huashen218/convxai-cia-dataset huggingface dataset:
Title: Implementing Multi-Touch Gestures with Touch Groups and Cross Events
Authors: family: Oney
given: Steve; family: Krosnick
given: Rebecca; family: Brandt
given: Joel; family: Myers
given: Brad
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: frameworks, software development, multi-touch, programming

Abstract: Multi-touch gestures can be very difficult to program correctly because they require that developers build high-level abstractions from low-level touch events. In this paper, we introduce programming primitives that enable programmers to implement multi-touch gestures in a more understandable way by helping them build these abstractions. Our design of these primitives was guided by a formative study, in which we observed developers' natural implementations of custom gestures. Touch groups provide summaries of multiple fingers rather than requiring that programmers track them manually. Cross events allow programmers to summarize the movement of one or a group of fingers. We implemented these two primitives in two environments: a declarative programming system and in a standard imperative programming language. We found that these primitives are capable of defining nuanced multi-touch gestures, which we illustrate through a series of examples. Further, in two user evaluations of these programming primitives, we found that multi-touch behaviors implemented in these programming primitives are more understandable than those implemented with standard touch events.
Title: Witchcraft and HCI: Morality, Modernity, and Postcolonial Computing in Rural Bangladesh
Authors: family: Sultana
given: Sharifa; family: Ahmed
given: Syed Ishtiaque
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: faith, postcolonial, wellbeing, ictd, rural, witchcraft

Abstract: While Human-Computer Interaction (HCI) research on health and well-being is increasingly becoming more aware and inclusive of its social and political dimensions, spiritual practices are still largely overlooked there. For a large number of people around the world, especially in the global south, witchcraft, sorcery, and other occult practices are the primary means of achieving health, wealth, satisfaction, and happiness. Building on an eight-month long ethnography in six villages in Jessore, Bangladesh, this paper explores the knowledge, materials, and politics involved in the local witchcraft practices there. By drawing from a rich body of anthropological work on witchcraft, this paper discusses how those findings contribute to the broader issues in HCI around morality, modernity, and postcolonial computing. This paper concludes by recommending ways for smooth integration of traditional occult practices with HCI through design and policy. We argue for occult practices as an under-appreciated site for HCI to learn how to combat ideological hegemony.
Title: QuizBot: A Dialogue-based Adaptive Learning System for Factual Knowledge
Authors: family: Ruan
given: Sherry; family: Jiang
given: Liwei; family: Xu
given: Justin; family: Tham
given: Bryce Joe-Kun; family: Qiu
given: Zhengneng; family: Zhu
given: Yeshuang; family: Murnane
given: Elizabeth L.; family: Brunskill
given: Emma; family: Landay
given: James A.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: intelligent systems, educational applications, conversational user interfaces, chatbots, pedagogical agents

Abstract: Advances in conversational AI have the potential to enable more engaging and effective ways to teach factual knowledge. To investigate this hypothesis, we created QuizBot, a dialogue-based agent that helps students learn factual knowledge in science, safety, and English vocabulary. We evaluated QuizBot with 76 students through two within-subject studies against a flashcard app, the traditional medium for learning factual knowledge. Though both systems used the same algorithm for sequencing materials, QuizBot led to students recognizing (and recalling) over 20% more correct answers than when students used the flashcard app. Using a conversational agent is more time consuming to practice with, but in a second study, of their own volition, students spent 2.6x more time learning with QuizBot than with flashcards and reported preferring it strongly for casual learning. Our results in this second study showed QuizBot yielded improved learning gains over flashcards on recall. These results suggest that educational chatbot systems may have beneficial use, particularly for learning outside of traditional settings.
Title: The Adventures of Older Authors: Exploring Futures through Co-Design Fictions
Authors: family: Ambe
given: Aloha Hufana; family: Brereton
given: Margot; family: Soro
given: Alessandro; family: Buys
given: Laurie; family: Roe
given: Paul
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: creative writers, monitoring technology, older adults, co-creation, design fiction

Abstract: This paper presents co-design fiction as an approach to engaging users in imagining, envisioning and speculating not just on future technology but future life through co-created fictional works. Design fiction in research is often created or written by researchers. There is relatively little critical discussion of how to co-create design fictions with end-users, with the concomitant opportunities and challenges this poses. To fill this gap in knowledge, we conducted co-design fiction workshops with nine older creative writers, utilising prompts to inspire discussion and engage their imaginative writing about the trend towards tracking and monitoring older people. Their stories revealed futures of neither dystopia nor utopia but of social and moral dilemmas narrating their wish not just to "maintain their independence", but a palpable desire for adventure and very nuanced senses of how they wish to take control. We discuss inherent tensions in the control of the co-design fiction process; balancing the author's need for freedom and creativity with the researcher's desire to guide the process toward the design investigation at hand.
Title: Beyond The Force: Using Quadcopters to Appropriate Objects and the Environment for Haptics in Virtual Reality
Authors: family: Abtahi
given: Parastoo; family: Landry
given: Benoit; family: Yang
given: Jackie (Junrui); family: Pavone
given: Marco; family: Follmer
given: Sean; family: Landay
given: James A.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: uav, human-drone interaction, drone, virtual reality, quadcopter, encountered-type, haptics, robotic graphics

Abstract: Quadcopters have been used as hovering encountered-type haptic devices in virtual reality. We suggest that quadcopters can facilitate rich haptic interactions beyond force feedback by appropriating physical objects and the environment. We present HoverHaptics, an autonomous safe-to-touch quadcopter and its integration with a virtual shopping experience. HoverHaptics highlights three affordances of quadcopters that enable these rich haptic interactions: (1) dynamic positioning of passive haptics, (2) texture mapping, and (3) animating passive props. We identify inherent challenges of hovering encountered-type haptic devices, such as their limited speed, inadequate control accuracy, and safety concerns. We then detail our approach for tackling these challenges, including the use of display techniques, visuo-haptic illusions, and collision avoidance. We conclude by describing a preliminary study (n = 9) to better understand the subjective user experience when interacting with a quadcopter in virtual reality using these techniques.
Title: Using Presence Questionnaires in Virtual Reality
Authors: family: Schwind
given: Valentin; family: Knierim
given: Pascal; family: Haas
given: Nico; family: Henze
given: Niels
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: questionnaire, presence, evaluation, virtual reality

Abstract: Virtual Reality (VR) is gaining increasing importance in science, education, and entertainment. A fundamental characteristic of VR is creating presence, the experience of 'being' or 'acting', when physically situated in another place. Measuring presence is vital for VR research and development. It is typically repeatedly assessed through questionnaires completed after leaving a VR scene. Requiring participants to leave and re-enter the VR costs time and can cause disorientation. In this paper, we investigate the effect of completing presence questionnaires directly in VR. Thirty-six participants experienced two immersion levels and filled three standardized presence questionnaires in the real world or VR. We found no effect on the questionnaires' mean scores; however, we found that the variance of those measures significantly depends on the realism of the virtual scene and if the subjects had left the VR. The results indicate that, besides reducing a study's duration and reducing disorientation, completing questionnaires in VR does not change the measured presence but can increase the consistency of the variance.
Title: Understanding the Social Acceptability of Mobile Devices using the Stereotype Content Model
Authors: family: Schwind
given: Valentin; family: Deierlein
given: Niklas; family: Poguntke
given: Romina; family: Henze
given: Niels
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: mobile devices, social acceptance, social objects, stereotype content model, stereotypes

Abstract: Understanding social perception is important for designing mobile devices that are socially acceptable. Previous work not only investigated the social acceptability of mobile devices and interaction techniques but also provided tools to measure social acceptance. However, we lack a robust model that explains the underlying factors that make devices socially acceptable. In this paper, we consider mobile devices as social objects and investigate if the stereotype content model (SCM) can be applied to those devices. Through a study that assesses combinations of mobile devices and group stereotypes, we show that mobile devices have a systematic effect on the stereotypes' warmth and competence. Supported by a second study, which combined mobile devices without a specific stereotypical user, our result suggests that mobile devices are perceived stereotypically by themselves. Our combined results highlight mobile devices as social objects and the importance of considering stereotypes when assessing social acceptance of mobile devices.
Title: Anchoring Effects and Troublesome Asymmetric Transfer in Subjective Ratings
Authors: family: Cockburn
given: Andy; family: Gutwin
given: Carl
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: asymmetric transfer, subjective measures, order effects, nasa-tlx, anchoring effects

Abstract: Within-subjects experiments are prone to asymmetric transfer, which confounds results interpretation. While HCI researchers routinely test asymmetric transfer in objective data, doing so for subjective data is rare. Yet literature suggests that anchoring effects should make subjective measures particularly susceptible to asymmetric transfer. We report on four analyses of NASA-TLX data from four previously published HCI papers, with four main findings. First, asymmetric transfer is common, occurring in 42% of tests analysed. Second, the data conforms to predictions of anchoring effects. Third, the magnitude of the anchor's effect correlates with the magnitude of the difference between the interface ratings -- that is, the anchor's 'pull' correlates with the anchoring stimulus. Fourth, several of the previously published findings are changed when data are reanalysed using between-subjects treatment. We urge caution when analysing within-subjects subjective measures and recommend that researchers test for and report the occurrence of asymmetric transfer.
Title: Aggregated Visualization of Playtesting Data
Authors: family: Wallner
given: Günter; family: Halabi
given: Nour; family: Mirza-Babaei
given: Pejman
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: visual game analytics, physiological measurements, data visualization, mixed-methods, games user research

Abstract: Playtesting is a key component in the game development process aimed at improving the quality of games through the collection of gameplay data and identification of design issues. Visualization techniques are currently being employed to help integrate quantitative and qualitative data. Despite that, two existing challenges are to determine the level of detail to be presented to developers based on their needs and to effectively communicate the collected data so that informed design changes can be reached. In this paper, we first propose an aggregated visualization technique that makes use of clustering, territory tessellation, and trajectory aggregation to simultaneously display mixed playtesting data. Secondly, to assess the usefulness of our technique we evaluate it through interviews with professional game developers and compare it to a non-aggregated visualization. The results of this study also provide an important contribution towards identifying areas of improvement in the portrayal of gameplay data.
Title: Look-From Camera Control for 3D Terrain Maps
Authors: family: Danyluk
given: Kurtis; family: Jenny
given: Bernhard; family: Willett
given: Wesley
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: map interaction, touch, look-from camera control, terrain

Abstract: We introduce three lightweight interactive camera control techniques for 3D terrain maps on touch devices based on a look-from metaphor (Discrete Look-From-At, Continuous Look-From-Forwards, and Continuous Look-From-Towards). These techniques complement traditional touch screen pan, zoom, rotate, and pitch controls allowing viewers to quickly transition between top-down, oblique, and ground-level views. We present the results of a study in which we asked participants to perform elevation comparison and line-of-sight determination tasks using each technique. Our results highlight how look-from techniques can be integrated on top of current direct manipulation navigation approaches by combining several direct manipulation operations into a single look-from operation. Additionally, they show how look-from techniques help viewers complete a variety of common and challenging map-based tasks.
Title: ZeRONE: Safety Drone with Blade-Free Propulsion
Authors: family: Yamada
given: Wataru; family: Manabe
given: Hiroyuki; family: Ikeda
given: Daizo
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: drone, blade-free, microblower

Abstract: We present ZeRONE, a new indoor drone that does not use rotating blades for propulsion. The proposed device is a helium blimp type drone that uses the wind generated by the ultrasonic vibration of piezo elements for propulsion. Compared to normal drones with rotating propellers, the drone is much safer because its only moving parts are the piezo elements whose surfaces vibrate at the order of micrometers. The drone can float for a few weeks and the ultrasonic propulsion system is quiet. We implement a prototype of the drone and evaluate its performance and unique characteristics in experiments. Moreover, application scenarios in which ZeRONE coexists with people are also discussed.
Title: Beyond the Patient Portal: Supporting Needs of Hospitalized Patients
Authors: family: Haldar
given: Shefali; family: Mishra
given: Sonali R.; family: Khelifi
given: Maher; family: Pollack
given: Ari H.; family: Pratt
given: Wanda
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: patient portal, health, personal health record, hospital, technology, patient engagement, electronic health record

Abstract: Although patient portals-technologies that give patients access to their health information-are recognized as key to increasing patient engagement, we have a limited understanding of how these technologies should be designed to meet the needs of hospitalized patients and caregivers. Through semi-structured interviews with 30 patients and caregivers, we examine how future patient portals can best align with their needs and support engagement in their care. Our findings reveal six needs that existing patient portals do not support: (1) transitioning from home to hospital, (2) adjusting schedules and receiving status updates, (3) understanding and remembering care, (4) asking questions and flagging problems, (5) collaborating with providers and care- givers, and (6) preparing for discharge and at-home care. Based on these findings, we discuss three design implications: highlight patient-centric goals and preferences, provide dynamic information about care events, and design for situationally-impaired users. Our contributions guide future patient portals in engaging hospitalized patients and care- givers as primary stakeholders in their health care.
Title: An Analytic Model for Time Efficient Personal Hierarchies
Authors: family: Delamare
given: William; family: Neshati
given: Ali; family: Irani
given: Pourang; family: Ren
given: Xiangshi
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: recommendation, predictive model, modifiable, hierarchy

Abstract: Hierarchy structures such as file systems are widespread interfaces for item retrieval and selection tasks. Some hierarchies can be modified by end-users, such as application launchers on smartphones or pictures in a file folder. These modifiable hierarchies cannot benefit from an optimization made beforehand as their content, unknown during the design process, is constantly evolving. We hence propose an analytic model which designers can integrate in their system to recommend a range of local structure modifications (e.g., creating new folders) to end-users. Proposing a range of modifications gives flexibility to end-users regarding their own meaningful grouping and labeling choices to follow a recommendation. A first experiment confirms that the recommendations built on our model can lead to modified hierarchies resulting in faster theoretical selection times. A second experiment confirms that the theoretical selection times fit empirical selection times in different hierarchy visual layouts: linear, radial, and grid.
Title: Geppetto: Enabling Semantic Design of Expressive Robot Behaviors
Authors: family: Desai
given: Ruta; family: Anderson
given: Fraser; family: Matejka
given: Justin; family: Coros
given: Stelian; family: McCann
given: James; family: Fitzmaurice
given: George; family: Grossman
given: Tovi
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: robots, semantic design, semantic editing, expressive robots

Abstract: Expressive robots are useful in many contexts, from industrial to entertainment applications. However, designing expressive robot behaviors requires editing a large number of unintuitive control parameters. We present an interactive, data-driven system that allows editing of these complex parameters in a semantic space. Our system combines a physics-based simulation that captures the robot's motion capabilities, and a crowd-powered framework that extracts relationships between the robot's motion parameters and the desired semantic behavior. These relationships enable mixed-initiative exploration of possible robot motions. We specifically demonstrate our system in the context of designing emotionally expressive behaviors. A user-study finds the system to be useful for more quickly developing desirable robot behaviors, compared to manual parameter editing.
Title: Personal Health Oracle: Explorations of Personalized Predictions in Diabetes Self-Management
Authors: family: Desai
given: Pooja M.; family: Mitchell
given: Elliot G.; family: Hwang
given: Maria L.; family: Levine
given: Matthew E.; family: Albers
given: David J.; family: Mamykina
given: Lena
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: self-care, self-management, predictive modeling, personal informatics, diabetes, technologies for health

Abstract: The increasing availability of health data and knowledge about computationally modeling human physiology opens new opportunities for personalized predictions in health. Yet little is known about how individuals interact and reason with personalized predictions. To explore these questions, we developed a smartphone app, GlucOracle, that uses self-tracking data of individuals with type 2 diabetes to generate personalized forecasts for post-meal blood glucose levels. We pilot-tested GlucOracle with two populations: members of an online diabetes community, knowledgeable about diabetes and technologically savvy; and individuals from a low socio-economic status community, characterized by high prevalence of diabetes, low literacy and limited experience with mobile apps. Individuals in both communities engaged with personal glucose forecasts and found them useful for adjusting immediate meal options, and planning future meals. However, the study raised new questions as to appropriate time, form, and focus of forecasts and suggested new research directions for personalized predictions in health.
Title: Exploring Factors that Influence Connected Drivers to (Not) Use or Follow Recommended Optimal Routes
Authors: family: Samson
given: Briane Paul V.; family: Sumi
given: Yasuyuki
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: navigation applications, driving, advanced driver-assistance system, recommender systems, navigation behavior

Abstract: Navigation applications are becoming ubiquitous in our daily navigation experiences. With the intention to circumnavigate congested roads, their route guidance always follows the basic assumption that drivers always want the fastest route. However, it is unclear how their recommendations are followed and what factors affect their adoption. We present the results of a semi-structured qualitative study with 17 drivers, mostly from the Philippines and Japan. We recorded their daily commutes and occasional trips, and inquired into their navigation practices, route choices and on-the-fly decision-making. We found that while drivers choose a recommended route in urgent situations, many still preferred to follow familiar routes. Drivers deviated because of a recommendation's use of unfamiliar roads, lack of local context, perceived driving unsuitability, and inconsistencies with realized navigation experiences. Our findings and implications emphasize their personalization needs, and how the right amount of algorithmic sophistication can encourage behavioral adaptation.