Source: CORNELL UNIVERSITY submitted to NRP
INTERACTIVE MEDIA COMPUTING & COLLABORATION, RESEARCH & DESIGN
Sponsoring Institution
State Agricultural Experiment Station
Project Status
COMPLETE
Funding Source
Reporting Frequency
Annual
Accession No.
0136550
Grant No.
(N/A)
Cumulative Award Amt.
(N/A)
Proposal No.
(N/A)
Multistate No.
(N/A)
Project Start Date
Oct 1, 1998
Project End Date
Sep 30, 2009
Grant Year
(N/A)
Program Code
[(N/A)]- (N/A)
Recipient Organization
CORNELL UNIVERSITY
(N/A)
ITHACA,NY 14853
Performing Department
COMMUNICATION
Non Technical Summary
(N/A)
Animal Health Component
(N/A)
Research Effort Categories
Basic
100%
Applied
(N/A)
Developmental
(N/A)
Classification

Knowledge Area (KA)Subject of Investigation (SOI)Field of Science (FOS)Percent
90374103030100%
Goals / Objectives
The goal of our research is to understand and improve the expanding role of computers in communicating, learning, working, and playing. We study how humans interact with computers, and how technology can mediate communication. We focus on the use of computers in schools and universities in areas as diverse as engineering, entomology, language learning and art history. We explore the use of computers in museums, libraries, and corporations. Our current focus areas include: Digital Libraries and Visualization, Collaborative Tools, Mobile and Ubiquitous Computing, and Assessing New Technologies.
Project Methods
We consider the challenges end-users face in collecting, organizing and visualizing digital resources. We explore such areas as on-line problem solving, telecommuting efficiency, group design, social interaction, and critical thinking. We investigate how highly portable, multimedia computing resources, real-time database access, and situated data collection can improve learning and working experiences. We consider the development of technological tools designed to evaluate networked, multimedia environments.

Progress 10/01/08 to 09/30/09

Outputs
OUTPUTS: Mindless Eating Challenge is a mobile persuasion phone-based health game based on Dr. Brian Wansink's Mindless Eating Challenge. In the game, players are tasked with caring for a virtual pet or plant, similar to the popular Tamgotchi. Pet care requires the user to follow a variety of health and eating recommendations and verify their actions through an online game. A social portion of the game allows the user to see various depictions of their performance in comparison to the performance of others in their group, as well as of their group in comparison to other groups. Phones were distributed in area highschools for several weeks and feedback was provided through the devices. PARTICIPANTS: The project received funding from the Robert Wood Johnson Foundation Pioneer Games for Health with additional support from Google and Nokia. Collaborators included professors Sahara Byrne, Brian Wansink, HCI lab at Cornell University, graduate students JP Pollak,Amy Gonzalez, and Phil Adams. TARGET AUDIENCES: There is an obesity epidemic in the US. Reaching children early and encouraging healthy eating habits is extremely important. The research team distributed iPhones in 2 school districts. Students received healthy eating messages and feedback through their cell phone avatar as well as from their social networks. PROJECT MODIFICATIONS: Not relevant to this project.

Impacts
Mobile devices such as cell phones can be very effective tools for persuading people to maintain or support a healthy life style. We found that providing feedback through avatars actually changed young people's eating habits. We also found that young people need a range of feedback during the game (both positive and negative) in order to be effective.

Publications

  • Gay, G. (2009). Context-aware mobile computing: Affordances of space, social awareness, and social influence. San Rafael, CA: Morgan & Claypool.
  • Xia, L., Yuan, Y. C., & Gay, G. (2009). Exploring negative group dynamics. Management Communication Quarterly. Cho, H.& Gay, G. (2009). The effects of communication styles on computer-supported collaborative learning. In M. N. Tsianos and P. Germanakos (eds.). Cognitive and Emotional Processes in Web-based Education: Integrating Human Factors and Personalization. Hershey, PA: IGI Global.
  • Lee, J., Cho, H., & Gay, G. (2009). Visualizing web traffic data using social network analysis. In H. Schneider and L. M. Humber (eds.) Social Networks: Development, Evaluation and Influence. NY: Nova Science Publishers.
  • Thom-Santelli, J., Cosley, D. and Gay, G. (2009). What's Mine is Mine: Territoriality in Collaborative Authoring. Proceedings of CHI 2009.
  • Shami, N.S., Ehrlich, K., Gay, G.K., Hancock, J.T. (2009) Making sense of strangers' expertise from signals in digital artifacts. To appear in Proceedings of the ACM Conference on Human Factors in Computing Systems (CHI 2009), ACM Press. (Acceptance rate: 277/1130 ~ 24.5%)
  • Leshed, G., Perez, D., Hancock, J. H., Cosley, D., Birnholtz, J., Lee, S., McLeod, P. L., and Gay, G. (2009). Visualizing real-time language-based feedback on teamwork behavior in computer-mediated groups. To appear in Proceedings of CHI 2009.
  • Cosley, D., Baxter, J., Lee, S., Alson, B., Adams, P., Sarabu, C., Nomura, S., Gay, G. (2009). A Tag in the Hand: Supporting Semantic, Social, and Spatial Navigation in Museums.
  • To appear in Proceedings of CHI 2009. Xia, L., Yuan, Y. C., & Gay, G. (2009). Why don't we like to work with them Personality, adversarial network and performance in project groups. Management Communication Quarterly.


Progress 10/01/07 to 09/30/08

Outputs
OUTPUTS: In the past decade, online information networks have fundamentally transformed the ways that people obtain news and current events, communicate with one another, seek advice, shop, travel, and are entertained. One of the primary distinguishing aspects of these networks is that they are produced collectively by the actions and interactions of large numbers of individual actors. For instance, today's blogs, discussion boards, online auctions, and even the links between personal Web pages all arise out of the interactions of multiple individuals whose decisions are largely unconstrained by institutional rules and uncoordinated by procedures for centralized governance. The rapid rise in the popularity and scope of online information networks has attracted considerable attention from scientists in a broad range of disciplines, including sociology, economics, communication, computer science, physics and applied mathematics. Traditional social network analytic studies tend to take network structure as a given and disregard how attributes and characteristics of agents within a network impact an evolving network structure as well as each agent's emergent position within those structures. At the same time, research on individual differences (e.g., personality, psychology, or opinion research) tends to ignore the larger social network within which an agent is situated. However, research in Cornell's HCI lab has begun to uncover important effects on an agent's location in a network (e.g., central or peripheral, brokerage positions, etc.) that flow from the specific characteristics and attributes of the agent. Other studies have shown how homophily and influence (the tendency for likes to interact and for interactants to become more alike) generates tendencies toward polarization and differentiation in dynamic networks. PARTICIPANTS: Daniel Cosley, Cathy Klimaszewski, Gilly Leshed, Jeffrey Hancock, Jennifer Thom-Santelli, Poppy McLeod, Thorsten Joachims,Yu Yuan, Alex Ainslie, Michael Macy, Jon Kleinberg, Daniel Huttenlocher, John Baxter, Sadat Shami. TARGET AUDIENCES: Students and general population that seek information via the internet or wikipedia, general population who use handheld devices to seek information and for social networking. Engineers that design computer, internet and/or hand held systems. PARTICIPANTS: Online communities TARGET AUDIENCES: Online communities PROJECT MODIFICATIONS: Nothing significant to report during this reporting period.

Impacts
Cybertools Wikipedia. One experiment under the project examines how best to recommend people, projects, and articles in Wikipedia in order to increase people's contributions. Our primary goals are to: 1.) Create effective tools for encouraging people to contribute to online communities in general; 2.) Understand, apply, and inform theories of social behavior that bear on the question of motivating these contributions; 3.) Improve the quality of Wikipedia, specifically in the target domains. If we are, in fact, able to increase how much people contribute, we will also be developing their skills as individuals working together to build valuable online resources, including clarity of expression, ability to cooperate with others, and literacy in working with current Internet technologies. IMLS Grant #: MA-02-06-0406-06 Title: Digital Access and Study Center Interpretation Project (Also Support from Intel Corporation). The Data as Art series of projects looks at how we can turn the priority of context aware guides around so that instead of focusing on making the system more aware of context, the designs are oriented to making people more aware of context. In the case of the museum example, we are providing information such as patterns and preferences of visitor behavior back to visitors in unique ways positioning this information not just as input data to a system but as output art for visitor reflection. In this way, visitors are encouraged to reflect on their movement through a social physical space as opposed to just reflection on the art objects on display. We are currently developing new sensor based projects for displaying context information back to people in public spaces in evocative ways. This research is now a collaborative effort between the HCI group, the Wireless Networking group in Computer Science, Intel, and IMLS. Robert Wood Johnson Foundation Grant Mindless Eating Game The majority of work in the area of using games as a means of changing behavior builds on a groundwork for persuasive technology set forth by Fogg (2003). We are examining the potential impact of mobile phones and games on eating habits of young people. Detailing numerous methods through which technology can be used to facilitate changes in behavior, various real world examples are presented and analyzed, as are the results of several experiments supporting these methods. This work is a logical foundation for researchers working with virtual pet care games, as fundamentally they are a persuasive technology as described by Fogg. The research draws on several theories from psychology and social psychology as justification and explanation for technology-based persuasion. In particular, intrinsic motivation, social facilitation, social comparison, and social cognition and modeling are invoked as mechanisms through which technology can bring about changes in behavior.

Publications

  • McComas, K. A., Yang, Z., Gay, G. K., Leonard, J. P., Dannenberg, A. J., Dillon, H., & Kornhabor, R. (May 2008). Talking to doctors about clinical trials. Paper presented at the International Communication Association Annual Meeting, Montreal, Canada.
  • Cosley, D., Baxter, J., Lee, S., Alson, B., Adams, P., Sarabu, C., Nomura, S., Gay, G. A Tag in the Hand: Supporting Semantic, Social, and Spatial Navigation in Museums. Submitted to CHI 2009.
  • Cosley, D., Lewenstein, J., Herman, A., Holloway, J., Baxter, J., Nomura, S., Boehner, K., and Gay, G. (2008). ArtLinks: Fostering Social Awareness and Reflection in Museums. CHI 2008, Florence, Italy.
  • McComas, K. A., Yang, Z., Gay, G. K., Leonard, J. P., Dannenberg, A. J., & Dillon, H. (2008). Individuals' willingness to talk to doctors about clinical trial enrollment. Manuscript under review at Journal of Health Communication.
  • Nomura, S., Birnholtz, J. P., Rieger, O., Leshed, G., Trumbull, D., and Gay, G., (2008). Cutting into Collaboration: Understanding Coordination in Distributed and Interdisciplinary Medical Research. Will be presented at Computer Supported Cooperative Work (CSCW) 2008 Conference in November 2008. San Diego, CA.
  • Wesler, H.T., Cosley, D., Kossinets, G., Lin, A., Dokshin, F., Gay, G., and Smith, M., (2008). Finding Social Roles in Wikipedia. Proc ASA 2008.
  • Yang, Z, McComas, K.A., Gay, G., Leonard, J. P. Leonard, Dannenberg, A. J., Dillon, H., & Kornhaber, R. (December 2008). The role of positive affect in motivating risk information seeking and processing - a study on communication about clinical trial enrollment. Paper to be presented at the Society for Risk Analysis Annual Meeting, Boston, MA.
  • Yang, Z, McComas, K.A., Gay, G., Leonard, J. P. Leonard, Dannenberg, A. J., Dillon, H., & Kornhaber, R. (October 2008). Information seeking and processing about clinical trial enrollment. Poster to be presented at the 136th American Public Health Association Annual Meeting & Exposition, San Diego, CA.


Progress 01/01/07 to 12/31/07

Outputs
OUTPUTS: In the past decade, online information networks have fundamentally transformed the ways that people obtain news and current events, communicate with one another, seek advice, shop, travel, and are entertained. One of the primary distinguishing aspects of these networks is that they are produced collectively by the actions and interactions of large numbers of individual actors. For instance, today's blogs, discussion boards, online auctions, and even the links between personal Web pages all arise out of the interactions of multiple individuals whose decisions are largely unconstrained by institutional rules and uncoordinated by procedures for centralized governance. The rapid rise in the popularity and scope of online information networks has attracted considerable attention from scientists in a broad range of disciplines, including sociology, economics, communication, computer science, physics and applied mathematics. Traditional social network analytic studies tend to take network structure as a given and disregard how attributes and characteristics of agents within a network impact an evolving network structure as well as each agent's emergent position within those structures. At the same time, research on individual differences (e.g., personality, psychology, or opinion research) tends to ignore the larger social network within which an agent is situated. However, research in Cornell's HCI lab has begun to uncover important effects on an agent's location in a network (e.g., central or peripheral, brokerage positions, etc.) that flow from the specific characteristics and attributes of the agent. Other studies have shown how homophily and influence (the tendency for likes to interact and for interactants to become more alike) generates tendencies toward polarization and differentiation in dynamic networks. PARTICIPANTS: Daniel Cosley, Cathy Klimaszewski, Anthony Ingraffea, Michael Stefanone, Gilly Leshed, Jeffrey Hancock, Jennifer THom-Santelli, Poppy McLeod, Thorsten Joachims, Laura Granka, Helene Hembrooke, Kirsten Boehner, Sadat Shami, Barry Davidson, Ling Xia, Yu Yuan, Alex Ainslie, Bing Pan, F. Radlinski, S. Pai, P. Kuryloski, H. Yip, S. Yennamandra, S. Wicker. TARGET AUDIENCES: Students and general population that seek information via the internet or wikipedia, general population tha use handheld devices to seek information and for social networking. Engineers that design computer, internet and/or hand held systems.

Impacts
NSF: Cybertools Wikipedia. One experiment under the project examines how best to recommend people, projects, and articles in Wikipedia in order to increase people's contributions. Our primary goals are to: 1.) Create effective tools for encouraging people to contribute to online communities in general; 2.) Understand, apply, and inform theories of social behavior that bear on the question of motivating these contributions; 3.) Improve the quality of Wikipedia, specifically in the target domains. If we are, in fact, able to increase how much people contribute, we will also be developing their skills as individuals working together to build valuable online resources, including clarity of expression, ability to cooperate with others, and literacy in working with current Internet technologies. IMLS Grant #: MA-02-06-0406-06 Title: Digital Access and Study Center Interpretation Project(Also Support from Intel Corporation). The Data as Art series of projects looks at how we can turn the priority of context aware guides around so that instead of focusing on making the system more aware of context, the designs are oriented to making people more aware of context. In the case of the museum example, we are providing information such as patterns and preferences of visitor behavior back to visitors in unique ways positioning this information not just as input data to a system but as output art for visitor reflection. In this way, visitors are encouraged to reflect on their movement through a social physical space as opposed to just reflection on the art objects on display. We are currently developing new sensor based projects for displaying context information back to people in public spaces in evocative ways. This research is now a collaborative effort between the HCI group, the Wireless Networking group in Computer Science, Intel, and IMLS. Syracuse University (Flowthrough NASA): #3534168 Title: An Advanced Interactive Discovery Environment for Engineering Education (PI-Ingraffea). Social network analysis is a methodology used for analyzing community-based activities in computer-supported collaborative learning (CSCL) environments. The theoretical and methodological background is social/communication network analysis, which is employed to identify and understand students' communication and interaction patterns when collaborating through wireless computer networking tools. Findings show that social influences, in the form of network prestige effects, strongly affected the likelihood and the extent to which information posted in the CSCL environment was shared by peers in this learning community. Very Large Semi- Structured Datasets for Social Science Research from the NSF Next Generation Cyberinfrastructure Program from 1/1/2006 - 12/31/2007. Through a reconfigured relational database derived from the Internet Archive and hosted at Cornell, we have unprecedented opportunities to examine social processes that occur on networks, with a focus on the directed and undirected transmission of information, practices, and behavior.

Publications

  • Cho, H., Gay, G., Davidson, B., & Ingraffea, A. 2007. Social networks, communication styles, and learning performance in a CSCL community. Computers & Education, 49(2), 309-329.
  • Joachims, T., Granka, L., Pan, B., Hembrooke, H., Radlinski, F., & Gay, G. 2007. Evaluating the Accuracy of Implicit Feedback from Clicks and Query Reformulations in Web Search. ACM Transactions on Information Systems (TOIS), 25( 2).
  • Thom-Santelli, J., Ainslie, A., & Gay, G. 2007. Location, location, location: A study of bluejacking practices. CHI Extended Abstracts 2007: 2693-2698.
  • Pai, S., Kuryloski, P., Yip, H., Yennamandra, S., Wicker, S., Boehner, K., & Gay, G. 2007. Networks of Sensors in Public Spaces: Combining Technology With Art. In the IEEE International Symposium on Ubiquitous Computing and Intelligence (IEEE UCI 2007). Niagara Falls, Ontario, Canada.
  • Leshed, G., Hancock, J., Cosley, D., McLeod, P., Gay G. 2007. Feedback for Guiding Reflection on Teamwork Practices. GROUP 2007 Conference, Sanibel Island, FL., November.
  • Shami, N.S., Yuan, Y.C., Cosley, D., Xia, L., Gay, G. 2007. That is what Friends are for: Facilitating Who Knows What Across Group Boundaries. GROUP 2007 Conference, Sanibel Island, FL., November.
  • Xia, L., Shami, N.S., Yuan, Y., and Gay, G. 2007. The Impact of Negative Relations on Performance and Satisfaction in Group Work. Paper presented at the Hawaii International Conference on Systems Sciences (HICSS-40 '07), Hawaii, USA., January.
  • Nisbet, E.C., & Gay, G. 2007. Internet use and the amplification of trust and privacy evaluations on support for government Internet monitoring. Paper presented to the Communication & Technology Division of the 2007 International Communication Association Conference, San Francisco, CA., May.


Progress 01/01/06 to 12/31/06

Outputs
In the past decade, online information networks have fundamentally transformed the ways that people obtain news and current events, communicate with one another, seek advice, shop, travel, and are entertained. One of the primary distinguishing aspects of these networks is that they are produced collectively by the actions and interactions of large numbers of individual actors. For instance, today's blogs, discussion boards, online auctions, and even the links between personal Web pages all arise out of the interactions of multiple individuals whose decisions are largely unconstrained by institutional rules and uncoordinated by procedures for centralized governance. The rapid rise in the popularity and scope of online information networks has attracted considerable attention from scientists in a broad range of disciplines, including sociology, economics, communication, computer science, physics and applied mathematics. Dynamic networks and individual personality, opinions, and beliefs. Traditional social network analytic studies tend to take network structure as a given and disregard how attributes and characteristics of agents within a network impact an evolving network structure as well as each agent's emergent position within those structures. At the same time, research on individual differences (e.g., personality psychology or opinion research) tends to ignore the larger social network within which an agent is situated. However, research in Cornell's HCI lab has begun to uncover important effects on an agent's location in a network (e.g., central or peripheral, brokerage positions, etc.) that flow from the specific characteristics and attributes of the agent. Other studies have shown how homophily and influence (the tendency for likes to interact and for interactants to become more alike) generates tendencies toward polarization and differentiation in dynamic networks.

Impacts
This project goes beyond the study of the Web itself, to the underlying social processes that are reflected in its pages and structure. With funding from the National Science Foundation, Cornell's Faculty of Computing and Information Science (CIS) and the Cornell Theory Center (CTC) are building the Cornell Web Lab (CWL). This new computing facility will give researchers at Cornell local and unrestricted access to the Internet Archive (www.archive.org), which has been capturing and storing snapshots of the Web every two months since 1996. These snapshots show the contents of every page on the Web, including the links between pages. When CWL comes on line next year, social scientists will be able to study the diffusion (as well as decline) of innovations, rumors, opinions, fads, urban legends, social movements - anything that might be found on a Web page - in ways we have never done before, given the difficulty collecting worldwide serial data on adoption (and abandonment) at the micro level.

Publications

  • Granka, L., Hembrooke, H. and Gay, G. 2006. Location location location: Viewing patterns on WWW pages. ETRA 2006, 43.
  • Hembrooke, H., Feusner, M. and Gay, G. 2006. Averaging scan patterns and what they can tell us. ETRA 2006, 41.
  • Lorigo, L., Pan, B., Hembrooke, H., Joachims, T., Granka, L. and Gay, G. 2006. The influence of task and gender on search and evaluation behovior using Google. Information Processing and Management, 42(4), 1123-1131.
  • Pan, B., Gay, G., Saylor, J. and Hembrooke, H. 2006. One digital library, two undergraduate classes, and four learning modules: Uses of a digital library in classrooms. Journal of the American Society for Information Science and Technology, 57(10), 1315-1325.
  • Thom-Santelli, J., Boehner, K., Gay, G. and Hembrooke, H. 2006. Beyond Just the Facts: Transforming the Museum Learning Experience. Work In Progress Abstract. Proceedings of CHI 2006. Montreal, Canada. ACM Press.
  • Yuan, Y. C. and Gay, G. 2006. Homophily of network ties, and bonding and bridging social capital in distributed teams. Journal of Computer-Mediated Communication, 11(4), 9.
  • Yuan, Y., Gay, G. and Hembrooke, H. 2006. Focused Activities and the Development of Social Capital in a Distributed Learning Community. Information Society, 22(1), 25-39.


Progress 01/01/05 to 12/31/05

Outputs
This program of research initially focused on interactive media computing and collaborative learning around objects and images with various museum partners. As the internet grew, our research objectives spread from the informal learning environment of the museum, to developing collaborative learning environments within a more traditional classroom setting. Throughout the 7 years of this project, these two contexts have remained. What has changed has been the result of both the growth of technology, and the natural evolution of all long term research as new answers/insights fostered new questions. As wireless mobile technologies became increasingly mainstream we worked with research partners at Intel and Microsoft to equip students with wireless enabled laptops, and placed 18, 802.11 wireless access points around campus and college town (two years before Cornell had a wireless network). Technology was changing where, how, and with whom students were learning. For two years we studied collaborative aspects of networked multimedia computing and the phenomena associated with it (information filtering, information retrieval systems, recommender systems, social navigation, and network formation). Several publications resulted from this work, as well as the development of 4 system prototypes designed to explore the uses of context sensitive computing devices. For the past three years we have continued to develop tools and content for the Johnson Museum, and the Renwick Museum in Washington, DC. This work has concentrated on delivering information via small handheld devices for both adults, and children (as part of the Johnson Museums OMNI program). Adult handheld tours have also been developed to extend the museum experience beyond just information delivery by creating systems that encourage patrons to contribute to, and participate in, the creation of art itself. In so doing patrons also become more explicitly aware of the usually implicit, collective social dimension through the contributions of other patrons. Furthermore, in these past three years, we have partnered with NASA, AT&T, and New York State in exploring computer supported collaborative learning in engineering design classes here at Cornell, and at Syracuse University. Using social network analysis, we have explored the ways in which different group networks develop and evolve, and the mediating variables (such as group assignment, location, and personality) effect this development. This year we will continue in this effort concentrating also on what interventions might improve the development of social capital and performance among groups collocated, and at a distance.

Impacts
This research documents the impact of technology on learning in both formal and informal learning environments, in several populations (adults, children, students, and museum patrons). Further, given the life span of this project, we have been able to chart and follow the course of development across time as new technologies and infrastructure became available. The results of this project have indicated both the advantages and, at times, disadvantages of learning technologies, what works to enhance learning in different contexts, and how the collaborative process evolves and is impacted by variables exogenous and intrinsic to the individuals themselves.

Publications

  • Boehner, K., Sengers, P., & Gay, G. 2005. Affective presence in museums: Ambient systems for creative expression. Journal of Digital Creativity,16(2), 79-89.
  • Boehner, K., Gay, G., & Larkin, C. 2005. Drawing evaluation into design for mobile computing: A case study of the Renwick Gallerys handheld education project. Journal of Digital Libraries, Special Issue, 5(3), 219-230.


Progress 01/01/04 to 12/31/04

Outputs
This past year data collection efforts, analysis, and write-up continued. We have begun to identify both personality variables as well as group structural variables that contribute significantly to the success of distributed learning outcomes, early technology adoption, and satisfaction with the collaborative process. From this data we have learned that central actors in a network tend to be more extraverted, but less conscientious than peripheral actors. Central actors are also more likely to prefer mediated communication formats, especially the phone, than peripheral actors, who tend to prefer face-to-face forms of interaction. In addition the data suggest that, relative to participants with external locus of control, participants with internal locus of control decreased their network density over time but increased their brokerage and reach. Structural variables such as group assignment and location also contribute to the development and evolution of both task-related networks as well as networks of friendships. These results have direct implications for how members within a group act to develop personal networks that support and maximize potential social capital.

Impacts
Analysis from this group data has helped us to identify the variables that impact classroom performance, satisfaction, and early adoption of technology in distributed learning groups. This in turn can be used to inform individuals about their own group behavior, how they might change it, and how to construct groups based on the most optimal qualities and behaviors.

Publications

  • Stefanone, M., Hancock, J., Gay, G., & Ingrafea, T. 2004. Emergent networks, locus of control, and the pursuit of social capital. Proceedings of the 2004 Computer Supported Collaborative Work Conference, Chicago.
  • Cho, H.C., Gay, G., Davidson, B.D. and Ingraffea, A. 2004. Communication Styles, Social Networks, and Learning Performance in a CSCL. Journal of Computers and Education.
  • Cho, H., Lee, J., Stefanone, M. and Gay, G. 2004. Development of Computer-Supported Collaborative Social Networks in an Online Learning Community. Behavior and Information Technology.
  • Lee, J. S., Cho, H, & Gay, G. 2004. Applying Network Analysis to the Analysis of Web Traffic. In the Proceedings of Work with Computing Systems (pp. 634-639). Kuala Lumpur: Damai Sciences.


Progress 01/01/03 to 12/31/03

Outputs
We continue to collect and analyze group behavioral, performance, and personality data on participating students here at Cornell University and Syracuse University. Much of this data so far has been analyzed using Social Network Analysis allowing us to not only make predictions about the relationship between variables of interest (i.e., measures of group centrality and level of satisfaction with the class/learning experience), but also to visually represent what these networks look like and how they change over time. The ultimate goal is to use this information in ways that group members can critically assess their own group performance/interaction and change it to enhance their own, as well as the groups overall performance. We are developing an application currently that will tract group communication and visual represent this information back to group members. In this way group members will be able to monitor not only the overall communication in the group, but their own participation in this process as well.

Impacts
Analysis from this group data has helped us to identify the variables that impact classroom performance, satisfaction, and early adoption of technology. This in turn can be used to inform individuals about their own group behavior, how they might change it, and how to construct groups based on the most optimal qualities and behaviors.

Publications

  • Lee., J., Cho, H., Gay, G., Davidson, B., & Ingraffea, A. 2003. Technology Acceptance and Social Networking in Distance Learning. Educational Technology & Society, 6(2), 50-61, Available at http://ifets.ieee.org/periodical/6-2/6.html.
  • Hembrooke, H., Gay, G., 2003. The lecture and the Laptop: Multitasking in wireless learning environments. Journal of Computing in Higher Education, 15(1), 46-65.


Progress 01/01/02 to 12/31/02

Outputs
We continue our collaboration with the Engineering department here and at Syracuse University. This past year several studies have been conducted to assess the relative benefits of group and distant learning conditions. We continue to amass a large data base of behaviorial, demographic, and performance data that has allowed us to investigate which variables by themselves and in interaction with others serve as the best predictors of performance under collaborative work conditions.

Impacts
Our findings from the above mentioned studies will help identify the environmental, demographic, and personality variables which promote effective group learning.

Publications

  • Lee., J., Cho, H., Gay, G., Davidson, B., & Ingraffea, A. 2003. Technology Acceptance and Social Networking in Distance Learning. Educational Technology & Society. (In Press).


Progress 01/01/01 to 12/31/01

Outputs
This year, in collaboration with other departments at Cornell and organizations outside the university, we continued our research on uses and effects of technology in the classroom. Focusing on computer supported collaborative learning and the phenomena associated with this kind of learning environment (information filtering, information retrieval systems, recommender systems, social navigation and network formation) we have amassed a large data set which has allowed us to test a number of hypotheses, build and test models of user behavior, and identify several potentially important mediating variables which serve to improve the predictive power of such models. The results of our studies have led to tool prototype development and testing, the expansion into other educational contexts, and greater insight into the activities of users in and out of the classroom environment and how that changes over the course of time.

Impacts
Our studies this past year have gone well beyond the ethnographic level of understanding, and stand to impact teaching in enhanced classrooms at a much deeper level. We have learned much about the collaborative group process, the importance of role in this process, individual differences and preferences, and the effects of multitasking in the classroom. Specific findings indicate that a users' position in a social network influences the information seeking and retrieval of others in the same network; more prestigious people in the network exert greater influence on others in the network than less central members of the group. In addition, men and women differ in their use of Internet sites and tools with woman preferring to use search engines and communication/social tools over men. Other important findings include the identification of different browsing styles among users, that laptop usage in the classroom can have debilitating effects, and that these effects are mediated by browsing style and personality variables. Understanding the ways in which students use and interact with technology and how this changes as a function of contextual and individual variables is critical for curriculum change and development that effectively incorporates these new technologies into the classrooms of tomorrow.

Publications

  • Stefanone, M., Cho, H., Gay, G. ( 2001 ) Structural Reproduction of Social Networks in Computer-Mediated Communication Forums. Journal of Online Behavior
  • Gay, G. ( 2001 ) Co-Construction of Digital Museums. Spectra 28(1) pgs. 12-14
  • Burrell, J., Treadwell, P., Gay, G. ( 2001 ) Designing for Context: Usability in a Ubiquitous Environment. CHI 2001 Paper
  • Burrell, J., & Gay, G. (2001) E-graffiti: Evaluation Real -World Use Of a Context-Aware System. Interacting With Computers: Special Issue on Universal Usability
  • Kubo, K., Gay, G., Burrell, J. ( April 2002 ) CampusAware: Evaluation a Mobile System Driven by User Input. Proceedings of the Computer-Human Interaction Conference, Minneapolis, MN
  • Gay, G., Reiger, R., Bennington, T. ( 2001 ) Using mobile computing to enhance field study. In Miyake, N., Hall R, and Koschmann, T. (Eds.). Carrying the conversation forward. Mahwah, NJ: Erlbaum
  • Gay, G., Stefanone, M., Grace-Martin, M., Hembrooke, H (2002) The Effects of Wireless Computing in Collaborative Learning Environments. International Journal of Human-Computer Interaction
  • Grace-Martin, M., Gay, G. (2001) Web Browsing, Mobile Computing and Academic Performance. Special Issue on Cirriculum, Instruction, Learning and the Internet. IEEE and International Forum of Educational Technology & Society
  • Gay, G., Hembrooke, H. ( January 2002 ) Browsing Behaviors in Wireless Learning Networks. In Proceedings of the HICSS Conference
  • Cho, H., Stefanone, M., Gay, G. ( January 2002 ) Social Information Sharing In a CSCL Community. Proceedings of the 2002 CSCL
  • Grace-Martin, M., Gay, G. ( 2001 ) Curriculum, Instruction, Learning and the Internet. Special Volume, Journal of Educational Technology and Society and IEEE
  • Gay, G. ( 2001 ) Social Considerations in Designing Digital Museums. Special Issue Spectra
  • Burrell, J., Gay, G. ( 2001 ) Collectively Defining Context in a Mobile, Networked Computing Environment. Paper presented at CHI 2001, Seattle, WA


Progress 01/01/00 to 12/31/00

Outputs
Technology is changing the face of education. Computers and wireless networks have the potential to greatly enrich collaboration while simultaneously uncoupling location and function. These changes have the ability to alter where students learn and how the university creates and disseminates ideas, knowledge, and understanding on campus and at a distance. Our central focus this year has been on collaboration aspects of networked, multimedia computing. Drawing on the idea that learning is fundamentally a group activity, we explore uses of technology to bring learners together in conversation and discovery. We are guided by literature focusing on computer supported cooperative learning (CSCL) and consider such tools and phenomena as information filtering agents, information retrieval systems, recommender systems, social/collaborative filtering and navigation and search reformulation. We continue to collaborate with departments at Cornell and organizations outside the university, some of which oversee large collections of multimedia data and significant user populations such as Palm, Microsoft, and Intel. In particular we are examining ways people use electronic resources to learn and collaborate with one another. Our major project prototype in this category this year is the effects of mobile computing on work and learning. With some CRIS funds and grants from Intel and Microsoft, the project is provided as a prototype for future learning environments by our research lab Human-Computer Interaction Group in the Department of Communication, Computer Science, Computing and Information Sciences, and the Cornell Library. Students and instructors have access to an up-to-date suite of wireless computing equipment, sophisticated design and multimedia composition software, and communication and collaboration tools useful for teamwork. The results of some of our studies are available online at: http://www.nomad.cornell.edu

Impacts
We categorized the content of the top 2000 URL hosts (in terms of hits) appearing in the over 1.7 million records of Web browsing data we collected in our proxy server log over the course of the entire year. By doing so, we were able to assign a category to approximately 87% of the URLs we captured regarding test students' browsing. In the studies, we examined information seeking behaviours, gender differences, performance, context aware computing, divided attention, and social networks.

Publications

  • Gay, G. 2000. June. Editor, Special issue of Journal of Computer Mediated Communication on visual communication: 5(4).
  • Jones, M.L.W., Rieger, R.H., Treadwell, P., & Gay, G.K. 2000. Live From the Stacks: User Feedback on Mobile Computers and Wireless Tools for Library Patrons. Proceedings of ACM Conference on Digital Libraries, San Antonio, TX, June.
  • Burrell, J., Treadwell, P., and Gay, G.K. 2000. Designing for Context: Usability in a Ubiquitous Environment. Proceedings of the 2000 Conference on Universal Usability, p 80-84.
  • Bennington, T. & Gay, G. 2000. Spring. Mediated perception and expression: Contributions of phenomenological film theory approach. Journal of Computer-Mediated Communication: 5(4).
  • Pena-Perez, J., Martin, W., & Gay, G. 2000. June. An epistemological framework for analyzing student interactions in computer-mediated communication environments. Journal of Interactive Learning Research
  • Gay, G., Rieger, R., & Bennington, T. 2000. Using mobile computing to enhance field study. In T. Koschman (Ed.), CSCL2: Carrying Forward the Conversation, Hillsdale, N.J.: Lawrence Erlbaum.


Progress 01/01/99 to 12/31/99

Outputs
Our central focus this year has been on collaboration aspects of networked, multimedia computing. Drawing on the idea that learning is fundamentally a group activity, we explore uses of technology to bring learners together in conversation and discovery. We are guided by literature focusing on computer supported cooperative learning (CSCL) and consider such tools and phenomena as information filtering agents, information retrieval systems, recommender systems, social/collaborative filtering and navigation and search reformulation. We continue to collaborate with departments at Cornell and organizations outside the university, some of which oversee large collections of multimedia data and significant user populations. For example, this year we helped investigate collaborate multimedia databases with the Frick Art Reference Library, part of the Frick Museum in New York City. We also worked with our partners at the Cornell Institute for Digital Collections on an Mellon-funded project related to metadata and digital preservation. Other collaborators include The Dalton School in New York City, IBM-Japan, The British Museum, and Xerox Parc. At Cornell, our principal partners are the Cornell Library and the Departments of Computer Science and Mechanical Engineering. Our major project prototype in this category this year is the CreationStation. Creation Station is a curriculum tool and research initiative that blends knowledge management, multimedia composition and team collaboration resources. With some CRIS funds, the project is provided as a prototype for future learning environments by our research lab Human-Computer Interaction Group in the Department of Communication and the Cornell Library. Students and instructors have access to an up-to-date suite of desktop and portable computing equipment, sophisticated design and multimedia composition software, and communication and collaboration tools useful for teamwork.

Impacts
The Internet is moving from being a significant source of information to a strong tool for learner collaboration. Our activities explore the potential of computer-supported cooperative learning by helping us develop prototype virtual communities that help turn simple information into active knowledge.

Publications

  • Bennington, T. (1999) Ethical implications of computer-mediated evaluation. In Gay, G and Bennington, T. (ed.), Information technologies in evaluation: Social, moral, epistemological and practical implications. New directions for evaluation, no. 84, San Francisco: Jossey-Bass Inc.
  • Gay, G., Sturgill, A., Martin, W., & Huttenlocher, D. (1999, March). Document-Centered Peer Collaborations: An exploration of the educational uses of networked communication technologies. Journal of Computer-Mediated Communication [Online] 4(3). M. McLaughlin & S. Rafaeli (Eds.).
  • Martin, W., Rieger, R., Gay, G. (1999). Designing across disciplines: Negotiating collaborator interests in a digital museum project. International Cultural Heritage Informatics Meeting, Washington, D. C.
  • Bennington, T., Gay, G., and Jones, M. (1999). Using multimedia records to support mixed-method evaluation. In Gay, G and Bennington, T. (ed.), Information technologies in evaluation: Social, moral, epistemological and practical implications. New directions for evaluation, no. 84, San Francisco: Jossey-Bass Inc.
  • Gay, G., and Bennington, T. (1999). Reflective evaluation in a "technologically textured" world: An activity theory approach. In Gay, G and Bennington, T. (ed.), Information technologies in evaluation: Social, moral, epistemological and practical implications. New directions for evaluation, no. 84, San Francisco: Jossey-Bass Inc.
  • Gay, G., and Bennington, T., eds. (1999). Information technologies in evaluation: Social, moral, epistemological and practical implications. In New directions for evaluation, no. 84, San Francisco: Jossey-Bass Inc.
  • Rieger, R., and Sturgill, A. (1999). Evaluating on-line environments: Tools for observing users and gathering feedback. In Gay, G and Bennington, T. (ed.), Information technologies in evaluation: Social, moral, epistemological and practical implications. New directions for evaluation, no. 84, San Francisco: Jossey-Bass Inc. Geri Gay, Tammy L. Bennington
  • Jones, M., Gay, G., & Rieger, R. (November, 1999). Project soup: Comparing evaluations of digital collection efforts. D-Lib Magazine [Online] 5(11).
  • Rieger, R. & Gay, G. (1999). Tools and techniques in evaluating digital imaging projects. RLG Diginews [Online] 3(3).
  • Sturgill, A., Gay, G., & Martin, W., (1999). Surviving technology: A study of student use of computer-mediated communication to support technology education. International Journal of Educational Telecommunications.
  • Gay, G. Rieger, R., & Bennington, T. (1999). Using mobile computing to enhance field study. In monograph: CSCL2: Carrying forward the conversation. Koschmann, T. (Ed.).


Progress 01/01/98 to 12/31/98

Outputs
This project focuses on many broad issues of interactive media computing and communications. We examine how learners can more meaningfully access and manage information. We collaborate with a number of organizations to make large collections of multimedia data available and up-to-date. Our partners include, for example: the New York Public Library and the University of California, Berkeley, library group for the Making of America -II project (funded by the Mellon Foundation); the Cornell Institute for Digital Collections, the Dalton School in New York City, the Getty Foundation's Museum Education Site Licensing Project, and the Global Digital Museum Project, with IBM-Japan, the National Museum of Ethnology in Japan, and the British Museum. We have prototyped software and techniques for gathering feedback from users, collaborative discussions of images, organization of multimedia data, and for in-depth annotations of images. The museum community is very excited about museum document annotations. The Cornell-Dalton Partnership, begun this year, contains two integrated parts: a Study of Technology at Dalton' which informs the development activities in part two, Production of a Digital Dalton Prototype. Themes emerging from the research include, for example, building teacher trust in technology, school technology coordinators as resources, and the incompatability between corporate and educational models of computing. From this research, several papers on museum and K-12 use of technology have been prepared.

Impacts
(N/A)

Publications

  • Kilker, J. and Gay, G. (1998). The social construction of a digital library: A case study examining implications for evaluation. Information Technology and Libraries.
  • Takahashi, J., Kushida, T., Hong, J. K., Suguta, S. Kurita, Y., Reeve, J. Loverance, R., Gay, G., & Rieger, R. (1998). Multimedia information access on the internet: An approach in global digital museum. In Proceedings of the ACM International Conference on Digital Libraries, Pittsburgh, PA.
  • Gay, G., Rieger, R. and Sturgill, A. (1998). Findings of the MESL casual user survey. In Getty Information Institute (Ed.), MESL: Delivering digital images, 122-132, Los Angeles: Getty Information Institute.
  • Gay, G., Rieger, R. and Martin, W. (in press, 1998). GDM Prototype Evaluation. Chapter in: Senri ethnological report, global digital museum for museum education on the internet, Sugita, S., Hong, J-K., Reeve, J. and Gay, G. (eds.), Osaka, Japan: National Museum of Ethnology.
  • Gay, G., Rieger, R. and Martin, W. (in press, 1998). GDM Interface Design. Chapter in: Senri ethnological report, global digital museum for museum education on the internet, Sugita, S., Hong, J-K., Reeve, J. and Gay, G. (eds.), Osaka, Japan: National Museum of Ethnology.


Progress 01/01/97 to 12/31/97

Outputs
Work on this project continues to involve studying how large multimedia collections can be used by researchers, instructors, and students. We collaborate with a number of organizations making these collections available: the Mellon Foundation funded Making of America Project, with Cornell's Department of Preservation and the University of Michigan Library; the J.P. Getty Museum Educational Site Licensing Project, which includes museums and colleges nationwide; the Global Digital Museum project, with IBM-Japan, the National Museum of Ethnology in Japan, and the British Museum; and Democratizing Access to Scholarly Materials, with the Division of Rare and Manuscript Collections at Cornell. Lab designers prototyped software for collaborative discussion of images, for organization of multimedia data, and for in-depth annotation of images. Tests of integration of this software to web environments has begun. Formative evaluation studies have examined how researchers and instructors will be using large digital collections, and a multimedia collection tool has also been prototyped and user-tested. Conclusions indicated that users find annotation and organization tools important for their work, and also indicated that they were able to use effectively the collection tool with a large multimedia database. From this research, several papers on interactive media and workshops on using multimedia assessment tools were presented.

Impacts
(N/A)

Publications

  • Gay, G., Boehner, K., & Panella, T. (1997). ARTVIEW: Transforming
  • Rieger, R. & Gay, G. (1997). Using mobile computing to enhance field
  • Gay, G. (1997) Use of coordination tools to augment communication. In
  • Gay, G., Trumbull, D., & Sturgill, A. (1997) Use of a text- and
  • Plus ca change, plus c'est la meme chose: A case study of mixed


Progress 01/01/96 to 12/30/96

Outputs
Work on this project involves studying how large multimedia collections can be used by researchers, instructors, and students. We collaborate with a number of organizations making these collections available: the Mellon Fdtn funded Making of America Project, with Cornell's Dept. of Preservation and the Univ. of Michigan Library; the J.P. Getty Museum Educational Site Licensing; the Global Digital Museum project, with IBM-Japan, the Nat#l Museum of Ethnology in Japan, and the British Museum; and Democratizing Access to Scholarly Materials, with the Div. of Rare and Ms. Collections at Cornell. Lab designers prototyped software for collaborative discussion of images, for organization of multimedia data, and for in-depth annotation of images. Initial testing on this software has begun. Formative evaluation studies have examined how researchers and instructors will be using large digital collections, and a multimedia collection tool has also been prototyped and user-tested. Conclusions indicated that users find annotation and organization tools important for their work, and also indicated that they were able to use effectively the collection tool with a large multimedia database. A paper on digital museums and a workshop on using multimedia assessment tools were presented. In addition to publications, this work presented to NSF, DARPA, and IBM-Japan, and during a workshop at a conference of the Assn. for Computer Machinery.

Impacts
(N/A)

Publications

  • STURGILL, A., LENTINI, M. and GAY, G. 1996. Effect of media richness on group process variables: Implications for telecommuting. Proceedings of Telecommuting '96, Barnett Institute. Jacksonville, FL.
  • GAY, G. 1996. Issues in Accessing Digital Collections for Learning. Proceedings of the 38th Allerton Institute, NSF Workshop, Libraries, People, and Change: A Research Forum on Digital Libraries. Univ. of Illinois at Champaign-Urbana.


Progress 01/01/95 to 12/30/95

Outputs
Work on this project has involved studying how large multimedia collections can be used by researchers, instructors, and students. We have collaborated with a number of organizations making these collections available: the Mellon Foundation funded Making of America Project, with Cornell's Department of Preservation and the University of Michigan Library; the J.P. Getty Museum Educational Site Licensing Project, which includes museums and colleges nationwide; the Global Digital Museum project, with IBM-Japan, the National Museum of Ethnology in Japan, and the British Museum; and Democratizing Access to Scholarly Materials, with the Division of Rare and Manuscript Collections at Cornell. Lab designers have prototyped software for collaborative discussion of images, for organization of multimedia data, and for in-depth annotation of images. Initial testing on this software has begun. Formative evaluation studies have examined how researchers and instructors will be using large digital collections, and a multimedia collection tool has also been prototyped and user-tested. Conclusions indicated that users find annotation and organization tools important for their work, and also indicated that they were able to effectively use the collection tool with a large multimedia database. From this research, a paper on the use of concept mapping as a tool for digital library design and evaluation was presented and published, and a paper on on-line tracking systems was presented.

Impacts
(N/A)

Publications

  • LENTINI, M. and GAY, G. (1995). Interdisciplinary collaboration using a hypermedia spreadsheet. IMG Working Paper 95-1. Available from IMG (address below). Presented at Collaborative hypermedia analysis: Systems and issues for educational a
  • GAY, G. (1995). Issues in accessing and constructing multimedia documents. In Barrett, E. and Redmond, M. (Eds.), Contextual media: Multimedia and Interpretation. MIT Press. Cambridge, MA. pp 175-188.
  • MEAD, J. P. and GAY, G. (1995). Concept mapping: An innovative approach to digital library design and evaluation. In Proceedings of the 37th Allerton Institute. University of Illinois. Urbana-Champaign, IL. HTML document available from http.


Progress 01/01/94 to 12/30/94

Outputs
The laboratory has created interfaces to sample databases on a variety of rare collections of the Cornell University Library. Tools for searching and displaying the information have been prototyped, and user testing has been conducted on the Netbook, a tool which will allow users to gather, annotate, organize, and communicate multimedia information from local and Internet databases. The use of multimedia databases in collaborative settings has also been analyzed. Students collaborated to solve an engineering design problem. Resource use was analyzed, as was information seeking behavior. Interface and design issues for future iterations of the interfaces and tools were identified and are currently being prototyped and tested. Two papers have been submitted for publication in Journal of Computer Mediated Communication and in Human Communication Research; a chapter entitled "Issues in accessing and constructing multimedia documents" is in press.

Impacts
(N/A)

Publications

  • GAY, G., MAZUR, J., AND LENTINI, M. 1994. The use of hypermedia data to enhance design. Computer Graphics. 28(1):34-37.
  • GAY, G. 1994. User testing and design of interactive multimedia systems. Invited speaker. Conf. on Highest-Denominator Agriculture Information Systems. New York Agricultural Experiment Station, Cornell University, Ithaca. Dec.


Progress 01/01/93 to 12/30/93

Outputs
This project focuses on the activities of students working on collaborative design in a distributed multimedia environment. It examines how students at physically separate locations solved a design problem using various communication channels including audio, video, computer text, on-line resources, and face-to-face discussion. Analysis shows that video-audio was the preferred medium of inter-group communication. The number and direction of exchanges initiated varied from one group to another and in-group dynamics made for the differential involvement of individual team members. The implications for further research are discussed. The project takes its theoretical inspiration from recent work in educational philosophy and learning theory which stresses that learning is a social and cultural process and that knowledge is constructed in interaction with others.

Impacts
(N/A)

Publications

  • GAY, G. and MAZUR, J. 1993. The utility of computer tracking tools for user-centered design. Educational Technology. 34(3):45-59.
  • GAY, G. and GROSZ-NGATE, M. 1994. Collaborative design in a networked multimedia environment: Emerging communication patterns. Journal of Research on Computing in Education. in-press.
  • GAY, G. 1993. Tracking tools for self reflection and user-centered design. In Proceedings of the Nultimedia 1993 Conference. March 25-26, 1993, Dublin, Ireland.
  • MAZUR, J. and GAY, G. 1993. Building a better bridge to students. Campus Technology. Spring:14-18.


Progress 01/01/92 to 12/30/92

Outputs
The project focuses on the activities of students working on collaborative design in a distributed multimedia environment. It examines how students at physically separate locations solved a design problem using various communication channels including audio, video, computer text, on-line resources, and face-to-face discussion. Analysis shows that video-audio was the preferred medium of inter-group communication. The number and direction of exchanges initiated varied from one group to another and in-group dynamics resulted in differential involvement of individual team members. The project derives from recent work in educational philosophy and learning theory which stresses that learning is a social and cultural process and that knowledge is constructed in interaction with others.

Impacts
(N/A)

Publications

  • GAY, G., MAZUR, F., and MASICLAT, S. 1993. User-controlled design and collaboration. Computer Application in Engineering Education. 1(2). In press.
  • GAY, G. and THOMAS, R. 1992. Collaborative design in a networked multimedia environment. EDUCOM Review. 27(1):31-33.
  • TRUMBULL, D., GAY, G. and MAZUR, J. 1992. Students' actual and perceived use of navigational and guidance tools in a hypermedia program. J of Res on Computing in Education. 24:315-328.
  • MAZUR, F. and GAY, G. 1992. Joining digital hypermedia and networking for collaboration in engineering design: a project's early consideration. CD-ROM Professional. p51-54.


Progress 01/01/91 to 12/30/91

Outputs
Support from IBM: Designing and evaluating interactive multimedia programs in the following areas: Cultural Entomology and Languages and Commuication. Areas of research include: metalearning theories, design issues and formative evaluation, learner control, and artificial intelligence. Major emphasis is on the use/design of an intelligent tutor to access webs of information in a hypermedia environment. Support from NSF: Using interactive multimedia to teach Japanese to scientists and engineers. The interactive multimedia program will use a structurally based, contextually grounded situation. Specifically, a scientist, newly arrived in Japan, must learn to function as a foreign member of a Japanese organization, specifically a research firm, and to interact effectively with its personnel. The learner will be exposed to interactions, characters, and scenarios in much the same way any visitor experiences these occurrences: randomly (as the action attracts interest). The learner is presented with a series of choices at various points as s/he interacts with characters and objects in the program. For example, users can access a description, vocational information, and a variety of idiosyncratic background information about a character. More and more information from the institution can be acquired as the individual lessons are mastered. The lessons will use the Core Conversations of "Japanese: The Spoken Language" by Jorden with Noda (Yale Univ. Press) as the basis.

Impacts
(N/A)

Publications

  • GAY, G. 1992. Structuring interactive multimedia. In Hypermedia and Hypertext Handbook. E. Berk and J. Devlin (eds). McGraw-Hill. in-press.
  • GAY, G. and MAZUR, J. 1992. Navigating in hypermedia. In Hypermedia and Hypertext Handbook. E. Berk and J. Devlin (eds). McGraw-Hill. In press.
  • GAY,G., TRUMBULL, D., and MAZUR, J. 1992. Designing and testing navigational strategies and guidance tools for a hypermedia program. J of Educational Computing Research. in-press.
  • TRUMBULL, D., GAY, G., and MAZUR, J. 1992. Student's actual and perceived use of navigational and guidance tools in a hypermedia program. J. of Computing in Higher Education. in-press.
  • GAY, G. and MAZUR, F.E. 1992. Combining and recombining multimedia story elements. J. of Computing in Higher Education. in-press.
  • GAY, G. 1992. Using Interactive Multimedia to Teach Multimedia Design. J. of Interactive Instruction Development. in-press.


Progress 01/01/90 to 12/30/90

Outputs
IBM Grant: Designing and evaluating interactive multimedia programs in the following areas: Cultural Entomology and Languages and Communication. Areas of research include: metalearning theories, design issues and formative evaluation, learner control, and artificial intelligence. Major emphasis is on the use and design of an intelligent tutor to access webs of information in a hypermedia environment. NSF Grant: Using interactive multimedia to teach Japanese to scientists and engineers. The interactive multimedia program will use a structurally based, contextually grounded situation. Specifically, a scientist, newly arrived in Japan, must learn to function as a foreign member of, e.g., a Japanese research firm, and to interact effectively with its personnel. The learner will be exposed to interactions, characters, and scenarios much as any visitor experiences these occurrences: randomly (as action attracts interest). The learner will be presented with a series of choices at various points and will be able to interact with characters and objects in the program. By using a special touch-screen monitor, s/he will be able to interact with characters and objects in the program. For example, users can access a variety of idiosyncratic background information about a character. More and more information from the institution can be acquired as the individual lessons are mastered. Lessons use Core Conversations from Japanese: The Spoken Language by Jorden (Yale Univ. Press) as the basis.

Impacts
(N/A)

Publications

  • GAY, G., TRUMBULL, D., and MAZUR, J. 1991. Designing and testing navigational strategies and guidance tools for a hypermedia program. Journal of Educational Computing Research. in-press.
  • BLAND, S., NOBLITT, J., ARMINGTON, S., and GAY, G. 1990. The naive lexical hypothesis: Evidence from computer-assisted language learning. Modern Language Journal. 74(4):440-450.
  • MAZUR, F. and GAY, G. 1990. Distinct video crafting of multimedia computing programs for inferactive writing. Journal of Interactive Instruction Development, 2(4):18-20.


Progress 01/01/89 to 12/30/89

Outputs
Methods for ease of navigation through information stored in a hypermedia structure in a multimedia computing program are currently under study by members of the interactive Multimedia Group at Cornell. Formative evaluation drove design and re-design of an original multimedia computing program on Cultural Entomoiogy. Ongoing evaluation is measuring the effectiveness of an advance organizer in the form of a spatial metaphor and is documenting the selection of search moses for moving through nonsequential clusters of subject content. Additional study is being given to language study that is joined to interactive writing in an original multimedia computing program keying on Spanish.

Impacts
(N/A)

Publications

  • GAY, G. 1989. Search mode strategies for hypermedia. Technology and Learning. March/April; 3-5.
  • GAY, G. and RAFFENSPERGER, E. 1989. Considerations and strategies in the design of interactive multimedia programs. Academic Computing. September 24-25, 57-58.
  • GAY, G. and MAZUR, J. 1989. Conceptualizing a hypermedia design for language learning. Journal of Research on Computing in Education. In Press.


Progress 01/01/88 to 12/30/88

Outputs
IBM Grant: Designing and evaluating interactive multimedia programs in the following areas: Cultural Entomology, Legal Research, and Languages and Communication. Areas of research include: metalearning theories, design issues and formative evaluation, learner control, and artificial intelligence. Major emphasis is on the use and design of an intelligent tutor to access webs of information in a hypermedia environment. NSF Grant (#MDR-8652160): In this project an interactive program on exponential growth within a biological context was designed. This project employed a hypermedia environment. Students were able to access a variety of images, sounds, pictures, simulations, and math problems through a complex web of thematic and spatial interconnections. A second content area (astronomy) has been developed using images from the Morison film, "Powers of Ten." President's (Cornell University) Fund: The interactive multimedia project on Cultural Entomology mentioned above was partially funded by this grant. Evaluations are being conducted to examine teaching applications. In February of this year the National Advisory Board, of which the present investigator is a member, issued a special report on its National Conference on Post Secondary Utilization of Videodisc (Annenberg/CPB Project).

Impacts
(N/A)

Publications

  • GAY, G. 1988. Interactive multimedia: Applications and research findings. Proceedings of IBM Advanced Education Systems Conference, June, l988, Dallas, TX.
  • GAY, G., TRUMBULL, D., and SMITH, J. 1988. Perceptions of control and use of control options in computer-assisted video instruction. Techtrends. Special issue on "Learning and Control." Published by AECT.
  • GAY, G. 1988. NSF Report (Contract #MDR-8652160). Research on students' understanding of exponential functions in multirepresentational contexts using computerized laserdisc systems. Cornell University, Dept. of Communication.