M. Stella Atkins

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Publications by M. Stella Atkins (bibliography)

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» 2008 «

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Tien, Geoffrey and Atkins, M. Stella (2008): Improving hands-free menu selection using eyegaze glances and fixations. In: Räihä, Kari-Jouko and Duchowski, Andrew T. (eds.) ETRA 2008 - Proceedings of the Eye Tracking Research and Application Symposium March 26-28, 2008, Savannah, Georgia, USA. pp. 47-50. Available online

» 2007 «

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Mandryk, Regan L. and Atkins, M. Stella (2007): A fuzzy physiological approach for continuously modeling emotion during interaction with play technologies. In International Journal of Human-Computer Studies, 65 (4) pp. 329-347

The popularity of computer games has exploded in recent years, yet methods of evaluating user emotional state during play experiences lag far behind. There are few methods of assessing emotional state, and even fewer methods of quantifying emotion during play. This paper presents a novel method for continuously modeling emotion using physiological data. A fuzzy logic model transformed four physiological signals into arousal and valence. A second fuzzy logic model transformed arousal and valence into five emotional states relevant to computer game play: boredom, challenge, excitement, frustration, and fun. Modeled emotions compared favorably with a manual approach, and the means were also evaluated with subjective self-reports, exhibiting the same trends as reported emotions for fun, boredom, and excitement. This approach provides a method for quantifying emotional states continuously during a play experience.

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» 2006 «

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Mandryk, Regan L., Atkins, M. Stella and Inkpen, Kori (2006): A continuous and objective evaluation of emotional experience with interactive play environments. In: Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006. pp. 1027-1036. Available online

Researchers are using emerging technologies to develop novel play environments, while established computer and console game markets continue to grow rapidly. Even so, evaluating the success of interactive play environments is still an open research challenge. Both subjective and objective techniques fall short due to limited evaluative bandwidth; there remains no corollary in play environments to task performance with productivity systems. This paper presents a method of modeling user emotional state, based on a user's physiology, for users interacting with play technologies. Modeled emotions are powerful because they capture usability and playability through metrics relevant to ludic experience; account for user emotion; are quantitative and objective; and are represented continuously over a session. Furthermore, our modeled emotions show the same trends as reported emotions for fun, boredom, and excitement; however, the modeled emotions revealed differences between three play conditions, while the differences between the subjective reports failed to reach significance.

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Lam, Heidi, Kirkpatrick, Arthur E., Dill, John and Atkins, M. Stella (2006): Effective Display of Medical Laboratory Report Results on Small Screens: Evaluation of Linear and Hierarchical Displays. In International Journal of Human-Computer Interaction, 21 (1) pp. 73-89

Two studies evaluated linear and hierarchy+elision small-screen display formats for clinical reasoning tasks. A controlled, quantitative study with 28 medically naive participants using a task abstracted from clinical use of laboratory results found that both display formats supported rapid and accurate decision making. Distribution of the search targets significantly affected speed, with decisions in linear format made 13% faster (4.7 sec) when all targets could be viewed on a single screen than when targets required scrolling between several screens and in hierarchical format 15% faster (5.1 sec) when all the targets were confined within one category. Performance was equivalent regardless of the relative order of the target results and data in the laboratory report. In a qualitative study, 7 physicians used the displays to perform a realistic diagnosis. Physicians were comfortable with both display formats, but preference varied with clinical experience. The 5 less experienced clinicians favored hierarchy+elision, whereas the 2 highly experienced clinicians tended to prefer the linear display.

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» 2005 «

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Tory, Melanie, Atkins, M. Stella, Kirkpatrick, Arthur E., Nicolaou, Marios and Yang, Guang-Zhong (2005): Eyegaze Analysis of Displays With Combined 2D and 3D Views. In: 16th IEEE Visualization Conference VIS 2005 23-28 October, 2005, Minneapolis, MN, USA. p. 66. Available online

» 2004 «

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Tory, Melanie, Moller, Torsten, Atkins, M. Stella and Kirkpatrick, Arthur E. (2004): Combining 2D and 3D views for orientation and relative position tasks. In: Dykstra-Erickson, Elizabeth and Tscheligi, Manfred (eds.) Proceedings of ACM CHI 2004 Conference on Human Factors in Computing Systems April 24-29, 2004, Vienna, Austria. pp. 73-80. Available online

We compare 2D/3D combination displays to displays with 2D and 3D views alone. Combination displays we consider are: orientation icon (i.e., side-by-side), in-place methods (e.g., clip planes), and a new method called ExoVis. We specifically analyze performance differences (i.e., time and accuracy) for 3D orientation and relative position tasks. Empirical results show that 3D displays are effective for approximate navigation and relative positioning whereas 2D/3D combination displays (orientation icon and ExoVis) are useful for precise orientation and position tasks. Combination 2D/3D displays had as good or better performance as 2D displays. Clip planes were not effective for a 3D orientation task, but may be useful when only one slice is needed.

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Law, Benjamin, Atkins, M. Stella, Kirkpatrick, Arthur E. and Lomax, Alan J. (2004): Eye gaze patterns differentiate novice and experts in a virtual laparoscopic surgery training environment. In: Duchowski, Andrew T. and Vertegaal, Roel (eds.) ETRA 2004 - Proceedings of the Eye Tracking Research and Application Symposium March 22-24, 2004, San Antonio, Texas, USA. pp. 41-48. Available online

» 2001 «

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Tory, Melanie, Röber, Niklas, Möller, Torsten, Celler, Anna and Atkins, M. Stella (2001): 4D Space-Time Techniques: A Medical Imaging Case Study. In: Ertl, Thomas, Joy, Kenneth I. and Varshney, Amitabh (eds.) IEEE Visualization 2001 October 24-26, 2001, San Diego, CA, USA. .

» 1999 «

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Heyden, Johanna E. van der, Inkpen, Kori, Atkins, M. Stella and Carpendale, M. S. T. (1999): A User Centered Task Analysis of Interface Requirements for MRI Viewing. In: Graphics Interface 99 June 2-4, 1999, Kingston, Ontario, Canada. pp. 18-26. Available online

» 1998 «

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Heyden, Johanna E. van der, Carpendale, M. Sheelagh T., Inkpen, Kevin B. and Atkins, M. Stella (1998): Visual presentation of magnetic resonance images. In: IEEE Visualization 1998 1998. pp. 423-426. Available online

» 1994 «

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Atkins, M. Stella, Zuk, Torre, Johnston, B. and Arden, T. (1994): Role of Visual Languages in Developing Image Analysis Algorithms. In: VL 1994 1994. pp. 262-269.

» 1973 «

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Atkins, M. Stella (1973): Mutual Recursion in Algol 60 Using Restricted Compilers. In Communications of the ACM, 16 (1) pp. 47-48

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Changes to this page (author)

25 Feb 2010: Enabled abstracts to be shown on M. Stella Atkins's author page.
17 Aug 2009: Author was edited
16 Jun 2009: Author was edited
14 Jun 2009: Author was edited
14 Jun 2009: Author was edited
14 Jun 2009: Author was edited
01 Jun 2009: Author was edited
01 Jun 2009: Author was edited
12 May 2008: Author was edited
26 Jul 2007: Author was edited
19 Jun 2007: Author was edited
28 Apr 2003: Added the author to the bibliography

Publication statistics

Publication period:1973-2008
Publication count:12
Number of co-authors:22



Productive colleagues

M. Stella Atkins's 3 most productive colleagues in number of publications:

Kori Inkpen:44
M. Sheelagh T. Carpe..:23
Torsten Möller:22


Collaboration count

Number of publications with 3 favourite co-authors:

Arthur E. Kirkpatrick:4
Melanie Tory:3
Kori Inkpen:2

 

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Mar 20

Computer programs emerge as the outcome of complex human processes of cognition, communication and negotiation, which serve to establish the meaningful embedding of the computer system in its intended use context.

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