huashen218/convxai-cia-dataset huggingface dataset:
Title: PneuSleeve: In-fabric Multimodal Actuation and Sensing in a Soft, Compact, and Expressive Haptic Sleeve
Authors: family: Zhu
given: Mengjia; family: Memar
given: Amirhossein H.; family: Gupta
given: Aakar; family: Samad
given: Majed; family: Agarwal
given: Priyanshu; family: Visell
given: Yon; family: Keller
given: Sean J.; family: Colonnese
given: Nicholas
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Integration of soft haptic devices into garments can improve their usability and wearability for daily computing interactions. In this paper, we introduce PneuSleeve, a fabric-based, compact, and highly expressive forearm sleeve which can render a broad range of haptic stimuli including compression, skin stretch, and vibration. The haptic stimuli are generated by controlling pneumatic pressure inside embroidered stretchable tubes. The actuation configuration includes two compression actuators on the proximal and distal forearm, and four uniformly distributed linear actuators around and tangent to the forearm. Further, to ensure a suitable grip force, two soft mutual capacitance sensors are fabricated and integrated into the compression actuators, and a closed-loop force controller is implemented. We physically characterize the static and dynamic behavior of the actuators, as well as the performance of closed-loop control. We quantitatively evaluate the psychophysical characteristics of the six actuators in a set of user studies. Finally, we show the expressiveness of PneuSleeve by evaluating combined haptic stimuli using subjective assessments.
Title: Teenage Visitor Experience: Classification of Behavioral Dynamics in Museums
Authors: family: Cesário
given: Vanessa; family: Petrelli
given: Daniela; family: Nisi
given: Valentina
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Teenagers' engagement in museums is much talked about but little research has been done to understand their behavior and inform design. Findings from co-design sessions with teenagers suggested they value games and stories when thinking about enjoyable museum tours. Informed by these findings and working with a natural history museum, we designed: a story-based tour (Turning Point) and a game-based tour (Haunted Encounters), informed by similar content. The two strategies were evaluated with 78 teenagers (15-19 years old) visiting the museum as part of an educational school trip. We assessed teenagers' personality in class; qualitative and quantitative data on their engagement, experience, and usability of the apps were collected at the museum. The triangulation of quantitative and qualitative data show personality traits mapping into different behaviors. We offer implications for the design of museum apps targeted to teenagers, a group known as difficult to reach.
Title: Vibrotactile Funneling Illusion and Localization Performance on the Head
Authors: family: Kaul
given: Oliver Beren; family: Rohs
given: Michael; family: Simon
given: Benjamin; family: Demir
given: Kerem Can; family: Ferry
given: Kamillo
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: The vibrotactile funneling illusion is the sensation of a single (non-existing) stimulus somewhere in-between the actual stimulus locations. Its occurrence depends upon body location, distance between the actuators, signal synchronization, and intensity. Related work has shown that the funneling illusion may occur on the forehead. We were able to reproduce these findings and explored five further regions to get a more complete picture of the occurrence of the funneling illusion on the head. The results of our study (24 participants) show that the actuator distance, for which the funneling illusion occurs, strongly depends upon the head region. Moreover, we evaluated the centralizing bias (smaller perceived than actual actuator distances) for different head regions, which also showed widely varying characteristics. We computed a detailed heat map of vibrotactile localization accuracies on the head. The results inform the design of future tactile head-mounted displays that aim to support the funneling illusion.
Title: Modeling the Endpoint Uncertainty in Crossing-based Moving Target Selection
Authors: family: Huang
given: Jin; family: Tian
given: Feng; family: Fan
given: Xiangmin; family: Tu
given: Huawei; family: Zhang
given: Hao; family: Peng
given: Xiaolan; family: Wang
given: Hongan
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Modeling the endpoint uncertainty of moving target selection with crossing is essential to understand factors such as speed-accuracy trade-off and interaction efficiency in crossing-based user interfaces with dynamic contents. However, there have been few studies looking into this research topic in the HCI field. This paper presents a Quaternary-Gaussian model to quantitatively measure the endpoint uncertainty in crossing-based moving target selection. To validate this model, we conducted an experiment with discrete crossing tasks on five factors, i.e., initial distance, size, speed, orientation, and moving direction. Results showed that our model fit the data of μ and σ accurately with adjusted R2 of 0.883 and 0.920. We also demonstrated the validity of our model in predicting error rates in crossing-based moving target selection. We concluded with a set of implications for future designs.
Title: "I Feel Like This is a Bad Thing": Investigating Disassembly in Action for Novices
Authors: family: Logler
given: Nick; family: Pitt
given: Caroline; family: Gao
given: Xin; family: Hishikawa
given: Allison Marie; family: Yip
given: Jason; family: Friedman
given: Batya
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Materials are dynamic-they can be shaped and changed. Often however, our tools and technologies appear to fix materials in place. Disassembly is one practice that provides openings to explore and understand the dynamic nature of material. In this research, we investigate possibilities that emerge from disassembly. Specifically, we studied how novices disassembled a common digital artifact-desktop printers. We worked with 21 young people and family members across two evening workshops at a middle school. We report on the workshop interactions, categories of actions of disassembly, and four in-depth vignettes showcasing disassembly in action. In the discussion, we reflect on disassembly and permission, sustainability, the joy of disassembling, and design considerations in support of disassembly. Our contributions include: (1) extending existing theoretical framings about artifacts and materials; (2) an empirical study documenting the process by which novices disassemble; and (3) preliminary design and policy considerations that enable disassembly.
Title: "Human, All Too Human": NOAA Weather Radio and the Emotional Impact of Synthetic Voices
Authors: family: Scott
given: Kristen M.; family: Ashby
given: Simone; family: Hanna
given: Julian
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: The integration of text-to-speech into an open technology stack for low-power FM community radio stations is an opportunity to automate laborious processes and increase accessibility to information in remote communities. However, there are open questions as to the perceived contrast of synthetic voices with the local and intimate format of community radio. This paper presents an exploratory focus group on the topic, followed by a thematic analysis of public comments on YouTube videos of the synthetic voices used for broadcasting by National Oceanic and Atmospheric Administration (NOAA) Weather Radio. We find that despite observed reservations about the suitability of TTS for radio, there is significant evidence of anthropomorphism, nostalgia and emotional connection in relation to these voices. Additionally, introduction of a more "human sounding" synthetic voice elicited significant negative feedback. We identify pronunciation, speed, suitability to content and acknowledgment of limitations as more relevant factors in listeners' stated sense of connection.
Title: Privacy and Activism in the Transgender Community
Authors: family: Lerner
given: Ada; family: He
given: Helen Yuxun; family: Kawakami
given: Anna; family: Zeamer
given: Silvia Catherine; family: Hoyle
given: Roberto
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Transgender people are marginalized, facing specific privacy concerns and high risk of online and offline harassment, discrimination, and violence. They also benefit tremendously from technology. We conducted semi-structured interviews with 18 transgender people from 3 U.S. cities about their computer security and privacy experiences broadly construed. Participants frequently returned to themes of activism and prosocial behavior, such as protest organization, political speech, and role-modeling transgender identities, so we focus our analysis on these themes. We identify several prominent risk models related to visibility, luck, and identity that participants used to analyze their own risk profiles, often as distinct or extreme. These risk perceptions may heavily influence transgender people's defensive behaviors and self-efficacy, jeopardizing their ability to defend themselves or gain technology's benefits. We articulate design lessons emerging from these ideas, contrasting and relating them to lessons about other marginalized groups whenever possible.
Title: Improving Humans' Ability to Interpret Deictic Gestures in Virtual Reality
Authors: family: Mayer
given: Sven; family: Reinhardt
given: Jens; family: Schweigert
given: Robin; family: Jelke
given: Brighten; family: Schwind
given: Valentin; family: Wolf
given: Katrin; family: Henze
given: Niels
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems
Keywords: ray tracing, correction model, virtual reality, deictic

Abstract: Collaborative Virtual Environments (CVEs) offer unique opportunities for human communication. Humans can interact with each other over a distance in any environment and visual embodiment they want. Although deictic gestures are especially important as they can guide other humans' attention, humans make systematic errors when using and interpreting them. Recent work suggests that the interpretation of vertical deictic gestures can be significantly improved by warping the pointing arm. In this paper, we extend previous work by showing that models enable to also improve the interpretation of deictic gestures at targets all around the user. Through a study with 28 participants in a CVE, we analyzed the errors users make when interpreting deictic gestures. We derived a model that rotates the arm of a pointing user's avatar to improve the observing users' accuracy. A second study with 24 participants shows that we can improve observers' accuracy by 22.9%. As our approach is not noticeable for users, it improves their accuracy without requiring them to learn a new interaction technique or distracting from the experience.
Title: Understanding Client Support Strategies to Improve Clinical Outcomes in an Online Mental Health Intervention
Authors: family: Chikersal
given: Prerna; family: Belgrave
given: Danielle; family: Doherty
given: Gavin; family: Enrique
given: Angel; family: Palacios
given: Jorge E.; family: Richards
given: Derek; family: Thieme
given: Anja
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Online mental health interventions are increasingly important in providing access to, and supporting the effectiveness of, mental health treatment. While these technologies are effective, user attrition and early disengagement are key challenges. Evidence suggests that integrating a human supporter into such services mitigates these challenges, however, it remains under-studied how supporter involvement benefits client outcomes, and how to maximize such effects. We present our analysis of 234,735 supporter messages to discover how different support strategies correlate with clinical outcomes. We describe our machine learning methods for: (i) clustering supporters based on client outcomes; (ii) extracting and analyzing linguistic features from supporter messages; and (iii) identifying context-specific patterns of support. Our findings indicate that concrete, positive and supportive feedback from supporters that reference social behaviors are strongly associated with better outcomes; and show how their importance varies dependent on different client situations. We discuss design implications for personalized support and supporter interfaces.
Title: IoT Data in the Home: Observing Entanglements and Drawing New Encounters
Authors: family: Desjardins
given: Audrey; family: Biggs
given: Heidi R.; family: Key
given: Cayla; family: Viny
given: Jeremy E.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Internet of Things (IoT) technologies for the home are gaining in popularity, generating exponential data byproducts. Yet, everyday relationships between home dwellers and domestic IoT data often remain secondary interactions, preventing deeper understanding and awareness of data tracked in the home. Our paper offers a design ethnography and design inquiry which examine these human-data entanglements. Findings from working with 10 inhabitants who interact with their IoT data illustrate five characteristics of current data encounters: manifesting, inquiring, exposing, repositioning, and broadening. In response, we used speculative sketches to refine, refract and complicate these encounters. We argue that data do not have to be laborious, tidy or the byproduct of a service, but rather lively and affecting. We further suggest new modes of engagement with data which expand or step away from self-improvement and reflection: through diverse acts of noticing, by allowing data to remain invisible, and by embracing imaginative practices.
Title: Interactive Multisensory Environments for Primary School Children
Authors: family: Garzotto
given: Franca; family: Beccaluva
given: Eleonora; family: Gianotti
given: Mattia; family: Riccardi
given: Fabiano
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Interactive Multi-Sensory Environments (iMSEs) are room-sized interactive installations equipped with digitally enriched physical materials and ambient embedded devices. These items can sense users' presence, gestures, movements, and manipulation, and react by providing gentle stimulation (e.g., light, sound, projections, blowing bubbles, tactile feel, aromas) to different senses. Most of prior research on iMSEs investigates their use for persons with disabilities (e.g., autism). Our work focuses on the use of iMSEs in primary education contexts and for mixed groups of young students, i.e., children with and without disability. The paper describes the latest version of an iMSE called Magic Room that has been installed in two local schools. We report two empirical studies devoted to understand how the Magic Room could be used in inclusive educational settings, and to explore its potential benefits.
Title: Parenting with Alexa: Exploring the Introduction of Smart Speakers on Family Dynamics
Authors: family: Beneteau
given: Erin; family: Boone
given: Ashley; family: Wu
given: Yuxing; family: Kientz
given: Julie A.; family: Yip
given: Jason; family: Hiniker
given: Alexis
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Smart speakers have become pervasive in family homes, creating the potential for these devices to influence parent-child dynamics and parenting behaviors. We investigate the impact of introducing a smart speaker to 10 families with children, over four weeks. We use pre- and post- deployment interviews with the whole family and in-home audio capture of parent-child interactions with the smart speaker for our analysis. Despite the smart speaker causing occasional conflict in the home, we observed that parents lever-aged the smart speaker to further parenting goals. We found three forms of influence the smart speaker has on family dynamics: 1) fostering communication, 2) disrupting access, and 3) augmenting parenting. All of these influences arise from a communally accessible, stand-alone voice interface which democratizes family access to technology. We discuss design implications in furthering parenting practices and behaviors as the capabilities of the technology continue to improve.
Title: Making Design Memoirs: Understanding and Honoring Difficult Experiences
Authors: family: Devendorf
given: Laura; family: Andersen
given: Kristina; family: Kelliher
given: Aisling
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Design is commonly understood as a storytelling practice, yet we have few narratives with which to describe the felt experiences of struggle, pain, and difficulty, beyond treating them as subjects to resolve. This work uses the praxis of embodied design as a way to bring more complex narratives to the community for contemplation---to engage and entangle personal and difficult stories within a public context. We propose the term Design Memoirs for these first-person practices and reflections. Design Memoirs are subjective and corporeal in nature, and provide a direct and observable way to reckon with felt experiences through, and for, design. We demonstrate Design Memoirs by drawing on our own experiences as mothers, caregivers, and corporeal subjects. Following Barad, we propose a practice of diffractive reading to locate resonances between Design Memoirs which render difficult autobiographical material addressable, shareable, and open for new interpretations. We present this strategy as a method for arriving at deeper understandings of difficult experiences.
Title: The Influence of Decaying the Representation of Older Social Media Content on Simulated Hiring Decisions
Authors: family: Mohamed
given: Reham; family: Chametka
given: Paulina; family: Chiasson
given: Sonia
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Decaying representations gradually make social media content less visible to readers over time, which can help users disassociate from past online activities. We explore whether shrinking, one decaying representation, influences managers' assessments and simulated hiring decisions of job candidates, compared to seeing a full profile or an empty profile with no posts. Our 3 x 2 between-subjects crowdsourced survey (N = 360 US managers) shows that shrunk or empty profiles led to more positive decisions than profiles in their original full format. However, shrunk profiles also further contributed to more positive impressions of the candidates. Shrinking did not help the candidate of either gender more than the other and demographics of managers had limited impact on their assessment. Further, our managers regularly search job candidates' social media profiles in real life, suggesting that shrinking could support users' privacy. We finally present implications for individuals' privacy on social media.
Title: Sensor Illumination: Exploring Design Qualities and Ethical Implications of Smart Cameras and Image/Video Analytics
Authors: family: Pierce
given: James; family: Wong
given: Richmond Y.; family: Merrill
given: Nick
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Drawing analogies between smart cameras and electric lighting, we highlight and extrapolate design trends towards always-on sensing in intimate contexts, and the functional expansion of smart cameras as general-purpose and multi-functional devices. Employing a research through design (RtD) approach, we extrapolate these trends using speculative scenarios, materialize the scenarios by designing and constructing lighting-inspired smart camera fixtures, and self-experiment with these fixtures to introduce and exacerbate privacy and security issues, and inspire creative workarounds and design opportunities for sensor-level regulation. We synthesize our insights by presenting 8 smart camera sensing design qualities for addressing privacy, security, and related social and ethical issues.
Title: Dear Pictograph: Investigating the Role of Personalization and Immersion for Consuming and Enjoying Visualizations
Authors: family: Romat
given: Hugo; family: Henry Riche
given: Nathalie; family: Hurter
given: Christophe; family: Drucker
given: Steven; family: Amini
given: Fereshteh; family: Hinckley
given: Ken
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Much of the visualization literature focuses on assessment of visual representations with regard to their effectiveness for understanding data. In the present work, we instead focus on making data visualization experiences more enjoyable, to foster deeper engagement with data. We investigate two strategies to make visualization experiences more enjoyable and engaging: personalization, and immersion. We selected pictographs (composed of multiple data glyphs) as this representation affords creative freedom, allowing people to craft symbolic or whimsical shapes of personal significance to represent data. We present the results of a qualitative study with 12 participants crafting pictographs using a large pen-enabled device and while immersed within a VR environment. Our results indicate that personalization and immersion both have positive impact on making visualizations more enjoyable experiences.
Title: Explore, Create, Annotate: Designing Digital Drawing Tools with Visually Impaired People
Authors: family: Pandey
given: Maulishree; family: Subramonyam
given: Hariharan; family: Sasia
given: Brooke; family: Oney
given: Steve; family: O'Modhrain
given: Sile
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: People often use text in their drawings to communicate their ideas. For visually impaired people, adding textual information to tactile graphics is challenging. Labeling in braille is a laborious process and clutters the drawings. Audio labels provide an alternative way to add text. However, digital drawing tools for visually impaired people have not examined the use of audio for creating labels. We conducted a study comprising three tasks with 11 visually impaired adults. Our goal was to understand how participants explored and created labeled tactile graphics (both braille and audio), and their interaction preferences. We find that audio labels were quicker to use and easier to create. However, braille labels enabled flexible exploration strategies. We also find that participants preferred multimodal interaction commands, and report hand postures and movements observed during the drawing process for designing recognizable interactions. Based on our findings, we derive design implications for digital drawing tools.