Reviewerly/exHarmony huggingface dataset:
Eye Movement Analysis of Human Visual Recognition Processes with Camera Eye Tracker: Higher Mean and Variance of Fixation Duration for Familiar Images

Eye movements could provide information on a person's cognitive context. Previous works showed that human visual recognition processes could be detected via electrooculography (EOG) data and revealed top-ranked eye movement features for detection. However, they lack analysis on how eye movements differ when viewing recognised (familiar) and unrecognised (unfamiliar) images. EOG methods are less prevalent and have limited scalability for detecting other cognitive processes. Our study with 34 participants showed that saccade count and fixation count decreased while the mean and variance of fixation duration increased with image familiarity. We discuss the differences in eye movements when seeing images of different categories and lessons learnt for our next steps to enable implicit interactions using wearable camera-based eye trackers.
Is it Art, is it HCI? Exploring Tensions Between Practice and Research

Art has the weight of our history as a people behind it, whilst in comparison, Human-Computer Interaction is relatively young. Artistic practice is a propeller of the innovations within HCI but works in this area often focus on the user study, the interaction, or the need for empirical evaluation. The plurality and tensions in art practice clash with this focus. Arts need not define the beholder as a 'user', but the addition of interaction and technology challenges its purpose. Aesthetics in isolation is not seen as impactful output, but as we investigate ways to bring art and HCI together, should we not focus on process and influence? This panel brings together a diverse group of artists, designers, practitioners, makers, and researchers, focusing on the challenges and variety of approaches in this space. The aim is to build dialogue to encourage a plurality of practices and creative responses in HCI.
Gaze-based Metrics of Cognitive Load in a Conjunctive Visual Memory Task

Measurement of Cognitive Load (CL) is of considerable importance to Human-Computer Interaction (HCI) as it relates to ease of learn- and usability. Numerous methods have been used for this purpose, both subjective and objective. The former relies on perception of expended effort subject to confounding factors. Among objective measures, eye tracking has demonstrated its effectiveness as a precise and non-invasive alternative. Since eye-tracking indices have mainly been tested in tasks involving single visual properties (e.g., shape), this work aims to compare their sensitivity to conjunctive features. Specifically, this study evaluates the Low/High Index of Pupillary Activity (LHIPA) and microsaccade magnitude in the Color Visual Short-Term Memory (CVSTM) task versus the previously validated n-back task. Results show LHIPA and microsaccade magnitude are as effective in discerning baseline and task in CVSTM as in n-back, replicating earlier results and extending their reliability for evaluation of CL in tasks involving multivalent conjunctive features.
EduCHI 2023: 5th Annual Symposium on HCI Education

EduCHI 2023 will bring together an international community of scholars, practitioners, and researchers to shape the future of Human–Computer Interaction (HCI) education. Held as part of the CHI 2023 conference, the one-day symposium will feature interactive discussions about HCI educational research, pedagogical innovations, teaching practices, and current and future challenges facing HCI educators. In addition to providing a platform to share pedagogical strategies and continue to build a scholarly knowledge base for HCI education, EduCHI 2023 will also provide opportunities for HCI educators to learn new instructional strategies and deepen their pedagogical knowledge.
MaskCircuit: 3D Circuits with Acrylic Sheets and Laser Cutting

Laser cutting is an accessible fabrication technique for designers to create supporting structures for tangible interfaces and electronic devices. However, it is challenging to integrate electronics into laser-cut prototypes due to bulky prefabricated components and wiring. To address these challenges, we propose MaskCircuit, a maker-friendly fabrication approach for 3D circuits based on commonly used laser cutters and acrylic sheets. MaskCircuit leverages the protective film of acrylic sheets as a mask. Circuits are created on acrylic sheets by laser engraving traces into the masked acrylic sheets, manually applying conductive paint into traces, and removing the mask to reveal inlaid conductive traces. We also explored circuit features supported by MaskCircuit, including double-layer circuit fabrication, mounting electronic components, and creating 3D circuits by deforming or assembling acrylic sheets with circuits. We demonstrate several applications to showcase the capabilities of the MaskCircuit approach.
Analysis on the Multimedia Information Retrieval Algorithm Based on Enterprise Correlation Financial Analysis under the Background of Big Data

At present, based on the background of the big data era, the operation of enterprises has a great impact, and relevance is a principle set to meet the needs of enterprise operation and management. In today’s digital and network era, multimedia has become the main part of the Internet information transmission, and multidisciplinary art and science communion has promoted the development of the multimedia information retrieval. As a result, this paper examines the correlation of big data against the background of financial and multimedia information retrieval algorithms.
Supply Chain Authentication for Vaccine Passport Using Blockchain

The COVID-19 pandemic has led to the creation of vaccination passports as a means of verifying an individual’s vaccination status for travel and access to certain services. The validity of immunization records and supply chain procedures, however, are significant issues. The supply chain for vaccination passports has been called for to be made more secure and transparent using blockchain technology. To ensure safe and effective supply chain management, this article suggests a blockchain-based authentication mechanism for vaccination passports. The issuer, the prover, and the verifier will be the system’s three key actors. The issuer will be in charge of producing inventory tokens and providing immunization certificates. The prover will verify the authenticity of the vaccination supply chain, and the verifier will ensure that the inventory token is legitimate. The proposed system will enhance transparency, security, and efficiency in the supply chain for vaccination passports, thereby improving the trustworthiness of vaccination records and facilitating safe travel during the pandemic.
MEDUSA - A View-Tracking Pong Game

Abstract: The purpose of this study was to develop a prototype game mechanic that limits the player's sense of sight and to investigate how quickly players adapt to this mechanic as well as the effects of the mechanic on player competitiveness. We seek to incentivise players to track the current game-state as a mental image rather than getting visual input consistently. This could lead to them experiencing the game more intensely. In this study, a group of participants played a modified version of the classic game 'Pong' on a touchscreen device while the game visually tracked the openness of their eyes. While this paper only represents a preliminary proof-of-concept and no full-scale study, initial results show meaningful differences in player action - acclimatisation and strategic adaption are clearly visible, even in very small datasets.
Body x Materials

Over the last 15 years, HCI and Interaction Design have experienced a "material turn" characterized by a growing interest in the materiality of technology and computation, and in methods that support exploring, envisioning, and crafting with and through materials. The community has experienced a similar turn focused on the body, on how to best design for and from a first-person, lived experience, and the moving and sensual body. In this workshop, we focus on the intersection of these two turns. The emerging developments in multimodal interfaces open opportunities to bring in materiality to the digital world as well as to transform the materiality of objects and bodies in the real-world, including the materiality of our own bodies. The different sensory qualities of (touchable and untouchable, physical and digital) objects and bodies, including our own, can be brought into the design of digital technologies to enrich, augment, and transform embodied experiences. In this "materials revolution" [15], what are the current theories, approaches, methods, and tools that emphasize the critical role of materiality to body-based interactions with technology? To explore this, in this workshop we will focus on five related themes: material enabling expression, material as a catalyst for human action, material enabling reflection and awareness, material enabling transformation and material supporting the design process for the re-creation of the existing and the yet-to-exist. This workshop with technology presentations, panel sessions with experts, and multidisciplinary discussions will: (i) bring together researchers who work on (re)creating sensory properties of materials through technology with those who investigate experiential effects of materials and material-enabled interactions, (ii) discuss methods, opportunities, difficulties in designing materiality and material-enabled interactions, and (iii) form a multidisciplinary community to build synergies and collaborations.
A Case Study on H2O OpenCasebook : Uncovering Digital Reading in Law School

This study investigates the digital reading experiences of law students and conducts a usability test on H2O, a digital open-casebook platform developed by the Harvard Library Innovation Lab. 9 in-depth user interviews and 16 user surveys on digital reading experiences of law students were conducted. The results of this study provide insights into the reading preferences and habits of law students that can be used to inform the design of digital learning tools in law school. Despite anecdotal reports that earlier users of the platform preferred physical casebooks, we found that many law students now prefer using digital casebooks. More than half of the participants (53.3%) in our study reported that they preferred digital casebooks or that the format did not matter. Even for those preferring print books, cost or weight reduction was often more important than format preference, and print-preferring users expressed an interest in using digital annotation tools, collaboration and additional search features. This study suggests that student preferences for learning materials are rapidly changing — a change that may have been accelerated by the pandemic — and that assumptions about student preference may need to be reevaluated. It also demonstrates the importance of comparing old vs. new offerings, such as print vs. digital, to evaluate the strength of the preference relative to other preferences such as cost, and to teach participants what new features are enabled by the new format.
CoCo: Compost Companion

Food waste is a major source of greenhouse gases and contributes significantly to climate change. Compost Companion, or CoCo, is a wearable anthropomorphic device that uses a GPS system to track composting locations on a college campus to make reducing food waste easy for students. CoCo provides informational feedback on the amount of food that a user has composted or wasted, as well as emotional feedback through the wagging of its tail based on how well the user has been composting. Information including composting locations and amount of food discarded are displayed through an OLED screen, and tail wagging is operated by a Servo motor. CoCo was designed over several iterations based on feedback received from users through surveys, interviews and observations, as well as from subject matter experts through the Delphi method. Overall, findings suggest that CoCo is usable and creates enjoyable composting experiences for users through empathy.
AI Writing Assistants Influence Topic Choice in Self-Presentation

AI language technologies increasingly assist and expand human communication. While AI-mediated communication reduces human effort, its societal consequences are poorly understood. In this study, we investigate whether using an AI writing assistant in personal self-presentation changes how people talk about themselves. In an online experiment, we asked participants (N=200) to introduce themselves to others. An AI language assistant supported their writing by suggesting sentence completions. The language model generating suggestions was fine-tuned to preferably suggest either interest, work, or hospitality topics. We evaluate how the topic preference of a language model affected users’ topic choice by analyzing the topics participants discussed in their self-presentations. Our results suggest that AI language technologies may change the topics their users talk about. We discuss the need for a careful debate and evaluation of the topic priors built into AI language technologies.
Spatial Chef: A Spatial Transforming VR Game with Full Body Interaction

How can we play with space? We present Spatial Chef, a spatial cooking game that focuses on interacting with space itself, shifting away from the conventional object interaction of virtual reality (VR) games. This allows players to generate and transform the virtual environment (VE) around them directly. To capture the ambiguity of space, we created a game interface with full-body movement based on the player's perception of spatial interaction. This was evaluated as easy and intuitive, providing clues for the spatial interaction design. Our user study reveals that manipulating virtual space can lead to unique experiences: Being both a player and an absolute and Experiencing realized fantasy. This suggests the potential of interacting with space as an engaging gameplay mechanic. Spatial Chef proposes turning the VE, typically treated as a passive backdrop, into an active medium that responds to the player's intentions, creating a fun and novel experience.
Blockchain Enabled Applications in the Education Domain and Potential Challenges

Blockchain is considered to be a disruptive technology that will have an impact on all avenues. There are several promising applications for Blockchain Technology in numerous domains beyond the introductory cryptocurrency. Applications are said to be divided into 3 stages; Blockchain 1.0, 2.0 and 3.0. Blockchain 1.0 initiated the world of cryptocurrencies while Blockchain 2.0 allowed a host of fields to utilise smart contracts. Blockchain 3.0 is focused on the development of blockchain applications in art, culture, healthcare, science and government. In the realm of education, there are various aspects that can be positively affected with the use of Blockchain Technology. Few of these are certificate management, learning outcome management, fee and credit transfer, copyrights management, examination review and support for lifelong learning. This study aims to observe the changing landscape of education from a Blockchain perspective.
The Future of Computational Approaches for Understanding and Adapting User Interfaces

Building on the success of the first workshop on understanding, generating, and adapting user interfaces at CHI2022, this workshop will advance this research area further by looking at existing results and exploring new research directions. Computational approaches for user interfaces have been used in adapting interfaces for different devices, modalities, and user preferences. Recent work has made significant progress in understanding and adapting user interfaces with traditional constraint/rule-based optimization and machine learning-based data-driven approaches; however, these two approaches remain separate. Combining the two approaches has great potential to advance the area but remains under-explored and challenging. Other contributions, such as datasets for potential applications, novel representations of user interfaces, the analysis of human traces, and models with multi-modalities, will also open up future research options. The proposed workshop seeks to bring together researchers interested in computational approaches for user interfaces to discuss the needs and opportunities for future user interface algorithms, models, and applications.
Code Will Tell: Visual Identification of Ponzi Schemes on Ethereum

Ethereum has become a popular blockchain with smart contracts for investors nowadays. Due to the decentralization and anonymity of Ethereum, Ponzi schemes have been easily deployed and caused significant losses to investors. However, there are still no explainable and effective methods to help investors easily identify Ponzi schemes and validate whether a smart contract is actually a Ponzi scheme. To fill the research gap, we propose PonziLens, a novel visualization approach to help investors achieve early identification of Ponzi schemes by investigating the operation codes of smart contracts. Specifically, we conduct symbolic execution of opcode and extract the control flow for investing and rewarding with critical opcode instructions. Then, an intuitive directed-graph based visualization is proposed to display the investing and rewarding flows and the crucial execution paths, enabling easy identification of Ponzi schemes on Ethereum. Two usage scenarios involving both Ponzi and non-Ponzi schemes demonstrate the effectiveness of PonziLens.
Engage AI and Child in Explanatory Dialogue on Commonsense Reasoning

Human-level commonsense reasoning capability is vital for human-AI interaction, enabling AI to understand, anticipate, and respond to human's thoughts, feelings, and behaviors. Despite the recent advancements in AI commonsense reasoning due to generative language models, a young child is often more rational than state-of-the-art AIs in terms of commonsense reasoning. The field of cognitive science, child development, and explainable AI have long recognized the importance of explanations for sharing knowledge and resolving contradictions. We, therefore, raise the question: can AIs leverage the power of explanations to learn human-level commonsense reasoning? More specifically, can explanatory dialogue with children help AIs to develop commonsense reasoning capabilities? As a first step in this line of research, we aim to engage children in explanatory dialogue with AIs during story reading. We present our novel explanatory dialogue interface based on a state-of-the-art multi-step commonsense reasoning engine and discuss our upcoming pilot study.
Implementation of Exploratory Data Analysis on Weather Data

This paper presents the Exploratory Data Analysis on the climate data of the city of Mumbai. The climate variables are closely associated with each other. Exploratory Data Analysis helps to understand the data in a better way so that the predictions of any particular weather phenomenon are done properly. Random forest has been used to for prediction. Standardization and Normalization has been used and the results are shown. The validation techniques used are Mean Square Error, Root Mean Square Error and Mean Absolute Error.
Investigation of a Pitch Function for Motion-Based VR Bicycle Simulators

Research on cycling safety and comfort is becoming increasingly relevant in the domain of human-computer interaction. Many studies presented so far have been conducted on static bicycle simulators, which suffer problems of immersion and simulator sickness. Since previous publications on simulator design have suggested a positive effect of simulator tilt (lateral motion), we investigated the potential of simulator pitch (longitudinal motion). N=31 participants completed a test track with multiple flat, up-, and downhill sections while being supported with different pitch modes and a baseline without any motion. Our results suggest only a small impact of simulator pitch on simulator sickness and perceived immersion. However, we found out that study participants adjusted their pedaling strength based on the inclination of the test track, which we attribute to the plausibility illusion in virtual reality. The experiment contributes to the design of virtual reality bicycle simulators at different degrees of fidelity.
Design and Field Trial of Tunee in Shared Houses: Exploring Experiences of Sharing Individuals’ Current Noise-level Preferences with Housemates

Being a little more careful about the sound that people produce is difficult in shared houses because individuals can generate several unintended living noises and sounds. We designed Tunee to help each housemate better understand the others' context and desired noise-level. It is an interactive speaker that allows people to share noise-level preferences through the position change of nodes. Our three-week in-field study with four groups of participants revealed that expressing noise-level preference through nodes reduced the burden of verbally delivering issues about the trivial noises of everyday life, and the intentions of the lowered preference were referred to and deemed significant. We also identified how participants figured out what behavior was acceptable for others according to each noise-level. Our findings imply considerations in designing interfaces to support coordinating behaviors and awareness of social contexts in shared spaces.
A Case Study Exploring Users’ Perceptions and Expectations of Shapes for Dialog Designs

Shape is a fundamental visual characteristic in the design of common UI components like buttons, switches, and dialogs. It has commonly been used to enhance the visual aesthetic of a UI, or to express a distinct perspective in style or brand. However, it remains understudied how the shape of UI components convey semantic meaning and impact user perception of the information displayed in those UI components. As a first step to address this gap, we chose to study the dialog UI component. We first explored the shape of a dialog and created 6 different designs (e.g., dialogs with rounded corners, circle, and wiggly-circle) for an online survey study with 200 participants. We examined whether different dialog designs alter user perceptions and expectations of different messages displayed within them. This work serves as a practical study to explore the opportunity for shapes to be used intentionally in UI design.
Prototypes, Platforms and Protocols: Identifying Common Issues with Remote, Unmoderated Studies and their Impact on Research Participants

Remote, unmoderated research platforms have increased the efficiency of traditional design research approaches such as usability testing, while also allowing practitioners to collect more diverse user perspectives than afforded by lab-based methods. The self-service nature of these platforms has also increased the number of studies created by requestors without formal research training. Past research has explored the quality and validity of research findings on these platforms, but little is known about the everyday issues participants face while completing these studies. We conducted an interview-based study with 22 experienced research participants to understand what issues are most commonly encountered and how participants mitigate issues as they arise. We found that a majority of the issues surface across research platforms, requestor protocols and prototypes, and participant responses range from filing support tickets to simply quitting studies. We discuss the consequences of these issues and provide recommendations for researchers and platforms.