in both
technical and non-technical contexts to develop a more general framework
of how relative occultation informs and inflects human/infrastructural
relations. A combination of automated and manual qualitative analysis
methods has been applied to responses from two groups for whom occult
infrastructures are a primary concern. The first, informatics students,
described their relations to and conceptions of relatively occult
technical systems such as Wi-Fi or the internet. The second, magical
practitioners, described their relations to and conceptions of
relatively occult magical systems, networks of cosmic, elemental, or
supernatural forces. Through analysis of these groups and their related
corpora, this dissertation provides a theoretical framework for
understanding the efficacy of magical practices in relation to occult
infrastructures, technical or otherwise. This project presents the
occult as a dimension endemic to infrastructure, and a vital aspect of
infrastructural studies. The results and implications for further
research into non-anthropic relations to occult infrastructures are
discussed.
- Title: Offensive Play: The Design of Conflict, Kindness, and Trust
Talk type: Faculty Candidate, Hired
Abstract:
All games contain conflict, and all good games have uncertain outcomes.
Whether conflict over resources, knowledge, or territory games challenge
players to overcome obstacles in interesting and fun ways. Pokémon GO,
for example, challenges players to find and capture Pokémon, which
requires time, patience, skill, and the freedom to access the game map
(i.e. spaces in the real world) to its fullest extent. When players are
denied full access, either through a technical glitch in the game—like
when a server crashes or when networks become unavailable—or through
real or imagined threats of violence or harassment, the game becomes
inherently unfair. How might we make sense of issues of accessibility,
privilege, and difference raised by the game? When players say, “I might
die if I keep playing,” what might be learned about conflict and the
ways in which pervasive play comes to be embedded in society? This talk
will reflect on these questions and more, as the speaker shares lesson
learned in her work about the design of conflict, kindness, and trust.
- Title: Supporting Novice Cooks through Sensor-Enhanced Computing Technologies
Talk type: PhD Advancement
Abstract:
Novice cooks routinely encounter problems with the execution and timing
of recipe steps due to information not embedded in the recipe. In this
talk, I describe research exploring how to help people, particularly
novices, improve their cooking. I am currently exploring the viability
of using various ubicomp technologies to detect cooking processes. One
way to do this sensing is through detecting the gases released during
cooking. Previous research has shown that gas sensors can be used to
classify odors when used in highly controlled experimental testing
chambers. However, potential ubicomp applications require these sensors
to perform an analysis in less controlled environments. In this talk, I
present my design of a gas sensor system for sensing smell in ubicomp
environments, which I evaluated through four experiments: basic
efficacy, effects of airflow and distance, classifying bathroom
activities, and tracking cooking state. Then I present as preliminary
results from an interview investigating the cooking experiences of
non-expert cooks. I close with a discussion on opportunities for
optimizing classification, opportunities for using shapes and patterns
for recognition, and future directions for using this technology to help
guide cooks.
- Title: Transnational Play: (Mis)aligned Culture, Embedded Values, and Youth Resistance in Games and Streaming
Talk type: PhD Advancement
Abstract:
For this presentation, I look at how games operate in
transnational spaces, readily crossing cultural and territorial borders,
during which they express a myriad of values and objectives of
designers, publishers, and the State. I am examining this through three
research projects which focus on culture implementation in games,
embedding values in design practices, and youth resistance to conditions
under global Neoliberalism. In the first project titled
“Double-Ventriloquism and Aegyo in Overwatch”, [1] I use a close reading
of voice audio in Overwatch, identifying how it is utilized in games to
enable development of corporate and state interests, while additionally
disguising the stakeholder through a process termed
“double-ventriloquism”. In the second project titled “Mermaids of Iedo:
Balancing Design and Research in Serious Games,” [2] I looked at how
cultural and historical values are mechanized to create emotional
experiences as well as educational outcomes by designing an analog game
that deals with the contemporary history of the haenyeo, South Korean
diving women of Jeju Island. And the third project “Take the Keys to the
Happy Hob Hotel”: Affective Support and Youth Resistance in Streaming,”
looks towards streamers and streaming communities in challenge-run
communities and how they utilize “affective support” as a means of
resistance to the daily challenges of Neoliberal culture.
- Title: Team Cognition under Stress: How Generalizable Communication Styles Relate to Team Performance in Competitive Games
Talk type: PhD Defense
Abstract:
Much of team communication is a trained process for teams in
high pressure environments, like the highly regimented checklists that
structure aircraft takeoff and landing. Competitive League of Legends
teams use communication to maintain tight coordination in the face of
chaotic and stressful stimuli. This 2 x 2 factorial design explores
differences between in-game communications in League of Legends teams
that vary in both experience as a team and experience with the game. The
findings describe how content, style, and amount of communication differ
between novice and expert teams; whether those differences relate to
experience with the game, experience as a team, or both; and whether
differences in communication relate to how teams react to stressful
in-game situations. This work explores whether these same communication
patterns and solutions can effectively transfer across domains in the
interest of training for safety and performance in higher consequence
domains.