huashen218/convxai-cia-dataset huggingface dataset:
Title: VirtualGrasp: Leveraging Experience of Interacting with Physical Objects to Facilitate Digital Object Retrieval
Authors: family: Yan
given: Yukang; family: Yu
given: Chun; family: Ma
given: Xiaojuan; family: Yi
given: Xin; family: Sun
given: Ke; family: Shi
given: Yuanchun
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: object selection, gesture, mapping

Abstract: We propose VirtualGrasp, a novel gestural approach to retrieve virtual objects in virtual reality. Using VirtualGrasp, a user retrieves an object by performing a barehanded gesture as if grasping its physical counterpart. The object-gesture mapping under this metaphor is of high intuitiveness, which enables users to easily discover, remember the gestures to retrieve the objects. We conducted three user studies to demonstrate the feasibility and effectiveness of the approach. Progressively, we investigated the consensus of the object-gesture mapping across users, the expressivity of grasping gestures, and the learnability and performance of the approach. Results showed that users achieved high agreement on the mapping, with an average agreement score [35] of 0.68 (SD=0.27). Without exposure to the gestures, users successfully retrieved 76% objects with VirtualGrasp. A week after learning the mapping, they could recall the gestures for 93% objects.
Title: Harvesting Caregiving Knowledge: Design Considerations for Integrating Volunteer Input in Dementia Care
Authors: family: Foong
given: Pin Sym; family: Zhao
given: Shengdong; family: Tan
given: Felicia; family: Williams
given: Joseph Jay
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: dementia care, caregiving, volunteers, health

Abstract: Improving volunteer performance leads to better caregiving in dementia care settings. However, caregiving knowledge systems have been focused on eliciting and sharing expert, primary caregiver knowledge, rather than volunteer-provided knowledge. Through the use of an experience prototype, we explored the content of volunteer caregiver knowledge and identified ways in which such non-expert knowledge can be useful to dementia care. By using lay language, sharing information specific to the client and collaboratively finding strategies for interaction, volunteers were able to boost the effectiveness of future volunteers. Therapists who reviewed the content affirmed the reliability of volunteer caregiver knowledge and placed value on its recency, variety and its ability to help bridge language and professional barriers. We discuss how future systems designed for eliciting and sharing volunteer caregiver knowledge can be used to promote better dementia care.
Title: Gamification for Self-Tracking: From World of Warcraft to the Design of Personal Informatics Systems
Authors: family: Rapp
given: Amon
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: personal informatics, gamification, quantified self, self-tracking, world of warcraft

Abstract: World of Warcraft (WoW) may be a source of inspiration to enrich the Personal Informatics systems user's experience and, at the same time, improve gamification design. Through the findings of a four-year reflexive ethnography in WoW, I outline how its game design elements support players in making sense of their own data, emphasizing how "game numbers" are turned into meanings. On the basis of the study results, I propose a series of design considerations to be used in the design of self-tracking systems, which recommend to embody data into digital entities, provide different analytical tools depending on the users' expertise through a flexible model, and foster the formation of "communities of practice" in order to support learning processes.
Title: Sketch&Stitch: Interactive Embroidery for E-textiles
Authors: family: Hamdan
given: Nur Al-huda; family: Voelker
given: Simon; family: Borchers
given: Jan
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: interactive fabrication, physical sketching, e-textile, embroidery

Abstract: E-Textiles are fabrics that integrate electronic circuits and components. Makers use them to create interactive clothing, furniture, and toys. However, this requires significant manual labor and skills, and using technology-centric design tools. We introduce Sketch&Stitch, an interactive embroidery system to create e-textiles using a traditional crafting approach: Users draw their art and circuit directly on fabric using colored pens. The system takes a picture of the sketch, converts it to embroidery patterns, and sends them to an embroidery machine. Alternating between sketching and stitching, users build and test their design incrementally. Sketch&Stitch features Circuitry Stickers representing circuit boards, components, and custom stitch patterns for wire crossings to insulate, and various textile touch sensors such as pushbuttons, sliders, and 2D touchpads. Circuitry Stickers serve as placeholders during design. Using computer vision, they are recognized and replaced later in the appropriate embroidery phases. We close with technical considerations and application examples.
Title: Using Stakeholder Theory to Examine Drivers' Stake in Uber
Authors: family: Ma
given: Ning F.; family: Yuan
given: Chien Wen; family: Ghafurian
given: Moojan; family: Hanrahan
given: Benjamin V.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: on-demand work, uber, stakeholder theory, platform

Abstract: Uber is a ride-sharing platform that is part of the 'gig-economy,' where the platform supports and coordinates a labor market in which there are a large number of ephemeral, piecemeal jobs. Despite numerous efforts to understand the impacts of these platforms and their algorithms on Uber drivers, how to better serve and support drivers with these platforms remains an open challenge. In this paper, we frame Uber through the lens of Stakeholder Theory to highlight drivers' position in the workplace, which helps inform the design of a more ethical and effective platform. To this end, we analyzed Uber drivers' forum discussions about their lived experiences of working with the Uber platform. We identify and discuss the impact of the stakes that drivers have in relation to both the Uber corporation and their passengers, and look at how these stakes impact both the platform and drivers' practices.
Title: Conversations in the Eye of the Storm: At-Scale Features of Conversational Structure in a High-Tempo, High-Stakes Microblogging Environment
Authors: family: Kogan
given: Marina; family: Palen
given: Leysia
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: computer supported cooperative work, crisis informatics, social computing, social media

Abstract: This work propels social media research beyond the single post as the unit of analysis toward fuller treatment of interaction by making the construct of the conversation analytically available. We offer a method for constructing @reply conversations in Twitter to apprehend social media conversational features at scale. We apply this method to the high-tempo, high-stakes environment of 2012's Hurricane Sandy, with its high volume of online talk by affected locals and distinct disaster-stage phasing by which to consider interactional difference. We investigate the temporality of conversations; the relationality of who speaks to whom; the number and kind of conversationalists; and how content affects temporal features. The analysis reveals that, during the height of the emergency, people expand conversations both in number and kind of conversational partners-just as their information search intensifies. This expansion contributes to longer, slower-paced conversations in the high-emergency period, suggesting reliance on online relationships during times of greatest uncertainty.
Title: Interactive Extraction of Examples from Existing Code
Authors: family: Head
given: Andrew; family: Glassman
given: Elena L.; family: Hartmann
given: Björn; family: Hearst
given: Marti A.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: programming support, example sharing

Abstract: Programmers frequently learn from examples produced and shared by other programmers. However, it can be challenging and time-consuming to produce concise, working code examples. We conducted a formative study where 12 participants made examples based on their own code. This revealed a key hurdle: making meaningful simplifications without introducing errors. Based on this insight, we designed a mixed-initiative tool, CodeScoop, to help programmers extract executable, simplified code from existing code. CodeScoop enables programmers to "scoop" out a relevant subset of code. Techniques include selectively including control structures and recording an execution trace that allows authors to substitute literal values for code and variables. In a controlled study with 19 participants, CodeScoop helped programmers extract executable code examples with the intended behavior more easily than with a standard code editor.
Title: Haptic Revolver: Touch, Shear, Texture, and Shape Rendering on a Reconfigurable Virtual Reality Controller
Authors: family: Whitmire
given: Eric; family: Benko
given: Hrvoje; family: Holz
given: Christian; family: Ofek
given: Eyal; family: Sinclair
given: Mike
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: virtual reality, haptics

Abstract: We present Haptic Revolver, a handheld virtual reality controller that renders fingertip haptics when interacting with virtual surfaces. Haptic Revolver's core haptic element is an actuated wheel that raises and lowers underneath the finger to render contact with a virtual surface. As the user's finger moves along the surface of an object, the controller spins the wheel to render shear forces and motion under the fingertip. The wheel is interchangeable and can contain physical textures, shapes, edges, or active elements to provide different sensations to the user. Because the controller is spatially tracked, these physical features can be spatially registered with the geometry of the virtual environment and rendered on-demand. We evaluated Haptic Revolver in two studies to understand how wheel speed and direction impact perceived realism. We also report qualitative feedback from users who explored three application scenarios with our controller.
Title: Influences of Human Cognition and Visual Behavior on Password Strength during Picture Password Composition
Authors: family: Katsini
given: Christina; family: Fidas
given: Christos; family: Raptis
given: George E.; family: Belk
given: Marios; family: Samaras
given: George; family: Avouris
given: Nikolaos
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: cued-recall authentication, picture passwords, eye-tracking, cognitive styles, usable security, field dependence-independence, visual behavior, graphical user authentication

Abstract: Visual attention, search, processing and comprehension are important cognitive tasks during a graphical password composition activity. Aiming to shed light on whether individual differences on visual behavior affect the strength of the created passwords, we conducted an eye-tracking study (N=36), and adopted an accredited cognitive style theory to interpret the results. The analysis revealed that users with different cognitive styles followed different patterns of visual behavior which affected the strength of the created passwords. Motivated, by the results of the first study, we introduced adaptive characteristics to the user authentication mechanism, aiming to assist specific cognitive style user groups to create more secure passwords, and conducted a second study with a new sample (N=40) to test the adaptive characteristics. Results strengthen our assumptions that adaptive mechanisms based on users' differences in cognitive and visual behavior uncover a new perspective for improving the password's strength within graphical user authentication realms.
Title: Supporting Workplace Detachment and Reattachment with Conversational Intelligence
Authors: family: Williams
given: Alex C.; family: Kaur
given: Harmanpreet; family: Mark
given: Gloria; family: Thompson
given: Anne Loomis; family: Iqbal
given: Shamsi T.; family: Teevan
given: Jaime
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: detachment, productivity, reattachment, bot, resumption

Abstract: Research has shown that productivity is mediated by an individual's ability to detach from their work at the end of the day and reattach with it when they return the next day. In this paper we explore the extent to which structured dialogues, focused on individuals' work-related tasks or emotions, can help them with the detachment and reattachment processes. Our inquiry is driven with SwitchBot, a conversational bot which engages with workers at the start and end of their work day. After preliminarily validating the design of a detachment and reattachment dialogue frame-work with 108 crowdworkers, we study SwitchBot's use in-situ for 14 days with 34 information workers. We find that workers send fewer e-mails after work hours and spend a larger percentage of their first hour at work using productivity applications than they normally would when using SwitchBot. Further, we find that productivity gains were better sustained when conversations focused on work-related emotions. Our results suggest that conversational bots can be effective tools for aiding workplace detachment and reattachment and help people make successful use of their time on and off the job.
Title: iTurk: Turning Passive Haptics into Active Haptics by Making Users Reconfigure Props in Virtual Reality
Authors: family: Cheng
given: Lung-Pan; family: Chang
given: Li; family: Marwecki
given: Sebastian; family: Baudisch
given: Patrick
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: haptics, human actuation, virtual reality, immersion

Abstract: We present a system that complements virtual reality experiences with passive props, yet still allows modifying the virtual world at runtime. The main contribution of our system is that it does not require any actuators; instead, our system employs the user to reconfigure and actuate otherwise passive props. We demonstrate a foldable prop that users reconfigure to represent a suitcase, fuse cabinet, railing, and a seat. A second prop, suspended from a long pendulum, not only stands in for inanimate objects, but also for objects that move and demonstrate proactive behavior, such as a group of flying droids that physically attack the user. Our approach conveys a sense of a living, animate world, when in reality the user is the only animate entity present in the system, complemented with only one or two physical props. In our study, participants rated their experience as more enjoyable and realistic than a corresponding no-haptics condition.
Title: Clusters, Trends, and Outliers: How Immersive Technologies Can Facilitate the Collaborative Analysis of Multidimensional Data
Authors: family: Butscher
given: Simon; family: Hubenschmid
given: Sebastian; family: Müller
given: Jens; family: Fuchs
given: Johannes; family: Reiterer
given: Harald
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: collaboration, multi-touch table, 3d parallel coordinates, augmented reality, immersive analytics

Abstract: Immersive technologies such as augmented reality devices are opening up a new design space for the visual analysis of data. This paper studies the potential of an augmented reality environment for the purpose of collaborative analysis of multidimensional, abstract data. We present ART, a collaborative analysis tool to visualize multidimensional data in augmented reality using an interactive, 3D parallel coordinates visualization. The visualization is anchored to a touch-sensitive tabletop, benefiting from well-established interaction techniques. The results of group-based, expert walkthroughs show that ART can facilitate immersion in the data, a fluid analysis process, and collaboration. Based on the results, we provide a set of guidelines and discuss future research areas to foster the development of immersive technologies as tools for the collaborative analysis of multidimensional data.
Title: Methods for Evaluation of Imperfect Captioning Tools by Deaf or Hard-of-Hearing Users at Different Reading Literacy Levels
Authors: family: Berke
given: Larwan; family: Kafle
given: Sushant; family: Huenerfauth
given: Matt
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: accessibility, captioning, people who are deaf or hard-of-hearing, evaluation methods, literacy

Abstract: As Automatic Speech Recognition (ASR) improves in accuracy, it may become useful for transcribing spoken text in real-time for Deaf and Hard-of-Hearing (DHH) individuals. To quantify users' comprehension and opinion of automatic captions, which inevitably contain some errors, we must identify appropriate methodologies for evaluation studies with DHH users, including quantitative measurement instruments suitable to the various literacy levels among the DHH population. A literature review guided our selection of several probes (e.g. multiple-choice comprehension-question accuracy or response time, scalar-questions about user estimation of ASR errors or their impact, users' numerical estimation of accuracy), which we evaluated in a lab study with DHH users, wherein their literacy levels and the actual accuracy of each caption stimulus were factors. For some probes, participants with lower literacy had more positive subjective responses overall, and, for participants with particular literacy score ranges, some probes were insufficiently sensitive to distinguish between caption accuracy levels.
Title: Effects of Individual Differences in Blocking Workplace Distractions
Authors: family: Mark
given: Gloria; family: Czerwinski
given: Mary; family: Iqbal
given: Shamsi T.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: workplace, interruptions, focus, productivity, multitasking, field study, social media, distractions

Abstract: Information workers are experiencing ever-increasing online distractions in the workplace, and software to block distractions is becoming more popular. We conducted an exploratory field study with 32 information workers in their workplace using software to block online distractions for one week. We discovered that with online distractions blocked, participants assessed their focus and productivity to be significantly higher. Those who benefited most were those who reported being less in control of their work, associated with personality traits of lower Conscientiousness and Lack of Perseverence. Unexpectedly, those reporting higher control of work experienced a cost of higher workload with online distractions blocked. Those who reported the greatest increase in focus with distractions blocked were those who were more susceptible to social media distractions. Without distractions, people with higher control of work worked longer stretches without physical breaks, with consequently higher stress. We present design recommendations to promote focus for our observed coping behaviors.
Title: Dynamic Demographics: Lessons from a Large-Scale Census of Performative Possibilities in Games
Authors: family: Gardner
given: Daniel L.; family: Tanenbaum
given: Theresa Jean
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: media census, representation in games

Abstract: While much popular discussion of representation in games exists, there is very little rigorously collected data available from which to draw direct conclusions. In this study, we set out to address this gap by performing a census of playable characters across a large sample of contemporary games. We gathered data from 200 games including independently published ("indie") games and so-called "AAA" titles from large publishers. While our initial analysis yielded some insight into the landscape of playable characters, it also highlighted the contingent, negotiated, and interpretive nature of representation in games. This led to additional analysis that emphasized the ways in which this negotiation manifests in research in the methods and metrics used to quantify representation. We argue that researchers studying representation in games need to treat it as a possibility space for a multitude of potential interpretations rather than a singular, measurable, phenomenon.
Title: Philosophers Living with the Tilting Bowl
Authors: family: Wakkary
given: Ron; family: Oogjes
given: Doenja; family: Lin
given: Henry W. J.; family: Hauser
given: Sabrina
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: postphenomenology, material speculation, co-speculation

Abstract: This paper reports on a postphenomenological inquiry of six trained philosophers, who as study participants lived with and reflected on a research product we designed known as the Tilting Bowl: a ceramic bowl that unpredictably but gently tilts multiple times daily. The Tilting Bowl is a counterfactual artifact that is designed specifically for this study as part of a material speculation approach to design research. A postphenomenological inquiry looks to describe and analyze accounts of relationships between humans and technological artifacts, and how each mutually shapes the other through mediations that form the human subjectivity and objectivity of any given situation. This paper contributes an empirical account and analysis of the relations that emerged (background and alterity) and the relativistic views that co-constitute the philosophers, Tilting Bowl, and their specific worlds. The findings demonstrate the relevance of this philosophical framing to fundamentally and broadly understand how people engage digital artifacts.
Title: LumiWatch: On-Arm Projected Graphics and Touch Input
Authors: family: Xiao
given: Robert; family: Cao
given: Teng; family: Guo
given: Ning; family: Zhuo
given: Jun; family: Zhang
given: Yang; family: Harrison
given: Chris
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: projection, touch interaction, on-body interaction, smartwatch, time-of-flight, depth sensing

Abstract: Compact, worn computers with projected, on-skin touch interfaces have been a long-standing yet elusive goal, largely written off as science fiction. Such devices offer the potential to mitigate the significant human input/output bottleneck inherent in worn devices with small screens. In this work, we present the first fully functional and self-contained projection smartwatch implementation, containing the requisite compute, power, projection and touch-sensing capabilities. Our watch offers roughly 40 sq. cm of interactive surface area -- more than five times that of a typical smartwatch display. We demonstrate continuous 2D finger tracking with interactive, rectified graphics, transforming the arm into a touchscreen. We discuss our hardware and software implementation, as well as evaluation results regarding touch accuracy and projection visibility.