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Luria Comm3032 Assignment3
Luria Comm3032 Assignment3
Throughout the semester, we collected and coded 264 unique tweets from Layar.
Based on the coding of the Layar Tweets from the class, I have determined the
frequency of the Tweet attributes that we coded for, and represented them in the charts
on the next page. Some of the most popular attributes were Tweets containing an
Instagram link (73.86% of Tweets), ones that named a location (70.45%), and Tweets
made by a Twitter handle that appeared multiple times in our research (56.82%). Some
of the least frequent attributes were Tweets about family (0.76%), weather (0.38%), and
The pie charts show comparative attributes. For “Time of Day Tweeted”, the time
by each gender was about equal (40% female, 38% male) from Tweets where gender
could be determined. The subject of most Tweets were about the present (73%), were
Tweeted during the afternoon (43%), and were Tweeted more than 500m from our
classroom (57%).
appear together. Of Tweets that named other people, 51.43% were Tweeted by
females, while 34.29% were by males. This relationship also held true for tweets about
health and sleep (54.55% female, 45.45% male). Tweets advertising a company had
location, 63.49% used a Hashtag and/or Emoji, and 63.49% were by a Twitter handle
that posted multiple tweets in our research. Most of the ad tweets were about
Frequency
David Luria
0.00%
10.00%
20.00%
30.00%
40.00%
50.00%
60.00%
70.00%
80.00%
Instagram
Named Event/Time
Female
Romantic Relationship
57%
38%
Near (<500m)
Pride/School Spirit
Male
Named Other People
22% 40%
43%
Health/Sleep
Illegal Activity
Tweeter Gender
Unkown
Annoyance
Far (>500m)
Full Name
Morning
Positive Emotion
Tweet Attribute Frequencies
Business
Past
COMM3032 Assignment #3: Research
Food/Drink
22%
Music
43%
3%
Afternoon
Hashtag/Emoji
Present
73%
14% 13%
32%
Multiple Tweets same Handle
Discussion of alcohol,…
Evening
Future
Photography/Art
Time of Day Tweeted
Family
Love
2
David Luria COMM3032 Assignment #3: Research 3
the future (50.79%), which is the only category with more than one tweet where this is
true. For twitter handles that are not related to their name, 62.03% tweeted multiple
times. Tweets that used Hashtags and Emojis tended to be about positive emotions
One of the most prominent conclusions of this data is that Layar tended to pick
up multiple Tweets by the same Twitter handle over the course of the research. In fact,
this is true for most of the Tweets we collected. This is likely since Layar only displays
Tweets by public profiles, which likely biases towards users that Tweet regularly.
Tweets also tended to contain a location in the subject. This could be due to Layar
selecting Tweets that it can easily link with a location, or possibly that public profiles will
tend share location in their Tweet body. Most Tweets collected were more than 500m
away from the classroom, which suggests that the median distance of Tweets that
From the cross-reference data, there are not many clear differences between
Tweets made by males and females. The ones that stuck out most, however, were
tweets about other people and health/sleep, which both biased towards females. The
use of Emojis and Hashtags was linked to positive emotions and advertisements. This
suggests that they are generally used to express positive emotions, which advertisers
could use to influence the emotions of their market. Also, most advertisement Tweets
were ads for events, which shows that companies use Twitter to advertise these, rather
than products or services alone. This suggests that Layar tends to be used by Twitter
handles that post regularly and can be useful for location-based advertisement, like
events.
David Luria COMM3032 Assignment #3: Research 4
children is something that has been studied for technologies like computers,
video games, and smartphones. Technology changes how children learn about
the world—for better or worse—so it is very important to study the effects that
can be used to help children, and their harmful effects can be minimized. AR can
be a great tool for children and open ways of experiencing the world to them.
2. What are the potential uses and limits of AR for advertisement? How can ads be
generate revenue easily, allowing the market for AR to grow. Intrusive ads can
make for a poor user experience though, so it is important to study the effects of
those separating private and public spaces and distractions (i.e. driving). I would
like to know how advertising has been used in AR in the past and potential uses
3. What are risks, legal barriers, and potential implications in using AR for
are many potential applications for AR for cars and transportation. Augmented
navigation is usually brought up; others include driving assistance (e.g. blind spot
driving and the risks involved in using AR for transportation—not just for cars, but
aesthetics. AR headwear does not look “normal” enough for widespread adoption
and I would like to explore why that is from the perspectives of ergonomics and
5. What technology is currently being developed for AR for senses other than sight?
In what ways can these senses be used? A lot of AR focuses on sight due to
sight being the “primary” sense for most people. However, there can be a lot of
application for other senses in AR. Sound has been implemented in AR,
especially headwear such as the Hololens, but other senses could come into
play, like tactile AR or virtual taste. I want to explore how these could be
for conveying more information through AR than sight alone can and opening the
door to immersion in AR. Integrating all five senses into AR could be the only
Annotated Bibliography
Nonverbal Facial Cues for Children with Autism Spectrum Disorder to Improve
Emotions.” Computers in Human Behavior, vol. 55, Feb. 2016, pp. 477–485.,
doi:10.1016/j.chb.2015.09.033.
In class, we read about using AR to encourage pretend play for children with
autism. Another important part of autism therapy is recognition of social cues. This
to social cues using video modeling on a tablet. Six children aged 11-13 with
autism spectrum disorder worked with a therapist to use ARVMS. This consisted of
the therapist describing social cues to the participant, and then using ARVMS to
expose them to it. The study found that children with ASD greatly benefited from
this system. The AR attracted their attention, while the video modeling successfully
brought their attention to important social cue videos which were augmented into
the story. This shows that AR can attract the attention of children with ASD, which
can often be very difficult. However, AR alone cannot direct their attention to the
Attainment.” Computers & Education, vol. 72, Mar. 2014, pp. 302–312.,
doi:10.1016/j.compedu.2013.12.003.
In this study, Cheng and Tsai examine the behavior of 33 parent and child (mean
child age 7.85) pairs reading an AR picture book to determine their behavioral
patterns and the cognitive outcomes of the children. They do this by giving all 33
test pairs the same book, which has been augmented with 3-D models and sounds
and parent and the child’s involvement in the reading. They found that children
who dominated the reading and communicated with the parent had higher
cognitive attainment of the story. Also, the children interacted with the AR
functionality much more than the adults. AR, overall, was a catalyst for imagination
for the children while interacting with the content of the book. This shows a large
Radu, Iulian, et al. “Comparing Children's Crosshair and Finger Interactions in Handheld
Interaction Design and Children - IDC '16, 24 June 2016, pp. 288–298.,
doi:10.1145/2930674.2930726.
AR games can be beneficial for children, but they must be made to aid and
develop their cognitive skills. Radu used AR games to test children’s performance
using crosshair and finger interaction games, and games that either require or do
David Luria COMM3032 Assignment #3: Research 8
not require physical perspective change. Thirty-eight children, aged 5-10, were
participants had to select the correct objects using finger or crosshair controls. In
find objects at the correct angle. The study found that finger controls were easier
for the children to use, and they performed worse and more slowly when
perspective changes were required. Also, older children tended to do complete the
games faster. This shows that, if AR games are to aid developmental psychology,
games that use touch-based controls and limit physical perspective changes will
be most beneficial.
children to interact with the world and toys are becoming increasingly digital.
(average age 5-6) and 30 teachers. Yilmaz also looked at the children’s behavioral
patterns and cognitive attainment while using the toys. The toys are puzzles, flash
cards, and match cards that are augmented with 3D objects and flash animations
using a tablet. The children interacted with the toys individually, while also
David Luria COMM3032 Assignment #3: Research 9
interacting with the teachers. When interviewed, both the children and the teachers
said they liked the EMTs and the teachers would use them in their classrooms.
The children interacted with the AR elements a lot, but they did not have high
cognitive attainment from using them. This suggests that AR grabs children’s
interest, but outside help (i.e. adults) are needed to help with cognitive attainment.
David Luria COMM3032 Assignment #3: Research 10
Study Proposal
Based on my literature review, the best way to study my research question would
could then observe behavioral patterns in the children and their cognitive attainment
from using the augmentations. Since I want to study the benefits and drawbacks of AR
that use a non-augmented version of the book and a test group with the same book, but
augmented. I could then compare the behaviors and cognitive attainment of the groups.
The studies I analyzed had adults help children use AR objects in some capacity. To
test the effectiveness of this, I could observe children first read the book alone, and then
introduce an adult, a teacher, to help. This would help me understand the effects of AR
psychology shows apparent benefits in using AR for reading and play for children. Many
studies look at the behavioral patterns of children using augmented objects to learn,
however, these studies often do not compare these with a control group interacting with
the same object, non-augmented. Also, comparisons between children with and without
adult help are rarely studied with AR. I predict that AR will attract children’s attention,
but high cognitive attainment will only be possible by interacting with a teacher. Also, I
predict that without AR, the child will be less inclined to interact with the book.
Therefore, the control group will overall achieve lower cognitive attainment.
David Luria COMM3032 Assignment #3: Research 11
Method: In this study, children will read a book, either using augmented reality or not,
first alone and then with a teacher. Two groups of children will be tested: a test group
that receives a book and a tablet to augment the book, and a control group that receives
the same book but without the tablet. The book will be augmented using the app HP
Reveal. The test group will be instructed on the use of the tablet and how to interact
with augmentations. First, each group will read the book without adult interaction (still
supervised, of course). Behavioral patterns will be observed, looking for interaction with
the book and AR (if applicable). Then, each group will receive a second book. Now, a
teacher will read the book with the child. The teacher will allow the child to read the
book aloud, and guide them in interaction. Again, behavioral patterns and interaction will
be observed. After this, the children and adults will be interviewed to assess cognitive
attainment and usefulness of the AR, if applicable. The results of each group in each
For the participants, both children and teachers are needed. Ideally, the children
are already be comfortable with the teacher. Therefore, an effective strategy to obtain
the participants is to test a classroom, or a whole school. This way, teachers and
students can be easily paired. The basic test supplies needed will be the augmented
books. Each child will read two books, and these two books will be controlled through
the whole test sample. The books will be augmented using HP reveal. Obtaining these
supplies and augmenting the books should be simple once a sample size is determined.
The sample size and ages will be based on the classroom/school selected for testing.
However, an ideal sample size is 30 or more children. The children must be able to read
alone, so elementary-aged children are ideal for this study. The study only needs to be
David Luria COMM3032 Assignment #3: Research 12
done in one session, so repeat sessions or follow-up need not be considered except in
extraordinary cases.
psychology. It will also help determine the impact of adult help with AR reading. This will
The goal of this research is to find the highest possible cognitive attainment in children
using AR as a reading tool. This will answer the question of what effect AR has on