Barrett R. Anderson

ORCID: 0009-0003-1775-9291
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About
Contact & Profiles
Research Areas
  • Educational Games and Gamification
  • Artificial Intelligence in Games
  • Digital Games and Media
  • Creativity in Education and Neuroscience
  • scientometrics and bibliometrics research
  • Social and Intergroup Psychology
  • Spatial Cognition and Navigation
  • Motivation and Self-Concept in Sports
  • Mobile Learning in Education
  • Video Analysis and Summarization
  • Mental Health Research Topics
  • Ergonomics and Musculoskeletal Disorders
  • Sleep and Work-Related Fatigue
  • Media Influence and Health
  • Human Motion and Animation
  • Action Observation and Synchronization
  • Anxiety, Depression, Psychometrics, Treatment, Cognitive Processes
  • Design Education and Practice
  • Visual and Cognitive Learning Processes
  • Animal and Plant Science Education
  • Language, Metaphor, and Cognition
  • Advanced Image and Video Retrieval Techniques
  • Occupational Health and Performance
  • Mental Health via Writing
  • Software Engineering Research

College of San Mateo
2025

Film Independent
2024

University of California, Santa Cruz
2016-2021

San Jose State University
2008-2017

Large language models (LLMs) are now being used in a wide variety of contexts, including as creativity support tools (CSTs) intended to help their users come up with new ideas. But do LLMs actually user creativity? We hypothesized that the use an LLM CST might make LLM's feel more creative, and even broaden range ideas suggested by each individual user, but also homogenize different users. conducted 36-participant comparative study found, accordance homogenization hypothesis, tended produce...

10.1145/3635636.3656204 article EN Creativity and Cognition 2024-06-22

The evaluation of creativity support tools (CSTs)—software systems intended to human creativity—remains an open problem, in part because is fundamentally difficult define and different CSTs target a wide variety creative domains. We propose new, general-purpose criterion for CSTs: namely, the extent which CST homogenizes output its users. also demonstrate one way conduct this kind homogenization analysis, leveraging semantic similarity between embeddings users' outputs quantify degree that induces.

10.1145/3613905.3651088 article EN 2024-05-11

Linkography -- the analysis of links between design moves that make up an episode creative ideation or can be used for both visual and quantitative assessment activity traces. Traditional linkography, however, is time-consuming, requiring a human coder to manually annotate within connections them. As result, linkography has not yet been much applied at scale. To address this limitation, we introduce fuzzy linkography: means automatically constructing linkograph from sequence recorded via...

10.48550/arxiv.2502.04599 preprint EN arXiv (Cornell University) 2025-02-06

Game scholars make arguments that depend on the idea games are capable of conveying meaning and making via their mechanics, an information channel unique to (and other forms system-driven media) which Bogost has termed "procedural rhetoric." This concept is not intended just be interpretive technique for experts, but also meant describe way general player population experiences games. However, there never (to our knowledge) been any attempt use tools psychology ascertain whether procedural...

10.1145/3337722.3337751 article EN 2019-08-26

Understanding how impactful scientific articles were funded informs future funding decisions. The structural significance of is broken down into two submeasures: citation count and "generativity" (a novel measure defined as being highly cited also leading to a comparatively large number other work). Generativity an attempt provide quantitative operationalization transformativeness, concept often used criterion despite not well-defined construct. This report identifies generative publications...

10.1080/02691728.2016.1241321 article EN Social Epistemology 2017-02-21

Videogames are a rich domain for scholarship, and their dynamic content makes them new unique challenge information retrieval (IR). Recent work has made it possible to cite specific moments in videogame (like pages book), but currently finding those is laborious because there no moment search engines. We conducted an in-depth interview study with ten users across variety of user profiles: developers, educators, speedrunners, scholars, streamers. From these interviews, we identify the needs...

10.1145/3337722.3337728 article EN 2019-08-26

Large language models (LLMs) are now being used in a wide variety of contexts, including as creativity support tools (CSTs) intended to help their users come up with new ideas. But do LLMs actually user creativity? We hypothesized that the use an LLM CST might make LLM's feel more creative, and even broaden range ideas suggested by each individual user, but also homogenize different users. conducted 36-participant comparative study found, accordance homogenization hypothesis, tended produce...

10.1145/3635636.3656204 preprint EN arXiv (Cornell University) 2024-02-02

Determining whether a game generator is working properly challenging, since it entails conducting potentially many evaluations of generated games and synthesizing these into net evaluation the system. The problem compounded when has human-centered goal: for example, that should be interpreted as having certain mechanics or being about particular ideas. In this paper, we examine Gemini develop an instrument tests interpretability its games’ higher-order proceduralist arguments. process build...

10.1609/aiide.v15i1.5225 article EN Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 2019-10-08

Machine perception research primarily focuses on processing static inputs (e.g. images and texts). We are interested in machine of interactive media (such as games, apps, complex web applications) where audience choices have long-term implications for the experience. While there is ample AI methods task playing games (often just one game at a time), this work difficult to apply new in-development or use non-playing tasks such similarity-based retrieval authoring assistance. In response, we...

10.1609/aaai.v35i1.16071 article EN Proceedings of the AAAI Conference on Artificial Intelligence 2021-05-18

Games are able to convey meaning that influences players' beliefs and attitudes via their mechanics (aka "procedural rhetoric"), but recent work suggests this is likely be effective only when combined with traditional ways of conveying (e.g., music, imagery, narrative, etc.). To investigate the specific component rhetorical influence comes from game mechanics, we constructed a city management strategy allowed us independently vary narrative framing rules. We found players perceived making an...

10.1145/3402942.3402967 article EN 2020-09-15
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