Reviewerly/exHarmony huggingface dataset:
Here and Now: Creating Improvisational Dance Movements with a Mixed Reality Mirror

This paper explores using mixed reality (MR) mirrors for supporting improvisational dance making. Motivated by the prevalence of mirrors in dance studios and inspired by Forsythe's Improvisation Technologies, we conducted workshops with 13 dancers and choreographers to inform the design of future MR visualisation and annotation tools for dance. The workshops involved using a prototype MR mirror as a technology probe that reveals the spatial and temporal relationships between the reflected dancing body and its surroundings during improvisation; speed dating group interviews around future design ideas; follow-up surveys and extended interviews with a digital media dance artist and a dance educator. Our findings highlight how the MR mirror enriches dancers' temporal and spatial perception, creates multi-layered presence, and affords appropriation by dancers. We also discuss the unique place of MR mirrors in the theoretical context of dance and in the history of movement visualisation, and distil lessons for broader HCI research.
OATutor: An Open-source Adaptive Tutoring System and Curated Content Library for Learning Sciences Research

Despite decades long establishment of effective tutoring principles, no adaptive tutoring system has been developed and open-sourced to the research community. The absence of such a system inhibits researchers from replicating adaptive learning studies and extending and experimenting with various tutoring system design directions. For this reason, adaptive learning research is primarily conducted on a small number of proprietary platforms. In this work, we aim to democratize adaptive learning research with the introduction of the first open-source adaptive tutoring system based on Intelligent Tutoring System principles. The system, we call Open Adaptive Tutor (OATutor), has been iteratively developed over three years with field trials in classrooms drawing feedback from students, teachers, and researchers. The MIT-licensed source code includes three creative commons (CC BY) textbooks worth of algebra problems, with tutoring supports authored by the OATutor project. Knowledge Tracing, an A/B testing framework, and LTI support are included.
“We Speak Visually”: User-Generated Icons for Better Video-Mediated Mixed-Group Communications Between Deaf and Hearing Participants

Since the outbreak of the COVID-19 pandemic, videoconferencing technology has been widely adopted as a convenient, powerful, and fundamental tool that has simplified many day-to-day tasks. However, video communication is dependent on audible conversation and can be strenuous for those who are Hard of Hearing. Communication methods used by the Deaf and Hard of Hearing community differ significantly from those used by the hearing community, and a distinct language gap is evident in workspaces that accommodate workers from both groups. Therefore, we integrated users in both groups to explore ways to alleviate obstacles in mixed-group videoconferencing by implementing user-generated icons. A participatory design methodology was employed to investigate how the users overcome language differences. We observed that individuals utilized icons within video-mediated meetings as a universal language to reinforce comprehension. Herein, we present design implications from these findings, along with recommendations for future icon systems to enhance and support mixed-group conversations.
Towards User-Centred Climate Services: the Role of Human-Computer Interaction

Climate services are systems that provide climate and climate-related information to inform decision making around the world. Despite these systems featuring diverse interactions between technologies and a variety of user groups, and frequent calls in the literature for more a more user-centred focus, HCI researchers do not appear to have engaged much with this active research area. In this paper, we demonstrate this lack of interaction via a systematic literature search and offer possible explanations for this. We also map out opportunities for how HCI researchers can use their highly relevant skillsets to contribute to this research and aid climate change adaptation, notably around the user-facing elements of climate services. Finally, we offer some reasons why HCI researchers might want to engage, such as furthering existing HCI research avenues, and creating new ones through collaborations with researchers in disciplines such as climate science, development, and policy.
iBall: Augmenting Basketball Videos with Gaze-moderated Embedded Visualizations

We present iBall, a basketball video-watching system that leverages gaze-moderated embedded visualizations to facilitate game understanding and engagement of casual fans. Video broadcasting and online video platforms make watching basketball games increasingly accessible. Yet, for new or casual fans, watching basketball videos is often confusing due to their limited basketball knowledge and the lack of accessible, on-demand information to resolve their confusion. To assist casual fans in watching basketball videos, we compared the game-watching behaviors of casual and die-hard fans in a formative study and developed iBall based on the findings. iBall embeds visualizations into basketball videos using a computer vision pipeline, and automatically adapts the visualizations based on the game context and users' gaze, helping casual fans appreciate basketball games without being overwhelmed. We confirmed the usefulness, usability, and engagement of iBall in a study with 16 casual fans, and further collected feedback from 8 die-hard fans.
Towards Designing Playful Bodily Extensions

Interactive technologies offer novel opportunities for physically extending our bodies, with the most prominent examples being prosthetics along with systems emerging from the wearables community. However, most such systems appear to focus on instrumental benefits, missing out on the opportunity to use bodily extensions for play and its associated benefits (including a lower adoption barrier and the potential to reveal a broader understanding of such technologies). To begin understanding the design of playful bodily extensions, we interviewed five designers of bodily extensions that have been showcased in prestigious academic venues or turned into commercial products. Here we present themes and actionable advice from these interviews for the design of playful bodily extensions through a thematic analysis. Our work aims to support the design of future playful bodily extensions while promoting the experiential qualities of bodily extension design, with the ultimate goal of bringing more playful experiences to people’s lives.
Measuring the Latency of Graphics Frameworks on X11-Based Systems

Latency is an intrinsic property of all human-computer systems. As it can affect user experience and performance, it should be kept as low as possible for real-time applications. To identify the source of latency, measuring partial latencies is necessary. We present a new method for measuring the latency of graphics frameworks on X11-based systems. Our tool measures the time between an input event arriving at the kernel until a pixel is updated in graphics memory. In a systematic evaluation with 36 test applications, we found that our method delivers consistent results for most tested frameworks, and does not add a significant amount of additional end-to-end latency. Even though further investigation is required to explain inconsistencies with Qt-based frameworks, our method measures the latency of graphics frameworks reliably and accurately in all other cases.
Realism and Field of View Affect Presence in VR but Not the Way You Think

Presence is one of the most studied and most important variables in immersive virtual reality (VR) and it influences the effectiveness of many VR applications. Separate bodies of research indicate that presence is determined by (1) technical factors such as the visual realism of a virtual environment (VE) and the field of view (FoV), and (2) human factors such as emotions and agency. However, it remains unknown how technical and human factors may interact in the presence formation process. We conducted a user study (n=360) to investigate the effects of visual realism (high/low), FoV (high/low), emotions (focusing on fear) and agency (yes/no) on presence. Counter to previous assumptions, technical factors did not affect presence directly but were moderated through human factors. We propose TAP-Fear, a structural equation model that describes how design decisions, technical factors and human factors combine and interact in the formation of presence.
CUI@CHI: Inclusive Design of CUIs Across Modalities and Mobilities

Conversational user interfaces (CUIs) are often advertised to be accessible and easy-to-use, yet it is still not known how to make them fully inclusive and acceptable for all of their potential users, especially for those who may stand to benefit the most from CUIs. This workshop is the latest installment of a workshop series on conversational user interfaces [15, 20] and will bring together scholars, practitioners, and researchers to discuss the state of CUI design for marginalized and vulnerable populations, how inclusive design is considered (or neglected) in current CUI design practice, and how to move forward when it comes to designing CUIs for inclusion and diversity. Our aim is to spark vigorous and interesting discussions from multiple perspectives on issues related to inclusive design, marginalization, and the benefits and harms of CUIs. We aim for this workshop to serve as a platform on which to build a community and determine future directions to tackle important topics of inclusivity and equity in CUI design.
HCI for Climate Change: Imagining Sustainable Futures

As the climate crisis is turning into one of the most critical issues of our time, HCI researchers keep reflecting on the role their work can play in reducing the impact of adverse environmental changes. Suggestions have been made to expand Sustainable HCI (SHCI)’s intervention area to policy design to have a larger impact, consider non-human actors’ perspective to incorporate the value of biodiversity, develop multidisciplinary competencies and work across disciplines to understand climate change, and finally make it understandable to citizens and pave the way for their action. This workshop calls to discuss the different angles from which the problem of climate change has been addressed by the CHI community so far. We believe these different angles have several contact points, and the convergence of these different perspectives would help HCI researchers better imagine sustainable futures.
ThingShare: Ad-Hoc Digital Copies of Physical Objects for Sharing Things in Video Meetings

In video meetings, individuals may wish to share various physical objects with remote participants, such as physical documents, design prototypes, and personal belongings. However, our formative study discovered that this poses several challenges, including difficulties in referencing a remote user's physical objects, the limited visibility of the object, and the friction of properly framing and orienting an object to the camera. To address these challenges, we propose ThingShare, a video-conferencing system designed to facilitate the sharing of physical objects during remote meetings. With ThingShare, users can quickly create digital copies of physical objects in the video feeds, which can then be magnified on a separate panel for focused viewing, overlaid on the user's video feed for sharing in context, and stored in the object drawer for reviews. Our user study demonstrated that ThingShare made initiating object-centric conversations more efficient and provided a more stable and comprehensive view of shared objects.
Bits are Cheap, Atoms are Expensive: Critiquing the Turn Towards Tangibility in HCI

Ever since the introduction of the desktop interface, HCI has strived to develop alternatives that make interacting with computers more physical, embodied and ubiquitous. In particular, the vision of tangible user interfaces (TUI) has had a large impact and inspired an extensive body of research over the last 25 years. However, despite strong interest from the research community, commercial success has been limited. We argue that the reason is that whereas graphical user interfaces are inherently cheap, physical interfaces are expensive: to create; to control; to modify; to maintain; and to mass-produce and distribute. This also leads to TUIs being highly problematic from a sustainability viewpoint. Finally, as a way to combine the best of both worlds, we introduce a vision of liberated pixels, which are visual output elements that are perceivable, addressable, and persistent in the physical world.
SLA Aware Task-Scheduling Algorithm in Cloud Computing Using Whale Optimization Algorithm

Task scheduling in Cloud Computing paradigm poses new challenges for cloud provider as heterogeneous, diversified tasks arrived on to cloud console. To schedule these type of tasks efficiently on to virtual resources in cloud paradigm, an effective scheduler is needed, which precisely maps tasks to virtual machines by considering priorities of both tasks and VMs. Existing scheduling algorithms failed to map tasks precisely to virtual resources due to high dynamic nature in cloud environment which leads to increase of makespan and SLA violations will be increased. In this paper, authors proposed a task-scheduling mechanism, which considers task priorities and VMs. To model this scheduling paradigm we have chosen whale optimization through which our scheduler will take decisions for scheduling tasks precisely onto virtual resources in cloud environment. Entire simulation was carried out on CloudSim. Initially we have chosen random generated workload to run simulation and after that, we have considered a real-time workload named as BigDataBench and ran our simulation. Finally, we compared our proposed work with classical baseline mechanisms. From simulations we observed that proposed whale scheduler improved makespan for PSO, ACO, GA, and W-schedulers by 20.07%, 17.55%, 19.9%, and 6.35%, respectively, and 17.3%, 17.86%, 17.64%, and 5.93%, respectively, for BigDataBench workloads. SLA violations improved over PSO, ACO, GA, and W-Scheduler by 56.76%, 42.17%, 35.29%, and 24.53%, respectively, and 63.42%, 23.33%, 55.51%, and 40.1%, respectively, for BigDataBench workloads. From extensive simulation results, our proposed scheduler using whale optimization approach minimizes makespan and SLA violations to a great extent.
Gaze &amp; Tongue: A Subtle, Hands-Free Interaction for Head-Worn Devices

Gaze tracking allows hands-free and voice-free interaction with computers, and has gained more use recently in virtual and augmented reality headsets. However, it traditionally uses dwell time for selection tasks, which suffers from the Midas Touch problem. Tongue gestures are subtle, accessible and can be sensed non-intrusively using an IMU at the back of the ear, PPG and EEG. We demonstrate a novel interaction method combining gaze tracking with tongue gestures for gaze-based selection faster than dwell time and multiple selection options. We showcase its usage as a point-and-click interface in three hands-free games and a musical instrument.
Decentralized Inverse Transparency with Blockchain

Employee data can be used to facilitate work, but their misusage may pose risks for individuals. Inverse transparency therefore aims to track all usages of personal data, allowing individuals to monitor them to ensure accountability for potential misusage. This necessitates a trusted log to establish an agreed-upon and non-repudiable timeline of events. The unique properties of blockchain facilitate this by providing immutability and availability. For power asymmetric environments such as the workplace, permissionless blockchain is especially beneficial as no trusted third party is required. Yet, two issues remain: (1) In a decentralized environment, no arbiter can facilitate and attest to data exchanges. Simple peer-to-peer sharing of data, conversely, lacks the required non-repudiation. (2) With data governed by privacy legislation such as the GDPR, the core advantage of immutability becomes a liability. After a rightful request, an individual's personal data need to be rectified or deleted, which is impossible in an immutable blockchain. To solve these issues, we present Kovacs, a decentralized data exchange and usage logging system for inverse transparency built on blockchain. Its new-usage protocol ensures non-repudiation, and therefore accountability, for inverse transparency. Its one-time pseudonym generation algorithm guarantees unlinkability and enables proof of ownership, which allows data subjects to exercise their legal rights regarding their personal data. With our implementation, we show the viability of our solution. The decentralized communication impacts performance and scalability, but exchange duration and storage size are still reasonable. More importantly, the provided information security meets high requirements. We conclude that Kovacs realizes decentralized inverse transparency through secure and GDPR-compliant use of permissionless blockchain.
Sustainable HCI Under Water: Opportunities for Research with Oceans, Coastal Communities, and Marine Systems

Although the world's oceans play a critical role in human well-being, they have not been a primary focus of the sustainable HCI (SHCI) community to date. In this paper, we present a scoping review to show how concerns with the oceans are threaded throughout the broader SHCI literature and to find new research opportunities. We identify several themes that could benefit from focused SHCI research, including marine food sources, culture and coastal communities, ocean conservation, and marine climate change impacts and adaptation strategies. Finally, we discuss opportunities for further work on marine human-natural systems research in SHCI and interdisciplinary collaboration with marine science and coastal communities.
Blockchain-based digital rights management systems: Design principles for the music industry

Abstract Initially designed to protect intellectual property (IP) of digitalized information goods such as music, games, or books, existing centralized digital rights management (DRM) systems mostly serve the interests of major publishers, with scant inclusion of rights owners, creators, and consumers. Although various blockchain-based DRM systems have been proposed, most of them mirror existing counterproductive IP restrictions. Analyzing the music industry as a case in point, this paper proposes design principles for blockchain-based DRM systems that provide an integrated and flexible solution by enabling transparent music licensing structures, consistent and complete rights metadata, and efficient and transparent royalty payout. The solution can be achieved by storing rights metadata on a public distributed ledger, by validating metadata through a consensus mechanism on a permissioned blockchain, and by algorithmically enforcing royalty payout via stablecoin through a smart contract. The design principles were evaluated by industry experts, validating their benefit for the music industry by increasing surplus value that is currently destroyed through previous suboptimal designs.
Designing Participatory AI: Creative Professionals’ Worries and Expectations about Generative AI

Generative AI, i.e., the group of technologies that automatically generate visual or written content based on text prompts, has undergone a leap in complexity and become widely available within just a few years. Such technologies potentially introduce a massive disruption to creative fields. This paper presents the results of a qualitative survey (N = 23) investigating how creative professionals think about generative AI. The results show that the advancement of these AI models prompts important reflections on what defines creativity and how creatives imagine using AI to support their workflows. Based on these reflections, we discuss how we might design participatory AI in the domain of creative expertise with the goal of empowering creative professionals in their present and future coexistence with AI.
Practices Driving the Adoption of Agile Project Management Methodologies in the Design Stage of Building Construction Projects

The aim of this study is to identify practices that would enable building construction companies to adopt agile project management methodologies during the design stage of projects that use building information modelling (BIM) solutions in the designing process. Due to the benefits of agile project management methodologies, a considerable amount of research has been conducted regarding the adoption of this methodology for building construction projects. However, waterfall project management is still more widely used in the building construction industry than agile project management is. Several recent studies claim that firms could focus on adopting agile methodologies during the design stage of a building construction project because due to the advent of BIM software solutions, the design stage can be carried out in a manner such as a software development project. Since software development industry is experiencing a widespread adoption of agile methods, if the design stage of a building construction project can be carried out such as a software development project, then there is a possibility to drive agile adoption in the design stage. Based on this information, researchers found an architectural consultancy firm that has been using a BIM solution to adopt agile project management methodologies in the design stage. The authors carried out a systematic literature review and identified 10 possible practices that might drive the adoption of agile practices. Those practices were presented to the architectural consultancy firm to identify practices that they are using to successfully adopt agile methods. The findings suggest that maintaining a backlog, running sprints, engaging a cross-functional team, continuous integration, and iterative/incremental development of the design are practices that have enabled the firm to adopt agile methods. Practical and theoretical implications were derived from the findings, and suggestions for future research and limitations of the study are discussed in the discussion. Concluding remarks are provided in final section of the paper.
POFCM: A Parallel Fuzzy Clustering Algorithm for Large Datasets

Clustering algorithms have proven to be a useful tool to extract knowledge and support decision making by processing large volumes of data. Hard and fuzzy clustering algorithms have been used successfully to identify patterns and trends in many areas, such as finance, healthcare, and marketing. However, these algorithms significantly increase their solution time as the size of the datasets to be solved increase, making their use unfeasible. In this sense, the parallel processing of algorithms has proven to be an efficient alternative to reduce their solution time. It has been established that the parallel implementation of algorithms requires its redesign to optimise the hardware resources of the platform that will be used. In this article, we propose a new parallel implementation of the Hybrid OK-Means Fuzzy C-Means (HOFCM) algorithm, which is an efficient variant of Fuzzy C-Means, in OpenMP. An advantage of using OpenMP is its scalability. The efficiency of the implementation is compared against the HOFCM algorithm. The experimental results of processing large real and synthetic datasets show that our implementation tends to more efficiently solve instances with a large number of clusters and dimensions. Additionally, the implementation shows excellent results concerning speedup and parallel efficiency metrics. Our main contribution is a Fuzzy clustering algorithm for large datasets that is scalable and not limited to a specific domain.
Unlocking the Potential of Fully Homomorphic Encryption

Exploring the transformational potential of FHE and the path toward adoption of its "stack."