huashen218/convxai-cia-dataset huggingface dataset:
Title: Haptic Navigation Cues on the Steering Wheel
Authors: family: Di Campli San Vito
given: Patrizia; family: Shakeri
given: Gözel; family: Brewster
given: Stephen; family: Pollick
given: Frank; family: Brown
given: Edward; family: Skrypchuk
given: Lee; family: Mouzakitis
given: Alexandros
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: feedback, tactile, in-car, cutaneous push, thermal, audio, haptic

Abstract: Haptic feedback is used in cars to reduce visual inattention. While tactile feedback like vibration can be influenced by the car's movement, thermal and cutaneous push feedback should be independent of such interference. This paper presents two driving simulator studies investigating novel tactile feedback on the steering wheel for navigation. First, devices on one side of the steering wheel were warmed, indicating the turning direction, while those on the other side were cooled. This thermal feedback was compared to audio. The thermal navigation lead to 94.2% correct recognitions of warnings 200m before the turn and to 91.7% correct turns. Speech had perfect recognition for both. In the second experiment, only the destination side was indicated thermally, and this design was compared to cutaneous push feedback. The simplified thermal feedback design did not increase recognition, but cutaneous push feedback had high recognition rates (100% for 200 m warnings, 98% for turns).
Title: Drag:on: A Virtual Reality Controller Providing Haptic Feedback Based on Drag and Weight Shift
Authors: family: Zenner
given: André; family: Krüger
given: Antonio
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: haptic virtual reality controller, dynamic passive haptic feedback, shape-changing devices, air resistance feedback

Abstract: Standard controllers for virtual reality (VR) lack sophisticated means to convey a realistic, kinesthetic impression of size, resistance or inertia. We present the concept and implementation of Drag:on, an ungrounded shape-changing VR controller that provides dynamic passive haptic feedback based on drag, i.e. air resistance, and weight shift. Drag:on leverages the airflow occurring at the controller during interaction. By dynamically adjusting its surface area, the controller changes the drag and rotational inertia felt by the user. In a user study, we found that Drag:on can provide distinguishable levels of haptic feedback. Our prototype increases the haptic realism in VR compared to standard controllers and when rotated or swung improves the perception of virtual resistance. By this, Drag:on provides haptic feedback suitable for rendering different virtual mechanical resistances, virtual gas streams, and virtual objects differing in scale, material and fill state.
Title: ForceRay: Extending Thumb Reach via Force Input Stabilizes Device Grip for Mobile Touch Input
Authors: family: Corsten
given: Christian; family: Lahaye
given: Marcel; family: Borchers
given: Jan; family: Voelker
given: Simon
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: reachability, mobile, pressure, one-handed, force, touch

Abstract: Smartphones are used predominantly one-handed, using the thumb for input. Many smartphones, however, have grown beyond 5". Users cannot tap everywhere on these screens without destabilizing their grip. ForceRay (FR) lets users aim at an out-of-reach target by applying a force touch at a comfortable thumb location, casting a virtual ray towards the target. Varying pressure moves a cursor along the ray. When reaching the target, quickly lifting the thumb selects it. In a first study, FR was 195 ms slower and had a 3% higher selection error than the best existing technique, BezelCursor (BC), but FR caused significantly less device movement than all other techniques, letting users maintain a steady grip and removing their concerns about device drops. A second study showed that an hour of training speeds up both BC and FR, and that both are equally fast for targets at the screen border.
Title: Understanding and Modeling User-Perceived Brand Personality from Mobile Application UIs
Authors: family: Wu
given: Ziming; family: Kim
given: Taewook; family: Li
given: Quan; family: Ma
given: Xiaojuan
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: brand personality, mobile user interfaces, computational design assessment

Abstract: Designers strive to make their mobile apps stand out in a competitive market by creating a distinctive brand personality. However, it is unclear whether users can form a consistent impression of brand personality by looking at a few user interface (UI) screenshots in the app store, and if this process can be modeled computationally. To bridge this gap, we first collect crowd assessment on brand personalities depicted by the UIs of 318 applications, and statistically confirm that users can reach substantial agreement. To further model how users process mobile UI visually, we compute UI descriptors including Color, Organization, and Texture at both element and page levels. We feed these descriptors to a computational model, achieving a high accuracy of predicting perceived brand personality (MSE = 0.035 and R^2 = 0.78). This work could benefit designers by highlighting contributing visual factors to brand personality creation and providing quick, low-cost design feedback.
Title: Underneath the Skin: An Analysis of YouTube Videos to Understand Insertable Device Interaction
Authors: family: Komkaite
given: Aida; family: Lavrinovica
given: Liga; family: Vraka
given: Maria; family: Skov
given: Mikael B.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: insertables, in the body, rfid, survey, interaction, hobbyist, nfc, youtube

Abstract: During the last decade, people have started to experiment with insertable technology like RFID or NFC chips and use them for e.g. identification. However, little is known about how people in fact interact with and adapt insertables. We conducted a video analysis of 122 YouTube videos to gain insight into the interaction with the insertables. Second, we implemented an online survey to complement our data from the video analysis. Our findings show that there are many opportunities for interaction with insertables both for task-oriented and creative purposes. However, there are also multiple challenges and obstacles as well as side effects and health concerns. Our findings conclude that the current infrastructure is not ready to support the use of insertables yet, and we discuss implications of this.
Title: Stroke-Gesture Input for People with Motor Impairments: Empirical Results & Research Roadmap
Authors: family: Vatavu
given: Radu-Daniel; family: Ungurean
given: Ovidiu-Ciprian
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: gesture input, touchscreens, dataset, motor impairments

Abstract: We examine the articulation characteristics of stroke-gestures produced by people with upper body motor impairments on touchscreens as well as the accuracy rates of popular classification techniques, such as the $-family, to recognize those gestures. Our results on a dataset of 9,681 gestures collected from 70 participants reveal that stroke-gestures produced by people with motor impairments are recognized less accurately than the same gesture types produced by people without impairments, yet still accurately enough (93.0%) for practical purposes; are similar in terms of geometrical criteria to the gestures produced by people without impairments; but take considerably more time to produce (3.4s vs. 1.7s) and exhibit lower consistency (-49.7%). We outline a research roadmap for accessible gesture input on touchscreens for users with upper body motor impairments, and we make our large gesture dataset publicly available in the community.
Title: Developing Accessible Services: Understanding Current Knowledge and Areas for Future Support
Authors: family: Crabb
given: Michael; family: Heron
given: Michael; family: Jones
given: Rhianne; family: Armstrong
given: Mike; family: Reid
given: Hayley; family: Wilson
given: Amy
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: web accessibility, digital accessibility, accessibility

Abstract: When creating digital artefacts, it is important to ensure that the product being made is accessible to as much of the population as is possible. Many guidelines and supporting tools exist to assist reaching this goal. However, little is known about developers' understanding of accessible practice and the methods that are used to implement this. We present findings from an accessibility design workshop that was carried out with a mixture of 197 developers and digital technology students. We discuss perceptions of accessibility, techniques that are used when designing accessible products, and what areas of accessibility development participants believed were important. We show that there are gaps in the knowledge needed to develop accessible products despite the effort to promote accessible design. Our participants are themselves aware of where these gaps are and have suggested a number of areas where tools, techniques and guidance would improve their practice.
Title: Touchstone2: An Interactive Environment for Exploring Trade-offs in HCI Experiment Design
Authors: family: Eiselmayer
given: Alexander; family: Wacharamanotham
given: Chat; family: Beaudouin-Lafon
given: Michel; family: Mackay
given: Wendy E.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: counterbalancing, experiment design, randomization, reproducibility, power analysis

Abstract: Touchstone2 offers a direct-manipulation interface for generating and examining trade-offs in experiment designs. Based on interviews with experienced researchers, we developed an interactive environment for manipulating experiment design parameters, revealing patterns in trial tables, and estimating and comparing statistical power. We also developed TSL, a declarative language that precisely represents experiment designs. In two studies, experienced HCI researchers successfully used Touchstone2 to evaluate design trade-offs and calculate how many participants are required for particular effect sizes. We discuss Touchstone2's benefits and limitations, as well as directions for future research.
Title: Socio-technical Dynamics: Cooperation of Emergent and Established Organisations in Crises and Disasters
Authors: family: Auferbauer
given: Daniel; family: Tellioğlu
given: Hilda
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: community engagement, crisis and disaster management, qualitative study, technology support, volunteers

Abstract: Increasing ubiquitousness of information and communication technology exerts influence on crisis and disaster management. New media enable citizens to rapidly self-organise in emergent groups. Theoretical framing of their interactions with established organisations is lacking. To address this, we conduct a thematic analysis on qualitative data from the European migration crisis of 2015. We draw on context-rich material from both emergent groups and established organisation. To represent our findings, we introduce the notion of socio-technical dynamics. We derive implications for computer supported cooperative work in crises and disasters. These insights contribute to the efficient involvement of emergent groups in established systems.
Title: Interpreting the Diversity in Subjective Judgments
Authors: family: Martens
given: Jean-Bernard
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: diversity, quantitative methods, repertory grid, user experience, clustering

Abstract: In a CHI paper from 10 years ago, entitled "Accounting for Diversity in Subjective Judgments", an interesting dichotomy was reported between, on the one side, the increased use of idiosyncratic constructs when judging the user experience of diverse products and, on the other hand, the statistical methods available to analyze such data. The paper more specifically proposed a method to extract diverse perspectives (called views) from experimental data. The current paper provides three improvements of this existing method by: 1) showing that a little-known approach for clustering attributes, called VARCLUS, can be applied and extended to provide a more optimal algorithm, 2) showing how the VARCLUS method can be applied to perform both within- and across-subject analysis, and 3) providing access to the VARCLUS method by incorporating it in ILLMO, a user-friendly and freely available program for interactive statistics.
Title: ElasticVR: Providing Multilevel Continuously-Changing Resistive Force and Instant Impact Using Elasticity for VR
Authors: family: Tsai
given: Hsin-Ruey; family: Rekimoto
given: Jun; family: Chen
given: Bing-Yu
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: elastic force, wearable device, resistive force, haptic feedback, impact, virtual reality, force feedback

Abstract: Resistive force (e.g., due to object elasticity) and impact (e.g., due to recoil) are common effects in our daily life. However, resistive force continuously changes due to users' movements while impact instantly occurs when an event triggers it. These feedback are still not realistically provided by current VR haptic methods. In this paper, a wearable device, ElasticVR, which consists of an elastic band, servo motors and mechanical brakes, is proposed to provide the continuously-changing resistive force and instantly-occurring impact upon the user's hand to enhance VR realism. By changing two physical properties, length and extension distance, of the elastic band, ElasticVR provides multilevel resistive force with no delay and impact with little delay, respectively, for realistic and versatile VR applications. A force perception study was performed to observe users' force distinguishability of the resistive force and impact, and the prototype was built based on its results. A VR experience study further proves that the resistive force and impact from ElasticVR both outperform those from current approaches in realism. Applications using ElasticVR are also demonstrated.
Title: Detecting Personality Traits Using Eye-Tracking Data
Authors: family: Berkovsky
given: Shlomo; family: Taib
given: Ronnie; family: Koprinska
given: Irena; family: Wang
given: Eileen; family: Zeng
given: Yucheng; family: Li
given: Jingjie; family: Kleitman
given: Sabina
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: personality detection, field study, eye tracking, framework

Abstract: Personality is an established domain of research in psychology, and individual differences in various traits are linked to a variety of real-life outcomes and behaviours. Personality detection is an intricate task that typically requires humans to fill out lengthy questionnaires assessing specific personality traits. The outcomes of this, however, may be unreliable or biased if the respondents do not fully understand or are not willing to honestly answer the questions. To this end, we propose a framework for objective personality detection that leverages humans' physiological responses to external stimuli. We exemplify and evaluate the framework in a case study, where we expose subjects to affective image and video stimuli, and capture their physiological responses using a commercial-grade eye-tracking sensor. These responses are then processed and fed into a classifier capable of accurately predicting a range of personality traits. Our work yields notably high predictive accuracy, suggesting the applicability of the proposed framework for robust personality detection.
Title: Patient Perspectives on Self-Management Technologies for Chronic Fatigue Syndrome
Authors: family: Davies
given: Tabby; family: Jones
given: Simon L.; family: Kelly
given: Ryan M.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: chronic fatigue syndrome, self-management, myalgic encephalomyelitis, self-tracking

Abstract: Chronic Fatigue Syndrome (CFS) is a debilitating medical condition that is characterized by a range of physical, cognitive and social impairments. This paper investigates CFS patients' perspectives on the potential for technological support for self-management of their symptoms. We report findings from three studies in which people living with CFS 1) prioritized symptoms that they would like technologies to address, 2) articulated their current approaches to self-management alongside challenges they face, and 3) reflected on their experiences with three commercial smartphone apps related to symptom management. We contribute an understanding of the specific needs of the ME/CFS population and the ways in which they currently engage in self-management using technology. The paper ends by describing five high-level design recommendations for ME/CFS self-management technologies.
Title: The Role of Gaming During Difficult Life Experiences
Authors: family: Iacovides
given: Ioanna; family: Mekler
given: Elisa D.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: games, difficult life experiences, sensitive life experiences

Abstract: HCI has become increasingly interested in the use of technology during difficult life experiences. Yet despite considerable popularity, little is known about how and why people engage with games in times of personal difficulty. Based on a qualitative analysis of an online survey (N=95), our findings indicate that games offered players much needed respite from stress, supported them in dealing with their feelings, facilitated social connections, stimulated personal change and growth, and provided a lifeline in times of existential doubt. However, despite an emphasis on gaming as being able to support coping in ways other activities did not, participants also referred to games as unproductive and as an obstacle to living well. We discuss these findings in relation to both coping process and outcome, while considering tensions around the potential benefits and perceived value of gaming.
Title: The Dissimilarity-Consensus Approach to Agreement Analysis in Gesture Elicitation Studies
Authors: family: Vatavu
given: Radu-Daniel
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: gesture elicitation, growth curves, consensus, whole-body gestures, gesture input, logistic model, children, dataset

Abstract: We introduce the dissimilarity-consensus method, a new approach to computing objective measures of consensus between users' gesture preferences to support data analysis in end-user gesture elicitation studies. Our method models and quantifies the relationship between users' consensus over gesture articulation and numerical measures of gesture dissimilarity, e.g., Dynamic Time Warping or Hausdorff distances, by employing growth curves and logistic functions. We exemplify our method on 1,312 whole-body gestures elicited from 30 children, ages 3 to 6 years, and we report the first empirical results in the literature on the consensus between whole-body gestures produced by children this young. We provide C# and R software implementations of our method and make our gesture dataset publicly available.
Title: A Framework for the Experience of Meaning in Human-Computer Interaction
Authors: family: Mekler
given: Elisa D.; family: Hornbæk
given: Kasper
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: user experience, meaning, meaning-making, meaningful interaction, meaningfulness

Abstract: The view of quality in human-computer interaction continuously develops, having in past decades included consistency, transparency, usability, and positive emotions. Recently, meaning is receiving increased interest in the user experience literature and in industry, referring to the end, purpose or significance of interaction with computers. However, the notion of meaning remains elusive and a bewildering number of senses are in use. We present a framework of meaning in interaction, based on a synthesis of psychological meaning research. The framework outlines five distinct senses of the experience of meaning: connectedness, purpose, coherence, resonance, and significance. We illustrate the usefulness of the framework by analyzing a selection of recent papers at the CHI conference and by raising a series of open research questions about the interplay of meaning, user experience, reflection, and well-being.
Title: Sustainabot - Exploring the Use of Everyday Foodstuffs as Output and Input for and with Emergent Users
Authors: family: Robinson
given: Simon; family: Pearson
given: Jennifer; family: Holton
given: Mark D.; family: Ahire
given: Shashank; family: Jones
given: Matt
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: emergent users, everyday materials, interaction, robots

Abstract: Mainstream digital interactions are spread over a plethora of devices and form-factors, from mobiles to laptops; printouts to large screens. For emergent users, however, such abundance of choice is rarely accessible or affordable. In particular, viewing mobile content on a larger screen, or printing out copies, is often not available. In this paper we present Sustainabot - a small robot printer that uses everyday materials to print shapes and patterns from mobile phones. Sustainabot was proposed and developed by and with emergent users through a series of co-creation workshops. We begin by discussing this process, then detail the open-source mobile printer prototype. We carried out two evaluations of Sustainabot, the first focused on printing with materials in situ, and the second on understandability of its output. We present these results, and discuss opportunities and challenges for similar developments. We conclude by highlighting where and how similar devices could be used in future.
Title: On the Shoulder of the Giant: A Multi-Scale Mixed Reality Collaboration with 360 Video Sharing and Tangible Interaction
Authors: family: Piumsomboon
given: Thammathip; family: Lee
given: Gun A.; family: Irlitti
given: Andrew; family: Ens
given: Barrett; family: Thomas
given: Bruce H.; family: Billinghurst
given: Mark
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: mixed reality, multi-scale, tangible user interface, remote collaboration, live panorama sharing, wearable interface

Abstract: We propose a multi-scale Mixed Reality (MR) collaboration between the Giant, a local Augmented Reality user, and the Miniature, a remote Virtual Reality user, in Giant-Miniature Collaboration (GMC). The Miniature is immersed in a 360-video shared by the Giant who can physically manipulate the Miniature through a tangible interface, a combined 360-camera with a 6 DOF tracker. We implemented a prototype system as a proof of concept and conducted a user study (n=24) comprising of four parts comparing: A) two types of virtual representations, B) three levels of Miniature control, C) three levels of 360-video view dependencies, and D) four 360-camera placement positions on the Giant. The results show users prefer a shoulder mounted camera view, while a view frustum with a complimentary avatar is a good visualization for the Miniature virtual representation. From the results, we give design recommendations and demonstrate an example Giant-Miniature Interaction.