Reviewerly/exHarmony huggingface dataset:
Something Borrowed: Exploring the Influence of AI-Generated Explanation Text on the Composition of Human Explanations

Recent advances in Human-AI interaction have highlighted the possibility of employing AI in collaborative decision-making contexts, particularly in cases where the decision is subjective, without one ground truth. In these contexts, researchers argue that AI could be used not just to provide a final decision recommendation, but to surface new perspectives, rationales, and insights. In this late-breaking work, we describe the initial findings from an empirical study investigating how complementary AI input influences humans' rationale in ambiguous decision-making. We use subtle sexism as an example of this context, and GPT-3 to create explanation-like text. We find that participants change the language, level of detail, and even the argumentative stance of their explanations after seeing the AI explanation text. They often borrow language directly from this complementary text. We discuss the implications for collaborative decision-making and the next steps in this research agenda.
Edu-larp @ CHI

Role-play has long been used as an active learning technique in educational and training contexts. In particular, Edu-larp (a structured, live action roleplay experience that teaches through social enactment and reflection [1]) has been used in therapeutic contexts, training courses, and even an entire course curriculum [4]. We propose to host a workshop at CHI 2023 which will connect CHI attendees of various disciplines interested in this topic, with the outcome to understand how edu-larp might be an effective way of augmenting existing teaching and research within HCI. During the workshop, attendees will participate in numerous edu-larp exercises designed to introduce and orient them to the concept, and facilitate discussion about the different ways edu-larp can be leveraged in the broad domain of HCI.
SketCHI 5.0: Diversity &amp; Accessibility at the core of Sketching in HCI

Sketching is a universal tool, one that has been with us from the earliest days of humanity. This freehand technique is visible both in analog and computational form using ‘pencils’ and ‘pens’, although the creation of a sketch requires human consideration and action. It is the act of sketching that we will examine in the context of cross-cultural, diverse, and accessible sketching in HCI, where it is embodied in ideation, design spaces, storytelling, impact, and much more – a sketch can be a section of code, rapid prototyping, algorithmic recognition, digital representation and more. SketCHI 5.0 will bring CHI attendees from around the world together to discuss and co-create thoughts, resources, and exemplars around the topic of Diversity and Accessibility at the core of Sketching in HCI practice.
Three Perspectives on Embodied Learning in Virtual Reality: Opportunities for Interaction Design

With the fast evolution of Virtual Reality (vr) technology, new prospects opened for embodied learning. Learners can now manipulate digital representations of abstract concepts and make sense of them through sensorimotor stimulation. However, in research, embodiment is explored from several perspectives, which, we argue, should be considered within a same framework. In this paper, we describe three major perspectives relevant for embodied learning in Virtual Reality (vr): embodied cognition, embodied interaction, and avatar embodiment. We organize these perspectives within one common interdisciplinary framework, and discuss resulting design opportunities for vr embodied learning interactions. Specifically, we show that embodied interaction does not necessarily support embodied cognition, and that breaking recommendations of avatar embodiment can actually support meaning-making. We believe our work offers novel avenues for future research and will foster interesting conversations in the hci community.
Foreign remittances, deprivation and patriotism

Substantial research evidence have shown the benefits of foreign remittances and patriotism to national growth and human welfare. Also, many studies have established the importance of lower extent of deprivation on economic growth and better well-being. However, little or no research has examined the impact of foreign remittances on subjective personal relative deprivation and patriotism, and impact of deprivation on patriotism in a single study. This study, therefore examined the relationship between foreign remittances, personal relative deprivation and patriotism. Results generated through analysis of cross sectional data demonstrated that greater subjective feelings of personal relative deprivation were associated with higher foreign remittances from family members, friends and neighbours. Similarly, lower patriotic behaviours were found to associate with higher subjective feelings of personal relative deprivation. The results provide further evidence for theories on relative deprivation-patriotism nexus and calls for attention on public policy to reduce economic inequality through provision of gainful employment, standardised salary/wage structure and make regular review of such salary/wages according to the prevailing economic condition.
Synthium: Mushrooms to facilitate the transition to the Post-Anthropocene

The United Nations has developed a set of Sustainable Development Goals (SDGs) as a call to action to promote prosperity while protecting the planet [16]. SDG 11 aims to make cities inclusive, safe, resilient, and sustainable, but there is a challenge to encourage adoption of a post-anthropocentric mindset that considers all stakeholders equally. We present Synthium, an interactive, tangible installation design that allows users to interact with other living organisms in a ludic way. We used an iterative design process to develop a multisensory system utilizing mushroom frequencies to enhance communal green spaces (see Figure 1). This prototype encourages restoration of humans' relationship with nature within urban environments: the first step in achieving a post-anthropocentric mindset leading to sustainable city development.
Envisioning and Understanding Orientations to Introspective AI: Exploring a Design Space with Meta.Aware

Introspection is the practice of looking inward for ongoing self-examination. It involves considering one's past experiences and asking questions about the present and future. Our work investigates how AI could open new possibilities for supporting introspective experiences. Adopting a design fiction approach, we created a fictional company called Meta.Aware to contextualize 4 different Introspective AI product concepts in the form of video sketches. We used the Meta.Aware platform to conduct interviews with 17 participants, using the 4 concept videos as prompts for discussion. Participants had a range of reactions related to perceived benefits and tensions in this emerging design space. We interpret these results to outline future design directions for mobilizing AI as a resource to support introspective experiences over time, as well as to reflect on issues and dilemmas bound to this emerging design space.
Interaction Region Characteristics for Midair Barehand Targeting on a Television

Recent computer vision advances can enable television control using midair barehand input, for which selecting targets using hand positions is a primary task. Yet, the size and position of a preferred 2D interaction region has not been specifically investigated for this setting. We report on a field study with people in front of their own television in their own home. Controlled variations of target position stimuli were presented while a camera records the natural hand position used by the participant in response. Based on hand and face landmarks, density plots define a preferred input region location and size using a human-scaled unit of face-widths. Distribution of hand positions relative to target stimuli reveals consistency and precision, suggesting an ability for users to map their input space to display space. We elicit an ideal input region from participants and provide a range of dimensions for designers implementing barehand input techniques.
Exploring Memory-Oriented Interactions with Digital Photos In and Across Time: A Field Study of Chronoscope

We describe a field study of Chronoscope, a tangible photo viewer that lets people revisit and explore their digital photos with the support of temporal metadata. Chronoscope offers different temporal modalities for organizing one's personal digital photo archive, and for exploring possible connections in and across time, and among photos and memories. We deployed four Chronoscopes in four households for three months to understand participants' experiences over time. Our goals are to investigate the reflective potential of temporal modalities as an alternative design approach for supporting memory-oriented photo exploration, and empirically explore conceptual propositions related to slow technology. Findings revealed that Chronoscope catalyzed a range of reflective experiences on their respective life histories and life stories. It opened up alternative ways of considering time and the potential longevity of personal photo archives. We conclude with implications to present opportunities for future HCI research and practice.
CoRoot: A Collaborative Planting System to Strengthen Intergenerational Relationships

The grandparent-grandchild relationship plays an essential and irreplaceable role in life. Strong intergenerational relationships benefit both grandparents and grandchildren. However, social conditions and geographical isolation make it difficult for young people to develop close relationships with their grandparents. In this paper, we explore the collaborative planting system, CoRoot, which is designed to facilitate intergenerational relationships. CoRoot allows young people and their grandparents to water each other's vegetables at a distance and to harvest ripe vegetables through collaborative watering. This paper presents the system design of CoRoot, the interactive mode of the system, and a user study of its usability. We found that collaborative planting can create a link between generations. Our design is expected to provide opportunities for intergenerational communication and promote the emotional bond between grandparents and young people.
HCI Across Borders: Towards Global Solidarity

Recent global developments, such as the war in Ukraine and uprisings in Iran, motivate this year's HCI Across Borders (HCIxB) workshop at CHI 2023, asking how we can foster greater global solidarity. Our workshop aims to brainstorm and discuss pathways to engage in solidarity as a global research, practice, and education community. HCIxB has already gathered a diverse audience annually by conducting workshops and symposia annually since CHI 2016. At CHI 2023, we hope to hold a hybrid workshop to focus on themes of solidarity and resilience, and how we might support and nurture the growth of a diverse and growing body of students and early career researchers across the SIGCHI community.
Towards More Inclusive and Accessible Virtual Reality: Conducting Large-scale Studies in the Wild

In this work, we demonstrate a mobile laboratory with virtual and augmented reality (VR/AR) technology housed in a truck that enables large-scale VR/AR studies and therapies in real-world environments. This project aims to improve accessibility and inclusiveness in human-computer interaction (HCI) methods, providing a platform for researchers, medical professionals, and patients to utilize laboratory hardware and space. The mobile laboratory is equipped with motion tracking technology and other hardware to allow for a range of user groups to participate in VR studies and therapies that could otherwise never partake or benefit from these services. Our findings, applications, and experiences will be presented at the CHI interactivity track, with the goal of fostering future research opportunities.
TTRPG UX: Requirements &amp; Beyond

Tabletop Role Playing Games (TTRPG) allow the player to immerse themselves in a world where anything can happen – within the rules. You can become someone new, fight demons, play out exciting and speculative storylines, all with the help of your party. This ability to place yourself in the life of another person (or ethereal being) resonates with principles of User Experience Design (UX) where usability experts strive to understand the impact their application or interface might have on a hypothetical audience. This paper explores the parallels and potentials of TTRPG within the context of UX and Requirements, its characters, contexts and interactions. We propose creating playable UX worlds with the potential to provide deeper, more insightful output, and make recommendations for the addition of a TTRPG approach to User Experience processes.
Is It the End? Guidelines for Cinematic Endings in Data Videos

Data videos are becoming increasingly popular in society and academia. Yet little is known about how to create endings that strengthen a lasting impression and persuasion. To fulfill the gap, this work aims to develop guidelines for data video endings by drawing inspiration from cinematic arts. To contextualize cinematic endings in data videos, 111 film endings and 105 data video endings are first analyzed to identify four common styles using the framework of ending punctuation marks. We conducted expert interviews (N=11) and formulated 20 guidelines for creating cinematic endings in data videos. To validate our guidelines, we conducted a user study where 24 participants were invited to design endings with and without our guidelines, which are evaluated by experts and the general public. The participants praise the clarity and usability of the guidelines, and results show that the endings with guidelines are perceived to be more understandable, impressive, and reflective.
Quantum walker in presence of a moving detector

In this work, we study the effect of a moving detector on a discrete time one dimensional Quantum Random Walk where the movement is realized in the form of hopping/shifts. The occupation probability $f(x,t;n,s)$ is estimated as the number of detection $n$ and amount of shift $s$ vary. It is seen that the occupation probability at the initial position $x_D$ of the detector is enhanced when $n$ is small which is a quantum mechanical effect but decreases when $n$ is large. The ratio of occupation probabilities of our walk to that of an Infinite walk shows a scaling behavior of $\frac{x_D^2}{n^2}$. It shows a definite scaling behavior with amount of shifts $s$ also. The limiting behaviors of the walk are observed when $x_D$ is large, $n$ is large and $s$ is large and the walker for these cases approach the Infinite Walk, The Semi Infinite Walk and the Quenched Quantum Walk respectively.
Financial Decision Buddy: A Decision-support Tool to Bridge the Gaps in Financial Education

SDG 4 education and SDG 1 poverty are issues of global concern. Young people may fall into poverty due to various reasons: student debt, unemployment, and unpredictable events such as the pandemic. Therefore, education to improve their financial competence is necessary to increase their resilience to those risks and pressures. We analysed 62 participants' questionnaire data and found that most participants struggle with making optimal financial decisions when spending. With this in mind, we designed a system that uses machine learning to analyse users' previous spending habits and models it against a decision tree framework to calculate the most optimal decision within users' budgets. The system used affective interaction and anthropomorphic communication to educate users in real-time shopping environments, for example when they're shopping in a grocery store. Our user testing demonstrated that the design was helpful with cognitive offload and encouraged critical thinking when making purchasing decisions. Furthermore, our design idea sheds light on possible approaches to applying virtual AI assistants to improve skills when lacking resources such as time, place, or human experts.
Interactive Generation of Image Variations for Copy-Paste Data Augmentation

In machine learning, data augmentation is an important technique to artificially increase the amount of training data by generating variations, e.g., geometric and colour transformations. Simple data augmentation such as scaling and rotation is already provided by existing tools, but advanced data augmentation such as copy-paste image composition requires coding. Such composition operations are difficult to intuitively define in coding environments as typically there is no visual confirmation of generated images. Therefore, composition-based augmentations are not frequently used by developers. To address this issue, we propose a dedicated graphical tool. Contrary to image operations of standard graphics editors designed to produce a single image, our tool creates multiple image variations to be used as training data. The editor allows the user to visually and interactively set parameter ranges for transformations, and quickly review synthesized images based on the parameters. We report performance evaluations and user studies with machine learning experts.
Crafting Human-AI Collaborative Analysis for User Experience Evaluation

AI has been increasingly adopted in user experience (UX) analysis, in which UX evaluators review test recordings to identify usability problems. However, most AI-infused systems apply fully automatic approaches, leading to distrust from UX evaluators. In my dissertation work, we consider AI as assisting, not replacing human judgment. Through an international survey, we investigated the current practices and challenges of UX evaluators and identified an opportunity for AI assistance. We then studied nuanced cooperative work between UX evaluators and AI, by employing either non-interactive visualizations or interactive conversational assistants (CAs). The next steps include building upon our findings about the reactive Q&A dynamic with CAs, by exploring how a proactive approach or a combination of visualizations and CAs may better support UX evaluators. This research will identify interactions and representations that give rise to productive and trusting collaborations with AI.
Interactive Handwriting Device for Enhancing Active Recollection of Character Forms by Voice Assistance for Chinese Character Learning

Learning the Chinese characters used in Japan and China is a relatively difficult task, and even native speakers often have difficulty recalling them. Despite the existence of numerous platforms for learning Chinese characters, there is still a lack of interactive resources that can help with retrieving information during composition and improving retention simultaneously. In this study, we propose an interactive handwriting-support device that provides verbal hints about Chinese characters' compositions and how to write the character. The device has the shape of a pen and can audibly indicate to the user how to write a character while writing. From the experiment, it is found that retention tended to be highest when the character composition was guided only by a voice assistance, compared to when the correct character form was presented visually. This result suggests that presenting human-like cues through speech may promote active recollection activities compared to presenting visual information.
The tasks for the robotics challenge "Round dance of cultures"

The article describes the tasks of the regional robotics challenge "Round Dance of Cultures". The tasks presented in the article can be used both for organizing competitions in robotics, and for conducting classes in the design and programming of robots with students of different levels of training. Tasks are united by the theme, and each task has its own plot. Tasks allow you to get acquainted with the basic commands for controlling the movement of the robot in a playful way or to fix them. Polygons or 3D obstacles have been developed for each task. The article presents plots, wording of tasks and rules for scoring points for complete or partial completion of a task. Tasks of two levels of complexity are offered: "Beginner" and "Amateur". The tasks were successfully tested at the robotics challenge in 2022.
Informatics comics — a visual presentation of the course of the 7th grade

Today, more and more often, teachers — practitioners and researchers — talk about a decrease in the motivation of schoolchildren for educational activities, including the study of informatics, which is a strategically important educational discipline in the context of the digital transformation of society. As one of the factors in the development of schoolchildren's motivation to study informatics, it is proposed to consider the visual representation of the content of education in textbooks and teaching aids. Based on the analysis of informatics textbooks used in educational organizations at the level of basic general education, it was concluded that all of them have a significant textual component, but are rather modestly illustrated. In addition to the informatics textbook, a comics created by the author is proposed — the content of the informatics textbook for class VII presented in pictures.
Crowdsourcing Data for Safer Travel Experiences for Women in India

In 2018, the Thomas Reuters perception survey ranked India as the most dangerous country for women due to the high risk of sexual, and non-sexual violence, and harassment [2]. In a study conducted by Jagori and UN Women in Delhi, it was observed that the highest number of incidents reported by women occurred on buses, other public transportation, and on the streets [3]. With the rise of women traveling and entering the workforce, it's critical to observe how Information and Communications for Technology and Development (ICTD) may be designed to increase female safety while traveling. Through a diary study, competitor analysis, and user interview methodology, our team uncovered unique challenges in public transportation, social and gender role expectations, and familial interventions that shape the safety of women in Southern India. Informed by our research, we created Navi.io, a mobile safety application that enables users to feel safer and make informed decisions when traveling by utilizing crowdsourced data and connecting with contacts in transit.
OCOsense Glasses – Monitoring Facial Gestures and Expressions for Augmented Human-Computer Interaction

The paper presents the OCOsenseTM smart glasses system, which recognizes and monitors facial gestures and expressions by using non-contact optomyographic OCOTM sensors and an IMU placed inside the frames of the glasses. The glasses stream the sensor data via Bluetooth to a mobile device, where data-fusion algorithms are applied, to recognize facial gestures and expressions in real time. The recognized gestures and expressions are then used as input to interact with the mobile device. We will demonstrate how the system is used in practice, i.e., a participant will wear the OCOsenseTM glasses and will interact with the mobile device by doing facial gestures and expressions. Three use cases will be presented: video control, call control, and game control. We believe that the OCOsenseTM glasses are the next generation in wearables, which will allow for a better understanding of the user's context and emotional state, and will allow numerous ways to interact with smart devices and computer systems, even within Augmented and Extended Reality environments. Future versions of the system can be used in a variety of domains, including, affective computing, remote mental-health monitoring, and hands-free human-computer interaction, thus improving accessibility and inclusivity of future technologies.