huashen218/convxai-cia-dataset huggingface dataset:
Title: Tool Extension in Human-Computer Interaction
Authors: family: Bergström
given: Joanna; family: Mottelson
given: Aske; family: Muresan
given: Andreea; family: Hornbæk
given: Kasper
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: tool extension, body schema, peripersonal space, input

Abstract: Tool use extends people's representations of the immediately actionable space around them. Physical tools thereby become integrated in people's body schemas. We introduce a measure for tool extension in HCI by using a visual-tactile interference paradigm. In this paradigm, an index of tool extension is given by response time differences between crossmodally congruent and incongruent stimuli; tactile on the hand and visual on the tool. We use this measure to examine if and how findings on tool extension apply to interaction with computer-based tools. Our first experiment shows that touchpad and mouse both provide tool extension over a baseline condition without a tool. A second experiment shows a higher degree of tool extension for a realistic avatar hand compared to an abstract pointer for interaction in virtual reality. In sum, our measure can detect tool extension with computer-based tools and differentiate interfaces by their degree of extension.
Title: Participatory Design of VR Scenarios for Exposure Therapy
Authors: family: Flobak
given: Eivind; family: Wake
given: Jo D.; family: Vindenes
given: Joakim; family: Kahlon
given: Smiti; family: Nordgreen
given: Tine; family: Guribye
given: Frode
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: virtual reality, exposure therapy, workshop, participatory design

Abstract: Virtual reality (VR) applications for exposure therapy predominantly use computer-generated imagery to create controlled environments in which users can be exposed to their fears. Creating 3D animations, however, is demanding and time-consuming. This paper presents a participatory approach for prototyping VR scenarios that are enabled by 360° video and grounded in lived experiences. We organized a participatory workshop with adolescents to prototype such scenarios, consisting of iterative phases of ideation, storyboarding, live-action plays recorded by a 360° camera, and group evaluation. Through an analysis of the participants' interactions, we outline how they worked to design prototypes that depict situations relevant to those with a fear of public speaking. Our analysis also explores how participants used their experiences and reflections as resources for design. Six clinical psychologists evaluated the prototypes from the workshop and concluded they were viable therapeutic tools, emphasizing the immersive, realistic experience they presented. We argue that our approach makes the design of VR scenarios more accessible.
Title: Steering Performance with Error-accepting Delays
Authors: family: Yamanaka
given: Shota
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: steering law, delay, menu design, indirect pointing, graphical user interfaces

Abstract: In steering law tasks, deviating from the path is immediately considered an error operation. However, in navigating a hierarchical menu item, which is a representative application of the law, a deviation within a short duration is sometimes permitted. We tested the validity of the steering law model with various durations of such error-accepting delays and found that it showed high fits for each delay condition (R2 > 0.96) but poor fits if the delay values were not separated (R2 = 0.58). Because the average movement speed linearly increased as the delay increased, we refined the model by taking the delay into account, and the fitness was significantly improved (R2 = 0.97). Our model will help GUI designers estimate the average operational time on the basis of the menu item length, width, and error-accepting delay.
Title: Card Mapper: Enabling Data-Driven Reflections on Ideation Cards
Authors: family: Darzentas
given: Dimitrios; family: Velt
given: Raphael; family: Wetzel
given: Richard; family: Craigon
given: Peter J.; family: Wagner
given: Hanne G.; family: Urquhart
given: Lachlan D.; family: Benford
given: Steve
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: design rationale, design fixation, design, configuration space, concept space, design documentation, ideation cards

Abstract: We explore how usage data captured from ideation cards can enable reflection on design. We deployed a deck of ideation cards on a Masters level module over two years, developing the means to capture the students' designs into a digital repository. We created two visualisations to reveal the relative co-occurrences of the cards as concept space and the relative proximity of designs (through cards used in common) as design space. We used these to elicit reflections from the perspectives of students, teachers and card designers. Our findings inspire ideas for extending the data-driven use of ideation cards throughout the design process; informing the redesign of cards, the rules for using them and their live connection to supporting materials and enabling stakeholders to reflect and recognise challenges and opportunities. We also identified the need, and potential ways, to capture a richer design rationale, including annotations, discarded cards and varying card interpretations.
Title: REsCUE: A framework for REal-time feedback on behavioral CUEs using multimodal anomaly detection
Authors: family: Arakawa
given: Riku; family: Yakura
given: Hiromu
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: nonverbal behavior analysis, executive coaching, multimodal interaction, anomaly detection

Abstract: Executive coaching has been drawing more and more attention for developing corporate managers. While conversing with managers, coach practitioners are also required to understand internal states of coachees through objective observations. In this paper, we present REsCUE, an automated system to aid coach practitioners in detecting unconscious behaviors of their clients. Using an unsupervised anomaly detection algorithm applied to multimodal behavior data such as the subject's posture and gaze, REsCUE notifies behavioral cues for coaches via intuitive and interpretive feedback in real-time. Our evaluation with actual coaching scenes confirms that REsCUE provides the informative cues to understand internal states of coachees. Since REsCUE is based on the unsupervised method and does not assume any prior knowledge, further applications beside executive coaching are conceivable using our framework.
Title: Visualizing Uncertainty and Alternatives in Event Sequence Predictions
Authors: family: Guo
given: Shunan; family: Du
given: Fan; family: Malik
given: Sana; family: Koh
given: Eunyee; family: Kim
given: Sungchul; family: Liu
given: Zhicheng; family: Kim
given: Donghyun; family: Zha
given: Hongyuan; family: Cao
given: Nan
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: decision making, event sequence analysis, predictive visual analytics, uncertainty visualization

Abstract: Data analysts apply machine learning and statistical methods to timestamped event sequences to tackle various problems but face unique challenges when interpreting the results. Especially in event sequence prediction, it is difficult to convey uncertainty and possible alternative paths or outcomes. In this work, informed by interviews with five machine learning practitioners, we iteratively designed a novel visualization for exploring event sequence predictions of multiple records where users are able to review the most probable predictions and possible alternatives alongside uncertainty information. Through a controlled study with 18 participants, we found that users are more confident in making decisions when alternative predictions are displayed and they consider the alternatives more when deciding between two options with similar top predictions.
Title: Towards Understanding the Design of Positive Pre-sleep Through a Neurofeedback Artistic Experience
Authors: family: Semertzidis
given: Nathan Arthur; family: Sargeant
given: Betty; family: Dwyer
given: Justin; family: Mueller
given: Florian Floyd; family: Zambetta
given: Fabio
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: pre-sleep, interactive art, brain-computer interface, neurofeedback, multisensory experience

Abstract: Poor sleep has been acknowledged as an increasingly prevalent global health concern, however, how to design for promoting sleep is relatively underexplored. We propose neurofeedback technology may potentially facilitate restfulness and sleep onset, and we explore this through the creation and study of "Inter-Dream", a novel multisensory interactive artistic experience driven by neurofeedback. Twelve participants individually rested, augmented by Inter-Dream. Results demonstrated: statistically significant decreases in pre-sleep cognitive arousal (p = .01), negative emotion (p = .008), and negative affect (p = .004). EEG readings were also indicative of restorative restfulness and cognitive stillness, while interview responses described experiences of mindfulness and playful self-exploration. Taken together, our work highlights neurofeedback as a potential pathway for future research in the promotion of sleep, while also suggesting strategies for designing towards this within the context of pre-sleep.
Title: MessageOnTap: A Suggestive Interface to Facilitate Messaging-related Tasks
Authors: family: Chen
given: Fanglin; family: Xia
given: Kewei; family: Dhabalia
given: Karan; family: Hong
given: Jason I.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: contextual computing, information seeking & search, productivity, messaging/communication, user experience design, text/speech/language, personal data/tracking

Abstract: Text messages are sometimes prompts that lead to information related tasks, e.g. checking one's schedule, creating reminders, or sharing content. We introduce MessageOnTap, a suggestive inter-face for smartphones that uses the text in a conversation to suggest task shortcuts that can streamline likely next actions. When activated, MessageOnTap uses word embeddings to rank relevant external apps, and parameterizes associated task shortcuts using key phrases mentioned in the conversation, such as times, persons, or events. MessageOnTap also tailors the auto-complete dictionary based on text in the conversation, to streamline any text input.We first conducted a month-long study of messaging behaviors(N=22) that informed our design. We then conducted a lab study to evaluate the effectiveness of MessageOnTap's suggestive interface, and found that participants can complete tasks 3.1x faster withMessageOnTap than their typical task flow.
Title: HeatCraft: Designing Playful Experiences with Ingestible Sensors via Localized Thermal Stimuli
Authors: family: Li
given: Zhuying; family: Wang
given: Yan; family: Wang
given: Wei; family: Chen
given: Weikang; family: Hoang
given: Ti; family: Greuter
given: Stefan; family: Mueller
given: Florian Floyd
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: body temperature, thermal stimuli, play, localized sensation, ingestible sensors

Abstract: Ingestible sensors are pill-like sensors that people swallow mainly for medical purposes. We propose that ingestible sensors also offer unique opportunities to facilitate intriguing bodily experiences in a playful manner. To explore this, we present "HeatCraft", a two-player system that translates the user's body temperature measured by an ingestible sensor to localized thermal stimuli delivered through a waist belt equipped with heating pads. We conducted a study with 16 participants. The study revealed three design themes (Integration of body and technology, Integration of internal body and outside world, and Integration of play and life) along with some open challenges. In summary, this work contributes knowledge to the future design of playful experiences with ingestible sensors.
Title: TalkTraces: Real-Time Capture and Visualization of Verbal Content in Meetings
Authors: family: Chandrasegaran
given: Senthil; family: Bryan
given: Chris; family: Shidara
given: Hidekazu; family: Chuang
given: Tung-Yen; family: Ma
given: Kwan-Liu
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: collaboration, real-time visualization, streaming data

Abstract: Group Support Systems provide ways to review and edit shared content during meetings, but typically require participants to explicitly generate the content. Recent advances in speech-to-text conversion and language processing now make it possible to automatically record and review spoken information. We present the iterative design and evaluation of TalkTraces, a real-time visualization that helps teams identify themes in their discussions and obtain a sense of agenda items covered. We use topic modeling to identify themes within the discussions and word embeddings to compute the discussion "relatedness" to items in the meeting agenda. We evaluate TalkTraces iteratively: we first conduct a comparative between-groups study between two teams using TalkTraces and two teams using traditional notes, over four sessions. We translate the findings into changes in the interface, further evaluated by one team over four sessions. Based on our findings, we discuss design implications for real-time displays of discussion content.
Title: DreamGigs: Designing a Tool to Empower Low-Resource Job Seekers
Authors: family: Dillahunt
given: Tawanna R.; family: Lu
given: Alex
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: low resource, agile development, employment, job seekers, employability, empowerment

Abstract: Technology allows us to scale the number of jobs we search for and apply to, train for work, and earn money online. However, these technologies do not benefit all job seekers equally and must be designed to better support the needs of underserved job seekers. Research suggests that underserved job seekers prefer employment technologies that can support them in articulating their skills and experiences and in identifying pathways to achieve their career goals. Therefore, we present the design, implementation, and evaluation of DreamGigs, a tool that identifies the skills job seekers need to reach their dream jobs and presents volunteer and employment opportunities for them to acquire those skills. Our evaluation results show that DreamGigs aids in the process of personal empowerment. We contribute design implications for mitigating aspects of powerlessness that low-resource job seekers experience and discuss ways to promote action-taking in these job seekers.
Title: Gamut: A Design Probe to Understand How Data Scientists Understand Machine Learning Models
Authors: family: Hohman
given: Fred; family: Head
given: Andrew; family: Caruana
given: Rich; family: DeLine
given: Robert; family: Drucker
given: Steven M.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: design probe, interactive interfaces, machine learning interpretability, visual analytics, data visualization

Abstract: Without good models and the right tools to interpret them, data scientists risk making decisions based on hidden biases, spurious correlations, and false generalizations. This has led to a rallying cry for model interpretability. Yet the concept of interpretability remains nebulous, such that researchers and tool designers lack actionable guidelines for how to incorporate interpretability into models and accompanying tools. Through an iterative design process with expert machine learning researchers and practitioners, we designed a visual analytics system, Gamut, to explore how interactive interfaces could better support model interpretation. Using Gamut as a probe, we investigated why and how professional data scientists interpret models, and how interface affordances can support data scientists in answering questions about model interpretability. Our investigation showed that interpretability is not a monolithic concept: data scientists have different reasons to interpret models and tailor explanations for specific audiences, often balancing competing concerns of simplicity and completeness. Participants also asked to use Gamut in their work, highlighting its potential to help data scientists understand their own data.
Title: Guerilla Warfare and the Use of New (and Some Old) Technology: Lessons from FARC's Armed Struggle in Colombia
Authors: family: de Castro Leal
given: Débora; family: Krüger
given: Max; family: Misaki
given: Kaoru; family: Randall
given: David; family: Wulf
given: Volker
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: war, infrastructure, appropriation, political conflict

Abstract: Studying armed political struggles from a CSCW perspective can throw the complex interactions between culture, technology, materiality and political conflict into sharp relief. Such studies highlight interrelations that otherwise remain under-remarked upon, despite their severe consequences. The present paper provides an account of the armed struggle of one of the Colombian guerrillas, FARC-EP, with the Colombian army. We document how radio-based communication became a crucial, but ambiguous infrastructure of war. The sudden introduction of localization technologies by the Colombian army presented a lethal threat to the guerrilla group. Our interviewees report a severe learning process to diminish this new risk, relying on a combination of informed beliefs and significant technical understanding. We end with a discussion of the role of HCI in considerations of ICT use in armed conflicts and introduce the concept of counter-appropriation as process of adapting one's practices to other's appropriation of technology in conflict.
Title: Abstract Machines: Overlaying Virtual Worlds on Physical Rides
Authors: family: Tennent
given: Paul; family: Marshall
given: Joe; family: Brundell
given: Patrick; family: Walker
given: Brendan; family: Benford
given: Steve
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: design knowledge, virtual reality, thrill, abstract machines, rides, visual kinaesthetic experiences

Abstract: Overlaying virtual worlds onto existing physical rides and altering the sensations of motion can deliver new experiences of thrill, but designing how motion is mapped between physical ride and virtual world is challenging. In this paper, we present the notion of an abstract machine, a new form of intermediate design knowledge that communicates motion mappings at the level of metaphor, mechanism and implementation. Following a performance-led, in-the-wild approach we report lessons from creating and touring VR Playground, a ride that overlays four distinct abstract machines and virtual worlds on a playground swing. We compare the artist's rationale with riders' reported experiences and analysis of their physical behaviours to reveal the distinct thrills of each abstract machine. Finally, we discuss how to make and use abstract machines in terms of heuristics for designing motion mappings, principles for virtual world design and communicating experiences to riders.
Title: What's Missing: The Role of Instructional Design in Children's Games-Based Learning
Authors: family: Benton
given: Laura; family: Vasalou
given: Asimina; family: Barendregt
given: Wolmet; family: Bunting
given: Leona; family: Révész
given: Andrea
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: children, instructional design, learning games, reading

Abstract: Learning games that address targeted curriculum areas are widely used in schools. Within games, productive learning episodes can result from breakdowns when followed by a breakthrough, yet their role in children's learning has not been investigated. This paper examines the role of game and instructional design during and after breakdowns. We observed 26 young children playing several popular learning games and conducted a moment-by-moment analysis of breakdown episodes. Our findings show children achieve productive breakthroughs independently less than half of the time. In particular, breakdowns caused by game actions are difficult for children to overcome independently and prevent engagement with the domain skills. Importantly, we identify specific instructional game components and their role in fostering strategies that result in successful breakthroughs. We conclude with intrinsic and extrinsic instructional design implications for both game designers and primary teachers to better enable children's games-based learning.
Title: Impacts of Telemanipulation in Robotic Assisted Surgery
Authors: family: Avellino
given: Ignacio; family: Bailly
given: Gilles; family: Canlorbe
given: Geoffroy; family: Belgihti
given: Jérémie; family: Morel
given: Guillaume; family: Vitrani
given: Marie-Aude
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: da vinci, robotic assisted surgery, minimally invasive surgery

Abstract: Robotic-assisted Minimally Invasive Surgery (MIS) is adopted more and more as it overcomes the shortcomings of classic MIS for surgeons while keeping the benefits of small incisions for patients. However, introducing new technology oftentimes affects the work of skilled practitioners. Our goals are to investigate the impacts of telemanipulated surgical robots on the work practices of surgical teams and to understand their cause. We conducted a field study observing 21 surgeries, conducting 12 interviews and performing 3 data validation sessions with surgeons. Using Thematic Analysis, we find that physically separating surgeons from their teams makes them more autonomous, shifts their use of perceptual senses, and turns the surgeon's assistant into the robot's assistant. We open design opportunities for the HCI field by questioning the telemanipulated approach and discussing alternatives that keep surgeons on the surgical field.
Title: SmartManikin: Virtual Humans with Agency for Design Tools
Authors: family: Lee
given: Bokyung; family: Jin
given: Taeil; family: Lee
given: Sung-Hee; family: Saakes
given: Daniel
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: design tool, virtual human, human agent, simulation

Abstract: When designing comfort and usability in products, designers need to evaluate aspects ranging from anthropometrics to use scenarios. Therefore, virtual and poseable mannequins are employed as a reference in early-stage tools and for evaluation in the later stages. However, tools to intuitively interact with virtual humans are lacking. In this paper, we introduceSmartManikin, a mannequin with agency that responds to high-level commands and to real-time design changes. We first captured human poses with respect to desk configurations, identified key features of the pose and trained regression functions to estimate the optimal features at a given desk setup. The SmartManikin's pose is generated by the predicted features as well as by using forward and inverse kinematics. We present our design, implementation, and an evaluation with expert designers. The results revealed that SmartManikin enhances the design experience by providing feedback concerning comfort and health in real time.