Reviewerly/exHarmony huggingface dataset:
A Study on the Effect of Technical Barriers to Trade (TBT) Measures on Imports from China and Employment in Korea

Purpose - The number of Korea’s Technical Barriers to Trade (TBT) notifications is increasing, and TBT is recognized as a form of trade barrier. Furthermore, Korea is highly dependent on trade, and the proportion of imports from China is large. Therefore, this study analyzed the effect of TBT on imports from China and Korea’s employment.&#x0D; Design/Methodology/Approach - This study aimed to analyze the impact of TBT in Korea on imports and employment in China. Therefore, TBT and other data from 1995 to 2017 were collected to form panel data. A gravity model was used to analyze the import effect of TBT, and import competition was used to analyze the employment effect. A Hausman test was performed to increase the accuracy of the panel analysis.&#x0D; Findings - TBT had no effect on the import of the entire manufacturing industry and of manufacturing intermediate goods. However, as a result of analysis by detailed industry, TBT decreased the imports of electronic parts, electrical equipment, and steel industries. However, TBT had no effect on the plastics industry, and TBT rather increased the imports of the chemical industry. TBT had a positive effect on the number of employees of the manufacturing industry.&#x0D; Research Implications - While previous literature conducted in Korea mainly focused on the impact of TBT by trading partners on exports, this study focuses on imports and employment. It is expected to fill gaps in existing studies.
EyeClick:A Robust Two-Step Eye-Hand Interaction for Text Entry in Augmented Reality Glasses

Efficient text entry is a crucial aspect of the user experience for augmented reality (AR) head-mounted displays (HMD). Eye-tracking for virtual keyboard interaction is a popular choice for AR text entry, as it is intuitive, privacy-preserving, and socially acceptable. However, as AR HMDs move toward more consumer-friendly form factors and price points, technical constraints necessitate trade-offs that result in a limited field of view (FoV) and reduced eye-tracking accuracy.
Demonstrating 1D-Touch: NLP-Assisted Coarse Text Selection via a Semi-Direct Gesture

Existing text selection techniques on touchscreen focus on improving the control for moving the carets. Coarse-grained text selection on word- and phrase- levels have not received much support beyond word-snapping and entity recognition. We introduce 1D-Touch, a novel text selection method that complements the carets-based sub-word selection by facilitating the selection of words and larger semantic units. This method employs a simple vertical slide gesture to expand and contract a selection area from a word. The expansion can be by words or by semantic chunks ranging from sub-phrases to sentences, as implemented in two variants of our technique named WordTouch and ChunkTouch. This approach shifts the concept of text selection, away from defining a range by locating the first and last characters, towards a dynamic process of expanding and contracting a textual entity. While the full paper (expected to appear at the ACM ISS 2023) details the evaluation, this demonstration showcases 1D-Touch with a few applications of coarse-grained text selection, to engage the audience in discussions about its effectiveness and applications, as well as its integration with existing character-level selection techniques.
OperAR: Using an Augmented Reality Agent to Enhance Children's Interactive Intangible Cultural Heritage Experience of the Peking Opera

As a traditional Chinese theatrical performance, the Peking Opera is a world intangible cultural heritage. However, appreciating and understanding the traditional arts of Peking Opera requires rich life experience and knowledge about traditional Chinese culture, which has led to its lack of recognition and support from younger Chinese audiences. To expand the audience for the traditional Chinese cultural heritage of Peking Opera and stimulate young people’s interest in learning about this art form, we introduce “OperAR” as an augmented reality game system that teaches children about the history and culture of the Peking Opera and how to perform Peking Opera using a cartoon virtual agent and a set of physical cards based on Peking Opera costumes. The pilot study results show the potential benefits of OperAR in enhancing children’s interactive experiences in virtual scenarios in addition to stimulating their interest in learning about Peking Opera.
Future Paradigms for Sustainable Making

This workshop provides the first opportunity for the UIST community to discuss sustainability challenges and opportunities in rapid prototyping. We will discuss key issues such as waste generation from intermediate prototypes, strategies for sustainable materials, circular prototyping (e.g., promoting re-use of components), knowledge sharing infrastructures (e.g., open-sourcing hardware), and so forth. The goal is to identify potential HCI research directions that can foster a more sustainable "making" environment inside of labs and beyond.
Demo of Z-Ring: Context-Aware Subtle Input Using Single-Point Bio-Impedance Sensing

This paper presents Z-Ring, a novel wearable device that uses radio frequency (RF) based sensing to offer unique capabilities for human-computer interaction, including subtle input, object recognition, user identification, and passive surface interaction. With only a single sensing modality, Z-Ring achieves diverse and concurrent interactions that can enhance the user experience. We illustrate the potential of Z-Ring to enable seamless context-aware interactions via a custom music player application. In the future, we plan to expand Z-Ring’s functionality with user customization and explore usage for additional applications.
LensTouch: Touch Input on Lens Surfaces of Smart Glasses

Smart glasses are promising devices that allow the user to experience augmented reality (AR) and watch movies as on a big screen. As their design is primarily focused on their function as output devices, their input functionality is limited. We propose LensTouch, which enhances the input vocabulary by using touches on the lens of the smart glasses as inputs. The user can place his/her finger on the lens while viewing both the finger and the image displayed. An experiment shows the user can select the target quickly and/or accurately depending on the setting.
Towards Real-time Computer Vision and Augmented Reality to Support Low Vision Sports: A Demonstration of ARTennis

Individuals with low vision (LV) can experience vision-related challenges when participating in sports, especially those with fast-moving objects. We introduce ARTennis, a prototype for wearable augmented reality (AR) that utilizes real-time computer vision (CV) to enhance the visual saliency of tennis balls. Preliminary findings indicate that while ARTennis is helpful, combining both visual and auditory cues may be more effective. As AR and CV technologies continue to improve, we expect head-worn AR to broaden the inclusivity of sports.
Improving Mobile Reading Experiences While Walking Through Automatic Adaptations and Prompted Customization

Increasingly more people are consuming information on the go, and yet walking can significantly affect the ability to read text documents on mobile devices. In this work, we propose a system that automatically detects when a user is walking while reading on mobile devices to suggest automatic adaptations and recommendations to improve reading experiences. The user can also customize these suggested adaptations in real time, which our system uses to offer future recommendations. We ran a preliminary user study to evaluate our prototype and identify challenges and opportunities of mixed-initiative adaptations for reading on the go.
An Interactive System for Drawing Cars in Perspective

We propose a novel interactive system for drawing cars in perspective. Our harmonious set of pen and touch interactions based on traditional tools and techniques can help car designers naturally transition from 2D sketching to 3D sketching and allow them to sketch cars in 3D intuitively and iteratively. The pilot test shows that our system is easy to learn and use.
Physical-Digital Programming

In exploratory digital fabrication, artists, scientists, and engineers use machines and code to prototype object forms and ways of making that do not currently exist. However, prior research has yet to provide expressive agency for makers doing this work, which includes rapid experimentation, safe adjustments and detailed, accurate control of machines and data. To address this, I frame exploratory fabrication as physical-digital programming: handling physical contingencies within core features of a programming language. I posit that physical-digital programming will let exploratory makers build digital fabrication workflows that are otherwise prohibitively difficult to construct, share, and improve. To test this hypothesis, I built three systems that prototype components of physical-digital programming: a common, multimodal programming environment; a formal grammar of machine functionality; and a method of generating task-specific visualizations of machine behavior. In addition, I am working on a fourth system intended to synchronize code assumptions with physical-world states through user-defined axioms and augmented reality. These tools will help both novice and experienced makers use programming to solve emerging problems that require physical automation.
FluencyAR: Augmented Reality Language Immersion

FluencyAR is an augmented reality second language learning tool centered around the concepts of language immersion and self-talk. For many second language learners, advancing into upper levels of fluency can be difficult without sufficient opportunities to practice. Traditional solutions of tutoring or finding exchange partners are often inconvenient or limiting. FluencyAR provides situational conversation practice in highly self-directed practice sessions that imitate environments where the target language is dominant. We utilize augmented reality to allow users to practice their target language with immediate feedback at any time, and from any location. Using ChatGPT and the physical space of the user, we can produce unique and challenging conversation prompts relative to a user’s surroundings, ensuring that sessions remain interesting.
Towards Generating UI Design Feedback with LLMs

Feedback on user interface (UI) mockups is crucial for the design process, and designers often seek and leverage feedback to improve their UIs. However, human feedback is not always readily available. Given the recent emergence of LLMs, which have been shown to be proficient in rule-based reasoning, we explore the potential of LLMs to provide feedback automatically. In particular, we investigate automating heuristic evaluation, which currently entails a human expert assessing how well a UI adheres to a given set of design guidelines. We build an LLM-based heuristic evaluation plugin for Figma, which designers can use to evaluate their UI mockups. The plugin queries the LLM with the guidelines and a JSON representation of the UI mockup and then renders the identified guideline violations as constructive suggestions for design improvements. Future work is needed to study what types of usability problems can be successfully identified by LLM-driven heuristic evaluation.
Introducing Augmented Post-it:An AR Prototype for Engaging Body Movements in Online GPT-Supported Brainstorming

Recent web-based brainstorming tools utilize pre-trained language models to support ideation. However, body movements such as walking and arm motion, which are known to enhance creativity, are generally limited in web-based brainstorming. Thus, we propose “Augmented Post-it,” a novel augmented reality (AR) interaction system that enables body movements while brainstorming using a generative pre-trained transformer (GPT). With Augmented Post-it, ideas uttered by users are structured via GPT and extended into a spatial representation that encourages divergent thinking. This study contributes to future GPT-based AR brainstorming by extending the thinking ability of users in ways that engage their body movements to enhance creativity.
Virtual Rolling Temple: Expanding the Vertical Input Space of a Smart Glasses Touchpad

Smart glasses have not favored two-dimensional (2D) GUI. Such a trend may have originated from the limitations of smart glasses in display and input devices. While the display restriction is rapidly being resolved nowadays, 1D GUI is still the majority, indicating that the touch input device is the possible bottleneck. To tackle this issue by expanding the vertical input space of the temple touchpad, we propose the Virtual Rolling Temple (VRT). The concept is to perform 2D gestures by moving the hand in any direction while keep touching the prototype as if the temple rotates. The VRT touchpad is as thin as the spectacles’ temples, but it provides the users with input space approximately equivalent to an 80 × 80 mm square touchpad. This is 8 and 13.9 times larger than Google Glass and VUZIX M400, respectively. To validate the concept of the VRT, we constructed three demo scenarios: 2D Pointing, 2D Menu, and 2D Gesture, to cover different types of general 2D input for smart glasses.
Relay: A collaborative UI model for design handoff

The design handoff process refers to the stage in the user interface (UI) design process where a designer gives their finished design to a developer for implementation. However, design decisions are lost when developers struggle to interpret and implement the designer’s original intent. To address this problem, we built a system called Relay that utilizes concrete UI models to capture design intent. To our knowledge, Relay is the first system described in the academic literature to take artifacts from an existing design tool and generate a UI model.
Demonstrating SuperMagneShape: Interactive Usage of a Passive Pin-Based Shape-Changing Display

We propose SuperMagneShape, a method for creating interactive applications using MagneShape. MagneShape is a magnetically-actuated pin-based shape-changing display. It utilizes the forces produced by its magnetic components to control the levitation heights of passive magnetic pins, eliminating the need for an electric actuator for each pin. Although the MagneShape pin array is simple and inexpensive, rapid change of the magnetic pattern that drives the device is challenging. Proper display of shapes and characters requires appropriate magnetic patterns generated by a dedicated pattern generator and a time-consuming magnetization process. To minimize the complexity of the process, as well as the time taken between input and output, we designed a high-density pin array and a magnetic belt conveyor system. When the user handwrites a magnetic pattern in the shape of the letter "A" on a section of the magnetic belt, the imprinted magnetic pattern is conveyed under the high-density pin array and causes the pin array to display an "A" shape moving along it. We have also implemented games where the hand-drawn shape presents physical action as it is conveyed under the pin array.
Projectoroid:A Mobile Robot-Based SAR Display Approach

This paper introduces "Projectoroid," a mobile robot equipped with a projector that facilitates mobile spatial augmented reality (SAR) displays, and examines the potential of SAR deployment via a mobile robot by comparing and evaluating content display methods. Projectoroid converts its real-world position and orientation calculated by its internal sensors into the position and orientation of a camera in virtual space. Consequently, it can project the image captured within the virtual space onto the real-world floor. Thus, Projectoroid is capable of revealing a segment of an expansive virtual space into the real world based on its position and orientation. In this paper, we refer to the degree to which people recognize the correspondence between the virtual space and the real world from the projected image as the "sense of reveal." We believe that an increase in the sense of reveal would heighten people’s interest in the content from the virtual world. The results of our user study show that the sense of reveal is amplified as the outline of the projected image becomes more circular.
AudiLens: Configurable LLM-Generated Audiences for Public Speech Practice

AudiLens is a large-language model (LLM)-based audience simulator for public speech practice that allows speakers to generate and configure a group of generated audiences, and use them to receive feedback on their speech during and after the practice in multiple aspects. AudiLens leverages the capability of LLMs in being able to generate a diverse set of personas and being able to simulate human behavior, and provide flexibility to the speaker in terms of practicing their speech with multiple sets of audience groups in multiple speech formats. We demonstrate the use of AudiLens in two scenarios—giving a tutorial and debating.
SculptAR: Direct Manipulations of Machine Toolpaths in Augmented Reality for 3D Clay Printing

Specifying designs for additive manufacturing using machine toolpaths unlocks design attributes such as surface textures and shapes determined by material and machine constrains compared to higher level representations like 3D geometries. Current methodologies for authoring these designs necessitate a high level of programming or geometric understanding, posing a significant barrier to entry and limited control. Additionally, the confinement of these workflows within computer screens obscures the comprehension of material and dimensional constraints. To bridge this gap, we demonstrate the direct manipulation of machine toolpaths in Augmented Reality for clay 3D printing. Our application relies on hand interactions to edit path control points. We also provide a set of options that allow the user to control how their changes to one control points are broadcast to others to determine surface shapes and textures. By leveraging AR interactions in a physical context, our proposal aims to leverage existing physical workflows and enable practitioners to apply their understanding of material properties and visual understanding of physical 3D objects.
ZINify: Transforming Research Papers into Engaging Zines with Large Language Models

Research papers are a vital building block for scientific discussion. While these papers follow effective structures for the relevant community, they are unable to cater to novice readers and express otherwise creative ideas in creative mediums. To this end, we propose ZINify, the first approach to automatically transform research papers into engaging zines using large language models (LLM) and text-to-image generators. Following zine’s long history of supporting independent, creative expression, we propose a technique that can work with authors to build more engaging, marketable, and unconventional content that is based on their research. We believe that our work will help make research more engaging and accessible to all while helping papers stand out in crowded online venues.
ModBand: Design of a Modular Headband for Multimodal Data Collection and Inference

Collecting multimodal user data during physical tasks such as cooking, maintenance, or physical rehab is crucial to enable the design of better AI models, interfaces, and applications. However, this is a challenging task with external cameras and sensors due to user movement, self-occlusions and diversity of data streams during task performance. In this work, we present ModBand, a wearable sensor headband with an accompanying software pipeline to collect and visualize data such as facial images, pupillometry, egocentric video, and heart rate during physical task performance. ModBand can be modified, extended, and used both as a standalone device or integrated with existing head-mounted AR devices for AI-based task guidance. Our modular design incorporates cost-effective fabrication methods, such as 3D printing, and enables convenient integration or exclusion of sensors to support custom data collection needs.
Demonstration of 3D Printed Magnetophoretic Displays

In this demonstration, we showcase a suite of 3D printed magnetophoretic displays using the techniques proposed in [8]. These examples include a printed Stanford bunny with customizable appearances, a small espresso mug that can double as a post-it note surface, a board game figurine with a computationally updated display, and a collection of flexible wearable accessories with editable visuals. We will demonstrate the 3D printer design as well as the primary process of printing these magnetophoretic displays.
Developing Action-Oriented Systems for Manual-Computational Craft Workflows

Manual crafts typically involve action-oriented workflows, wherein the craftsperson performs a series of repeated actions to create beautiful intricate artifacts. Despite working with similar materials, digital fabrication workflows often implement methods that differ fundamentally from manual ones. In my dissertation work, I aim to develop action-oriented digital fabrication systems that implement abstractions derived from craft domain-expert knowledge. I theorize that action-oriented systems have the potential to (1) support the integration of computational tools with manual practices, (2) enable complex design tasks that would be challenging to achieve through other means, and (3) leverage the unique properties of materials through fine control over machine toolpath. To investigate this theory, I developed three digital fabrication systems, which I evaluated by producing various artifacts. Additionally, I propose analyzing my work and HCI system research in general through the lenses of three theoretical frameworks that reflect on materiality, i.e. new materialism, indigenous epistemologies, and post-colonial theory on skill mastery. I believe this analysis can offer alternative perspectives that promote a more inclusive understanding of the relationship between humans, materials, and technology in the context of digital fabrication.
Decomposable Interactive Systems

As sustainability becomes an increasingly pressing concern across disciplines, the design and fabrication communities within HCI are rapidly discovering and sharing a wealth of novel materials, tools, and workflows, allowing us to make physical artifacts that are more eco-friendly than ever before. Still, sustainability and functionality are often at odds with one another when it comes to the design of interactive systems, with most systems still relying on conventional electronic components that must be extracted and individually handled at end of life. My work offers approaches for designing decomposable interactive systems that are made with materials that are widely available, safe, and even edible, empowering the “everyday designer” to make sustainable systems for applications that do not demand long operation times or high power. Enabled by the growing ecosystem of decomposable materials and systems, I also propose new opportunities for designing for unmaking, a counterpart to making that opens the opaque, industrial processes of recycling and composting as rich design spaces to encourage further engagement and critical reflection around themes of sustainability, materiality, and consumption.
Towards Image Design Space Exploration in Spreadsheets with LLM Formulae

Users of Text-to-Image (TTI) models like DALL•E and Stable Diffusion typically engage in a lot of iteration, exploring a design space with two main inputs: (1) prompt text spanning image content and style; and (2) stochastic (e.g., random seeds) and other opaque (e.g., classifier-free guidance) variables. Here, we demo an early prototype interface using a spreadsheet metaphor to enable exploration and display of multiple input changes simultaneously, and affording prompt-crafting using spreadsheet formula construction. New LLM-based functions aid rapid exploration of the prompt text input space, by generating new variations on existing prompts and context-relevant lists of prompt keyword options.