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Danni Chang

Publications and source records attributed to Danni Chang.

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Colin: A Multimodal Human-AI Co-Creation Storytelling System To Support Children's Multi-Level Narrative Skills

Children develop narrative skills by understanding and actively building connections between elements, image text matching, and consequences. However, it is challenging for children to clearly grasp these multi level links only through explanations of text or the facilitator's speech. To address this, we developed Colin, an interactive storytelling tool that supports children's multi level narrative skills through both voice and visual modalities. In the generation stage, Colin supports the facilitator to define and review the generated text and image content freely. In the understanding stage, a question feedback model helps children understand multi level connections while co creating stories with Colin. In the building phase, Colin actively encourages children to create connections between elements through drawing and speaking. A user study with 20 participants evaluated Colin by measuring children's engagement, understanding of cause and effect relationships, and the quality of their new story creations. Our results demonstrate that Colin significantly enhances the development of children's narrative skills across multiple levels.

cs.HC

The Impact of Gamified Auditory-Verbal Training for Hearing-Challenged Children at Intermediate and Advanced Rehabilitation Stages

Auditory-verbal training is essential for children with hearing challenges, and the gamification approach has become a promising direction for improving the rehabilitation experience and effect. However, the specific influence of the gamified training approach on participants at different rehabilitation stages has not been empirically studied. This paper is thusly intended to investigate the research questions: Do the training performances of children at advanced rehabilitation stage differ before and after using the gamified training system? Do the training performances of children at intermediate rehabilitation stage differ before and after using the gamified training system? Do children enjoy the gamified training approach? For the purpose, a digital gamified auditory-verbal training system was originally developed, and a series of user experiments were organized. Particularly, 31 hearing-challenged children aging between three-six years old at an auditory-verbal rehabilitation center were recruited to take the training, and six professional therapists were also invited to assist with the experiments and attend the interviews. Based on the training performance observation and interviews with participants, their parents and the therapists, it can be found that generally the gamified training approach can effectively facilitate the training experience, and help with the basic auditory memory and expression capabilities. Regarding the specific influence, the gamified way can better improve the basic auditory-verbal performance of children at the intermediate stage, since they focus more on the ease of learning and adaption to the training system. These findings and conclusions can provide insights for the further exploration and application of the gamification approach in children's auditory-verbal rehabilitation.

cs.HC

Leveraging Urban Big Data for Informed Business Location Decisions: A Case Study of Starbucks in Tianhe District, Guangzhou City

With the development of the information age, cities provide a large amount of data that can be analyzed and utilized to facilitate the decision-making process. Urban big data and analytics are particularly valuable in the analysis of business location decisions, providing insight and supporting informed choices. By examining data relating to commercial locations, it becomes possible to analyze various spatial characteristics and derive the feasibility of different locations. This analytical approach contributes to effective decision-making and the formulation of robust location strategies. To illustrate this, the study focuses on Starbucks cafes in the Tianhe District of Guangzhou City, China. Utilizing data visualization maps, the spatial distribution characteristics and influencing factors of Starbucks locations are analyzed. By examining the geographical coordinates of Starbucks, main distribution characteristics are identified. Through this analysis, it explores the factors influencing the spatial layout of commercial store locations, using Starbucks as a case study. The findings offer valuable insights into the management of industrial layout and the location strategies of commercial businesses in urban environments, opening avenues for further research and development in this field.

cs.HC

Exploring the Correlation between Urban Microclimate Simulation and Urban Morphology: A Case Study in Yeongdeungpo-gu, Seoul

Different social backgrounds and planning policies give rise to diverse urban morphologies. These morphologies influence urban microclimate factors and contribute to the formation of unique local microclimates, particularly in terms of outdoor temperature. In recent times, the heat island effect has gained increasing significance during the summer season. Therefore, this study aims to explore the correlation between urban microclimate simulation and urban morphology within the context of the heat island effect. Specifically, we investigate how the outside temperature varies across different types of residential buildings in Yeongdeungpo-gu, Seoul, South Korea, during the summer period. We compare temperature conditions using a multi-dimensional system of building clusters' morphological indices and employ ENVI-met software for simulation purposes. The results of the urban microclimate simulation are comprehensively analyzed, revealing a significant finding: high-rise residential buildings exhibit considerably higher outdoor temperatures compared to low-rise residential buildings. Furthermore, the presence of open spaces plays a crucial role in mitigating high neighborhood temperatures. By deriving insights from these findings, we aim to provide valuable conclusions to support city managers in making informed decisions.

cs.HC

Predicting Webpage Aesthetics with Heatmap Entropy

Today, eye trackers are extensively used in user interface evaluations. However, it's still hard to analyze and interpret eye tracking data from the aesthetic point of view. To find quantitative links between eye movements and aesthetic experience, we tracked 30 observers' initial landings for 40 web pages (each displayed for 3 seconds). The web pages were also rated based on the observers' subjective aesthetic judgments. Shannon entropy was introduced to analyze the eye-tracking data. The result shows that the heatmap entropy (visual attention entropy, VAE) is highly correlated with the observers' aesthetic judgements of the web pages. Its improved version, relative VAE (rVAE), has a more significant correlation with the perceived aesthetics. (r=-0.65, F= 26.84, P$<$0.0001). This single metric alone can distinguish between good- and bad-looking pages with an approximate 85\% accuracy. Further investigation reveals that the performance of both VAE and rVAE became stable after 1 second. The curves indicate that their performances could be better, if the tracking time was extended beyond 3 seconds.

cs.HC