huashen218/convxai-cia-dataset huggingface dataset:
Title: Effects of Emotion and Agency on Presence in Virtual Reality
Authors: family: Jicol
given: Crescent; family: Wan
given: Chun Hin; family: Doling
given: Benjamin; family: Illingworth
given: Caitlin H; family: Yoon
given: Jinha; family: Headey
given: Charlotte; family: Lutteroth
given: Christof; family: Proulx
given: Michael J; family: Petrini
given: Karin; family: O'Neill
given: Eamonn
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: presence, virtual reality, agency., emotion

Abstract: Arguably one of the most important characteristics of virtual reality (VR) is its ability to induce higher feelings of presence. Still, research has remained inconclusive on how presence is affected by human factors such as emotion and agency. Here we adopt a novel design to investigate their effects by testing virtual environments inducing either happiness or fear, with or without user agency. Results from 121 participants showed that the dominant emotion induced by a virtual environment is positively correlated with presence. In addition, agency had a significant positive effect on presence and, furthermore, moderated the effect of emotion on presence. We show for the first time that the effects of emotion and agency on presence are not straightforward but they can be modelled by separating design factors from subjective measures. We discuss how these findings can explain seemingly conflicting results of related work and their implications for VR design.
Title: A Critical Assessment of the Use of SSQ as a Measure of General Discomfort in VR Head-Mounted Displays
Authors: family: Hirzle
given: Teresa; family: Cordts
given: Maurice; family: Rukzio
given: Enrico; family: Gugenheimer
given: Jan; family: Bulling
given: Andreas
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: head-mounted displays, simulator sickness, SSQ, discomfort, virtual reality, digital eye strain

Abstract: Based on a systematic literature review of more than 300 papers published over the last 10 years, we provide indicators that the simulator sickness questionnaire (SSQ) is extensively used and widely accepted as a general discomfort measure in virtual reality (VR) research – although it actually only accounts for one category of symptoms. This results in important other categories (digital eye strain (DES) and ergonomics) being largely neglected. To contribute to a more comprehensive picture of discomfort in VR head-mounted displays, we further conducted an online study (N=352) on the severity and relevance of all three symptom categories. Most importantly, our results reveal that symptoms of simulator sickness are significantly less severe and of lower prevalence than those of DES and ergonomics. In light of these findings, we critically discuss the current use of SSQ as the only discomfort measure and propose a more comprehensive factor model that also includes DES and ergonomics.
Title: Reading in VR: The Effect of Text Presentation Type and Location
Authors: family: Rzayev
given: Rufat; family: Ugnivenko
given: Polina; family: Graf
given: Sarah; family: Schwind
given: Valentin; family: Henze
given: Niels
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Virtual reality, text in VR, reading in VR., RSVP

Abstract: Reading is a fundamental activity to obtain information both in the real and the digital world. Virtual reality (VR) allows novel approaches for users to view, read, and interact with a text. However, for efficient reading, it is necessary to understand how a text should be displayed in VR without impairing the VR experience. Therefore, we conducted a study with 18 participants to investigate text presentation type and location in VR. We compared world-fixed, edge-fixed, and head-fixed text locations. Texts were displayed using Rapid Serial Visual Presentation (RSVP) or as a paragraph. We found that RSVP is a promising presentation type for reading short texts displayed in edge-fixed or head-fixed location in VR. The paragraph presentation type using world-fixed or edge-fixed location is promising for reading long text if movement in the virtual environment is not required. Insights from our study inform the design of reading interfaces for VR applications.
Title: Poros: Configurable Proxies for Distant Interactions in VR
Authors: family: Pohl
given: Henning; family: Lilija
given: Klemen; family: McIntosh
given: Jess; family: Hornbæk
given: Kasper
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: worlds in miniature, 3D user interface, portals, virtual reality

Abstract: A compelling property of virtual reality is that it allows users to interact with objects as they would in the real world. However, such interactions are limited to space within reach. We present Poros, a system that allows users to rearrange space. After marking a portion of space, the distant marked space is mirrored in a nearby proxy. Thereby, users can arrange what is within their reachable space, making it easy to interact with multiple distant spaces as well as nearby objects. Proxies themselves become part of the scene and can be moved, rotated, scaled, or anchored to other objects. Furthermore, they can be used in a set of higher-level interactions such as alignment and action duplication. We show how Poros enables a variety of tasks and applications and also validate its effectiveness through an expert evaluation.
Title: How to Evaluate Object Selection and Manipulation in VR? Guidelines from 20 Years of Studies
Authors: family: Bergström
given: Joanna; family: Dalsgaard
given: Tor-Salve; family: Alexander
given: Jason; family: Hornbæk
given: Kasper
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: experiments, object selection and manipulation, virtual reality

Abstract: The VR community has introduced many object selection and manipulation techniques during the past two decades. Typically, they are empirically studied to establish their benefits over the state-of-the-art. However, the literature contains few guidelines on how to conduct such studies; standards developed for evaluating 2D interaction often do not apply. This lack of guidelines makes it hard to compare techniques across studies, to report evaluations consistently, and therefore to accumulate or replicate findings. To build such guidelines, we review 20 years of studies on VR object selection and manipulation. Based on the review, we propose recommendations for designing studies and a checklist for reporting them. We also identify research directions for improving evaluation methods and offer ideas for how to make studies more ecologically valid and rigorous.
Title: RepliCueAuth: Validating the Use of a Lab-Based Virtual Reality Setup for Evaluating Authentication Systems
Authors: family: Mathis
given: Florian; family: Vaniea
given: Kami; family: Khamis
given: Mohamed
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Authentication, Virtual Reality, Research Method, Usable Security

Abstract: Evaluating novel authentication systems is often costly and time-consuming. In this work, we assess the suitability of using Virtual Reality (VR) to evaluate the usability and security of real-world authentication systems. To this end, we conducted a replication study and built a virtual replica of CueAuth [52], a recently introduced authentication scheme, and report on results from: (1) a lab-based in-VR usability study (N=20) evaluating user performance; (2) an online security study (N=22) evaluating system’s observation resistance through virtual avatars; and (3) a comparison between our results and those previously reported in the real-world evaluation. Our analysis indicates that VR can serve as a suitable test-bed for human-centred evaluations of real-world authentication schemes, but the used VR technology can have an impact on the evaluation. Our work is a first step towards augmenting the design and evaluation spectrum of authentication systems and offers ground work for more research to follow.
Title: Data Engagement Reconsidered: A Study of Automatic Stress Tracking Technology in Use
Authors: family: Ding
given: Xianghua (Sharon); family: Wei
given: Shuhan; family: Gui
given: Xinning; family: Gu
given: Ning; family: Zhang
given: Peng
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: knowing, stress-tracking, self-tracking

Abstract: In today’s fast-paced world, stress has become a growing health concern. While more automatic stress tracking technologies have recently become available on wearable or mobile devices, there is still a limited understanding of how they are actually used in everyday life. This paper presents an empirical study of automatic stress-tracking technologies in use in China, based on semi-structured interviews with 17 users. The study highlights three challenges of stress-tracking data engagement that prevent effective technology usage: the lack of immediate awareness, the lack of pre-required knowledge, and the lack of corresponding communal support. Drawing on the stress-tracking practices uncovered in the study, we bring these issues to the fore, and unpack assumptions embedded in related works on self-tracking and how data engagement is approached. We end by calling for a reconsideration of data engagement as part of self-tracking practices with technologies rather than simply looking at the user interface.
Title: Effects of Support-Seekers’ Community Knowledge on Their Expressed Satisfaction with the Received Comments in Mental Health Communities
Authors: family: Peng
given: Zhenhui; family: Ma
given: Xiaojuan; family: Yang
given: Diyi; family: Tsang
given: Ka Wing; family: Guo
given: Qingyu
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: satisfaction, tenure, Mental health, familiarity, emotional support, informational support, online community, reply behaviors

Abstract: Online mental health communities (OMHCs) are prominent resources for improving people’s mental wellbeing. An immediate cue of such improvement is support-seekers’ satisfaction expressed in their replies to the received comments. However, the comments that seekers find satisfying may change with their community knowledge, e.g., measured by tenure and posting experience in that community. In this paper, we first model the amount of satisfaction conveyed in the support-seekers’ replies to the received comments. Then we quantitatively examine how seekers’ expressed satisfaction is affected by their community knowledge, sought and received support in an OMHC. Results show that support-seekers with more posting experience generally display less contentment to the received comments. Compared to newcomers, higher tenured members express less satisfaction when receiving informational support. We also found that support matching positively predicts seekers’ satisfaction regardless of their community knowledge. Our findings have implications for OMHCs to satisfy support-seekers through their community knowledge.
Title: Personalised Recommendations in Mental Health Apps: The Impact of Autonomy and Data Sharing
Authors: family: Pieritz
given: Svenja; family: Khwaja
given: Mohammed; family: Faisal
given: A. Aldo; family: Matic
given: Aleksandar
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Personality Traits, Recommender Systems, User Perception, Personalisation

Abstract: The recent growth of digital interventions for mental well-being prompts a call-to-arms to explore the delivery of personalised recommendations from a user’s perspective. In a randomised placebo study with a two-way factorial design, we analysed the difference between an autonomous user experience as opposed to personalised guidance, with respect to both users’ preference and their actual usage of a mental well-being app. Furthermore, we explored users’ preference in sharing their data for receiving personalised recommendations, by juxtaposing questionnaires and mobile sensor data. Interestingly, self-reported results indicate the preference for personalised guidance, whereas behavioural data suggests that a blend of autonomous choice and recommended activities results in higher engagement. Additionally, although users reported a strong preference of filling out questionnaires instead of sharing their mobile data, the data source did not have any impact on the actual app use. We discuss the implications of our findings and provide takeaways for designers of mental well-being applications.
Title: Coping with Digital Wellbeing in a Multi-Device World
Authors: family: Monge Roffarello
given: Alberto; family: De Russis
given: Luigi
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: interview, digital wellbeing, multi-device, technology overuse, self-regulation

Abstract: While Digital Self-Control Tools (DSCTs) mainly target smartphones, more effort should be put into evaluating multi-device ecosystems to enhance digital wellbeing as users typically use multiple devices at a time. In this paper, we first review more than 300 DSCTs by demonstrating that the majority of them implements a single-device conceptualization that poorly adapts to multi-device settings. Then, we report on the results from an interview and a sketching exercise (N=20) exploring how users make sense of their multi-device digital wellbeing. Findings show that digital wellbeing issues extend beyond smartphones, with the most problematic behaviors deriving from the simultaneous usage of different devices to perform uncorrelated tasks. While this suggests the need of DSCTs that can adapt to different and multiple devices, our work also highlights the importance of learning how to properly behave with technology, e.g., through educational courses, which may be more effective than any lock-out mechanism.
Title: Taking Mental Health & Well-Being to the Streets: An Exploratory Evaluation of In-Vehicle Interventions in the Wild
Authors: family: Koch
given: Kevin; family: Tiefenbeck
given: Verena; family: Liu
given: Shu; family: Berger
given: Thomas; family: Fleisch
given: Elgar; family: Wortmann
given: Felix
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Psychology, Natural driving, Music, In-vehicle interventions, Well-being, Mindfulness, Field study

Abstract: The increasing number of mental disorders worldwide calls for novel types of prevention measures. Given the number of commuters who spend a substantial amount of time on the road, the car offers an opportune environment. This paper presents the first in-vehicle intervention study affecting mental health and well-being on public roads. We designed and implemented two in-vehicle interventions based on proven psychotherapy interventions. Whereas the first intervention uses mindfulness exercises while driving, the second intervention induces positive emotions through music. Ten ordinary and healthy commuters completed 313 of these interventions on their daily drives over two months. We collected drivers’ immediate and post-driving feedback for each intervention and conducted interviews with the drivers after the end of the study. The results show that both interventions have improved drivers’ well-being. While the participants rated the music intervention very positively, the reception of the mindfulness intervention was more ambivalent.
Title: Can Playing with Toy Blocks Reflect Behavior Problems in Children?
Authors: family: Wang
given: Xiyue; family: Takashima
given: Kazuki; family: Adachi
given: Tomoaki; family: Kitamura
given: Yoshifumi
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Well-being, Motion data, CBCL, Toy blocks, Behavior problems, Free play, Tangibles for health, Children

Abstract: Although children’s behavioral and mental problems are generally diagnosed in clinical settings, the prediction and awareness of children’s mental wellness in daily settings are getting increased attention. Toy blocks are both accessible in most children’s daily lives and provide physicality as a unique non-verbal channel to express their inner world. In this paper, we propose a toy block approach for predicting a range of behavior problems in young children (4-6 years old) measured by the Child Behavior Checklist (CBCL). We defined and classified a set of quantitative play actions from IMU-embedded toy blocks. Play data collected from 78 preschoolers revealed that specific play actions and patterns indicate total problems, internalizing problems, and aggressive behavior in children. The results align with our qualitative observations, and suggest the potential of predicting the clinical behavior problems of children based on short free-play sessions with sensor-embedded toy blocks.
Title: Unaccompanied Migrant Youth and Mental Health Technologies: A Social-Ecological Approach to Understanding and Designing
Authors: family: Tachtler
given: Franziska; family: Talhouk
given: Reem; family: Michel
given: Toni; family: Slovak
given: Petr; family: Fitzpatrick
given: Geraldine
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Asylum-Seekers, Mental Health, Refugees, Ecology, Social-Ecological, Marginalized, Youth

Abstract: Research increasingly shows that technology can improve access to mental health interventions. However, unaccompanied migrant youth (UMY) still struggle in accessing appropriate mental health resources in spite of their high need for mental health support. Through co-design workshops, and using the lens of the social-ecological model of resilience, we explored the social-ecological factors that support or hinder UMY’s use of mental health apps as resources. We identified the strong influence of the macro-system (i.e. resettlement policies) on the bio-and micro-systems, which in turn limits participants’ abilities to use the apps. Our findings highlight the factors specific to each social-ecological system—including personal experiences, technological infrastructure and social environment—that need to be accounted for when designing technological mental health resources for UMY. This contributes: a rich description of the interplay of mental health apps with social-ecological systems in which UMY are embedded; and the corresponding design considerations.
Title: Designing for Emotional Well-being: Integrating Persuasion and Customization into Mental Health Technologies
Authors: family: Zhang
given: Renwen; family: E. Ringland
given: Kathryn; family: Paan
given: Melina; family: C. Mohr
given: David; family: Reddy
given: Madhu
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: ethics, mobile apps, persuasion, mHealth, behavior change, mental health, customization

Abstract: A growing body of work has emphasized the need for customizability and flexibility in mobile health technologies to increase support user autonomy. However, customization may be burdensome for people with motivational and cognitive challenges, such as those with mental illnesses, and the optimal level and type of customizability are unclear. Based on 32 interviews with people who experience symptoms of depression and anxiety, we examine how individuals use and customize mental health apps to manage their symptoms. Our findings suggest that participants’ engagement with the apps is affected by their level of energy and motivation, depending on the severity of symptoms. Customization is deemed desirable when the required user effort does not exceed users’ mental and motivational capacity and when ample resources are available. We discuss how customizable systems can increase autonomy without overburdening users in the context of mental health.
Title: LGBTQ Persons' Pregnancy Loss Disclosures to Known Ties on Social Media: Disclosure Decisions and Ideal Disclosure Environments
Authors: family: Pyle
given: Cassidy; family: Roosevelt
given: Lee; family: Lacombe-Duncan
given: Ashley; family: Andalibi
given: Nazanin
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: social media, intersectionality, reproductive health, pregnancy loss, miscarriage, intersectional stigma, disclosure, LGBTQ health

Abstract: Pregnancy loss is a common yet stigmatized experience. We investigate (non)disclosure of pregnancy loss among LGBTQ people to known ties on identified social media as well as what constitutes ideal socio-technical disclosure environments. LGBTQ persons experiencing loss face intersectional stigma for holding a marginalized sexual and/or gender identity and experiencing pregnancy loss. We interviewed 17 LGBTQ people in the U.S. who used social media and had recently experienced pregnancy loss. We demonstrate how the Disclosure Decision-Making (DDM) framework explains LGBTQ pregnancy loss (non)disclosure decisions, thereby asserting the framework's ability to explain (non)disclosure decisions for those facing intersectional stigma. We illustrate how one's LGBTQ identity shapes (non)disclosure decisions of loss. We argue that social media platforms can better facilitate disclosures about silenced topics by enabling selective disclosure, enabling proxy content moderation, providing education about silenced experiences, and prioritizing such disclosures in news feeds. CAUTION: This paper includes quotes about pregnancy loss.
Title: Assessing Social Anxiety Through Digital Biomarkers Embedded in a Gaming Task
Authors: family: Johannes Dechant
given: Martin; family: Frommel
given: Julian; family: Mandryk
given: Regan
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Digital Biomarker, Gaming, Social Anxiety, Assessment,

Abstract: Digital biomarkers of mental health issues offer many advantages, including timely identification for early intervention, ongoing assessment during treatment, and reducing barriers to assessment stemming from geography, age, fear, or disparities in access to systems of care. Embedding digital biomarkers into games may further increase the reach of digital assessment. In this study, we explore game-based digital biomarkers for social anxiety, based on interaction with a non-player character (NPC). We show that social anxiety affects a player's accuracy and their movement path in a gaming task involving an NPC. Further, we compared first versus third-person camera perspectives and the use of customized versus predefined avatars to explore the influence of common game interface factors on the expression of social anxiety through in-game movements. Our findings provide new insights about how game-based digital biomarkers can be effectively used for social anxiety, affording the benefits of early and ongoing digital assessment.