huashen218/convxai-cia-dataset huggingface dataset:
Title: Unofficial Proxies: How Close Others Help Older Adults with Banking
Authors: family: Latulipe
given: Celine; family: Dsouza
given: Ronnie; family: Cumbers
given: Murray
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: banking, security, close others, older adults, aging, proxy account, privacy, caregivers, finance, passwords

Abstract: We present results of a survey (n=42) investigating how close others (family members, friends, or other community members) assist older adults with banking tasks in Canada. We asked what types of banking tasks they help with and what modalities they used. Our results show many close others help older adults by leveraging online banking, and this is especially true when the close other is an older adult themselves. We also found that close others who help older adults via online banking often know the online banking credentials for the older adults they assist, which presents privacy and security issues and could open the door to financial exploitation. Our results demonstrate the need for the design of online banking mechanisms that more explicitly acknowledge the nuanced and temporally changing role of close others in helping older adults with banking.
Title: Designing for Relational Maintenance: New Directions for AAC Research
Authors: family: Dai
given: Jiamin; family: Moffatt
given: Karyn; family: Lin
given: Jinglan; family: Truong
given: Khai
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: relationship maintenance, ALS, accessibility, Augmentative and alternative communication (AAC), cerebral palsy, assistive technology

Abstract: AAC research has traditionally focused on input speed, leaving higher-level communication goals such as relational maintenance under-explored. Through semi-structured interviews with AAC users with motor and speech impairments and their primary family caregivers, we offer a nuanced understanding of AAC’s roles in maintaining close relationships. Our inductive analysis reveals emerging themes including how AAC users and their partners share the physical and mental workload to overcome communication barriers in complex situations. Our deductive application of the Relational Maintenance Strategies framework exposes the efforts made and the challenges encountered in managing social engagements, providing mutual support, and decoding implicit expressions. From these insights, we propose novel research directions for better supporting maintenance strategies and social purposes of communication, including notably mediating relational tensions, leveraging empowerment and identity, and supporting interactions for social closeness and etiquette, which we hope will motivate discussion in HCI communities on expanding AAC research space.
Title: Anticipate and Adjust: Cultivating Access in Human-Centered Methods
Authors: family: Mack
given: Kelly; family: McDonnell
given: Emma; family: Potluri
given: Venkatesh; family: Xu
given: Maggie; family: Zabala
given: Jailyn; family: Bigham
given: Jeffrey; family: Mankoff
given: Jennifer; family: Bennett
given: Cynthia
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Human-Centered methods, user research, disability, accessibility

Abstract: Methods are fundamental to doing research and can directly impact who is included in scientific advances. Given accessibility research's increasing popularity and pervasive barriers to conducting and participating in research experienced by people with disabilities, it is critical to ask how methods are made accessible. Yet papers rarely describe their methods in detail. This paper reports on 17 interviews with accessibility experts about how they include both facilitators and participants with disabilities in popular user research methods. Our findings offer strategies for anticipating access needs while remaining flexible and responsive to unexpected access barriers. We emphasize the importance of considering accessibility at all stages of the research process, and contextualize access work in recent disability and accessibility literature. We explore how technology or processes could reflect a norm of accessibility. Finally, we discuss how various needs intersect and conflict and offer a practical structure for planning accessible research.
Title: “It’s Kind of Like Code-Switching”: Black Older Adults’ Experiences with a Voice Assistant for Health Information Seeking
Authors: family: Harrington
given: Christina N.; family: Garg
given: Radhika; family: Woodward
given: Amanda; family: Williams
given: Dimitri
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: speech recognition, identity, cultural relevance, voice assistants, older adults, code-switching, health information seeking, race

Abstract: Black older adults from lower socioeconomic environments are often neglected in health technology interventions. Voice assistants have a potential to make healthcare more accessible to older adults, yet, little is known about their experiences with this type of health information seeking, especially Black older adults. Through a three-phase exploratory study, we explored health information seeking with 30 Black older adults in lower-income environments to understand how they ask health-related questions, and their perceptions of the Google Home being used for that purpose. Through our analysis, we identified the health information needs and common search topics, and discussed the communication breakdowns and types of repair performed. We contribute an understanding of cultural code-switching that has to be done by these older adults when interacting with voice assistants, and the importance of such phenomenon when designing for historically excluded groups.
Title: CandyFly: Bringing fun to drone pilots with disabilities through adapted and adaptable interactions
Authors: family: Garcia
given: Jérémie; family: Brock
given: Anke M.
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Automation, Accessibility, Drones, Piloting, Human-Drone Interaction, Unmanned Aerial Vehicles

Abstract: Flying drones is an increasingly popular activity. However, it is challenging due to the required perceptual and motor skills for following and stabilizing the drone, especially for people with special needs. This paper describes CandyFly, an application supporting people with diverse sensory, cognitive and motor impairments to pilot drones. We observed an existing accessible piloting workshop and evaluated CandyFly during eight additional workshops over three and a half years using a research-through-design process and ability-based design methods. We identified users’ needs, formulated requirements and explored adaptive interactions such as using pressure-sensitive keys, adjusting controls to the pilots’ range of motion, or limiting the drone’s degrees of freedom to cope with a broad range of disabilities. Our results show that the pilots and their caregivers enjoyed flying and emphasized CandyFly’s ability to be tailored to specific needs. Our findings offer a framework for designing adaptable systems and can support the design of future assistive and recreational systems.
Title: “Just Not Together”: The Experience of Videoconferencing for People with Aphasia during the Covid-19 Pandemic
Authors: family: Neate
given: Timothy; family: Kladouchou
given: Vasiliki; family: Wilson
given: Stephanie; family: Shams
given: Shehzmani
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Videoconferencing, Covid-19 Pandemic, Accessibility, Aphasia, Total Communication

Abstract: People with language impairments, such as aphasia, use a range of total communication strategies. These go beyond spoken language to include non-verbal utterances, props and gestures. The uptake of videoconferencing platforms necessitated by the Covid-19 pandemic means that people with aphasia now use these communication strategies online. However, no data exists on the impact of videoconferencing on communication for this population. Working with an aphasia charity that moved its conversation support sessions online, we investigated the experience of communication via a videoconferencing platform. We report a study which investigated this through: 1) observations of online conversation support sessions; 2) interviews with speech and language therapists and volunteers; and 3) interviews with people with aphasia. Our findings reveal the unique and creative ways that the charity and its members with aphasia adapted their communication to videoconferencing. We unpack specific, novel challenges relating to total communication via videoconferencing and the related impacts on social and privacy issues.
Title: Cocomix: Utilizing Comments to Improve Non-Visual Webtoon Accessibility
Authors: family: Huh
given: Mina; family: Lee
given: YunJung; family: Choi
given: Dasom; family: Kim
given: Haesoo; family: Oh
given: Uran; family: Kim
given: Juho
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Comments, Accessibility, Webtoons, Image description, Digital comics

Abstract: Webtoon is a type of digital comics read online where readers can leave comments to share their thoughts on the story. While it has experienced a surge in popularity internationally, people with visual impairments cannot enjoy webtoon with the lack of an accessible format. While traditional image description practices can be adopted, resulting descriptions cannot preserve webtoons’ unique values such as control over the reading pace and social engagement through comments. To improve the webtoon reading experience for BLV users, we propose Cocomix, an interactive webtoon reader that leverages comments into the design of novel webtoon interactions. Since comments can identify story highlights and provide additional context, we designed a system that provides 1) comments-based adaptive descriptions with selective access to details and 2) panel-anchored comments for easy access to relevant descriptive comments. Our evaluation (N=12) showed that Cocomix users could adapt the description for various needs and better utilize comments.
Title: Impact of Out-of-Vocabulary Words on the Twitter Experience of Blind Users
Authors: family: Lee
given: Hae-Na; family: Ashok
given: Vikas
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: OOV Word, Out-of-Vocabulary Word, Blind, Social Media, User Experience, Twitter, Visual Impairment, Screen Reader

Abstract: Most people who are blind interact with social media content with the assistance of a screen reader, a software that converts text to speech. However, the language used in social media is well-known to contain several informal out-of-vocabulary words (e.g., abbreviations, wordplays, slang), many of which do not have corresponding standard pronunciations. The narration behavior of screen readers for such out-of-vocabulary words and the corresponding impact on the social media experience of blind screen reader users are still uncharted research territories. Therefore we seek to plug this knowledge gap by examining how current popular screen readers narrate different types of out-of-vocabulary words found on Twitter, and also, how the presence of such words in tweets influences the interaction behavior and comprehension of blind screen reader users. Our investigation showed that screen readers rarely autocorrect out-of-vocabulary words, and moreover they do not always exhibit ideal behavior for certain prolific types of out-of-vocabulary words such as acronyms and initialisms. We also observed that blind users often rely on tedious and taxing workarounds to comprehend actual meanings of out-of-vocabulary words. Informed by the observations, we finally discuss methods that can potentially reduce this interaction burden for blind users on social media.
Title: “In this online environment, we're limited”: Exploring Inclusive Video Conferencing Design for Signers
Authors: family: Rui Xia Ang
given: Jazz; family: Liu
given: Ping; family: McDonnell
given: Emma; family: Coppola
given: Sarah
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: sign language interpreting, American Sign Language, d/Deaf and hard-of-hearing, accessible groupware, accessible research methods, accessibility and inclusive design

Abstract: As video conferencing (VC) has become increasingly necessary for many aspects of daily life, many d/Deaf and hard of hearing people, particularly those who communicate via sign language (signers), face distinct accessibility barriers. To better understand the unique requirements for participating in VC using a visual-gestural language, such as ASL, and to identify practical design considerations for signer-inclusive videoconferencing, we conducted 12 interviews and four co-design sessions with a total of eight d/Deaf signers and eight ASL interpreters. We found that participants’ access needs regarding consuming information (e.g., visual clarity of signs), communicating (e.g., getting attention of others), and collaborating (e.g., working with interpreter teams) are not well-met on existing VC platforms. We share novel insights into attending and conducting signer-accessible video conferences, outline considerations for future VC design, and provide guidelines for conducting remote research with d/Deaf signers.
Title: Towards Collaborative Learning in Virtual Reality: A Comparison of Co-Located Symmetric and Asymmetric Pair-Learning
Authors: family: Drey
given: Tobias; family: Albus
given: Patrick; family: der Kinderen
given: Simon; family: Milo
given: Maximilian; family: Segschneider
given: Thilo; family: Chanzab
given: Linda; family: Rietzler
given: Michael; family: Seufert
given: Tina; family: Rukzio
given: Enrico
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: virtual reality, signaling, collaborative learning, pair-learning, symmetric and asymmetric system

Abstract: Pair-learning is beneficial for learning outcome, motivation, and social presence, and so is virtual reality (VR) by increasing immersion, engagement, motivation, and interest of students. Nevertheless, there is a research gap if the benefits of pair-learning and VR can be combined. Furthermore, it is not clear which influence it has if only one or both peers use VR. To investigate these aspects, we implemented two types of VR pair-learning systems, a symmetric system with both peers using VR and an asymmetric system with one using a tablet. In a user study (N=46), the symmetric system statistically significantly provided higher presence, immersion, player experience, and lower intrinsic cognitive load, which are all important for learning. Symmetric and asymmetric systems performed equally well regarding learning outcome, highlighting that both are valuable learning systems. We used these findings to define guidelines on how to design co-located VR pair-learning applications, including characteristics for symmetric and asymmetric systems.
Title: VRception: Rapid Prototyping of Cross-Reality Systems in Virtual Reality
Authors: family: Gruenefeld
given: Uwe; family: Auda
given: Jonas; family: Mathis
given: Florian; family: Schneegass
given: Stefan; family: Khamis
given: Mohamed; family: Gugenheimer
given: Jan; family: Mayer
given: Sven
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Cross-Reality Systems, Augmented Reality, Prototyping, Transitional Interfaces, Virtual Reality

Abstract: Cross-reality systems empower users to transition along the reality-virtuality continuum or collaborate with others experiencing different manifestations of it. However, prototyping these systems is challenging, as it requires sophisticated technical skills, time, and often expensive hardware. We present VRception, a concept and toolkit for quick and easy prototyping of cross-reality systems. By simulating all levels of the reality-virtuality continuum entirely in Virtual Reality, our concept overcomes the asynchronicity of realities, eliminating technical obstacles. Our VRception Toolkit leverages this concept to allow rapid prototyping of cross-reality systems and easy remixing of elements from all continuum levels. We replicated six cross-reality papers using our toolkit and presented them to their authors. Interviews with them revealed that our toolkit sufficiently replicates their core functionalities and allows quick iterations. Additionally, remote participants used our toolkit in pairs to collaboratively implement prototypes in about eight minutes that they would have otherwise expected to take days.
Title: The Dark Side of Perceptual Manipulations in Virtual Reality
Authors: family: Tseng
given: Wen-Jie; family: Bonnail
given: Elise; family: McGill
given: Mark; family: Khamis
given: Mohamed; family: Lecolinet
given: Eric; family: Huron
given: Samuel; family: Gugenheimer
given: Jan
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: VPPM, virtual-physical perceptual manipulation, physical harm, VR security

Abstract: “Virtual-Physical Perceptual Manipulations” (VPPMs) such as redirected walking and haptics expand the user’s capacity to interact with Virtual Reality (VR) beyond what would ordinarily physically be possible. VPPMs leverage knowledge of the limits of human perception to effect changes in the user’s physical movements, becoming able to (perceptibly and imperceptibly) nudge their physical actions to enhance interactivity in VR. We explore the risks posed by the malicious use of VPPMs. First, we define, conceptualize and demonstrate the existence of VPPMs. Next, using speculative design workshops, we explore and characterize the threats/risks posed, proposing mitigations and preventative recommendations against the malicious use of VPPMs. Finally, we implement two sample applications to demonstrate how existing VPPMs could be trivially subverted to create the potential for physical harm. This paper aims to raise awareness that the current way we apply and publish VPPMs can lead to malicious exploits of our perceptual vulnerabilities.
Title: Effects of Field of View on Egocentric Distance Perception in Virtual Reality
Authors: family: Masnadi
given: Sina; family: Pfeil
given: Kevin; family: Sera-Josef
given: Jose-Valentin T; family: LaViola
given: Joseph
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: outdoor, VR, virtual reality, field of view, vertical FOV, horizontal FOV, clutter, virtual environment, indoor, FOV, distance perception

Abstract: We performed a mixed-design study with 56 participants to compare the effect of horizontal FOV (hfov) and vertical FOV (vfov) on egocentric distance perception in four different realistic virtual environments (VEs). We also compared VE attributes of indoor/outdoor and cluttered/uncluttered. The participants blind-walked towards four different targets at 3m, 4m, 5m, and 6m distance while wearing a backpack computer and a wide FOV head-mounted display (HMD). The combinations of 165°, 110° and 45° hfovs, and 110° and 35° vfovs was simulated in the same HMD. The results indicated more accurate distance judgement with larger hfov with no significant effect of vfov. More accurate distance judgement in indoor VEs compared to outdoor VEs was observed. Also, participants judged distances more accurately in cluttered environments versus uncluttered environments. These results highlight that the environment is important in distance-critical VR applications and wider hfov should be considered for an improved distance judgment.
Title: Methodological Reflections on Ways of Seeing
Authors: family: Jung
given: Heekyoung; family: Cho
given: Sookyung
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Artificial visual intelligence, Meaning-making, Creative agents, Seeing

Abstract: The computer as a creative medium has largely influenced how we make, use, and share images. This study investigates how similarly or distinctively human designers and the computers see (i.e., process visual information from the activity of seeing) in creative practice. Based on the review of the perspectives relevant to seeing (e.g., visual experience, visual creativity, visual computing), we practiced a visual inquiry by marking how we see photographic images in comparison to what computer vision processes from the same images. Taking a researcher-introspective approach, two authors reflectively analyzed the processes and outcomes of the inquiry. The findings revealed that during the creative practice, the activity of seeing is a meaning-making process that is guided, shifted, and diffracted through visual conversations between visible and invisible qualities suggested by compositional rules and computer vision. We discuss potentials of computational visual intelligence as creative agents and conclude with methodological and practical implications.
Title: Patch-O: Deformable Woven Patches for On-body Actuation
Authors: family: Ku
given: Pin-Sung; family: Huang
given: Kunpeng; family: Kao
given: Cindy Hsin-Liu
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Fashion/Clothing, Wearable Computers, Fabrication

Abstract: We present Patch-O, a novel deformable interface devised as a woven patch that enables diverse movement-based interactions adaptive to garments or on-skin wearing. Patch-O interfaces are uniquely detachable and relocatable soft actuation units that can be sewn or attached to clothing or skin at various locations. To optimize the morphing effect while preserving a slim form factor, we introduce a construction approach that integrates actuators at a structural level and varies the texture and stiffness of the woven substrate locally. We implement three basic actuation primitives, including bending, expanding, and shrinking, and experiment with aggregation parameters to exhaustively extend the design space. A final workshop study inviting textile practitioners to create personalized designs of Patch-O provides insights into the expressiveness of the approach for wearable interactions. We conclude with three applications inspired by users’ designs and showcase the aesthetic and functional usages enabled by the deformable woven patches.
Title: Navigating Imaginaries of DNA-Based Digital Data Storage
Authors: family: Kim
given: Raphael; family: Linehan
given: Conor; family: Pschetz
given: Larissa
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: futures, DNA, archives, bio-design, bio-digital, biological-HCI, data

Abstract: DNA-based digital data storage technology is hailed as a potential solution for the issues around exponential global data production. However, while the technology continues to strive towards its full commercialization, there is a lack of discourse on how it could be applied to facilitate interactions that are meaningful, ethical, and socially sustainable. As an approach to address this gap, we hosted a series of online workshops, soliciting 15 participants to engage in grounded speculations on plausible futures of DNA data storage. Themes drawn from the resulting imaginaries and discussions were situated within a selection of existing HCI literature, to generate an initial set of design opportunities and challenges for DNA data storage. Early analysis suggests that the system could be designed to 1) facilitate meaningful interactions that are intangible and molecular, and 2) foster better human relationship with more-than-human entities. Furthermore, we highlight the imperative for cross-disciplinary collaborations and pedagogy, to ensure fair and high quality access to the technology.