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Human Computer Interaction Graduate Program

Human Computer Interaction Graduate Program. HCI Grad Program by the Numbers. 73 Graduate Students are in the program. 43 PhD students 22 MS students 8 Certificate students. HCI Graduates. 22 graduates since the program began. 4 with the PhD. 13 with the MS.

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Human Computer Interaction Graduate Program

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  1. Human Computer Interaction Graduate Program

  2. HCI Grad Program by the Numbers 73 Graduate Students are in the program. • 43 PhD students • 22 MS students • 8 Certificate students

  3. HCI Graduates • 22 graduates since the program began. • 4 with the PhD. • 13 with the MS. • 5 with the Graduate Certificate. • 6 students will graduate in the Spring of 2007

  4. HCI Faculty • 68 HCI Faculty Members • From 26 departments • Allows for Interdisciplinary Research and Collaboration

  5. Human Computer Interaction Research Projects

  6. The acceptance of domestic technology: TAM as applied to a proposed classification scheme Helen Colvin & Anthony Townsend, Brian Mennecke Logistics, Operations, Management Information Systems & Human Computer Interaction • TAM Components: Perceived Ease of use (PEOU) and Perceived • Usefulness (PU) • TAM Applications: All of IT, • including domestic technologies • What’s Missing? Technology • Type and Task! • Technology Type: Integrated • vs. Stand Alone • Task: Hedonic vs. Utilitarian • Unique Contribution?  Bringing • together TAM, Technology, and Task

  7. Josh Reed spent three months in Antarctica supporting and usability testing his core-logging software, PSICAT. Josh Reed and Cinzia Cervato Geological and Atmospheric Sciences & Human Computer Interaction

  8. The Haptic/Auditory Surface Manipulation System (HASM) aims to create natural and intuitive ways for geoscientists to perceive and interact with surface data via vision, touch and sound. Michael Oren and Chris Harding Geological and Atmospheric Sciences & Human Computer Interaction

  9. Wiicussion: • Fasten Your Wrist Straps • Interactive music generation using next generation controller technology Jeremy Bennett and Jim Oliver Mechanical Engineering & Human Computer Interaction

  10. The relationship between Sci-Fi movie and technology in reality - Technology in Sci-Fi movies - Technology in Reality - The impact of applying Sci-Fi technology to reality - A case in the “Demolition man” Eva Tao and Gary Hackbarth Logistics, Operations and Management Information Systems & Human Computer Interaction

  11. Development of an immersive game based virtual reality fire safety training program for children. Emily Ericson and Shana Smith Agricultural and Biosystems Engineering & Human Computer Interaction

  12. Meta!Blast: A Case Study of Evaluating Educational Video Games Lisa McGarthwaite and Julie Dickerson Electrical and Computer Engineering & Human Computer Interaction

  13. Design Works: Usability Testing • The purpose of this study is to explore how design research and iteration can enhance navigation, usability and overall user experience of websites. A three-phase methodology was developed and applied to this case study. • Phase I: Design Audit & Prototype development • Phase II: Human Usability study & statistical analysis • Phase III: Redesign and deployment of website interface Troy Abel and Roger Baer Art and Design & Human Computer Interaction

  14. This research addresses the need for understanding social networking sites as the site for construction of alternate realities/identities. Specifically, it focuses on a purported sense of suspended social constrains that could act as a venue for deviant types to allow the validation and normalization of pathological behavior. Zayira Jordan and Chad Harms Greenlee School of Journalism & Human Computer Interaction Program

  15. We examine the cognitive aspects of how humans interact with technology. Technology often ignores the way humans process information; the result is frustration. Our goal is to reduce user frustration. Jeremiah D. Still & Veronica J. Dark Department of Psychology & Human Computer Interaction Program

  16. Virtual harp with physical string vibrations in an augmented reality environment • This research provides a prototype of a computer-generated harp, using physical string vibrations with haptic feedback in an augmented reality environment. • This prototype will be applied towards interactive musical experiences and development of skills during music therapy for individuals with disabilities. Tanasha Taylor and Shana Smith Agricultural and Biosystems Engineering & Human Computer Interaction

  17. Can we change the rendered detail of objects in immersive virtual environments based on attention and vision limitations without impairing search performance and improve frame rates? Kim Weaver and Derrick Parkhurst Department of Psychology & Human Computer Interaction

  18. Synthetic characters as NPCs (non-player characters) in video games have the potential to add new dynamic and dimension through their ability to engender affinity with players. Denise Bacher and Steven Herrnstadt Art and Design & Human Computer Interaction

  19. Our immersive combine simulator connects a John Deere combine cab to a virtual reality field. It can be used for operator training and marketing demonstrations. Kevin Godby, Jesse Lane, and Greg Luecke Mechanical Engineering & Human Computer Interaction

  20. Digital Health Initiative Exploring the Use ofInformation Communication Technologies (ICTs) to Improve the Quality of Health Care Service Delivery in Uganda. Janea Triplett M.S., International Development Ph.D. Student, Human Computer Interaction Janea Triplett and Brian Mennecke Logistics, Operations and Management Information Systems & Human Computer Interaction

  21. Safety Training in a Virtual Reality Setting • The need for enhanced safety training and research is great due to the variety of occupational safety hazards. • The virtual reality environment can help researchers determine what visual cues of potential danger affect the test subject’s behavior and response. • The conclusions of this research can then be used to enhance occupational safety training, by establishing ‘real-life’ stimuli in a hazardless environment. • www.hci.iastate.edu/~nelsonkj Kim Gehling and Nir Keren Ag and Biosystems Engineering & Human Computer Interaction

  22. Open source development, physics simulation, video game technology, brain modeling, reinforcement learning Tyler Streeter and Jim Oliver Mechanical Engineering & Human Computer Interaction

  23. User Acceptance of Biometric Fingerprint Technology as a Method of Payment Dawn Laux and Brian Mennecke Logistics, Operations and Management Information Systems & Human Computer Interaction

  24. Time Step 1 Simulated Vehicle Stereo Vision Obstacle Detection Depth & Position CAVE Virtual Reality Environment Original Waypoints Existing Obstacles (represented in VR) Sim Position Vehicle Detected Obstacle Obstacle and New Vehicle Position Real Vehicle Teleoperator Control Vehicle in Mixed Autonomy Risk Map & Simulation Position Path Planning Time Step 2 A teleoperation interface featuring an integrated virtual reality based simulation augmented by sensors and image processing capabilities on-board the remotely operated vehicle. The system addresses the typical limitations of video-based teleoperation caused by signal lag and limited field of view, allowing the operator to navigate in a continuous fashion. Sensor Enhanced Virtual Reality Teleoperation Kumar Kadavasal and Jim Oliver Mechanical Engineering & Human Computer Interaction

  25. HCI methods for evaluating mobile devices Preview HCI approaches that help to provide understanding of the relationship between spatial cognition and performance using map-based software on mobile devices. Michelle Rusch, Les Miller, Sarah Nusser Computer Science, Statistics & Human Computer Interaction

  26. Field orientations and the learning connection Measure orientation of FD/FI– with The Group Embedded Figures Test (GEFT) to measure the FD/FI orientation. Background Field orientation can have strong implications for training, specially for complex topics where technical process meets conceptual theory, and problems are often ill-defined, and procedural. The research seeks to isolate the learning strengths and weaknesses relating to field orientation in the area of technical training. Field Independent Learners are thought to be: analytical, competitive, individualistic, task oriented, internally referent, intrinsically motivated, hypothesis testing, self-structuring, linear, detail oriented, and visually perceptive. Field Dependent Learners have been referred to as: group-oriented, global sensitive to social interactions and criticism, extrinsically motivated, externally referential, not visually perceptive, non-verbal, and passive learners who prefer external information structures (Hall, 2000). Develop observation contexts – with the Dimensions of Learning, a learning-centered framework for instructional planning that translates the latest research on cognition and learning into practical classroom strategies. Assess learners – for success on contextual tasks built around the 5 Dimensions of Learning: 1: Attitudes and Perceptions2: Acquire and Integrate Knowledge 3: Extend and Refine Knowledge4: Use Knowledge Meaningfully 5: Productive Habits of Mind . Sean Cordes and Anthony Townsend Logistics, Operations and Management Information Systems & Human Computer Interaction

  27. Fictions Dance and real-time interactivity • Crossbow Mote Transceiver • Isadora Software • RF Transmitter • Piezo sensors • Flex sensors • Dancers Valerie Williams and Julie Dickerson Electrical and Computer Engineering & Human Computer Interaction

  28. What is Gameplay? Video games are express two forms: Audiovisual and Gameplay Audiovisual elements are those features that formalize a game's graphics and music, of which whose formal qualities can be examined and critiqued through means of their existing arts. Gameplay is, however, a new and ambiguous term. How should this evolution of science and art formalized? How should this interaction between player and game be understood? Chad Kilgore and Steven Herrnstadt Art and Design & Human Computer Interaction

  29. An interactive immersive environment for visualizing CT and MRI image data to improve diagnostics and surgical planning procedures. This system will allow any DICOM formatted data to be studied and manipulated in real time." Jung Leng (Eric) Foo and Eliot Winer Art and Design & Human Computer Interaction

  30. CyberChase : A curriculum analysis of a children’s TV program • This research analyzes the curriculum behind a Math-driven children's TV program, CyberChase according to Posner’s Curriculum Analysis Framework, its strengths and weaknesses as well as the implication in teaching and learning process Farrah Dina Yusop and Ann Thompson Curriculum & Instruction and Human Computer Interaction

  31. Visualizing Phylogenies using Graphics Hardware Acceleration Wen-Chieh Chang and Oliver Eulenstein, Julie Dickerson, Dirk Reiners Computer Science and Human Computer Interaction

  32. Effects of immersion on situation awareness & memory K.C. Dohse and Derrick Parkhurst Psychology and Human Computer Interaction

  33. The goal of this research is to perform accurate simulation of manual assembly tasks in a virtual environment. Specific attention is paid to modeling realistic part behavior and complex human interactions. Dual Handed Haptic Interface Design Abhishek Seth and Judy Vance Mechanical Engineering and Human Computer Interaction

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