John M. Carroll

HC
h-index4
10papers
72citations
Novelty33%
AI Score47

10 Papers

HCMay 27
"It's OK Because...": The Wild West of Student Rationalization of AI Use in Academic Writing

Jiyoon Kim, Kentaro Toyama, Sangmi Kim et al.

Generative AI challenges academic integrity not only by enabling students to delegate substantial portions of their academic work, but also by blurring the ethical boundaries by which students distinguish acceptable assistance from misconduct. Drawing on semi-structured interviews (n=20), AI chat logs, and course documents (syllabi, submitted assignments), we investigated how students themselves make moral sense of AI use in academic writing. Our analysis results in a range of novel findings: First, there are at least five distinct sites of AI-use conceptualization, ranging from faculty's intended AI policy, to students' actual AI use. Second, students use over 20 distinct rationalizations to justify AI use, such as that copying AI-generated text is victimless; that any AI text reflecting their own beliefs or their own style is their own writing; or that they are learning more by using AI -- even extensively -- than otherwise. We present a taxonomy of these rationalizations, and show how some of them are employed to justify conscious violations of course policies. Third, student rationalizations occur in both an ad hoc and post hoc manner, and they are not necessarily self-consistent. These and other findings suggest that modern AI presents a steep, ethical, slippery slope which students conceptually slide down, landing far outside the pedagogical goals and expectations of instructors. We discuss implications for educational design and AI policy.

HCSep 3, 2024
AI Governance in Higher Education: Case Studies of Guidance at Big Ten Universities

Chuhao Wu, He Zhang, John M. Carroll

Generative AI has drawn significant attention from stakeholders in higher education. As it introduces new opportunities for personalized learning and tutoring support, it simultaneously poses challenges to academic integrity and leads to ethical issues. Consequently, governing responsible AI usage within higher education institutions (HEIs) becomes increasingly important. Leading universities have already published guidelines on Generative AI, with most attempting to embrace this technology responsibly. This study provides a new perspective by focusing on strategies for responsible AI governance as demonstrated in these guidelines. Through a case study of 14 prestigious universities in the United States, we identified the multi-unit governance of AI, the role-specific governance of AI, and the academic characteristics of AI governance from their AI guidelines. The strengths and potential limitations of these strategies and characteristics are discussed. The findings offer practical implications for guiding responsible AI usage in HEIs and beyond.

HCJan 22, 2024Code
VRMN-bD: A Multi-modal Natural Behavior Dataset of Immersive Human Fear Responses in VR Stand-up Interactive Games

He Zhang, Xinyang Li, Yuanxi Sun et al.

Understanding and recognizing emotions are important and challenging issues in the metaverse era. Understanding, identifying, and predicting fear, which is one of the fundamental human emotions, in virtual reality (VR) environments plays an essential role in immersive game development, scene development, and next-generation virtual human-computer interaction applications. In this article, we used VR horror games as a medium to analyze fear emotions by collecting multi-modal data (posture, audio, and physiological signals) from 23 players. We used an LSTM-based model to predict fear with accuracies of 65.31% and 90.47% under 6-level classification (no fear and five different levels of fear) and 2-level classification (no fear and fear), respectively. We constructed a multi-modal natural behavior dataset of immersive human fear responses (VRMN-bD) and compared it with existing relevant advanced datasets. The results show that our dataset has fewer limitations in terms of collection method, data scale and audience scope. We are unique and advanced in targeting multi-modal datasets of fear and behavior in VR stand-up interactive environments. Moreover, we discussed the implications of this work for communities and applications. The dataset and pre-trained model are available at https://github.com/KindOPSTAR/VRMN-bD.

HCApr 23
Comparative Analysis of Human vs. AI-powered Support in VRChat Communities on Discord: User Engagement, Response Dynamics and Interaction Patterns

He Zhang, Bumjin Kim, John M. Carroll et al.

The integration of AI-driven support systems within online communities has opened new avenues for enhancing user engagement and support efficiency in recent years. This study investigates the differences in user interactions and engagement within two distinct support channels on the VRChat Discord server: "user support," where human users provide assistance to peers, and "AI support," where an AI chatbot addresses user queries. By analyzing user engagement, response dynamics, and interaction patterns across these channels, we uncover different usage patterns and user attitudes toward each approach. Our research employs both quantitative and qualitative methods to explore the trends in the VRChat community when using AI and user support, highlighting the unique advantages and limitations of AI-driven support compared to traditional human assistance. The findings offer valuable insights into optimizing AI and human support systems, aiming to foster more effective support strategies and create more engaging online communities.

CVMar 14, 2025
Augmenting Image Annotation: A Human-LMM Collaborative Framework for Efficient Object Selection and Label Generation

He Zhang, Xinyi Fu, John M. Carroll

Traditional image annotation tasks rely heavily on human effort for object selection and label assignment, making the process time-consuming and prone to decreased efficiency as annotators experience fatigue after extensive work. This paper introduces a novel framework that leverages the visual understanding capabilities of large multimodal models (LMMs), particularly GPT, to assist annotation workflows. In our proposed approach, human annotators focus on selecting objects via bounding boxes, while the LMM autonomously generates relevant labels. This human-AI collaborative framework enhances annotation efficiency by reducing the cognitive and time burden on human annotators. By analyzing the system's performance across various types of annotation tasks, we demonstrate its ability to generalize to tasks such as object recognition, scene description, and fine-grained categorization. Our proposed framework highlights the potential of this approach to redefine annotation workflows, offering a scalable and efficient solution for large-scale data labeling in computer vision. Finally, we discuss how integrating LMMs into the annotation pipeline can advance bidirectional human-AI alignment, as well as the challenges of alleviating the "endless annotation" burden in the face of information overload by shifting some of the work to AI.

HCApr 9
Twitch Third-Party Developers' Support Seeking and Provision Practices on Discord

Jie Cai, He Zhang, Yueyan Liu et al.

Third-party developers (TPDs) often turn to online communities for support when they can't get immediate responses from the platform. Twitch, as a leading live streaming platform, attracted many TPDs and formed an online support community on Discord. This study explores TPDs' support practices via mixed method (a topic modeling to identify topics related to support seeking and provision first and a follow-up in-depth qualitative analysis with these topics) and found that: (1) TPDs' support-seeking practices around social, technical, and policy matters are highly dependent on Twitch, and this dependence acts as a form of platform labor; (2) TPDs need to switch between Discord and Twitch regarding seeking and provision, exacerbating TPDs' platform labor; (3) TPDs' flexible role practices reflect the community's flourishing on Discord but require roles to bridge the two platforms and transfer informal support seeking to possible formal support from Twitch. We propose implications for effectively managing support seeking and provision between formal and informal spaces to improve the development of TPDs. We also contribute to community support practice and to platform ecology work in CSCW.

HCMar 9
The Sense of Misinformation Can Harm Local Community: A Case Study of Community Conflict

Jiyoon Kim, Jie Cai, Srishti Gupta et al.

During community decision-making and civic collaboration, conflicts can escalate when people suspect misinformation. We introduce the concept of sense of misinformation as experiencing someone's language or behavior as misinformation when it is not, that is to say when no falsehood is involved. Misinformation and sense of misinformation feel similar and can have similar social consequences; but sense of misinformation rests upon a mistaken perception of someone else's information as false. Through a case study of a casino proposal in local community, we examine how sense of misinformation developed over time during a contentious civic process through key factors (i.e., miscoordination governance, miscommunication between local government and citizens, and conflict and the breakdown of civic discourse), undermining trust and community democracy. Distinguishing between misinformation and sense of misinformation presents a challenge, but it is important. We contribute a conceptual distinction to the misinformation literature by identifying this distinct phenomenon and discuss ways to help communities recognize and repair such misattributions. Finally, we discuss design approaches for mitigating sense of misinformation.

HCFeb 3, 2022
Feasibility of Interactive 3D Map for Remote Sighted Assistance

Jingyi Xie, Rui Yu, Sooyeon Lee et al.

Remote sighted assistance (RSA) has emerged as a conversational assistive technology, where remote sighted workers, i.e., agents, provide real-time assistance to users with vision impairments via video-chat-like communication. Researchers found that agents' lack of environmental knowledge, the difficulty of orienting users in their surroundings, and the inability to estimate distances from users' camera feeds are key challenges to sighted agents. To address these challenges, researchers have suggested assisting agents with computer vision technologies, especially 3D reconstruction. This paper presents a high-fidelity prototype of such an RSA, where agents use interactive 3D maps with localization capability. We conducted a walkthrough study with thirteen agents and one user with simulated vision impairment using this prototype. The study revealed that, compared to baseline RSA, the agents were significantly faster in providing navigational assistance to users, and their mental workload was significantly reduced -- all indicate the feasibility and prospect of 3D maps in RSA.

HCFeb 7, 2019
Community Animation: Exploring a design space that leverages geosocial networking to increase community engagement

Jomara Sandbulte, Jessica Kropczynski, John M. Carroll

This paper explores a design study of a smartphone enabled meet-up app meant to inspire engagement in community innovation. Community hubs such as co-working spaces, incubators, and maker spaces attract community members with diverse interests. This paper presents these spaces as a design opportunity for an application that helps host community-centered meet-ups in smart and connected communities. Our design study explores three scenarios of use, inspired by previous literature, for organizing meet-ups and compares them by surveying potential users. Based on the results of our survey, we propose several design implications and implement them in the Community Animator geosocial networking application, which identifies nearby individuals that are willing to chat or perform community-centered activities. We present the results of both our survey and our prototype, discuss our design goals, and provide design implications for civic-minded, geosocial networking applications. Our contribution in this work is the development process, proposed design of a mobile application to support community-centered meet-ups, and insights for future work.

HCDec 1, 2018
Conversations for Vision: Remote Sighted Assistants Helping People with Visual Impairments

Sooyeon Lee, Madison Reddie, Krish Gurdasani et al.

People with visual impairment (PVI) must interact with a world they cannot see. Remote sighted assistance has emerged as a conversational/social support system. We interviewed participants who either provide or receive assistance via a conversational/social prosthetic called Aira (https://aira.io/). We identified four types of support provided: scene description, performance, social interaction, and navigation. We found that conversational style is context-dependent. Sighted assistants make intentional efforts to elicit PVI's personal knowledge and leverage it in the guidance they provide. PVI used non-verbal behaviors (e.g. hand gestures) as a parallel communication channel to provide feedback or guidance to sighted assistants. We also discuss implications for design.