huashen218/convxai-cia-dataset huggingface dataset:
Title: Towards More Transactional Voice Assistants: Investigating the Potential for a Multimodal Voice-Activated Indoor Navigation Assistant for Blind and Sighted Travelers
Authors: family: Abdolrahmani
given: Ali; family: Howes Gupta
given: Maya; family: Vader
given: Mei-Lian; family: Kuber
given: Ravi; family: Branham
given: Stacy
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Blind and Sighted Travelers, Indoor Navigation, Accessibility, Voice Assistants

Abstract: Voice assistants (VAs) – like Amazon Alexa or Siri – offer hands-/eyes-free interactions that are beneficial to a range of users, including individuals who are blind, to fulfill tasks that are otherwise difficult or inaccessible. While these interfaces model conversational interactions to achieve simple tasks, there have been recent calls for VAs that model more transactional interactions for a wider range of complex activities. In this study, we explored the extension of VAs’ capabilities in the context of indoor navigation through mixed-ability focus groups with blind and sighted airport travelers. We found high overlap in the difficulties encountered by blind and sighted travelers, as well as shared interest in a voice-activated travel assistant to improve travel experiences. Leveraging user-elicited recommendations, we present interaction design examples that showcase customization of different and multiple modalities, which collectively demonstrate how VAs can more broadly achieve transactional interactions in complex task scenarios.
Title: Designing AACs for People with Aphasia Dining in Restaurants
Authors: family: Obiorah
given: Mmachi God'sglory; family: Piper
given: Anne Marie Marie; family: Horn
given: Michael
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: augmentative and alternative communication, aphasia, language impairments

Abstract: There is a growing need to design augmentative and alternative communication (AAC) devices that focus on supporting quality of life goals, such as increased social participation in leisurely activities. Yet, designing AAC applications that support leisurely activities is difficult, as the activity might require novel and specific language in a timely manner. Through observations and contextual interviews with people with aphasia, their social partners, and speech-language therapists, we characterize the important but challenging nature of supporting one specific leisure activity: meal ordering in restaurants. Based on our observational and interview data, we design and explore three prototype AAC systems to support people with aphasia in ordering meals in restaurants. Each prototype integrates a different AI technology, contributing insights into how AI may enhance AAC usage and design. The study opens up questions of designing accessible restaurant experiences for neurodivergent people and the role of AI in AAC devices more broadly.
Title: Enabling Personal Computational Handweaving with a Low-Cost Jacquard Loom
Authors: family: Albaugh
given: Lea; family: McCann
given: James; family: Yao
given: Lining; family: Hudson
given: Scott E.
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Textiles, weaving

Abstract: We present an inexpensive tabletop loom that offers fully computational patterning while maintaining the flexibility of handweaving. Our loom can be assembled for under US$200 with 3D printed parts, and it can be controlled straightforwardly over USB. Our loom is explicitly a hand loom: that is, a weaver is required to operate the weaving process and may mediate row-by-row patterning and material specifics like yarn tension. Our approach combines the flexibility of fully analog handweaving with the computational affordances of digital fabrication: it enables the incorporation of special techniques and materials, as well as allowing for the possibility of computational and creative interventions in the weaving process itself. In taking this approach, we aim to serve a range of end users including artisans and researchers, whether for skill-building, for rapid prototyping, or for creative reflection. We describe the mechanical and electronic implementation of our loom and show examples of its use for personal fabrication.
Title: Engineering Multifunctional Spacer Fabrics Through Machine Knitting
Authors: family: Albaugh
given: Lea; family: McCann
given: James; family: Hudson
given: Scott E.; family: Yao
given: Lining
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Textiles, Knitted Mechanisms., Soft Sensors, Machine Knitting

Abstract: Machine knitting is an increasingly accessible fabrication technology for producing custom soft goods. However, recent machine knitting research has focused on knit shaping, or on adapting hand-knitting patterns. We explore a capability unique to machine knitting: producing multilayer spacer fabrics. These fabrics consist of two face layers connected by a monofilament filler yarn which gives the structure stiffness and volume. We show how to vary knit patterning and yarn parameters in spacer fabrics to produce tactile materials with embedded functionality for forming soft actuated mechanisms and sensors with tunable density, stiffness, material bias, and bristle properties. These soft mechanisms can be rapidly produced on a computationally-controlled v-bed knitting machine and integrated directly into soft objects.
Title: TexYZ: Embroidering Enameled Wires for Three Degree-of-Freedom Mutual Capacitive Sensing
Authors: family: Aigner
given: Roland; family: Pointner
given: Andreas; family: Preindl
given: Thomas; family: Danner
given: Rainer; family: Haller
given: Michael
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: smart textiles, multi-touch, electronic textile, mutual capacitive sensing, embroidery, textile sensors, wearables

Abstract: In this paper, we present TexYZ, a method for rapid and effortless manufacturing of textile mutual capacitive sensors using a commodity embroidery machine. We use enameled wire as a bobbin thread to yield textile capacitors with high quality and consistency. As a consequence, we are able to leverage the precision and expressiveness of projected mutual capacitance for textile electronics, even when size is limited. Harnessing the assets of machine embroidery, we implement and analyze five distinct electrode patterns, examine the resulting electrical features with respect to geometrical attributes, and demonstrate the feasibility of two promising candidates for small-scale matrix layouts. The resulting sensor patches are further evaluated in terms of capacitance homogeneity, signal-to-noise ratio, sensing range, and washability. Finally, we demonstrate two use case scenarios, primarily focusing on continuous input with up to three degrees-of-freedom.
Title: PatchProv: Supporting Improvisational Design Practices for Modern Quilting
Authors: family: Leake
given: Mackenzie; family: Lai
given: Frances; family: Grossman
given: Tovi; family: Wigdor
given: Daniel; family: Lafreniere
given: Ben
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: craft, textile arts, quilting, improvisation, design tool

Abstract: The craft of improvisational quilting involves working without the use of a predefined pattern. Design decisions are made “in the fabric,” with design experimentation tightly interleaved with the creation of the final artifact. To investigate how this type of design process can be supported, and to address challenges faced by practitioners, this paper presents PatchProv, a system for supporting improvisational quilt design. Based on a review of popular books on improvisational quilting, a set of design principles and key challenges to improvisational quilt design were identified, and PatchProv was developed to support the unique aspects of this process. An evaluation with a small group of quilters showed enthusiasm for the approach and revealed further possibilities for how computational tools can support improvisational quilting and improvisational design practices more broadly.
Title: BezelGlide: Interacting with Graphs on Smartwatches with Minimal Screen Occlusion
Authors: family: Neshati
given: Ali; family: Rey
given: Bradley; family: Mohommed Faleel
given: Ahmed Shariff; family: Bardot
given: Sandra; family: Latulipe
given: Celine; family: Irani
given: Pourang
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: visuzation, smartwatch, interaction, input, data charts

Abstract: We present BezelGlide, a novel suite of bezel interaction techniques, designed to minimize screen occlusion and ‘fat finger’ effects, when interacting with common graphs on smartwatches. To explore the design of BezelGlide, we conducted two user studies. First, we quantified the amount of screen occlusion experienced when interacting with the smartwatch bezel. Next, we designed two techniques that involve gliding the finger along the smartwatch bezel for graph interaction. Full BezelGlide (FBG) and Partial BezelGlide (PBG), use the full or a portion of the bezel, respectively, to reduce screen occlusion while scanning a line chart for data. In the common value detection task, we find that PBG outperforms FBG and Shift, a touchscreen occlusion-free technique, both quantitatively and subjectively, also while mobile. We finally illustrate the generzability potential of PBG to interact with common graph types making it a valuable interaction technique for smartwatch users.
Title: Stereo-Smell via Electrical Trigeminal Stimulation
Authors: family: Brooks
given: Jas; family: Teng
given: Shan-Yuan; family: Wen
given: Jingxuan; family: Nith
given: Romain; family: Nishida
given: Jun; family: Lopes
given: Pedro
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: olfaction, trigeminal, Electrical stimulation, intranasal

Abstract: We propose a novel type of olfactory device that creates a stereo-smell experience, i.e., directional information about the location of an odor, by rendering the readings of external odor sensors as trigeminal sensations using electrical stimulation of the user's nasal septum. The key is that the sensations from the trigeminal nerve, which arise from nerve-endings in the nose, are perceptually fused with those of the olfactory bulb (the brain region that senses smells). As such, we propose that electrically stimulating the trigeminal nerve is an ideal candidate for stereo-smell augmentation/substitution that, unlike other approaches, does not require implanted electrodes in the olfactory bulb. To realize this, we engineered a self-contained device that users wear across their nasal septum. Our device outputs by stimulating the user's trigeminal nerve using electrical impulses with variable pulse-widths; and it inputs by sensing the user's inhalations using a photoreflector. It measures 10x23 mm and communicates with external gas sensors using Bluetooth. In our user study, we found the key electrical waveform parameters that enable users to feel an odor's intensity (absolute electric charge) and direction (phase order and net charge). In our second study, we demonstrated that participants were able to localize a virtual smell source in the room by using our prototype without any previous training. Using these insights, our device enables expressive trigeminal sensations and could function as an assistive device for people with anosmia, who are unable to smell.
Title: HulaMove: Using Commodity IMU for Waist Interaction
Authors: family: Xu
given: Xuhai; family: Li
given: Jiahao; family: Yuan
given: Tianyi; family: He
given: Liang; family: Liu
given: Xin; family: Yan
given: Yukang; family: Wang
given: Yuntao; family: Shi
given: Yuanchun; family: Mankoff
given: Jennifer; family: Dey
given: Anind K
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Waist interaction, on-device sensing

Abstract: We present HulaMove, a novel interaction technique that leverages the movement of the waist as a new eyes-free and hands-free input method for both the physical world and the virtual world. We first conducted a user study (N=12) to understand users’ ability to control their waist. We found that users could easily discriminate eight shifting directions and two rotating orientations, and quickly confirm actions by returning to the original position (quick return). We developed a design space with eight gestures for waist interaction based on the results and implemented an IMU-based real-time system. Using a hierarchical machine learning model, our system could recognize waist gestures at an accuracy of 97.5%. Finally, we conducted a second user study (N=12) for usability testing in both real-world scenarios and virtual reality settings. Our usability study indicated that HulaMove significantly reduced interaction time by 41.8% compared to a touch screen method, and greatly improved users’ sense of presence in the virtual world. This novel technique provides an additional input method when users’ eyes or hands are busy, accelerates users’ daily operations, and augments their immersive experience in the virtual world.
Title: BodyStylus: Freehand On-Body Design and Fabrication of Epidermal Interfaces
Authors: family: Pourjafarian
given: Narjes; family: Koelle
given: Marion; family: Fruchard
given: Bruno; family: Mavali
given: Sahar; family: Klamka
given: Konstantin; family: Groeger
given: Daniel; family: Strohmeier
given: Paul; family: Steimle
given: Jürgen
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: wearable computing, skin, pen-based interaction, on-body fabrication, On-body design, epidermal devices, craft

Abstract: In traditional body-art, designs are adjusted to the body as they are applied, enabling creative improvisation and exploration. Conventional design and fabrication methods of epidermal interfaces, however, separate these steps. With BodyStylus we present the first computer-assisted approach for on-body design and fabrication of epidermal interfaces. Inspired by traditional techniques, we propose a hand-held tool that augments freehand inking with digital support: projected in-situ guidance assists creating valid on-body circuits and aesthetic ornaments that align with the human bodyscape, while pro-active switching between inking and non-inking creates error preventing constraints. We contribute BodyStylus’s design rationale and interaction concept along with an interactive prototype that uses self-sintering conductive ink. Results of two focus group explorations showed that guidance was more appreciated by artists, while constraints appeared more useful to engineers, and that working on the body inspired critical reflection on the relationship between bodyscape, interaction, and designs.
Title: Combining Touchscreens with Passive Rich-ID Building Blocks to Support Context Construction in Touchscreen Interactions
Authors: family: Lu
given: Chin-Yuan; family: Hsieh
given: Han-Wei; family: Liang
given: Rong-Hao; family: Lee
given: Chi-Jung; family: Yang
given: Ling-Chien; family: Xue
given: Mengru; family: Guo
given: Jr-Ling; family: Hsieh
given: Meng-Ju; family: Chen
given: Bing-Yu
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: stackable, tangible user interface, rear-projection, RFID, capacitive sensing, rich-ID, building blocks, touchscreen, modular interface

Abstract: This research investigates the design space of combining touchscreens with passive rich-ID building block systems to support the physical construction of contexts in touchscreen interactions. With two proof-of-concept systems, RFIPillars and RFITiles, we explore various schemes for using tangible inputs for context enrichment in touchscreen interactions. Instead of incorporating an electronic touchscreen module that requires per-module maintenance, this work intentionally makes each tangible object passive. We explore rear-projection solutions to integrate touchscreen interactions into these passive building blocks with capacitive touch sensing techniques and deliberate physical forgiving to retain the merits of being both batteryless and wireless. The presented research artifacts embody the interaction designs and elucidate scalability challenges in integrating touchscreen interactions into this emerging tangible user interface.
Title: TUI as Social Entity: a Study of Joint-actuation and Turn-taking-actuation in Actuated-interfaces
Authors: family: Zuckerman
given: Oren; family: Sadka
given: Ofir; family: Gissin
given: Ron; family: Erel
given: Hadas
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: self-actuation, social interaction, autonomous behavior, TUI, actuated-interface

Abstract: We present an actuated-interface that is not only a tangible interface but also an autonomous object, designed as an independent entity that takes a similar role to the user’s role in an anagram word game. We highlight two leading interaction paradigms: Turn-taking-actuation and Joint-actuation, and evaluate both in a qualitative interaction study with the autonomous actuated-interface. Our findings reveal that all participants perceived the interaction as a social experience. The different interaction paradigms led to different interpretations: Turn-taking-actuation was interpreted as a competitive experience, while Joint-actuation was interpreted as a collaborative experience. The interaction paradigms also influenced the intensity of emotions and perception of control, with Joint-actuation leading to more intense emotions and higher sensitivity to control in the interaction. To conclude, our findings show that it is possible to design an actuated-interface that users perceive both as a tangible interface and as a social entity with its own intent.
Title: Teardrop Glasses: Pseudo Tears Induce Sadness in You and Those Around You
Authors: family: Yoshida
given: Shigeo; family: Narumi
given: Takuji; family: Tanikawa
given: Tomohiro; family: Kuzuoka
given: Hideaki; family: Hirose
given: Michitaka
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: wearable device, emotional contagion, pseudo tears, artificial crying, emotion, embodied cognition

Abstract: Emotional contagion is a phenomenon in which one’s emotions are transmitted among individuals unconsciously by observing others’ emotional expressions. In this paper, we propose a method for mediating people’s emotions by triggering emotional contagion through artificial bodily changes such as pseudo tears. We focused on shedding tears because of the link to several emotions besides sadness. In addition, it is expected that shedding tears would induce emotional contagion because it is observable by others. We designed an eyeglasses-style wearable device, Teardrop glasses, that release water drops near the wearer’s eyes. The drops flow down the cheeks and emulate real tears. The study revealed that artificial crying with pseudo tears increased sadness among both wearers and those observing them. Moreover, artificial crying attenuated happiness and positive feelings in observers. Our findings show that actual bodily changes are not necessary for inducing emotional contagion as artificial bodily changes are also sufficient.
Title: LightTouch Gadgets: Extending Interactions on Capacitive Touchscreens by Converting Light Emission to Touch Inputs
Authors: family: Ikematsu
given: Kaori; family: Kato
given: Kunihiro; family: Kawahara
given: Yoshihiro
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Touch Interaction, 3D Print, Light-Dependent Resistor., Capacitive Touchscreen, Tangible

Abstract: We present LightTouch, a 3D-printed passive gadget to enhance touch interactions on unmodified capacitive touchscreens. The LightTouch gadgets simulate finger operations such as tapping, swiping, and multi-touch gestures by means of conductive materials and light-dependent resistors (LDR) embedded in the object. The touchscreen emits visible light and the LDR senses the level of this light, which changes its resistance value. By controlling the screen brightness, it intentionally connects or disconnects the path between the GND and the touchscreen, thus allowing the touch inputs to be controlled. In contrast to conventional physical extensions for touchscreens, our technique requires neither continuous finger contact on the conductive part nor the use of batteries. As such, it opens up new possibilities for touchscreen interactions beyond the simple automation of touch inputs, such as establishing a communication channel between devices, enhancing the trackability of tangibles, and inter-application operations.
Title: ClothTiles: A Prototyping Platform to Fabricate Customized Actuators on Clothing using 3D Printing and Shape-Memory Alloys
Authors: family: Muthukumarana
given: Sachith; family: Messerschmidt
given: Moritz Alexander; family: Matthies
given: Denys J.C.; family: Steimle
given: Jürgen; family: Scholl
given: Philipp M.; family: Nanayakkara
given: Suranga
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Do-It-Yourself, Textile, Smart Textiles, Clothing, Shape-memory Alloy, Actuation

Abstract: Emerging research has demonstrated the viability of on-textile actuation mechanisms, however, an easily customizable and versatile on-cloth actuation mechanism is yet to be explored. In this paper, we present ClothTiles along with its rapid fabrication technique that enables actuation of clothes. ClothTiles leverage flexible 3D-printing and Shape-Memory Alloys (SMAs) alongside new parametric actuation designs. We validate the concept of fabric actuation using a base element, and then systematically explore methods of aggregating, scaling, and orienting prospects for extended actuation in garments. A user study demonstrated that our technique enables multiple actuation types applied across a variety of clothes. Users identified both aesthetic and functional applications of ClothTiles. We conclude with a number of insights for the Do-It-Yourself community on how to employ 3D-printing with SMAs to enable actuation on clothes.
Title: Little Road Driving HUD: Heads-Up Display Complexity Influences Drivers’ Perceptions of Automated Vehicles
Authors: family: Currano
given: Rebecca; family: Park
given: So Yeon; family: Moore
given: Dylan James; family: Lyons
given: Kent; family: Sirkin
given: David
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: augmented reality, situation awareness, vehicle interface, interaction design, user interface, heads-up-display

Abstract: Modern vehicles are using AI and increasingly sophisticated sensor suites to improve Advanced Driving Assistance Systems (ADAS) and support automated driving capabilities. Heads-Up-Displays (HUDs) provide an opportunity to visually inform drivers about vehicle perception and interpretation of the driving environment. One approach to HUD design may be to reveal to drivers the vehicle’s full contextual understanding, though it is not clear if the benefits of additional information outweigh the drawbacks of added complexity, or if this balance holds across drivers. We designed and tested an Augmented Reality (AR) HUD in an online study (N = 298), focusing on the influence of HUD visualizations on drivers’ situation awareness and perceptions. Participants viewed two driving scenes with one of three HUD conditions. Results were nuanced: situation awareness declined with increasing driving context complexity, and contrary to expectation, also declined with the presence of a HUD compared to no HUD. Significant differences were found by varying HUD complexity, which led us to explore different characterizations of complexity, including counts of scene items, item categories, and illuminated pixels. Our analysis finds that driving style interacts with driving context and HUD complexity, warranting further study.