huashen218/convxai-cia-dataset huggingface dataset:
Title: Using Intersectional Representation & Embodied Identification in Standard Video Game Play to Reduce Societal Biases
Authors: family: Jarrell
given: Marie; family: Ghaiumy Anaraky
given: Reza; family: Knijnenburg
given: Bart; family: Ash
given: Erin
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: representation, embodiment, virtual characters, identification, racial bias, gender bias, video games, intersectionality

Abstract: While virtual character embodiment has been studied as a mitigator of singular societal biases in fully immersive VR and empathy games, there have been no major studies on representation featuring standard game play or intersectional identities. In our study, participants played a short 2D video game with racial and gender character manipulations. They then rated a LinkedIn profile application to examine interactions of racial and gender biases. White male participants showed bias against black and female applicants, with the black female applicant experiencing both racial and gender bias. However, participants who embodied certain underrepresented characters in the game displayed reduced biases. Participants’ perceived identification with the characters moderated this effect. The study highlights a lack of homogeneity in the prevalence and potential reduction of different societal biases and incorporates intersectionality to illustrate how multiple parts of a player character’s identity can be used to combat biases.
Title: Journalistic Source Discovery: Supporting The Identification of News Sources in User Generated Content
Authors: family: Wang
given: Yixue; family: Diakopoulos
given: Nicholas
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: crowd-sourcing journalism, journalistic sourcing, citizen journalism, user-generated content, Computational journalism, sensemaking

Abstract: Many journalists and newsrooms now incorporate audience contributions in their sourcing practices by leveraging user-generated content (UGC). However, their sourcing needs and practices as they seek information from UGCs are still not deeply understood by researchers or well-supported in tools. This paper first reports the results of a qualitative interview study with nine professional journalists about their UGC sourcing practices, detailing what journalists typically look for in UGCs and elaborating on two UGC sourcing approaches: deep reporting and wide reporting. These findings then inform a human-centered design approach to prototype a UGC sourcing tool for journalists, which enables journalists to interactively filter and rank UGCs based on users’ example content. We evaluate the prototype with nine professional journalists who source UGCs in their daily routines to understand how UGC sourcing practices are enabled and transformed, while also uncovering opportunities for future research and design to support journalistic sourcing practices and sensemaking processes.
Title: Large Scale Analysis of Multitasking Behavior During Remote Meetings
Authors: family: Cao
given: Hancheng; family: Lee
given: Chia-Jung; family: Iqbal
given: Shamsi; family: Czerwinski
given: Mary; family: Wong
given: Priscilla N Y; family: Rintel
given: Sean; family: Hecht
given: Brent; family: Teevan
given: Jaime; family: Yang
given: Longqi
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Multitasking, remote work, collaboration, meeting

Abstract: Virtual meetings are critical for remote work because of the need for synchronous collaboration in the absence of in-person interactions. In-meeting multitasking is closely linked to people’s productivity and wellbeing. However, we currently have limited understanding of multitasking in remote meetings and its potential impact. In this paper, we present what we believe is the most comprehensive study of remote meeting multitasking behavior through an analysis of a large-scale telemetry dataset collected from February to May 2020 of U.S. Microsoft employees and a 715-person diary study. Our results demonstrate that intrinsic meeting characteristics such as size, length, time, and type, significantly correlate with the extent to which people multitask, and multitasking can lead to both positive and negative outcomes. Our findings suggest important best-practice guidelines for remote meetings (e.g., avoid important meetings in the morning) and design implications for productivity tools (e.g., support positive remote multitasking).
Title: Comparing Generic and Community-Situated Crowdsourcing for Data Validation in the Context of Recovery from Substance Use Disorders
Authors: family: Rubya
given: Sabirat; family: Numainville
given: Joseph; family: Yarosh
given: Svetlana
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Alcoholics Anonymous, Crowdsourcing, community-situated crowd

Abstract: Targeting the right group of workers for crowdsourcing often achieves better quality results. One unique example of targeted crowdsourcing is seeking community-situated workers whose familiarity with the background and the norms of a particular group can help produce better outcome or accuracy. These community-situated crowd workers can be recruited in different ways from generic online crowdsourcing platforms or from online recovery communities. We evaluate three different approaches to recruit generic and community-situated crowd in terms of the time and the cost of recruitment, and the accuracy of task completion. We consider the context of Alcoholics Anonymous (AA), the largest peer support group for recovering alcoholics, and the task of identifying and validating AA meeting information. We discuss the benefits and trade-offs of recruiting paid vs. unpaid community-situated workers and provide implications for future research in the recovery context and relevant domains of HCI, and for the design of crowdsourcing ICT systems.
Title: Designing Telepresence Drones to Support Synchronous, Mid-air Remote Collaboration: An Exploratory Study
Authors: family: Sabet
given: Mehrnaz; family: Orand
given: Mania; family: W. McDonald
given: David
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Drones, Collaborative remote control, Remote collaboration, Telepresence, UAV, Quadcopters, Collaborative work, User Interface

Abstract: Drones are increasingly used to support humanitarian crises and events that involve dangerous or costly tasks. While drones have great potential for remote collaborative work and aerial telepresence, existing drone technology is limited in its support for synchronous collaboration among multiple remote users. Through three design iterations and evaluations, we prototyped Squadrone, a novel aerial telepresence platform that supports synchronous mid-air collaboration among multiple remote users. We present our design and report results from evaluating our iterations with 13 participants in 3 different collaboration configurations. Our first design iteration validates the basic functionality of the platform. Then, we establish the effectiveness of collaboration using a 360-degree shared aerial display. Finally, we simulate a type of search task in an open environment to see if collaborative telepresence impacts members’ participation. The results validate some initial goals for Squadrone and are used to reflect back on a recent telepresence design framework.
Title: MirrorBlender: Supporting Hybrid Meetings with a Malleable Video-Conferencing System
Authors: family: Grønbæk
given: Jens Emil; family: Saatçi
given: Banu; family: Griggio
given: Carla F.; family: Klokmose
given: Clemens Nylandsted
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: blended interaction spaces, shareable dynamic media, video conferencing, inclusive meetings, Hybrid meetings

Abstract: In hybrid meetings, multiple co-located participants communicate with remote participants through video. But video communication inhibits non-verbal cues, and this often causes remote participants to feel excluded. To address this issue, we built MirrorBlender: a What-You-See-Is-What-I-See video-conferencing system for blending, repositioning, and resizing mirrors. Mirrors here denote shared video feeds of people and screens. In a qualitative study of MirrorBlender with three hybrid meeting sessions, we found that the shared control of mirrors supported users in negotiating a blended interpersonal space. Moreover, it enabled diverse acts of inclusion of remote participants. In particular, remote participants brought attention to themselves by manipulating the position, scale, and translucency of their camera and screen feeds. Participants also embodied and leveraged their mirror images for deictic gestures and playful interactions. Based on these findings, we discuss new opportunities for supporting video-mediated collaboration.
Title: Uncovering the Promises and Challenges of Social Media Use in the Low-Wage Labor Market: Insights from Employers
Authors: family: Lu
given: Alex Jiahong; family: Dillahunt
given: Tawanna R.
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: materiality, power asymmetries, recruitment, impression management, low-wage worker, Social media, workplace studies

Abstract: Social media has become an effective recruitment tool for higher-waged and white-collar professionals. Yet, past studies have questioned its effectiveness for the recruitment of lower-waged workers. It is also unclear whether or how employers leverage social media in their recruitment of low-wage job seekers, and how social media could better support the needs of both stakeholders. Therefore, we conducted 15 semi-structured interviews with employers of low-wage workers in the U.S. We found that employers: use social media, primarily Facebook, to access large pools of active low-wage job seekers; and recognize indirect signals about low-wage job seekers’ commitment and job readiness. Our work suggests that there remains a visible, yet unaddressed power imbalance between low-wage workers and employers in the use of social media, which risks further destabilizing the precarious labor market.
Title: Winder: Linking Speech and Visual Objects to Support Communication in Asynchronous Collaboration
Authors: family: Kim
given: Tae Soo; family: Kim
given: Seungsu; family: Choi
given: Yoonseo; family: Kim
given: Juho
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Speech, Voice, Asynchronous Communication, Visual Document, Team Collaboration, Multimodal Input, User Interface Design.

Abstract: Team members commonly collaborate on visual documents remotely and asynchronously. Particularly, students are frequently restricted to this setting as they often do not share work schedules or physical workspaces. As communication in this setting has delays and limits the main modality to text, members exert more effort to reference document objects and understand others’ intentions. We propose Winder, a Figma plugin that addresses these challenges through linked tapes—multimodal comments of clicks and voice. Bidirectional links between the clicked-on objects and voice recordings facilitate understanding tapes: selecting objects retrieves relevant recordings, and playing recordings highlights related objects. By periodically prompting users to produce tapes, Winder preemptively obtains information to satisfy potential communication needs. Through a five-day study with eight teams of three, we evaluated the system’s impact on teams asynchronously designing graphical user interfaces. Our findings revealed that producing linked tapes could be as lightweight as face-to-face (F2F) interactions while transmitting intentions more precisely than text. Furthermore, with preempted tapes, teammates coordinated tasks and invited members to build on each others’ work.
Title: Current Practices, Challenges, and Design Implications for Collaborative AR/VR Application Development
Authors: family: Krauß
given: Veronika; family: Boden
given: Alexander; family: Oppermann
given: Leif; family: Reiners
given: René
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Augmented Reality, AR/VR, XR, AR development, AR design, practitioners, MR, authoring tools

Abstract: Augmented/Virtual Reality (AR/VR) is still a fragmented space to design for due to the rapidly evolving hardware, the interdisciplinarity of teams, and a lack of standards and best practices. We interviewed 26 professional AR/VR designers and developers to shed light on their tasks, approaches, tools, and challenges. Based on their work and the artifacts they generated, we found that AR/VR application creators fulfill four roles: concept developers, interaction designers, content authors, and technical developers. One person often incorporates multiple roles and faces a variety of challenges during the design process from the initial contextual analysis to the deployment. From analysis of their tool sets, methods, and artifacts, we describe critical key challenges. Finally, we discuss the importance of prototyping for the communication in AR/VR development teams and highlight design implications for future tools to create a more usable AR/VR tool chain.
Title: “Why lose control?” A Study of Freelancers’ Experiences with Gig Economy Platforms
Authors: family: Carlos Alvarez de la Vega
given: Juan; family: E. Cecchinato
given: Marta; family: Rooksby
given: John
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Upwork, Freelancing platforms, Fiverr, Reddit, Freelance work, Worker-centered design, Gig economy

Abstract: Freelancing platforms, such as Upwork, represent an expansion of the gig economy to encompass knowledge-based work. Prior research in HCI has primarily focused on forms of gig work such as ride-sharing and microwork but has not addressed how freelancing platforms are disrupting high-skilled knowledge work. To understand freelancers’ perspectives on how these platforms are disrupting their work we have collected and thematically analysed 528 posts with 7499 comments from four relevant subforums on Reddit. The qualitative findings reveal tensions between wanting autonomy and control and the necessity of opportunities and convenience. Freelancing platforms are perceived as systems that present advantages to find clients, gain experience and mitigate precarity. However, these platforms constrain the control over their work that freelancers value. The paper contributes an improved understanding of freelance work, the role and potential for freelancing platforms in the knowledge-based gig economy, and directions for worker-centred design.
Title: Using Boolean Satisfiability Solvers to Help Reduce Cognitive Load and Improve Decision Making when Creating Common Academic Schedules
Authors: family: Manzano
given: Joshua C.; family: Soliven
given: Adrienne Francesca O.; family: Llamas
given: Antonio Miguel B.; family: Tinsay
given: Shenn Margareth V.; family: Samson
given: Briane Paul V.; family: Cabredo
given: Rafael A.
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Decision Making, Human-Centered Design, SAT Solver, Cognitive Load, Student Scheduling, Boolean Satisfiability, Constraint Satisfaction

Abstract: Manual schedule creation often involves satisfying numerous unique and conflicting constraints, which becomes more cognitively demanding when creating a common academic schedule with other individuals. Poor decision making caused by cognitive overload can result in unsuitable schedules. This study proposes the use of Boolean satisfiability (SAT) solvers in an academic scheduling system to help students balance scheduling preferences and satisfy necessary constraints. Based on the availability of courses and the scheduling preferences of users, the system automatically resolves conflicts and presents possible schedules. In a controlled experiment with 42 undergraduate students, cognitive demand was reduced by eliminating menial decisions, which significantly optimized the creation of a common schedule among peers. We found that human errors and emotional stress were diminished, and schedules created using the system were more satisfactory to participants. Finally, we present recommendations and design implications for future academic scheduling systems.
Title: The Role of Social Presence for Cooperation in Augmented Reality on Head Mounted Devices: A Literature Review
Authors: family: Osmers
given: Niklas; family: Prilla
given: Michael; family: Blunk
given: Oliver; family: George Brown
given: Gordon; family: Janßen
given: Marc; family: Kahrl
given: Nicolas
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Cooperation, Augmented Reality, Literature Review, Head Mounted Devices, Social Presence, Presence Questionnaire, User Study

Abstract: With growing interest regarding cooperation support using Augmented Reality (AR), social presence has become a popular measure of its quality. While this concept is established throughout cooperation research, its role in AR is still unclear: Some work uses social presence as an indicator for support quality, while others found no impact at all. To clarify this role, we conducted a literature review of recent publications that empirically investigated social presence in cooperative AR. After a thorough selection procedure, we analyzed 19 publications according to factors influencing social presence and the impact of social presence on cooperation support. We found that certain interventions support social presence better than others, that social presence has an influence on user's preferences and that the relation between social presence and cooperation quality may depend on the symmetry of the cooperation task. This contributes to existing research by clarifying the role of social presence for cooperative AR and deriving corresponding design recommendations.
Title: Tele-Immersive Improv: Effects of Immersive Visualisations on Rehearsing and Performing Theatre Online
Authors: family: Branch
given: Boyd; family: Efstratiou
given: Christos; family: Mirowski
given: Piotr; family: Mathewson
given: Kory W.; family: Allain
given: Paul
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: immersive communication, improvisation, tele-presence, mixed reality, presence, tele-immersion, creativity

Abstract: Performers acutely need but lack tools to remotely rehearse and create live theatre, particularly due to global restrictions on social interactions during the Covid-19 pandemic. No studies, however, have heretofore examined how remote video-collaboration affects performance. This paper presents the findings of a field study with 16 domain experts over six weeks investigating how tele-immersion affects the rehearsal and performance of improvisational theatre. To conduct the study, an original media server was developed for co-locating remote performers into shared virtual 3D environments which were accessed through popular video conferencing software. The results of this qualitative study indicate that tele-immersive environments uniquely provide performers with a strong sense of co- presence, feelings of physical connection, and an increased ability to enter the social-flow states required for improvisational theatre. Based on our observations, we put forward design recommendations for video collaboration tools tailored to the unique demands of live performance.
Title: Grand Challenges in Immersive Analytics
Authors: family: Ens
given: Barrett; family: Bach
given: Benjamin; family: Cordeil
given: Maxime; family: Engelke
given: Ulrich; family: Serrano
given: Marcos; family: Willett
given: Wesley; family: Prouzeau
given: Arnaud; family: Anthes
given: Christoph; family: Büschel
given: Wolfgang; family: Dunne
given: Cody; family: Dwyer
given: Tim; family: Grubert
given: Jens; family: Haga
given: Jason H.; family: Kirshenbaum
given: Nurit; family: Kobayashi
given: Dylan; family: Lin
given: Tica; family: Olaosebikan
given: Monsurat; family: Pointecker
given: Fabian; family: Saffo
given: David; family: Saquib
given: Nazmus; family: Schmalstieg
given: Dieter; family: Szafir
given: Danielle Albers; family: Whitlock
given: Matt; family: Yang
given: Yalong
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: data visualisation, grand research challenges, Immersive analytics, virtual reality, augmented reality

Abstract: Immersive Analytics is a quickly evolving field that unites several areas such as visualisation, immersive environments, and human-computer interaction to support human data analysis with emerging technologies. This research has thrived over the past years with multiple workshops, seminars, and a growing body of publications, spanning several conferences. Given the rapid advancement of interaction technologies and novel application domains, this paper aims toward a broader research agenda to enable widespread adoption. We present 17 key research challenges developed over multiple sessions by a diverse group of 24 international experts, initiated from a virtual scientific workshop at ACM CHI 2020. These challenges aim to coordinate future work by providing a systematic roadmap of current directions and impending hurdles to facilitate productive and effective applications for Immersive Analytics.
Title: Quantitative Data Visualisation on Virtual Globes
Authors: family: Satriadi
given: Kadek Ananta; family: Ens
given: Barrett; family: Czauderna
given: Tobias; family: Cordeil
given: Maxime; family: Jenny
given: Bernhard
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: geovisualisation, virtual globes, quantitative data visualisation

Abstract: Geographic data visualisation on virtual globes is intuitive and widespread, but has not been thoroughly investigated. We explore two main design factors for quantitative data visualisation on virtual globes: i) commonly used primitives (2D bar, 3D bar, circle) and ii) the orientation of these primitives (tangential, normal, billboarded). We evaluate five distinctive visualisation idioms in a user study with 50 participants. The results show that aligning primitives tangentially on the globe’s surface decreases the accuracy of area-proportional circle visualisations, while the orientation does not have a significant effect on the accuracy of length-proportional bar visualisations. We also find that tangential primitives induce higher perceived mental load than other orientations. Guided by these results we design a novel globe visualisation idiom, Geoburst, that combines a virtual globe and a radial bar chart. A preliminary evaluation reports potential benefits and drawbacks of the Geoburst visualisation.