huashen218/convxai-cia-dataset huggingface dataset:
Title: Crafting Critical Heritage Discourses into Interactive Exhibition Design
Authors: family: Claisse
given: Caroline; family: Petrelli
given: Daniela; family: Ciolfi
given: Luigina; family: Dulake
given: Nick; family: Marshall
given: Mark T.; family: Durrant
given: Abigail C.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: This paper argues how a more reflective design practice that embraces critical discourses can transform interactive exhibition design and therefore the museum visiting experience. Four framing arguments underpin our exhibition design making: the value of materiality, visiting as an aesthetic experience, challenging the authorized voice, and heritage as a process. These arguments were embodied through design, art and craft practice into one interactive exhibition at a house museum. We draw from our design process discussing the implications that adopting an approach informed by critical heritage debates has on exhibition design and suggest three sensitizing concepts (polyvocal narratives, dialogical interaction, interweaving time and space) bridging the practice of interactive exhibition design and critical heritage theory.
Title: Addressing Anonymous Abuses: Measuring the Effects of Technical Mechanisms on Reported User Behaviors
Authors: family: Ahmad
given: Wajeeha; family: Liccardi
given: Ilaria
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Anonymous networks intended to enhance privacy and evade censorship are also being exploited for abusive activities. Technical schemes have been proposed to selectively revoke the anonymity of abusive users, or simply limit them from anonymously accessing online service providers. We designed an empirical survey study to assess the effects of deploying these schemes on 75 users of the Tor anonymous network. We evaluated proposed schemes based on examples of the intended or abusive use cases they may address, their technical implementation and the types of entities responsible for enforcing them. Our results show that revocable anonymity schemes would particularly deter the intended uses of anonymous networks. We found a lower reported decrease in usage for schemes addressing spam than those directly compromising free expression. However, participants were concerned that all technical mechanisms for addressing anonymous abuses could be exploited beyond their intended goals (51.7%) to harm users (43.8%). Participants were distrustful of the enforcing entities involved (43.8%) and concerned about being unable to verify (49.3%) how particular mechanisms were applied.
Title: ScrAPIr: Making Web Data APIs Accessible to End Users
Authors: family: Alrashed
given: Tarfah; family: Almahmoud
given: Jumana; family: Zhang
given: Amy X.; family: Karger
given: David R.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Users have long struggled to extract and repurpose data from websites by laboriously copying or scraping content from web pages. An alternative is to write scripts that pull data through APIs. This provides a cleaner way to access data than scraping; however, APIs are effortful for programmers and nigh-impossible for non-programmers to use. In this work, we empower users to access APIs without programming. We evolve a schema for declaratively specifying how to interact with a data API. We then develop ScrAPIr: a standard query GUI that enables users to fetch data through any API for which a specification exists, and a second GUI that lets users author and share the specification for a given API. From a lab evaluation, we find that even non-programmers can access APIs using ScrAPIr, while programmers can access APIs 3.8 times faster on average using ScrAPIr than using programming.
Title: Design Investigation of Embroidered Interactive Elements on Non-Wearable Textile Interfaces
Authors: family: Mlakar
given: Sara; family: Haller
given: Michael
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: As smart textiles are becoming more present in our lives, investigating and designing textile interfaces has started getting more and more attention. Still, very little research has been done on how to design interactive elements for non-wearable textile interfaces for the best recognition, perception, and interaction. In this paper, we present initial assumptions for designing such interfaces, which we derived from working intensively with our partners from the industry. These have been further explored with experts from the field during interviews, and finally tested in a user study. As a conclusion of the study, we define five design recommendations for textile interfaces and present several prototypes that demonstrate them in practice. Our recommendations cover tactile contrast between textures, heights, and shapes; minimal recognizable size of elements; perception of concave and convex shapes as interactive elements; indication of interaction through shape; and recognition of tactile symbols.
Title: Mechanisms of Moral Responsibility: Rethinking Technologies for Domestic Violence Prevention Work
Authors: family: Bellini
given: Rosanna; family: Forrest
given: Simon; family: Westmarland
given: Nicole; family: Smeddinck
given: Jan David
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: This paper provides a critical examination of how digital systems within a charitable organisation in the North of England are being used to both support and challenge male perpetrators of domestic violence. While there exists a range of digital tools to support the victim-survivors of domestic violence, no tools are available to challenge the abusive and harmful behaviours of perpetrators. Through this work, we uncovered the compelling moral responsibilities intrinsic within interactions with technological systems between perpetrators and support workers. As such, we highlight four spaces of negotiation concerning a person's responsibility in changing their abusive behaviour, which we have coined as mechanisms to represent their fundamental and interconnected nature. These mechanisms include self-awareness, acknowledging the extent of harms, providing peer support and respecting authorities. These insights are the basis for offering some practical considerations for HCI scholars, policymakers and intervention designers in their work with perpetrators of violence.
Title: Exploring the Effects of Technological Writing Assistance for Support Providers in Online Mental Health Community
Authors: family: Peng
given: Zhenhui; family: Guo
given: Qingyu; family: Tsang
given: Ka Wing; family: Ma
given: Xiaojuan
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Textual comments from peers with informational and emotional support are beneficial to members of online mental health communities (OMHCs). However, many comments are not of high quality in reality. Writing support technologies that assess (AS) the text or recommend (RE) writing examples on the fly could potentially help support providers to improve the quality of their comments. However, how providers perceive and work with such technologies are under-investigated. In this paper, we present a technological prototype MepsBot which offers providers in-situ writing assistance in either AS or RE mode. Results of a mixed-design study with 30 participants show that both types of MepsBots improve users' confidence in and satisfaction with their comments. The AS-mode MepsBot encourages users to refine expressions and is deemed easier to use, while the RE-mode one stimulates more support-related content re-editions. We report concerns on MepsBot and propose design considerations for writing support technologies in OMHCs.
Title: Exploring the Design Space for Parent-Child Reading
Authors: family: Vezzoli
given: Yvonne; family: Kalantari
given: Sara; family: Kucirkova
given: Natalia; family: Vasalou
given: Asimina
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Given the significant potential of shared book reading to promote children's learning, the design of e-books has focused on maximising this learning experience. However, recent studies have begun to show that shared reading is a broader opportunity for the family to spend quality time together. Our study aims to explore this perspective further, focusing on the types of parent-child interactions during shared reading and the ways in which shared reading may foster intimacy when parents and children read digital books. We used cultural probes and contextual interviews to capture the shared reading experiences of 7 parents and 6 children in their homes. We discuss the different nuances of the shared reading practices identified. We use these findings to suggest new design opportunities that support the complex practices of shared reading with technologies at home.
Title: How Points and Theme Affect Performance and Experience in a Gamified Cognitive Task
Authors: family: Wiley
given: Katelyn; family: Vedress
given: Sarah; family: Mandryk
given: Regan L.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Cognitive tasks are increasingly being gamified in an attempt to leverage the motivational power of games; however, they are sensitive to manipulation and literature is divided on how adding game elements affects participant performance and experience. We applied two popular gamification approaches (points/feedback and theme/narrative) to a typical cognitive task (the dot probe) and measured performance and experience in two studies (N1=287, N2=321). Similar to prior work, we confirm in Study1 that points increase reaction time and error rate, and positive affect. We replicated these results in Study2, and expanded our analysis to investigate participant experience. Our findings suggest that theme creates expectations of an interesting game, which gamified tasks fail to deliver, whereas points maintain enjoyment better throughout the task itself. Important for the development of gamified cognitive tasks, our findings suggest that novel approaches to gameful assessment may be better than the status quo.
Title: Get a Grip: Evaluating Grip Gestures for VR Input using a Lightweight Pen
Authors: family: Li
given: Nianlong; family: Han
given: Teng; family: Tian
given: Feng; family: Huang
given: Jin; family: Sun
given: Minghui; family: Irani
given: Pourang; family: Alexander
given: Jason
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: The use of Virtual Reality (VR) in applications such as data analysis, artistic creation, and clinical settings requires high precision input. However, the current design of handheld controllers, where wrist rotation is the primary input approach, does not exploit the human fingers' capability for dexterous movements for high precision pointing and selection. To address this issue, we investigated the characteristics and potential of using a pen as a VR input device. We conducted two studies. The first examined which pen grip allowed the largest range of motion---we found a tripod grip at the rear end of the shaft met this criterion. The second study investigated target selection via 'poking' and ray-casting, where we found the pen grip outperformed the traditional wrist-based input in both cases. Finally, we demonstrate potential applications enabled by VR pen input and grip postures.
Title: Getting the Healthcare We Want: The Use of Online "Ask the Doctor" Platforms in Practice
Authors: family: Ding
given: Xianghua; family: Gui
given: Xinning; family: Ma
given: Xiaojuan; family: Ding
given: Zhaofei; family: Chen
given: Yunan
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Online Ask the Doctor (AtD) services allow access to health professionals anytime anywhere beyond existing patient-provider relationships. Recently, many free-market AtD platforms have emerged and been adopted by a large scale of users. However, it is still unclear how people make use of these AtD platforms in practice. In this paper, we present an interview study with 12 patients/caregivers who had experience using AtD in China, highlighting patient agency in seeking more reliable and cost-effective healthcare beyond clinic settings. Specifically, we illustrate how they make strategic choices online on AtD platforms, and how they strategically integrate online and offline services together for healthcare. This paper contributes an empirical study of the use of large-scale AtD platforms in practice, demonstrates patient agency for healthcare beyond clinic settings, and recommends design implications for online healthcare services.
Title: A Skin-Stroke Display on the Eye-Ring Through Head-Mounted Displays
Authors: family: Tseng
given: Wen-Jie; family: Lee
given: Yi-Chen; family: Peiris
given: Roshan Lalintha; family: Chan
given: Liwei
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: We present the Skin-Stroke Display, a system mounted on the lens inside the head-mounted display, which exerts subtle yet recognizable tactile feedback on the eye-ring using a motorized air jet. To inform our design of noticeable air-jet haptic feedback, we conducted a user study to identify absolute detection thresholds. Our results show that the tactile sensation had different sensitivity around the eyes, and we determined a standard intensity (8 mbar) to prevent turbulent airflow blowing into the eyes. In the second study, we asked participants to adjust the intensity around the eye for equal sensation based on standard intensity. Next, we investigated the recognition of point and stroke stimuli with or without inducing cognitive load on eight directions on the eye-ring. Our longStroke stimulus can achieve an accuracy of 82.6% without cognitive load and 80.6% with cognitive load simulated by the Stroop test. Finally, we demonstrate example applications using the skin-stroke display as the off-screen indicator, tactile I/O progress display, and tactile display.
Title: Predicting Mid-Air Interaction Movements and Fatigue Using Deep Reinforcement Learning
Authors: family: Cheema
given: Noshaba; family: Frey-Law
given: Laura A.; family: Naderi
given: Kourosh; family: Lehtinen
given: Jaakko; family: Slusallek
given: Philipp; family: Hämäläinen
given: Perttu
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: A common problem of mid-air interaction is excessive arm fatigue, known as the "Gorilla arm" effect. To predict and prevent such problems at a low cost, we investigate user testing of mid-air interaction without real users, utilizing biomechanically simulated AI agents trained using deep Reinforcement Learning (RL). We implement this in a pointing task and four experimental conditions, demonstrating that the simulated fatigue data matches human fatigue data. We also compare two effort models: 1) instantaneous joint torques commonly used in computer animation and robotics, and 2) the recent Three Compartment Controller (3CC-) model from biomechanical literature. 3CC- yields movements that are both more efficient and relaxed, whereas with instantaneous joint torques, the RL agent can easily generate movements that are quickly tiring or only reach the targets slowly and inaccurately. Our work demonstrates that deep RL combined with the 3CC- provides a viable tool for predicting both interaction movements and user experiencein silico, without users.
Title: Acoustic Transparency and the Changing Soundscape of Auditory Mixed Reality
Authors: family: McGill
given: Mark; family: Brewster
given: Stephen; family: McGookin
given: David; family: Wilson
given: Graham
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Auditory headsets capable of actively or passively intermixing both real and virtual sounds are in-part acoustically transparent. This paper explores the consequences of acoustic transparency, both on the perception of virtual audio content, given the presence of a real-world auditory backdrop, and more broadly in facilitating a wearable, personal, private, always-available soundspace. We experimentally compare passive acoustically transparent, and active noise cancelling, orientation-tracked auditory headsets across a range of content types, both indoors and outdoors for validity. Our results show differences in terms of presence, realness and externalization for select content types. Via interviews and a survey, we discuss attitudes toward acoustic transparency (e.g. being perceived as safer), the potential shifts in audio usage that might be precipitated by adoption, and reflect on how such headsets and experiences fit within the area of Mixed Reality.
Title: INWARD: A Computer-Supported Tool for Video-Reflection Improves Efficiency and Effectiveness in Executive Coaching
Authors: family: Arakawa
given: Riku; family: Yakura
given: Hiromu
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Video-Reflection is a common approach to realize reflection in the field of executive coaching for professional development, which presents a video recording of the coaching session to a coachee in order to make the coachee reflectively think about oneself. However, it requires a great deal of time to watch the full length of the video and is highly dependent on the skills of the coach. We expect that the quality and efficiency of video-reflection can be improved with the support of computers. In this paper, we introduce INWARD, a computational tool that leverages human behavior analysis and video-based interaction techniques. The results of a user study involving 20 coaching sessions with five coaches indicate that INWARD enables efficient video-reflection and, by leveraging meta-reflection, realizes the ameliorated outcome of executive coaching. Moreover, discussions based on comments from the participants support the effectiveness of INWARD and suggest further possibilities of computer-supported approaches.
Title: Connecting Distributed Families: Camera Work for Three-party Mobile Video Calls
Authors: family: Gan
given: Yumei; family: Greiffenhagen
given: Christian; family: Reeves
given: Stuart
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Mobile video calling technologies have become a critical link to connect distributed families. However, these technologies have been principally designed for video calling between two parties, whereas family video calls involve young children often comprise three parties, namely a co-present adult (a parent or grandparent) helping with the interaction between the child and another remote adult. We examine how manipulation of phone cameras and management of co-present children is used to stage parent-child interactions. We present results from a video-ethnographic study based on 40 video recordings of video calls between 'left-behind' children and their migrant parents in China. Our analysis reveals a key practice of 'facilitation work', performed by grandparents, as a crucial feature of three-party calls. Facilitation work offers a new concept for HCI's broader conceptualisation of mobile video calling, suggesting revisions that design might take into consideration for triadic interactions in general.
Title: Dynamic Motor Skill Synthesis with Human-Machine Mutual Actuation
Authors: family: Maekawa
given: Azumi; family: Matsubara
given: Seito; family: Wakisaka
given: Sohei; family: Uriu
given: Daisuke; family: Hiyama
given: Atsushi; family: Inami
given: Masahiko
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: This paper presents an approach for coupling robotic capability with human ability in dynamic motor skills, called "Human-Machine Mutual Actuation (HMMA)." We focus specifically on throwing motions and propose a method to control the release timing computationally. A system we developed achieves our concept, HMMA, by a robotic handheld device that acts as a release controller. We conducted user studies to validate the feasibility of the concept and clarify related technical issues to be tackled. We recognized that the system successfully performs on throwing according to the target while it exploits human ability. These empirical experiments suggest that robotic capability can be embedded into the users' motions without losing their senses of control. Throughout the user study, we also revealed several issues to be tackled in further research contributing to HMMA.
Title: Towards Standardized Processes for Physical Therapists to Quantify Patient Rehabilitation
Authors: family: Kelliher
given: Aisling; family: Zilevu
given: Setor; family: Rikakis
given: Thanassis; family: Ahmed
given: Tamim; family: Truong
given: Yen; family: Wolf
given: Steven L.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Physical rehabilitation typically requires therapists to make judgements about patient movement and functional improvement using subjective observation. This process makes it challenging to quantitatively track, compute and predict long-term patient improvement. We therefore propose a novel methodical approach to the standardized and interpretable quantification of patient movement during rehabilitation. We describe the expert-led development of a movement assessment rubric and an accompanying quantitative rating system. We present our movement capture and annotation computational tools designed to implement the rubric and assist therapists in the quantitative documentation and assessment of rehabilitation. We describe results from a movement capture study of the tool with nine stroke survivors and a movement rating study with four therapists. Findings from these studies highlight potential optimal methodical process paths for individuals engaged in capturing, understanding and predicting human movement performance.
Title: BrainCoDe: Electroencephalography-based Comprehension Detection during Reading and Listening
Authors: family: Schneegass
given: Christina; family: Kosch
given: Thomas; family: Baumann
given: Andrea; family: Rusu
given: Marius; family: Hassib
given: Mariam; family: Hussmann
given: Heinrich
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: The pervasive availability of media in foreign languages is a rich resource for language learning. However, learners are forced to interrupt media consumption whenever comprehension problems occur. We present BrainCoDe, a method to implicitly detect vocabulary gaps through the evaluation of event-related potentials (ERPs). In a user study (N=16), we evaluate BrainCoDe by investigating differences in ERP amplitudes during listening and reading of known words compared to unknown words. We found significant deviations in N400 amplitudes during reading and in N100 amplitudes during listening when encountering unknown words. To evaluate the feasibility of ERPs for real-time applications, we trained a classifier that detects vocabulary gaps with an accuracy of 87.13% for reading and 82.64% for listening, identifying eight out of ten words correctly as known or unknown. We show the potential of BrainCoDe to support media learning through instant translations or by generating personalized learning content.