huashen218/convxai-cia-dataset huggingface dataset:
Title: Katika: An End-to-End System for Authoring Amateur Explainer Motion Graphics Videos
Authors: family: Jahanlou
given: Amir; family: Chilana
given: Parmit K
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Infographics, Motion Design, Motion Graphics, Explainer Videos

Abstract: Explainer motion graphics videos that use a combination of graphical elements and movement to convey a visual message are becoming increasingly popular among amateur creators in different domains. But, to author motion graphics videos, amateurs either have to face a steep learning curve with professional design tools or struggle with re-purposing slide-sharing tools that are easier to access but have limited animation capabilities. To simplify the process of motion graphics authoring, we present the design and implementation of Katika, an end-to-end system for creating shots based on a script, adding artworks and animation from a crowdsourced library, and editing the video using semi-automated transitions. Our observational study illustrates that participants (N=11) enjoyed using Katika and, within a one-hour session, managed to create an explainer motion graphics video. We identify opportunities for future HCI research to lower the barriers to entry and democratize the authoring of motion graphics videos.
Title: SABLIER : a Tangible Interactor to Navigate through Space and Time
Authors: family: Mahieux
given: Pierre; family: Biannic
given: Romain; family: Kubicki
given: Sébastien; family: Querrec
given: Ronan
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Cultural Mediation, Virtual Reality, Tangible User Interface

Abstract: Historians use spatio-temporal navigation for their models and studies of historical evolutions and events. Their findings can then be exhibited in cultural mediation centers or museums. The latter, both to facilitate the transmission of knowledge and to make their exhibitions more attractive, are now exploiting new technologies. Indeed, digital systems allow, among other things, visitors to navigate spatially and temporally in virtual reconstructions of historical environments. We propose to combine these virtual representations with a tangible interface to provide visitors with an immersive experience and engaging interactions. To do so, we have set up a co-design process involving cultural mediation actors (museum directors, historians, etc.). The result is SABLIER, a tangible interactor to navigate through space and time based on the interaction metaphors and natural affordance of an hourglass. Finally, we have conducted an evaluation of the acceptability of our interactor, whose results are positive.
Title: Hidden Interfaces for Ambient Computing: Enabling Interaction in Everyday Materials through High-brightness Visuals on Low-cost Matrix Displays
Authors: family: Olwal
given: Alex; family: Dementyev
given: Artem
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: passive-matrix OLED, parallel rendering, hidden interfaces, calm computing, ubiquitous computing, ambient computing, rectilinear

Abstract: Consumer electronics are increasingly using everyday materials to blend into home environments, often using LEDs or symbol displays under textile meshes. Our surveys (n=1499 and n=1501) show interest in interactive graphical displays for hidden interfaces — however, covering such displays significantly limits brightness, material possibilities and legibility. To overcome these limitations, we leverage parallel rendering to enable ultrabright graphics that can pass through everyday materials. We unlock expressive hidden interfaces using rectilinear graphics on low-cost, mass-produced passive-matrix OLED displays. A technical evaluation across materials, shapes and display techniques, suggests 3.6–40X brightness increase compared to more complex active-matrix OLEDs. We present interactive prototypes that blend into wood, textile, plastic and mirrored surfaces. Survey feedback (n=1572) on our prototypes suggests that smart mirrors are particularly desirable. A lab evaluation (n=11) reinforced these findings and allowed us to also characterize performance from hands-on interaction with different content, materials and under varying lighting conditions.
Title: Tangible Globes for Data Visualisation in Augmented Reality
Authors: family: Satriadi
given: Kadek Ananta; family: Smiley
given: Jim; family: Ens
given: Barrett; family: Cordeil
given: Maxime; family: Czauderna
given: Tobias; family: Lee
given: Benjamin; family: Yang
given: Ying; family: Dwyer
given: Tim; family: Jenny
given: Bernhard
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: geographic visualisation, augmented reality, immersive analytics, tangible user interface

Abstract: Head-mounted augmented reality (AR) displays allow for the seamless integration of virtual visualisation with contextual tangible references, such as physical (tangible) globes. We explore the design of immersive geospatial data visualisation with AR and tangible globes. We investigate the “tangible-virtual interplay” of tangible globes with virtual data visualisation, and propose a conceptual approach for designing immersive geospatial globes. We demonstrate a set of use cases, such as augmenting a tangible globe with virtual overlays, using a physical globe as a tangible input device for interacting with virtual globes and maps, and linking an augmented globe to an abstract data visualisation. We gathered qualitative feedback from experts about our use case visualisations, and compiled a summary of key takeaways as well as ideas for envisioned future improvements. The proposed design space, example visualisations and lessons learned aim to guide the design of tangible globes for data visualisation in AR.
Title: (Dis)Appearables: A Concept and Method for Actuated Tangible UIs to Appear and Disappear based on Stages
Authors: family: Nakagaki
given: Ken; family: Tappa
given: Jordan L; family: Zheng
given: Yi; family: Forman
given: Jack; family: Leong
given: Joanne; family: Koenig
given: Sven; family: Ishii
given: Hiroshi
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Dynamic Physical Affordance, Stage, Actuated Tangible User Interfaces, Swarm User Interface

Abstract: (Dis)Appearables is an approach for actuated Tangible User Interfaces (TUIs) to appear and disappear. This technique is supported by Stages: physical platforms inspired by theatrical stages. Self-propelled TUI’s autonomously move between front and back stage allowing them to dynamically appear and disappear from users’ attention. This platform opens up a novel interaction design space for expressive displays with dynamic physical affordances. We demonstrate and explore this approach based on a proof-of-concept implementation using two-wheeled robots, and multiple stage design examples. We have implemented a stage design pipeline which allows users to plan and design stages that are composed with front and back stages, and transition portals such as trap doors or lifts. The pipeline includes control of the robots, which guides them on and off stage. With this proof-of-concept prototype, we demonstrated a range of applications including interactive mobility simulation, self re-configuring desktops, remote hockey, and storytelling/gaming. Inspired by theatrical stage designs, this is a new take on ‘controlling the existence of matter’ for user experience design.
Title: Tangible Collaboration: A Human-Centered Approach for Sharing Control With an Actuated-Interface
Authors: family: Zuckerman
given: Oren; family: Press
given: Viva Sarah; family: Barda
given: Ehud; family: Megidish
given: Benny; family: Erel
given: Hadas
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Human-centered., Tangible collaboration, Shape change, Shared-control, Actuated interface, Qualitative Methods

Abstract: Autonomous actuated-interfaces provide a unique research opportunity for shared-control interfaces, as the human and the interface collaborate using the physical interaction modality, manipulating the same physical elements at the same time. Prior studies show that sharing control with physical modality interfaces often results in frustration and low sense-of-control. We designed and implemented adaptive behavior for shared-control actuated-interfaces that extends prior work by providing humans the ability to anticipate the autonomous action, and then accept or override it. Results from a controlled study with 24 participants indicate better collaboration in the Adaptive condition compared with the Non-adaptive one, with improved sense-of-control, feelings of teamwork, and overall collaboration quality. Our work contributes to shared-control tangible, shape-change, and actuated interfaces. We show that leveraging minimal non-verbal social cues to physically communicate the actuated-interface’s intent, coupled with providing autonomy to the human to physically accept or override the shift-in-control, improves the shared-control collaboration.
Title: Making Space for Cultural Infrastructure: The Breakdown and Maintenance Work of Independent Movie Theaters During Crisis
Authors: family: Ankenbauer
given: Sam Addison; family: Lu
given: Alex Jiahong
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: cultural spaces, COVID-19, materiality, Infrastructure, symbolic meaning, infrastructuring work, cultural infrastructure

Abstract: Independent movie theaters (IMTs) are a part of the cultural infrastructure that offers shared spaces for patron communities to access, share, and engage with cultural artifacts. In light of the COVID-19 pandemic, IMTs were mandated to shut down, resulting in unanticipated infrastructural breakdown. Drawing insights from a preliminary survey and interviews with staff members from 18 IMTs in the U.S., this paper attends to how this breakdown disrupted art and community engagement within patron communities. We investigate the sociotechnical practices of maintaining cultural infrastructure through 1) collaborating with community partners and external stakeholders, 2) screening films through online virtual cinema platforms, and 3) retaining community members through online platforms. Our work highlights the tensions and invisible human labor in this maintenance work. Together, this work intends to foreground cultural infrastructure and discuss how HCI can support and contribute to the design and oft-invisible maintenance of cultural infrastructure.
Title: “As Uploaders, We Have the Responsibility”: Individualized Professionalization of Bilibili Uploaders
Authors: family: Ding
given: Xianghua(Sharon); family: Kou
given: Yubo; family: Xu
given: Yiwen; family: Zhang
given: Peng
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Professionalization, Profession, Online Creative Media, User Generated Content (UGC)

Abstract: The prevalence of social media blurs the boundaries between consumer and producer, work and play, and leads to new social roles, professions, and identities (e.g. blogger, YouTuber, micro-celebrity). However, we still lack a clear understanding of how people come to identify with these new roles and how individual professional development is digitally mediated. This paper presents a study based on Bilibili, a popular Chinese social media platform featuring user-generated videos, and highlights a professionalization process through which individuals consciously distinguish between the roles of uploaders and consumers, develop a shared work ethos around the role of the uploader, and, as uploaders, improve their technical-professional expertise. We conclude by discussing individualized professionalization as a concept that describes the bottom-up and community-based process of professional development for User Generated Content (UGC) taking place in contemporary digital media environments.
Title: A Little Too Personal: Effects of Standardization versus Personalization on Job Acquisition, Work Completion, and Revenue for Online Freelancers
Authors: family: Hsieh
given: Jane; family: Hong
given: Yili; family: Burtch
given: Gordon; family: Zhu
given: Haiyi
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: online labor markets, Online freelancing, personalization, digitally-mediated communication, standardization

Abstract: As more individuals consider permanently working from home, the online labor market continues to grow as an alternative working environment. While the flexibility and autonomy of these online gigs attracts many workers, success depends critically upon self-management and workers’ efficient allocation of scarce resources. To achieve this, freelancers may develop alternative work strategies, employing highly standardized schedules and communication patterns while taking on large work volumes, or engaging in smaller numbers of jobs whilst tailoring their activities to build relationships with individual employers. In this study, we consider this contrast in relation to worker communication patterns. We demonstrate the heterogeneous effects of standardization versus personalization across different stages of a project and examine the relative impact on job acquisition, project completion, and earnings. Our findings can inform the design of platforms and various worker support tools for the gig economy.
Title: FluidMeet: Enabling Frictionless Transitions Between In-Group, Between-Group, and Private Conversations During Virtual Breakout Meetings
Authors: family: Hu
given: Erzhen; family: Azim
given: Md Aashikur Rahman; family: Heo
given: Seongkook
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Remote Meetings, Breakout Rooms, Private Conversations, Proxemics

Abstract: People often form small conversation groups during physical gatherings to have ad-hoc and informal conversations. As these groups are loosely defined, others can often overhear and join the conversation. However, current video-conferencing tools only allow for strict boundaries between small conversation groups, inhibiting fluid group formations and between-group conversations. This isolates small-group conversations from others and leads to inefficient transitions between conversations. We present FluidMeet, a virtual breakout meeting system that employs flexible conversation boundaries and cross-group conversation visualizations to enable fluid conversation group formations and ad-hoc, informal conversations. FluidMeet enables out-group members to overhear group conversations while allowing conversation groups to control their shared level of context. Users within conversation groups can also quickly switch between in-group and private conversations. A study of FluidMeet showed that it encouraged users to break group boundaries, made them feel less isolated in group conversations, and facilitated communication across different groups.
Title: Pet-Robot or Appliance? Care Home Residents with Dementia Respond to a Zoomorphic Floor Washing Robot
Authors: family: Marchetti
given: Emanuela; family: Grimme
given: Sophie; family: Hornecker
given: Eva; family: Kollakidou
given: Avgi; family: Graf
given: Philipp
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: field study, character design, social robot, playful design, toy, pretend-play, assistive robot, care home, dementia

Abstract: Any active entity that shares space with people is interpreted as a social actor. Based on this notion, we explore how robots that integrate functional utility with a social role and character can integrate meaningfully into daily practice. Informed by interviews and observations, we designed a zoomorphic floor cleaning robot which playfully interacts with care home residents affected by dementia. A field study shows that playful interaction can facilitate the introduction of utilitarian robots in care homes, being nonthreatening and easy to make sense of. Residents previously reacted with distress to a Roomba robot, but were now amused by and played with our cartoonish cat robot or simply tolerated its presence. They showed awareness of the machine-nature of the robot, even while engaging in pretend-play. A playful approach to the design of functional robots can thus explicitly conceptualize such robots as social actors in their context of use.
Title: Barriers to Online Dementia Information and Mitigation
Authors: family: Dixon
given: Emma; family: Anderson
given: Jesse; family: Blackwelder
given: Diana; family: L. Radnofsky
given: Mary; family: Lazar
given: Amanda
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Dementia, Misleading Information, Online Health Information, Scams, Cognitive Accessibility

Abstract: There is growing interest in HCI to study ways to support access to accurate, accessible, relevant online health information for different populations. Yet, there remains a need to understand the barriers that are posed by the way our platforms are designed as well as how we might overcome these barriers for people with dementia. To address this, we conducted sixteen interviews and observation sessions with people with mild to moderate dementia. Our analysis uncovered four barriers to online health information and corresponding mitigation strategies that participants employed. We discuss how HCI researchers may apply these findings towards new technical approaches and standards concerning information accessibility and credibility for neurodiverse populations. Finally, we broaden the scope of HCI research to include investigations of the accessibility and credibility of online information for people with age-related cognitive impairment independent of proxies.
Title: Designing for Everyday Sounds at Home with People with Dementia and their Partners
Authors: family: Houben
given: Maarten; family: Brankaert
given: Rens; family: Kenning
given: Gail; family: Bongers
given: Inge; family: Eggen
given: Berry
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Design, Home, Everyday Sounds, Informal Caregiver, Dementia

Abstract: People with dementia and their caregivers aging in place have expressed the need for social, emotional, and recreational interventions at home. Listening to everyday sounds evokes memories and provides conversational cues to support social relations and elicit emotional responses for people with dementia. However, research has yet to explore how these meaningful experiences can be transferred into home settings. This paper presents the insights from our co-design study that involved three people with dementia and their partners in developing an interactive sound player for listening to everyday sounds at home. We report on the motivations of people with dementia and their caregivers to engage in meaningful sound-based activities at home and present the Tumbler as a prototype to foster initiative and agency in exploring familiar everyday sounds. We present design implications of how sound can enrich the everyday experiences of dementia by facilitating social and pleasurable moments at home.
Title: LivingMoments: Bespoke Social Communication for People living with Dementia and their Relatives
Authors: family: Thoolen
given: Myrte; family: Toso
given: Francesca; family: T.M. Peek
given: Sebastiaan; family: Lu
given: Yuan; family: Brankaert
given: Rens
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems

Abstract: Dementia can hinder a person's ability to engage with their relatives. Existing communication technologies do not support people with dementia in maintaining social contact since they are not designed for their abilities and needs. This paper presents LivingMoments, a communication system that enables the engagement of people with dementia with their relatives. The system uses digital and physical interaction design considering people's different and changing abilities. Over a six-week field evaluation of LivingMoments, involving six participants living at home with different levels of dementia, we collected qualitative and quantitative data about the experiences of them and their relatives. Based on the data analysis, we found the need to adapt communication to individual abilities, lowering barriers through content calibration and establishing habits for continuous use. We evinced a set of design considerations for technologies to support a lasting engagement of people with dementia with different and changing abilities.
Title: SkyPort: Investigating 3D Teleportation Methods in Virtual Environments
Authors: family: Matviienko
given: Andrii; family: Müller
given: Florian; family: Schmitz
given: Martin; family: Fendrich
given: Marco; family: Mühlhäuser
given: Max
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: virtual reality, teleportation, locomotion, virtual environments

Abstract: Teleportation has become the de facto standard of locomotion in Virtual Reality (VR) environments. However, teleportation with parabolic and linear target aiming methods is restricted to horizontal 2D planes and it is unknown how they transfer to the 3D space. In this paper, we propose six 3D teleportation methods in virtual environments based on the combination of two existing aiming methods (linear and parabolic) and three types of transitioning to a target (instant, interpolated and continuous). To investigate the performance of the proposed teleportation methods, we conducted a controlled lab experiment (N = 24) with a mid-air coin collection task to assess accuracy, efficiency and VR sickness. We discovered that the linear aiming method leads to faster and more accurate target selection. Moreover, a combination of linear aiming and instant transitioning leads to the highest efficiency and accuracy without increasing VR sickness.
Title: Understanding User Experiences Across VR Walking-in-place Locomotion Methods
Authors: family: Tan
given: Chek Tien; family: Foo
given: Leon Cewei; family: Yeo
given: Adriel; family: Lee
given: Jeannie Su Ann; family: Wan
given: Edmund; family: Kok
given: Xiao-Feng Kenan; family: Rajendran
given: Megani
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Virtual Reality, Locomotion, Walking-In-Place, Immersion

Abstract: Navigating large-scale virtual spaces is a major challenge in Virtual Reality (VR) applications due to real-world spatial limitations. Walking-in-place (WIP) locomotion solutions may provide a natural approach for VR use cases that require locomotion to share similar qualities with walking in real-life. However, there is limited knowledge on the range of experiences across common WIP methods to inform the design of usable WIP solutions using consumer-accessible components. This paper contributes to this knowledge via a user study with 40 participants that experienced several easy-to-setup WIP methods in a VR commuting simulation. A nuanced understanding of cybersickness and exertion relationships and walking affordances based on different tracker setups were among the findings derived from a corroborated analysis of think-aloud, interview, and observational data, supplemented with self-reports of VR sickness, presence and flow. Practical design insights were then constructed along the dimensions of cybersickness, affordances, space and user interfaces.