huashen218/convxai-cia-dataset huggingface dataset:
Title: Tabloidization versus Credibility: Short Term Gain for Long Term Pain
Authors: family: Spillane
given: Brendan; family: Hoe
given: Isla; family: Brady
given: Mike; family: Wade
given: Vincent; family: Lawless
given: Séamus
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems
Keywords: first impressions, news website aesthetics, news website design, credibility, tabloidization

Abstract: Print news agencies have been under pressure from falling sales and advertising revenue and increased competition. As the Internet became the dominant medium, news agencies invested heavily in their websites and apps, providing their news for free, rather than selling a print edition. Reducing the cost of production and removing access barriers such as geographic location had the potential to increase readership and advertising, covering costs and maintaining profits. Unfortunately, this business model has for the most part failed. Many higher quality news agencies are now implementing paywalls on their news websites to once again monetize their product. Others have begun to emulate the look and feel of tabloid news websites to increase readership and stickiness and advertising revenue. This study shows the negative impact of such visual tabloidization on initial impressions of credibility, which may have long term detrimental effects on the news agency.The authors would like to dedicate this paper to the memory of Professor Séamus "Shay" Lawless, the supervisor of this work who died on May 16th 2019 after fulfilling his dream of summiting Mount Everest.
Title: Informing the Design of a Personalized Privacy Assistant for the Internet of Things
Authors: family: Colnago
given: Jessica; family: Feng
given: Yuanyuan; family: Palanivel
given: Tharangini; family: Pearman
given: Sarah; family: Ung
given: Megan; family: Acquisti
given: Alessandro; family: Cranor
given: Lorrie Faith; family: Sadeh
given: Norman
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Internet of Things (IoT) devices create new ways through which personal data is collected and processed by service providers. Frequently, end users have little awareness of, and even less control over, these devices' data collection. IoT Personalized Privacy Assistants (PPAs) can help overcome this issue by helping users discover and, when available, control the data collection practices of nearby IoT resources. We use semi-structured interviews with 17 participants to explore user perceptions of three increasingly more autonomous potential implementations of PPAs, identifying benefits and issues associated with each implementation. We find that participants weigh the desire for control against the fear of cognitive overload. We recommend solutions that address users' differing automation preferences and reduce notification overload. We discuss open issues related to opting out from public data collections, automated consent, the phenomenon of user resignation, and designing PPAs with at-risk communities in mind.
Title: Snapstream: Snapshot-based Interaction in Live Streaming for Visual Art
Authors: family: Yang
given: Saelyne; family: Lee
given: Changyoon; family: Shin
given: Hijung Valentina; family: Kim
given: Juho
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Live streaming visual art such as drawing or using design software is gaining popularity. An important aspect of live streams is the direct and real-time communication between streamers and viewers. However, currently available text-based interaction limits the expressiveness of viewers as well as streamers, especially when they refer to specific moments or objects in the stream. To investigate the feasibility of using snapshots of streamed content as a way to enhance streamer-viewer interaction, we introduce Snapstream, a system that allows users to take snapshots of the live stream, annotate them, and share the annotated snapshots in the chat. Streamers can also verbally reference a specific snapshot during streaming to respond to viewers' questions or comments. Results from live deployments show that participants communicate more expressively and clearly with increased engagement using Snapstream. Participants used snapshots to reference part of the artwork, give suggestions on it, make fun images or memes, and log intermediate milestones. Our findings suggest that visual interaction enables richer experiences in live streaming.
Title: Critical Race Theory for HCI
Authors: family: Ogbonnaya-Ogburu
given: Ihudiya Finda; family: Smith
given: Angela D.R.; family: To
given: Alexandra; family: Toyama
given: Kentaro
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: The human-computer interaction community has made some efforts toward racial diversity, but the outcomes remain meager. We introduce critical race theory and adapt it for HCI to lay a theoretical basis for race-conscious efforts, both in research and within our community. Building on the theory's original tenets, we argue that racism is pervasive in everyday socio-technical systems; that the HCI community is prone to "interest convergence", where concessions to inclusion require benefits to those in power; and that the neoliberal underpinnings of the technology industry itself propagate racism. Critical race theory uses storytelling as a means to upend deep-seated assumptions, and we relate several personal stories to highlight ongoing problems of race in HCI. The implications: all HCI research must be attuned to issues of race; participation of underrepresented minorities must be sought in all of our activities; and as a community, we cannot become comfortable while racial disparities exist.
Title: Exploring Eyes-free Bezel-initiated Swipe on Round Smartwatches
Authors: family: Wong
given: Pui Chung; family: Zhu
given: Kening; family: Yang
given: Xing-Dong; family: Fu
given: Hongbo
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Bezel-based gestures expand the interaction space of touch-screen devices (e.g., smartphones and smartwatches). Existing works have mainly focused on bezel-initiated swipe (BIS) on square screens. To investigate the usability of BIS on round smartwatches, we design six different circular bezel layouts, by dividing the bezel into 6, 8, 12, 16, 24, and 32 segments. We evaluate the user performance of BIS on these layouts in an eyes-free situation. The results show that the performance of BIS is highly orientation dependent, and varies significantly among users. Using the Support-Vector-Machine (SVM) model significantly increases the accuracy on 6-, 8-, 12-, and 16-segment layouts. We then compare the performance of personal and general SVM models, and find that personal models significantly improve the accuracy for 8-, 12-, 16-, and 24-segment layouts. Lastly, we discuss the potential smartwatch applications enabled by the BIS.
Title: The Low/High Index of Pupillary Activity
Authors: family: Duchowski
given: Andrew T.; family: Krejtz
given: Krzysztof; family: Gehrer
given: Nina A.; family: Bafna
given: Tanya; family: Bækgaard
given: Per
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: A novel eye-tracked measure of pupil diameter oscillation is derived as an indicator of cognitive load. The new metric, termed the Low/High Index of Pupillary Activity (LHIPA), is able to discriminate cognitive load (vis-a-vis task difficulty) in several experiments where the Index of Pupillary Activity fails to do so. Rationale for the LHIPA is tied to the functioning of the human autonomic nervous system yielding a hybrid measure based on the ratio of Low/High frequencies of pupil oscillation. The paper's contribution is twofold. First, full documentation is provided for the calculation of the LHIPA. As with the IPA, it is possible for researchers to apply this metric to their own experiments where a measure of cognitive load is of interest. Second, robustness of the LHIPA is shown in analysis of three experiments, a restrictive fixed-gaze number counting task, a less restrictive fixed-gaze n-back task, and an applied eye-typing task.
Title: Capturing Experts' Mental Models to Organize a Collection of Haptic Devices: Affordances Outweigh Attributes
Authors: family: Seifi
given: Hasti; family: Oppermann
given: Michael; family: Bullard
given: Julia; family: MacLean
given: Karon E.; family: Kuchenbecker
given: Katherine J.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Humans rely on categories to mentally organize and understand sets of complex objects. One such set, haptic devices, has myriad technical attributes that affect user experience in complex ways. Seeking an effective navigation structure for a large online collection, we elicited expert mental categories for grounded force-feedback haptic devices: 18 experts (9 device creators, 9 interaction designers) reviewed, grouped, and described 75 devices according to their similarity in a custom card-sorting study. From the resulting quantitative and qualitative data, we identify prominent patterns of tagging versus binning, and we report 6 uber-attributes that the experts used to group the devices, favoring affordances over device specifications. Finally, we derive 7 device categories and 9 subcategories that reflect the imperfect yet semantic nature of the expert mental models. We visualize these device categories and similarities in the online haptic collection, and we offer insights for studying expert understanding of other human-centered technology.
Title: Supporting Self-Injury Recovery: The Potential for Virtual Reality Intervention
Authors: family: Kruzan
given: Kaylee Payne; family: Whitlock
given: Janis; family: Bazarova
given: Natalya N.; family: Miller
given: Katherine D.; family: Chapman
given: Julia; family: Won
given: Andrea Stevenson
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: In this paper, we explore the use of virtual reality (VR) in assisting individuals who self-injure. Past work on self-injury in HCI has focused almost exclusively on mobile applications and message boards. As VR systems become more common, it is worth exploring what unique affordances of the technology can be leveraged to support self-injury reduction and cessation. Research on VR intervention and self-injury treatment informed the design of three novel virtual reality experiences. Nineteen interviews were conducted with individuals with current, or a past history of, self-injury with the goals of uncovering overall impressions of the perceived efficacy of VR with this population, as well as better understanding key mechanisms which impact their experience. Our analysis reveals four key elements common across all experiences: transportation, embodiment, immersion/distraction, and sense of control, and additional themes within each unique experience. We discuss the implications of these findings for future intervention design.
Title: Learning from Positive Adaptations of Pediatric Cancer Patients to Design Health Technologies
Authors: family: Park
given: Sun Young; family: Seo
given: Woosuk; family: Berry
given: Andrew B.L.; family: Kim
given: Hyeryoung; family: Verma
given: Sanya; family: Choi
given: Sung Won; family: Buyuktur
given: Ayse G.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: The diagnosis of cancer brings about significant changes in the life of a child. In addition to physical pain, pediatric patients face psychological and social challenges. At the same time, some patients also have positive experiences with and attitudes toward their illness and treatment. Drawing on 19 semi-structured interviews with pairs of pediatric cancer patients and their parental caregivers, we examined patients' perspectives on their experience of living with cancer. We identified four salient themes in patients' positive experiences: future-oriented thinking, developing strong personal bonds and relationships, gaining knowledge and life experience, and developing self-management and coping skills. Collectively, the patients' positive experiences indicate that they adapt to their new lives through an evolving process. Based on this process, we provide design implications for health technologies to support and promote positive experiences during illness and treatment.
Title: Pedestrian Detection with Wearable Cameras for the Blind: A Two-way Perspective
Authors: family: Lee
given: Kyungjun; family: Sato
given: Daisuke; family: Asakawa
given: Saki; family: Kacorri
given: Hernisa; family: Asakawa
given: Chieko
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Blind people have limited access to information about their surroundings, which is important for ensuring one's safety, managing social interactions, and identifying approaching pedestrians. With advances in computer vision, wearable cameras can provide equitable access to such information. However, the always-on nature of these assistive technologies poses privacy concerns for parties that may get recorded. We explore this tension from both perspectives, those of sighted passersby and blind users, taking into account camera visibility, in-person versus remote experience, and extracted visual information. We conduct two studies: an online survey with MTurkers (N=206) and an in-person experience study between pairs of blind (N=10) and sighted (N=40) participants, where blind participants wear a working prototype for pedestrian detection and pass by sighted participants. Our results suggest that both of the perspectives of users and bystanders and the several factors mentioned above need to be carefully considered to mitigate potential social tensions.
Title: Urban Mosaic: Visual Exploration of Streetscapes Using Large-Scale Image Data
Authors: family: Miranda
given: Fabio; family: Hosseini
given: Maryam; family: Lage
given: Marcos; family: Doraiswamy
given: Harish; family: Dove
given: Graham; family: Silva
given: Cláudio T.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Urban planning is increasingly data driven, yet the challenge of designing with data at a city scale and remaining sensitive to the impact at a human scale is as important today as it was for Jane Jacobs. We address this challenge with Urban Mosaic, a tool for exploring the urban fabric through a spatially and temporally dense data set of 7.7 million street-level images from New York City, captured over the period of a year. Working in collaboration with professional practitioners, we use Urban Mosaic to investigate questions of accessibility and mobility, and preservation and retrofitting. In doing so, we demonstrate how tools such as this might provide a bridge between the city and the street, by supporting activities such as visual comparison of geographically distant neighborhoods, and temporal analysis of unfolding urban development.
Title: Let's Talk about Sext: How Adolescents Seek Support and Advice about Their Online Sexual Experiences
Authors: family: Razi
given: Afsaneh; family: Badillo-Urquiola
given: Karla; family: Wisniewski
given: Pamela J.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: We conducted a thematic content analysis of 4,180 posts by adolescents (ages 12-17) on an online peer support mental health forum to understand what and how adolescents talk about their online sexual interactions. Youth used the platform to seek support (83%), connect with others (15%), and give advice (5%) about sexting, their sexual orientation, sexual abuse, and explicit content. Females often received unwanted nudes from strangers and struggled with how to turn down sexting requests from people they knew. Meanwhile, others who sought support complained that they received unwanted sexual solicitations while doing so-to the point that adolescents gave advice to one another on which users to stay away from. Our research provides insight into the online sexual experiences of adolescents and how they seek support around these issues. We discuss how to design peer-based social media platforms to support the well-being and safety of youth.
Title: See, Feel, Move: Player Behaviour Analysis through Combined Visualization of Gaze, Emotions, and Movement
Authors: family: Kepplinger
given: Daniel; family: Wallner
given: Günter; family: Kriglstein
given: Simone; family: Lankes
given: Michael
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Playtesting of games often relies on a mixed-methods approach to obtain more holistic insights about and, in turn, improve the player experience. However, triangulating the different data sources and visualizing them in an integrated manner such that they contextualize each other still proves challenging. Despite its potential value for gauging player behaviour, this area of research continues to be underexplored. In this paper, we propose a visualization approach that combines commonly tracked movement data with - from a visualization perspective rarely considered - gaze behaviour and emotional responses. We evaluated our approach through a qualitative expert study with five professional game developers. Our results show that both the individual visualization of gaze, emotions, and movement but especially their combination are valuable to understand and form hypotheses about player behaviour. At the same time, our results stress that careful attention needs to be paid to ensure that the visualization remains legible and does not obfuscate information.
Title: Exploring Human-Robot Interaction with the Elderly: Results from a Ten-Week Case Study in a Care Home
Authors: family: Carros
given: Felix; family: Meurer
given: Johanna; family: Löffler
given: Diana; family: Unbehaun
given: David; family: Matthies
given: Sarah; family: Koch
given: Inga; family: Wieching
given: Rainer; family: Randall
given: Dave; family: Hassenzahl
given: Marc; family: Wulf
given: Volker
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Ageing societies and the associated pressure on the care systems are major drivers for new developments in socially assistive robotics. To understand better the real-world potential of robot-based assistance, we undertook a 10-week case study in a care home involving groups of residents, caregivers and managers as stakeholders. We identified both, enablers and barriers to the potential implementation of robot systems. The study employed the robot platform Pepper, which was deployed with a view to understanding better multi-domain interventions with a robot supporting physical activation, cognitive training and social facilitation. We employed the robot in a group setting in a care facility over the course of 10 weeks and 20 sessions, observing how stakeholders, including residents and caregivers, appropriated, adapted to, and perceived the robot. We also conducted interviews with 11 residents and caregivers. Our results indicate that the residents were positively engaged in the training sessions that were moderated by the robot. The study revealed that such humanoid robots can work in a care home but that there is a moderating person needed, that is in control of the robot.
Title: Improving Worker Engagement Through Conversational Microtask Crowdsourcing
Authors: family: Qiu
given: Sihang; family: Gadiraju
given: Ujwal; family: Bozzon
given: Alessandro
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems
Keywords: cognitive task load, microtask crowdsourcing, conversational interface, user engagement, conversational style

Abstract: The rise in popularity of conversational agents has enabled humans to interact with machines more naturally. Recent work has shown that crowd workers in microtask marketplaces can complete a variety of human intelligence tasks (HITs) using conversational interfaces with similar output quality compared to the traditional Web interfaces. In this paper, we investigate the effectiveness of using conversational interfaces to improve worker engagement in microtask crowdsourcing. We designed a text-based conversational agent that assists workers in task execution, and tested the performance of workers when interacting with agents having different conversational styles. We conducted a rigorous experimental study on Amazon Mechanical Turk with 800 unique workers, to explore whether the output quality, worker engagement and the perceived cognitive load of workers can be affected by the conversational agent and its conversational styles. Our results show that conversational interfaces can be effective in engaging workers, and a suitable conversational style has potential to improve worker engagement.
Title: "Person, Shoes, Tree. Is the Person Naked?" What People with Vision Impairments Want in Image Descriptions
Authors: family: Stangl
given: Abigale; family: Morris
given: Meredith Ringel; family: Gurari
given: Danna
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Access to digital images is important to people who are blind or have low vision (BLV). Many contemporary image description efforts do not take into account this population's nuanced image description preferences. In this paper, we present a qualitative study that provides insight into 28 BLV people's experiences with descriptions of digital images from news websites, social networking sites/platforms, eCommerce websites, employment websites, online dating websites/platforms, productivity applications, and e-publications. Our findings reveal how image description preferences vary based on the source where digital images are encountered and the surrounding context. We provide recommendations for the development of next-generation image description technologies inspired by our empirical analysis.
Title: Utilizing VR and Gaze Tracking to Develop AR Solutions for Industrial Maintenance
Authors: family: Burova
given: Alisa; family: Mäkelä
given: John; family: Hakulinen
given: Jaakko; family: Keskinen
given: Tuuli; family: Heinonen
given: Hanna; family: Siltanen
given: Sanni; family: Turunen
given: Markku
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Augmented reality (AR) presents a variety of possibilities for industrial maintenance. However, the development of real-world AR solutions has been limited due to the technological capabilities and uncertainty with respect to safety at deployment. We introduce the approach of using AR simulation in virtual reality (VR) coupled with gaze tracking to enable resource-efficient AR development. We tested in-field AR guidance and safety awareness features in an iterative development-evaluation process with experts from the elevator maintenance industry. We further conducted a survey, utilizing actual gaze data from the evaluation to elicit comments from industry experts on the usefulness of AR simulation and gaze tracking. Our results show the potential of AR within VR approach combined with gaze tracking. With this framework, AR solutions can be iteratively and safely tested without actual implementation, while gaze data provide advanced objective means to evaluate the designed AR content, documentation usage, and safety awareness.