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Zhenhui Peng

Publications and source records attributed to Zhenhui Peng.

33 records · Page 2Linked to original sources

ComPeer: A Generative Conversational Agent for Proactive Peer Support

Conversational Agents (CAs) acting as peer supporters have been widely studied and demonstrated beneficial for people's mental health. However, previous peer support CAs either are user-initiated or follow predefined rules to initiate the conversations, which may discourage users to engage and build relationships with the CAs for long-term benefits. In this paper, we develop ComPeer, a generative CA that can proactively offer adaptive peer support to users. ComPeer leverages large language models to detect and reflect significant events in the dialogue, enabling it to strategically plan the timing and content of proactive care. In addition, ComPeer incorporates peer support strategies, conversation history, and its persona into the generative messages. Our one-week between-subjects study (N=24) demonstrates ComPeer's strength in providing peer support over time and boosting users' engagement compared to a baseline user-initiated CA.

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LessonPlanner: Assisting Novice Teachers to Prepare Pedagogy-Driven Lesson Plans with Large Language Models

Preparing a lesson plan, e.g., a detailed road map with strategies and materials for instructing a 90-minute class, is beneficial yet challenging for novice teachers. Large language models (LLMs) can ease this process by generating adaptive content for lesson plans, which would otherwise require teachers to create from scratch or search existing resources. In this work, we first conduct a formative study with six novice teachers to understand their needs for support of preparing lesson plans with LLMs. Then, we develop LessonPlanner that assists users to interactively construct lesson plans with adaptive LLM-generated content based on Gagne's nine events. Our within-subjects study (N=12) shows that compared to the baseline ChatGPT interface, LessonPlanner can significantly improve the quality of outcome lesson plans and ease users' workload in the preparation process. Our expert interviews (N=6) further demonstrate LessonPlanner's usefulness in suggesting effective teaching strategies and meaningful educational resources. We discuss concerns on and design considerations for supporting teaching activities with LLMs.

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RetAssist: Facilitating Vocabulary Learners with Generative Images in Story Retelling Practices

Reading and repeatedly retelling a short story is a common and effective approach to learning the meanings and usages of target words. However, learners often struggle with comprehending, recalling, and retelling the story contexts of these target words. Inspired by the Cognitive Theory of Multimedia Learning, we propose a computational workflow to generate relevant images paired with stories. Based on the workflow, we work with learners and teachers to iteratively design an interactive vocabulary learning system named RetAssist. It can generate sentence-level images of a story to facilitate the understanding and recall of the target words in the story retelling practices. Our within-subjects study (N=24) shows that compared to a baseline system without generative images, RetAssist significantly improves learners' fluency in expressing with target words. Participants also feel that RetAssist eases their learning workload and is more useful. We discuss insights into leveraging text-to-image generative models to support learning tasks.

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BiasEye: A Bias-Aware Real-time Interactive Material Screening System for Impartial Candidate Assessment

In the process of evaluating competencies for job or student recruitment through material screening, decision-makers can be influenced by inherent cognitive biases, such as the screening order or anchoring information, leading to inconsistent outcomes. To tackle this challenge, we conducted interviews with seven experts to understand their challenges and needs for support in the screening process. Building on their insights, we introduce BiasEye, a bias-aware real-time interactive material screening visualization system. BiasEye enhances awareness of cognitive biases by improving information accessibility and transparency. It also aids users in identifying and mitigating biases through a machine learning (ML) approach that models individual screening preferences. Findings from a mixed-design user study with 20 participants demonstrate that, compared to a baseline system lacking our bias-aware features, BiasEye increases participants' bias awareness and boosts their confidence in making final decisions. At last, we discuss the potential of ML and visualization in mitigating biases during human decision-making tasks.

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Charting the Future of AI in Project-Based Learning: A Co-Design Exploration with Students

The increasing use of Artificial Intelligence (AI) by students in learning presents new challenges for assessing their learning outcomes in project-based learning (PBL). This paper introduces a co-design study to explore the potential of students' AI usage data as a novel material for PBL assessment. We conducted workshops with 18 college students, encouraging them to speculate an alternative world where they could freely employ AI in PBL while needing to report this process to assess their skills and contributions. Our workshops yielded various scenarios of students' use of AI in PBL and ways of analyzing these uses grounded by students' vision of education goal transformation. We also found students with different attitudes toward AI exhibited distinct preferences in how to analyze and understand the use of AI. Based on these findings, we discuss future research opportunities on student-AI interactions and understanding AI-enhanced learning.

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DesignQuizzer: A Community-Powered Conversational Agent for Learning Visual Design

Online design communities, where members exchange free-form views on others' designs, offer a space for beginners to learn visual design. However, the content of these communities is often unorganized for learners, containing many redundancies and irrelevant comments. In this paper, we propose a computational approach for leveraging online design communities to run a conversational agent that assists informal learning of visual elements (e.g., color and space). Our method extracts critiques, suggestions, and rationales on visual elements from comments. We present DesignQuizzer, which asks questions about visual design in UI examples and provides structured comment summaries. Two user studies demonstrate the engagement and usefulness of DesignQuizzer compared with the baseline (reading reddit.com/r/UI_design). We also showcase how effectively novices can apply what they learn with DesignQuizzer in a design critique task and a visual design task. We discuss how to use our approach with other communities and offer design considerations for community-powered learning support tools.

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ALens: An Adaptive Domain-Oriented Abstract Writing Training Tool for Novice Researchers

The significance of novice researchers acquiring proficiency in writing abstracts has been extensively documented in the field of higher education, where they often encounter challenges in this process. Traditionally, students have been advised to enroll in writing training courses as a means to develop their abstract writing skills. Nevertheless, this approach frequently falls short in providing students with personalized and adaptable feedback on their abstract writing. To address this gap, we initially conducted a formative study to ascertain the user requirements for an abstract writing training tool. Subsequently, we proposed a domain-specific abstract writing training tool called ALens, which employs rhetorical structure parsing to identify key concepts, evaluates abstract drafts based on linguistic features, and employs visualization techniques to analyze the writing patterns of exemplary abstracts. A comparative user study involving an alternative abstract writing training tool has been conducted to demonstrate the efficacy of our approach.

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Amplifying the Music Listening Experience through Song Comments on Music Streaming Platforms

Music streaming services are increasingly popular among younger generations who seek social experiences through personal expression and sharing of subjective feelings in comments. However, such emotional aspects are often ignored by current platforms, which affects the listeners' ability to find music that triggers specific personal feelings. To address this gap, this study proposes a novel approach that leverages deep learning methods to capture contextual keywords, sentiments, and induced mechanisms from song comments. The study augments a current music app with two features, including the presentation of tags that best represent song comments and a novel map metaphor that reorganizes song comments based on chronological order, content, and sentiment. The effectiveness of the proposed approach is validated through a usage scenario and a user study that demonstrate its capability to improve the user experience of exploring songs and browsing comments of interest. This study contributes to the advancement of music streaming services by providing a more personalized and emotionally rich music experience for younger generations.

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Storyfier: Exploring Vocabulary Learning Support with Text Generation Models

Vocabulary learning support tools have widely exploited existing materials, e.g., stories or video clips, as contexts to help users memorize each target word. However, these tools could not provide a coherent context for any target words of learners' interests, and they seldom help practice word usage. In this paper, we work with teachers and students to iteratively develop Storyfier, which leverages text generation models to enable learners to read a generated story that covers any target words, conduct a story cloze test, and use these words to write a new story with adaptive AI assistance. Our within-subjects study (N=28) shows that learners generally favor the generated stories for connecting target words and writing assistance for easing their learning workload. However, in the read-cloze-write learning sessions, participants using Storyfier perform worse in recalling and using target words than learning with a baseline tool without our AI features. We discuss insights into supporting learning tasks with generative models.

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PromotionLens: Inspecting Promotion Strategies of Online E-commerce via Visual Analytics

Promotions are commonly used by e-commerce merchants to boost sales. The efficacy of different promotion strategies can help sellers adapt their offering to customer demand in order to survive and thrive. Current approaches to designing promotion strategies are either based on econometrics, which may not scale to large amounts of sales data, or are spontaneous and provide little explanation of sales volume. Moreover, accurately measuring the effects of promotion designs and making bootstrappable adjustments accordingly remains a challenge due to the incompleteness and complexity of the information describing promotion strategies and their market environments. We present PromotionLens, a visual analytics system for exploring, comparing, and modeling the impact of various promotion strategies. Our approach combines representative multivariant time-series forecasting models and well-designed visualizations to demonstrate and explain the impact of sales and promotional factors, and to support "what-if" analysis of promotions. Two case studies, expert feedback, and a qualitative user study demonstrate the efficacy of PromotionLens.

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Know it to Defeat it: Exploring Health Rumor Characteristics and Debunking Efforts on Chinese Social Media during COVID-19 Crisis

Health-related rumors spreading online during a public crisis may pose a serious threat to people's well-being. Existing crisis informatics research lacks in-depth insights into the characteristics of health rumors and the efforts to debunk them on social media in a pandemic. To fill this gap, we conduct a comprehensive analysis of four months of rumor-related online discussion during COVID-19 on Weibo, a Chinese microblogging site. Results suggest that the dread (cause fear) type of health rumors provoked significantly more discussions and lasted longer than the wish (raise hope) type. We further explore how four kinds of social media users (i.e., government, media, organization, and individual) combat health rumors, and identify their preferred way of sharing debunking information and the key rhetoric strategies used in the process. We examine the relationship between debunking and rumor discussions using a Granger causality approach, and show the efficacy of debunking in suppressing rumor discussions, which is time-sensitive and varies across rumor types and debunkers. Our results can provide insights into crisis informatics and risk management on social media in pandemic settings.

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Understanding Players' Interaction Patterns with Mobile Game App UI via Visualizations

Understanding how players interact with the mobile game app on smartphone devices is important for game experts to develop and refine their app products. Conventionally, the game experts achieve their purposes through intensive user studies with target players or iterative UI design processes, which can not capture interaction patterns of large-scale individual players. Visualizing the recorded logs of users' UI operations is a promising way for quantitatively understanding the interaction patterns. However, few visualization tools have been developed for mobile game app interaction, which is challenging with multi-touch dynamic operations and complex UI. In this work, we fill the gap by presenting a visualization approach that aims to understand players' interaction patterns in a multi-touch gaming app with more complex interactions supported by joysticks and a series of skill buttons. Particularly, we identify players' dynamic gesture patterns, inspect the similarities and differences of gesture behaviors, and explore the potential gaps between the current mobile game app UI design and the real-world practice of players. Three case studies indicate that our approach is promising and can be potentially complementary to theoretical UI designs for further research.

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CASS: Towards Building a Social-Support Chatbot for Online Health Community

Chatbots systems, despite their popularity in today's HCI and CSCW research, fall short for one of the two reasons: 1) many of the systems use a rule-based dialog flow, thus they can only respond to a limited number of pre-defined inputs with pre-scripted responses; or 2) they are designed with a focus on single-user scenarios, thus it is unclear how these systems may affect other users or the community. In this paper, we develop a generalizable chatbot architecture (CASS) to provide social support for community members in an online health community. The CASS architecture is based on advanced neural network algorithms, thus it can handle new inputs from users and generate a variety of responses to them. CASS is also generalizable as it can be easily migrate to other online communities. With a follow-up field experiment, CASS is proven useful in supporting individual members who seek emotional support. Our work also contributes to fill the research gap on how a chatbot may influence the whole community's engagement.

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Friend Network as Gatekeeper: A Study of WeChat Users' Consumption of Friend-Curated Contents

Social media enables users to publish, disseminate, and access information easily. The downside is that it has fewer gatekeepers of what content is allowed to enter public circulation than the traditional media. In this paper, we present preliminary empirical findings from WeChat, a popular messaging app of the Chinese, indicating that social media users leverage their friend networks collectively as latent, dynamic gatekeepers for content consumption. Taking a mixed-methods approach, we analyze over seven million users' information consumption behaviors on WeChat and conduct an online survey of $216$ users. Both quantitative and qualitative evidence suggests that friend network indeed acts as a gatekeeper in social media. Shifting from what should be produced that gatekeepers used to decide, friend network helps separate the worthy from the unworthy for individual information consumption, and its structure and dynamics that play an important role in gatekeeping may inspire the future design of socio-technical systems.

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Investigating the Effects of Robot Engagement Communication on Learning from Demonstration

Robot Learning from Demonstration (RLfD) is a technique for robots to derive policies from instructors' examples. Although the reciprocal effects of student engagement on teacher behavior are widely recognized in the educational community, it is unclear whether the same phenomenon holds true for RLfD. To fill this gap, we first design three types of robot engagement behavior (attention, imitation, and a hybrid of the two) based on the learning literature. We then conduct, in a simulation environment, a within-subject user study to investigate the impact of different robot engagement cues on humans compared to a "without-engagement" condition. Results suggest that engagement communication significantly changes the human's estimation of the robots' capability and significantly raises their expectation towards the learning outcomes, even though we do not run actual learning algorithms in the experiments. Moreover, imitation behavior affects humans more than attention does in all metrics, while their combination has the most profound influences on humans. We also find that communicating engagement via imitation or the combined behavior significantly improve humans' perception towards the quality of demonstrations, even if all demonstrations are of the same quality.

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