huashen218/convxai-cia-dataset huggingface dataset:
Title: Smooth as Steel Wool: Effects of Visual Stimuli on the Haptic Perception of Roughness in Virtual Reality
Authors: family: Günther
given: Sebastian; family: Rasch
given: Julian; family: Schön
given: Dominik; family: Müller
given: Florian; family: Schmitz
given: Martin; family: Riemann
given: Jan; family: Matviienko
given: Andrii; family: Mühlhäuser
given: Max
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: roughness, haptic feedback, perception, caress, stroke, virtual reality, touch

Abstract: Haptic Feedback is essential for lifelike Virtual Reality (VR) experiences. To provide a wide range of matching sensations of being touched or stroked, current approaches typically need large numbers of different physical textures. However, even advanced devices can only accommodate a limited number of textures to remain wearable. Therefore, a better understanding is necessary of how expectations elicited by different visualizations affect haptic perception, to achieve a balance between physical constraints and great variety of matching physical textures. In this work, we conducted an experiment (N=31) assessing how the perception of roughness is affected within VR. We designed a prototype for arm stroking and compared the effects of different visualizations on the perception of physical textures with distinct roughnesses. Additionally, we used the visualizations’ real-world materials, no-haptics and vibrotactile feedback as baselines. As one result, we found that two levels of roughness can be sufficient to convey a realistic illusion.
Title: Letters from the Future: Exploring Ethical Dilemmas in the Design of Social Agents
Authors: family: Luria
given: Michal; family: Candy
given: Stuart
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: speculative design, probes, social agents, foresight, robots, ethnographic experiential futures, ethics, artificial intelligence, design fiction

Abstract: We present a case-study of using Ethnographic Experiential Futures (EXF) to surface underlying divergences, tensions and dilemmas implicit in views of the futures of ”social agents” among professional researchers familiar with the state of the art. Based on expert interviews, we designed three ”letters from the future,” research probes that were mailed to 15 participants working in the field, to encounter and respond to. We lay out the elements and design choices that shaped these probes, present our remote and asynchronous study design, and discuss lessons learned about the use of EXF. We find that this form of hybrid design/futures intervention has the potential to provide professional communities with opportunities to grapple with potential ethical dilemmas early on. However, the knowledge and tools for doing so are still in the making. Our contribution is a step towards advancing the potential benefits of experiential futures for technology designers and researchers.
Title: Designing Chatbots with Black Americans with Chronic Conditions: Overcoming Challenges against COVID-19
Authors: family: Kim
given: Junhan; family: Muhic
given: Jana; family: Robert
given: Lionel Peter; family: Park
given: Sun Young
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: chronic condition, participatory design, Black American community, chatbot, COVID-19

Abstract: Recently, chatbots have been deployed in health care in various ways such as providing educational information, and monitoring and triaging symptoms. However, they can be ineffective when they are designed without a careful consideration of the cultural context of the users, especially for marginalized groups. Chatbots designed without cultural understanding may result in loss of trust and disengagement of the user. In this paper, through an interview study, we attempt to understand how chatbots can be better designed for Black American communities within the context of COVID-19. Along with the interviews, we performed design activities with 18 Black Americans that allowed them to envision and design their own chatbot to address their needs and challenges during the pandemic. We report our findings on our participants’ needs for chatbots’ roles and features, and their challenges in using chatbots. We then present design implications for future chatbot design for the Black American population.
Title: Watch It, Don’t Imagine It: Creating a Better Caption-Occlusion Metric by Collecting More Ecologically Valid Judgments from DHH Viewers
Authors: family: Amin
given: Akhter Al; family: Hassan
given: Saad; family: Lee
given: Sooyeon; family: Huenerfauth
given: Matt
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Caption, Regression, Metric, Accessibility

Abstract: Television captions blocking visual information causes dissatisfaction among Deaf and Hard of Hearing (DHH) viewers, yet existing caption evaluation metrics do not consider occlusion. To create such a metric, DHH participants in a recent study imagined how bad it would be if captions blocked various on-screen text or visual content. To gather more ecologically valid data for creating an improved metric, we asked 24 DHH participants to give subjective judgments of caption quality after actually watching videos, and a regression analysis revealed which on-screen contents’ occlusion related to users’ judgments. For several video genres, a metric based on our new dataset out-performed the prior state-of-the-art metric for predicting the severity of captions occluding content during videos, which had been based on that prior study. We contribute empirical findings for improving DHH viewers’ experience, guiding the placement of captions to minimize occlusions, and automated evaluation of captioning quality in television broadcasts.
Title: Improving Colour Patterns to Assist People with Colour Vision Deficiency
Authors: family: Geddes
given: Connor; family: Flatla
given: David R.; family: Tigwell
given: Garreth W.; family: Peiris
given: Roshan L
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: colour identification, Impaired colour vision

Abstract: Many daily tasks rely on accurately identifying and distinguishing between different colours. However, these tasks can be frustrating and potentially dangerous for people with Colour Vision Deficiency (CVD). Despite prior work exploring how pattern overlays on top of colours can support people with CVD, the solutions were often unintuitive or required significant training to become proficient. We address this problem by creating two new colour patterns (ColourIconizer, ColourMix). We evaluated these patterns against a previously published colour pattern (ColourMeters) using an online evaluation with three new colour identification tasks (Selection Task, Transition Task, Sorting Task). ColourMeters helped with the Transition Task, but struggled with the Selection and Sorting Tasks. Conversely, ColourIconizer helped with the Selection and Sorting Tasks but struggled to help on the Transition Task. ColourMix provided general assistance on all tasks. Our combined results help inform and improve the design of future colour patterns.
Title: Enhanced Videogame Livestreaming by Reconstructing an Interactive 3D Game View for Spectators
Authors: family: Hartmann
given: Jeremy; family: Vogel
given: Daniel
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: graphics hacking, videogame streaming, 3D video, virtual reality

Abstract: Many videogame players livestream their gameplay so remote spectators can watch for enjoyment, fandom, and to learn strategies and techniques. Current approaches capture the player’s rendered RGB view of the game, and then encode and stream it as a 2D live video feed. We extend this basic concept by also capturing the depth buffer, camera pose, and projection matrix from the rendering pipeline of the videogame and package them all within a MPEG-4 media container. Combining these additional data streams with the RGB view, our system builds a real-time, cumulative 3D representation of the live game environment for spectators. This enables each spectator to individually control a personal game view in 3D. This means they can watch the game from multiple perspectives, enabling a new kind of videogame spectatorship experience.
Title: Kills, Deaths, and (Computational) Assists: Identifying Opportunities for Computational Support in Esport Learning
Authors: family: Kleinman
given: Erica; family: Shergadwala
given: Murtuza N; family: Seif El-Nasr
given: Magy
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Qualitative Methods, Data-Driven Tools, AI Assistants, Interview Study, Learning, Computational Support, Data Visualization, Expertise, Esports

Abstract: Esports play can cultivate real world skills. However, the path to mastery is not easy, and difficulty progressing can result in discontinuation. In the absence of a human coach, computational tools may provide much-needed guidance. However, the specific improvement activities that players engage in and the exact challenges they face are not well defined in the context of computational support. As such, most tools can only support players based on a high level understanding of their practices. We present the results of an interview study (n=17) that identified four improvement activities: practicing, leveraging the knowledge of others, tracking performance, and reflecting on gameplay and setting goals for the future, and four challenges: coordinating and collaborating with teammates, knowing what to do next, tracking game state, and tracking skill and improvement. We discuss six implications for future design and development based on these results.
Title: We Play and Learn Rhythmically: Gesture-based Rhythm Game for Children with Intellectual Developmental Disabilities to Learn Manual Sign
Authors: family: Choi
given: Youjin; family: Kim
given: JooYeong; family: Park
given: Chan Woo; family: Kim
given: Jeongyoun; family: Yi
given: Ji Hyun; family: Hong
given: Jin-Hyuk
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Children with intellectual and developmental disabilities, Rhythm game, Gamification, Manual sign learning

Abstract: Manual sign systems have been introduced to improve the communication of children with intellectual developmental disabilities (IDD). Due to the lack of learning support tools, teachers face many practical challenges in teaching manual sign to children, such as low attention span and the need for persistent intervention. To address these issues, we collaborated with teachers to develop the Sondam Rhythm Game, a gesture-based rhythm game that assists in teaching manual sign language, and ran a four-week empirical study with five teachers and eight children with IDD. Based on video annotation and post-hoc interviews, our game-based learning approach has the potential to be effective at teaching manual sign to children with IDD. Our approach improved children attention span and motivation while also increasing the number of voluntary gestures made without the need for prompting. Other practical issues and learning challenges were also uncovered to improve teaching paradigms for children with IDD.
Title: Barriers to Expertise in Citizen Science Games
Authors: family: Miller
given: Josh Aaron; family: Cooper
given: Seth
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: thematic analysis, game design, expertise, citizen science games

Abstract: Expertise-centric citizen science games (ECCSGs) can be powerful tools for crowdsourcing scientific knowledge production. However, to be effective these games must train their players on how to become experts, which is difficult in practice. In this study, we investigated the path to expertise and the barriers involved by interviewing players of three ECCSGs: Foldit, Eterna, and Eyewire. We then applied reflexive thematic analysis to generate themes of their experiences and produce a model of expertise and its barriers. We found expertise is constructed through a cycle of exploratory and social learning but prevented by instructional design issues. Moreover, exploration is slowed by a lack of polish to the game artifact, and social learning is disrupted by a lack of clear communication. Based on our analysis we make several recommendations for CSG developers, including: collaborating with professionals of required skill sets; providing social features and feedback systems; and improving scientific communication.
Title: Exploring Technical Reasoning in Digital Tool Use
Authors: family: Renom
given: Miguel A.; family: Caramiaux
given: Baptiste; family: Beaudouin-Lafon
given: Michel
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: human tool use, technical reasoning, tool re-purposing

Abstract: The Technical Reasoning hypothesis in cognitive neuroscience posits that humans engage in physical tool use by reasoning about mechanical interactions among objects. By modeling the use of objects as tools based on their abstract properties, this theory explains how tools can be re-purposed beyond their assigned function. This paper assesses the relevance of Technical Reasoning to digital tool use. We conducted an experiment with 16 participants that forced them to re-purpose commands to complete a text layout task. We analyzed self-reported scores of creative personality and experience with text editing, and found a significant association between re-purposing performance and creativity, but not with experience. Our results suggest that while most participants engaged in Technical Reasoning to re-purpose digital tools, some experienced “functional fixedness.” This work contributes Technical Reasoning as a theoretical model for the design of digital tools.
Title: From ‘Wow’ to ‘Why’: Guidelines for Creating the Opening of a Data Video with Cinematic Styles
Authors: family: Xu
given: Xian; family: Yang
given: Leni; family: Yip
given: David; family: Fan
given: Mingming; family: Wei
given: Zheng; family: Qu
given: Huamin
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Data Video, Visualization, Lab Study, Guideline, Storytelling, Interview

Abstract: Data videos are an increasingly popular storytelling form. The opening of a data video critically influences its success as the opening either attracts the audience to continue watching or bores them to abandon watching. However, little is known about how to create an attractive opening. We draw inspiration from the openings of famous films to facilitate designing data video openings. First, by analyzing over 200 films from several sources, we derived six primary cinematic opening styles adaptable to data videos. Then, we consulted eight experts from the film industry to formulate 28 guidelines. To validate the usability and effectiveness of the guidelines, we asked participants to create data video openings with and without the guidelines, which were then evaluated by experts and the general public. Results showed that the openings designed with the guidelines were perceived to be more attractive, and the guidelines were praised for clarity and inspiration.
Title: Privacy, Surveillance, and Power in the Gig Economy
Authors: family: Sannon
given: Shruti; family: Sun
given: Billie; family: Cosley
given: Dan
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: monitoring, risk, work platforms, ridesharing, surveillance, delivery services, labor, workers, crowdwork, privacy, freelancing

Abstract: This paper addresses calls for more research on privacy in the gig economy across a range of work platforms. To understand privacy risks, behaviors, and consequences from the perspective of workers, we analyzed workers’ posts about privacy and surveillance from 12 Reddit forums representing four main types of work (crowdwork, freelancing, ridesharing, and delivery). We found that workers perceive both platform companies and customers as sources of unnecessary and opaque data collection and surveillance that can threaten their privacy, safety, and economic outcomes. Workers also engage in many risk mitigation strategies, including self-protective surveillance behaviors such as video recording themselves and customers, as a costly but necessary response to power imbalances created by surveillance. Based on our multi-platform analysis, we present a guiding set of questions that workers, designers, and researchers can use to assess the privacy implications of current and future gig work platforms.
Title: Deep Thermal Imaging: Proximate Material Type Recognition in the Wild through Deep Learning of Spatial Surface Temperature Patterns
Authors: family: Cho
given: Youngjun; family: Bianchi-Berthouze
given: Nadia; family: Marquardt
given: Nicolai; family: Julier
given: Simon J.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: thermal imaging, sensing, in the wild, material recognition, context-aware mobile computing, deep learning

Abstract: We introduce Deep Thermal Imaging, a new approach for close-range automatic recognition of materials to enhance the understanding of people and ubiquitous technologies of their proximal environment. Our approach uses a low-cost mobile thermal camera integrated into a smartphone to capture thermal textures. A deep neural network classifies these textures into material types. This approach works effectively without the need for ambient light sources or direct contact with materials. Furthermore, the use of a deep learning network removes the need to handcraft the set of features for different materials. We evaluated the performance of the system by training it to recognize 32 material types in both indoor and outdoor environments. Our approach produced recognition accuracies above 98% in 14,860 images of 15 indoor materials and above 89% in 26,584 images of 17 outdoor materials. We conclude by discussing its potentials for real-time use in HCI applications and future directions.
Title: All Work and No Play?
Authors: family: Liao
given: Q. Vera; family: Mas-ud Hussain
given: Muhammed; family: Chandar
given: Praveen; family: Davis
given: Matthew; family: Khazaeni
given: Yasaman; family: Crasso
given: Marco Patricio; family: Wang
given: Dakuo; family: Muller
given: Michael; family: Shami
given: N. Sadat; family: Geyer
given: Werner
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: user modeling, adaption, chatbot, conversational agent, dialog system, human-agent interaction, playful

Abstract: Many conversational agents (CAs) are developed to answer users' questions in a specialized domain. In everyday use of CAs, user experience may extend beyond satisfying information needs to the enjoyment of conversations with CAs, some of which represent playful interactions. By studying a field deployment of a Human Resource chatbot, we report on users' interest areas in conversational interactions to inform the development of CAs. Through the lens of statistical modeling, we also highlight rich signals in conversational interactions for inferring user satisfaction with the instrumental usage and playful interactions with the agent. These signals can be utilized to develop agents that adapt functionality and interaction styles. By contrasting these signals, we shed light on the varying functions of conversational interactions. We discuss design implications for CAs, and directions for developing adaptive agents based on users' conversational behaviors.
Title: Designing the Desirable Smart Home: A Study of Household Experiences and Energy Consumption Impacts
Authors: family: Jensen
given: Rikke Hagensby; family: Strengers
given: Yolande; family: Kjeldskov
given: Jesper; family: Nicholls
given: Larissa; family: Skov
given: Mikael B.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: energy consumption, desiderata, desirability, smart homes, sustainability, domestic

Abstract: Research has shown that desirable designs shape the use and experiences people have when interacting with technology. Nevertheless, how desirability influences energy consumption is often overlooked, particularly in HCI studies evaluating the sustainability benefits of smart home technology. In this paper, we present a qualitative study with 23 Australian households who reflect on their experiences of living with smart home devices. Drawing on Nelson and Stolterman's concept of desiderata we develop a typology of householders' desires for the smart home and their energy implications. We structure these desires as three smart home personas: the helper, optimiser and hedonist, which align with desiderata's three approaches to desire (reason, ethics and aesthetics). We use these insights to discuss how desirability can be used within HCI for steering design of the smart home towards sustainability.
Title: The Making of Performativity in Designing [with] Smart Material Composites
Authors: family: Barati
given: Bahareh; family: Giaccardi
given: Elisa; family: Karana
given: Elvin
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: electroluminescent materials, computational composites, performative qualities, material-driven design, performativity, affordance, smart materials

Abstract: As the material becomes active in disclosing the fullness of its capabilities, the boundaries between human and nonhuman performances are destabilized in productive practices that take their departure from materials. This paper illuminates the embodied crafting of action possibilities in material-driven design (MDD) practices with electroluminescent materials. The paper describes and discusses aspects of the making process of electroluminescent materials in which matter, structure, form, and computation are manipulated to deliberately disrupt the affordance of the material, with the goal to explore unanticipated action possibilities and materialize the performative qualities of the sample. In light of this account, the paper concludes by urging the HCI community to performatively rupture the material, so to be able to act upon it as if it was always unfinished or underdeveloped. This, it is shown, can help open up the design space of smart material composites and reveal their latent affordances.
Title: Patterns for How Users Overcome Obstacles in Voice User Interfaces
Authors: family: Myers
given: Chelsea; family: Furqan
given: Anushay; family: Nebolsky
given: Jessica; family: Caro
given: Karina; family: Zhu
given: Jichen
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: user experience, voice control, voice user interfaces

Abstract: Voice User Interfaces (VUIs) are growing in popularity. However, even the most current VUIs regularly cause frustration for their users. Very few studies exist on what people do to overcome VUI problems they encounter, or how VUIs can be designed to aid people when these problems occur. In this paper, we analyze empirical data on how users (n=12) interact with our VUI calendar system, DiscoverCal, over three sessions. In particular, we identify the main obstacle categories and types of tactics our participants employ to overcome them. We analyzed the patterns of how different tactics are used in each obstacle category. We found that while NLP Error obstacles occurred the most, other obstacles are more likely to frustrate or confuse the user. We also found patterns that suggest participants were more likely to employ a "guessing" approach rather than rely on visual aids or knowledge recall.