huashen218/convxai-cia-dataset huggingface dataset:
Title: DistanciAR: Authoring Site-Specific Augmented Reality Experiences for Remote Environments
Authors: family: Wang
given: Zeyu; family: Nguyen
given: Cuong; family: Asente
given: Paul; family: Dorsey
given: Julie
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: 3D scanning, remote authoring, spatial design, augmented reality

Abstract: Most augmented reality (AR) authoring tools only support the author’s current environment, but designers often need to create site-specific experiences for a different environment. We propose DistanciAR, a novel tablet-based workflow for remote AR authoring. Our baseline solution involves three steps. A remote environment is captured by a camera with LiDAR; then, the author creates an AR experience from a different location using AR interactions; finally, a remote viewer consumes the AR content on site. A formative study revealed understanding and navigating the remote space as key challenges with this solution. We improved the authoring interface by adding two novel modes: Dollhouse, which renders a bird’s-eye view, and Peek, which creates photorealistic composite images using captured images. A second study compared this improved system with the baseline, and participants reported that the new modes made it easier to understand and navigate the remote scene.
Title: HandPainter - 3D Sketching in VR with Hand-based Physical Proxy
Authors: family: Jiang
given: Ying; family: Zhang
given: Congyi; family: Fu
given: Hongbo; family: Cannavò
given: Alberto; family: Lamberti
given: Fabrizio; family: Lau
given: Henry Y K; family: Wang
given: Wenping
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: 3D sketching, VR, hand-based interaction

Abstract: 3D sketching in virtual reality (VR) enables users to create 3D virtual objects intuitively and immersively. However, previous studies showed that mid-air drawing may lead to inaccurate sketches. To address this issue, we propose to use one hand as a canvas proxy and the index finger of the other hand as a 3D pen. To this end, we first perform a formative study to compare two-handed interaction with tablet-pen interaction for VR sketching. Based on the findings of this study, we design HandPainter, a VR sketching system which focuses on the direct use of two hands for 3D sketching without requesting any tablet, pen, or VR controller. Our implementation is based on a pair of VR gloves, which provide hand tracking and gesture capture. We devise a set of intuitive gestures to control various functionalities required during 3D sketching, such as canvas panning and drawing positioning. We show the effectiveness of HandPainter by presenting a number of sketching results and discussing the outcomes of a user study-based comparison with mid-air drawing and tablet-based sketching tools.
Title: Augmenting Scientific Papers with Just-in-Time, Position-Sensitive Definitions of Terms and Symbols
Authors: family: Head
given: Andrew; family: Lo
given: Kyle; family: Kang
given: Dongyeop; family: Fok
given: Raymond; family: Skjonsberg
given: Sam; family: Weld
given: Daniel S.; family: Hearst
given: Marti A.
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: definitions, interactive documents, nonce words, scientific papers, reading interfaces

Abstract: Despite the central importance of research papers to scientific progress, they can be difficult to read. Comprehension is often stymied when the information needed to understand a passage resides somewhere else—in another section, or in another paper. In this work, we envision how interfaces can bring definitions of technical terms and symbols to readers when and where they need them most. We introduce ScholarPhi, an augmented reading interface with four novel features: (1) tooltips that surface position-sensitive definitions from elsewhere in a paper, (2) a filter over the paper that “declutters” it to reveal how the term or symbol is used across the paper, (3) automatic equation diagrams that expose multiple definitions in parallel, and (4) an automatically generated glossary of important terms and symbols. A usability study showed that the tool helps researchers of all experience levels read papers. Furthermore, researchers were eager to have ScholarPhi’s definitions available to support their everyday reading.
Title: Figaro: A Tabletop Authoring Environment for Human-Robot Interaction
Authors: family: Porfirio
given: David J.; family: Stegner
given: Laura; family: Cakmak
given: Maya; family: Sauppé
given: Allison; family: Albarghouthi
given: Aws; family: Mutlu
given: Bilge
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Authoring environments, program synthesis, tabletop interfaces, human-robot interaction, shadow puppetry

Abstract: Human-robot interaction designers and developers navigate a complex design space, which creates a need for tools that support intuitive design processes and harness the programming capacity of state-of-the-art authoring environments. We introduce Figaro, an expressive tabletop authoring environment for mobile robots, inspired by shadow puppetry, that provides designers with a natural, situated representation of human-robot interactions while exploiting the intuitiveness of tabletop and tangible programming interfaces. On the tabletop, Figaro projects a representation of an environment. Users demonstrate sequences of behaviors, or scenes, of an interaction by manipulating instrumented figurines that represent the robot and the human. During a scene, Figaro records the movement of figurines on the tabletop and narrations uttered by users. Subsequently, Figaro employs real-time program synthesis to assemble a complete robot program from all scenes provided. Through a user study, we demonstrate the ability of Figaro to support design exploration and development for human-robot interaction.
Title: Appliancizer: Transforming Web Pages into Electronic Devices
Authors: family: Garza
given: Jorge; family: Merrill
given: Devon J.; family: Swanson
given: Steven
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Web applications, PCB layout, HTML, human-computer interaction, synthesis, electronic design automation

Abstract: Prototyping electronic devices that meet today’s consumer standards is a time-consuming task that requires multi-domain expertise. Consumers expect electronic devices to have visually appealing interfaces with both tactile and screen-based interfaces. Appliancizer, our interactive computational design tool, exploits the similarities between graphical and tangible interfaces, allowing web pages to be rapidly transformed into physical electronic devices. Using a novel technique we call essential interface mapping, our tool converts graphical user interface elements (e.g., an HTML button) into tangible interface components (e.g., a physical button) without changing the application source code. Appliancizer automatically generates the PCB and low-level code from web-based prototypes and HTML mock-ups. This makes the prototyping of mixed graphical-tangible interactions as easy as modifying a web page and allows designers to leverage the well-developed ecosystem of web technologies. We demonstrate how our technique simplifies and accelerates prototyping by developing two devices with Appliancizer.
Title: CoCapture: Effectively Communicating UI Behaviors on Existing Websites by Demonstrating and Remixing
Authors: family: Chen
given: Yan; family: Lee
given: Sang Won; family: Oney
given: Steve
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Rapid UI prototyping, UI design communication

Abstract: User Interface (UI) mockups are commonly used as shared context during interface development collaboration. In practice, UI designers often use screenshots and sketches to create mockups of desired UI behaviors for communication. However, in the later stages of UI development, interfaces can be arbitrarily complex, making it labor-intensive to sketch, and static screenshots are limited in the types of interactive and dynamic behaviors they can express. We introduce CoCapture, a system that allows designers to easily create UI behavior mockups on existing web interfaces by demonstrating and remixing, and to accurately describe their requests to helpers by referencing the resulting mockups using hypertext. We showed that participants could more accurately describe UI behaviors with CoCapture than with existing sketch and communication tools and that the resulting descriptions were clear and easy to follow. Our approach can help teams develop UIs efficiently by bridging communication gaps with more accurate visual context.
Title: AdapTutAR: An Adaptive Tutoring System for Machine Tasks in Augmented Reality
Authors: family: Huang
given: Gaoping; family: Qian
given: Xun; family: Wang
given: Tianyi; family: Patel
given: Fagun; family: Sreeram
given: Maitreya; family: Cao
given: Yuanzhi; family: Ramani
given: Karthik; family: Quinn
given: Alexander J.
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: training/learning, adaptation, manufacturing, user state recognition

Abstract: Modern manufacturing processes are in a state of flux, as they adapt to increasing demand for flexible and self-configuring production. This poses challenges for training workers to rapidly master new machine operations and processes, i.e. machine tasks. Conventional in-person training is effective but requires time and effort of experts for each worker trained and not scalable. Recorded tutorials, such as video-based or augmented reality (AR), permit more efficient scaling. However, unlike in-person tutoring, existing recorded tutorials lack the ability to adapt to workers’ diverse experiences and learning behaviors. We present AdapTutAR, an adaptive task tutoring system that enables experts to record machine task tutorials via embodied demonstration and train learners with different AR tutoring contents adapting to each user’s characteristics. The adaptation is achieved by continually monitoring learners’ tutorial-following status and adjusting the tutoring content on-the-fly and in-situ. The results of our user study evaluation have demonstrated that our adaptive system is more effective and preferable than the non-adaptive one.
Title: HapticSeer: A Multi-channel, Black-box, Platform-agnostic Approach to Detecting Video Game Events for Real-time Haptic Feedback
Authors: family: Lin
given: Yu-Hsin; family: Wang
given: Yu-Wei; family: Ku
given: Pin-Sung; family: Cheng
given: Yun-Ting; family: Hsu
given: Yuan-Chih; family: Tsai
given: Ching-Yi; family: Chen
given: Mike Y.
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Haptics, Event detection framework, Multi-modal

Abstract: Haptic feedback significantly enhances virtual experiences. However, supporting haptics currently requires modifying the codebase, making it impractical to add haptics to popular, high-quality experiences such as best selling games, which are typically closed-source. We present HapticSeer, a multi-channel, black-box, platform-agnostic approach to detecting game events for real-time haptic feedback. The approach is based on two key insights: 1) all games have 3 types of data streams: video, audio, and controller I/O, that can be analyzed in real-time to detect game events, and 2) a small number of user interface design patterns are reused across most games, so that event detectors can be reused effectively. We developed an open-source HapticSeer framework and implemented several real-time event detectors for commercial PC and VR games. We validated system correctness and real-time performance, and discuss feedback from several haptics developers that used the HapticSeer framework to integrate research and commercial haptic devices.
Title: Itsy-Bits: Fabrication and Recognition of 3D-Printed Tangibles with Small Footprints on Capacitive Touchscreens
Authors: family: Schmitz
given: Martin; family: Müller
given: Florian; family: Mühlhäuser
given: Max; family: Riemann
given: Jan; family: Le
given: Huy Viet Viet
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: 3D Printing, Machine Learning, Tangibles, Touchscreen

Abstract: Tangibles on capacitive touchscreens are a promising approach to overcome the limited expressiveness of touch input. While research has suggested many approaches to detect tangibles, the corresponding tangibles are either costly or have a considerable minimal size. This makes them bulky and unattractive for many applications. At the same time, they obscure valuable display space for interaction. To address these shortcomings, we contribute Itsy-Bits: a fabrication pipeline for 3D printing and recognition of tangibles on capacitive touchscreens with a footprint as small as a fingertip. Each Itsy-Bit consists of an enclosing 3D object and a unique conductive 2D shape on its bottom. Using only raw data of commodity capacitive touchscreens, Itsy-Bits reliably identifies and locates a variety of shapes in different sizes and estimates their orientation. Through example applications and a technical evaluation, we demonstrate the feasibility and applicability of Itsy-Bits for tangibles with small footprints.
Title: Oh, Snap! A Fabrication Pipeline to Magnetically Connect Conventional and 3D-Printed Electronics
Authors: family: Schmitz
given: Martin; family: Riemann
given: Jan; family: Müller
given: Florian; family: Kreis
given: Steffen; family: Mühlhäuser
given: Max
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: 3D printing, prototyping, capacitive sensing, proximity, touch

Abstract: 3D printing has revolutionized rapid prototyping by speeding up the creation of custom-shaped objects. With the rise of multi-material 3D printers, these custom-shaped objects can now be made interactive in a single pass through passive conductive structures. However, connecting conventional electronics to these conductive structures often still requires time-consuming manual assembly involving many wires, soldering or gluing. To alleviate these shortcomings, we propose : a fabrication pipeline and interfacing concept to magnetically connect a 3D-printed object equipped with passive sensing structures to conventional sensing electronics. To this end, utilizes ferromagnetic and conductive 3D-printed structures, printable in a single pass on standard printers. We further present a proof-of-concept capacitive sensing board that enables easy and robust magnetic assembly to quickly create interactive 3D-printed objects. We evaluate by assessing the robustness and quality of the connection and demonstrate its broad applicability by a series of example applications.
Title: WallTokens: Surface Tangibles for Vertical Displays
Authors: family: Courtoux
given: Emmanuel; family: Appert
given: Caroline; family: Chapuis
given: Olivier
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Tangible Interaction, Tokens, Fabrication, Wall-sized display

Abstract: Tangibles can enrich interaction with digital surfaces. Among others, they support eyes-free control or increase awareness of other users’ actions. Tangibles have been studied in combination with horizontal surfaces such as tabletops, but not with vertical screens such as wall displays. The obvious obstacle is gravity: tangibles cannot be placed on such surfaces without falling. We present WallTokens, easy-to-fabricate tangibles to interact with a vertical surface. A WallToken is a passive token whose footprint is recognized on a tactile surface. It is equipped with a push-handle that controls a suction cup. This makes it easy for users to switch between sliding the token or attaching it to the wall. We describe how to build such tokens and how to recognize them on a tactile surface. We report on a study showing the benefits of WallTokens for manipulating virtual objects over multi-touch gestures. This project is a step towards enabling tangible interaction in a wall display context.
Title: ArticuLev: An Integrated Self-Assembly Pipeline for Articulated Multi-Bead Levitation Primitives
Authors: family: Fender
given: Andreas Rene; family: Martinez Plasencia
given: Diego; family: Subramanian
given: Sriram
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems

Abstract: Acoustic levitation is gaining popularity as an approach to create physicalized mid-air content by levitating different types of levitation primitives. Such primitives can be independent particles or particles that are physically connected via threads or pieces of cloth to form shapes in mid-air. However, initialization (i.e., placement of such primitives in their mid-air target locations) currently relies on either manual placement or specialized ad-hoc implementations, which limits their practical usage. We present ArticuLev, an integrated pipeline that deals with the identification, assembly and mid-air placement of levitated shape primitives. We designed ArticuLev with the physical properties of commonly used levitation primitives in mind. It enables experiences that seamlessly combine different primitives into meaningful structures (including fully articulated animated shapes) and supports various levitation display approaches (e.g., particles moving at high speed). In this paper, we describe our pipeline and demonstrate it with heterogeneous combinations of levitation primitives.
Title: VINS: Visual Search for Mobile User Interface Design
Authors: family: Bunian
given: Sara; family: Li
given: Kai; family: Jemmali
given: Chaima; family: Harteveld
given: Casper; family: Fu
given: Yun; family: Seif El-Nasr
given: Magy Seif
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: user interface design, wireframes, data-driven design, datasets, deep learning, design examples, information retrieval, object detection, computer vision

Abstract: Searching for relative mobile user interface (UI) design examples can aid interface designers in gaining inspiration and comparing design alternatives. However, finding such design examples is challenging, especially as current search systems rely on only text-based queries and do not consider the UI structure and content into account. This paper introduces VINS, a visual search framework, that takes as input a UI image (wireframe, high-fidelity) and retrieves visually similar design examples. We first survey interface designers to better understand their example finding process. We then develop a large-scale UI dataset that provides an accurate specification of the interface’s view hierarchy (i.e., all the UI components and their specific location). By utilizing this dataset, we propose an object-detection based image retrieval framework that models the UI context and hierarchical structure. The framework achieves a mean Average Precision of 76.39% for the UI detection and high performance in querying similar UI designs.
Title: Documented: Embedding Information onto and Retrieving Information from 3D Printed Objects
Authors: family: Ettehadi
given: Omid; family: Anderson
given: Fraser; family: Tindale
given: Adam; family: Somanath
given: Sowmya
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: reflective learning, self-reflection, digital fabrication, documentation, data embedding and retrieval

Abstract: Documentation for DIY tasks serve as codified project knowledge and help makers reach new understandings and appreciations for the artifact. Engaging in reflective processes using the documentation can be challenging when it comes to physical objects as the documentation and the artifact exist separately. We hypothesize that spatially associating the documentation information with the artifact can provide richer contextualization to reflect upon the artifact and design process. We implemented and evaluated Documented, a web application that helps makers associate documentation to 3D printed objects. Information can be embedded using printed tags spatially placed on the model and accessed using mobile AR. Our study highlights the different strategies participants had for organizing, embedding, and retrieving information. Informed by our results, we discuss how the coupling of the documentation and the artifact can support reflection and identify potential barriers that need further investigation.
Title: Medical Maker Response to COVID-19: Distributed Manufacturing Infrastructure for Stopgap Protective Equipment
Authors: family: Lakshmi
given: Udaya; family: Hofmann
given: Megan; family: Mack
given: Kelly; family: Hudson
given: Scott E.; family: Mankoff
given: Jennifer; family: Arriaga
given: Rosa I.
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems

Abstract: Unprecedented maker efforts arose in response to COVID-19 medical supply gaps worldwide. Makers in the U.S., participated in peer-production activities to manufacture personal protective equipment (PPE). Whereas, medical makers, who innovate exclusively for points of care, pivoted towards safer, reliable PPE. What were their efforts to pivot medical maker infrastructure towards reliable production of safe equipment at higher volumes? We interviewed 13 medical makers as links between institutions, maker communities, and wider regional industry networks. These medical makers organized stopgap manufacturing in institutional spaces to resolve acute shortages (March–May) and chronic shortages (May–July). They act as intermediaries in efforts to prototype and produce devices under regulatory, material, and human constraints of a pandemic. We re-frame their making efforts as repair work to offer an alternate critical view of optimism around making for crisis. We contribute an understanding of these efforts to inform infrastructure design for making with purpose and safety leading to opportunities for community production of safe devices at scale.
Title: MetaMap: Supporting Visual Metaphor Ideation through Multi-dimensional Example-based Exploration
Authors: family: Kang
given: Youwen; family: Sun
given: Zhida; family: Wang
given: Sitong; family: Huang
given: Zeyu; family: Wu
given: Ziming; family: Ma
given: Xiaojuan
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Visual Metaphor, Design, Creativity Support Tool

Abstract: Visual metaphors, which are widely used in graphic design, can deliver messages in creative ways by fusing different objects. The keys to creating visual metaphors are diverse exploration and creative combinations, which is challenging with conventional methods like image searching. To streamline this ideation process, we propose to use a mind-map-like structure to recommend and assist users to explore materials. We present MetaMap, a supporting tool which inspires visual metaphor ideation through multi-dimensional example-based exploration. To facilitate the divergence and convergence of the ideation process, MetaMap provides 1) sample images based on keyword association and color filtering; 2) example-based exploration in semantics, color, and shape dimensions; and 3) thinking path tracking and idea recording. We conduct a within-subject study with 24 design enthusiasts by taking a Pinterest-like interface as the baseline. Our evaluation results suggest that MetaMap provides an engaging ideation process and helps participants create diverse and creative ideas.