huashen218/convxai-cia-dataset huggingface dataset:
Title: Lower is Better? The Effects of Local Latencies on Competitive First-Person Shooter Game Players
Authors: family: Liu
given: Shengmei; family: Claypool
given: Mark; family: Kuwahara
given: Atsuo; family: Sherman
given: Jamie; family: Scovell
given: James J
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: skill, CS:GO, FPS, user study, gamer, lag, esports

Abstract: Video game play is among the most popular forms of entertainment in the world and eSports is a multi-billion dollar industry. Esports gamers, and competitive gamers more broadly, want fast game systems to maximize their chances of winning. In general, the faster the game system, the lower the latency between a player’s action and the intended outcome. But how much small reductions in local latencies benefit competitive players is not known. This paper presents results from a 43-person user study that evaluates the impact of system latencies for high-end gaming systems (below 125 ms) on experienced Counter-strike: Global Offensive (CS:GO) players. Analysis of the results show pronounced benefits to CS:GO player performance (accuracy and score) for even small reductions in latency, with subjective opinions on Quality of Experience following suit.
Title: The Gang’s All Here: How People Used Games to cope with COVID19 Quarantine
Authors: family: Kleinman
given: Erica; family: Chojnacki
given: Sara; family: Seif El-Nasr
given: Magy
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Gameplay, Coronavirus, Quarantine, Isolation, Positive Emotions, Games, Benefits of Gameplay, Connection, COVID19

Abstract: In 2020, the rapid spread of COVID-19 forced many people to self-isolate, resulting in struggles with mental health [60], and an increase in gaming [3]. In this paper, we seek to examine how individuals used digital games during the quarantine. We conducted a two-tier qualitative study where we used a thematic analysis of tweets to derive questions for an online survey that we distributed. Results of thematic analysis of survey responses identified 15 themes. Some themes confirm previous works’ findings, particularly how games are used to increase social connection or distract oneself from unpleasant situations. We also found new themes unique to the quarantine, such as interactions with non-player characters used as a surrogate for real-world interaction and using in-game routines as a substitute to real-world routines lost due to the pandemic. This work discusses the use of games during the pandemic and can be seeds for future studies.
Title: Disentangling the Motivational Pathways of Recreational Esports Gamblers: A Laddering Study
Authors: family: Denoo
given: Maarten; family: Bibert
given: Niels; family: Zaman
given: Bieke
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Laddering, Design, Values, Means-End Chain Theory, Gambling, Motivations, Esports

Abstract: Whereas past CHI-related work has paid attention to various elements of the esports industry, there exists a scarcity of such research on the increasing convergence between esports and gambling. This study, therefore, aimed to shed light on the emerging phenomenon of esports betting in two ways. First, we theorized about its characteristics according to the 5W1H framework. Second, using semi-structured laddering interviews and Means-End Chain Theory, we assessed the esports betting motivations of young, male and recreational gamblers who interact with monetary and skin betting websites. Our results show that gamblers follow various motivational pathways when using an esports betting platform and construct their motives in relation to platform-specific properties and personal values. As such, we demonstrate that a holistic understanding of esports betting is of utmost importance if we want to explain and investigate its appeal to a worldwide audience.
Title: Mapping Design Spaces for Audience Participation in Game Live Streaming
Authors: family: Striner
given: Alina; family: Webb
given: Andrew M.; family: Hammer
given: Jessica; family: Cook
given: Amy
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: pacing, agency, community, Twitch, live performance

Abstract: Live streaming sites such as Twitch offer new ways for remote audiences to engage with and affect gameplay. While research has considered how audiences interact with games, HCI lacks clear demarcations of the potential design spaces for audience participation. This paper introduces and validates a theme map of audience participation in game live streaming for student designers. This map is a lens that reveals relationships among themes and sub-themes of Agency, Pacing, and Community—to explore, reflect upon, describe, and make sense of emerging, complex design spaces. We are the first to articulate such a lens, and to provide a reflective tool to support future research and education. To create the map, we perform a thematic analysis of design process documents of a course on audience participation for Twitch, using this analysis to visually coordinate relationships between important themes. To help student designers analyze and reflect on existing experiences, we supplement the theme map with a set of mapping procedures. We validate the applicability of our map with a second set of student designers, who found the map useful as a comparative and reflective tool.
Title: What Players Want: Information Needs of Players on Post-Game Visualizations
Authors: family: Wallner
given: Günter; family: van Wijland
given: Marnix; family: Bernhaupt
given: Regina; family: Kriglstein
given: Simone
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: information needs, gameplay visualization, players, games

Abstract: With the rise of competitive online gaming and esports, players’ ability to review, reflect upon, and improve their in-game performance has become important. Post-play visualizations are key for such improvements. Despite the increased interest in visualizations of gameplay, research specifically informing the design of player-centric visualizations is currently limited. As with all visualizations, their design should, however, be guided by a thorough understanding of the goals to be achieved and which information is important and why. This paper reports on a mixed-methods study exploring the information demands posed by players on post-play visualizations and the goals they pursue with such visualizations. We focused on three genres that enjoy great popularity within the competitive gaming scene. Our results provide useful guideposts on which data to focus on by offering an overview of the relevance of different in-game metrics across genres. Lastly, we outline high-level implications for the design of post-play visualizations.
Title: Secrets of Gosu: Understanding Physical Combat Skills of Professional Players in First-Person Shooters
Authors: family: Park
given: Eunji; family: Lee
given: Sangyoon; family: Ham
given: Auejin; family: Choi
given: Minyeop; family: Kim
given: Sunjun; family: Lee
given: Byungjoo
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: games, datasets, first person shooters, e-sports, performance metrics

Abstract: In first-person shooters (FPS), professional players (a.k.a., Gosu) outperform amateur players. The secrets behind the performance of professional FPS players have been debated in online communities with many conjectures; however, attempts of scientific verification have been limited. We addressed this conundrum through a data-collection study of the gameplay of eight professional and eight amateur players in the commercial FPS Counter-Strike: Global Offensive. The collected data cover behavioral data from six sensors (motion capture, eye tracker, mouse, keyboard, electromyography armband, and pulse sensor) and in-game data (player data and event logs). We examined conjectures in four categories: aiming, character movement, physicality, and device and settings. Only 6 out of 13 conjectures were supported with statistically sufficient evidence.
Title: Bedtime Window: A Field Study Connecting Bedrooms of Long-Distance Couples Using a Slow Photo-Stream and Shared Real-Time Inking
Authors: family: Kučera
given: Jan; family: Scott
given: James; family: Lindley
given: Siân; family: Olivier
given: Patrick
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: calm technology, remote presence, long-distance relationships, inking, ambient displays, privacy

Abstract: We present a system for connecting partners in long-distance relationships in bedrooms and at bedtime, a space and time that most couples share. Unlike communications explicitly initiated by users, our system is always-on, staying in the background and enabling remote presence without constant use. We present findings from a field study in which the system was deployed into participants’ bedrooms. The system includes an automated photo-stream (rather than video), which was found to provide a balance between the feeling of presence and privacy, and to remove the pressure to communicate. The system also includes a real-time shared inking canvas with disappearing ink, which was found to provide a rich versatile medium allowing for new patterns of communication, live interventions, and collaborative drawing. Learnings from how our system balances privacy and remote connectedness may also have relevance for other domains such as remote healthcare and education.
Title: Significant Otter: Understanding the Role of Biosignals in Communication
Authors: family: Liu
given: Fannie; family: Park
given: Chunjong; family: Tham
given: Yu Jiang; family: Tsai
given: Tsung-Yu; family: Dabbish
given: Laura; family: Kaufman
given: Geoff; family: Monroy-Hernández
given: Andrés
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: social connection, couples, computer-mediated communication, smartwatches, biosignals, heart rate, interpersonal communication

Abstract: With the growing ubiquity of wearable devices, sensed physiological responses provide new means to connect with others. While recent research demonstrates the expressive potential for biosignals, the value of sharing these personal data remains unclear. To understand their role in communication, we created Significant Otter, an Apple Watch/iPhone app that enables romantic partners to share and respond to each other’s biosignals in the form of animated otter avatars. In a one-month study with 20 couples, participants used Significant Otter with biosignals sensing OFF and ON. We found that while sensing OFF enabled couples to keep in touch, sensing ON enabled easier and more authentic communication that fostered social connection. However, the addition of biosignals introduced concerns about autonomy and agency over the messages they sent. We discuss design implications and future directions for communication systems that recommend messages based on biosignals.
Title: What Life Events are Disclosed on Social Media, How, When, and By Whom?
Authors: family: Saha
given: Koustuv; family: Seybolt
given: Jordyn; family: Mattingly
given: Stephen M; family: Aledavood
given: Talayeh; family: Konjeti
given: Chaitanya; family: Martinez
given: Gonzalo J.; family: Grover
given: Ted; family: Mark
given: Gloria; family: De Choudhury
given: Munmun
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: self-reports, individual differences, social media, language, life events, self-disclosure, audience

Abstract: Social media platforms continue to evolve as archival platforms, where important milestones in an individual’s life are socially disclosed for support, solidarity, maintaining and gaining social capital, or to meet therapeutic needs. However, a limited understanding of how and what life events are disclosed (or not) prevents designing platforms to be sensitive to life events. We ask what life events individuals disclose on a 256 participants’ year-long Facebook dataset of 14K posts against their self-reported life events. We contribute a codebook to identify life event disclosures and build regression models on factors explaining life events’ disclosures. Positive and anticipated events are more likely, whereas significant, recent, and intimate events are less likely to be disclosed on social media. While all life events may not be disclosed, online disclosures can reflect complementary information to self-reports. Our work bears practical and platform design implications in providing support and sensitivity to life events.
Title: Armed in ARMY: A Case Study of How BTS Fans Successfully Collaborated to #MatchAMillion for Black Lives Matter
Authors: family: Park
given: So Yeon; family: Santero
given: Nicole K.; family: Kaneshiro
given: Blair; family: Lee
given: Jin Ha
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Fan activism, Collaborative success, Collaboration, Teamwork, Philanthropy, Online community, Fandom

Abstract: Music fans strategically support their artists. Their collective efforts can extend to social causes as well: In 2020 for example, ARMY—the fandom of the music group BTS—successfully organized the #MatchAMillion campaign to raise over one million USD to support Black Lives Matter. To better understand factors of fandoms’ collaborative success for arguably unrelated social goals, we conducted a survey focusing on ARMYs’ perceptions of their fandom and their social effort. Most ARMYs viewed the fandom as a community, loosely structured with pillar accounts. They reported trust in each other as well as high team composition, which mediated the relationship between their neutral psychological safety and high efficacy. Respondents attributed their success in #MatchAMillion to shared values, good teamwork, and established infrastructure. Our findings elucidate contextual factors that contribute to ARMY’s collaborative success and highlight themes that may be applied to studying other fandoms and their collaborative efforts.
Title: Understanding Analytics Needs of Video Game Streamers
Authors: family: Mallari
given: Keri; family: Williams
given: Spencer; family: Hsieh
given: Gary
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: streamers, live streaming, video games, analytics

Abstract: Live streaming is a rapidly growing industry, with millions of content creators using platforms like Twitch to share games, art, and other activities. However, with this rise in popularity, most streamers often fail to attract viewers and grow their platforms. Analytic tools—which have shown success in other business and learning contexts—may be one potential solution, but their use in streaming settings remains unexplored. In this study, we focused on game streaming and interviewed 18 game streamers on Twitch and Mixer about their information needs and current use of tools, supplemented by explorations into their Discord communities. We find that streamers have a range of content, marketing, and community information needs, many of which are not being met by available tools. We conclude with design implications for developing more streamer-centered analytics for video game streamers.
Title: #StayHome #WithMe: How Do YouTubers Help with COVID-19 Loneliness?
Authors: family: Niu
given: Shuo; family: Bartolome
given: Ava; family: Mai
given: Cat; family: Ha
given: Nguyen Binh
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: parasocial, YouTube, disaster, social provisions, video sharing, loneliness

Abstract: Loneliness threatens public mental wellbeing during COVID-19. In response, YouTube creators participated in the #StayHome #WithMe movement (SHWM) and made myriad videos for people experiencing loneliness or boredom at home. User-shared videos generate parasocial attachment and virtual connectedness. However, there is limited knowledge of how creators contributed videos during disasters to provide social provisions as disaster-relief. Grounded on Weiss’s loneliness theory, this work analyzed 1488 SHWM videos to examine video sharing as a pathway to social provisions. Findings suggested that skill and knowledge sharing, entertaining arts, homelife activities, live chatting, and gameplay were the most popular video styles. YouTubers utilized parasocial relationships to form a space for staying away from the disaster. SHWM YouTubers provided friend-like, mentor-like, and family-like provisions through videos in different styles. Family-like provisions led to the highest overall viewer engagement. Based on the findings, design implications for supporting viewers’ mental wellbeing in disasters are discussed.
Title: Meeting You, Seeing Me: The Role of Social Anxiety, Visual Feedback, and Interface Layout in a Get-to-Know-You Task via Video Chat.
Authors: family: K. Miller
given: Matthew; family: Johannes Dechant
given: Martin; family: L. Mandryk
given: Regan
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems

Abstract: The growing number of video chat users includes socially anxious people, but it is not known how video chat interfaces affect their interpersonal interactions. In our first study, we use a get-to-know-you task to show that when video feedback of oneself is disabled, higher social anxiety is associated with more public self-awareness, use of 2nd person pronouns, and experienced anxiety. Higher social anxiety was linked to discussing more topics, but discussing more topics only elicited higher self-disclosure and trust when social anxiety was low. In our second study, we assess these same effects using a presentation layout video chat interface and observe no effects of social anxiety on public self-awareness, 2nd person pronoun use, or number of topics discussed; no effect of feedback on experienced anxiety; and no link between number of topics and self-disclosure. Video chat adopters and designers should consider how feedback and interface layout affect conversations.
Title: Online Mingling: Supporting Ad Hoc, Private Conversations at Virtual Conferences
Authors: family: Song
given: Jaeyoon; family: Riedl
given: Christoph; family: Malone
given: Thomas W.
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: social interaction, ad hoc conversations, online mingling, videoconferencing, virtual conferences

Abstract: Even though today’s videoconferencing systems are often very useful, these systems do not provide support for one of the most important aspects of in-person meetings: the ad hoc, private conversations that happen before, after, and during the breaks of scheduled events–the proverbial hallway conversations. Here we describe our design of a simple system, called Minglr, which supports this kind of interaction by facilitating the matching of conversational partners. We describe two studies of this system’s use at two virtual conferences with over 450 total participants. Our results provide evidence for the usefulness of this capability, showing that, for example, 81% of people who used the system successfully thought that future virtual conferences should include a tool with similar functionality. We believe that similar functionality is likely to be widely implemented in many videoconferencing systems and to increase the feasibility and desirability of many kinds of remote work and socializing.
Title: The Psychological Well-Being of Content Moderators: The Emotional Labor of Commercial Moderation and Avenues for Improving Support
Authors: family: Steiger
given: Miriah; family: Bharucha
given: Timir J; family: Venkatagiri
given: Sukrit; family: Riedl
given: Martin J.; family: Lease
given: Matthew
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: social justice, content moderation, wellness, human computation

Abstract: An estimated 100,000 people work today as commercial content moderators. These moderators are often exposed to disturbing content, which can lead to lasting psychological and emotional distress. This literature review investigates moderators’ psychological symptomatology, drawing on other occupations involving trauma exposure to further guide understanding of both symptoms and support mechanisms. We then introduce wellness interventions and review both programmatic and technological approaches to improving wellness. Additionally, we review methods for evaluating intervention efficacy. Finally, we recommend best practices and important directions for future research. Content Warning: we discuss the intense labor and psychological effects of CCM, including graphic descriptions of mental distress and illness.
Title: Mediating Intimacy with DearBoard: a Co-Customizable Keyboard for Everyday Messaging
Authors: family: Griggio
given: Carla F.; family: Sato
given: Arissa J.; family: Mackay
given: Wendy E.; family: Yatani
given: Koji
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: soft keyboard, communication places, CMC, GIF, ecosystems of communication apps, mediated intimacy, co-customizations, close relationships, emoji

Abstract: Co-customizations are collaborative customizations in messaging apps that all conversation members can view and change, e.g. the color of chat bubbles on Facebook Messenger. Co-customizations grant new opportunities for expressing intimacy; however, most apps offer private customizations only. To investigate how people in close relationships integrate co-customizations into their established communication app ecosystems, we built DearBoard: an Android keyboard that allows two people to co-customize its color theme and a toolbar of expression shortcuts (emojis and GIFs). In a 5-week field study with 18 pairs of couples, friends, and relatives, participants expressed their shared interests, history, and knowledge of each other through co-customizations that served as meaningful decorations, interface optimizations, conversation themes, and non-verbal channels for playful, affectionate interactions. The co-ownership of the co-customizations invited participants to negotiate who customizes what and for whom they customize. We discuss how co-customizations mediate intimacy through place-making efforts and suggest design opportunities.
Title: “Oops...”: Mobile Message Deletion in Conversation Error and Regret Remediation
Authors: family: Warner
given: Mark; family: Lascau
given: Laura; family: Cox
given: Anna L; family: Brumby
given: Duncan P; family: Blandford
given: Ann
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: regrettable messages, global delete, messaging errors, errors in communication, message deletion, unsent messages, mobile messaging, delete indicator, messaging apps, delete notification

Abstract: Message deletion in mobile messaging apps allows people to “unsay” things they have said. This paper explores how and why people use (or do not use) this feature within remediation strategies after a communication error is identified. We present findings from a multi-stage survey designed to explore people’s general experiences of the message deletion feature (N = 401), peoples’ experiences of using this feature during the remediation of an error (N = 70), and receivers’ perceptions around recent message deletions (N = 68). While people are typically aware of the deletion feature, it is infrequently used. When used, it is primarily done so to improve conversations by reducing confusion between conversation partners. We found people being aware of message deletions creating information-gaps which can provoke curiosity in recipients, causing them to develop narratives to help address the uncertainty. We found concerns amongst senders that these narratives would be of a negative nature, having an undesirable impact on how others perceive them. We use our findings to suggest ways in which mobile messaging apps could improve conversational experiences around erroneous and regrettable messages.