Reviewerly/exHarmony huggingface dataset:
REVEAL: REal and Virtual Environments Augmentation Lab @ Bath

The REal and Virtual Environments Augmentation Lab (REVEAL) is a research centre for Human-Computer Interaction at the University of Bath with a focus on immersive technology. Virtual reality (VR) has the potential to change the way we experience the world and interact with each other. It can be used for a wide range of applications such as exercise, training, entertainment, and therapy. In this demo paper, we will showcase some of our VR research that has been published at CHI which can enhance VR experiences across three specific areas of study: learning with avatars, presence, and exergaming.
The Second Workshop on Intelligent and Interactive Writing Assistants

In recent years, writing assistants have become increasingly sophisticated and ubiquitous, fueled by advances in artificial intelligence, particularly large language models. As new use cases and models emerge, we expect the adoption rate to accelerate. In this interdisciplinary workshop, we, as a diverse group of researchers and practitioners interested in intelligent and interactive writing assistants, will create a taxonomy of writing assistants and discuss their desirable features and potential consequences. We invite writers, educators, researchers, industry practitioners, students, and anyone interested in creating, using, and testing future writing assistant technologies to join the conversation.
Conducting Remote Design Research on Embodied, Collaborative Museum Exhibits

Research activities in interaction design and HCI were widely altered by the COVID-19 pandemic, with many studies shifting online as health concerns inhibited in-person research. Tangible and collaborative activities are often used in informal learning spaces and child-computer interaction, but they are neither designed for nor easily adapted to online formats. In this case study, I present findings and reflections on my experience adapting an in-situ study of embodied, collaborative museum exhibits to a remote user study during COVID-19. I identify several considerations and notes of inspiration for researchers working on similar projects, which I hope can aid in furthering iterative design research on embodied and/or collaborative activities both during the ongoing pandemic and in other current and future contexts that require remote research or interactions. The reflections I present in this case study additionally play a role in documenting the ongoing history of interaction design as researchers adapt to the rapidly changing global circumstances caused by COVID-19.
Bridging Distances for Global Participation: Conducting and Theorizing Participatory Design and Research in Hybrid Contexts

Participatory Design (PD) must increasingly be able to serve various global contexts. Overall, a fundamental need has been identified in the PD community to raise previously unheard global voices in design and development work, and to bring various underrepresented stakeholders together. On the other hand, the rapid adoption of various synchronous and asynchronous communication methods through collaborative online tools offers opportunities for more dispersed and more diverse PD research teams, settings and processes. This raises new possibilities for bridging global distances and bringing various stakeholders together for the purposes of conducting multicultural, multi-site PD. Importantly, while there exists extensive research literatures both on PD, on remote ethnography and on Computer-Supported Collaborative Work, we posit that these literatures have not been brought together; nor have the practices and methodologies of these communities been sufficiently jointly explored to support the goals of multisite, multicultural PD. In this workshop, we strive to bridge this gap in knowledge through exploring the opportunities of conducting hybrid multi-site Participatory Design (HMPD) research through synchronous and asynchronous present–telepresent participatory methods, and to share issues, challenges, opportunities, methods and empirical examples pertaining to this as a goal.
An Immersive Layout Framework for Web Design in Virtual Reality

In recent years, many consumer-grade VR devices have emerged, and VR devices have the potential to become the next generation of terminals for visiting websites. Compared to traditional PC and mobile devices, VR moves away from the desktop concept and can show information in a 3D environment. This two-dimensional to three-dimensional transformation means that website layouts, media content, and interactions can make the user experience more immersive. Currently, VR users can visit websites through built-in or third-party browsers, but most website content and UI visuals are consistent with the desktop version instead of the VR version. The website has no separate visual and interactive designs for VR devices. Therefore, this paper analyzes the design elements from three aspects: spatial layout design of website hierarchical structures, presentation of multimedia contents, and interaction modes, and proposes a VR website design framework based on the fan-shaped layout using the spatial depth cue. Based on this design framework, we built a prototype of the VR version of the website in the context of the online museum website of intangible cultural heritage in Yunnan Province. We provided a reference for spatial layout and visual style design for developing the VR website.
Sensing Their Presence: How Emerging Adults And Their Parents Connect After Moving Apart

When emerging adults move out of their parents' homes for the first time, their needs for togetherness and connection evolve, as do their parents'. In co-located homes, people often experience togetherness passively by sensing one another's presence in their environment. However, when no longer living together, methods of experiencing togetherness change. Thus, we conducted an interview and co-design study with 16 pairs of parents and emerging adults that explores this concept across distance. The study uncovered differences in the connection needs of emerging adults and their parents, including their goals in connecting, the amount of communication they needed, and their needs for privacy and transparency. We additionally found that passive connecting factors included ambient sounds of the home, visual shared experiences and traces of one another in the home, ambient home smellscapes and smell memories, touching left-behind objects or gifted objects, and the taste of family recipes and the ambience of family mealtimes. We discuss suggestions for designing for passive co-presence based on this new knowledge.
TmoTA: Simple, Highly Responsive Tool for Multiple Object Tracking Annotation

Machine learning is applied in a multitude of sectors with very impressive results. This success is due to the availability of an ever-growing amount of data acquired by omnipresent sensor devices and platforms on the internet. But there is a scarcity of labeled data which is required for most ML methods. However, generation of labeled data requires much time and resources. In this paper, we propose a portable, Open Source, simple and responsive manual Tool for 2D multiple object Tracking Annotation (TmoTA). Besides responsiveness, our tool design provides several features like view centering and looped playback that speed up the annotation process. We evaluate our proposed tool by comparing TmoTA with the widely used manual labeling tools CVAT, Label Studio, and two semi-automated tools Supervisely and VATIC with respect to object labeling time and accuracy. The evaluation includes a user study and pre-case studies showing that the annotation time per object frame can be reduced by 20% to 40% over the first 20 annotated objects compared to the manual labeling tools.
Inaudible Attack on AI Speakers

The modern world does not stand still. We used to be surprised that technology could speak, but now voice assistants have become real family members. They do not simply turn on the alarm clock or play music. They communicate with children, help solving problems, and sometimes even take offense. Since all voice assistants have artificial intelligence, when communicating with the user, they take into account the change in their location, time of day and days of the week, search query history, previous orders in the online store, etc. However, voice assistants, which are part of modern smartphones or smart speakers, pose a threat to their owner’s personal data since their main function is to capture audio commands from the user. Generally, AI smart speakers such as Siri, Google Assistance, Google Home, and so on are moderately harmless. As voice assistants become versatile, like any other product, they can be used for the most nefarious purposes. There are many common attacks that people with bad intentions can use to hack our voice assistant. We show in our experience that a laser beam can control Google Assistance, smart speakers, and Siri. The attacker does not need to make physical contact with the victim’s equipment or interact with the victim; since the attacker’s laser can hit the smart speaker, it can send commands. In our experiments, we achieve a successful attack that allows us to transmit invisible commands by aiming lasers up to 87 m into the microphone. We have discovered the possibility of attacking Android and Siri devices using the built-in voice assistant module through the charging port.
A Framework for Development of a Virtual Campus Tour

This paper discusses a framework for development of a virtual tour of a campus of an institute of higher education. The aim is to implement a sense of simulating realism using virtual reality (VR) and high textured three-dimensional (3D) modelling into creating a virtual tour of a campus. This framework is developed with the aim to provide the prospective and current students and other stakeholders a virtual experience of the entire campus, its infrastructure and all the facilities that it has to offer. It allows the users to navigate through the campus and can read brief information about the major hotspots within the campus. The virtual tour can be used to spread awareness and help stakeholders to get a brief overview of the campus without having to step into campus physically.
Location-based AR for Social Justice: Case Studies, Lessons, and Open Challenges

Dear Visitor and Charleston Reconstructed were location-based augmented reality (AR) experiences created between 2018 and 2020 dealing with two controversial monument sites in the US. The projects were motivated by the ability of AR to 1) link layers of context to physical sites in ways that are otherwise difficult or impossible and 2) to visualize changes to physical spaces, potentially inspiring changes to the spaces themselves. We discuss the projects' motivations, designs, and deployments. We reflect on how physical changes to the projects' respective sites radically altered their outcomes, and we describe lessons for future work in location-based AR, particularly for projects in contested spaces.
Reference and mental states

Abstract This chapter examines reference by uses of proper names and occurrences of pronouns which are not bound by quantifiers. It introduces a notion of parametric content depending on a context belonging to a certain type. For example, an utterance of the proper name Sam requires a context in which there is an individual named “Sam”. Such context can be found in the conversational gameboard, the ambient situation or the agent’s long-term memory modelled as a type. Reasoning in terms of types allows for the treatment of cases where there are names of non-existent objects or where a single object in the world corresponds to two objects in the resources or vice versa. The proposal to represent different aspects of mental states in terms of record types is closely related to similar proposals for representing mental states using discourse representation structures.
Introducing VAIFU: A Virtual Agent for Introducing and Familiarizing Users in VR

This paper introduces VAIFU, a Virtual Agent for Introducing and Familiarizing Users in Virtual Reality. VAIFU is an interactive embodied conversational agent that allows for both speech interaction and physical interactions in Virtual Reality. The goal of VAIFU is to introduce and familiarize new users with the landscape of virtual reality. The paper discusses the system design, agent development, interaction methods, and natural language processing techniques that may be used in order to develop such an agent for immersive human-like social interactions and how these social features may be beneficial to users. The paper concludes with a pilot study and future work for further iterations of the project.
Designing for Appreciation: How Digital Spaces Can Support Art and Culture

Throughout history, a complex network of human actors shaped how the general public perceived art. Today, social media platforms and their algorithms influence artful experiences for billions. How has this changed the appreciation and perception of art? The role of visual art as items we use to define ourselves and our societies motivates research to explore how recommendation algorithms impact our ability to appreciate and perceive art. There are three aspects to explore: the art metadata and algorithm functionality, conversations with artworld experts, and redesigning digital art experiences. These three methods will follow open science practices and methods by releasing open-access datasets and research prototypes. Ultimately, this proposed thesis aims to contribute to theories of content base algorithmic recommendation and its role in presenting art and culture to users.
More-Than-Human Perspectives and Values in Human-Computer Interaction

In this special interest group (SIG) we invite researchers, practitioners, and educators to share their perspectives and experiences on the expansion of human-centred perspective to more-than-human design orientation in human-computer interaction (HCI). This design for and with more-than-human perspectives and values cover a range of fields and topics, and comes with unique design opportunities and challenges. In this SIG, we propose a forum for exchange of concrete experiences and a range of perspectives, and to facilitate reflective discussions and the identification of possible future paths.
Analysis and Testing Using Boundary Value Analysis Methods for Geographic Information System

Abstract Perusahaan Daerah Perkebunan (PDP) Kahyangan is a Regional Owned Enterprise (BUMD) in Jember. It was formed to realize the welfare of the community. Based on interviews, PDP’s given profit contribution has declined in recent years due to the absence of good management of its potential. As a result of the challenges, it can be determined that PDP Jember requires a management system that can assist in acquiring data on the distribution of plantation and forestry land commodities in Jember, as well as mapping existing commodities using GIS. The method would test the suitability between the application’s purpose and the functions in the GIS. Software Testing is the process of implementing a program that aims to find an error in the application. The testing technique is called Boundary Value Analysis (BVA) method. BVA is a black box testing technique that aims to test the input value by determining the upper and lower limit values for each input data. Other diagrams in UML are considered to evaluate the application’s complete functionality. The test results give the GIS application a good standard and software quality before being launched or provided to users.
"TechnoMIG" — the project for the formation of media information literacy

The article discusses the possibilities of using technoparks of universal pedagogical competencies and "Quantoriums" of pedagogical universities to create conditions for the formation of media information literacy of students, parents and teachers. Media information literacy implies the ability to work with information using information and communication technologies in solving cognitive, communicative and organizational problems in compliance with the requirements of ergonomics, safety, hygiene, resource conservation, legal and ethical standards, and information security standards. The article describes the comprehensive project "TechnoMIG" on the formation of media information literacy, implemented at three levels of training: "TechnoMIG START" — for students of 1–6th grades, "TechnoMIG MASTER" — for students of 7–11th grades, "TechnoMIG EXPERT" — for parents and teachers. Examples of possible educational activities carried out within the framework of the project are given in the article.
Situating Automatic Speech Recognition Development within Communities of Under-heard Language Speakers

In this paper we develop approaches to automatic speech recognition (ASR) development that suit the needs and functions of under-heard language speakers. Our novel contribution to HCI is to show how community-engagement can surface key technical and social issues and opportunities for more effective speech-based systems. We introduce a bespoke toolkit of technologies and showcase how we utilised the toolkit to engage communities of under-heard language speakers; and, through that engagement process, situate key aspects of ASR development in community contexts. The toolkit consists of (1) an information appliance to facilitate spoken-data collection on topics of community interest, (2) a mobile app to create crowdsourced transcripts of collected data, and (3) demonstrator systems to showcase ASR capabilities and to feed back research results to community members. Drawing on the sensibilities we cultivated through this research, we present a series of challenges to the orthodoxy of state-of-the-art approaches to ASR development.
FabricFaces: Combining Textiles and 3D Printing for Maker-Friendly Folding-Based Assembly

We introduce a Personal Fabrication workflow to easily create feature-rich 3D objects with textile-covered surfaces. Our approach unfolds a 3D model into a series of flat frames with connectors, which are then 3D-printed onto a piece of fabric, and folded manually into the shape of the original model. This opens up an accessible way to incorporate established 2D textile workflows, such as embroidery, using color patterns, and combining different fabrics, when creating 3D objects. FabricFaces objects can also be flattened again easily for transport and storage. We provide an open-source plugin for the common 3D tool Blender. It enables a one-click workflow to turn a user-provided model into 3D printer instructions, textile cut patterns, and connector support. Generated frames can be refined quickly and iteratively through previews and extensive options for manual intervention. We present example objects illustrating a variety of use cases.
PostGuard: Towards Easy and Secure Email Communication

This paper presents PostGuard: a secure email encryption solution for communication in the private and public sectors. The novelty of PostGuard lies in the combination of identity-based encryption with a digital identity wallet. Within this setting, senders specify who should be able to read/decrypt their emails in terms of the recipient's attributes (e.g., their name and/or email address). Subsequently, recipients use the digital identity wallet app Yivi to prove that they possess these attributes to decrypt the mails. Thus, PostGuard reduces decryption to authentication. The underlying mental model is: to see confidential information, you need to prove that you are the intended recipient. The main contribution of this paper is the working prototype of PostGuard for Outlook and Thunderbird. This paper describes the concept, setup, implementation, and design of PostGuard and discusses current limitations and plans for future work.
Lessons Learned for Data-Driven Implementation Intentions with Mental Contrasting

Goal setting and realization are important but challenging. These challenges can be mitigated through effective application of behavior change realization techniques such as implementation intention and mental contrasting (IIMC). IIMC relies on identifying situations compromising desired behavior (i.e., obstacles) and creating action plans to handle those situations (i.e., identifying what, when, and where of actions to prevent or overcome the obstacles). We explore ways historical personal data can enhance the efficacy of IIMC application in the context of improving work-nonwork balance in a probing study with 16 information workers at a large technology company. We share lessons learned from this study that can help designers in further supporting goal realization with data, guide researchers interested in more formal studies of IIMC, and point the research community to important areas of future work on data-driven IIMC, particularly in the work context (e.g., the social dimensions of sense-making and planning).
Exploring the impact of VR and embodiment on environmental literacy

Reduction of global bee populations is one of the relevant topics in the list of environmental issues defined in the United Nations Sustainable Development Goals Agenda. Virtual Reality technologies can play a strategic role in raising awareness and education for sustainability by allowing users to visualize, demonstrate and emphasize information, making it more accessible. Virtual Reality can also elicit emotional involvement, which is important for influencing user behavior. The authors have designed and developed an educational Virtual Reality application called Colonies, which allows users to understand the issues related to the bee problem and empathize with bee colonies. The experience also offers suggestions for more sustainable behaviors.
Doodle Away: An Autoethnographic Exploration of Doodling as a Strategy for Self-Control Strength in Online Spaces

We think we are not alone when we say: navigating the new online spaces surrounding us is more difficult than we could have predicted. In this paper, we explore doodling as a tool for self-control while attending passive online spaces. We, four researchers in the field of Human-Computer Interaction, engaged in doodling during our online meetings, seminars, and conferences. We also kept an autoethnographic diary along with a collection of our doodles. We reflected and then discussed through affinity diagramming, whereby five themes were developed: More than human, Designerly ways of sketching, Traces of time and space, Emotional aesthetics & thoughts, Sketching materials, techniques, and tangible characteristics. We conclude by inviting the HCI community to contribute with their doodles during the CHI2023 conference in Hamburg or remotely.
Generative Adversarial Networks for Anomaly Detection: A Systematic Literature Review

In numerous research areas, anomaly identification is a major problem. Identifying and properly classifying data as anomalous is a challenging task that is resolved in various manners over the years. Different approaches like traditional, supervised, unsupervised, and semi-supervised are used for anomaly detection. In the literature, various machine learning-based anomaly detection algorithms exist. It is challenging to choose one anomaly detection algorithm from the several available algorithms because each algorithm puts forward its good detection performance. In recent years, generative adversarial networks have shown remarkable results for anomaly classification. This paper aims to represent a systematic literature review of generative adversarial network-based approaches for anomaly detection and highlights their pros.