huashen218/convxai-cia-dataset huggingface dataset:
Title: It Takes a Village: Integrating an Adaptive Chatbot into an Online Gaming Community
Authors: family: Seering
given: Joseph; family: Luria
given: Michal; family: Ye
given: Connie; family: Kaufman
given: Geoff; family: Hammer
given: Jessica
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: While the majority of research in chatbot design has focused on creating chatbots that engage with users one-on-one, less work has focused on the design of conversational agents for online communities. In this paper we present results from a three week test of a social chatbot in an established online community. During this study, the chatbot "grew up" from "birth" through its teenage years, engaging with community members and "learning" vocabulary from their conversations. We discuss the design of this chatbot, how users' interactions with it evolved over the course of the study, and how it impacted the community as a whole. We discuss how we addressed challenges in developing a chatbot whose vocabulary could be shaped by users, and conclude with implications for the role of machine learning in social interactions in online communities and potential future directions for design of community-based chatbots.
Title: Red Alert: A Cognitive Countermeasure to Mitigate Attentional Tunneling
Authors: family: Saint-Lot
given: Julie; family: Imbert
given: Jean-Paul; family: Dehais
given: Frédéric
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Attentional tunneling, that is the inability to detect unexpected changes in the environment, has been shown to have critical consequences in air traffic control. The motivation of this study was to assess the design of a cognitive countermeasure dedicated to mitigate such failure of attention. The Red Alert cognitive countermeasure relies on a brief orange-red flash (300 ms) that masks the entire screen with a 15% opacity. Twenty-two air traffic controllers faced two demanding scenarios, with or without the cognitive countermeasure. The volunteers were not told about the Red Alert so as to assess the intuitiveness of the design without prior knowledge. Behavioral results indicated that the cognitive countermeasure reduced reaction time and improved the detection of the notification when compared to the classical operational design. Further analyses showed this effect was even stronger for half of our participants (91.7% detection rate) who intuitively understood the purpose of this design.
Title: Meaningful Technology at Work - A Reflective Design Case of Improving Radiologists' Wellbeing Through Medical Technology
Authors: family: Laschke
given: Matthias; family: Braun
given: Christoph; family: Neuhaus
given: Robin; family: Hassenzahl
given: Marc
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: In radiology, medical technology providers (MTP) focus mainly on technology-related issues, such as image quality or efficiency of reporting. Broader notions of radiology as "meaningful work" are largely seen as out of scope for an MTP. The present paper challenges this. In a real-world case with a large MTP, we showed that medical technology could be designed more holistically to explicitly improve radiologists' wellbeing. We first gathered work practices experienced as especially conducive to wellbeing. From there, we distilled ideal practices to increase wellbeing and turned them into two software applications. The MTP's initial skepticism dissolved, while radiologists unanimously emphasized wellbeing and demonstrated how they work towards improving it. Based on our insights, the applications resonated well among the radiologists involved, the healthcare provider, and other customers of the MTP. We close with a critical reflection of the challenges and opportunities of designing wellbeing-driven technology in the work domain.
Title: How We Type: Eye and Finger Movement Strategies in Mobile Typing
Authors: family: Jiang
given: Xinhui; family: Li
given: Yang; family: Jokinen
given: Jussi P.P.; family: Hirvola
given: Viet Ba; family: Oulasvirta
given: Antti; family: Ren
given: Xiangshi
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Relatively little is known about eye and finger movement in typing with mobile devices. Most prior studies of mobile typing rely on log data, while data on finger and eye movements in typing come from studies with physical keyboards. This paper presents new findings from a transcription task with mobile touchscreen devices. Movement strategies were found to emerge in response to sharing of visual attention: attention is needed for guiding finger movements and detecting typing errors. In contrast to typing on physical keyboards, visual attention is kept mostly on the virtual keyboard, and glances at the text display are associated with performance. When typing with two fingers, although users make more errors, they manage to detect and correct them more quickly. This explains part of the known superiority of two-thumb typing over one-finger typing. We release the extensive dataset on everyday typing on smartphones.
Title: Evaluation of Machine Learning Techniques for Hand Pose Estimation on Handheld Device with Proximity Sensor
Authors: family: Arimatsu
given: Kazuyuki; family: Mori
given: Hideki
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Tracking finger movement for natural interaction using hand is commonly studied. For vision-based implementations of finger tracking in virtual reality (VR) application, finger movement is occluded by a handheld device which is necessary for auxiliary input, thus tracking finger movement using cameras is still challenging. Finger tracking controllers using capacitive proximity sensors on the surface are starting to appear. However, research on estimating articulated hand pose from curved capacitance sensing electrodes is still immature. Therefore, we built a prototype with 62 electrodes and recorded training datasets using an optical tracking system. We have introduced 2.5D representation to apply convolutional neural network methods on a capacitive image of the curved surface, and two types of network architectures based on recent achievements in the computer vision field were evaluated with our dataset. We also implemented real-time interactive applications using the prototype and demonstrated the possibility of intuitive interaction using fingers in VR applications.
Title: Designing in the Network of Relations for Species Conservation: The Playful Tingtibi Community Birdhouse
Authors: family: Dema
given: Tshering; family: Brereton
given: Margot; family: Esteban
given: Michael; family: Soro
given: Alessandro; family: Sherub
given: Sherub; family: Roe
given: Paul
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: This paper investigates connecting people in remote communities through nature in order to foster stewardship and conservation of endangered species. Global citizen science technologies have found success in urban, developed countries, but they typically rely on large distributed populations to gather or analyze data and do not suit sparsely populated and remote contexts. We undertook a long-term field study to iteratively co-design a tangible and playful nature engagement prototype in a remote World Heritage Area community. The prototype design fosters learning through ambient sounds as well as exploration and discovery of species through nature soundscape recordings. We found that the prototypes amplified locals' interest, became embedded in community relations and gradually led to placemaking of new engagement 'spaces' and of newer forms. We contribute lessons learned on how design can foster nature engagement and stewardship of endangered species by heeding Suchman's call for design to "enter networks of relations that make technology possible". We contribute design implications and new design foci HCI/Citizen science engagement for species conservation.
Title: Heteroglossia: In-Situ Story Ideation with the Crowd
Authors: family: Huang
given: Chieh-Yang; family: Huang
given: Shih-Hong; family: Huang
given: Ting-Hao Kenneth
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Ideation is essential for creative writing. Many authors struggle to come up with ideas throughout the writing process, yet modern writing tools fail to provide on-the-spot assistance for writers when they get stuck. This paper introduces Heteroglossia, an add-on for Google Docs that allows writers to elicit story ideas from the online crowd using their text editors. Writers can share snippets of their working drafts and ask the crowd to provide follow-up story ideas based on it. Heteroglossia employs a strategy called "role play", where each worker is assigned a fictional character in a story and asked to brainstorm plot ideas from that character's perspective. Our deployment with two experienced story writers shows that Heteroglossia is easy to use and can generate interesting ideas. Heteroglossia allows us to gain insight into how future technologies can be developed to support ideation in creative writing.
Title: Feminist Living Labs as Research Infrastructures for HCI: The Case of a Video Game Company
Authors: family: Ahmadi
given: Michael; family: Eilert
given: Rebecca; family: Weibert
given: Anne; family: Wulf
given: Volker; family: Marsden
given: Nicola
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: The number of women in IT is still low and companies struggle to integrate female professionals. The aim of our research is to provide methodological support for understanding and sharing experiences of gendered practices in the IT industry and encouraging sustained reflection about these matters over time. We established a Living Lab with that end in view, aiming to enhance female participation in the IT workforce and committing ourselves to a participatory approach to the sharing of women's experiences. Here, using the case of a German video game company which participated in our Lab, we detail our lessons learned. We show that this kind of long-term participation involves challenges over the lifetime of the project but can lead to substantial benefits for organizations. Our findings demonstrate that Living Labs are suitable for giving voice to marginalized groups, addressing their concerns and evoking change possibilities. Nevertheless, uncertainties about long-term sustainability remain.
Title: Positive Feedback and Self-Reflection: Features to Support Self-efficacy among Underrepresented Job Seekers
Authors: family: Dillahunt
given: Tawanna R.; family: Hsiao
given: Joey Chiao-Yin
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Technologies play a key role in finding employment in today's job market. However, the majority of those who are unemployed, e.g., individuals who have limited education or who are racial and ethnic minorities, are not well supported by existing digital employment tools. Therefore, we conducted an 8-month randomized field experiment to evaluate two tools-Review-Me and Interview4-designed to address these job seekers' key employment needs. We used the Theory of Planned Behavior to examine the tools' effects on three factors influencing job seekers' job search intention: job search self-efficacy, subjective norms, and job search attitudes. Our interview data suggested that the tools positively affected all factors, but our survey results were mixed. Interview results suggest that these trends were caused by positive feedback and self-reflection. We contribute ways to integrate these two features into future tools for, and techniques to increase study retention among, underrepresented job seekers.
Title: A Human-Centered Evaluation of a Deep Learning System Deployed in Clinics for the Detection of Diabetic Retinopathy
Authors: family: Beede
given: Emma; family: Baylor
given: Elizabeth; family: Hersch
given: Fred; family: Iurchenko
given: Anna; family: Wilcox
given: Lauren; family: Ruamviboonsuk
given: Paisan; family: Vardoulakis
given: Laura M.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Deep learning algorithms promise to improve clinician workflows and patient outcomes. However, these gains have yet to be fully demonstrated in real world clinical settings. In this paper, we describe a human-centered study of a deep learning system used in clinics for the detection of diabetic eye disease. From interviews and observation across eleven clinics in Thailand, we characterize current eye-screening workflows, user expectations for an AI-assisted screening process, and post-deployment experiences. Our findings indicate that several socio-environmental factors impact model performance, nursing workflows, and the patient experience. We draw on these findings to reflect on the value of conducting human-centered evaluative research alongside prospective evaluations of model accuracy.
Title: A Human Touch: Social Touch Increases the Perceived Human-likeness of Agents in Virtual Reality
Authors: family: Hoppe
given: Matthias; family: Rossmy
given: Beat; family: Neumann
given: Daniel Peter; family: Streuber
given: Stephan; family: Schmidt
given: Albrecht; family: Machulla
given: Tonja-Katrin
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Virtual Reality experiences and games present believable virtual environments based on graphical quality, spatial audio, and interactivity. The interaction with in-game characters, controlled by computers (agents) or humans (avatars), is an important part of VR experiences. Pre-captured motion sequences increase the visual humanoid resemblance. However, this still precludes realistic social interactions (eye contact, imitation of body language), particularly for agents. We aim to make social interaction more realistic via social touch. Social touch is non-verbal, conveys feelings and signals (coexistence, closure, intimacy). In our research, we created an artificial hand to apply social touch in a repeatable and controlled fashion to investigate its effect on the perceived human-likeness of avatars and agents. Our results show that social touch is effective to further blur the boundary between computer- and human-controlled virtual characters and contributes to experiences that closely resemble human-to-human interactions.
Title: Augmented Reality Training for Industrial Assembly Work - Are Projection-based AR Assistive Systems an Appropriate Tool for Assembly Training?
Authors: family: Büttner
given: Sebastian; family: Prilla
given: Michael; family: Röcker
given: Carsten
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Augmented Reality (AR) systems are on their way to industrial application, e.g. projection-based AR is used to enhance assembly work. Previous studies showed advantages of the systems in permanent-use scenarios, such as faster assembly times. In this paper, we investigate whether such systems are suitable for training purposes. Within an experiment, we observed the training with a projection-based AR system over multiple sessions and compared it with a personal training and a paper manual training. Our study shows that projection-based AR systems offer only small benefits in the training scenario. While a systematic mislearning of content is prevented through immediate feedback, our results show that the AR training does not reach the personal training in terms of speed and recall precision after 24 hours. Furthermore, we show that once an assembly task is properly trained, there are no differences in the long-term recall precision, regardless of the training method.
Title: transTexture Lamp: Understanding Lived Experiences with Deformation Through a Materiality Lens
Authors: family: Zhong
given: Ce; family: Wakkary
given: Ron; family: Zhang
given: Xiao; family: Chen
given: Amy Yo Sue
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: This paper provides a materiality perspective to understanding lived experiences with a deformable domestic artefact, named transTexture lamp. The lamp is an interactive light with a deformable lampshade surface. We deployed transTexture lamps in the homes of three professional designers for two months with the aim of exploring possible interactions and engagements with the deformable lamp. Our findings show how participants experienced transTexture through pleasurable interactions and how they experienced deformation over time from reflections on these interactions. Analyzing the data through a materiality lens unpacked a creative process of drawing on the deformable lampshade surface, which results in the accumulation of substrates and transformations of deformations. These findings suggest opportunities for future material-centered interaction design research and practices in HCI.
Title: Creating Augmented and Virtual Reality Applications: Current Practices, Challenges, and Opportunities
Authors: family: Ashtari
given: Narges; family: Bunt
given: Andrea; family: McGrenere
given: Joanna; family: Nebeling
given: Michael; family: Chilana
given: Parmit K.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Augmented Reality (AR) and Virtual Reality (VR) devices are becoming easier to access and use, but the barrier to entry for creating AR/VR applications remains high. Although the recent spike in HCI research on novel AR/VR tools is promising, we lack insights into how AR/VR creators use today's state-of-the-art authoring tools as well as the types of challenges that they face. We interviewed 21 AR/VR creators, which we grouped into hobbyists, domain experts, and professional designers. Despite having a variety of motivations and skillsets, they described similar challenges in designing and building AR/VR applications. We synthesize 8 key barriers that AR/VR creators face nowadays, starting from prototyping the initial experiences to dealing with "the many unknowns" during implementation, to facing difficulties in testing applications. Based on our analysis, we discuss the importance of considering end-user developers as a growing population of AR/VR creators, how we can build learning opportunities into AR/VR tools, and the need for building AR/VR toolchains that integrate debugging and testing.
Title: Self-Determination Theory in HCI Games Research: Current Uses and Open Questions
Authors: family: Tyack
given: April; family: Mekler
given: Elisa D.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Self-Determination Theory (SDT), a major psychological theory of human motivation, has become increasingly popular in Human-Computer Interaction (HCI) research on games and play. However, it remains unclear how SDT has advanced HCI games research, or how HCI games scholars engage with the theory. We reviewed 110 CHI and CHI PLAY papers that cited SDT to gain a better understanding of the ways the theory has contributed to HCI games research. We find that SDT, and in particular, the concepts of need satisfaction and intrinsic motivation, have been widely applied to analyse the player experience and inform game design. Despite the popularity of SDT-based measures, however, prominent core concepts and mini-theories are rarely considered explicitly, and few papers engage with SDT beyond descriptive accounts. We highlight conceptual gaps at the intersection of SDT and HCI games research, and identify opportunities for SDT propositions, concepts, and measures to more productively inform future work.
Title: "Transport Me Away": Fostering Flow in Open Offices through Virtual Reality
Authors: family: Ruvimova
given: Anastasia; family: Kim
given: Junhyeok; family: Fritz
given: Thomas; family: Hancock
given: Mark; family: Shepherd
given: David C.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Open offices are cost-effective and continue to be popular. However, research shows that these environments, brimming with distractions and sensory overload, frequently hamper productivity. Our research investigates the use of virtual reality (VR) to mitigate distractions in an open office setting and improve one's ability to be in flow. In a lab study, 35 participants performed visual programming tasks in four combinations of physical (open or closed office) and virtual environments (beach or virtual office). While participants both preferred and were in flow more in a closed office without VR, in an open office, the VR environments outperformed the no VR condition in all measures of flow, performance, and preference. Especially considering the recent rapid advancements in VR, our findings illustrate the potential VR has to improve flow and satisfaction in open offices.
Title: An Intermittent Click Planning Model
Authors: family: Park
given: Eunji; family: Lee
given: Byungjoo
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Pointing is the task of tracking a target with a pointer and confirming the target selection through a click action when the pointer is positioned within the target. Little is known about the mechanism by which users plan and execute the click action in the middle of the target tracking process. The Intermittent Click Planning model proposed in this study describes the process by which users plan and execute optimal click actions, from which the model predicts the pointing error rates. In two studies in which users pointed to a stationary target and a moving target, the model proved to accurately predict the pointing error rates (R2 = 0.992 and 0.985, respectively). The model has also successfully identified differences in cognitive characteristics among first-person shooter game players.
Title: VoiceCoach: Interactive Evidence-based Training for Voice Modulation Skills in Public Speaking
Authors: family: Wang
given: Xingbo; family: Zeng
given: Haipeng; family: Wang
given: Yong; family: Wu
given: Aoyu; family: Sun
given: Zhida; family: Ma
given: Xiaojuan; family: Qu
given: Huamin
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: The modulation of voice properties, such as pitch, volume, and speed, is crucial for delivering a successful public speech. However, it is challenging to master different voice modulation skills. Though many guidelines are available, they are often not practical enough to be applied in different public speaking situations, especially for novice speakers. We present VoiceCoach, an interactive evidence-based approach to facilitate the effective training of voice modulation skills. Specifically, we have analyzed the voice modulation skills from 2623 high-quality speeches (i.e., TED Talks) and use them as the benchmark dataset. Given a voice input, VoiceCoach automatically recommends good voice modulation examples from the dataset based on the similarity of both sentence structures and voice modulation skills. Immediate and quantitative visual feedback is provided to guide further improvement. The expert interviews and the user study provide support for the effectiveness and usability of VoiceCoach.