huashen218/convxai-cia-dataset huggingface dataset:
Title: Automation and Creativity: A Case Study of DJs' and VJs' Ambivalent Positions on Automated Visual Software
Authors: family: Spagnolli
given: Anna; family: Mora
given: Diletta; family: Fanchin
given: Matteo; family: Orso
given: Valeria; family: Gamberini
given: Luciano
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Computerized solutions in the domain of creativity and expressive performance increasingly provide art and artists with exciting new opportunities. However, the combination of automation and creativity also raises controversies and resistance in some user groups. This paper considers the case of software-generated visuals in live music performance and tries to make sense of the ambivalent response given by its intended users (i.e., DJs and VJs). We carried out seven face-to-face interviews, an online survey (N = 102) and 25 interviews at a distance to unravel DJs' and VJs' positions on automated visual software. Four core controversies were eventually identified, gravitating around the implications of using such software on DJs' and VJs' identities as artists and on their competitive advantage in their activity sector. The conclusions reconnect these findings with the larger issue of understanding the users' responses to automation.
Title: From Creating Spaces for Civic Discourse to Creating Resources for Action
Authors: family: Johnson
given: Ian G.; family: Al-Shahrabi
given: Dalya; family: Vines
given: John
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: In this paper, we investigate the role of technology to address the concerns of a civil society group carrying out community-level consultation on the allocation of £1 million of community funds. We explore issues of devolved decision-making through the evaluation of a sociodigital system designed to foster deliberative virtues. We describe the ways in which this group used our system in their consultation practices. Our findings highlight how they adopted our technology to privilege specific forms of expression, ascertain issues in their community, make use of and make sense of community data, and create resources for action within their existing practices. Based on related fieldwork we discuss the impacts of structuring and configuring tools for 'talk-based' consultation in order to turn attention to the potential pitfalls and prospects for designing civic technologies that create resources for action for civil society.
Title: "Like Shock Absorbers": Understanding the Human Infrastructures of Technology-Mediated Mental Health Support
Authors: family: Pendse
given: Sachin R.; family: Lalani
given: Faisal M.; family: De Choudhury
given: Munmun; family: Sharma
given: Amit; family: Kumar
given: Neha
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Significant research in HCI and beyond has sought to understand end-user needs in formal and informal technology-mediated mental health support (TMMHS) systems. However, little work has been done to understand the experiences and needs of the individuals who power or support these systems, particularly in the Global South. We present a qualitative study of one of the most accessible forms of mental health care in India — helplines. Through in-depth interviews conducted with 12 helpline volunteers, we research the human infrastructure responsible for the functioning of helplines. We foreground the often invisible labor involved in erecting and maintaining the institutional, interpersonal, and individual boundaries that are critical to realizing the goals of these helplines. Finally, we discuss the implications of our research for future work examining human infrastructures, particularly in mental health settings, and for the design of future TMMHS systems that deliver on-demand care to diverse, underserved, and stigmatized populations.
Title: A Probabilistic Grammar of Graphics
Authors: family: Pu
given: Xiaoying; family: Kay
given: Matthew
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Visualizations depicting probabilities and uncertainty are used everywhere from medical risk communication to machine learning, yet these probabilistic visualizations are difficult to specify, prone to error, and their designs are cumbersome to explore. We propose a Probabilistic Grammar of Graphics (PGoG), an extension to Wilkinson's original framework. Inspired by the success of probabilistic programming languages, PGoG makes probability expressions, such as P(A|B), a first-class citizen in the language. PGoG abstractions also reflect the distinction between probability and frequency framing, a concept from the uncertainty communication literature. It is expressive, encompassing product plots, density plots, icon arrays, and dotplots, among other visualizations. Its coherent syntax ensures correctness (that the proportions of visual elements and their spatial placement reflect the underlying probability distribution) and reduces edit distance between probabilistic visualization specifications, potentially supporting more design exploration. We provide a proof-of-concept implementation of PGoG in R.
Title: Answering Questions about Charts and Generating Visual Explanations
Authors: family: Kim
given: Dae Hyun; family: Hoque
given: Enamul; family: Agrawala
given: Maneesh
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: People often use charts to analyze data, answer questions and explain their answers to others. In a formative study, we find that such human-generated questions and explanations commonly refer to visual features of charts. Based on this study, we developed an automatic chart question answering pipeline that generates visual explanations describing how the answer was obtained. Our pipeline first extracts the data and visual encodings from an input Vega-Lite chart. Then, given a natural language question about the chart, it transforms references to visual attributes into references to the data. It next applies a state-of-the-art machine learning algorithm to answer the transformed question. Finally, it uses a template-based approach to explain in natural language how the answer is determined from the chart's visual features. A user study finds that our pipeline-generated visual explanations significantly outperform in transparency and are comparable in usefulness and trust to human-generated explanations.
Title: Adults' and Children's Mental Models for Gestural Interactions with Interactive Spherical Displays
Authors: family: Soni
given: Nikita; family: Gleaves
given: Schuyler; family: Neff
given: Hannah; family: Morrison-Smith
given: Sarah; family: Esmaeili
given: Shaghayegh; family: Mayne
given: Ian; family: Bapat
given: Sayli; family: Schuman
given: Carrie; family: Stofer
given: Kathryn A.; family: Anthony
given: Lisa
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Interactive spherical displays offer numerous opportunities for engagement and education in public settings. Prior work established that users' touch-gesture patterns on spherical displays differ from those on flatscreen tabletops, and speculated that these differences stem from dissimilarity in how users conceptualize interactions with these two form factors. We analyzed think-aloud data collected during a gesture elicitation study to understand adults' and children's (ages 7 to 11) conceptual models of interaction with spherical displays and compared them to conceptual models of interaction with tabletop displays from prior work. Our findings confirm that the form factor strongly influenced users' mental models of interaction with the sphere. For example, participants conceptualized that the spherical display would respond to gestures in a similar way as real-world spherical objects like physical globes. Our work contributes new understanding of how users draw upon the perceived affordances of the sphere as well as prior touchscreen experience during their interactions.
Title: Towards Value-Adaptive Instruction: A Data-Driven Method for Addressing Bias in Argument Evaluation Tasks
Authors: family: Diana
given: Nicholas; family: Stamper
given: John; family: Koedinger
given: Ken
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: As the media landscape is increasingly populated by less than reputable sources of information, educators have turned to argument evaluation training as a potential solution. Unfortunately, the bias literature suggests that our ability to objectively evaluate an argument is, to a large extent, determined by the relationship between our own beliefs and the beliefs latent in the argument we are evaluating. If the argument supports our worldview, we are much more likely to overlook logical errors. Teachers recognize this need to adapt argument evaluation instruction to the specific beliefs of students. For instance, a teacher might intentionally assign a student an argument that the student disagrees with. Unfortunately, this kind of value-adaptive instruction is infrequent due to its unscalability. We propose a novel method for data-driven value-adaptive instruction in instructional technologies. This method can be used to combat bias in real-world contexts and support human reasoning during media consumption.
Title: Wireality: Enabling Complex Tangible Geometries in Virtual Reality with Worn Multi-String Haptics
Authors: family: Fang
given: Cathy; family: Zhang
given: Yang; family: Dworman
given: Matthew; family: Harrison
given: Chris
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Today's virtual reality (VR) systems allow users to explore immersive new worlds and experiences through sight. Unfortunately, most VR systems lack haptic feedback, and even high-end consumer systems use only basic vibration motors. This clearly precludes realistic physical interactions with virtual objects. Larger obstacles, such as walls, railings, and furniture are not simulated at all. In response, we developed Wireality, a self-contained worn system that allows for individual joints on the hands to be accurately arrested in 3D space through the use of retractable wires that can be programmatically locked. This allows for convincing tangible interactions with complex geometries, such as wrapping fingers around a railing. Our approach is lightweight, low-cost, and low-power, criteria important for future, worn consumer uses. In our studies, we further show that our system is fast-acting, spatially-accurate, high-strength, comfortable, and immersive.
Title: Towards Inclusive External Communication of Autonomous Vehicles for Pedestrians with Vision Impairments
Authors: family: Colley
given: Mark; family: Walch
given: Marcel; family: Gugenheimer
given: Jan; family: Askari
given: Ali; family: Rukzio
given: Enrico
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: People with vision impairments (VIP) are among the most vulnerable road users in traffic. Autonomous vehicles are believed to reduce accidents but still demand some form of external communication signaling relevant information to pedestrians. Recent research on the design of vehicle-pedestrian communication (VPC) focuses strongly on concepts for a non-disabled population. Our work presents an inclusive user-centered design for VPC, beneficial for both vision impaired and seeing pedestrians. We conducted a workshop with VIP (N=6), discussing current issues in road traffic and comparing communication concepts proposed by literature. A thematic analysis unveiled two important themes: number of communicating vehicles and content (affecting duration). Subsequently, we investigated these in a second user study in virtual reality (N=33, 8 VIP) comparing the VPC between groups of abilities. We found that trust and understanding is enhanced and cognitive load reduced when all relevant vehicles communicate; high content messages also reduce cognitive load.
Title: Crowdsourcing in China: Exploring the Work Experiences of Solo Crowdworkers and Crowdfarm Workers
Authors: family: Wang
given: Yihong; family: Papangelis
given: Konstantinos; family: Saker
given: Michael; family: Lykourentzou
given: Ioanna; family: Chamberlain
given: Alan; family: Khan
given: Vassilis-Javed
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Recent research highlights the potential of crowdsourcing in China. Yet very few studies explore the workplace context and experiences of Chinese crowdworkers. Those that do, focus mainly on the work experiences of solo crowdworkers but do not deal with issues pertaining to the substantial amount of people working in 'crowdfarms'. This article addresses this gap as one of its primary concerns. Drawing on a study that involves 48 participants, our research explores, compares and contrasts the work experiences of solo crowdworkers to those of crowdfarm workers. Our findings illustrate that the work experiences and context of the solo workers and crowdfarm workers are substantially different, with regards to their motivations, the ways they engage with crowdsourcing, the tasks they work on, and the crowdsourcing platforms they utilize. Overall, our study contributes to furthering the understandings on the work experiences of crowdworkers in China.
Title: Co-designing Digital Tools to Enhance Speech and Language Therapy Training in Ghana
Authors: family: Hudson
given: Lorraine; family: Amponsah
given: Clement; family: Bampoe
given: Josephine Ohenewa; family: Marshall
given: Julie; family: Owusu
given: Nana Akua Victoria; family: Hussein
given: Khalid; family: Linington
given: Jess; family: Banks Gross
given: Zoe; family: Stokes
given: Jane; family: McNaney
given: Róisín
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Ghana has a population of over 27 million people, of which 1 in 15 may have a communication disability. The number of speech and language therapists (SLTs) available to support these people remains remarkably small, presenting a major workforce challenge. As an emerging profession, there remain significant challenges around educating the first generation of SLTs. Ghana, however, has a healthy digital infrastructure which can be taken advantage of. We describe a comprehensive study which aimed to co-design a set of locally appropriate digital tools to enhance SLT training in Ghana. We contribute insights into how digital tools could support social learning and the transition from student to independent practitioner and future clinical supervisor. We offer a set of design recommendations for creating an online Community of Practice to enhance continuing professional development.
Title: Toward Future-Centric Personal Informatics: Expecting Stressful Events and Preparing Personalized Interventions in Stress Management
Authors: family: Lee
given: Kwangyoung; family: Cho
given: Hyewon; family: Toshnazarov
given: Kobiljon; family: Narziev
given: Nematjon; family: Rhim
given: So Young; family: Han
given: Kyungsik; family: Noh
given: YoungTae; family: Hong
given: Hwajung
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Stress is caused by a variety of events in our daily lives. By anticipating stressful situations, we can prepare and better cope with stressors when they actually occur. However, many past-centric personal informatics (PI) tools focus on capturing events that already happened and analyzing the data. In this work, we examine how anticipation — a future-centric self-tracking practice — could be used to manage daily stress levels. To address this, we built MindForecaster, a calendar- mediated stress anticipation application that allows users to expect stressful events in advance, generates activities to mitigate stress, and evaluates actual stress levels compared to previously estimated stress levels. In a 30-day deployment with 47 users, the users who explicitly planned and executed coping interventions reported reduced stress more than those who only expected stressful events. We suggest design implications for stress management by incorporating the properties of anticipation into current PI models.
Title: Haptic-go-round: A Surrounding Platform for Encounter-type Haptics in Virtual Reality Experiences
Authors: family: Huang
given: Hsin-Yu; family: Ning
given: Chih-Wei; family: Wang
given: Po-Yao; family: Cheng
given: Jen-Hao; family: Cheng
given: Lung-Pan
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: We present Haptic-go-round, a surrounding platform that allows deploying props and devices to provide haptic feedbacks in any direction in virtual reality experiences. The key component of Haptic-go-round is a motorized turntable that rotates the correct haptic device to the right direction at the right time to match what users are about to touch. We implemented a working platform including plug-and-play prop cartridges and a software interface that allow experience designers to agilely add their haptic components and use the platform for their applications. We conducted technical experiments and two user studies on Haptic-go-round to evaluate its performance. We report the results and discuss our insights and limitations.
Title: Weaving by Touch: A Case Analysis of Accessible Making
Authors: family: Das
given: Maitraye; family: Borgos-Rodriguez
given: Katya; family: Piper
given: Anne Marie
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: The rise of maker communities and fabrication tools creates new opportunities for participation in design work. With this has come an interest in increasing the accessibility of making for people with disabilities, which has mainly emphasized independence and empowerment through the creation of more accessible fabrication tools. To understand and rethink the notion of accessible making, we analyze the context and practices of a particular site of making: the communal weaving studio within an assisted living facility for people with vision impairments. Our analysis helps reconsider the material and social processes that constitute accessible making, including the ways makers attend to interactive material properties, negotiate co-creative embodied work, and value the labor of making. We discuss future directions for design and research on accessible making while highlighting tensions around assistance, collaboration, and how disabled labor is valued.
Title: Designing Ambient Narrative-Based Interfaces to Reflect and Motivate Physical Activity
Authors: family: Murnane
given: Elizabeth L.; family: Jiang
given: Xin; family: Kong
given: Anna; family: Park
given: Michelle; family: Shi
given: Weili; family: Soohoo
given: Connor; family: Vink
given: Luke; family: Xia
given: Iris; family: Yu
given: Xin; family: Yang-Sammataro
given: John; family: Young
given: Grace; family: Zhi
given: Jenny; family: Moya
given: Paula; family: Landay
given: James A.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Numerous technologies now exist for promoting more active lifestyles. However, while quantitative data representations (e.g., charts, graphs, and statistical reports) typify most health tools, growing evidence suggests such feedback can not only fail to motivate behavior but may also harm self-integrity and fuel negative mindsets about exercise. Our research seeks to devise alternative, more qualitative schemes for encoding personal information. In particular, this paper explores the design of data-driven narratives, given the intuitive and persuasive power of stories. We present WhoIsZuki, a smartphone application that visualizes physical activities and goals as components of a multi-chapter quest, where the main character's progress is tied to the user's. We report on our design process involving online surveys, in-lab studies, and in-the-wild deployments, aimed at refining the interface and the narrative and gaining a deep understanding of people's experiences with this type of feedback. From these insights, we contribute recommendations to guide future development of narrative-based applications for motivating healthy behavior.
Title: Enhancing Mobile Voice Assistants with WorldGaze
Authors: family: Mayer
given: Sven; family: Laput
given: Gierad; family: Harrison
given: Chris
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Contemporary voice assistants require that objects of inter-est be specified in spoken commands. Of course, users are often looking directly at the object or place of interest ? fine-grained, contextual information that is currently unused. We present WorldGaze, a software-only method for smartphones that provides the real-world gaze location of a user that voice agents can utilize for rapid, natural, and precise interactions. We achieve this by simultaneously opening the front and rear cameras of a smartphone. The front-facing camera is used to track the head in 3D, including estimating its direction vector. As the geometry of the front and back cameras are fixed and known, we can raycast the head vector into the 3D world scene as captured by the rear-facing camera. This allows the user to intuitively define an object or region of interest using their head gaze. We started our investigations with a qualitative exploration of competing methods, before developing a functional, real-time implementation. We conclude with an evaluation that shows WorldGaze can be quick and accurate, opening new multimodal gaze+voice interactions for mobile voice agents.
Title: Toward the Design of Enjoyable Games for Children with Fetal Alcohol Spectrum Disorder
Authors: family: Schneider
given: Adrian L. Jessup; family: Keiver
given: Kathy; family: Pritchard Orr
given: Alison; family: Reynolds
given: James N.; family: Golubovich
given: Neven; family: Graham
given: T.C. Nicholas
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Fetal Alcohol Spectrum Disorder (FASD) is a heterogeneous and complex set of disorders caused by prenatal alcohol exposure, estimated to affect 2-5% of the North American population. Deficits associated with FASD affect social skill development and executive function, including emotional regulation and impulse control. These deficits can increase the difficulty of playing digital games. While considerable research has been performed in understanding how to design games for people with neurodevelopmental disorders in general, there is little data on how to design engaging games for children with FASD. We conducted a ten-week in-school gaming trial with eleven elementary-aged children with diagnosed or suspected FASD. Participants enjoyed playing together and responded well to the in-game reward system, while some game elements caused unexpected frustration. Based on our observations, we advise that games for FASD be designed to have low cost of failure, avoid retracting options, account for taking breaks when needed, show progression in rewards, and enable cooperative play.