huashen218/convxai-cia-dataset huggingface dataset:
Title: In-Depth Mouse: Integrating Desktop Mouse into Virtual Reality
Authors: family: Zhou
given: Qian; family: Fitzmaurice
given: George; family: Anderson
given: Fraser
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: 3D pointing, target selection, virtual workspace, Virtual Reality

Abstract: Virtual Reality (VR) has potential for productive knowledge work, however, midair pointing with controllers or hand gestures does not offer the precision and comfort of traditional 2D mice. Directly integrating mice into VR is difficult as selecting targets in a 3D space is negatively impacted by binocular rivalry, perspective mismatch, and improperly calibrated control-display (CD) gain. To address these issues, we developed Depth-Adaptive Cursor , a 2D-mouse driven pointing technique for 3D selection with depth-adaptation that continuously interpolates the cursor depth by inferring what users intend to select based on the cursor position, the viewpoint, and the selectable objects. Depth-Adaptive Cursor uses a novel CD gain tool to compute a usable range of CD gains for general mouse-based pointing in VR. A user study demonstrated that Depth-Adaptive Cursor significantly improved performance compared with an existing mouse-based pointing technique without depth-adaption in terms of time (21.2%), error (48.3%), perceived workload, and user satisfaction.
Title: OVRlap: Perceiving Multiple Locations Simultaneously to Improve Interaction in VR
Authors: family: Schjerlund
given: Jonas; family: Hornbæk
given: Kasper; family: Bergström
given: Joanna
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: user studies, virtual reality, large environments, interaction techniques

Abstract: We introduce OVRlap, a VR interaction technique that lets the user perceive multiple places at the same time from a first-person perspective. OVRlap achieves this by overlapping viewpoints. At any time, only one viewpoint is active, meaning that the user may interact with objects therein. Objects seen from the active viewpoint are opaque, whereas objects seen from passive viewpoints are transparent. This allows users to perceive multiple locations at once and easily switch to the one in which they want to interact. We compare OVRlap and a single-viewpoint technique in a study where 20 participants complete object-collection and monitoring tasks. We find that in both tasks, participants are significantly faster and move their head significantly less with OVRlap. We propose how the technique might be improved through automated switching of the active viewpoint and intelligent viewpoint rendering.
Title: ImpactVest: Rendering Spatio-Temporal Multilevel Impact Force Feedback on Body in VR
Authors: family: Tsai
given: Hsin-Ruey; family: Liao
given: Yu-So; family: Tsai
given: Chieh
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: virtual reality., force feedback, wearable device, impact, Haptics

Abstract: Rendering instant and intense impact feedback on users’ hands, limbs and head to enhance realism in virtual reality (VR) has been proposed in previous works, but impact on the body is still less discussed. With the body’s large surface area to utilize, numerous impact patterns can be rendered in versatile VR applications, e.g., being shot, blasted, punched or slashed on body in VR games. Herein we propose ImpactVest to render spatio-temporal multilevel impact force feedback on body. By independently controlling nine impactors in a 3 × 3 layout using elastic force, impact is generated at different levels, positions and time sequences for versatile spatial and temporal combinations. We conducted a just-noticeable difference (JND) study to understand users’ impact level distinguishability on the body. A time interval threshold study was then performed to ascertain what time interval thresholds between two impact stimuli should be used to distinguish from simultaneous impact, a continuous impact stroke and two discrete impact stimuli. Based on the results, we conducted a VR experience study to verify that impact feedback from ImpactVest enhances VR realism.
Title: Kuiper Belt: Utilizing the “Out-of-natural Angle” Region in the Eye-gaze Interaction for Virtual Reality
Authors: family: Choi
given: Myungguen; family: Sakamoto
given: Daisuke; family: Ono
given: Tetsuo
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Eye Tracking, Menu Item Selection, Virtual Reality, Eye-gaze Interface

Abstract: The maximum physical range of horizontal human eye movement is approximately 45°. However, in a natural gaze shift, the difference in the direction of the gaze relative to the frontal direction of the head rarely exceeds 25°. We name this region of 25° − 45° the “Kuiper Belt” in the eye-gaze interaction. We try to utilize this region to solve the Midas touch problem to enable a search task while reducing false input in the Virtual Reality environment. In this work, we conduct two studies to figure out the design principle of how we place menu items in the Kuiper Belt as an “out-of-natural angle” region of the eye-gaze movement, and determine the effectiveness and workload of the Kuiper Belt-based method. The results indicate that the Kuiper Belt-based method facilitated the visual search task while reducing false input. Finally, we present example applications utilizing the findings of these studies.
Title: Beyond Being Real: A Sensorimotor Control Perspective on Interactions in Virtual Reality
Authors: family: Abtahi
given: Parastoo; family: Hough
given: Sidney Q.; family: Landay
given: James A.; family: Follmer
given: Sean
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: framework, interaction design, virtual reality, sensorimotor control

Abstract: We can create Virtual Reality (VR) interactions that have no equivalent in the real world by remapping spacetime or altering users’ body representation, such as stretching the user’s virtual arm for manipulation of distant objects or scaling up the user’s avatar to enable rapid locomotion. Prior research has leveraged such approaches, what we call beyond-real techniques, to make interactions in VR more practical, efficient, ergonomic, and accessible. We present a survey categorizing prior movement-based VR interaction literature as reality-based, illusory, or beyond-real interactions. We survey relevant conferences (CHI, IEEE VR, VRST, UIST, and DIS) while focusing on selection, manipulation, locomotion, and navigation in VR. For beyond-real interactions, we describe the transformations that have been used by prior works to create novel remappings. We discuss open research questions through the lens of the human sensorimotor control system and highlight challenges that need to be addressed for effective utilization of beyond-real interactions in future VR applications, including plausibility, control, long-term adaptation, and individual differences.
Title: There Is No First- or Third-Person View in Virtual Reality: Understanding the Perspective Continuum
Authors: family: Hoppe
given: Matthias; family: Baumann
given: Andrea; family: Tamunjoh
given: Patrick Chofor; family: Machulla
given: Tonja-Katrin; family: Woźniak
given: Paweł W.; family: Schmidt
given: Albrecht; family: Welsch
given: Robin
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Embodiment, Perspective, Virtual Reality, Third Person, First Person

Abstract: Modern games make creative use of First- and Third-person perspectives (FPP and TPP) to allow the player to explore virtual worlds. Traditionally, FPP and TPP perspectives are seen as distinct concepts. Yet, Virtual Reality (VR) allows for flexibility in choosing perspectives. We introduce the notion of a perspective continuum in VR, which is technically related to the camera position and conceptually to how users perceive their environment in VR. A perspective continuum enables adapting and manipulating the sense of agency and involvement in the virtual world. This flexibility of perspectives broadens the design space of VR experiences through deliberately manipulating perception. In a study, we explore users’ attitudes, experiences and perceptions while controlling a virtual character from the two known perspectives. Statistical analysis of the empirical results shows the existence of a perspective continuum in VR. Our findings can be used to design experiences based on shifts of perception.
Title: Understanding and Modeling Viewers’ First Impressions with Images in Online Medical Crowdfunding Campaigns
Authors: family: Guo
given: Qingyu; family: Zhou
given: Siyuan; family: Wu
given: Yifeng; family: Peng
given: Zhenhui; family: Ma
given: Xiaojuan
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: computational assessment, first impression, Online medical crowdfunding campaign

Abstract: Online medical crowdfunding campaigns (OMCCs) help patients seek financial support. First impressions (FIs) of an OMCC, including perceived empathy, credibility, justice, impact, and attractiveness, could affect viewers’ donation decisions. Images play a crucial role in manifesting FIs, and it is beneficial for fundraisers to understand how viewers may judge their selected images for OMCCs beforehand. This work proposes a data-driven approach to assessing whether an OMCC image conveys appropriate FIs. We first crowdsource viewers’ perception of OMCC images. Statistical analysis confirms that agreement on all five dimensions of FIs exists, and these FIs positively correlate with donation intention. We compute image content, color, texture, and composition features, then analyze the correlation between these visual features and FIs. We further predict FIs based on these features, and the best model achieves an overall F1-score of 0.727. Finally, we discuss how our insights could benefit fundraisers and possible ethical concerns.
Title: Rediscovering Affordance: A Reinforcement Learning Perspective
Authors: family: Liao
given: Yi-Chi; family: Todi
given: Kashyap; family: Acharya
given: Aditya; family: Keurulainen
given: Antti; family: Howes
given: Andrew; family: Oulasvirta
given: Antti
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Robotics, Design, Reinforcement Learning, Adaptation, Modeling, Interaction, Motion Planning, Affordance, Theory, Action, Perception, Machine Learning

Abstract: Affordance refers to the perception of possible actions allowed by an object. Despite its relevance to human–computer interaction, no existing theory explains the mechanisms that underpin affordance-formation; that is, how affordances are discovered and adapted via interaction. We propose an integrative theory of affordance-formation based on the theory of reinforcement learning in cognitive sciences. The key assumption is that users learn to associate promising motor actions to percepts via experience when reinforcement signals (success/failure) are present. They also learn to categorize actions (e.g., “rotating” a dial), giving them the ability to name and reason about affordance. Upon encountering novel widgets, their ability to generalize these actions determines their ability to perceive affordances. We implement this theory in a virtual robot model, which demonstrates human-like adaptation of affordance in interactive widgets tasks. While its predictions align with trends in human data, humans are able to adapt affordances faster, suggesting the existence of additional mechanisms.
Title: To Trust or to Stockpile: Modeling Human-Simulation Interaction in Supply Chain Shortages
Authors: family: Mohaddesi
given: Omid; family: Griffin
given: Jacqueline; family: Ergun
given: Ozlem; family: Kaeli
given: David; family: Marsella
given: Stacy; family: Harteveld
given: Casper
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: supply chain, human-simulation interaction, hidden markov models, sequence analysis, gamette, principal component analysis

Abstract: Understanding decision-making in dynamic and complex settings is a challenge yet essential for preventing, mitigating, and responding to adverse events (e.g., disasters, financial crises). Simulation games have shown promise to advance our understanding of decision-making in such settings. However, an open question remains on how we extract useful information from these games. We contribute an approach to model human-simulation interaction by leveraging existing methods to characterize: (1) system states of dynamic simulation environments (with Principal Component Analysis), (2) behavioral responses from human interaction with simulation (with Hidden Markov Models), and (3) behavioral responses across system states (with Sequence Analysis). We demonstrate this approach with our game simulating drug shortages in a supply chain context. Results from our experimental study with 135 participants show different player types (hoarders, reactors, followers), how behavior changes in different system states, and how sharing information impacts behavior. We discuss how our findings challenge existing literature.
Title: Adorned in Memes: Exploring the Adoption of Social Wearables in Nordic Student Culture
Authors: family: Epp
given: Felix Anand; family: Kantosalo
given: Anna; family: Jain
given: Nehal; family: Lucero
given: Andrés; family: Mekler
given: Elisa D.
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Wearable Computing, Co-design, Digital Expression, Memes, Field Study, Research through Design, Social Computing, Nordic Student Culture, Social Wearables, Adornment, Social Practices

Abstract: Social wearables promise to augment and enhance social interactions. However, despite two decades of HCI research on wearables, we are yet to see widespread adoption of social wearables into everyday life. More in-situ investigations into the social dynamics and cultural practices afforded by wearing interactive technology are needed to understand the drivers and barriers to adoption. To this end, we study social wearables in the context of Nordic student culture and the students’ practice of adorning boiler suits. Through a co-creation process, we designed Digi Merkki, a personalised interactive clothing patch. In a two-week elicitation diary study, we captured how 16 students adopted Digi Merkki into their social practices. We found that Digi Merkki afforded a variety of social interaction strategies, including sharing, spamming, and stealing pictures, which supported meaning-making and community-building. Based on our findings, we articulate “Memetic Expression” as a strong concept for designing social wearables.
Title: Hitting Pause: How User Perceptions of Collaborative Playlists Evolved in the United States During the COVID-19 Pandemic
Authors: family: Park
given: So Yeon; family: Redmond
given: Emily; family: Berger
given: Jonathan; family: Kaneshiro
given: Blair
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Shared music, Collaborative playlist, Pandemic, Computer-mediated collaboration, Collaboration, Perception, Shared playlist, Social connection, COVID-19, Computer-mediated communication

Abstract: Through collaborative playlists (CPs), streaming platform users have co-curated music together for various purposes for over a decade. As the COVID-19 pandemic has transformed how people come together through technology and engage with music, CPs have also taken on new roles and value. To understand how CP usage and perception have evolved since the onset of COVID-19, we conducted a mixed-methods investigation of CPs in the United States. Survey results from primarily CP users (N=142) revealed that interest in and usage of CPs have mostly increased since the pandemic, and that the role of music in connecting with others is positively correlated with the perceived impact of COVID-19. Follow-up interviews (N=9) provided additional insights into changing perceptions and usage patterns of CPs during COVID-19; for instance, fewer collaborators per playlist reflects users’ greater focus on strengthening social connections and relationships. Taken together, findings and design implications on digitally mediated co-curation further elucidate the necessity for social and collaborative experiences with music supported by CPs during COVID-19.
Title: BikeAR: Understanding Cyclists’ Crossing Decision-Making at Uncontrolled Intersections using Augmented Reality
Authors: family: Matviienko
given: Andrii; family: Müller
given: Florian; family: Schön
given: Dominik; family: Seesemann
given: Paul; family: Günther
given: Sebastian; family: Mühlhäuser
given: Max
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: cyclist safety, crossing decision-making, augmented reality

Abstract: Cycling has become increasingly popular as a means of transportation. However, cyclists remain a highly vulnerable group of road users. According to accident reports, one of the most dangerous situations for cyclists are uncontrolled intersections, where cars approach from both directions. To address this issue and assist cyclists in crossing decision-making at uncontrolled intersections, we designed two visualizations that: (1) highlight occluded cars through an X-ray vision and (2) depict the remaining time the intersection is safe to cross via a Countdown. To investigate the efficiency of these visualizations, we proposed an Augmented Reality simulation as a novel evaluation method, in which the above visualizations are represented as AR, and conducted a controlled experiment with 24 participants indoors. We found that the X-ray ensures a fast selection of shorter gaps between cars, while the Countdown facilitates a feeling of safety and provides a better intersection overview.
Title: Effects of Pedestrian Behavior, Time Pressure, and Repeated Exposure on Crossing Decisions in Front of Automated Vehicles Equipped with External Communication
Authors: family: Colley
given: Mark; family: Bajrovic
given: Elvedin; family: Rukzio
given: Enrico
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: eHMI., Chicken Game, Autonomous vehicles, Pedestrian Behavior, External communication

Abstract: Automated vehicles are expected to substitute driver-pedestrian communication via LED strips or displays. This communication is expected to improve trust and the crossing process in general. However, numerous factors such as other pedestrians’ behavior, perceived time pressure, or previous experience influence crossing decisions. Therefore, we report the results of a triply subdivided Virtual Reality study (N=18) evaluating these. Results show that external communication was perceived as hedonically pleasing, increased perceived safety and trust, and also that pedestrians’ behavior affected participants’ behavior. A timer did not alter crossing behavior, however, repeated exposure increased trust and reduced crossing times, showing a habituation effect. Our work helps better to integrate research on external communication in ecologically valid settings.
Title: FlexNav: Flexible Navigation and Exploration through Connected Runnable Zones
Authors: family: Katharina Willamowski
given: Jutta; family: Gonzalez-Jimenez
given: Shreepriya; family: Legras
given: Christophe; family: Gallo
given: Danilo
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Sports, Route Recommendation, Pedestrian Navigation, Running

Abstract: Runners want to actively explore unknown environments without the fear of getting lost. We conducted a survey to better understand runners’ needs and practices in this context. The survey results emphasized the interest in flexible exploration. To address this interest, we designed FlexNav, a system that supports exploratory running through flexible tours that link the best runnable zones in a neighbourhood. FlexNav provides adaptive navigation support enabling runners to follow such tours without continually getting disruptive directions. We tested it with runners to assess its usability. The results confirm the usefulness of the system and the users' preference for flexible tours over fully specified tours with turn-by-turn guidance. Our study highlights the subjective nature of runnable zones and the subtle balance between guidance and exploration.
Title: Beyond Virtual Bazaar: How Social Commerce Promotes Inclusivity for the Traditionally Underserved Community in Chinese Developing Regions
Authors: family: Chen
given: Zhilong; family: Cao
given: Hancheng; family: Lan
given: Xiaochong; family: Lu
given: Zhicong; family: Li
given: Yong
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: underserved, bazaar, social commerce, inclusive, HCI4D

Abstract: The disadvantaged population is often underserved and marginalized in technology engagement: prior works show they are generally more reluctant and experience more barriers in adopting and engaging with mainstream technology. Here, we contribute to the HCI4D and ICTD literature through a novel “counter” case study on Chinese social commerce (e.g., Pinduoduo), which 1) first prospers among the traditionally underserved community from developing regions ahead of the more technologically advantaged communities, and 2) has been heavily engaged by this community. Through 12 in-depth interviews with social commerce users from the traditionally underserved community in Chinese developing regions, we demonstrate how social commerce, acting as a “virtual bazaar”, brings online the traditional offline socioeconomic lives the community has lived for ages, fits into the community’s social, cultural, and economic context, and thus effectively promotes technology inclusivity. Our work provides novel insights and implications for building inclusive technology for the “next billion” population.
Title: AI beyond Deus ex Machina – Reimagining Intelligence in Future Cities with Urban Experts
Authors: family: Mlynar
given: Jakub; family: Bahrami
given: Farzaneh; family: Ourednik
given: André; family: Mutzner
given: Nico; family: Verma
given: Himanshu; family: Alavi
given: Hamed
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Artificial Intelligence, Sociology, Urban Sciences, Smart City

Abstract: The current mechanisms that drive the development of AI technologies are widely criticized for being tech-oriented and market-led instead of stemming from societal challenges. In Human-Centered AI discourses, and more broadly in Human-Computer Interaction research, initiatives have been proposed to engage experts from various domains of social science in determining how AI should reach our societies, predominantly through informing the adoption policies. Our contribution, however, seeks a more essential role for social sciences, namely to introduce discursive standpoints around what we need AI to be. With a focus on the domain of urbanism, the specific goal has been to elicit – from interviews with 16 urban experts – the imaginaries of how AI can and should impact future cities. Drawing on the social science literature, we present how the notion of “imaginary” has essentially framed this research and how it could reveal an alternative vision of non-human intelligent actors in future cities.