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Kento Shigyo

Publications and source records attributed to Kento Shigyo.

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Surrounded by Friends: Design and Evaluation of Immersive Layouts of Egocentric Network for Visual Analytics

This paper explores design considerations for egocentric network layouts in immersive environments, providing fresh empirical insights that enhance egocentric network analysis. An egocentric network focuses on the topological and semantic relationships around a focal node (ego) and its neighboring nodes (alters), targeting local sub-networks rather than the whole network. Traditional desktop environments, limited by display constraints, often face visual clutter as node numbers grow. Building on recent findings that immersive environments enhance network analysis, we explore layouts tailored for these spaces. We begin by identifying essential design properties and dimensions for egocentric network layouts, taking into account the unique features of immersive environments. Based on these, we design four layouts-Cube, Cylindrical, Radial, and Spherical-that vary across design dimensions. We evaluate these layouts in a user study with 24 participants completing egocentric analysis tasks. Our study suggests that Cube performed well for tasks focused on ego-alter connection strength. In contrast, Spherical was more effective for understanding alter topology, minimizing occlusion, and efficiently utilizing 3D space. These findings inform design implications for future immersive egocentric network layouts.

cs.HC

Enhanced Self-Learning with Epistemologically-Informed LLM Dialogue

Large Language Models (LLMs) have advanced self-learning tools, enabling more personalized interactions. However, learners struggle to engage in meaningful dialogue and process complex information. To alleviate this, we incorporate epistemological frameworks within an LLM-based approach to self-learning, reducing the cognitive load on learners and fostering deeper engagement and holistic understanding. Through a formative study (N=26), we identified epistemological differences in self-learner interaction patterns. Building upon these findings, we present \textit{CausaDisco}, a dialogue-based interactive system that integrates Aristotle's \textit{Four Causes} framework into LLM prompts to enhance cognitive support for self-learning. This approach guides learners' self-learning journeys by automatically generating coherent and contextually appropriate follow-up questions. A controlled study (N=36) demonstrated that, compared to baseline, \textit{CausaDisco} fostered more engaging interactions, inspired sophisticated exploration, and facilitated multifaceted perspectives. This research contributes to HCI by expanding the understanding of LLMs as educational agents and providing design implications for this emerging class of tools.

cs.HC

StuGPTViz: A Visual Analytics Approach to Understand Student-ChatGPT Interactions

The integration of Large Language Models (LLMs), especially ChatGPT, into education is poised to revolutionize students' learning experiences by introducing innovative conversational learning methodologies. To empower students to fully leverage the capabilities of ChatGPT in educational scenarios, understanding students' interaction patterns with ChatGPT is crucial for instructors. However, this endeavor is challenging due to the absence of datasets focused on student-ChatGPT conversations and the complexities in identifying and analyzing the evolutional interaction patterns within conversations. To address these challenges, we collected conversational data from 48 students interacting with ChatGPT in a master's level data visualization course over one semester. We then developed a coding scheme, grounded in the literature on cognitive levels and thematic analysis, to categorize students' interaction patterns with ChatGPT. Furthermore, we present a visual analytics system, StuGPTViz, that tracks and compares temporal patterns in student prompts and the quality of ChatGPT's responses at multiple scales, revealing significant pedagogical insights for instructors. We validated the system's effectiveness through expert interviews with six data visualization instructors and three case studies. The results confirmed StuGPTViz's capacity to enhance educators' insights into the pedagogical value of ChatGPT. We also discussed the potential research opportunities of applying visual analytics in education and developing AI-driven personalized learning solutions.

cs.HC

FoodWise: Food Waste Reduction and Behavior Change on Campus with Data Visualization and Gamification

Food waste presents a substantial challenge with significant environmental and economic ramifications, and its severity on campus environments is of particular concern. In response to this, we introduce FoodWise, a dual-component system tailored to inspire and incentivize campus communities to reduce food waste. The system consists of a data storytelling dashboard that graphically displays food waste information from university canteens, coupled with a mobile web application that encourages users to log their food waste reduction actions and rewards active participants for their efforts. Deployed during a two-week food-saving campaign at The Hong Kong University of Science and Technology (HKUST) in March 2023, FoodWise engaged over 200 participants from the university community, resulting in the logging of over 800 daily food-saving actions. Feedback collected post-campaign underscores the system's efficacy in elevating user consciousness about food waste and prompting behavioral shifts towards a more sustainable campus. This paper also provides insights for enhancing our system, contributing to a broader discourse on sustainable campus initiatives.

cs.HC

Misinformed by Visualization: What Do We Learn From Misinformative Visualizations?

Data visualization is powerful in persuading an audience. However, when it is done poorly or maliciously, a visualization may become misleading or even deceiving. Visualizations give further strength to the dissemination of misinformation on the Internet. The visualization research community has long been aware of visualizations that misinform the audience, mostly associated with the terms "lie" and "deceptive." Still, these discussions have focused only on a handful of cases. To better understand the landscape of misleading visualizations, we open-coded over one thousand real-world visualizations that have been reported as misleading. From these examples, we discovered 74 types of issues and formed a taxonomy of misleading elements in visualizations. We found four directions that the research community can follow to widen the discussion on misleading visualizations: (1) informal fallacies in visualizations, (2) exploiting conventions and data literacy, (3) deceptive tricks in uncommon charts, and (4) understanding the designers' dilemma. This work lays the groundwork for these research directions, especially in understanding, detecting, and preventing them.

cs.HC