huashen218/convxai-cia-dataset huggingface dataset:
Title: Adaptive Photographic Composition Guidance
Authors: family: E
given: Jane L.; family: Fried
given: Ohad; family: Lu
given: Jingwan; family: Zhang
given: Jianming; family: Mech
given: Radomír; family: Echevarria
given: Jose; family: Hanrahan
given: Pat; family: Landay
given: James A.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Photographic composition is often taught as alignment with composition grids-most commonly, the rule of thirds. Professional photographers use more complex grids, like the harmonic armature, to achieve more diverse dynamic compositions. We are interested in understanding whether these complex grids are helpful to amateurs.In a formative study, we found that overlaying the harmonic armature in the camera can help less experienced photographers discover and achieve different compositions, but it can also be overwhelming due to the large number of lines. Photographers actually use subsets of lines from the armature to explain different aspects of composition. However, this occurs mainly offline to analyze existing images. We propose bringing this mental model into the camera-by adaptively highlighting relevant lines to the current scene and point of view. We describe a saliency-based algorithm for selecting these lines and present an evaluation of the system that shows that photographers found the proposed adaptive armatures helpful for capturing more well-composed images.
Title: Memory through Design: Supporting Cultural Identity for Immigrants through a Paper-Based Home Drafting Tool
Authors: family: Sabie
given: Dina; family: Sabie
given: Samar; family: Ahmed
given: Syed Ishtiaque
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Current research in HCI with immigrants predominantly focuses on their practical needs and little attention is given to their cultural identities. As such, we aim to understand how newcomers reflect their cultural values within domestic settings. We explore this by provoking memories immigrants associate with physical spaces inside their homes. Hence, we built "Our Home Sketcher": a paper-based home drafting tool that allows novice users to design their homes by sketching and implicitly expressing their space, light, and privacy preferences. The collected drawings are then fed into a computer algorithm that produces 3D models of the sketched houses. This process of design acts as an artifact-driven storytelling for heritage sharing and rapport building within migrant communities. We engage 13 Middle Eastern newcomers in Canada with the tool and use Halbwachs' [44] theory of collective memory to frame how home sketching provokes former experiences. Our findings show a strong longing for reclaiming the past, narrating space-related oral history, and designing beyond current limitations.
Title: XRDirector: A Role-Based Collaborative Immersive Authoring System
Authors: family: Nebeling
given: Michael; family: Lewis
given: Katy; family: Chang
given: Yu-Cheng; family: Zhu
given: Lihan; family: Chung
given: Michelle; family: Wang
given: Piaoyang; family: Nebeling
given: Janet
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Immersive authoring is an increasingly popular technique to design AR/VR scenes because design and testing can be done concurrently. Most existing systems, however, are single-user and limited to either AR or VR, thus constrained in the interaction techniques. We present XRDirector, a role-based collaborative immersive authoring system that enables designers to freely express interactions using AR and VR devices as puppets to manipulate virtual objects in 3D physical space. In XRDirector, we adapt roles known from filmmaking to structure the authoring process and help coordinate multiple designers in immersive authoring tasks. We study how novice AR/VR creators can take advantage of the roles and modes in XRDirector to prototype complex scenes with animated 3D characters, light effects, and camera movements, and also simulate interactive system behavior in a Wizard of Oz style. XRDirector's design was informed by case studies around complex 3D movie scenes and AR/VR games, as well as workshops with novice AR/VR creators. We show that XRDirector makes it easier and faster to create AR/VR scenes without the need for coding, characterize the issues in coordinating designers between AR and VR, and identify the strengths and weaknesses of each role and mode to mitigate the issues.
Title: A Case for Humans-in-the-Loop: Decisions in the Presence of Erroneous Algorithmic Scores
Authors: family: De-Arteaga
given: Maria; family: Fogliato
given: Riccardo; family: Chouldechova
given: Alexandra
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: The increased use of algorithmic predictions in sensitive domains has been accompanied by both enthusiasm and concern. To understand the opportunities and risks of these technologies, it is key to study how experts alter their decisions when using such tools. In this paper, we study the adoption of an algorithmic tool used to assist child maltreatment hotline screening decisions. We focus on the question: Are humans capable of identifying cases in which the machine is wrong, and of overriding those recommendations? We first show that humans do alter their behavior when the tool is deployed. Then, we show that humans are less likely to adhere to the machine's recommendation when the score displayed is an incorrect estimate of risk, even when overriding the recommendation requires supervisory approval. These results highlight the risks of full automation and the importance of designing decision pipelines that provide humans with autonomy.
Title: Performance and Experience of Throwing in Virtual Reality
Authors: family: Zindulka
given: Tim; family: Bachynskyi
given: Myroslav; family: Müller
given: Jörg
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Throwing is a fundamental movement in many sports and games. Given this, accurate throwing in VR applications today is surprisingly difficult. In this paper we explore the nature of the difficulties of throwing in VR in more detail. We present the results of a user study comparing throwing in VR and in the physical world. In a short pre-study with 3 participants we determine an optimal number of throwing repetitions for the main study by exploring the learning curve and subjective fatigue of throwing in VR. In the main study, with 12 participants, we find that throwing precision and accuracy in VR are lower particularly in the distance and height dimensions. It also requires more effort and exhibits different kinematic patterns.
Title: Engaging with Public Art: An Exploration of the Design Space
Authors: family: Gorichanaz
given: Tim
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: At its best, public art can promote moral learning in individuals and societies, and digital technology can help achieve this value. As a first step in creating such systems, this paper presents a probe study exploring the design space of reflective engagement with public art. The probe took the form of a mural journal, which was distributed to participants in Philadelphia. The findings show how public art journaling can be integrated into one's life, both logistically and psychologically, and the value of art journaling for introspection, cultivating attention and having fun. This study surfaces a number of tensions in the design space that designers must navigate, such as the question of reflecting with public art on site (now) versus at home (later). This work provides designers with the grounds for informed inspiration to ideate systems that deepen people's experiences with public art.
Title: Designing an Eyes-Reduced Document Skimming App for Situational Impairments
Authors: family: Khan
given: Taslim Arefin; family: Yoon
given: Dongwook; family: McGrenere
given: Joanna
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Listening to text using read-aloud applications is a popular way for people to consume content when their visual attention is situationally impaired (e.g., commuting, walking, tired eyes). However, due to the linear nature of audio, such apps do not support skimming---a non-linear, rapid form of reading---essential for quickly grasping the gist and organization of difficult texts, like academic or professional documents. To support auditory skimming for situational impairments, we (1) identified the user needs and challenges in auditory skimming through a formative study (N=20), (2) derived the concept of "eyes-reduced" skimming that blends auditory and visual modes of reading, inspired by how participants mixed visual and non-visual interactions, (3) generated a set of design guidelines for eyes-reduced skimming, and (4) designed and evaluated a novel audio skimming app that embodies the guidelines. Our in-situ preliminary observation study (N=6) suggested that participants were positive about our design and were able to auditorily skim documents. We discuss design implications for eyes-reduced reading, read-aloud apps, and text-to-speech engines.
Title: Again, Together: Socially Reliving Virtual Reality Experiences When Separated
Authors: family: Wang
given: Cheng Yao; family: Sakashita
given: Mose; family: Ehsan
given: Upol; family: Li
given: Jingjin; family: Won
given: Andrea Stevenson
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: To share a virtual reality (VR) experience remotely together, users usually record videos from an individual's point of view and then co-watch these videos. However, co-watching recorded videos limits users to reliving their memories from the perspective from which the video was captured. In this paper, we describe ReliveInVR, a new time-machine-like VR experience sharing method. ReliveInVR allows multiple users to immerse themselves in the relived experience together and independently view the experience from any perspective. We conducted a 1x3 within-subject study with 26 dyads to compare ReliveInVR with (1) co-watching 360-degree videos on desktop, and (2) co-watching 360-degree videos in VR. Our results suggest that participants reported higher levels of immersion and social presence in ReliveInVR. Participants in ReliveInVR also understood the shared experience better, discovered unnoticed things together and found the sharing experience more fulfilling. We discuss the design implications for sharing VR experiences over time and space.
Title: Physiologically Driven Storytelling: Concept and Software Tool
Authors: family: Frey
given: Jérémy; family: Ostrin
given: Gilad; family: Grabli
given: May; family: Cauchard
given: Jessica R.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: We put forth Physiologically Driven Storytelling, a new approach to interactive storytelling where narratives adaptively unfold based on the reader's physiological state. We first describe a taxonomy framing how physiological signals can be used to drive interactive systems both as input and output. We then propose applications to interactive storytelling and describe the implementation of a software tool to create Physiological Interactive Fiction (PIF). The results of an online study (N=140) provided guidelines towards augmenting the reading experience. PIF was then evaluated in a lab study (N=14) to determine how physiological signals can be used to infer a reader's state. Our results show that breathing, electrodermal activity, and eye tracking can help differentiate positive from negative tones, and monotonous from exciting events. This work demonstrates how PIF can support storytelling in creating engaging content and experience tailored to the reader. Moreover, it opens the space to future physiologically driven systems within broader application areas.
Title: What a Driver Wants: User Preferences in Semi-Autonomous Vehicle Decision-Making
Authors: family: Park
given: So Yeon; family: Moore
given: Dylan James; family: Sirkin
given: David
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Autonomous vehicle (AV) systems are developing at a rapid pace, not only in technological capabilities, but also in human-centered directions. Despite this development, we lack a nuanced understanding of driver preference in decision scenarios that semi-AVs will face, and of possible misalignment between semi-AV decisions and user preference. Using an online survey, we explore how participants would like semi-AVs to act and alert them of the vehicles' decisions in various scenarios. Participants reported varying levels of comfort with autonomy, desire to takeover control, and desire for AV informing. Individual differences, including level of experience with autonomy and situation awareness, affected perceptions of the vehicle. Our results highlight the importance of considering driver preference in AV decision-making, and we present an influence diagram that situates this factor among others. We also derive five design principles, including that a previous positive AV experience can lead to more harmful consequences for AVs when not aligned with driver preference.
Title: Fragile Masculinity: Men, Gender, and Online Harassment
Authors: family: Rubin
given: Jennifer D.; family: Blackwell
given: Lindsay; family: Conley
given: Terri D.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Harassment is a persistent problem in contemporary online environments, with women disproportionately experiencing its most severe forms. While critical scholars posit that online gender harassment may be linked to men's anxieties about fulfilling normative masculine gender roles, this relationship has not been examined by empirical research. We survey 264 young men between the ages of 18-24 about their masculinity anxieties and their perceptions of harassment directed at a woman on Twitter. We find that men who perceive themselves as less masculine than average men report higher endorsement of harassment. Further, we find that the relationship between masculinity anxieties and harassment endorsement is mediated by men's adherence to masculine norms and toxic disinhibition. We interpret these results through the lens of social media's specific affordances, and we discuss their implications for technology designers and other practitioners who wish to better detect, prevent, and remediate online harassment by accounting for the role of gender.
Title: Nudge for Deliberativeness: How Interface Features Influence Online Discourse
Authors: family: Menon
given: Sanju; family: Zhang
given: Weiyu; family: Perrault
given: Simon T.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Cognitive load is a significant challenge to users for being deliberative. Interface design has been used to mitigate this cognitive state. This paper surveys literature on the anchoring effect, partitioning effect and point-of-choice effect, based on which we propose three interface nudges, namely, the word-count anchor, partitioning text fields, and reply choice prompt. We then conducted a 2×2×2 factorial experiment with 80 participants (10 for each condition), testing how these nudges affect deliberativeness. The results showed a significant positive impact of the word-count anchor. There was also a significant positive impact of the partitioning text fields on the word count of response. The reply choice prompt showed a surprisingly negative affect on the quantity of response, hinting at the possibility that the reply choice prompt induces a fear of evaluation, which could in turn dampen the willingness to reply.
Title: Crafting, Communality, and Computing: Building on Existing Strengths To Support a Vulnerable Population
Authors: family: Gautam
given: Aakash; family: Tatar
given: Deborah; family: Harrison
given: Steve
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: In Nepal, sex-trafficking survivors and the organizations that support them have limited resources to assist the survivors in their on-going journey towards reintegration. We take an asset-based approach wherein we identify and build on the strengths possessed by such groups. In this work, we present reflections from introducing a voice-annotated web application to a group of survivors. The web application tapped into and built upon two elements of pre-existing strengths possessed by the survivors — the social bond between them and knowledge of crafting as taught to them by the organization. Our findings provide insight into the array of factors influencing how the survivors act in relation to one another as they created novel use practices and adapted the technology. Experience with the application seemed to open knowledge of computing as a potential source of strength. Finally, we articulate three design desiderata that could help promote communal spaces: make activity perceptible to the group, create appropriable steps, and build in fun choices.
Title: Social Technology Appropriation in Dementia: Investigating the Role of Caregivers in Engaging People with Dementia with a Videogame-based Training System
Authors: family: Unbehaun
given: David; family: Aal
given: Konstantin; family: Vaziri
given: Daryoush Daniel; family: Tolmie
given: Peter David; family: Wieching
given: Rainer; family: Randall
given: David; family: Wulf
given: Volker
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: There has been increasing interest in designing for dementia in recent years. Empirical investigation is now needed of the long-term role of caregivers in appropriating ICTs into the complex daily life of people with dementia (PwD). We present here the outcomes of a 4-month evaluation of the individual, social and institutional impact of a videogame-based training system. The everyday behavior and interactions of 52 PwD and 25 caregivers was studied qualitatively, focusing on the role played by caregivers in integrating the system into daily routines. Our results indicate that the successful appropriation of ICT for PwD depends partly on the physical, cognitive and social benefits for PwD, but especially on the added value perceived by their social care-network. We discuss the need for design in dementia to develop more socially embedded innovations that can address the social actors involved and thus contribute to practical solutions for professional and private care.
Title: Isness: Using Multi-Person VR to Design Peak Mystical Type Experiences Comparable to Psychedelics
Authors: family: Glowacki
given: David R.; family: Wonnacott
given: Mark D.; family: Freire
given: Rachel; family: Glowacki
given: Becca R.; family: Gale
given: Ella M.; family: Pike
given: James E.; family: de Haan
given: Tiu; family: Chatziapostolou
given: Mike; family: Metatla
given: Oussama
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Studies combining psychotherapy with psychedelic drugs (Ds) have demonstrated positive outcomes that are often associated with 'Ds' ability to induce 'mystical-type' experiences (MTEs) i.e., subjective experiences whose characteristics include a sense of connectedness, transcendence, and ineffability. We suggest that both PsiDs and virtual reality can be situated on a broader spectrum of psychedelic technologies. To test this hypothesis, we used concepts, methods, and analysis strategies from D research to design and evaluate 'Isness', a multi-person VR journey where participants experience the collective emergence, fluctuation, and dissipation of their bodies as energetic essences. A study (N=57) analyzing participant responses to a commonly used D experience questionnaire (MEQ30) indicates that Isness participants reported MTEs comparable to those reported in double-blind clinical studies after high doses of psilocybin and LSD. Within a supportive setting and conceptual framework, VR phenomenology can create the conditions for MTEs from which participants derive insight and meaning.
Title: We are the Greatest Showmen: Configuring a Framework for Project-Based Mobile Learning
Authors: family: Richardson
given: Dan; family: Kharrufa
given: Ahmed
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Little research has explored how mobile-learning technologies could be used by students to produce interactive artefacts during project-based learning processes. Following a design-based approach, we report on engagements spanning classroom and outdoor learning with students (ages 6-13) and teachers from three different UK schools and a summer school of Travelling Showchildren. Working within the time constraints of each context, we deployed a variety of configurations of a project-based mobile learning (PBML) framework intended to support the production of student-designed mobile-learning activities. We contribute insights gained from these engagements, including how mobile technologies can harness students' existing desire for independence and how they can be configured to leverage the physical and social attributes of place and community as learning resources. We argue for further exploration of the potential roles for mobile technologies within project-based learning, and contribute our PBML framework with recommendations for its re-configuration in response to contextual constraints.
Title: Understanding Fitness Tracker Users' Security and Privacy Knowledge, Attitudes and Behaviours
Authors: family: Gabriele
given: Sandra; family: Chiasson
given: Sonia
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Personal data collected by fitness trackers can leave users open to security and privacy threats, often without their knowledge. Using an online survey with 212 fitness tracker users, we asked questions to understand participants' knowledge, attitudes and behaviours related to security and privacy, associated with the use of their fitness trackers. We found that users do little to protect their data. While they seem confident about the type of data being collected, they are unsure about how it is being used. Understandably, users are more comfortable sharing their data with friends and work colleagues. We also found that users differentiate between the types of data they are willing to share, suggesting a need for improved sharing preferences. When considering scenarios describing data uses with security and privacy implications, participants recognized that many scenarios were plausible but frequently felt that the scenarios were unlikely to occur. Overall, our findings lead us to believe that fitness tracker users require a greater awareness of the collection, ownership, storage, and sharing practices related to the tracking of their data.