huashen218/convxai-cia-dataset huggingface dataset:
Title: Touché: Data-Driven Interactive Sword Fighting in Virtual Reality
Authors: family: Dehesa
given: Javier; family: Vidler
given: Andrew; family: Lutteroth
given: Christof; family: Padget
given: Julian
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: VR games offer new freedom for players to interact naturally using motion. This makes it harder to design games that react to player motions convincingly. We present a framework for VR sword fighting experiences against a virtual character that simplifies the necessary technical work to achieve a convincing simulation. The framework facilitates VR design by abstracting from difficult details on the lower "physical" level of interaction, using data-driven models to automate both the identification of user actions and the synthesis of character animations. Designers are able to specify the character's behaviour on a higher "semantic" level using parameterised building blocks, which allow for control over the experience while minimising manual development work. We conducted a technical evaluation, a questionnaire study and an interactive user study. Our results suggest that the framework produces more realistic and engaging interactions than simple hand-crafted interaction logic, while supporting a controllable and understandable behaviour design.
Title: In-game and Out-of-game Social Anxiety Influences Player Motivations, Activities, and Experiences in MMORPGs
Authors: family: Dechant
given: Martin; family: Poeller
given: Susanne; family: Johanson
given: Colby; family: Wiley
given: Katelyn; family: Mandryk
given: Regan L.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Socializing is an important part of why people choose to play games and is at the core of many game mechanics. Anxiety and fear about social interactions can lead to withdrawal from socializing in the physical world, yet players with social anxiety preferentially choose MMORPGs — a highly social genre — raising questions of whether social anxiety expresses differently during in-game interactions. In the present study (N=181), we explore whether and how social anxiety translates into MMORPGs. By developing a measure of in-game social anxiety, we find that although fear and apprehension of socializing in the physical and game worlds are related, they differently affect preferences, behaviours, and experiences. Social anxiety in the physical world drives reasons for playing, whereas in-game anxiety affects behaviours, reducing participation in activities related to socializing and difficult in-game challenges. Our findings can inform the design of social games and the links between social anxiety and social gaming.
Title: Building and Validating a Scale for Secure Software Development Self-Efficacy
Authors: family: Votipka
given: Daniel; family: Abrokwa
given: Desiree; family: Mazurek
given: Michelle L.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Security is an essential component of the software development lifecycle. Researchers and practitioners have developed educational interventions, guidelines, security analysis tools, and new APIs aimed at improving security. However, measuring any resulting improvement in secure development skill is challenging. As a proxy for skill, we propose to measure self-efficacy, which has been shown to correlate with skill in other contexts. Here, we present a validated scale measuring secure software-development self-efficacy (SSD-SES). We first reviewed popular secure-development frameworks and surveyed 22 secure-development experts to identify 58 unique tasks. Next, we asked 311 developers - over multiple rounds - to rate their skill at each task. We iteratively updated our questions to ensure they were easily understandable, showed adequate variance between participants, and demonstrated reliability. Our final 15-item scale contains two sub-scales measuring belief in ability to perform vulnerability identification and mitigation as well as security communications tasks.
Title: Broadening Exposure to Socio-Political Opinions via a Pushy Smart Home Device
Authors: family: Feltwell
given: Tom; family: Wood
given: Gavin; family: Brooker
given: Phillip; family: Rowland
given: Scarlett; family: Baumer
given: Eric P. S.; family: Long
given: Kiel; family: Vines
given: John; family: Barnett
given: Julie; family: Lawson
given: Shaun
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Motivated by the effects of the filter bubble and echo chamber phenomena on social media, we developed a smart home device, Spkr, that unpredictably "pushes" socio-political discussion topics into the home. The device utilised trending Twitter discussions, categorised by their socio-political alignment, to present people with a purposefully assorted range of viewpoints. We deployed Spkr in 10 homes for 28 days with a diverse range of participants and interviewed them about their experiences. Our results show that Spkr presents a novel means of combating selective exposure to socio-political issues, providing participants with identifiably diverse viewpoints. Moreover, Spkr acted as a conversational prompt for discussion within the home, initiating collective processes and engaging those who would not often be involved in political discussions. We demonstrate how smart home assistants can be used as a catalyst for provocation by altering and pluralising political discussions within households.
Title: Body Follows Eye: Unobtrusive Posture Manipulation Through a Dynamic Content Position in Virtual Reality
Authors: family: Shin
given: Joon Gi; family: Kim
given: Doheon; family: So
given: Chaehan; family: Saakes
given: Daniel
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: While virtual objects are likely to be a part of future interfaces, we lack knowledge of how the dynamic position of virtual objects influences users' posture. In this study, we investigated users' posture change following the unobtrusive and swift motions of a content window in virtual reality (VR). In two perception studies, we estimated the perception threshold on undetectable slow motions and displacement during an eye blink. In a formative study, we compared users' performance, posture change as well as subjective responses on unobtrusive, swift, and no motions. Based on the result, we designed concept applications and explored potential design space of moving virtual content for unobtrusive posture change. With our study, we discuss the interfaces that control users and the initial design guidelines of unobtrusive posture manipulation.
Title: User-defined Swarm Robot Control
Authors: family: Kim
given: Lawrence H.; family: Drew
given: Daniel S.; family: Domova
given: Veronika; family: Follmer
given: Sean
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: A swarm of robots can accomplish more than the sum of its parts, and swarm systems will soon see increased use in applications ranging from tangible interfaces to search and rescue teams. However, effective human control of robot swarms has been shown to be demonstrably more difficult than controlling a single robot, and swarm-specific interactions methodologies are relatively underexplored. As we envision even non-expert users will have more daily in-person encounters with different numbers of robots in the future, we present a user-defined set of control interactions for tabletop swarm robots derived from an elicitation study. We investigated the effects of number of robots and proximity on the user's interaction and found significant effects. For instance, participants varied between using 1-2 fingers, one hand, and both hands depending on the group size. We also provide general design guidelines such as preferred interaction modality, common strategies, and a high-agreement interaction set.
Title: KirigamiTable: Designing for Proxemic Transitions with a Shape-Changing Tabletop
Authors: family: Grønbæk
given: Jens Emil; family: Rasmussen
given: Majken Kirkegaard; family: Halskov
given: Kim; family: Petersen
given: Marianne Graves
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: A core challenge in tabletop research is to support transitions between individual activities and team work. Shape-changing tabletops open up new opportunities for addressing this challenge. However, interaction design for shape-changing furniture is in its early stages - so far, research has mainly focused on triggering shape-changes, and less on the actual interface transitions. We present KirigamiTable - a novel actuated shape-changing tabletop for supporting transitions in collaborative work. Our work builds on the concept of Proxemic Transitions, considering the dynamic interplay between social interactions, interactive technologies and furniture. With KirigamiTable, we demonstrate the potential of interactions for proxemic transitions that combine transformation of shape and digital contents. We highlight challenges for shape-changing tabletops: initiating shape and content transformations, cooperative control, and anticipating shape-change. To address these challenges, we propose a set of novel interaction techniques, including shape-first and content-first interaction, cooperative gestures, and physical and digital preview of shape-changes.
Title: Online Privacy Heuristics that Predict Information Disclosure
Authors: family: Sundar
given: S. Shyam; family: Kim
given: Jinyoung; family: Rosson
given: Mary Beth; family: Molina
given: Maria D.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Online users' attitudes toward privacy are context-dependent. Studies show that contextual cues are quite influential in motivating users to disclose personal information. Increasingly, these cues are embedded in the interface, but the mechanisms of their effects (e.g., unprofessional design contributing to more disclosure) are not fully understood. We posit that each cue triggers a specific "cognitive heuristic" that provides a rationale for decision-making. Using a national survey (N = 786) that elicited participants' disclosure intentions in common online scenarios, we identify 12 distinct heuristics relevant to privacy, and demonstrate that they are systematically associated with information disclosure. Data show that those with a higher accessibility to a given heuristic are more likely to disclose information. Design implications for protection of online privacy and security are discussed.
Title: Race, Gender and Beauty: The Effect of Information Provision on Online Hiring Biases
Authors: family: Leung
given: Weiwen; family: Zhang
given: Zheng; family: Jibuti
given: Daviti; family: Zhao
given: Jinhao; family: Klein
given: Maximilian; family: Pierce
given: Casey; family: Robert
given: Lionel; family: Zhu
given: Haiyi
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: We conduct a study of hiring bias on a simulation platform where we ask Amazon MTurk participants to make hiring decisions for a mathematically intensive task. Our findings suggest hiring biases against Black workers and less attractive workers, and preferences towards Asian workers, female workers and more attractive workers. We also show that certain UI designs, including provision of candidates' information at the individual level and reducing the number of choices, can significantly reduce discrimination. However, provision of candidate's information at the subgroup level can increase discrimination. The results have practical implications for designing better online freelance marketplaces.
Title: RadarNet: Efficient Gesture Recognition Technique Utilizing a Miniature Radar Sensor
Authors: family: Hayashi
given: Eiji; family: Lien
given: Jaime; family: Gillian
given: Nicholas; family: Giusti
given: Leonardo; family: Weber
given: Dave; family: Yamanaka
given: Jin; family: Bedal
given: Lauren; family: Poupyrev
given: Ivan
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: mobile, gesture recognition, radar sensing, deep learning

Abstract: Gestures are a promising candidate as an input modality for ambient computing where conventional input modalities such as touchscreens are not available. Existing works have focused on gesture recognition using image sensors. However, their cost, high battery consumption, and privacy concerns made cameras challenging as an always-on solution. This paper introduces an efficient gesture recognition technique using a miniaturized 60 GHz radar sensor. The technique recognizes four directional swipes and an omni-swipe using a radar chip (6.5 × 5.0 mm) integrated into a mobile phone. We developed a convolutional neural network model efficient enough for battery powered and computationally constrained processors. Its model size and inference time is less than 1/5000 compared to an existing gesture recognition technique using radar. Our evaluations with large scale datasets consisting of 558,000 gesture samples and 3,920,000 negative samples demonstrated our algorithm’s efficiency, robustness, and readiness to be deployed outside of research laboratories.
Title: reVISit: Looking Under the Hood of Interactive Visualization Studies
Authors: family: Nobre
given: Carolina; family: Wootton
given: Dylan; family: Cutler
given: Zach; family: Harrison
given: Lane; family: Pfister
given: Hanspeter; family: Lex
given: Alexander
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: evaluation methodology, user studies, provenance, Visualization, event sequences.

Abstract: Quantifying user performance with metrics such as time and accuracy does not show the whole picture when researchers evaluate complex, interactive visualization tools. In such systems, performance is often influenced by different analysis strategies that statistical analysis methods cannot account for. To remedy this lack of nuance, we propose a novel analysis methodology for evaluating complex interactive visualizations at scale. We implement our analysis methods in reVISit, which enables analysts to explore participant interaction performance metrics and responses in the context of users’ analysis strategies. Replays of participant sessions can aid in identifying usability problems during pilot studies and make individual analysis processes salient. To demonstrate the applicability of reVISit to visualization studies, we analyze participant data from two published crowdsourced studies. Our findings show that reVISit can be used to reveal and describe novel interaction patterns, to analyze performance differences between different analysis strategies, and to validate or challenge design decisions.
Title: Rethinking the Runway: Using Avant-Garde Fashion To Design a System for Wearables
Authors: family: Seyed
given: Teddy; family: Devine
given: James; family: Finney
given: Joe; family: Moskal
given: Michal; family: de Halleux
given: Peli; family: Hodges
given: Steve; family: Ball
given: Thomas; family: Roseway
given: Asta
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: modular, Wearables, hardware, haute couture, avant-garde, fashion-tech

Abstract: Technology has become increasingly pervasive in the creative and experimental environment of the avant-garde fashion runway, particularly in relation to its garments. However, several disciplines are often necessary when exploring technologies for the construction of expressive garments (e.g. garments that respond to their environment), creating a barrier for fashion designers that has limited their ability to leverage new technologies. To help overcome this barrier, we designed and deployed Brookdale, a prototyping system for wearable technology consisting of new plug-and-play hardware that can be programmed using drag-and-drop software. Brookdale was created using a 24-week participatory design process with 17 novice fashion-tech designers. At the end of the 24 week process, designers showcased their Brookdale-enhanced garment collections at an avant-garde fashion-tech runway show in New York City. We report on the experiences, outcomes, and lessons learned throughout this process, and describe results from interviews with the fashion-tech designers 16 weeks after the fashion show, demonstrating the lasting positive impact of Brookdale.
Title: Us and Them (and It): Social Orientation, Privacy Concerns, and Expected Use of Pandemic-Tracking Apps in the United States
Authors: family: Seberger
given: John S.; family: Patil
given: Sameer
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: social framing, privacy, smartphone apps, contact tracing, COVID-19, pandemic, IND-COL, individualism, surveillance, collectivism, social contract, social orientation, MUIPC, mobile apps

Abstract: The deployment of technologies to track and mitigate the spread COVID-19 has surfaced tensions between individual autonomy and the collective good. These tensions reflect a conflict between two central concerns: (i) effectively controlling the spread of the pandemic and (ii) respecting individual rights, values, and freedoms. We explored these tensions in an online experiment (n = 389) designed to identify the influence of social orientation and communicative framing on perceptions and expected use of pandemic-tracking apps. We found that social orientation is a statistically significant predictor of app perception and expected use, with collectivist social orientation associated with higher levels and individualist social orientation with lower levels for both aspects. We found interactions between social orientation and communicative framing, as well as a connection between privacy concerns and expected duration of app use. Our findings hold important implications for the design, deployment, and adoption of technology for the public good. Shaping the post-pandemic social contract requires considering the long-term sociocultural impact of these technological solutions.
Title: Buying the ‘Right’ Thing: Designing Food Recommender Systems with Critical Consumers
Authors: family: Lawo
given: Dennis; family: Neifer
given: Thomas; family: Esau
given: Margarita; family: Stevens
given: Gunnar
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: food, consumer informatics, co-design, ethics, critical consumerism, recommender systems

Abstract: Critical consumerism is complex as ethical values are difficult to negotiate, appropriate products are hard to find, and product information is overwhelming. Although recommender systems offer solutions to reduce such complexity, current designs are not appropriate for niche practices and use non-personalized intransparent ethics. To support critical consumption, we conducted a design case study on a personalized food recommender system. Therefore, we first conducted an empirical pre-study with 24 consumers to understand value negotiations and current practices, co-designed the recommender system, and finally evaluated it in a real-world trial with ten consumers. Our findings show how recommender systems can support the negotiation of ethical values within the context of consumption practices, reduce the complexity of finding products and stores, and strengthen consumers. In addition to providing implications for the design to support critical consumption practices, we critically reflect on the scope of such recommender systems and its appropriation.
Title: Interpretable Program Synthesis
Authors: family: Zhang
given: Tianyi; family: Chen
given: Zhiyang; family: Zhu
given: Yuanli; family: Vaithilingam
given: Priyan; family: Wang
given: Xinyu; family: Glassman
given: Elena L.
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Interpretability, Program synthesis, Programming by example

Abstract: Program synthesis, which generates programs based on user-provided specifications, can be obscure and brittle: users have few ways to understand and recover from synthesis failures. We propose interpretable program synthesis, a novel approach that unveils the synthesis process and enables users to monitor and guide a synthesizer. We designed three representations that explain the underlying synthesis process with different levels of fidelity. We implemented an interpretable synthesizer for regular expressions and conducted a within-subjects study with eighteen participants on three challenging regex tasks. With interpretable synthesis, participants were able to reason about synthesis failures and provide strategic feedback, achieving a significantly higher success rate compared with a state-of-the-art synthesizer. In particular, participants with a high engagement tendency (as measured by NCS-6) preferred a deductive representation that shows the synthesis process in a search tree, while participants with a relatively low engagement tendency preferred an inductive representation that renders representative samples of programs enumerated during synthesis.
Title: GamesBond: Bimanual Haptic Illusion of Physically Connected Objects for Immersive VR Using Grip Deformation
Authors: family: Ryu
given: Neung; family: Jo
given: Hye-Young; family: Pahud
given: Michel; family: Sinclair
given: Mike; family: Bianchi
given: Andrea
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: bimanual interaction, Virtual Reality, shape-changing, Haptics, grip deformation

Abstract: Virtual Reality experiences, such as games and simulations, typically support the usage of bimanual controllers to interact with virtual objects. To recreate the haptic sensation of holding objects of various shapes and behaviors with both hands, previous researchers have used mechanical linkages between the controllers that render adjustable stiffness. However, the linkage cannot quickly adapt to simulate dynamic objects, nor it can be removed to support free movements. This paper introduces GamesBond, a pair of 4-DoF controllers without physical linkage but capable to create the illusion of being connected as a single device, forming a virtual bond. The two controllers work together by dynamically displaying and physically rendering deformations of hand grips, and so allowing users to perceive a single connected object between the hands, such as a jumping rope. With a user study and various applications we show that GamesBond increases the realism, immersion, and enjoyment of bimanual interaction.
Title: Leaving the Field: Designing a Socio-Material Toolkit for Teachers to Continue to Design Technology with Children
Authors: family: Scheepmaker
given: Laura; family: Kender
given: Kay; family: Frauenberger
given: Christopher; family: Fitzpatrick
given: Geraldine
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Neurodiversity, Toolkit, Children, HCI, Participatory Design, Infrastructuring, Education

Abstract: Leaving the field when conducting research in situated contexts, and finding ways to sustain project outcomes beyond academia, is an ongoing struggle in HCI. In our research project, we co-designed technologies with children in classroom contexts for three years. Nearing the projects’ end, we focused on creating resources that enable teachers to continue our work with their pupils. In collaboration with teachers, we developed socio-material tools that support them in empowering neurodiverse children to engage with technology in creative ways and create their own technologies. While the majority of technology design toolkits are stand-alone artefacts, part of our toolkit is an infrastructure to keep guiding and supporting teachers beyond the project’s end. In this paper, we discuss the teachers expectations and requirements for a toolkit and argue that an infrastructure must be part of a toolkit. We present a set of guidelines for researchers planning for a project’s end.