huashen218/convxai-cia-dataset huggingface dataset:
Title: From FOMO to JOMO: Examining the Fear and Joy of Missing Out and Presence in a 360° Video Viewing Experience
Authors: family: Aitamurto
given: Tanja; family: Won
given: Andrea Stevenson; family: Sakshuwong
given: Sukolsak; family: Kim
given: Byungdoo; family: Sadeghi
given: Yasamin; family: Stein
given: Krysten; family: Royal
given: Peter G; family: Kircos
given: Catherine Lynn
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: FOMO, virtual reality, storytelling, immersive technologies, presence, embodiment, 360° video, JOMO

Abstract: Cinematic Virtual Reality (CVR), or 360° video, engages users in immersive viewing experiences. However, as users watch one part of the 360° view, they will necessarily miss out on events happening in other parts of the sphere. Consequently, fear of missing out (FOMO) is unavoidable. However, users can also experience the joy of missing out (JOMO). In a repeated measures, mixed methods design, we examined the fear and joy of missing out (FOMO and JOMO) and sense of presence in two repeat viewings of a 360° film using a head-mounted display. We found that users experienced both FOMO and JOMO. FOMO was caused by the users’ awareness of parallel events in the spherical view, but users also experienced JOMO. FOMO did not compromise viewers’ sense of presence, and FOMO also decreased in the second viewing session, while JOMO remained constant. The findings suggest that FOMO and JOMO can be two integral qualities in an immersive video viewing experience and that FOMO may not be as negative a factor as previously thought.
Title: RCEA-360VR: Real-time, Continuous Emotion Annotation in 360° VR Videos for Collecting Precise Viewport-dependent Ground Truth Labels
Authors: family: Xue
given: Tong; family: El Ali
given: Abdallah; family: Zhang
given: Tianyi; family: Ding
given: Gangyi; family: Cesar
given: Pablo
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: 360° video, real-time, labels, virtual reality, continuous, viewport-dependent, Emotion, ground truth, annotation

Abstract: Precise emotion ground truth labels for 360° virtual reality (VR) video watching are essential for fine-grained predictions under varying viewing behavior. However, current annotation techniques either rely on post-stimulus discrete self-reports, or real-time, continuous emotion annotations (RCEA) but only for desktop/mobile settings. We present RCEA for 360° VR videos (RCEA-360VR), where we evaluate in a controlled study (N=32) the usability of two peripheral visualization techniques: HaloLight and DotSize. We furthermore develop a method that considers head movements when fusing labels. Using physiological, behavioral, and subjective measures, we show that (1) both techniques do not increase users’ workload, sickness, nor break presence (2) our continuous valence and arousal annotations are consistent with discrete within-VR and original stimuli ratings (3) users exhibit high similarity in viewing behavior, where fused ratings perfectly align with intended labels. Our work contributes usable and effective techniques for collecting fine-grained viewport-dependent emotion labels in 360° VR.
Title: Do You Really Need to Know Where “That” Is? Enhancing Support for Referencing in Collaborative Mixed Reality Environments
Authors: family: Johnson
given: Janet G; family: Gasques
given: Danilo; family: Sharkey
given: Tommy; family: Schmitz
given: Evan; family: Weibel
given: Nadir
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Mixed Reality, Referencing, Remote Guidance, Collaboration

Abstract: Mixed Reality has been shown to enhance remote guidance and is especially well-suited for physical tasks. Conversations during these tasks are heavily anchored around task objects and their spatial relationships in the real world, making referencing - the ability to refer to an object in a way that is understood by others - a crucial process that warrants explicit support in collaborative Mixed Reality systems. This paper presents a 2x2 mixed factorial experiment that explores the effects of providing spatial information and system-generated guidance to task objects. It also investigates the effects of such guidance on the remote collaborator’s need for spatial information. Our results show that guidance increases performance and communication efficiency while reducing the need for spatial information, especially in unfamiliar environments. Our results also demonstrate a reduced need for remote experts to be in immersive environments, making guidance more scalable, and expertise more accessible.
Title: The Image of the Interface: How People Use Landmarks to Develop Spatial Memory of Commands in Graphical Interfaces
Authors: family: Sami Uddin
given: Md.; family: Gutwin
given: Carl
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: GUI, Commands, Landmarks, Memorability, Spatial memory

Abstract: Graphical User Interfaces present commands at particular locations, arranged in menus, toolbars, and ribbons. One hallmark of expertise with a GUI is that experts know the locations of commonly-used commands, such that they can find them quickly and without searching. Although GUIs have been studied for many years, however, there is still little known about how this spatial location memory develops, or how designers can make interfaces more memorable. One of the main ways that people remember locations in the real world is landmarks – so we carried out a study to investigate how users remember commands and navigate in four common applications (Word, Facebook, Reader, and Photoshop). Our study revealed that people strongly rely on landmarks that are readily available in the interface (e.g., layout, corners, and edges) to orient themselves and remember commands. We provide new evidence that landmarks can aid spatial memory and expertise development with an interface, and guidelines for designers to improve the memorability of future GUIs.
Title: Understanding the Design and Effectiveness of Peripheral Breathing Guide Use During Information Work
Authors: family: Tabor
given: Aaron; family: Bateman
given: Scott; family: Scheme
given: Erik; family: Sadprasid
given: Book; family: schraefel
given: m.c.
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Information Work, Peripheral Breathing Guides, Slow Breathing Exercise

Abstract: Peripheral breathing guides – tools designed to influence breathing while completing another primary task – have been proposed to provide physiological benefits during information work. While research has shown that guides can influence breathing rates under ideal conditions, there is little evidence that they can lead to underlying markers of physiological benefit under interrupted work conditions. Further, even if guides are effective during work tasks, it is unclear how personal and workplace factors affect peoples' willingness to adopt them for everyday use. In this paper, we present the results of a comparative, mixed-methods study of five different peripheral breathing guides. Our findings show that peripheral breathing guides are viable and can provide physiological markers of benefit during interrupted work. Further, we show that guides are effective – even when use is intermittent due to workplace distractions. Finally, we contribute guidelines to support the design of breathing guides for everyday information work.
Title: Understanding User Identification in Virtual Reality Through Behavioral Biometrics and the Effect of Body Normalization
Authors: family: Liebers
given: Jonathan; family: Abdelaziz
given: Mark; family: Mecke
given: Lukas; family: Saad
given: Alia; family: Auda
given: Jonas; family: Gruenefeld
given: Uwe; family: Alt
given: Florian; family: Schneegass
given: Stefan
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: usable security, task-driven biometrics, virtual reality, identification

Abstract: Virtual Reality (VR) is becoming increasingly popular both in the entertainment and professional domains. Behavioral biometrics have recently been investigated as a means to continuously and implicitly identify users in VR. Applications in VR can specifically benefit from this, for example, to adapt virtual environments and user interfaces as well as to authenticate users. In this work, we conduct a lab study (N = 16) to explore how accurately users can be identified during two task-driven scenarios based on their spatial movement. We show that an identification accuracy of up to 90% is possible across sessions recorded on different days. Moreover, we investigate the role of users’ physiology in behavioral biometrics by virtually altering and normalizing their body proportions. We find that body normalization in general increases the identification rate, in some cases by up to 38%; hence, it improves the performance of identification systems.
Title: From Detectables to Inspectables: Understanding Qualitative Analysis of Audiovisual Data
Authors: family: Subramanian
given: Krishna; family: Maas
given: Johannes; family: Borchers
given: Jan; family: Hollan
given: James
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: qualitative research, researchers, information behavior, Video analysis

Abstract: Audiovisual recordings of user studies and interviews provide important data in qualitative HCI research. Even when a textual transcription is available, researchers frequently turn to these recordings due to their rich information content. However, the temporal, unstructured nature of audiovisual recordings makes them less efficient to work with than text. Through interviews and a survey, we explored how HCI researchers work with audiovisual recordings. We investigated researchers’ transcription and annotation practice, their overall analysis workflow, and the prevalence of direct analysis of audiovisual recordings. We found that a key task was locating and analyzing inspectables, interesting segments in recordings. Since locating inspectables can be time consuming, participants look for detectables, visual or auditory cues that indicate the presence of an inspectable. Based on our findings, we discuss the potential for automation in locating detectables in qualitative audiovisual analysis.
Title: Physiological and Perceptual Responses to Athletic Avatars while Cycling in Virtual Reality
Authors: family: Kocur
given: Martin; family: Habler
given: Florian; family: Schwind
given: Valentin; family: Woźniak
given: Paweł W.; family: Wolff
given: Christian; family: Henze
given: Niels
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: virtual reality, VR cycling, virtual embodiment, perception of effort, health intervention, body ownership illusion, Proteus effect

Abstract: Avatars in virtual reality (VR) enable embodied experiences and induce the Proteus effect—a shift in behavior and attitude to mimic one’s digital representation. Previous work found that avatars associated with physical strength can decrease users’ perceived exertion when performing physical tasks. However, it is unknown if an avatar’s appearance can also influence the user’s physiological response to exercises. Therefore, we conducted an experiment with 24 participants to investigate the effect of avatars’ athleticism on heart rate and perceived exertion while cycling in VR following a standardized protocol. We found that the avatars’ athleticism has a significant and systematic effect on users’ heart rate and perceived exertion. We discuss potential moderators such as body ownership and users’ level of fitness. Our work contributes to the emerging area of VR exercise systems.
Title: “Put it on the Top, I’ll Read it Later”: Investigating Users’ Desired Display Order for Smartphone Notifications
Authors: family: Lin
given: Tzu-Chieh; family: Su
given: Yu-Shao; family: Yang
given: Emily Helen; family: Chen
given: Yun Han; family: Lee
given: Hao-Ping; family: Chang
given: Yung-Ju
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Mobile Receptivity, Notification Order, Notification Management, Notification Display Order, Attentiveness, Experience Sampling Method

Abstract: Smartphone users do not deal with notifications strictly in the order they are displayed, but sometimes read them from the middle, suggesting a mismatch between current systems’ display order and users’ needs. We therefore used mixed methods to investigate 34 smartphone users’ desired notification display order and related it with users’ self-reported order of attendance. Classifying using these two orders as dimensions, we obtained seven types of notifications, which helped us not only highlight the distinct attributes but understand the implied roles of these seven types of notifications, as well as the implied meaning of display orders. This is especially manifested in our identification of three main mismatches between the two orders. Qualitative findings reveal several meanings that participants attached to particular positions when arranging notifications. We offer design implications for notification systems, including calling for two-dimensional notification layout to support the multi-purpose roles of smartphone notifications we identified.
Title: SoniBand: Understanding the Effects of Metaphorical Movement Sonifications on Body Perception and Physical Activity
Authors: family: Ley-Flores
given: Judith; family: Turmo Vidal
given: Laia; family: Berthouze
given: Nadia; family: Singh
given: Aneesha; family: Bevilacqua
given: Frédéric; family: Tajadura-Jiménez
given: Ana
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: multimodal interfaces, interaction styles, sensory feedback, movement sonification, physically inactive population, auditory body perception

Abstract: Negative body perceptions are a major predictor of physical inactivity, a serious health concern. Sensory feedback can be used to alter such body perceptions; movement sonification, in particular, has been suggested to affect body perception and levels of physical activity (PA) in inactive people. We investigated how metaphorical sounds impact body perception and PA. We report two qualitative studies centered on performing different strengthening/flexibility exercises using SoniBand, a wearable that augments movement through different sounds. The first study involved physically active participants and served to obtain a nuanced understanding of the sonifications’ impact. The second, in the home of physically inactive participants, served to identify which effects could support PA adherence. Our findings show that movement sonification based on metaphors led to changes in body perception (e.g., feeling strong) and PA (e.g., repetitions) in both populations, but effects could differ according to the existing PA-level. We discuss principles for metaphor-based sonification design to foster PA.
Title: Investigating the Impact of Real-World Environments on the Perception of 2D Visualizations in Augmented Reality
Authors: family: Satkowski
given: Marc; family: Dachselt
given: Raimund
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Industry 4.0, AR Visualization, Visual Perception, Immersive Analytics, Industrial Scenario, User Study, Augmented Reality, In-Situ Visualization

Abstract: In this work we report on two comprehensive user studies investigating the perception of Augmented Reality (AR) visualizations influenced by real-world backgrounds. Since AR is an emerging technology, it is important to also consider productive use cases, which is why we chose an exemplary and challenging industry 4.0 environment. Our basic perceptual research focuses on both the visual complexity of backgrounds as well as the influence of a secondary task. In contrast to our expectation, data of our 34 study participants indicate that the background has far less influence on the perception of AR visualizations. Moreover, we observed a mismatch between measured and subjectively reported performance. We discuss the importance of the background and recommendations for visual real-world augmentations. Overall, our results suggest that AR can be used in many visually challenging environments without losing the ability to productively work with the visualizations shown.
Title: Remote and Collaborative Virtual Reality Experiments via Social VR Platforms
Authors: family: Saffo
given: David; family: Di Bartolomeo
given: Sara; family: Yildirim
given: Caglar; family: Dunne
given: Cody
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Transferability Study, Qualitative study, Social VR, Replication Study, Crowdsourcing, Virtual Reality, Quantitative Study

Abstract: Virtual reality (VR) researchers struggle to conduct remote studies. Previous work has focused on working around limitations imposed by traditional crowdsourcing methods. However, the potential for leveraging social VR platforms for HCI evaluations is largely unexplored. These platforms have large VR-ready user populations, distributed synchronous virtual environments, and support for user-generated content. We demonstrate how social VR platforms can be used to practically and ethically produce valid research results by replicating two studies using one such platform (VRChat): a quantitative study on Fitts’ Law and a qualitative study on tabletop collaboration. Our replication studies exhibited analogous results to the originals, indicating the research validity of this approach. Moreover, we easily recruited experienced VR users with their own hardware for synchronous, remote, and collaborative participation. We further provide lessons learned for future researchers experimenting using social VR platforms. This paper and all supplemental materials are available at osf.io/c2amz.
Title: Exploring Text Revision with Backspace and Caret in Virtual Reality
Authors: family: Li
given: Yang; family: Sarcar
given: Sayan; family: Zheng
given: Yilin; family: Ren
given: Xiangshi
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Design space, Text revision, Text input, Virtual reality

Abstract: Current VR systems provide various text input methods that enable users to enter text efficiently with virtual keyboards. However, little attention has been paid to facilitate text revision during the VR text input process. We first summarized existing text revision solutions in current VR text input research and found that backspace is the only tool available for text revision with virtual keyboards with few mentioning designs for caret control. To systematically explore VR text revision designs, we presented a design space for VR text revision based on backspace and caret. With the proposed design space, we further analyzed the feasibility of the combined usage of backspace and caret by proposing and evaluating four VR text revision techniques. Outcomes of this research can provide a fundamental understanding of VR text revision solutions (with backspace and caret) and a comparable basis for evaluating future VR text revision techniques.
Title: Bad Breakdowns, Useful Seams, and Face Slapping: Analysis of VR Fails on YouTube
Authors: family: Dao
given: Emily; family: Muresan
given: Andreea; family: Hornbæk
given: Kasper; family: Knibbe
given: Jarrod
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: VR Breakdowns, VR Fails, Virtual Reality

Abstract: Virtual reality (VR) is increasingly used in complex social and physical settings outside of the lab. However, not much is known about how these settings influence use, nor how to design for them. We analyse 233 YouTube videos of VR Fails to: (1) understand when breakdowns occur, and (2) reveal how the seams between VR use and the social and physical setting emerge. The videos show a variety of fails, including users flailing, colliding with surroundings, and hitting spectators. They also suggest causes of the fails, including fear, sensorimotor mismatches, and spectator participation. We use the videos as inspiration to generate design ideas. For example, we discuss more flexible boundaries between the real and virtual world, ways of involving spectators, and interaction designs to help overcome fear. Based on the findings, we further discuss the ‘moment of breakdown’ as an opportunity for designing engaging and enhanced VR experiences.
Title: Extended Reality (XR) Remote Research: a Survey of Drawbacks and Opportunities
Authors: family: Ratcliffe
given: Jack; family: Soave
given: Francesco; family: Bryan-Kinns
given: Nick; family: Tokarchuk
given: Laurissa; family: Farkhatdinov
given: Ildar
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Augmented Reality, Extended Reality, expert interviews, literature review, Virtual Reality

Abstract: Extended Reality (XR) technology - such as virtual and augmented reality - is now widely used in Human Computer Interaction (HCI), social science and psychology experimentation. However, these experiments are predominantly deployed in-lab with a co-present researcher. Remote experiments, without co-present researchers, have not flourished, despite the success of remote approaches for non-XR investigations. This paper summarises findings from a 30-item survey of 46 XR researchers to understand perceived limitations and benefits of remote XR experimentation. Our thematic analysis identifies concerns common with non-XR remote research, such as participant recruitment, as well as XR-specific issues, including safety and hardware variability. We identify potential positive affordances of XR technology, including leveraging data collection functionalities builtin to HMDs (e.g. hand, gaze tracking) and the portability and reproducibility of an experimental setting. We suggest that XR technology could be conceptualised as an interactive technology and a capable data-collection device suited for remote experimentation.
Title: Distance Perception with a Video See-Through Head-Mounted Display
Authors: family: Pfeil
given: Kevin; family: Masnadi
given: Sina; family: Belga
given: Jacob; family: Sera-Josef
given: Jose-Valentin T; family: LaViola
given: Joseph
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Distance Perception, User Study, Virtual Reality, Pass-Through Camera, Video See-Through

Abstract: In recent years, pass-through cameras have resurfaced as inclusions for virtual reality (VR) hardware. With modern cameras that now have increased resolution and frame rate, Video See-Through (VST) Head-Mounted Displays (HMD) can be used to provide an Augmented Reality (AR) experience. However, because users see their surroundings through video capture and HMD lenses, there is question surrounding how people perceive their environment with these devices. We conducted a user study with 26 participants to help understand if distance perception is altered when viewing surroundings with a VST HMD. Although previous work shows that distance estimation in VR with an HTC Vive is comparable to that in the real world, our results show that the inclusion of a ZED Mini pass-through camera causes a significant difference between normal, unrestricted viewing and that through a VST HMD.