huashen218/convxai-cia-dataset huggingface dataset:
Title: DMove: Directional Motion-based Interaction for Augmented Reality Head-Mounted Displays
Authors: family: Xu
given: Wenge; family: Liang
given: Hai-Ning; family: Zhao
given: Yuxuan; family: Yu
given: Difeng; family: Monteiro
given: Diego
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: head-mounted display, augmented reality, motion direction, menu selection

Abstract: We present DMove, directional motion-based interaction for Augmented Reality (AR) Head-Mounted Displays (HMDs) that is both hands- and device-free. It uses directional walk-ing as a way to interact with virtual objects. To use DMove, a user needs to perform directional motions such as mov-ing one foot forward or backward. In this research, we first investigate the recognition accuracy of the motion direc-tions of our method and the social acceptance of this type of interactions together with users' comfort rating for each direction. We then optimize its design and conduct a sec-ond study to compare DMove in task performance and user preferences (workload, motion sickness, user experience), with two approaches-Hand interaction (Meta 2-like) and Head+Hand interaction (HoloLens-like) for menu selection tasks. Based on the results of these two studies, we provide a set of guidelines for DMove and further demonstrate two applications that utilize directional motions.
Title: Trigger-Action Programming for Personalising Humanoid Robot Behaviour
Authors: family: Leonardi
given: Nicola; family: Manca
given: Marco; family: Paternò
given: Fabio; family: Santoro
given: Carmen
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: end user development, trigger-action programming, robot personalization

Abstract: In the coming years humanoid robots will be increasingly used in a variety of contexts, thereby presenting many opportunities to exploit their capabilities in terms of what they can sense and do. One main challenge is to design technologies that enable those who are not programming experts to personalize robot behaviour. We propose an end user development solution based on trigger-action personalization rules. We describe how it supports editing such rules and its underlying software architecture, and report on a user test that involved end user developers. The test results show that users were able to perform the robot personalization tasks with limited effort, and found the trigger-action environment usable and suitable for the proposed tasks. Overall, we show the potential for using trigger-action programming to make robot behaviour personalization possible even to people who are not professional software developers.
Title: Augmented Reality Views for Occluded Interaction
Authors: family: Lilija
given: Klemen; family: Pohl
given: Henning; family: Boring
given: Sebastian; family: Hornbæk
given: Kasper
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: augmented reality, manipulation task, finger-camera

Abstract: We rely on our sight when manipulating objects. When objects are occluded, manipulation becomes difficult. Such occluded objects can be shown via augmented reality to re-enable visual guidance. However, it is unclear how to do so to best support object manipulation. We compare four views of occluded objects and their effect on performance and satisfaction across a set of everyday manipulation tasks of varying complexity. The best performing views were a see-through view and a displaced 3D view. The former enabled participants to observe the manipulated object through the occluder, while the latter showed the 3D view of the manipulated object offset from the object's real location. The worst performing view showed remote imagery from a simulated hand-mounted camera. Our results suggest that alignment of virtual objects with their real-world location is less important than an appropriate point-of-view and view stability.
Title: i'sFree: Eyes-Free Gesture Typing via a Touch-Enabled Remote Control
Authors: family: Zhu
given: Suwen; family: Zheng
given: Jingjie; family: Zhai
given: Shumin; family: Bi
given: Xiaojun
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: text entry, eyes-free text entry, touchscreen, gesture typing

Abstract: Entering text without having to pay attention to the keyboard is compelling but challenging due to the lack of visual guidance. We propose i'sFree to enable eyes-free gesture typing on a distant display from a touch-enabled remote control. i'sFree does not display the keyboard or gesture trace but decodes gestures drawn on the remote control into text according to an invisible and shifting Qwerty layout. i'sFree decodes gestures similar to a general gesture typing decoder, but learns from the instantaneous and historical input gestures to dynamically adjust the keyboard location. We designed it based on the understanding of how users perform eyes-free gesture typing. Our evaluation shows eyes-free gesture typing is feasible: reducing visual guidance on the distant display hardly affects the typing speed. Results also show that the i'sFree gesture decoding algorithm is effective, enabling an input speed of 23 WPM, 46% faster than the baseline eyes-free condition built on a general gesture decoder. Finally, i'sFree is easy to learn: participants reached 22 WPM in the first ten minutes, even though 40% of them were first-time gesture typing users.
Title: Beyond Tutoring: Opportunities for Intergenerational Mentorship at a Community Level
Authors: family: Yuan
given: Ye; family: Yarosh
given: Svetlana
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: community, tutoring, children, mentoring, intergenerational communication, intergenerational mentorship, older adults

Abstract: Community intergenerational mentorship offers an opportunity to address older adults' social isolation while providing valuable one-on-one or small group learning experiences for elementary school students. Current organizations that support this kind of engagement focus on in-person visits that place the burden of logistics and transportation on the older adult. However, as older adults become less independent while aging, coming to schools in person becomes more challenging. We present a qualitative analysis of current intergenerational mentorship practices to understand opportunities for technology to expand access to this experience. We highlight elements critical for building successful mentorship: the importance of relationship building between older adults and children during mentoring activities, the skills mentors acquired to carry out mentoring activities, and support needed from teachers and schools. We contribute a rich description of current intergenerational mentorship practices and provide insights for opportunities for novel HCI technologies in this context.
Title: Beyond Dyadic Interactions: Considering Chatbots as Community Members
Authors: family: Seering
given: Joseph; family: Luria
given: Michal; family: Kaufman
given: Geoff; family: Hammer
given: Jessica
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: social identity, chatbots, dyadic communication, online communities

Abstract: Chatbots have grown as a space for research and development in recent years due both to the realization of their commercial potential and to advancements in language processing that have facilitated more natural conversations. However, nearly all chatbots to date have been designed for dyadic, one-on-one communication with users. In this paper we present a comprehensive review of research on chatbots supplemented by a review of commercial and independent chatbots. We argue that chatbots' social roles and conversational capabilities beyond dyadic interactions have been underexplored, and that expansion into this design space could support richer social interactions in online communities and help address the longstanding challenges of maintaining, moderating, and growing these communities. In order to identify opportunities beyond dyadic interactions, we used research-through-design methods to generate more than 400 concepts for new social chatbots, and we present seven categories that emerged from analysis of these ideas.
Title: Face and Ecological Validity in Simulations: Lessons from Search-and-Rescue HRI
Authors: family: Dole
given: Lorin; family: Ju
given: Wendy
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: emergence, mundane realism, virtual reality, dependents, face validity, search and rescue, immersion, transposition, presence, experimental realism, human-robot interaction, ecological validity

Abstract: In fields where in situ performance cannot be measured, ecological validity is difficult to estimate. Drawing on theory from social psychology and virtual reality, we argue that face validity can be a useful proxy for ecological validity. We provide illustrative examples of this relationship from work in search-and-rescue HRI, and conclude with some practical guidelines for the construction of immersive simulations in general.
Title: PaCaPa: A Handheld VR Device for Rendering Size, Shape, and Stiffness of Virtual Objects in Tool-based Interactions
Authors: family: Sun
given: Yuqian; family: Yoshida
given: Shigeo; family: Narumi
given: Takuji; family: Hirose
given: Michitaka
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: virtual reality, tool-based interaction, haptics

Abstract: We present PaCaPa, a handheld device that renders haptics on a user's palm when the user interacts with virtual objects using virtual tools such as a stick. PaCaPa is a cuboid device with two wings that open and close. As the user's stick makes contact with a virtual object, the wings open by a specific degree to dynamically change the pressure on the palm and fingers. The open angle of the wings is calculated from the angle between the virtual stick and hand direction. As the stick bites into the target object, a large force is generated. Our device enables three kinds of renderings: size, shape, and stiffness. We conducted user studies to evaluate the performance of our device. We also evaluated our device in two application scenarios. User feedback and qualitative ratings indicated that our device can make indirect interaction with handheld tools more realistic.
Title: Search as News Curator: The Role of Google in Shaping Attention to News Information
Authors: family: Trielli
given: Daniel; family: Diakopoulos
given: Nicholas
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: search engines, news diversity, algorithm audit, news curation

Abstract: This paper presents an algorithm audit of the Google Top Stories box, a prominent component of search engine results and powerful driver of traffic to news publishers. As such, it is important in shaping user attention towards news outlets and topics. By analyzing the number of appearances of news article links we contribute a series of novel analyses that provide an in-depth characterization of news source diversity and its implications for attention via Google search. We present results indicating a considerable degree of source concentration (with variation among search terms), a slight exaggeration in the ideological skew of news in comparison to a baseline, and a quantification of how the presentation of items translates into traffic and attention for publishers. We contribute insights that underscore the power that Google wields in exposing users to diverse news information, and raise important questions and opportunities for future work on algorithmic news curation.
Title: ./trilaterate: A Fabrication Pipeline to Design and 3D Print Hover-, Touch-, and Force-Sensitive Objects
Authors: family: Schmitz
given: Martin; family: Stitz
given: Martin; family: Müller
given: Florian; family: Funk
given: Markus; family: Mühlhäuser
given: Max
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: hover, capacitive sensing, force, touch, 3d printing

Abstract: Hover, touch, and force are promising input modalities that get increasingly integrated into screens and everyday objects. However, these interactions are often limited to flat surfaces and the integration of suitable sensors is time-consuming and costly. To alleviate these limitations, we contribute Trilaterate: A fabrication pipeline to 3D print custom objects that detect the 3D position of a finger hovering, touching, or forcing them by combining multiple capacitance measurements via capacitive trilateration. Trilaterate places and routes actively-shielded sensors inside the object and operates on consumer-level 3D printers. We present technical evaluations and example applications that validate and demonstrate the wide applicability of Trilaterate.
Title: Designing for Reproducibility: A Qualitative Study of Challenges and Opportunities in High Energy Physics
Authors: family: Feger
given: Sebastian S.; family: Dallmeier-Tiessen
given: Sünje; family: Schmidt
given: Albrecht; family: Woźniak
given: Paweł W.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: secondary usage forms, reproducible research, interview study, design requirements

Abstract: Reproducibility should be a cornerstone of scientific research and is a growing concern among the scientific community and the public. Understanding how to design services and tools that support documentation, preservation and sharing is required to maximize the positive impact of scientific research. We conducted a study of user attitudes towards systems that support data preservation in High Energy Physics, one of science's most data-intensive branches. We report on our interview study with 12 experimental physicists, studying requirements and opportunities in designing for research preservation and reproducibility. Our findings suggest that we need to design for motivation and benefits in order to stimulate contributions and to address the observed scalability challenge. Therefore, researchers' attitudes towards communication, uncertainty, collaboration and automation need to be reflected in design. Based on our findings, we present a systematic view of user needs and constraints that define the design space of systems supporting reproducible practices.
Title: Color Builder: A Direct Manipulation Interface for Versatile Color Theme Authoring
Authors: family: Shugrina
given: Maria; family: Zhang
given: Wenjia; family: Chevalier
given: Fanny; family: Fidler
given: Sanja; family: Singh
given: Karan
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: color palettes, color themes, gradients, color pickers, direct manipulation interfaces, creativity support

Abstract: Color themes or palettes are popular for sharing color combinations across many visual domains. We present a novel interface for creating color themes through direct manipulation of color swatches. Users can create and rearrange swatches, and combine them into smooth and step-based gradients and three-color blends -- all using a seamless touch or mouse input. Analysis of existing solutions reveals a fragmented color design workflow, where separate software is used for swatches, smooth and discrete gradients and for in-context color visualization. Our design unifies these tasks, while encouraging playful creative exploration. Adjusting a color using standard color pickers can break this interaction flow with mechanical slider manipulation. To keep interaction seamless, we additionally design an in situ color tweaking interface for freeform exploration of an entire color neighborhood. We evaluate our interface with a group of professional designers and students majoring in this field.
Title: A Review & Analysis of Mindfulness Research in HCI: Framing Current Lines of Research and Future Opportunities
Authors: family: Terzimehić
given: Nađa; family: Häuslschmid
given: Renate; family: Hussmann
given: Heinrich; family: schraefel
given: m.c.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: meditation, well-being, interaction, conceptualization, perspectives, mindfulness, reflection, literature review, practice

Abstract: Mindfulness is a term seen with increasing frequency in HCI literature, and yet the term itself is used almost as variously as the number of papers in which it appears. This diversity makes comparing or evaluating HCI approaches around mindfulness or understanding the design space itself a challenging task. We conducted a structured ACM literature search based on the term mindfulness. Our selection process yielded 38 relevant papers, which we analyzed for their definition, motivation, practice, evaluation and technology use around mindfulness. We identify similarities, divergences and areas of interest for each aspect, resulting in a framework composed of four perspectives and seven lines of research. We highlight challenges and opportunities for future HCI research and design.
Title: Making Healthcare Infrastructure Work: Unpacking the Infrastructuring Work of Individuals
Authors: family: Gui
given: Xinning; family: Chen
given: Yunan
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: patients and caregivers, infrastructuring work, healthcare consumers, healthcare infrastructure, new parents, patient work

Abstract: The U.S. healthcare infrastructure is fragmented with various breakdowns. Patients or caregivers have to rely on their own to overcome barriers and fix breakdowns in order to obtain necessary service, that is, infrastructuring work to make the healthcare infrastructure work for them. So far little attention has been paid to such infrastructuring work in healthcare. We present an interview study of 32 U.S. parents of young children to discuss the work of infrastructuring our participants carry out to deal with breakdowns within the healthcare infrastructure. We report how they repaired unexpected failures happening at the individual level, aligned components at organizational and cross-organizational level, and circumvented infrastructural constraints (e.g., policy and financial ones) that were perceived as ambiguous and demanding. We discuss infrastructuring work in light of the literature on patients' and caregivers' work, reflect upon the notion of patient engagement, and explore nuances along several dimensions of infrastructuring work.
Title: "Like Popcorn": Crossmodal Correspondences Between Scents, 3D Shapes and Emotions in Children
Authors: family: Metatla
given: Oussama; family: Maggioni
given: Emanuela; family: Cullen
given: Clare; family: Obrist
given: Marianna
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: emotions, crossmodal perception, bouba, touch, 3d printing, smell, multisensory interaction, kiki

Abstract: There is increasing interest in multisensory experiences in HCI. However, little research considers how sensory modalities interact with each other and how this may impact interactive experiences. We investigate how children associate emotions with scents and 3D shapes. 14 participants (10-17yrs) completed crossmodal association tasks to attribute emotional characteristics to variants of the "Bouba/Kiki" stimuli, presented as 3D tangible models, in conjunction with lemon and vanilla scents. Our findings support pre-existing mappings between shapes and scents, and confirm the associations between the combination of angular shapes ("Kiki") and lemon scent with arousing emotion, and of round shapes ("Bouba") and vanilla scent with calming emotion. This extends prior work on crossmodal correspondences in terms of stimuli (3D as opposed to 2D shapes), sample (children), and conveyed content (emotions). We outline how these findings can contribute to designing more inclusive interactive multisensory technologies.
Title: Gamification in Science: A Study of Requirements in the Context of Reproducible Research
Authors: family: Feger
given: Sebastian S.; family: Dallmeier-Tiessen
given: Sünje; family: Woźniak
given: Paweł W.; family: Schmidt
given: Albrecht
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: gamification, game design elements, science, research reproducibility

Abstract: The need for data preservation and reproducible research is widely recognized in the scientific community. Yet, researchers often struggle to find the motivation to contribute to data repositories and to use tools that foster reproducibility. In this paper, we explore possible uses of gamification to support reproducible practices in High Energy Physics. To understand how gamification can be effective in research tools, we participated in a workshop and performed interviews with data analysts. We then designed two interactive prototypes of a research preservation service that use contrasting gamification strategies. The evaluation of the prototypes showed that gamification needs to address core scientific challenges, in particular the fair reflection of quality and individual contribution. Through thematic analysis, we identified four themes which describe perceptions and requirements of gamification in research: Contribution, Metrics, Applications and Scientific practice. Based on these, we discuss design implications for gamification in science.
Title: Understanding the Shared Experience of Runners and Spectators in Long-Distance Running Events
Authors: family: Bi
given: Tao; family: Bianchi-Berthouze
given: Nadia; family: Singh
given: Aneesha; family: Costanza
given: Enrico
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: runner-spectator connection, running technology, runner experience, long-distance running, spectator technology, shared experience, spectator experience

Abstract: Increasingly popular, long-distance running events (LDRE) attract not just runners but an exponentially increasing number of spectators. Due to the long duration and broad geographic spread of such events, interactions between them are limited to brief moments when runners (R) pass by their supporting spectators (S). Current technology is limited in its potential for supporting interactions and mainly measures and displays basic running information to spectators who passively consume it. In this paper, we conducted qualitative studies for an in-depth understanding of the R&S' shared experience during LDRE and how technology can enrich this experience. We propose a two-layer DyPECS framework, highlighting the rich dynamics of the R&S multi-faceted running journey and of their micro-encounters. DyPECS is enriched by the findings from our in depth qualitative studies. We finally present design implications for the multi-facet co-experience of R&S during LDRE.