P U B L I C A T I O N S
S E L E C T E D P E E R - R E V I E W E D J O U R N A L A R T I C L E S
Avatars
Ratan, R., Klein, M., Ucha, C., & Cherchiglia, L. (2022). Avatar Customization Orientation and Undergraduate-Course Outcomes: Actual-self avatars are better than ideal-self and future-self avatars. Computers & Education, 191, https://doi.org/10.1016/j.compedu.2022.104643
"Results of a field experiment (N = 170) in an undergraduate course suggest that, unexpectedly, using an ideal-self or future-self avatar, compared to an actual-self avatar, was associated with slightly lower exam scores and self-efficacy, though no association was found with growth mindset.
Kao, D., Ratan, R., Mousas, C., Joshi, A., & Melcer, E. (2022). Audio Matters Too: How Audial Avatar Customization Enhances Visual Avatar Customization. Proceedings of the CHI Conference on Human Factors (CHI ’22), 1-27. doi.org/10.1145/3491102.3501848. (Honorable Mention Award recipient).
Education
Ratan, R., Ucha, C., Lei, Y., Lim, C., Triwibowo, W., Yelon, S., Sheahan, A., Lamb, B., Deni, D., & Chen, V. H. H. (2022). How do social presence and active learning in synchronous and asynchronous online classes relate to students’ perceived course gains?. Computers & Education, 191, https://doi.org/10.1016/j.compedu.2022.104621
Kao, D., Ratan, R., Mousas, C., & Magana, A. J. (2021). The Effects of a Self-Similar Avatar Voice in Educational Games. Proceedings of the ACM on Human-Computer Interaction, (CHI PLAY), 1-28. https://doi.org/10.1145/3474665
Gogonis, A.R., & Ratan, R. (2021, June). Using Video Games to Help Visualize and Teach Microbiological Concepts: A study analyzing the learning implications of a video game in comparison to a traditional method. In ACM International Conference on Interactive Media Experiences (pp. 264-266). https://doi.org/10.1145/3452918.3468027
Health
Human-Technology Interaction
Gambino, A., Fox, J., & Ratan, R. (2020). Building a Stronger CASA: Extending the Computers Are Social Actors Paradigm. Human-Machine Communication, 1(1), 5.
Lee, S., Ratan, R., & Park, T., (2019). The Voice Makes the Car: Enhancing Autonomous Vehicle Perceptions and Adoption Intention through Voice Agent Gender and Style. Multimodal Technologies and Interaction, 3(1), 20. doi:10.3390/mti3010020
Tamborini, R., Novotny, E., Prabhu, S., Hofer, M., Bente, G., Grall, C., Klebig, B., Hahn, L., Slaker, J., Ratan, R. (2018). The effect of behavioral synchrony with black or white virtual agents on outgroup trust. Computers in Human Behavior, 83, 176-183.
Meschtscherjakov, A., Tscheligi, M., Szostak, D., Krome, S., Pfleging, B., Ratan, R., Politis, I., Baltodano, S., Miller, D., & Ju, W. (2016, May). HCI and autonomous vehicles: contextual experience informs design. In Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems (pp. 3542-3549). ACM.
Meschtscherjakov, A., Tscheligi, M., Szostak, D., Ratan, R., McCall, R., Politis, I., & Krome, S. (2015, April). Experiencing autonomous vehicles: crossing the boundaries between a drive and a ride. In Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems (pp. 2413-2416). ACM.
Virtual Reality
Foxman, M., Leith, A. P., Beyea, D., Klebig, B., Chen, V. H. H., & Ratan, R. (2020, November). Virtual Reality Genres: Comparing Preferences in Immersive Experiences and Games. In Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '20). Association for Computing Machinery, New York, NY,USA, 237– 241. DOI:https://doi.org/10.1145/3383668.3419881
Kao, D., Mousas, C., Magana, A. J., Harrell, D. F., Ratan, R., Melcer, E. F., Sherrick, B., Parsons, P. & Gusev, D. A. (2020). Hack. VR: A Programming Game in Virtual Reality. arXiv preprint arXiv:2007.04495.
Video Games
Rosenthal, S. & Ratan, R. (2022). Balancing learning and enjoyment in serious games: Kerbal Space Program and the communication mediation model. Computers & Education, Article 104480. https://doi.org/10.1016/j.compedu.2022.104480
Ratan, R., Chen, V.H.H., De Grove, F., Breuer, J., Quandt, T. & Williams, R. (2022). Gender, Gaming Motives, and Genre: Comparing Singaporean, German, and American Players. IEEE Transactions on Games, 14(3), p. 456-465. https://doi.org/10.1109/TG.2021.3116077
Gender
Hawkins, I., Ratan, R., Blair, D. et al. The Effects of Gender Role Stereotypes in Digital Learning Games on Motivation for STEM Achievement. J Sci Educ Technol 28, 628–637 (2019). https://doi.org/10.1007/s10956-019-09792-w