huashen218/convxai-cia-dataset huggingface dataset:
Title: Healthy Lies: The Effects of Misrepresenting Player Health Data on Experience, Behavior, and Performance
Authors: family: Wuertz
given: Jason; family: Birk
given: Max V.; family: Bateman
given: Scott
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems

Abstract: Game designers use a variety of techniques that mislead players with the goal of inducing play experience. For example, designers may manipulate data displays of player health-showing they have less health than they actually do-to induce tension. While commonly used, players make decisions based on in-game data displays, raising the question of how misrepresentations impact behavior and performance, and whether this might have unintended consequences. To provide a better understanding of how data misrepresentation impacts play, we compare two versions of a game: one that displays health accurately and one that misrepresents health. Our results suggest that even subtle manipulations to data displays can have a measurable effect on behavior and performance, and these changes can help explain differences in experience. We show that data misrepresentations need to be designed carefully to avoid unintended effects. Our work provides new directions for research into the design of misrepresentation in games.
Title: Pseudo-Haptic Weight: Changing the Perceived Weight of Virtual Objects By Manipulating Control-Display Ratio
Authors: family: Samad
given: Majed; family: Gatti
given: Elia; family: Hermes
given: Anne; family: Benko
given: Hrvoje; family: Parise
given: Cesare
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: virtual weight, multisensory integration, pseudo-haptics

Abstract: In virtual reality, the lack of kinesthetic feedback often prevents users from experiencing the weight of virtual objects. Control-to-display (C/D) ratio manipulation has been proposed as a method to induce weight perception without kinesthetic feedback. Based on the fact that lighter (heavier) objects are easier (harder) to move, this method induces an illusory perception of weight by manipulating the rendered position of users' hands---increasing or decreasing their displayed movements. In a series of experiments we demonstrate that C/D-ratio induces a genuine perception of weight, while preserving ownership over the virtual hand. This means that such a manipulation can be easily introduced in current VR experiences without disrupting the sense of presence. We discuss these findings in terms of estimation of physical work needed to lift an object. Our findings provide the first quantification of the range of C/D-ratio that can be used to simulate weight in virtual reality.
Title: EnhancedTouchX: Smart Bracelets for Augmenting Interpersonal Touch Interactions
Authors: family: Hachisu
given: Taku; family: Bourreau
given: Baptiste; family: Suzuki
given: Kenji
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: interpersonal body area network, enhancedtouch, interpersonal touch

Abstract: EnhancedTouchX, a bracelet-type interpersonal body area network device, not only detects but also quantifies interpersonal hand-to-hand touch interactions. Without any wired connection, it can identify the direction and gestures of a touch. The developed device can connect to an external device via Bluetooth Low Energy for monitoring and logging where, when, how long, who, and how the touch interactions occurred. These daily augmented touch interactions provided by such contextual information would offer a variety of applications to facilitate social interactions. Our experiment, conducted with several pairs of participants, demonstrates that the devices can identify the direction of a touch (from one initiating the touch (active touch) to the one being touched (passive touch)) with 95% accuracy. In addition, the devices are also capable of identifying four types of touch gestures with 85% accuracy using a simple threshold classifier.
Title: Older People Inventing their Personal Internet of Things with the IoT Un-Kit Experience
Authors: family: Ambe
given: Aloha Hufana; family: Brereton
given: Margot; family: Soro
given: Alessandro; family: Chai
given: Min Zhen; family: Buys
given: Laurie; family: Roe
given: Paul
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: internet of things, co-design, toolkit, situated, iot, older adults

Abstract: We introduce the IoT Un-Kit Experience, a co-design approach that engages people in exploring, designing and generating personally meaningful IoT applications and that also serves as a means to explore IoT kit design through in-home workshops. Un-Kit represents a seemingly uncompleted set of sensors, actuators and media elements that have a decontextualized appearance - unfinished state, undefined purpose and unboxed form. The approach emphasises users contemplating and experiencing the IoT elements in their familiar space through detailed and layered conversation with researchers; rather than focusing on connecting up the kit itself, thus their ideas are not constrained by the kit or their competence with it. We illustrate the approach through in-home workshops with older adults, envisioned users of IoT who have had limited voice in its conception. The Un-kit approach supported participants to lead the process and to imagine new artfully integrated designs, with personally legible interactions and aesthetic qualities that fit their desire. We offer insights for a more situated and responsive approach to design of the IoT and its constituent kits.
Title: Brick: Toward A Model for Designing Synchronous Colocated Augmented Reality Games
Authors: family: Bhattacharyya
given: Po; family: Nath
given: Radha; family: Jo
given: Yein; family: Jadhav
given: Ketki; family: Hammer
given: Jessica
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: collaborative, synchronous, augmented reality, colocated

Abstract: Augmented reality (AR) games have been growing in popularity in recent years. However, current AR games offer limited opportunities for a synchronous multiplayer experience. This paper introduces a model for designing AR experiences in which players inhabit a shared, real-time augmented environment and can engage in synchronous and collaborative interactions with other players. We explored the development of this model through the creation of Brick, a two-player mobile AR game at the room scale. We refined Brick over multiple rounds of iteration, and we used our playtests to investigate a range of issues involved in designing shared-world AR games. Our findings suggest that there are five major categories of interactions in a shared-world AR system: single-player, intrapersonal, multiplayer, interpersonal, and environmental. We believe that this model can support the development of collaborative AR games and new forms of social gameplay.
Title: Instrumenting and Analyzing Fabrication Activities, Users, and Expertise
Authors: family: Gong
given: Jun; family: Anderson
given: Fraser; family: Fitzmaurice
given: George; family: Grossman
given: Tovi
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: skills evaluation, fabrication, activity recognition, user identification

Abstract: The recent proliferation of fabrication and making activities has introduced a large number of users to a variety of tools and equipment. Monitored, reactive and adaptive fabrication spaces are needed to provide personalized information, feedback and assistance to users. This paper explores the sensorization of making and fabrication activities, where the environment, tools, and users were considered to be separate entities that could be instrumented for data collection. From this exploration, we present the design of a modular system that can capture data from the varied sensors and infer contextual information. Using this system, we collected data from fourteen participants with varying levels of expertise as they performed seven representative making tasks. From the collected data, we predict which activities are being performed, which users are performing the activities, and what expertise the users have. We present several use cases of this contextual information for future interactive fabrication spaces.
Title: Scaptics and Highlight-Planes: Immersive Interaction Techniques for Finding Occluded Features in 3D Scatterplots
Authors: family: Prouzeau
given: Arnaud; family: Cordeil
given: Maxime; family: Robin
given: Clement; family: Ens
given: Barrett; family: Thomas
given: Bruce H.; family: Dwyer
given: Tim
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: vibrotactile feedback, virtual reality, haptic, 3d scatterplot

Abstract: Three-dimensional scatterplots suffer from well-known perception and usability problems. In particular, overplotting and occlusion, mainly due to density and noise, prevent users from properly perceiving the data. Thanks to accurate head and hand tracking, immersive Virtual Reality (VR) setups provide new ways to interact and navigate with 3D scatterplots. VR also supports additional sensory modalities such as haptic feedback. Inspired by methods commonly used in Scientific Visualisation to visually explore volumes, we propose two techniques that leverage the immersive aspects of VR: first, a density-based haptic vibration technique (Scaptics) which provides feedback through the controller; and second, an adaptation of a cutting plane for 3D scatterplots (Highlight-Plane). We evaluated both techniques in a controlled study with two tasks involving density (finding high- and low-density areas). Overall, Scaptics was the most time-efficient and accurate technique, however, in some conditions, it was outperformed by Highlight-Plane.
Title: ChewIt. An Intraoral Interface for Discreet Interactions
Authors: family: Gallego Cascón
given: Pablo; family: Matthies
given: Denys J.C.; family: Muthukumarana
given: Sachith; family: Nanayakkara
given: Suranga
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: discreet interaction, reflexive interaction, interaction modality, hands-free, input device, intraoral interface

Abstract: Sensing interfaces relying on head or facial gestures provide effective solutions for hands-free scenarios. Most of these interfaces utilize sensors attached to the face, as well as into the mouth, being either obtrusive or limited in input bandwidth. In this paper, we propose ChewIt -- a novel intraoral input interface. ChewIt resembles an edible object that allows users to perform various hands-free input operations, both simply and discreetly. Our design is informed by a series of studies investigating the implications of shape, size, locations for comfort, discreetness, maneuverability, and obstructiveness. Additionally, we evaluated potential gestures that users could use to interact with such an intraoral interface.
Title: The Effects of Interruption Timings on Autonomous Height-Adjustable Desks that Respond to Task Changes
Authors: family: Lee
given: Bokyung; family: Wu
given: Sindy; family: Reyes
given: Maria Jose; family: Saakes
given: Daniel
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: tasks/interruptions/notification, workplaces, robot, user experience design

Abstract: Actuated furniture, such as electric adjustable sit-stand desks, helps users vary their posture and contributes to comfort and health. However, studies found that users rarely initiate height changes. Therefore, in this paper, we look into furniture that adjusts itself to the user's needs. A situated interview study indicated task-changing as an opportune moment for automatic height adjustment. We then performed a Wizard of Oz study to find the best timing for changing desk height to minimize interruption and discomfort. The results are in line with prior work on task interruption in graphical user interfaces and show that the table should change height during a task change. However, results also indicate that until users build trust in the system, they prefer actuation after a task change to experience the impact of the adjustment. Based on the results, we discuss design guidelines for interactive desks with agency.
Title: SurfaceSight: A New Spin on Touch, User, and Object Sensing for IoT Experiences
Authors: family: Laput
given: Gierad; family: Harrison
given: Chris
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: iot, smart environments, ubiquitous sensing

Abstract: IoT appliances are gaining consumer traction, from smart thermostats to smart speakers. These devices generally have limited user interfaces, most often small buttons and touchscreens, or rely on voice control. Further, these devices know little about their surroundings unaware of objects, people and activities happening around them. Consequently, interactions with these "smart" devices can be cumbersome and limited. We describe SurfaceSight, an approach that enriches IoT experiences with rich touch and object sensing, offering a complementary input channel and increased contextual awareness. For sensing, we incorporate LIDAR into the base of IoT devices, providing an expansive, ad hoc plane of sensing just above the surface on which devices rest. We can recognize and track a wide array of objects, including finger input and hand gestures. We can also track people and estimate which way they are facing. We evaluate the accuracy of these new capabilities and illustrate how they can be used to power novel and contextually-aware interactive experiences.
Title: Conservation of Procrastination: Do Productivity Interventions Save Time Or Just Redistribute It?
Authors: family: Kovacs
given: Geza; family: Gregory
given: Drew Mylander; family: Ma
given: Zilin; family: Wu
given: Zhengxuan; family: Emami
given: Golrokh; family: Ray
given: Jacob; family: Bernstein
given: Michael S.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: distractions and interruptions, behavior change

Abstract: Productivity behavior change systems help us reduce our time on unproductive activities. However, is that time actually saved, or is it just redirected to other unproductive activities? We report an experiment using HabitLab, a behavior change browser extension and phone application, that manipulated the frequency of interventions on a focal goal and measured the effects on time spent on other applications and platforms. We find that, when intervention frequency increases on the focal goal, time spent on other applications is held constant or even reduced. Likewise, we find that time is not redistributed across platforms from browser to mobile phone or vice versa. These results suggest that any conservation of procrastination effect is minimal, and that behavior change designers may target individual productivity goals without causing substantial negative second-order effects.
Title: Understanding Law Enforcement Strategies and Needs for Combating Human Trafficking
Authors: family: Deeb-Swihart
given: Julia; family: Endert
given: Alex; family: Bruckman
given: Amy
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: law enforcement, qualitative, human trafficking, needs analysis

Abstract: In working to rescue victims of human trafficking, law enforcement officers face a host of challenges. Working in complex, layered organizational structures, they face challenges of collaboration and communication. Online information is central to every phase of a human-trafficking investigation. With terabytes of available data such as sex work ads, policing is increasingly a big-data research problem. In this study, we interview sixteen law enforcement officers working to rescue victims of human trafficking to try to understand their computational needs. We highlight three major areas where future work in human-computer interaction can help. First, combating human trafficking requires advances in information visualization of large, complex, geospatial data, as victims are frequently forcibly moved across jurisdictions. Second, the need for unified information databases raises critical research issues of usable security and privacy. Finally, the archaic nature of information systems available to law enforcement raises policy issues regarding resource allocation for software development.
Title: Vocal Shortcuts for Creative Experts
Authors: family: Kim
given: Yea-Seul; family: Dontcheva
given: Mira; family: Adar
given: Eytan; family: Hullman
given: Jessica
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: creative applications, speech interaction, expert users

Abstract: Vocal shortcuts, short spoken phrases to control interfaces, have the potential to reduce cognitive and physical costs of interactions. They may benefit expert users of creative applications (e.g., designers, illustrators) by helping them maintain creative focus. To aid the design of vocal shortcuts and gather use cases and design guidelines for speech interaction, we interviewed ten creative experts. Based on our findings, we built VoiceCuts, a prototype implementation of vocal shortcuts in the context of an existing creative application. In contrast to other speech interfaces, VoiceCuts targets experts' unique needs by handling short and partial commands and leverages document model and application context to disambiguate user utterances. We report on the viability and limitations of our approach based on feedback from creative experts.
Title: Rumors and Collective Sensemaking: Managing Ambiguity in an Informal Marketplace
Authors: family: Chandra
given: Priyank; family: Pal
given: Joyojeet
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: informality, informal communication, informal markets, uncertainty, marketplaces, rumors, institutions

Abstract: Rumors are an enduring form of communication across socio-cultural landscapes globally. Counter to their typical negative association, rumors play a nuanced role, helping people collectively deal with problems through constructing a representation of an uncertain situation. Drawing on unstructured interviews and participant observation from a technology goods marketplace in Bangalore, India, we study the circulation of rumors related to the government's recent policy of demonetization and entry of online marketplaces and digital wallets, all of which disrupted existing market practices. These rumors emerge as attempts at sensemaking when a community is faced with ambiguity. Through highlighting the relationship of institutional trust with rumors, the paper argues that the study of rumors can help us identify the concerns of a community in the face of differential power relations. Further, rumors are a form of social bonding which help communities make sense of their place in society and shape existing practices.
Title: Temporal Rhythms and Patterns of Electronic Documentation in Time-Critical Medical Work
Authors: family: Jagannath
given: Swathi; family: Sarcevic
given: Aleksandra; family: Young
given: Victoria; family: Myers
given: Sage
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: emergency medicine, electronic health records, nursing documentation, information behavior, temporality

Abstract: We examine nursing documentation on a newly implemented electronic flowsheet in medical resuscitations to identify the temporal patterns of documentation and how the recorded information supported time-critical teamwork. To determine when the information was documented, we compared timestamps from 58 flowsheet logs to those of verbal communications derived from video review. We also drew on observations of 95 resuscitations to understand the behaviors of nurse documenters. We found that only 8% of the verbal reports were documented in near real-time (one minute within the verbal report), while 42% of reports were not documented in the electronic flowsheet. In addition, 38% were documented early (before the verbal report) and 12% were documented with a delay, ranging from one to 58 minutes after the report. Our study showed that the electronic flowsheet design posed many challenges for real-time documentation, leading to paper-based workarounds and the use of free-text fields on the flowsheet to visualize and keep track of time, and to communicate temporal information to the team. These findings suggest that documenters shape the temporal rhythms of not only their own work but also the rhythms of the electronic record and medical process. We discuss the implications of these rhythms for EHR redesign to support real-time documentation in high-risk, safety-critical settings.
Title: Personas and Identity: Looking at Multiple Identities to Inform the Construction of Personas
Authors: family: Marsden
given: Nicola; family: Pröbster
given: Monika
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: gender, co-design, social identity, qualitative study, personas

Abstract: Personas are valuable tools to help designers get to know their users and adopt their perspectives. Yet people are complex and multiple identities have to be considered in their interplay to account for a comprehensive representation otherwise, personas might be superficial and prone to activate stereotypes. Therefore, the way users' identities are presented in a limited set of personas is crucial to account for diversity and highlight facets which otherwise would go unnoticed. In this paper, we introduce an approach to the development of personas informed by social identity theory. The effectiveness of this approach is investigated in a qualitative study in the context of the design process for an e-learning platform for women in tech. The results suggest that considering multiple identities in the construction of personas adds value when designing technologies.
Title: Hands Holding Clues for Object Recognition in Teachable Machines
Authors: family: Lee
given: Kyungjun; family: Kacorri
given: Hernisa
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: object recognition, egocentric, blind, k-shot learning, hand

Abstract: Camera manipulation confounds the use of object recognition applications by blind people. This is exacerbated when photos from this population are also used to train models, as with teachable machines, where out-of-frame or partially included objects against cluttered backgrounds degrade performance. Leveraging prior evidence on the ability of blind people to coordinate hand movements using proprioception, we propose a deep learning system that jointly models hand segmentation and object localization for object classification. We investigate the utility of hands as a natural interface for including and indicating the object of interest in the camera frame. We confirm the potential of this approach by analyzing existing datasets from people with visual impairments for object recognition. With a new publicly available egocentric dataset and an extensive error analysis, we provide insights into this approach in the context of teachable recognizers.