huashen218/convxai-cia-dataset huggingface dataset:
Title: Supporting Self-Regulation of Children with ADHD Using Wearables: Tensions and Design Challenges
Authors: family: Cibrian
given: Franceli L.; family: Lakes
given: Kimberley D.; family: Tavakoulnia
given: Arya; family: Guzman
given: Kayla; family: Schuck
given: Sabrina; family: Hayes
given: Gillian R.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: The design of wearable applications supporting children with Attention Deficit Hyperactivity Disorders (ADHD) requires a deep understanding not only of what is possible from a clinical standpoint but also how the children might understand and orient towards wearable technologies, such as a smartwatch. Through a series of participatory design workshops with children with ADHD and their caregivers, we identified tensions and challenges in designing wearable applications supporting the self-regulation of children with ADHD. In this paper, we describe the specific challenges of smartwatches for this population, the balance between self-regulation and co-regulation, and tensions when receiving notifications on a smartwatch in various contexts. These results indicate key considerations-from both the child and caregiver viewpoints-for designing technological interventions supporting children with ADHD.
Title: PneuModule: Using Inflatable Pin Arrays for Reconfigurable Physical Controls on Pressure-Sensitive Touch Surfaces
Authors: family: Han
given: Changyo; family: Takahashi
given: Ryo; family: Yahagi
given: Yuchi; family: Naemura
given: Takeshi
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: We present PneuModule, a tangible interface platform that enables users to reconfigure physical controls on pressure-sensitive touch surfaces using pneumatically-actuated inflatable pin arrays. PneuModule consists of a main module and extension modules. The main module is tracked on the touch surface and forwards continuous inputs from attached multiple extension modules to the touch surface. Extension modules have distinct mechanisms for user input, which pneumatically actuates the inflatable pins at the bottom of the main module through internal air pipes. The main module accepts multi-dimensional inputs since each pin is individually inflated by the corresponding air chamber. Also, since the extension modules are swappable and identifiable owing to the marker design, users can quickly customize the interface layout. We contribute to design details of inflatable pins and diverse pneumatic input control design examples for PneuModule. We also showcase the feasibility of PneuModule through a series of evaluations and interactive prototypes.
Title: Mix&Match: Towards Omitting Modelling Through In-situ Remixing of Model Repository Artifacts in Mixed Reality
Authors: family: Stemasov
given: Evgeny; family: Wagner
given: Tobias; family: Gugenheimer
given: Jan; family: Rukzio
given: Enrico
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: The accessibility of tools to model artifacts is one of the core driving factors for the adoption of Personal Fabrication. Subsequently, model repositories like Thingiverse became important tools in (novice) makers' processes. They allow them to shorten or even omit the design process, offloading a majority of the effort to other parties. However, steps like measurement of surrounding constraints (e.g., clearance) which exist only inside the users' environment, can not be similarly outsourced. We propose Mix&Match a mixed-reality-based system which allows users to browse model repositories, preview the models in-situ, and adapt them to their environment in a simple and immediate fashion. Mix&Match aims to provide users with CSG operations which can be based on both virtual and real geometry. We present interaction patterns and scenarios for Mix&Match, arguing for the combination of mixed reality and model repositories. This enables almost modelling-free personal fabrication for both novices and expert makers.
Title: The Role of Eye Gaze in Security and Privacy Applications: Survey and Future HCI Research Directions
Authors: family: Katsini
given: Christina; family: Abdrabou
given: Yasmeen; family: Raptis
given: George E.; family: Khamis
given: Mohamed; family: Alt
given: Florian
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: For the past 20 years, researchers have investigated the use of eye tracking in security applications. We present a holistic view on gaze-based security applications. In particular, we canvassed the literature and classify the utility of gaze in security applications into a) authentication, b) privacy protection, and c) gaze monitoring during security critical tasks. This allows us to chart several research directions, most importantly 1) conducting field studies of implicit and explicit gaze-based authentication due to recent advances in eye tracking, 2) research on gaze-based privacy protection and gaze monitoring in security critical tasks which are under-investigated yet very promising areas, and 3) understanding the privacy implications of pervasive eye tracking. We discuss the most promising opportunities and most pressing challenges of eye tracking for security that will shape research in gaze-based security applications for the next decade.
Title: PolySense: Augmenting Textiles with Electrical Functionality using In-Situ Polymerization
Authors: family: Honnet
given: Cedric; family: Perner-Wilson
given: Hannah; family: Teyssier
given: Marc; family: Fruchard
given: Bruno; family: Steimle
given: Jürgen; family: Baptista
given: Ana C.; family: Strohmeier
given: Paul
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: We present a method for enabling arbitrary textiles to sense pressure and deformation: In-situ polymerization supports integration of piezoresistive properties at the material level, preserving a textile's haptic and mechanical characteristics. We demonstrate how to enhance a wide set of fabrics and yarns using only readily available tools. To further support customisation by the designer, we present methods for patterning, as needed to create circuits and sensors, and demonstrate how to combine areas of different conductance in one material. Technical evaluation results demonstrate the performance of sensors created using our method is comparable to off-the-shelf piezoresistive textiles. As application examples, we demonstrate rapid manufacturing of on-body interfaces, tie-dyed motion-capture clothing, and zippers that act as potentiometers.
Title: Interaction Techniques for Visual Exploration Using Embedded Word-Scale Visualizations
Authors: family: Goffin
given: Pascal; family: Blascheck
given: Tanja; family: Isenberg
given: Petra; family: Willett
given: Wesley
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: We describe a design space of view manipulation interactions for small data-driven contextual visualizations (word-scale visualizations). These interaction techniques support an active reading experience and engage readers through exploration of embedded visualizations whose placement and content connect them to specific terms in a document. A reader could, for example, use our proposed interaction techniques to explore word-scale visualizations of stock market trends for companies listed in a market overview article. When readers wish to engage more deeply with the data, they can collect, arrange, compare, and navigate the document using the embedded word-scale visualizations, permitting more visualization-centric analyses. We support our design space with a concrete implementation, illustrate it with examples from three application domains, and report results from two experiments. The experiments show how view manipulation interactions helped readers examine embedded visualizations more quickly and with less scrolling and yielded qualitative feedback on usability and future opportunities.
Title: Effects of Persuasive Dialogues: Testing Bot Identities and Inquiry Strategies
Authors: family: Shi
given: Weiyan; family: Wang
given: Xuewei; family: Oh
given: Yoo Jung; family: Zhang
given: Jingwen; family: Sahay
given: Saurav; family: Yu
given: Zhou
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Intelligent conversational agents, or chatbots, can take on various identities and are increasingly engaging in more human-centered conversations with persuasive goals. However, little is known about how identities and inquiry strategies influence the conversation's effectiveness. We conducted an online study involving 790 participants to be persuaded by a chatbot for charity donation. We designed a two by four factorial experiment (two chatbot identities and four inquiry strategies) where participants were randomly assigned to different conditions. Findings showed that the perceived identity of the chatbot had significant effects on the persuasion outcome (i.e., donation) and interpersonal perceptions (i.e., competence, confidence, warmth, and sincerity). Further, we identified interaction effects among perceived identities and inquiry strategies. We discuss the findings for theoretical and practical implications for developing ethical and effective persuasive chatbots. Our published data, codes, and analyses serve as the first step towards building competent ethical persuasive chatbots.
Title: Imagining Data-Objects for Reflective Self-Tracking
Authors: family: Karyda
given: Maria; family: Ryöppy
given: Merja; family: Buur
given: Jacob; family: Lucero
given: Andrés
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: While self-tracking data is typically captured real-time in a lived experience, the data is often stored in a manner detached from the context where it belongs. Research has shown that there is a potential to enhance people's lived experiences with data-objects (artifacts representing contextually relevant data), for individual and collective reflections through a physical portrayal of data. This paper expands that research by studying how to design contextually relevant data-objects based on people's needs. We conducted a participatory research project with five households using object theater as a core method to encourage participants to speculate upon combinations of meaningful objects and personal data archives. In this paper, we detail three aspects that seem relevant for designing data-objects: social sharing, contextual ambiguity and interaction with the body. We show how an experience-centric view on data-objects can contribute with the contextual, social and bodily interplay between people, data and objects.
Title: Instructional Video Design: Investigating the Impact of Monologue- and Dialogue-style Presentations
Authors: family: Lee
given: Bridjet; family: Muldner
given: Kasia
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Instructional videos are frequently used in online courses and websites. Such videos may include an instructor delivering a monologue-style presentation, or alternatively, engaging in a dialogue with a student who appears in the video alongside of the instructor. We compared three instructional video designs (N = 77), including monologue and dialogue style presentations. To obtain a comprehensive view of the impact of video design, we used a variety of measures, including eye tracking data, learning gains, self-efficacy, cognitive load, social presence, and interest. Despite eye tracking data showing that participants in speaker-visible conditions spent significantly less time on the domain content, learning and related variables were similar in all three conditions, a result we confirmed with Bayesian statistics that provided substantial evidence for the null model. Altogether, we provide evidence that learning and interest are not enhanced by a dialogue-style presentation or visual presence of the instructor. However, further work is needed to investigate the effect of other domains, speaker persona and saliency, and configuration of the speakers in the instructional video.
Title: Unwind: Interactive Fish Straightening
Authors: family: Williams
given: Francis; family: Bock
given: Alexander; family: Doraiswamy
given: Harish; family: Donatelli
given: Cassandra; family: Hall
given: Kayla; family: Summers
given: Adam; family: Panozzo
given: Daniele; family: Silva
given: Cláudio T.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: The ScanAllFish project is a large-scale effort to scan all the world's 33,100 known species of fishes. It has already generated thousands of volumetric CT scans of fish species which are available on open access platforms such as the Open Science Framework. To achieve a scanning rate required for a project of this magnitude, many specimens are grouped together into a single tube and scanned all at once. The resulting data contain many fish which are often bent and twisted to fit into the scanner. Our system, Unwind, is a novel interactive visualization and processing tool which extracts, unbends, and untwists volumetric images of fish with minimal user interaction. Our approach enables scientists to interactively unwarp these volumes to remove the undesired torque and bending using a piecewise-linear skeleton extracted by averaging isosurfaces of a harmonic function connecting the head and tail of each fish. The result is a volumetric dataset of a individual, straight fish in a canonical pose defined by the marine biologist expert user. We have developed Unwind in collaboration with a team of marine biologists: Our system has been deployed in their labs, and is presently being used for dataset construction, biomechanical analysis, and the generation of figures for scientific publication.
Title: WalkingVibe: Reducing Virtual Reality Sickness and Improving Realism while Walking in VR using Unobtrusive Head-mounted Vibrotactile Feedback
Authors: family: Peng
given: Yi-Hao; family: Yu
given: Carolyn; family: Liu
given: Shi-Hong; family: Wang
given: Chung-Wei; family: Taele
given: Paul; family: Yu
given: Neng-Hao; family: Chen
given: Mike Y.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Virtual Reality (VR) sickness is common with symptoms such as headaches, nausea, and disorientation, and is a major barrier to using VR. We propose WalkingVibe, which applies unobtrusive vibrotactile feedback for VR walking experiences, and also reduces VR sickness and discomfort while improving realism. Feedback is delivered through two small vibration motors behind the ears at a frequency that strikes a balance in inducing vestibular response while minimizing annoyance. We conducted a 240-person study to explore how visual, audio, and various tactile feedback designs affect the locomotion experience of users walking passively in VR while seated statically in reality. Results showed timing and location for tactile feedback have significant effects on VR sickness and realism. With WalkingVibe, 2-sided step-synchronized design significantly reduces VR sickness and discomfort while significantly improving realism. Furthermore, its unobtrusiveness and ease of integration make WalkingVibe a practical approach for improving VR experiences with new and existing VR headsets.
Title: Heatmaps, Shadows, Bubbles, Rays: Comparing Mid-Air Pen Position Visualizations in Handheld AR
Authors: family: Wacker
given: Philipp; family: Wagner
given: Adrian; family: Voelker
given: Simon; family: Borchers
given: Jan
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: In Handheld Augmented Reality, users look at AR scenes through the smartphone held in their hand. In this setting, having a mid-air pointing device like a pen in the other hand greatly expands the interaction possibilities. For example, it lets users create 3D sketches and models while on the go. However, perceptual issues in Handheld AR make it difficult to judge the distance of a virtual object, making it hard to align a pen to it. To address this, we designed and compared different visualizations of the pen's position in its virtual environment, measuring pointing precision, task time, activation patterns, and subjective ratings of helpfulness, confidence, and comprehensibility of each visualization. While all visualizations resulted in only minor differences in precision and task time, subjective ratings of perceived helpfulness and confidence favor a 'heatmap' technique that colors the objects in the scene based on their distance to the pen.
Title: Keep it Simple: How Visual Complexity and Preferences Impact Search Efficiency on Websites
Authors: family: Baughan
given: Amanda; family: August
given: Tal; family: Yamashita
given: Naomi; family: Reinecke
given: Katharina
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: We conducted an online study with 165 participants in which we tested their search efficiency and information recall. We confirm that the visual complexity of a website has a significant negative effect on search efficiency and information recall. However, the search efficiency of those who preferred simple websites was more negatively affected by highly complex websites than those who preferred high visual complexity. Our results suggest that diverse visual preferences need to be accounted for when assessing search response time and information recall in HCI experiments, testing software, or A/B tests.
Title: Determining the Extractive Casting Mold of Intimate Platforms through Document Theory
Authors: family: Olgado
given: Benedict Salazar; family: Pei
given: Lucy; family: Crooks
given: Roderic
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: This paper introduces document theory as a mechanism to analyze intimate platforms as sociotechnical systems. The theory, developed in documentation studies and applied to HCI, focuses on the casting mold or how agents, through particular means and modes, produce documents that govern social relations. We studied the process of creating a profile by identifying and mapping out the fields asked among the ten most popular online dating apps in the US. By looking at dating profiles as documents and their creation as a process of documentation, we argue that the current casting mold of these intimate platforms is designed to extract profit via invisibilization of labor in digital networks leading to the emergence of a constrained rational market agent. Our study illustrates how document theory makes visible the assumptions of technological systems, calling on us to imagine alternatives beyond incremental design changes given broader structural realities of market and power.
Title: NurseCare: Design and 'In-The-Wild' Evaluation of a Mobile System to Promote the Ergonomic Transfer of Patients
Authors: family: Dürr
given: Maximilian; family: Gröschel
given: Carla; family: Pfeil
given: Ulrike; family: Reiterer
given: Harald
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Nurses are frequently required to transfer patients as part of their daily duties. However, the manual transfer of patients is a major risk factor for injuries to the back. Although the Kinaesthetics Care Conception can help to address this issue, existing support for the integration of the concept into nursing-care practice is low. We present NurseCare, a mobile system that aims to promote the practical application of ergonomic patient transfers based on the Kinaesthetics Care Conception. NurseCare consists of a wearable and a smartphone app. Key features of NurseCare include mobile accessible instructions for ergonomic patient transfers, in-situ feedback for the risky bending of the back, and long-term feedback. We evaluated NurseCare in a nine participant 'in-the-wild' evaluation. Results indicate that NurseCare can facilitate ergonomic work while providing a high user experience adequate to the nurses' work domain, and reveal how NurseCare can be incorporated in given practices.
Title: Walk The Line: Leveraging Lateral Shifts of the Walking Path as an Input Modality for Head-Mounted Displays
Authors: family: Müller
given: Florian; family: Schmitz
given: Martin; family: Schmitt
given: Daniel; family: Günther
given: Sebastian; family: Funk
given: Markus; family: Mühlhäuser
given: Max
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Recent technological advances have made head-mounted displays (HMDs) smaller and untethered, fostering the vision of ubiquitous interaction in a digitally augmented physical world. Consequently, a major part of the interaction with such devices will happen on the go, calling for interaction techniques that allow users to interact while walking. In this paper, we explore lateral shifts of the walking path as a hands-free input modality. The available input options are visualized as lanes on the ground parallel to the user's walking path. Users can select options by shifting the walking path sideways to the respective lane. We contribute the results of a controlled experiment with 18 participants, confirming the viability of our approach for fast, accurate, and joyful interactions. Further, based on the findings of the controlled experiment, we present three example applications.
Title: Checklist Design Reconsidered: Understanding Checklist Compliance and Timing of Interactions
Authors: family: Kulp
given: Leah; family: Sarcevic
given: Aleksandra; family: Zheng
given: Yinan; family: Cheng
given: Megan; family: Alberto
given: Emily; family: Burd
given: Randall
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: We examine the association between user interactions with a checklist and task performance in a time-critical medical setting. By comparing 98 logs from a digital checklist for trauma resuscitation with activity logs generated by video review, we identified three non-compliant checklist use behaviors: failure to check items for completed tasks, falsely checking items when tasks were not performed, and inaccurately checking items for incomplete tasks. Using video review, we found that user perceptions of task completion were often misaligned with clinical practices that guided activity coding, thereby contributing to non-compliant check-offs. Our analysis of associations between different contexts and the timing of check-offs showed longer delays when (1) checklist users were absent during patient arrival, (2) patients had penetrating injuries, and (3) resuscitations were assigned to the highest acuity. We discuss opportunities for reconsidering checklist designs to reduce non-compliant checklist use.