huashen218/convxai-cia-dataset huggingface dataset:
Title: Evaluating an App to Promote a Better Visit Through Shared Activities for People Living with Dementia and their Families
Authors: family: Muñoz
given: Diego; family: Favilla
given: Stu; family: Pedell
given: Sonja; family: Murphy
given: Andrew; family: Beh
given: Jeanie; family: Petrovich
given: Tanya
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: app evaluation, dementia, dyadic interactions, person-centered care

Abstract: This project aims to foster shared positive experiences between people living with moderate to advanced dementia and their visitors as they may struggle to find topics to talk about and engaging things to do together. To promote a better visit, we trialed a previously developed app that includes eight games with twenty-one residents and their partners or carers across four care centers for three months each. Through interviews and data logging, we found that residents preferred games that were closer to their interests and skills, and that gameplay and cooperation fostered meaningful and shared interactions between residents and their visitors. The contribution of this work is twofold: (1) insights and opportunities into dyadic interactions when using an app and into promoting positive social experiences through technology design, and (2) reflections on the challenges of evaluating the benefits of technology for people living with dementia.
Title: NFCSense: Data-Defined Rich-ID Motion Sensing for Fluent Tangible Interaction Using a Commodity NFC Reader
Authors: family: Liang
given: Rong-Hao; family: Guo
given: Zengrong
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Fluent, NFC, Tags, Rich-ID, Motion Sensing, Physical Constraints, Tangible Interaction

Abstract: This paper presents NFCSense, a data-defined rich-ID motion sensing technique for fluent tangible interaction design by using commodity near-field communication (NFC) tags and a single NFC tag reader. An NFC reader can reliably recognize the presence of an NFC tag at a high read rate (∼ 300 reads/s) with low latency, but such high-speed reading has rarely been exploited because the reader may not effectively resolve collisions of multiple tags. Therefore, its human–computer interface applications have been typically limited to a discrete, hands-on interaction style using one tag at a time. In this work, we realized fluent, hands-off, and multi-tag tangible interactions by leveraging gravity and anti-collision physical constraints, which support effortless user input and maximize throughput. Furthermore, our system provides hot-swappable interactivity that enables smooth transitions throughout extended use. Based on the design parameters explored through a series of studies, we present a design space with proof-of-concept implementations in various applications.
Title: Dynamic Field of View Restriction in 360° Video: Aligning Optical Flow and Visual SLAM to Mitigate VIMS
Authors: family: Bala
given: Paulo; family: Oakley
given: Ian; family: Nisi
given: Valentina; family: Nunes
given: Nuno Jardim
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Simultaneous Localization and Mapping, Cinematic Virtual Reality, Field of View Restriction;, Visually Induced Motion Sickness, Optical Flow

Abstract: Head-Mounted Display based Virtual Reality is proliferating. However, Visually Induced Motion Sickness (VIMS), which prevents many from using VR without discomfort, bars widespread adoption. Prior work has shown that limiting the Field of View (FoV) can reduce VIMS at a cost of also reducing presence. Systems that dynamically adjust a user’s FoV may be able to balance these concerns. To explore this idea, we present a technique for standard 360° video that shrinks FoVs only during VIMS inducing scenes. It uses Visual Simultaneous Localization and Mapping and peripheral optical flow to compute camera movements and reduces FoV during rapid motion or optical flow. A user study (N=23) comparing 360° video with unrestricted-FoVs (90°), reduced fixed-FoVs (40°) and dynamic-FoVs (40°-90°) revealed that dynamic-FoVs mitigate VIMS while maintaining presence. We close by discussing the user experience of dynamic-FoVs and recommendations for how they can help make VR comfortable and immersive for all.
Title: “Can I Not Be Suicidal on a Sunday?”: Understanding Technology-Mediated Pathways to Mental Health Support
Authors: family: Pendse
given: Sachin R; family: Sharma
given: Amit; family: Vashistha
given: Aditya; family: De Choudhury
given: Munmun; family: Kumar
given: Neha
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Mental Health, Social Justice, Realization-Focused Justice, Technology-Mediated Mental Health Support, India, Pathways to Care

Abstract: Individuals in distress adopt varied pathways in pursuit of care that aligns with their individual needs. Prior work has established that the first resource an individual leverages can influence later care and recovery, but less is understood about how the design of a point of care might interact with subsequent pathways to care. We investigate how the design of the Indian mental health helpline system interacts with complex sociocultural factors to marginalize caller needs. We draw on interviews with 18 helpline stakeholders, including individuals who have engaged with helplines in the past, shedding light on how they navigate both technological and structural barriers in pursuit of relief. Finally, we use a design justice framework rooted in Amartya Sen’s conceptualization of realization-focused justice to discuss implications and present recommendations towards the design of technology-mediated points of mental health support.
Title: Galileo: Citizen-led Experimentation Using a Social Computing System
Authors: family: Pandey
given: Vineet; family: Koul
given: Tushar; family: Yang
given: Chen; family: McDonald
given: Daniel; family: Price Ball
given: Mad; family: Greshake Tzovaras
given: Bastian; family: Knight
given: Rob; family: Klemmer
given: Scott
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Social computing systems, crowdsourcing, experimentation, citizen science

Abstract: People have scientific questions and folk theories; yet most lack the expertise to investigate them. How might people transform their questions into experiments that inform both science and their lives? This paper demonstrates how online volunteers can collaboratively design and run experiments using a novel social computing system. The Galileo system provides procedural support using three techniques: 1) experimental design workflow that provides just-in-time training; 2) review workflow with scaffolded questions; and 3) automated routines for data collection. We present two empirical investigations: a study and a field deployment with online volunteers across 16 and 8 countries respectively. People generated structurally-sound experiments on personally meaningful topics; three communities ran a week-long experiment each. We identify two key challenges for citizen-led experimentation—supporting different expertise levels and providing recruitment guidance—and provide specific suggestions from the social computing literature. Our results highlight the promise and challenges of citizen-led knowledge work like experimentation.
Title: AdaptiFont: Increasing Individuals’ Reading Speed with a Generative Font Model and Bayesian Optimization
Authors: family: Kadner
given: Florian; family: Keller
given: Yannik; family: Rothkopf
given: Constantin
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Bayesian optimization, adaptive font, generative model, reading speed

Abstract: Digital text has become one of the primary ways of exchanging knowledge, but text needs to be rendered to a screen to be read. We present AdaptiFont, a human-in-the-loop system that is aimed at interactively increasing readability of text displayed on a monitor. To this end, we first learn a generative font space with non-negative matrix factorization from a set of classic fonts. In this space we generate new true-type-fonts through active learning, render texts with the new font, and measure individual users’ reading speed. Bayesian optimization sequentially generates new fonts on the fly to progressively increase individuals’ reading speed. The results of a user study show that this adaptive font generation system finds regions in the font space corresponding to high reading speeds, that these fonts significantly increase participants’ reading speed, and that the found fonts are significantly different across individual readers.
Title: Communicating with Motion: A Design Space for Animated Visual Narratives in Data Videos
Authors: family: Shi
given: Yang; family: Lan
given: Xingyu; family: Li
given: Jingwen; family: Li
given: Zhaorui; family: Cao
given: Nan
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Data Videos, Visual Narratives, Narrative Visualization, Animation

Abstract: Data videos are a genre of narrative visualization that communicates stories by combining data visualization and motion graphics. While data videos are increasingly gaining popularity, few systematic reviews or structured analyses exist for their design. In this work, we introduce a design space for animated visual narratives in data videos. The design space combines a dimension for animation techniques that are frequently used to facilitate data communication with one for visual narrative strategies served by such animation techniques to support story presentation. We derived our design space from the analysis of 82 high-quality data videos collected from online sources. We conducted a workshop with 20 participants to evaluate the effectiveness of our design space. Qualitative and quantitative feedback suggested that our design space is inspirational and useful for designing and creating data videos.
Title: Neuromancer Workshop: Towards Designing Experiential Entanglement with Science Fiction
Authors: family: Kong
given: Bowen; family: Liang
given: Rung-Huei; family: Liu
given: MengChi; family: Chang
given: Shu-Hsiang; family: Tseng
given: Hsiu-Chen; family: Ju
given: Chian-Huei
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Experiential speculation, Entanglement, Science fiction, Design fiction

Abstract: The use of design fiction to speculate an imaginative and critical future has increasingly been recognized in the design research community. Instead of focusing on speculation with a critical position, this paper reports an experiential approach to entangling everyday experiences in the process of speculating. As science fiction has successfully provided fictional-world-building as entanglement material for speculation, we held a workshop to conduct an entanglement experiment of personal photographs with cyberpunk literature, Neuromancer. We built a card deck consisting of 206 quotes from the novel and invited 15 participants to shuffle, draw, and re-compose sentences that best matched their personal photographs. Purposefully selected everyday anchors and sci-fi features in the quotes allowed us to investigate the moment when an everyday photograph encountered a fictional world. We describe the phenomena of imagination and entanglement, explain experiential entanglement, propose a conceptual model for entangled status, and present interpretations and implications in HCI.
Title: No More Handshaking: How have COVID-19 pushed the expansion of computer-mediated communication in Japanese idol culture?
Authors: family: Yakura
given: Hiromu
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Japanese idol groups, Computer-mediated communication, COVID-19

Abstract: In Japanese idol culture, meet-and-greet events where fans were allowed to handshake with an idol member for several seconds were regarded as its essential component until the spread of COVID-19. Now, idol groups are struggling in the transition of such events to computer-mediated communication because these events had emphasized meeting face-to-face over communicating, as we can infer from their length of time. I anticipated that investigating this emerging transition would provide implications because their communication has a unique characteristic that is distinct from well-studied situations, such as workplace communication and intimate relationships. Therefore, I first conducted a quantitative survey to develop a precise understanding of the transition, and based on its results, had semi-structured interviews with idol fans about their perceptions of the transition. The survey revealed distinctive approaches, including one where fans gathered at a venue but were isolated from the idol member by an acrylic plate and talked via a video call. Then the interviews not only provided answers to why such an approach would be reasonable but also suggested the existence of a large gap between conventional offline events and emerging online events in their perceptions. Based on the results, I discussed how we can develop interaction techniques to support this transition and how we can apply it to other situations outside idol culture, such as computer-mediated performing arts.
Title: Scrappy: Using Scrap Material as Infill to Make Fabrication More Sustainable
Authors: family: Wall
given: Ludwig Wilhelm; family: Jacobson
given: Alec; family: Vogel
given: Daniel; family: Schneider
given: Oliver
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: sustainability, geometry processing, fabrication

Abstract: We present a software system for fused deposition modelling 3D printing that replaces infill material with scrap to reduce material and energy consumption. Example scrap objects include unused 3D prints from prototyping and calibration, household waste like coffee cups, and off-cuts from other fabrication projects. To achieve this, our system integrates into an existing CAD workflow and manages a database of common items, previous prints, and manually entered objects. While modelling in a standard CAD application, the system suggests objects to insert, ranked by how much infill material they could replace. This computation extends an existing nesting algorithm to determine which objects fit, optimize their alignment, and adjust the enclosing mesh geometry. While printing, the system uses custom tool-paths and animated instructions to enable anyone nearby to manually insert the scrap material.
Title: Can a Humorous Conversational Agent Enhance Learning Experience and Outcomes?
Authors: family: Ceha
given: Jessy; family: Lee
given: Ken Jen; family: Nilsen
given: Elizabeth; family: Goh
given: Joslin; family: Law
given: Edith
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Motivation, Education, Learning Outcomes, Conversational Agent, Humour, Learning Experience

Abstract: Previous studies have highlighted the benefits of pedagogical conversational agents using socially-oriented conversation with students. In this work, we examine the effects of a conversational agent’s use of affiliative and self-defeating humour — considered conducive to social well-being and enhancing interpersonal relationships — on learners’ perception of the agent and attitudes towards the task. Using a between-subjects protocol, 58 participants taught a conversational agent about rock classification using a learning-by-teaching platform, the Curiosity Notebook. While all agents were curious and enthusiastic, the style of humour was manipulated such that the agent either expressed an affiliative style, a self-defeating style, or no humour. Results demonstrate that affiliative humour can significantly increase motivation and effort, while self-defeating humour, although enhancing effort, negatively impacts enjoyment. Findings further highlight the importance of understanding learner characteristics when using humour.
Title: Nudge for Reflection: More Than Just a Channel to Political Knowledge
Authors: family: Zhang
given: Weiyu; family: Yang
given: Tian; family: Tangi Perrault
given: Simon
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: reflection, deliberation, online discussions, nudges, Citizens, civic tech, civic engagement

Abstract: Reflection, a process that organizes information into a structure that incorporates both own and others’ perspectives, was previously believed to function mainly as an antecedent of political knowledge. In this paper, we first design a simple interface nudge to encourage users to reflect on their views on political issues. Second, we use an experimental study to show that reflection works in a way more than leading to political knowledge. Results from a between-subjects online experiment (N = 168) covering one crucial public issue in Singapore (i.e., fertility) showed that (a) reflection interacts with information access to influence perceived issue knowledge; (b) reflection enhances perceived attitude certainty, including perceived attitude clarity and perceived attitude correctness; (c) reflection promotes willingness to express opinions in private settings.
Title: Enhancing the Composition Task in Text Entry Studies: Eliciting Difficult Text and Improving Error Rate Calculation
Authors: family: Gaines
given: Dylan; family: Kristensson
given: Per Ola; family: Vertanen
given: Keith
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: composition;, evaluation, Text entry

Abstract: Participants in text entry studies usually copy phrases or compose novel messages. A composition task mimics actual user behavior and can allow researchers to better understand how a system might perform in reality. A problem with composition is that participants may gravitate towards writing simple text, that is, text containing only common words. Such simple text is insufficient to explore all factors governing a text entry method, such as its error correction features. We contribute to enhancing composition tasks in two ways. First, we show participants can modulate the difficulty of their compositions based on simple instructions. While it took more time to compose difficult messages, they were longer, had more difficult words, and resulted in more use of error correction features. Second, we compare two methods for obtaining a participant’s intended text, comparing both methods with a previously proposed crowdsourced judging procedure. We found participant-supplied references were more accurate.
Title: HoloBar: Rapid Command Execution for Head-Worn AR Exploiting Around the Field-of-View Interaction
Authors: family: Saidi
given: Houssem; family: Dubois
given: Emmanuel; family: Serrano
given: Marcos
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Smartphone based interactions, Menu interaction, Augmented reality

Abstract: Inefficient menu interfaces lead to system and application commands being tedious to execute in Immersive Environments. HoloBar is a novel approach to ease the interaction with multi-level menus in immersive environments: with HoloBar, the hierarchical menu splits between the field of view (FoV) of the Head Mounted Display and the smartphone (SP). Command execution is based on around-the-FoV interaction with the SP, and touch input on the SP display. The HoloBar offers a unique combination of features, namely rapid mid-air activation, implicit selection of top-level items and preview of second-level items on the SP, ensuring rapid access to commands. In a first study we validate its activation method, which consists in bringing the SP within an activation distance from the FoV. In a second study, we compare the HoloBar to two alternatives, including the standard HoloLens menu. Results show that the HoloBar shortens each step of a multi-level menu interaction (menu activation, top-level item selection, second-level item selection and validation), with a high success rate. A follow-up study confirms that these results remain valid when compared with the two validation mechanisms of HoloLens (Air-Tap and clicker).
Title: Community Dynamics in Technospiritual Interventions: Lessons Learned from a Church-based mHealth Pilot
Authors: family: O'Leary
given: Teresa K.; family: Parmar
given: Dhaval; family: Olafsson
given: Stefan; family: Paasche-Orlow
given: Michael; family: Bickmore
given: Timothy; family: Parker
given: Andrea G
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: mHealth, community dynamics, African American, historically marginalized communities, social capital, Black, faith-based, technospiritual

Abstract: HCI researchers have increasingly examined how social context shapes health behaviors. Much of this work operates at the interpersonal level. Communities such as churches play important roles in supporting wellbeing and addressing health inequities. While some work has investigated creating digital health tools for religious populations, few have explicitly focused on the incorporation of community support in the form of prayer support. Embedding health interventions in any community has the potential to support or challenge the community’s dynamics. We report on findings from interviews with 17 church members who used a church-based mHealth application over a 4-week period and provide guidelines for developers based on these results. Through their use of the system, participants characterized several community dynamics including a desire for social intimacy, communicating care, creating opportunities for fellowship, maintaining privacy and discretion, and building community connections, and how these dynamics influence their aspirations for a church-based health app.
Title: A Model Predictive Control Approach for Reach Redirection in Virtual Reality
Authors: family: Gonzalez
given: Eric J; family: Chase
given: Elyse D. Z.; family: Kotipalli
given: Pramod; family: Follmer
given: Sean
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Haptic Retargeting, Optimization, Model Predictive Control, Redirection, Reach, Virtual Reality

Abstract: Reach redirection is an illusion-based virtual reality (VR) interaction technique where a user’s virtual hand is shifted during a reach in order to guide their real hand to a physical location. Prior works have not considered the underlying sensorimotor processes driving redirection. In this work, we propose adapting a sensorimotor model for goal-directed reach to obtain a model for visually-redirected reach, specifically by incorporating redirection as a sensory bias in the state estimate used by a minimum jerk motion controller. We validate and then leverage this model to develop a Model Predictive Control (MPC) approach for reach redirection, enabling the real-time generation of spatial warping according to desired optimization criteria (e.g., redirection goals) and constraints (e.g., sensory thresholds). We illustrate this approach with two example criteria – redirection to a desired point and redirection along a desired path – and compare our approach against existing techniques in a user evaluation.