Papers by Diane J Schiano
Behavior Research Methods Instruments & Computers, Dec 1, 2000
Facial expression of emotion (or "facial affect") is rapidly becoming an area of intense interest... more Facial expression of emotion (or "facial affect") is rapidly becoming an area of intense interest in the computer science and interaction design communities. Ironically, this interest comes at a time when the classic findings on perception of human facial affect are being challenged in the psychological research literature, largely on methodological grounds. This paper presents two studies on perception of facial affect. Experiment 1 provides new data on the recognition of human facial expressions, using experimental methods and analyses designed to systematically address the criticisms and help resolve this controversy. Experiment 2 is a user study on affect in a prototype robot face; the results are compared to the human data of Experiment 1. Together they provide a demonstration of how basic and more applied research can mutually contribute to this rapidly developing field.
Perceptual and Motor Skills, Feb 1, 1985

Presence: Teleoperators and Virtual Environments, 1999
The growing use of the Internet to provide a sense of personal connection and community is conver... more The growing use of the Internet to provide a sense of personal connection and community is converging with the development of shared virtual spaces. In particular, the strong popularity of Multi-User Domains (MUDs), text-based networked virtual worlds, suggests the high premium many people place on social interactivity in their virtual environments. The project described in this paper was designed to broadly characterize what life in LambdaMOO—a classic, social, text-based MUD—is like for many of its members. A comprehensive, data-driven approach was used to explore topics including user and use characteristics, identity and gender role-play, sociality, and spatiality. A rich database of results was gathered. The findings demonstrate a striking and increasingly strong focus on social interaction, even at the expense of spatial navigation. Moreover, contrary to expectations, small, private, even exclusive social interactions were the rule, not the exception. In addition, provocative ...
ACM 1-59593-298-4/06/0004. An extensive research project was performed to characterize leisure pl... more ACM 1-59593-298-4/06/0004. An extensive research project was performed to characterize leisure planning and practice for Tokyo youth. Findings will aid in the design of new media to support leisure outings.

Abstract—The two experiments reported explored a bias toward symmetry in fudging identity and ori... more Abstract—The two experiments reported explored a bias toward symmetry in fudging identity and orientation of indeterminate two-dimensional shapes Subjects viewed symmetric and asymmetric filled, random polygons and described "what each figure looks like " and its orientation Viewers almost universally interpreted the shapes as silhouettes of bilaterally symmetric three-dimensional (3-D) objects This assumption of 3-D symmetry tended to strain perceived vantage of the identified objects such that sym ric shapes were interpreted as straight-on views, and asymmetric shapes as profile or oblique views Because most salient objects in the world are bilaterally symmetric, these findmgs are consistent with the view that assuming 3-D symmetry can be a robust heuristic for constraining orientation when identifying objects from mdetei minate patterns A fundamental problem of pattern recognition is that the

Current perceptions of Instant Messaging (IM) use are based primarily on self-report studies. We ... more Current perceptions of Instant Messaging (IM) use are based primarily on self-report studies. We logged thousands of (mostly) workplace IM conversations and evaluated their conversational characteristics and functions. Contrary to prior research, we found that the primary use of workplace IM was for complex work discussions. Only 28 % of conversations were simple, single-purpose interactions and only 31 % were about scheduling or coordination. Moreover, people rarely switched from IM to another medium when the conversation got complex. We found evidence of two distinct styles of use. Heavy IM users and frequent IM partners mainly used it to work together: to discuss a broad range of topics via many fast-paced interactions per day, each with many short turns and much threading and multitasking. Light users and infrequent pairs mainly used IM to coordinate: for scheduling, via fewer conversations per day that were shorter, slower-paced with less threading and multitasking.

Facial expression of emotion (or "facial affect") is rapidly becoming an area of intens... more Facial expression of emotion (or "facial affect") is rapidly becoming an area of intense interest in the computer science and interaction design communities. Ironically, this interest comes at a time when the classic findings on perception of human facial affect are being challenged in the psychological research literature, largely on methodological grounds. This paper presents two studies on perception of facial affect. Experiment 1 provides new data on the recognition of human facial expressions, using experimental methods and analyses designed to systematically address the criticisms and help resolve this controversy. Experiment 2 is a user study on affect in a prototype robot face; the results are compared to the human data of Experiment 1. Together they provide a demonstration of how basic and more applied research can mutually contribute to this rapidly developing field.
Investigative Ophthalmology & Visual Science, 1996

World of Warcraft (WoW) is a massively multiplayer online game (MMO) supporting rich and complex ... more World of Warcraft (WoW) is a massively multiplayer online game (MMO) supporting rich and complex social interactions among well over 10 million players worldwide. In this study, we explore implications of the pervasive “lonely gamer” stereotype, which portrays online gamers as socially isolated and addicted young people, usually male, with few real-life (RL) social ties. This is the first study to directly address the stereotype quantitatively, focusing on assessing the extent to which WoW players interact in the game with other people with whom they share a RL social relationship. Most previous studies of the interaction between online gaming and sociality have focused solely on either in-game or RL social interactions, without seriously taking into account today’s large and growing opportunities for hybrids of both. An online survey (in English and Chinese) collected data from 2865 WoW players from multiple world regions: Europe, Hong Kong, Taiwan, and the US. The findings lend no...

Bulletin of the Psychonomic Society, 1986
A modified Muller-Lyer illusion was used to test whether the adaptation of orientation-specific c... more A modified Muller-Lyer illusion was used to test whether the adaptation of orientation-specific cells contribute to illusion decrement. Subjects either scanned the illusion configuration (a condition known to produce decrement), fixated one vertex of the illusion configuration, scanned a field of parallel lines set at the same angle from the horizontal as the wings of the illusion configuration (to adapt the orientation-specific receptors), or scanned a field of randomly spaced dots. Over the 5-min test period, those subjects who scanned the illusion configuration between judgments showed significantly more illusion decrement than did any of the other three groups. This suggests that active exploration of the illusion figure, rather than adaptation or fatigue of orientation-specific contour detectors in the cortex, is required for illusion decrement to occur. It is well known that the magnitude of many visual geometric illusions decreases during periods of free inspection (Coren
Ethnographically Grounded Case Studies of Work Practice
Proceeding of the twenty-sixth annual CHI conference on Human factors in computing systems - CHI '08, 2008
This paper presents a context-aware mobile recommender system, codenamed Magitti. Magitti is uniq... more This paper presents a context-aware mobile recommender system, codenamed Magitti. Magitti is unique in that it infers user activity from context and patterns of user behavior and, without its user having to issue a query, automatically generates recommendations for content matching. Extensive field studies of leisure time practices in an urban setting (Tokyo) motivated the idea, shaped the details of its design and provided data describing typical behavior patterns. The paper describes the fieldwork, user interface, system components and functionality, and an evaluation of the Magitti prototype.
Human Performance, 1989
Page 1. HUMAN PERFORMANCE, 2(4), 225-248 Copyright O 1989, Lawrence Erlbaum Associates, Inc. High... more Page 1. HUMAN PERFORMANCE, 2(4), 225-248 Copyright O 1989, Lawrence Erlbaum Associates, Inc. Highs Are to Lows as Experts Are to Novices: Individual Differences in the Representation and Solution of Standardized Figural Analogies ...
Entertainment Computing, 2014
World of Warcraft (WoW) is a massively multiplayer online game (MMO) supporting rich and complex ... more World of Warcraft (WoW) is a massively multiplayer online game (MMO) supporting rich and complex social interactions among over 8 million players worldwide. In this study, we explore implications of the pervasive "lonely gamer" stereotype, which portrays online gamers as socially isolated and addicted young people, usually male, with few real-life (RL) social ties. This is the first study to directly address the stereotype quantitatively, focusing on assessing the extent to which WoW players interact in the game with other people with whom they share a RL social relationship. Most previous studies of the interaction between online gaming and sociality have focused solely on either in-game or RL social interactions, without seriously taking into account today's

Proceedings of the 6th International Conference on Foundations of Digital Games - FDG '11, 2011
World of Warcraft (WoW) is a massively multiplayer online game (MMO) supporting complex social in... more World of Warcraft (WoW) is a massively multiplayer online game (MMO) supporting complex social interactions among over 12 million players. While the-lone gamer‖ stereotype still persists, there is little data on gaming with other players with whom one shares a-real life‖ (RL) social relationship. Our work departs from previous studies in focusing on the hybrid of online and offline sociality, rather than only one or the other. We provide perhaps the first systematic quantitative characterization of MMO play with RL friends, family and other social connections. A large online survey collected data from 2865 WoW players from the US, Europe, Hong Kong and Taiwan. The findings overwhelmingly support the view that playing WoW may often serve to enhance, not diminish, RL social interactions. In addition, we present benchmark results on demographics and WoW play practices in world regions previously not studied. The consistency of the patterns of findings across East/West and gender groupings suggests fascinating issues for further research.
Uploads
Papers by Diane J Schiano