huashen218/convxai-cia-dataset huggingface dataset:
Title: Introducing Peripheral Awareness as a Neurological State for Human-computer Integration
Authors: family: Andres
given: Josh; family: schraefel
given: m.c.; family: Semertzidis
given: Nathan; family: Dwivedi
given: Brahmi; family: Kulwe
given: Yutika C.; family: von Kaenel
given: Juerg; family: Mueller
given: Florian Floyd
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: In this work we introduce peripheral awareness as a neurological state for real-time human-computer integration, where the human is assisted by a computer to interact with the world. Changes to the field of view in peripheral awareness have been linked with quality of human performance. This instinctive narrowing of vision that occurs as a threat is perceived has implications in activities that benefit from the user having a wide field of view, such as cycling to navigate the environment. We present "Ena", a novel EEG-eBike system that draws from the user's neural activity to determine when the user is in a state of peripheral awareness to regulate engine support. A study with 20 participants revealed various themes and tactics suggesting that peripheral awareness as a neurological state is viable to align human-machine integration with internal bodily processes. Ena suggests that our work facilitates a safe and enjoyable human-computer integration experience.
Title: Venous Materials: Towards Interactive Fluidic Mechanisms
Authors: family: Mor
given: Hila; family: Yu
given: Tianyu; family: Nakagaki
given: Ken; family: Miller
given: Benjamin Harvey; family: Jia
given: Yichen; family: Ishii
given: Hiroshi
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Venous Materials is a novel concept and approach of an interactive material utilizing fluidic channels. We present a design method for fluidic mechanisms that respond to deformation by mechanical inputs from the user, such as pressure and bending. We designed a set of primitive venous structures that act as embedded analog fluidic sensors, displaying flow and color change. In this paper, we consider the fluid as the medium to drive tangible information triggered by deformation, and at the same time, to function as a responsive display of that information. To provide users with a simple way to create and validate designs of fluidic structures, we built a software platform and design tool UI. This design tool allows users to quickly design the geometry, and simulate the flow with intended mechanical force dynamically. We present a range of applications that demonstrate how Venous Materials can be utilized to augment interactivity of everyday physical objects.
Title: If I Hear You Correctly: Building and Evaluating Interview Chatbots with Active Listening Skills
Authors: family: Xiao
given: Ziang; family: Zhou
given: Michelle X.; family: Chen
given: Wenxi; family: Yang
given: Huahai; family: Chi
given: Changyan
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Interview chatbots engage users in a text-based conversation to draw out their views and opinions. It is, however, challenging to build effective interview chatbots that can handle user free-text responses to open-ended questions and deliver engaging user experience. As the first step, we are investigating the feasibility and effectiveness of using publicly available, practical AI technologies to build effective interview chatbots. To demonstrate feasibility, we built a prototype scoped to enable interview chatbots with a subset of active listening skills-the abilities to comprehend a user's input and respond properly. To evaluate the effectiveness of our prototype, we compared the performance of interview chatbots with or without active listening skills on four common interview topics in a live evaluation with 206 users. Our work presents practical design implications for building effective interview chatbots, hybrid chatbot platforms, and empathetic chatbots beyond interview tasks.
Title: BlyncSync: Enabling Multimodal Smartwatch Gestures with Synchronous Touch and Blink
Authors: family: Wang
given: Bryan; family: Grossman
given: Tovi
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Input techniques have been drawing abiding attention along with the continual miniaturization of personal computers. In this paper, we present BlyncSync, a novel multi-modal gesture set that leverages the synchronicity of touch and blink events to augment the input vocabulary of smartwatches with a rapid gesture, while at the same time, offers a solution to the false activation problem of blink-based input. BlyncSync contributes the concept of a mutual delimiter, where two modalities are used to jointly delimit the intention of each other's input. A study shows that BlyncSync is 33% faster than using a baseline input delimiter (physical smartwatch button), with only 150ms in overhead cost compared to traditional touch events. Furthermore, our data indicates that the gesture can be tuned to elicit a true positive rate of 97% and a false positive rate of 1.68%.
Title: Making Space for Social Sharing: Insights from a Community-Based Social Group for People with Dementia
Authors: family: Dai
given: Jiamin; family: Moffatt
given: Karyn
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: People with dementia face major challenges in maintaining active social interaction. Designing digital tools for social sharing within families and care facilities has been well explored by HCI research, but comparatively less work has considered community settings. Situated in a community-based program for storytelling and socializing, our field observations and semi-structured interviews with people living with early-middle stage dementia, family caregivers, and program facilitators illustrate both positive and challenging aspects of social activities. We contribute a nuanced understanding of participants' social lives and identify four factors that aid in achieving positive outcomes: effective agencies for social interaction, normalized and friendly environments, collaboration and teamwork, and mediating social cues and communication. Finally, we examine our findings through the lens of past HCI work and offer insights for designing new social technologies to diversify the range of social spaces in community settings, through expanding peer collaboration, leveraging physical and virtual spaces, creating open-ended experiences, and developing flexible platforms.
Title: Phasking on Paper: Accessing a Continuum of PHysically Assisted SKetchING
Authors: family: Kianzad
given: Soheil; family: Huang
given: Yuxiang; family: Xiao
given: Robert; family: MacLean
given: Karon E.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: When sketching, we must choose between paper (expressive ease, ruler and eraser) and computational assistance (parametric support, a digital record). PHysically Assisted SKetching provides both, with a pen that displays force constraints with which the sketcher interacts as they draw on paper. Phasking provides passive, "bound" constraints (like a ruler); or actively "brings" the sketcher along a commanded path (e.g., a curve), which they can violate for creative variation. The sketcher modulates constraint strength (control sharing) by bearing down on the pen-tip. Phasking requires untethered, graded force-feedback, achieved by modifying a ballpoint drive that generates force through rolling surface contact. To understand phasking's viability, we implemented its interaction concepts, related them to sketching tasks and measured device performance. We assessed the experience of 10 sketchers, who could understand, use and delight in phasking, and who valued its control-sharing and digital twinning for productivity, creative control and learning to draw.
Title: Peer-to-Peer Energy Markets: Understanding the Values of Collective and Community Trading
Authors: family: Wilkins
given: Denise J.; family: Chitchyan
given: Ruzanna; family: Levine
given: Mark
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Peer-to-peer energy-trading platforms (P2P) have the potential to transform the current energy system. However, research is presently scarce on how people would like to participate in, and what would they expect to gain from, such platforms. We address this gap by exploring these questions in the context of the UK energy market. Using a qualitative interview study, we examine how 45 people with an interest in renewable energy understand P2P. We find that the prospective users value the collective benefits of P2P, and understand participation as a mechanism to support social, ecological and economic benefits for communities and larger groups. Drawing on the findings from the interview analysis, we explore broad design characteristics that a prospective P2P energy trading platform should provide to meet the expectations and concerns voiced by our study participants.
Title: AirTouch: 3D-printed Touch-Sensitive Objects Using Pneumatic Sensing
Authors: family: Tejada
given: Carlos E.; family: Ramakers
given: Raf; family: Boring
given: Sebastian; family: Ashbrook
given: Daniel
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: 3D printing technology can be used to rapidly prototype the look and feel of 3D objects. However, the objects produced are passive. There has been increasing interest in making these objects interactive, yet they often require assembling components or complex calibration. In this paper, we contribute AirTouch, a technique that enables designers to fabricate touch-sensitive objects with minimal assembly and calibration using pneumatic sensing. AirTouch-enabled objects are 3D printed as a single structure using a consumer-level 3D printer. AirTouch uses pre-trained machine learning models to identify interactions with fabricated objects, meaning that there is no calibration required once the object has completed printing. We evaluate our technique using fabricated objects with various geometries and touch sensitive locations, obtaining accuracies of at least 90% with 12 interactive locations.
Title: Digital Liminalities: Understanding Isolated Communities on the Edge
Authors: family: Jensen
given: Rikke Bjerg; family: Coles-Kemp
given: Lizzie; family: Wendt
given: Nicola; family: Lewis
given: Makayla
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: This paper brings together three distinct case studies to explore how social isolation and notions of liminality shape ontological security within communities on "the edge" of society. Each case study exemplifies the differing nature of liminality in everyday contexts and the extent to which increased digitalisation perturbs it in multiple ways. Taking an ethnographic approach, the research engaged with seafarers onboard container ships in European waters, communities in Greenland and welfare claimants in the North East of England. It posits that technological innovation must attend to the routinisation of everyday life through which people establish ontological security if such innovation is to be supportive. The paper thus moves beyond existing HCI scholarship by foregrounding the contextual and relational aspects of social isolation rather than the technological. It does so by advocating a ground-up design process that considers ontological security in relation to notions of liminality among communities on the edge.
Title: Mouillé: Exploring Wetness Illusion on Fingertips to Enhance Immersive Experience in VR
Authors: family: Han
given: Teng; family: Wang
given: Sirui; family: Wang
given: Sijia; family: Fan
given: Xiangmin; family: Liu
given: Jie; family: Tian
given: Feng; family: Fan
given: Mingming
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Providing users with rich sensations is beneficial to enhance their immersion in Virtual Reality (VR) environments. Wetness is one such imperative sensation that affects users' sense of comfort and helps users adjust grip force when interacting with objects. Researchers have recently begun to explore ways to create wetness illusions, primarily on a user's face or body skin. In this work, we extended this line of research by creating wetness illusion on users' fingertips. We first conducted a user study to understand the effect of thermal and tactile feedback on users' perceived wetness sensation. Informed by the findings, we designed and evaluated a prototype---Mouillé---that provides various levels of wetness illusions on fingertips for both hard and soft items when users squeeze, lift, or scratch it. Study results indicated that users were able to feel wetness with different levels of temperature changes and they were able to distinguish three levels of wetness for simulated VR objects. We further presented applications that simulated an ice cube, an iced cola bottle, and a wet sponge, etc, to demonstrate its use in VR.
Title: Replicate and Reuse: Tangible Interaction Design for Digitally-Augmented Physical Media Objects
Authors: family: Gupta
given: Aakar; family: Lin
given: Bo Rui; family: Ji
given: Siyi; family: Patel
given: Arjav; family: Vogel
given: Daniel
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Technology has transformed our physical interactions into infinitely more scalable and flexible digital ones. We can peruse an infinite number of photos, news articles, and books. However, these digital experiences lack the physical experience of paging through an album, reading a newspaper, or meandering through a bookshelf. Overlaying physical objects with digital content using augmented reality is a promising avenue towards bridging this gap. In this paper, we investigate the interaction design for such digital-overlaid physical objects and their varying levels of tangibility. We first conduct a user evaluation of a physical photo album that uses tangible interactions to support physical and digital operations. We further prototype multiple objects including bookshelves and newspapers and probe users on their usage, capabilities, and interactions. We then conduct a qualitative investigation of three interaction designs with varying tangibility that use three different input modalities. Finally, we discuss the insights from our investigations and recommend design guidelines.
Title: FDHelper: Assist Unsupervised Fraud Detection Experts with Interactive Feature Selection and Evaluation
Authors: family: Sun
given: Jiao; family: Li
given: Yin; family: Chen
given: Charley; family: Lee
given: Jihae; family: Liu
given: Xin; family: Zhang
given: Zhongping; family: Huang
given: Ling; family: Shi
given: Lei; family: Xu
given: Wei
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Online fraud is the well-known dark side of the modern Internet. Unsupervised fraud detection algorithms are widely used to address this problem. However, selecting features, adjusting hyperparameters, evaluating the algorithms, and eliminating false positives all require human expert involvement. In this work, we design and implement an end-to-end interactive visualization system, FDHelper, based on the deep understanding of the mechanism of the black market and fraud detection algorithms. We identify a workflow based on experience from both fraud detection algorithm experts and domain experts. Using a multi-granularity three-layer visualization map embedding an entropy-based distance metric ColDis, analysts can interactively select different feature sets, refine fraud detection algorithms, tune parameters and evaluate the detection result in near real-time. We demonstrate the effectiveness and significance of FDHelper through two case studies with state-of-the-art fraud detection algorithms, interviews with domain experts and algorithm experts, and a user study with eight first-time end users.
Title: Understanding Walking Meetings: Drivers and Barriers
Authors: family: Damen
given: Ida; family: Lallemand
given: Carine; family: Brankaert
given: Rens; family: Brombacher
given: Aarnout; family: van Wesemael
given: Pieter; family: Vos
given: Steven
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: There is increased interest in reducing sedentary behavior of office workers to combat the negative health effects of prolonged sitting. Walking meetings offer a promising solution to this problem as they facilitate a physically active way of working. To inform future development of technologies supporting these type of meetings, in-depth qualitative insights into people's experiences of walking meetings are needed. We conducted semi-structured walking interviews (N=16) to identify key drivers and barriers for walking meetings in a living lab setting by using the 'WorkWalk'. The 'WorkWalk' is a 1.8 km walking route indicated by a dotted blue line with outdoor meeting points, integrated into the room booking system. Our findings provide insights into how walking meetings are experienced and affect the set-up and social dynamics of meetings. We offer design recommendations for the development of future technologies and service design elements to support walking meetings and active ways of working.
Title: Listen to Developers! A Participatory Design Study on Security Warnings for Cryptographic APIs
Authors: family: Gorski
given: Peter Leo; family: Acar
given: Yasemin; family: Lo Iacono
given: Luigi; family: Fahl
given: Sascha
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: The positive effect of security information communicated to developers through API warnings has been established. However, current prototypical designs are based on security warnings for end-users. To improve security feedback for developers, we conducted a participatory design study with 25 professional software developers in focus groups. We identify which security information is considered helpful in avoiding insecure cryptographic API use during development. Concerning console messages, participants suggested five core elements, namely message classification, title message, code location, link to detailed external resources, and color. Design guidelines for end-user warnings are only partially suitable in this context. Participants emphasized the importance of tailoring the detail and content of security information to the context. Console warnings call for concise communication; further information needs to be linked externally. Therefore, security feedback should transcend tools and should be adjustable by software developers across development tools, considering the work context and developer needs.
Title: ReCog: Supporting Blind People in Recognizing Personal Objects
Authors: family: Ahmetovic
given: Dragan; family: Sato
given: Daisuke; family: Oh
given: Uran; family: Ishihara
given: Tatsuya; family: Kitani
given: Kris; family: Asakawa
given: Chieko
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: We present ReCog, a mobile app that enables blind users to recognize objects by training a deep network with their own photos of such objects. This functionality is useful to differentiate personal objects, which cannot be recognized with pre-trained recognizers and may lack distinguishing tactile features. To ensure that the objects are well-framed in the captured photos, ReCog integrates a camera-aiming guidance that tracks target objects and instructs the user through verbal and sonification feedback to appropriately frame them.We report a two-session study with 10 blind participants using ReCog for object training and recognition, with and without guidance. We show that ReCog enables blind users to train and recognize their personal objects, and that camera-aiming guidance helps novice users to increase their confidence, achieve better accuracy, and learn strategies to capture better photos.
Title: Breaking The Experience: Effects of Questionnaires in VR User Studies
Authors: family: Putze
given: Susanne; family: Alexandrovsky
given: Dmitry; family: Putze
given: Felix; family: Höffner
given: Sebastian; family: Smeddinck
given: Jan David; family: Malaka
given: Rainer
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Questionnaires are among the most common research tools in virtual reality (VR) evaluations and user studies. However, transitioning from virtual worlds to the physical world to respond to VR experience questionnaires can potentially lead to systematic biases. Administering questionnaires in VR (inVRQs) is becoming more common in contemporary research. This is based on the intuitive notion that inVRQs may ease participation, reduce the Break in Presence (BIP) and avoid biases. In this paper, we perform a systematic investigation into the effects of interrupting the VR experience through questionnaires using physiological data as a continuous and objective measure of presence. In a user study (n=50), we evaluated question-asking procedures using a VR shooter with two different levels of immersion. The users rated their player experience with a questionnaire either inside or outside of VR. Our results indicate a reduced BIP for the employed inVRQ without affecting the self-reported player experience.
Title: "Hey Model!"  Natural User Interactions and Agency in Accessible Interactive 3D Models
Authors: family: Reinders
given: Samuel; family: Butler
given: Matthew; family: Marriott
given: Kim
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: While developments in 3D printing have opened up opportunities for improved access to graphical information for people who are blind or have low vision (BLV), they can provide only limited detailed and contextual information. Interactive 3D printed models (I3Ms) that provide audio labels and/or a conversational agent interface potentially overcome this limitation. We conducted a Wizard-of-Oz exploratory study to uncover the multi-modal interaction techniques that BLV people would like to use when exploring I3Ms, and investigated their attitudes towards different levels of model agency. These findings informed the creation of an I3M prototype of the solar system. A second user study with this model revealed a hierarchy of interaction, with BLV users preferring tactile exploration, followed by touch gestures to trigger audio labels, and then natural language to fill in knowledge gaps and confirm understanding.
Title: Meta-AR-App: An Authoring Platform for Collaborative Augmented Reality in STEM Classrooms
Authors: family: Villanueva
given: Ana; family: Zhu
given: Zhengzhe; family: Liu
given: Ziyi; family: Peppler
given: Kylie; family: Redick
given: Thomas; family: Ramani
given: Karthik
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Augmented Reality (AR) has become a valuable tool for education and training processes. Meanwhile, cloud-based technologies can foster collaboration and other interaction modalities to enhance learning. We combine the cloud capabilities with AR technologies to present Meta-AR-App, an authoring platform for collaborative AR, which enables authoring between instructors and students. Additionally, we introduce a new application of an established collaboration process, the pull-based development model, to enable sharing and retrieving of AR learning content. We customize this model and create two modalities of interaction for the classroom: local (student to student) and global (instructor to class) pull. Based on observations from our user studies, we organize a four-category classroom model which implements our system: Work, Design, Collaboration, and Technology. Further, our system enables an iterative improvement workflow of the class content and enables synergistic collaboration that empowers students to be active agents in the learning process.