John M. Carroll
Penn State University
H-index: 105
North America-United States
Description
John M. Carroll, With an exceptional h-index of 105 and a recent h-index of 50 (since 2020), a distinguished researcher at Penn State University, specializes in the field of Human-Computer Interaction, Computer-Supported Collaborative Work, Community Informatics, Design Research, Learning Science.
His recent articles reflect a diverse array of research interests and contributions to the field:
" I Upload... All Types of Different Things to Say, the World of Blindness Is More Than What They Think It Is": A Study of Blind TikTokers' Identity Work from a Flourishing …
Exploring Virtual Reality Through Ihde’s Instrumental Realism
" I Got Flagged for Supposed Bullying, Even Though It Was in Response to Someone Harassing Me About My Disability.": A Study of Blind TikTokers' Content Moderation Experiences
VRMN-bD: A Multi-modal Natural Behavior Dataset of Immersive Human Fear Responses in VR Stand-up Interactive Games
Self-presentation and social networking online: The professional identity of PhD students in HCI
Third-Party Developers and Tool Development For Community Management on Live Streaming Platform Twitch
" Because Some Sighted People, They Don't Know What the Heck You're Talking About:" A Study of Blind Tokers' Infrastructuring Work to Build Independence
Solidarity not charity! empowering local communities for disaster relief during covid-19 through grassroots support
Professor Information
University | Penn State University |
---|---|
Position | Distinguished Professor of Information Sciences and Technology |
Citations(all) | 54145 |
Citations(since 2020) | 11275 |
Cited By | 48062 |
hIndex(all) | 105 |
hIndex(since 2020) | 50 |
i10Index(all) | 546 |
i10Index(since 2020) | 218 |
University Profile Page | Penn State University |
Research & Interests List
Human-Computer Interaction
Computer-Supported Collaborative Work
Community Informatics
Design Research
Learning Science
Top articles of John M. Carroll
" I Upload... All Types of Different Things to Say, the World of Blindness Is More Than What They Think It Is": A Study of Blind TikTokers' Identity Work from a Flourishing …
Identity work in Human-Computer Interaction (HCI) has focused on the marginalized group to explore designs to support their asset (what they have). However, little has been explored specifically on the identity work of people with disabilities, specifically, visual impairments. In this study, we interviewed 45 BlindTokers (blind users on TikTok) from various backgrounds to understand their identity work from a positive design perspective. We found that BlindTokers leverage the affordance of the platform to create positive content, share their identities, and build the community with the desire to flourish. We proposed flourishing labor to present the work conducted by BlindTokers for their community's flourishing with implications to support the flourishing labor. This work contributes to understanding blind users' experience in short video platforms and highlights that flourishing is not just an activity for any single Blind user but also a job that needs all stakeholders, including all user groups and the TikTok platform, serious and committed contribution.
Authors
Yao Lyu,Jie Cai,Bryan Dosono,Davis Yadav,John M Carroll
Journal
Proceedings of the ACM on Human Computer Interaction - CSCW'24.
Published Date
2024/10
Exploring Virtual Reality Through Ihde’s Instrumental Realism
Based on Ihde’s theory, this paper explores the relationship between virtual reality (VR) as an instrument and phenomenology. It reviews the “technological revolution” spurred by the development of VR technology and discusses how VR has been used to study subjective experience, explore perception and embodiment, enhance empathy and perspective, and investigate altered states of consciousness. The paper emphasizes the role of VR as an instrumental technology, particularly its ability to expand human perception and cognition. Reflecting on this in conjunction with the work of Husserl and Ihde, among others, it revisits the potential of VR to provide new avenues for scientific inquiry and experience and to transform our understanding of the world through VR.
Authors
He Zhang,John M Carroll
Published Date
2024/4/10
" I Got Flagged for Supposed Bullying, Even Though It Was in Response to Someone Harassing Me About My Disability.": A Study of Blind TikTokers' Content Moderation Experiences
The Human-Computer Interaction (HCI) community has consistently focused on the experiences of users moderated by social media platforms. Recently, scholars have noticed that moderation practices could perpetuate biases, resulting in the marginalization of user groups undergoing moderation. However, most studies have primarily addressed marginalization related to issues such as racism or sexism, with little attention given to the experiences of people with disabilities. In this paper, we present a study on the moderation experiences of blind users on TikTok, also known as "BlindToker," to address this gap. We conducted semi-structured interviews with 20 BlindTokers and used thematic analysis to analyze the data. Two main themes emerged: BlindTokers' situated content moderation experiences and their reactions to content moderation. We reported on the lack of accessibility on TikTok's platform, contributing to the moderation and marginalization of BlindTokers. Additionally, we discovered instances of harassment from trolls that prompted BlindTokers to respond with harsh language, triggering further moderation. We discussed these findings in the context of the literature on moderation, marginalization, and transformative justice, seeking solutions to address such issues.
Authors
Yao Lyu,Jie Cai,Anisa Callis,Kelley Cotter,John M Carroll
Journal
arXiv preprint arXiv:2401.11663
Published Date
2024/1/22
VRMN-bD: A Multi-modal Natural Behavior Dataset of Immersive Human Fear Responses in VR Stand-up Interactive Games
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.
Authors
He Zhang,Xinyang Li,Yuanxi Sun,Xinyi Fu,Christine Qiu,John M Carroll
Journal
arXiv preprint arXiv:2401.12133
Published Date
2024/1/22
Self-presentation and social networking online: The professional identity of PhD students in HCI
The number of research doctorate degrees awarded by US institutions per year has increased steadily over the decades. However, the academic job market is also becoming more competitive, and doctoral candidates often face difficulties in developing a professional identity and making career-related decisions. In this study, we investigated PhD students' professional identity formation with regard to their usage of social networking sites (SNSs). Through semi-structured interviews with 16 students in Human-Computer Interaction (HCI), we found that self-presentation and online presence in the online community were considered necessary. Students' perception of using SNSs for professional activities was impacted by their peers and faculty. SNSs helped students gain information and support from online communities and also reflected their professional identities. The results present insights for transforming …
Authors
Chuhao Wu,John M Carroll
Journal
The Internet and Higher Education
Published Date
2024/4/26
Third-Party Developers and Tool Development For Community Management on Live Streaming Platform Twitch
Community management is critical for community stakeholders to collaboratively build and maintain the community with socio-technical support. Existing work mainly focuses on the community members and the platform; little work explores the developers who mediate the relationship between the platform and community members and build the tools to support their community management. In this study, we focus on third-party developers (TPDs) for the live streaming platform Twitch and explore their tool development practices. In a mixed method with in-depth qualitative analysis, we found that TPDs maintain complex relationships with different stakeholders (streamers, viewers, platform, professional developers), and the multi-layered policy restricts their agency regarding idea innovation and tool development. We argue that HCI research should redirect the attention from tool users to tool developers regarding community management and propose close collaboration with the platform and professional developers and streamlining the development process with unified took kits and policy documentation.
Authors
Jie Cai,Ya-Fang Lin,He Zhang,John M Carroll
Published Date
2024/1/20
" Because Some Sighted People, They Don't Know What the Heck You're Talking About:" A Study of Blind Tokers' Infrastructuring Work to Build Independence
There has been extensive research on the experiences of individuals with visual impairments on text- and image-based social media platforms, such as Facebook and Twitter. However, little is known about the experiences of visually impaired users on short-video platforms like TikTok. To bridge this gap, we conducted an interview study with 30 BlindTokers (the nickname of blind TikTokers). Our study aimed to explore the various activities of BlindTokers on TikTok, including everyday entertainment, professional development, and community engagement. The widespread usage of TikTok among participants demonstrated that they considered TikTok and its associated experiences as the infrastructure for their activities. Additionally, participants reported experiencing breakdowns in this infrastructure due to accessibility issues. They had to carry out infrastructuring work to resolve the breakdowns. Blind users' various …
Authors
Yao Lyu,John M Carroll
Journal
Proceedings of the ACM on Human-Computer Interaction
Published Date
2024/4/23
Solidarity not charity! empowering local communities for disaster relief during covid-19 through grassroots support
The COVID-19 pandemic brought wide-ranging, unanticipated societal changes as communities rushed to slow the spread of the novel coronavirus. In response, mutual aid groups bloomed online across the United States to fill in the gaps in social services and help local communities cope with infrastructural breakdowns. Unlike many previous disasters, the long-haul nature of COVID-19 necessitates sustained disaster relief efforts. In this paper, we conducted an interview study with online mutual aid group administrators to understand how groups facilitated disaster relief, and how disaster relief initiatives developed and maintained over the course of the first year of COVID-19. Our findings suggest that the groups were crucial sources of community-based support for immediate needs, innovated long-term solutions for chronic community issues and grew into a vehicle for justice-centered work. Our insights shed …
Authors
Tiffany Knearem,Jeongwon Jo,Oluwafunke Alliyu,John M Carroll
Journal
Computer Supported Cooperative Work (CSCW)
Published Date
2024/1/18
Professor FAQs
What is John M. Carroll's h-index at Penn State University?
The h-index of John M. Carroll has been 50 since 2020 and 105 in total.
What are John M. Carroll's top articles?
The articles with the titles of
" I Upload... All Types of Different Things to Say, the World of Blindness Is More Than What They Think It Is": A Study of Blind TikTokers' Identity Work from a Flourishing …
Exploring Virtual Reality Through Ihde’s Instrumental Realism
" I Got Flagged for Supposed Bullying, Even Though It Was in Response to Someone Harassing Me About My Disability.": A Study of Blind TikTokers' Content Moderation Experiences
VRMN-bD: A Multi-modal Natural Behavior Dataset of Immersive Human Fear Responses in VR Stand-up Interactive Games
Self-presentation and social networking online: The professional identity of PhD students in HCI
Third-Party Developers and Tool Development For Community Management on Live Streaming Platform Twitch
" Because Some Sighted People, They Don't Know What the Heck You're Talking About:" A Study of Blind Tokers' Infrastructuring Work to Build Independence
Solidarity not charity! empowering local communities for disaster relief during covid-19 through grassroots support
...
are the top articles of John M. Carroll at Penn State University.
What are John M. Carroll's research interests?
The research interests of John M. Carroll are: Human-Computer Interaction, Computer-Supported Collaborative Work, Community Informatics, Design Research, Learning Science
What is John M. Carroll's total number of citations?
John M. Carroll has 54,145 citations in total.
What are the co-authors of John M. Carroll?
The co-authors of John M. Carroll are Mary Beth Rosson, Heng Xu, Pamela J. Wisniewski, Helena M. Mentis, Patrick C. Shih, Scott McCrickard.