Some real gems, based on real (believe it or not!) presentations/talks/seminars in my school:
"Donald Bren School of Information and Computer Sciences":
Nota Bene: all material below is quoted verbatim from actual public announcements.
- Title: Passive Pedestrian Walkway Accessibility Data Collection with Scooter Riders
Talk Type: MS Thesis Defense
Abstract:
Pedestrians, especially those with disabilities, rely on mobile map applications to plan their daily trips and navigate unfamiliar spaces. Yet, many of these applications do not provide crucial real-time information for pedestrians, including foot traffic, semipermanent and permanent obstacles, sidewalk accidents, and other barriers common to pedestrian spaces. Over the past decade, researchers and engineers in academia and industry have explored accessible navigation in a variety of mobile applications. Despite significant effort, accessible navigation features can only provide limited real-time information to select major metropolitan areas. One substantial obstacle preventing real-time accessible navigation from being more informative and deployed to more places is the expensive and manual process of regularly collecting and updating pedestrian walkway data. This thesis presents an initial feasibility study with eight student volunteers who commuted with scooters regularly at the University of California, Irvine. Data collected through custom GPS modules and the follow-up survey revealed insights about the plausibility of extracting real-time pedestrian walkway accessibility information from scooter riders’ travel patterns. My work calls for future researchers working on accessible maps to delve deeper into travel patterns of different human-controlled or autonomous wheeled devices, not just wheelchairs, on pedestrian walkways. Only when pedestrian walkway data collection becomes less manual and costly can updates happen often and more areas be covered.
- Title: Clash of Cultures in Elite Hiring: How Social Class Background Shapes the Hiring Process of Large Technology Companies
Talk type: PhD Defense
Abstract:
Elite companies have long expressed a desire to hire the most talented
applicants. They report wanting to hire applicants strictly based on
individual merit. However, elite conceptualizations of “the best and the
brightest” have historically favored upper-middle-class individuals. How
these conceptualizations play out in practice and shape the hiring
experience for both evaluators and applicants in elite settings remains
underexplored. In this dissertation, I investigate the role of social
class background in the hiring process of large technology companies. To
gain insight into both sides of the hiring process, I interviewed
evaluators at top-tier technology companies in the U.S. and conducted
longitudinal research on the application experiences of computer science
Ph.D. students. I show how current hiring practices reproduce elite
workplaces by prioritizing applicants who have the privilege of learning
upper-middle-class interactional styles. Current hiring practices also
impose emotional and temporal burdens on working- and middle-class
applicants who diverge from the valorized upper-middle-class
interactional styles. My data suggest that elite organizations—companies
and educational institutions that are well-resourced and well-informed
about upper-middle-class practices—can scaffold working- and
middle-class applicants’ process of learning the valorized interactional
styles. Building on these insights, I offer strategies for evaluators,
educators, and designers to support applicants from different social
class backgrounds and ease their entry into elite workplaces.
- Title: Occult Infrastructure: Human Relations to Hidden Systems
Talk type: PhD Defense
Abstract:
Infrastructures subtend the contemporary but can be difficult to
critically examine. Infrastructures are occult in their relation to the
human, and as they proliferate they become increasingly invisible or
insensible for reasons of scale, scope, and complexity. This
dissertation examines depictions of occulted infrastructures in both
technical and non-technical contexts to develop a more general framework
of how relative occultation informs and inflects human/infrastructural
relations. A combination of automated and manual qualitative analysis
methods has been applied to responses from two groups for whom occult
infrastructures are a primary concern. The first, informatics students,
described their relations to and conceptions of relatively occult
technical systems such as Wi-Fi or the internet. The second, magical
practitioners, described their relations to and conceptions of
relatively occult magical systems, networks of cosmic, elemental, or
supernatural forces. Through analysis of these groups and their related
corpora, this dissertation provides a theoretical framework for
understanding the efficacy of magical practices in relation to occult
infrastructures, technical or otherwise. This project presents the
occult as a dimension endemic to infrastructure, and a vital aspect of
infrastructural studies. The results and implications for further
research into non-anthropic relations to occult infrastructures are
discussed.
- Title: Offensive Play: The Design of Conflict, Kindness, and Trust
Talk type: Faculty Candidate, Hired
Abstract:
All games contain conflict, and all good games have uncertain outcomes.
Whether conflict over resources, knowledge, or territory games challenge
players to overcome obstacles in interesting and fun ways. Pokémon GO,
for example, challenges players to find and capture Pokémon, which
requires time, patience, skill, and the freedom to access the game map
(i.e. spaces in the real world) to its fullest extent. When players are
denied full access, either through a technical glitch in the game—like
when a server crashes or when networks become unavailable—or through
real or imagined threats of violence or harassment, the game becomes
inherently unfair. How might we make sense of issues of accessibility,
privilege, and difference raised by the game? When players say, “I might
die if I keep playing,” what might be learned about conflict and the
ways in which pervasive play comes to be embedded in society? This talk
will reflect on these questions and more, as the speaker shares lesson
learned in her work about the design of conflict, kindness, and trust.
- Title: Supporting Novice Cooks through Sensor-Enhanced Computing Technologies
Talk type: PhD Advancement
Abstract:
Novice cooks routinely encounter problems with the execution and timing
of recipe steps due to information not embedded in the recipe. In this
talk, I describe research exploring how to help people, particularly
novices, improve their cooking. I am currently exploring the viability
of using various ubicomp technologies to detect cooking processes. One
way to do this sensing is through detecting the gases released during
cooking. Previous research has shown that gas sensors can be used to
classify odors when used in highly controlled experimental testing
chambers. However, potential ubicomp applications require these sensors
to perform an analysis in less controlled environments. In this talk, I
present my design of a gas sensor system for sensing smell in ubicomp
environments, which I evaluated through four experiments: basic
efficacy, effects of airflow and distance, classifying bathroom
activities, and tracking cooking state. Then I present as preliminary
results from an interview investigating the cooking experiences of
non-expert cooks. I close with a discussion on opportunities for
optimizing classification, opportunities for using shapes and patterns
for recognition, and future directions for using this technology to help
guide cooks.
- Title: Transnational Play: (Mis)aligned Culture, Embedded Values, and Youth Resistance in Games and Streaming
Talk type: PhD Advancement
Abstract:
For this presentation, I look at how games operate in
transnational spaces, readily crossing cultural and territorial borders,
during which they express a myriad of values and objectives of
designers, publishers, and the State. I am examining this through three
research projects which focus on culture implementation in games,
embedding values in design practices, and youth resistance to conditions
under global Neoliberalism. In the first project titled
“Double-Ventriloquism and Aegyo in Overwatch”, [1] I use a close reading
of voice audio in Overwatch, identifying how it is utilized in games to
enable development of corporate and state interests, while additionally
disguising the stakeholder through a process termed
“double-ventriloquism”. In the second project titled “Mermaids of Iedo:
Balancing Design and Research in Serious Games,” [2] I looked at how
cultural and historical values are mechanized to create emotional
experiences as well as educational outcomes by designing an analog game
that deals with the contemporary history of the haenyeo, South Korean
diving women of Jeju Island. And the third project “Take the Keys to the
Happy Hob Hotel”: Affective Support and Youth Resistance in Streaming,”
looks towards streamers and streaming communities in challenge-run
communities and how they utilize “affective support” as a means of
resistance to the daily challenges of Neoliberal culture.
- Title: Team Cognition under Stress: How Generalizable Communication Styles Relate to Team Performance in Competitive Games
Talk type: PhD Defense
Abstract:
Much of team communication is a trained process for teams in
high pressure environments, like the highly regimented checklists that
structure aircraft takeoff and landing. Competitive League of Legends
teams use communication to maintain tight coordination in the face of
chaotic and stressful stimuli. This 2 x 2 factorial design explores
differences between in-game communications in League of Legends teams
that vary in both experience as a team and experience with the game. The
findings describe how content, style, and amount of communication differ
between novice and expert teams; whether those differences relate to
experience with the game, experience as a team, or both; and whether
differences in communication relate to how teams react to stressful
in-game situations. This work explores whether these same communication
patterns and solutions can effectively transfer across domains in the
interest of training for safety and performance in higher consequence
domains.