huashen218/convxai-cia-dataset huggingface dataset:
Title: "Protection on that Erection?": Discourses of Accountability & Compromising Participation in Digital Sexual Health
Authors: family: Wood
given: Matthew; family: Garbett
given: Andrew; family: Morrissey
given: Kellie; family: Hopkins
given: Peter; family: Balaam
given: Madeline
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: discursive psychology, discourse, sexual health

Abstract: This paper analyses sexual health workers' 'talk' around their introduction of a digital platform to enhance a regionally managed condom distribution scheme for young people. In examining the discursive resources workers used in framing the sexual health service, their service users and digital technology, we argue that problematic ideologies around young people and sexuality were exercised and reproduced. Workers positioned themselves as the gatekeepers of young people's sexual health, who were in turn constructed as 'mischievous' and 'misguided', with technology having a corruptive role over what was considered to be 'healthy' and 'normal' sexual relationships. We suggest our findings indicate severe challenges in developing community-commissioned platforms alongside service providers, and questions how plausible user participation can be in attempting to conduct collaborative, participatory and engaged work in this context.
Title: Fast & Furious: Detecting Stress with a Car Steering Wheel
Authors: family: Paredes
given: Pablo E.; family: Ordonez
given: Francisco; family: Ju
given: Wendy; family: Landay
given: James A.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: stress management, stressor, stress detection, modeling, stress measurement, infrastructure mediated sensing, driving

Abstract: Stress affects the lives of millions of people every day. In-situ sensing could enable just-in-time stress management interventions. We present the first work to detect stress using the movements of a car's existing steering wheel. We extend prior work on PC peripherals and demonstrate that stress, expressed through muscle tension in the limbs, can be measured through the way we drive a car. We collected data in a driving simulator under controlled circumstances to vary the levels of induced stress, within subjects. We analyze angular displacement data to estimate coefficients related to muscle tension using an inverse filtering technique. We prove that the damped frequency of a mass spring damper model representing the arm is significantly higher during stress. Stress can be detected with only a few turns during driving. We validate these measures against a known stressor and calibrate our sensor against known stress measurements.
Title: Norms Matter: Contrasting Social Support Around Behavior Change in Online Weight Loss Communities
Authors: family: Chancellor
given: Stevie; family: Hu
given: Andrea; family: De Choudhury
given: Munmun
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: behavior change, social support, weight loss, reddit, social media, online health communities

Abstract: Online health communities (OHCs) provide support across conditions; for weight loss, OHCs offer support to foster positive behavior change. However, weight loss behaviors can also be subverted on OHCs to promote disordered eating practices. Using comments as proxies for support, we use computational linguistic methods to juxtapose similarities and differences in two Reddit weight loss communities, r/proED and r/loseit. We employ language modeling and find that word use in both communities is largely similar. Then, by building a word embedding model, specifically a deep neural network on comment words, we contrast the context of word use and find differences that imply different behavior change goals in these OHCs. Finally, these content and context norms predict whether a comment comes from r/proED or r/loseit. We show that norms matter in understanding how different OHCs provision support to promote behavior change and discuss the implications for design and moderation of OHCs.
Title: “A Stalker's Paradise”: How Intimate Partner Abusers Exploit Technology
Authors: family: Freed
given: Diana; family: Palmer
given: Jackeline; family: Minchala
given: Diana; family: Levy
given: Karen; family: Ristenpart
given: Thomas; family: Dell
given: Nicola
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: violence against women, ipv, domestic violence, privacy, domestic abuse, security, safety, intimate partner violence

Abstract: This paper describes a qualitative study with 89 participants that details how abusers in intimate partner violence (IPV) contexts exploit technologies to intimidate, threaten, monitor, impersonate, harass, or otherwise harm their victims. We show that, at their core, many of the attacks in IPV contexts are technologically unsophisticated from the perspective of a security practitioner or researcher. For example, they are often carried out by a UI-bound adversary - an adversarial but authenticated user that interacts with a victim»s device or account via standard user interfaces - or by downloading and installing a ready-made application that enables spying on a victim. Nevertheless, we show how the sociotechnical and relational factors that characterize IPV make such attacks both extremely damaging to victims and challenging to counteract, in part because they undermine the predominant threat models under which systems have been designed. We discuss the nature of these new IPV threat models and outline opportunities for HCI research and design to mitigate these attacks.
Title: A Translational Science Model for HCI
Authors: family: Colusso
given: Lucas; family: Jones
given: Ridley; family: Munson
given: Sean A.; family: Hsieh
given: Gary
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: translational research, translational science, research-practice gap

Abstract: Using scientific discoveries to inform design practice is an important, but difficult, objective in HCI. In this paper, we provide an overview of Translational Science in HCI by triangulating literature related to the research-practice gap with interview data from many parties engaged (or not) in translating HCI knowledge. We propose a model for Translational Science in HCI based on the concept of a continuum to describe how knowledge progresses (or stalls) through multiple steps and translations until it can influence design practice. The model offers a conceptual framework that can be used by researchers and practitioners to visualize and describe the progression of HCI knowledge through a sequence of translations. Additionally, the model may facilitate a precise identification of translational barriers, which allows devising more effective strategies to increase the use of scientific findings in design practice.
Title: "They Don't Leave Us Alone Anywhere We Go": Gender and Digital Abuse in South Asia
Authors: family: Sambasivan
given: Nithya; family: Batool
given: Amna; family: Ahmed
given: Nova; family: Matthews
given: Tara; family: Thomas
given: Kurt; family: Gaytán-Lugo
given: Laura Sanely; family: Nemer
given: David; family: Bursztein
given: Elie; family: Churchill
given: Elizabeth; family: Consolvo
given: Sunny
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: coping, leakages, india, privacy, impacts, online abuse, bangladesh, women, stalking, impersonation, pakistan

Abstract: South Asia faces one of the largest gender gaps online globally, and online safety is one of the main barriers to gender-equitable Internet access [GSMA, 2015]. To better understand the gendered risks and coping practices online in South Asia, we present a qualitative study of the online abuse experiences and coping practices of 199 people who identified as women and 6 NGO staff from India, Pakistan, and Bangladesh, using a feminist analysis. We found that a majority of our participants regularly contended with online abuse, experiencing three major abuse types: cyberstalking, impersonation, and personal content leakages. Consequences of abuse included emotional harm, reputation damage, and physical and sexual violence. Participants coped through informal channels rather than through technological protections or law enforcement. Altogether, our findings point to opportunities for designs, policies, and algorithms to improve women's safety online in South Asia.
Title: Guidelines for Human-AI Interaction
Authors: family: Amershi
given: Saleema; family: Weld
given: Dan; family: Vorvoreanu
given: Mihaela; family: Fourney
given: Adam; family: Nushi
given: Besmira; family: Collisson
given: Penny; family: Suh
given: Jina; family: Iqbal
given: Shamsi; family: Bennett
given: Paul N.; family: Inkpen
given: Kori; family: Teevan
given: Jaime; family: Kikin-Gil
given: Ruth; family: Horvitz
given: Eric
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: human-ai interaction, design guidelines, ai-infused systems

Abstract: Advances in artificial intelligence (AI) frame opportunities and challenges for user interface design. Principles for human-AI interaction have been discussed in the human-computer interaction community for over two decades, but more study and innovation are needed in light of advances in AI and the growing uses of AI technologies in human-facing applications. We propose 18 generally applicable design guidelines for human-AI interaction. These guidelines are validated through multiple rounds of evaluation including a user study with 49 design practitioners who tested the guidelines against 20 popular AI-infused products. The results verify the relevance of the guidelines over a spectrum of interaction scenarios and reveal gaps in our knowledge, highlighting opportunities for further research. Based on the evaluations, we believe the set of design guidelines can serve as a resource to practitioners working on the design of applications and features that harness AI technologies, and to researchers interested in the further development of human-AI interaction design principles.
Title: Human-Centered Tools for Coping with Imperfect Algorithms During Medical Decision-Making
Authors: family: Cai
given: Carrie J.; family: Reif
given: Emily; family: Hegde
given: Narayan; family: Hipp
given: Jason; family: Kim
given: Been; family: Smilkov
given: Daniel; family: Wattenberg
given: Martin; family: Viegas
given: Fernanda; family: Corrado
given: Greg S.; family: Stumpe
given: Martin C.; family: Terry
given: Michael
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: human-ai interaction, clinical health, machine learning

Abstract: Machine learning (ML) is increasingly being used in image retrieval systems for medical decision making. One application of ML is to retrieve visually similar medical images from past patients (e.g. tissue from biopsies) to reference when making a medical decision with a new patient. However, no algorithm can perfectly capture an expert's ideal notion of similarity for every case: an image that is algorithmically determined to be similar may not be medically relevant to a doctor's specific diagnostic needs. In this paper, we identified the needs of pathologists when searching for similar images retrieved using a deep learning algorithm, and developed tools that empower users to cope with the search algorithm on-the-fly, communicating what types of similarity are most important at different moments in time. In two evaluations with pathologists, we found that these tools increased the diagnostic utility of images found and increased user trust in the algorithm. The tools were preferred over a traditional interface, without a loss in diagnostic accuracy. We also observed that users adopted new strategies when using refinement tools, re-purposing them to test and understand the underlying algorithm and to disambiguate ML errors from their own errors. Taken together, these findings inform future human-ML collaborative systems for expert decision-making.
Title: Design and Plural Heritages: Composing Critical Futures
Authors: family: Schofield
given: Tom; family: Foster Smith
given: Daniel; family: Bozoglu
given: Gönül; family: Whitehead
given: Christopher
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: plural heritages, future heritage, critical heritage, cultural probes

Abstract: We make theoretical and methodological contributions to the CHI community by introducing comparisons between contemporary Critical Heritage research and some forms of experimental design practice. Beginning by identifying three key approaches in contemporary heritage research: Critical Heritage, Plural Heritages and Future Heritage we introduce these in turn, while exploring their significance for thinking about design, knowledge and diversity. We discuss our efforts to apply ideas integrating Critical Heritage and design through the adoption of known Research through Design techniques in a research project in Istanbul, Turkey describing the design of our study and how this was productive of sensory and speculative reflection on the past. Finally, we reflect on the usefulness of such methods in developing new interactive technologies in heritage contexts and go on to propose a series of recommendations for a future Critical Heritage Design practice.
Title: Connect-to-Connected Worlds: Piloting a Mobile, Data-Driven Reflection Tool for an Open-Ended Simulation at a Museum
Authors: family: Mallavarapu
given: Aditi; family: Lyons
given: Leilah; family: Uzzo
given: Stephen; family: Thompson
given: Wren; family: Levy-Cohen
given: Rinat; family: Slattery
given: Brian
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: systems thinking, informal data literacy, museum exhibit design, reflective informatics, cscl

Abstract: Immersive open-ended museum exhibits promote ludic engagement and can be a powerful draw for visitors, but these qualities may also make learning more challenging. We describe our efforts to help visitors engage more deeply with an interactive exhibit's content by giving them access to visualizations of data skimmed from their use of the exhibit. We report on the motivations and challenges in designing this reflective tool, which positions visitors as a "human in the loop" to understand and manage their engagement with the exhibit. We used an iterative design process and qualitative methods to explore how and if visitors could (1) access and (2) comprehend the data visualizations, (3) reflect on their prior engagement with the exhibit, (4)plan their future engagement with the exhibit, and (5) act on their plans. We further discuss the essential design challenges and the opportunities made possible for visitors through data-driven reflection tools.
Title: Anchored Audio Sampling: A Seamless Method for Exploring Children's Thoughts During Deployment Studies
Authors: family: Hiniker
given: Alexis; family: Froehlich
given: Jon E.; family: Zhang
given: Mingrui; family: Beneteau
given: Erin
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: early childhood, field deployments, study methods, cci, context-aware esm, data collection tools

Abstract: Many traditional HCI methods, such as surveys and interviews, are of limited value when working with preschoolers. In this paper, we present anchored audio sampling (AAS), a remote data collection technique for extracting qualitative audio samples during field deployments with young children. AAS offers a developmentally sensitive way of understanding how children make sense of technology and situates their use in the larger context of daily life. AAS is defined by an anchor event, around which audio is collected. A sliding window surrounding this anchor captures both antecedent and ensuing recording, providing the researcher insight into the activities that led up to the event of interest as well as those that followed. We present themes from three deployments that leverage this technique. Based on our experiences using AAS, we have also developed a reusable open-source library for embedding AAS into any Android application.
Title: To Asymmetry and Beyond! Improving Social Connectedness by Increasing Designed Interdependence in Cooperative Play
Authors: family: Harris
given: John; family: Hancock
given: Mark
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: social presence, player experience, symmetric vs asymmetric play, games user research, game design, asymmetric games

Abstract: Social play can have numerous health benefits but research has shown that not all multiplayer games are effective at promoting social engagement. Asymmetric cooperative games have shown promise in this regard but the design and dynamics of this unique style of play is not yet well understood. To address this, we present the results of two player experience studies using our custom prototype game Beam Me 'Round, Scotty! 2: the first comparing symmetric cooperative play (e.g., where players have the same interface, goals, mechanics, etc.) to asymmetric cooperative play (e.g., where players have differing roles, abilities, interfaces, etc.) and the second comparing the effect of increasing degrees of interdependence between play partners. Our results not only indicate that asymmetric cooperative games may enhance players' perceptions of connectedness, social engagement, immersion, and comfort with a game's controls, but also demonstrate how to further improve these outcomes via deliberate mechanical design changes, such as changes in cooperative action timing and direction of dependence.
Title: DesignABILITY: Framework for the Design of Accessible Interactive Tools to Support Teaching to Children with Disabilities
Authors: family: Flórez-Aristizábal
given: Leandro; family: Cano
given: Sandra; family: Collazos
given: César A.; family: Solano
given: Andrés F.; family: Brewster
given: Stephen
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: collaborative learning, deaf children, design, storytelling, disability, literacy

Abstract: Developing educational tools aimed at children with disabilities is a challenging process for designers and developers because existing methodologies or frameworks do not provide any pedagogical information and/or do not take into account the particular needs of users with some type of impairment. In this study, we propose a framework for the design of tools to support teaching to children with disabilities. The framework provides the necessary stages for the development of tools (hardware-based or software-based) and must be adapted for a specific disability and educational goal. For this study, the framework was adapted to support literacy teaching and contributes to the design of educational/interactive technology for deaf people while making them part of the design process and taking into account their particular needs. The experts' evaluation of the framework shows that it is well structured and may be adapted for other types of disabilities.
Title: Transcalibur: A Weight Shifting Virtual Reality Controller for 2D Shape Rendering based on Computational Perception Model
Authors: family: Shigeyama
given: Jotaro; family: Hashimoto
given: Takeru; family: Yoshida
given: Shigeo; family: Narumi
given: Takuji; family: Tanikawa
given: Tomohiro; family: Hirose
given: Michitaka
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: virtual reality, computational interaction, haptic display, shape perception

Abstract: Humans can estimate the shape of a wielded object through the illusory feeling of the mass properties of the object obtained using their hands. Even though the shape of hand-held objects influences immersion and realism in virtual reality (VR), it is difficult to design VR controllers for rendering desired shapes according to the perceptions derived from the illusory effects of mass properties and shape perception. We propose Transcalibur, which is a hand-held VR controller that can render a 2D shape by changing its mass properties on a 2D planar area. We built a computational perception model using a data-driven approach from the collected data pairs of mass properties and perceived shapes. This enables Transcalibur to easily and effectively provide convincing shape perception based on complex illusory effects. Our user study showed that the system succeeded in providing the perception of various desired shapes in a virtual environment.
Title: LightBee: A Self-Levitating Light Field Display for Hologrammatic Telepresence
Authors: family: Zhang
given: Xujing; family: Braley
given: Sean; family: Rubens
given: Calvin; family: Merritt
given: Timothy; family: Vertegaal
given: Roel
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: cylindrical display, projector array, glasses-free 3d, light field, telepresence, quadcopter

Abstract: LightBee is a novel "hologrammatic" telepresence system featuring a self-levitating light field display. It consists of a drone that flies a projection of a remote user's head through 3D space. The movements of the drone are controlled by the remote user's head movements, offering unique support for non-verbal cues, especially physical proxemics. The light field display is created by a retro-reflective sheet that is mounted on the cylindrical quadcopter. 45 smart projectors, one per 1.3 degrees, are mounted in a ring, each projecting a video stream rendered from a unique perspective onto the retroreflector. This creates a light field that naturally provides motion parallax and stereoscopy without requiring any headset nor stereo glasses. LightBee allows multiple local users to experience their own unique and correct perspective of the remote user's head. The system is currently one-directional: 2 small cameras mounted on the drone allow the remote user to observe the local scene.
Title: TabletInVR: Exploring the Design Space for Using a Multi-Touch Tablet in Virtual Reality
Authors: family: Surale
given: Hemant Bhaskar; family: Gupta
given: Aakar; family: Hancock
given: Mark; family: Vogel
given: Daniel
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: touch interaction, interaction techniques, virtual reality

Abstract: Complex virtual reality (VR) tasks, like 3D solid modelling, are challenging with standard input controllers. We propose exploiting the affordances and input capabilities when using a 3D-tracked multi-touch tablet in an immersive VR environment. Observations gained during semi-structured interviews with general users, and those experienced with 3D software, are used to define a set of design dimensions and guidelines. These are used to develop a vocabulary of interaction techniques to demonstrate how a tablet's precise touch input capability, physical shape, metaphorical associations, and natural compatibility with barehand mid-air input can be used in VR. For example, transforming objects with touch input, "cutting" objects by using the tablet as a physical "knife", navigating in 3D by using the tablet as a viewport, and triggering commands by interleaving bare-hand input around the tablet. Key aspects of the vocabulary are evaluated with users, with results validating the approach.