Research on digital windows

Undergrads Astha Sharma and Anisah Khandakar worked with Dr. Wohn and Dr. Kum-Biocca in Digital Design on research that explored the effectiveness of having a digital “window” installed in offices that had no windows. They installed a digital window that featured a nature landscape video in these offices and tracked people’s mood, happiness, and productivity. They found that having a digital window elevated mood and happiness, but did not raise or decrease work productivity. Their research was published and presented at the ACM Conference on Interactive Media.

Spring 2020- a brief halt

Here are some happy faces of our last lab meeting before the school moved to online courses and students were encouraged to stay home due to the Coronavirus.

Icorps final meeting

Yashwee Kothari and Mahi Gads made their final presentation as part of the NSF iCorps customer discovery program. They are developing a symptom monitoring app for a particular health condition.

Research presented at CHIPLAY

The lab was well represented at CHIPLAY, an ACM conference for research on human computer interaction in the context of play and/or games.

Presentations included a full paper about digital patronage- understanding why people subscribe to Twitch streamers (here’s a blog post about the paper written by Pradnya Desai and Dr. Wohn), a full paper about understanding in-game purchasing patterns in Fortnite, and a poster about charity streaming.

PhD student Jie Cai

Mittal, A., & Wohn, D. Y. (2019). Charity Streaming: Why Charity Organizations Use Live Streams for Fundraising. in Proceedings of ACM CHIPLAY Extended abstracts, 551-556. [pdf]

Wohn, D. Y., Jough, P., Eskander, P., Siri, J. S., Shimobayashi, M., & Desai, P. (2019). Understanding Digital Patronage: Why Do People Subscribe to Streamers on Twitch? Paper in Proceedings of ACM CHIPLAY, 99-110. [pdf]

Cai, J., Wohn, D. Y., Freeman, G. (2019). Who Purchases and Why? Explaining Motivations for In-game Purchasing in the Online Survival Game Fortnite. In Proceedings of ACM CHIPLAY, 391-396.

Students engage in data collection at large livestreaming convention

This weekend four students in our lab participated in TwitchCon, the largest livestreaming convention in the world, where they distributed hundreds of surveys to Twitch users, talked to people in the industry, and learned more about streaming culture. This research is part of a larger study funded through the National Science Foundation’s REU (research experience for undergraduates) program. This project aims to understand how to build a positive internet and supportive online culture.