Reviewerly/exHarmony huggingface dataset:
<scp>GeoGraphViz</scp>: Geographically constrained 3D force‐directed graph for knowledge graph visualization

Abstract Knowledge graphs are a key technique for linking and integrating cross‐domain data, concepts, tools, and knowledge to enable data‐driven analytics. As much of the world's data have become massive in size, visualizing graph entities and their interrelationships intuitively and interactively has become a crucial task for ingesting and better utilizing graph content to support semantic reasoning, discovering hidden knowledge discovering, and better scientific understanding of geophysical and social phenomena. Despite the fact that many such phenomena (e.g., disasters) have clear spatial footprints and geographic properties, their location information is considered only as a textual label in existing graph visualization tools, limiting their capability to reveal the geospatial distribution patterns of the graph nodes. In addition, most graph visualization techniques rely on 2D graph visualization, which constrains the dimensions of information that can be presented and lacks support for graph structure examination from multiple angles. To tackle the above challenges, we developed a novel 3D map‐based graph visualization algorithm to enable interactive exploration of graph content and patterns in a spatially explicit manner. The algorithm extends a 3D force directed graph by integrating a web map, an additional geolocational force, and a force balancing variable that allows for the dynamic adjustment of the 3D graph structure and layout. This mechanism helps create a balanced graph view between the semantic forces among the graph nodes and the attractive force from a geolocation to a graph node. Our solution offers a new perspective in visualizing and understanding spatial entities and events in a knowledge graph.
An underwater image enhancement model for domain adaptation

Underwater imaging has been suffering from color imbalance, low contrast, and low-light environment due to strong spectral attenuation of light in the water. Owing to its complex physical imaging mechanism, enhancing the underwater imaging quality based on the deep learning method has been well-developed recently. However, individual studies use different underwater image datasets, leading to low generalization ability in other water conditions. To solve this domain adaptation problem, this paper proposes an underwater image enhancement scheme that combines individually degraded images and publicly available datasets for domain adaptation. Firstly, an underwater dataset fitting model (UDFM) is proposed to merge the individual localized and publicly available degraded datasets into a combined degraded one. Then an underwater image enhancement model (UIEM) is developed base on the combined degraded and open available clear image pairs dataset. The experiment proves that clear images can be recovered by only collecting the degraded images at some specific sea area. Thus, by use of the scheme in this study, the domain adaptation problem could be solved with the increase of underwater images collected at various sea areas. Also, the generalization ability of the underwater image enhancement model is supposed to become more robust. The code is available at https://github.com/fanren5599/UIEM .
Demonstration of FlexBoard: A Flexible Breadboard Platform for Interaction Prototyping on Curved and Deformable Objects

We demonstrate FlexBoard, a flexible breadboard that enables interaction prototyping with electronic components such as sensors, actuators, and displays on curved and deformable objects. We show how FlexBoard offers flexible and bidirectional bending capabilities to conform to different shapes and materials, including the rapid prototyping capabilities of the traditional breadboard. FlexBoard's bendability is enabled by providing a flexible living hinge instead of the rigid body of a traditional breadboard. FlexBoard holds the metal strips as the traditional breadboard, which can maintain the standard pin spacing for compatibility. In addition, FlexBoards are shape-customizable. Users can cut Flexboard to a specific length and join them together to cover various ranges of prototyping areas. We present the way of fabricating FlexBoard and three application scenarios with interactive textiles, curved tangible user interfaces, and VR devices.
Computational Assistance for User Interface Design: Smarter Generation and Evaluation of Design Ideas

This paper describes a lab demo by the User Interfaces group at Aalto University. The demo allows attendees to interactively experience recent research prototypes aiming to facilitate designers' creative and problem-solving capabilities in user interface (UI) design. Empirical work on designers suggests that UI design is challenging, partially because of the presence of very large design spaces, multiple and ill-defined objectives, design fixation and biases, as well as multiple requirements that need to to kept in mind. At the exhibition, members of the lab provide live demonstrations of six computational features, with a special focus on plug-ins created for Figma, a popular UI design tool. The demos draw from the group's latest research published at HCI conferences. They demonstrate how to interactively exploit machine learning methods ranging from deep nets to Bayesian inference and NLP. We also present our design approach and provide a summary of findings from empirical evaluations with designers.
HMDspeller: Fast and Hands-free Text Entry System for Head Mount Displays using Silent Spelling Recognition

As virtual reality and augmented reality technology become more popular in office and communication contexts, the need for simple and efficient text input methods for these devices becomes more evident. We propose the use of an HMDspeller, which allows for text input at a speed of more than 30 words per minute without the need of using hands. Our method utilizes a technique called "silent spelling," which serves as a compromise between text entry and silent speech. The HMDspeller uses an infrared camera to capture the user's silent spelling and decode the words, achieving a character error rate of 13.9% for seen words and 26.6% for unseen words without using language models or dictionaries.
Internet of Things (IOT) Driven Digital Transformation in BFSI Sector

Internet of Things (IoT) technologies have transformed businesses from physical to data-driven. It is a component of smart infrastructure, and one possible industry that can take advantage of IoT’s enormous potential is banking, financial services, and insurance. In order to make it more efficient, IoT plays a crucial role as the companies collect, share, and analyse data from internet-connected intelligent devices and systems on the cloud to transform business processes. An increase in the use of devices by BFSI customers has led to enormous growth in IoT data usage. This can enable the BFSI sector to anticipate customer needs and strategize opportunities for additional business, leading to enhanced customer loyalty. This digital transformation obtained via IoT devices can improve client interactions and assist in delivering customized services and solutions. The study analyzes the adaptation of IoT technologies for the banking, financial services, and insurance sector, understand the impact as well as benefits of IoT, and its future potential in the BFSI sector. Several use cases in the BFSI sector have been studied with regard to the adoption of IoT technologies, where impact and benefits, as well as digital transformation, are discussed. This study will be helpful to all the industry players and academicians to design and develop various solutions for the betterment of the BFSI sector through the IoT technology that will enhance value for the society at large.
Sleep Planning with Awari: Uncovering the Materiality of Body Rhythms using Research through Design

With the increasing adoption of body tracking technology, users are able to collect bio-data which designers struggle to make legible or actionable. This work focused on increasing this technology-mediated bodily understanding through exploring the material properties of the body rhythms that govern the sleep behaviours being tracked.
“Awesomely freaky!” The impact of type on children's social-emotional perceptions of virtual reality characters

While VR, through decades of research, has shown to successfully improve young children's lives, more research needs to examine the appropriateness of VR for children, including its design. The type of character in combination with the perceptual realism of virtual reality (VR) may influence children's perceptions of VR experiences. A within-participant experiment examined 5- to 9-year-old children's (N = 25) perceptions of three different character types in VR (i.e., human, animal, and anthropomorphized creature) based on their level of social realism. Results showed that character type impacted children's (a) social-emotional descriptions of the VR experience, (b) if VR's realism was an asset or a hindrance, and (c) primed thoughts about fantasy versus reality. However, children experienced the embodiment and personification of the characters similarly across all character types. Finally, children recalled the salient aspects of the characters they remembered and identified elements to improve the VR characters' design.
GestureMeter: Design and Evaluation of a Gesture Password Strength Meter

Gestures drawn on touchscreens have been proposed as an authentication method to secure access to smartphones. They provide good usability and a theoretically large password space. However, recent work has demonstrated that users tend to select simple or similar gestures as their passwords, rendering them susceptible to dictionary based guessing attacks. To improve their security, this paper describes a novel gesture password strength meter that interactively provides security assessments and improvement suggestions based on a scoring algorithm that combines a probabilistic model, a gesture dictionary, and a set of novel stroke heuristics. We evaluate this system in both online and offline settings and show it supports creation of gestures that are significantly more resistant to guessing attacks (by up to 67%) while also maintaining performance on usability metrics such as recall success rate and time. We conclude that gesture password strength meters can help users select more secure gesture passwords.
Tips, Tricks, and Training: Supporting Anti-Phishing Awareness among Mid-Career Office Workers Based on Employees’ Current Practices

Preventing workplace phishing depends on the actions of every employee, regardless of cybersecurity expertise. Based on 24 semi-structured interviews with mid-career office workers (70.8% women, averaging 44 years old) at two U.S. universities, we found that less than 21% of our participants had any formal anti-phishing training. Much of what our participants know about phishing comes from informal sources that emphasize "tips" and "tricks" like those found in conversations with friends, news stories, newsletters, social media, and podcasts. These informal channels provide opportunities for IT professionals wishing to enhance employees' anti-phishing awareness by better aligning the delivery of expert advice with employees' current practices and desires. We provide four recommendations designed to embrace "guerrilla learning" by distributing anti-phishing educational resources across the workplace and workday in part to encourage the delivery of more accurate information in more informal and incidental ways, and greater dialogue between anti-phishing training instructors and learners.
Advancing HCI Research and Education within and across South Asia

With the advancements in technologies, the need for Human's perspective and human-centered designs are in much demand and its essential to understand diverse cultural needs. The community in South Asia has been recognized to have a unique and diverse socio-cultural, political, infrastructural, and geographical background of the region. However, we continue to see that the studies presented to the CHI community about South Asia primarily focus on working with and unpacking the regional contextual constraints (of the users and the infrastructures), thus taking a developmental stance. We witness a lack of HCI work presented by South Asian research community promoting diverse methods, cultures and behaviors. We believe this is due to limited experience in the field and resources. In this online workshop, we take advanced steps to operationalize collaborations and resource sharing between HCI researchers by presenting their half-baked ideas, presenting published HCI work on other venues, or even sharing challenges faced in a Rejected HCI work in the context of South Asia. Our aim is to broaden the perspective of the CHI research and community towards the contributions from the region including and beyond development, by bringing together researchers, designers, and practitioners working or are interested in working within these regions on diverse topics.
Closer Worlds: Using Generative AI to Facilitate Intimate Conversations

Deep emotional intimacy is a foundational aspect of strong relationships, but the digital tools we use to communicate often limit rather than empower our feelings of connection. Two compelling strategies technologists have used to counteract such trends include games and generative AI art. In this paper, we design and test Closer Worlds, an ML-assisted 2-person game that fosters emotionally intimate conversations through co-creative world-building. We explore design principles inspired by facilitation methods and assess their effectiveness in a pilot study. We find that Closer Worlds elicits some self-disclosure behavior, but less than a social game without generative AI. However, participants clearly enjoy the unique affordances offered by visualizing shared values, which suggests that this method offers a comfortable and novel avenue for meaningful conversations. We conclude by discussing future ways in which co-creative games might leverage generative techniques to foster pro-social environments.
Demonstrating Thermotion: Design and Fabrication of Thermofluidic Composites for Animation Effects on Object Surfaces

We demonstrate Thermotion, a novel method using thermofluidic composites to design and display thermochromic animation effects on object surfaces. With fluidic channels embedded under the object surfaces, the composites utilize thermofluidic flows to dynamically control the surface temperature as an actuator for thermochromic paints, which enables researchers and designers for the first time to create animations not only on two and three-dimensional surfaces but also on the surface made of a few flexible everyday materials. We demonstrate the fabrication workflow of the composites and the design space of the animation effects. A range of applications is shown leveraging the objects' dynamic displays both visually and thermally, including dynamic artifacts, teaching aids, and ambient displays. We envision an opportunity to extend thermofluidic composites to other heat-related practices for further dynamic and programmable interactions with temperature.
Web-3 Music Player on Blockchain

A digital transformation is being undergone by the music industry, with key drivers of change such as streaming services and blockchain technology emerging. The potential of web3 and blockchain technology to disrupt the traditional music industry business model and create new opportunities for artists and creators is examined in this study. A case study of a web3-based music player and marketplace that allows audio content to be shared and monetized in the form of non-fungible tokens (NFTs) is presented. The potential of NFTs to revolutionize the way music is distributed, consumed, and valued is explored through analysis of the platform’s features and user feedback. The findings suggest that artists can be empowered and given greater control over their creative works, while also providing consumers with a more immersive and personalized listening experience through web3 and blockchain technology. The growing body of research on the intersection of music and blockchain is contributed to by this study, and has implications for the future of the music industry.
How Space is Told

We report on a qualitative study in which 22 participants created Augmented Reality (AR) stories for outdoor cultural heritage sites. As storytelling is a crucial strategy for AR content aimed at providing meaningful experiences, the emphasis has been on what storytelling does, rather than how it is done, the end user’s needs prioritized over the author’s. To address this imbalance, we identify how recurring patterns in the spatial trajectories and narrative compositions of AR stories for cultural heritage sites are linked to the author’s intent and creative process: While authors tend to bind story arcs tightly to confined trajectories for narrative delivery, the need for spatial exploration results in thematic content mapped loosely onto encompassing trajectories. Based on our analysis, we present design recommendations for site-specific AR storytelling tools that can support authors in delivering their intent while leveraging the placeness of cultural heritage sites as a creative resource.
Efficient Dataset Preparation Techniques for Regional/Marathi Language Analysis: Creating Customized Dataset for Regional Language/Marathi Language Text Analysis

Regional language contents are the key to globalization of any successful internet based business model. Looking at the huge population interested in accessing the internet using their mother tongue or regional language is the new normal. This regional language contents on social media and word wide web pages fetched the attention of a large chunk of business analysts, data scientists and social reformists to understand the regional language sentiments through this humongous amount of regional language opinionated text. Regional Language Sentiment Analysis or Marathi language sentiment Analysis will be possible if one can create a dataset which can face text analytics language challenges like uniformity, syntactic and semantic challenges of regional language. This study is a small attempt to create a basic dataset capable of facing future Regional Language Sentiment Analysis or Marathi Language Sentiment Analysis based on NLP and SA based algorithmic approaches. This study will try to generate a Marathi language dataset from social media opinionated text and web scraping of a Marathi language webpage. All the technical issues associated with generating regional language or Marathi language dataset will be recorded, rectified and relatively refined through rigorous iterations to make the dataset future ready Marathi language sentiment analysis. This study will try to understand the needs of Regional Sentiment analysis requirements in terms of dataset, the best suitable file structure and efficient way of creating and customizing the Marathi text dataset in order to make it Natural Language Processing (NLP) and Sentiment Analysis SA ready for future studies in continuation.
Teachers’ Perception about the Use of QR Code in Education

These days, QR codes are more widely used. Numerous benefits, including quick reading speed, error correction, 360-degree reading, multilingual support, robustness, and a broad range of applications, are offered by QR codes. The education industry is using QR codes on a large scale to make teaching and learning effective. In a few universities and colleges, faculties are using QR code technology in the classroom as well. The use of QR codes dramatically increased during COVID 19. It was the time when the whole world was trying to discover the potential of QR codes in different sectors. Now, QR codes have become an essential part of our lives. Almost every industry uses QR codes, including entertainment, education, sports, FMCG, textiles, restaurants, healthcare, and tourism. The objective of the study is to determine the different ways to use QR code in classroom and to find the factors that develop teachers’ perception of use of QR codes in the classroom. The study also determines the role of QR code in making teaching learning effective. The data was collected from 50 faculty members of randomly selected five private universities of Haryana region through an online survey. The study found that in spite of multiple uses of QR codes in teaching, only a limited number of faculty members are using this technology in the classroom. The reason is that many teachers are not aware of different ways of using QR code in classroom. The study comes up with different factors that play an important role in developing teachers’ perception of use of QR code in classroom.
Collaboratively Mitigating Racial Disparities in Automated Speech Recognition and Language Technologies with African American English Speakers

Automated speech recognition (ASR) systems that rely on natural language processing (NLP) techniques are becoming increasingly prevalent within people's everyday lives. From virtual assistants integrated into mobile devices (e.g. Apple's Siri), smart home assistants (e.g. Google's Nest; Amazon's Alexa/Echo), and vehicles (e.g. Apple's CarPlay; Android Auto); to software tasks such as automatic translation, automatic captioning, automatic subtitling and even hands-free computing, ASR systems are core components of IoT (Internet of things) devices and applications. However, scholars have begun to show that with these increasing innovations and system capabilities, emerges fairness-related harms of user experiences and racial disparities that negatively impact African American speakers of African American Vernacular English (AAVE). As users of ASR, AAVE speakers' language is less accurately recognized and processed, leading to inequitable interactions among this ethnolect community. My graduate research seeks to address this challenge by developing and validating community-collaborative methods to innovate responsible approaches toward designing more representative and equitable ASR language technologies that accommodate African American speakers of AAVE.
UnMapped: Leveraging Experts’ Situated Experiences to Ease Remote Guidance in Collaborative Mixed Reality

Collaborative Mixed Reality (MR) systems that help extend expertise for physical tasks to remote environments often situate experts in an immersive view of the task environment to bring the collaboration closer to collocated settings. In this paper, we design UnMapped, an alternative interface for remote experts that combines a live 3D view of the active space within the novice's environment with a static 3D recreation of the expert's own workspace to leverage their existing spatial memories within it. We evaluate the impact of this approach on single and repeated use of collaborative MR systems for remote guidance through a comparative study. Our results indicate that despite having a limited understanding of the novice's environment, using an UnMapped interface increased performance and communication efficiency while reducing experts' task load. We also outline the various affordances of providing remote experts with a familiar and spatially-stable environment to assist novices.