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cs.HC updates on arXiv.org

A Framework for Measuring Appropriate Reliance on Set-Valued AI Advice DeliChess: A Multi-party Dialogue Dataset for Deliberation in Chess Puzzle Solving From Explanation to Diagnosis: Next Generation Interactive Video Coach with Misstep Awareness SocialCoach: Personalized Social Skill Learning with RL-based Agentic Tutoring and Practice Formalizing all indexed mathematics as a benchmark for general reasoning, with the example of implementing dilatations of categories Face versus Body Tracking for Human-Robot Interaction: An Egocentric Dataset From Prompt to Service: An SLM-Based Agent Orchestration Gateway for AI-Driven Virtual Worlds What LLMs Must Forget to Teach Effectively: A DIY Approach to Premodern Japanese Language Pedagogy Quantitative Movement Testing: Measuring Patient Movements from a Single Smartphone Video Vision-Language Models Suppress Female Representations Under Ambiguous Input The New Social Image: How AI Competency and AI Proactivity Influence Self- and Peer-Perceptions in the Workplace TUX: Measuring Human--AI Tacit Understanding LLUMI: Improving LLM Writing Assistance for Mental Health Support with Online Community Feedback VideoFDB: Evaluating Full-Duplex Vision-Speech Capabilities in Conversational Agents Label Over Logic? How Source Cues Bias Human Fallacy Judgments More Than LLMs Inform, Coach, Relate, Listen: Auditing LLM Caregiving Support Roles How Coding Agents Fail Their Users: A Large-Scale Analysis of Developer-Agent Misalignment in 20,574 Real-World Sessions MetaRanker: Human-in-the-loop Active Ranking for Metalens Image Quality Analyzing Persona Effects in Generated Explanations from Multimodal LLM Agents in Urban Perception Granuscore: A Reference-Free Measure of Granularity for Text Analysis and Question Answering The Timing Dependencies of Trust: Speed, Accuracy, and cBCI Neuro-Decoupling in Human-AI Teams Bayesian Distributional Models of Executive Functioning Visual Matters: Connecting Aesthetic Appeal and Production Quality of Photos, Infographics and Data Visualizations to Credibility of Social Media Posts Data-driven Head Motion Generation through Natural Gaze-Head Coordination Agreement Metrics for LLM-as-Judge Evaluation: What to Report and Why Perceptually Lossless Tactile Texture Synthesis with Compact Spectral Envelope Models MambaGaze: Bidirectional Mamba with Explicit Missing Data Modeling for Cognitive Load Assessment from Eye-Gaze Tracking Data CogAdapt: Transferring Clinical ECG Foundation Models to Wearable Cognitive Load Assessment via Lead Adaptation Augmented Analytics and Decision Quality: The Role of Trust among Non-Technical BI Users Faster Completion, Less Learning: Generative AI Reduced Study Time on Math Problems and the Knowledge They Build
How Game Jams and Hackathons Accelerate Design Processes
Jeanette Falk · 2022-05-10 · via cs.HC updates on arXiv.org

This dissertation presents three years of research on how design processes in game jams and hackathons can be understood as accelerated. Hackathons and game jams can both be described as formats where participants engage in designing and developing prototypes during an intentionally short time frame, such as 48 hours, which is meant to facilitate creativity, and encourage fast decision making and rapid prototyping. Game jams and hackathons are organised in many different contexts and for many different purposes as well, such as: internally in companies to spark new ideas; for fostering citizen innovation for municipalities; in cultural and governmental agencies; integral parts of education; entry points for developers wanting to enter especially the game industry (Olesen, 2020; Kultima, 2015). During the recent decade, game jams and hackathons have been introduced to academia as well, as formats for teaching and learning, and as research platforms as well. Only few research contributions engage with understanding how accelerated design processes in game jams and hackathons unfold, or how the organisation of game jam and hackathon formats influence these accelerated design processes. The main contributions of my PhD project are: 1) Descriptive process-level knowledge, which contextualise and solidify how accelerated design processes unfold under the circumstances of a game jam and a hackathon. 2) Overviews of how game jams have been organised for supporting participants' creativity and of how hackathons have been used as means and as research focus within academia. 3) Exploring how game jam and hackathon formats may be organised in order to support knowledge generation such as within academia, and in order to support creativity.