huashen218/convxai-cia-dataset huggingface dataset:
Title: VR-OOM: Virtual Reality On-rOad driving siMulation
Authors: family: Goedicke
given: David; family: Li
given: Jamy; family: Evers
given: Vanessa; family: Ju
given: Wendy
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: prototyping, design evaluation, autonomous vehicles, virtual reality

Abstract: Researchers and designers of in-vehicle interactions and interfaces currently have to choose between performing evaluation and human factors experiments in laboratory driving simulators or on-road experiments. To enjoy the benefit of customizable course design in controlled experiments with the immediacy and rich sensations of on-road driving, we have developed a new method and tools to enable VR driving simulation in a vehicle as it travels on a road. In this paper, we describe how the cost-effective and flexible implementation of this platform allows for rapid prototyping. A preliminary pilot test (N = 6), centered on an autonomous driving scenario, yields promising results, illustrating proof of concept and indicating that a basic implementation of the system can invoke genuine responses from test participants.
Title: KickAR: Exploring Game Balancing Through Boosts and Handicaps in Augmented Reality Table Football
Authors: family: Rogers
given: Katja; family: Colley
given: Mark; family: Lehr
given: David; family: Frommel
given: Julian; family: Walch
given: Marcel; family: Nacke
given: Lennart E.; family: Weber
given: Michael
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: game balancing, handicap, augmented reality, mario kart effect, foosball, player experience

Abstract: When player skill levels are not matched, games provide an unsatisfying player experience. Player balancing is used across many digital game genres to address this, but has not been studied for co-located augmented reality (AR) tabletop games, where using boosts and handicaps can adjust for different player skill levels. In the setting of an AR table football game, we studied the importance of game balancing being triggered by the game system or the players, and whether player skill should be required to trigger game balancing. We implemented projected icons to prominently display game balancing mechanics in the AR table football game. In a within-subjects study (N=24), we found players prefer skill-based control over game balancing and that different triggers are perceived as having different fairness. Further, the study showed that even game balancing that is perceived as unfair can provide enjoyable game experiences. Based on our findings, we provide suggestions for player balancing in AR tabletop games.
Title: Digital Joinery For Hybrid Carpentry
Authors: family: Magrisso
given: Shiran; family: Mizrahi
given: Moran; family: Zoran
given: Amit
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: 3d printing, computer-aided design, design, carpentry, joinery, digital fabrication, woodwork, hybrid

Abstract: The craft of carpentry relies on joinery: the connections between pieces of wood to create multipart structures. In traditional woodworking, joints are limited to the manual chisel skills of the craftsperson, or to capabilities of the machines, which favorite 90° or 180° angle joints with no more than two elements. We contribute an interactive design process in which joints are generated digitally to allow for unrestricted beam connectors, then produced from Nylon-12 using selective laser sintering (SLS) 3D printing. We present our Generative Joinery Design Tool and demonstrate our system on a selection of stools. The paper exemplifies the potential of Digital Joinery to enhance carpentry by incorporating a hybrid and interactive level of design sophistication and affordances that are very hard to achieve with traditional skills and tools.
Title: What Makes an Automated Vehicle a Good Driver?
Authors: family: Kauffmann
given: Nina; family: Winkler
given: Franz; family: Vollrath
given: Mark
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: lane change, dense traffic, communication between human drivers, gap acceptance, external image

Abstract: An automated vehicle needs to learn how human road users experience the intentions of other drivers and understand how they communicate with each other in order to avoid misunderstandings and prevent giving a negative external image during interactions. The aim of the present study is to identify a cooperative lane change indication which other drivers understand unambiguously and prefer when it comes to lane change announcements in a dense traffic situation on the highway. A fixed-base driving simulator study is conducted with N = 66 participants in Germany in a car-following scenario. Participants rated, from the lag driver's perspective, different lane change announcements of another driver which varied in lateral movements (i.e., duration, lateral offset). Main findings indicate that a medium offset and moderate duration of lateral movement is experienced as most cooperative. The results are crucial for the development of lane change strategies for automated vehicles.
Title: Feel My Pain: Design and Evaluation of Painpad, a Tangible Device for Supporting Inpatient Self-Logging of Pain
Authors: family: Price
given: Blaine A.; family: Kelly
given: Ryan; family: Mehta
given: Vikram; family: McCormick
given: Ciaran; family: Ahmed
given: Hanad; family: Pearce
given: Oliver
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: mobile devices, pain logging, health, pain diaries

Abstract: Monitoring patients' pain is a critical issue for clinical caregivers, particularly among staff responsible for providing analgesic relief. However, collecting regularly scheduled pain readings from patients can be difficult and time-consuming for clinicians. In this paper we present Painpad, a tangible device that was developed to allow patients to engage in self-logging of their pain. We report findings from two hospital-based field studies in which Painpad was deployed to a total of 78 inpatients recovering from ambulatory surgery. We find that Painpad results in improved frequency and compliance with pain logging, and that self-logged scores may be more faithful to patients' experienced pain than corresponding scores reported to nurses. We also show that older adults may prefer tangible interfaces over tablet-based alternatives for reporting their pain, and we contribute design lessons for pain logging devices intended for use in hospital settings.
Title: Challenges and Opportunities for Technology-Supported Activity Reporting in the Workplace
Authors: family: Lu
given: Di; family: Marlow
given: Jennifer; family: Kocielnik
given: Rafal; family: Avrahami
given: Daniel
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: collaboration, activity reporting, workplace, awareness

Abstract: Effective communication of activities and progress in the workplace is crucial for the success of many modern organizations. In this paper, we extend current research on workplace communication and uncover opportunities for technology to support effective work activity reporting. We report on three studies: With a survey of 68 knowledge workers followed by 14 in-depth interviews, we investigated the perceived benefits of different types of progress reports and an array of challenges at three stages: Collection, Composition, and Delivery. We show an important interplay between written and face-to-face reporting, and highlight the importance of tailoring a report to its audience. We then present results from an analysis of 722 reports composed by 361 U.S.-based knowledge workers, looking at the influence of the audience on a report's language. We conclude by discussing opportunities for future technologies to assist both employees and managers in collecting, interpreting, and reporting progress in the workplace.
Title: Supporting Meaningful Personal Fitness: the Tracker Goal Evolution Model
Authors: family: Niess
given: Jasmin; family: Woźniak
given: Paweł W.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: well-being, model, wellbeing, health, fitness trackers

Abstract: While the number of users sporting fitness trackers is constantly increasing, little is understood about how tracking goals can evolve over time. As recent studies have shown that the long-term health effects of trackers are limited, we need to readdress how trackers engage users. We conducted semi-structured interviews and an online survey to explore how users change their tracking goals. Based on our results, we created the Tracker Goal Evolution Model. The model describes how tracker goals can evolve from internal user needs through qualitative goals to quantitative goals that can be used with trackers. It also includes trust and reflection as key contextual factors contributing to meaningful transitions between goals. We postulate showing how tracker goals relate to other personal fitness goals as key for long-term engagement with trackers. Our model is useful for designers of future trackers as a tool to create evolving and meaningful tracking goals.
Title: Everybody's Hacking: Participation and the Mainstreaming of Hackathons
Authors: family: Taylor
given: Nick; family: Clarke
given: Loraine
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: participatory design, co-design, jams, hackathons, making, innovation

Abstract: Hackathons have become a popular tool for bringing people together to imagine new possibilities for technology. Despite originating in technology communities, hackathons have now been widely adopted by a broad range of organisations. This mainstreaming of hackathons means they encompass a very different range of attendees and activities than they once did, to the extent that some events billed as hackathons may involve no coding at all. Given this shift away from production of code, they might instead be seen as an increasingly popular participatory design activity, from which designers and researchers in HCI can learn. Through fieldwork at six hackathons that targeted non-technical communities, we identify the types of activities and contributions that emerge through these events and the barriers and tensions that might exist. In doing so, we contribute a greater understanding of hackathons as a growing phenomenon and as a potential tool for participatory research.
Title: Pointing at a Distance with Everyday Smart Devices
Authors: family: Siddhpuria
given: Shaishav; family: Malacria
given: Sylvain; family: Nancel
given: Mathieu; family: Lank
given: Edward
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: smartphone, pointing, smartwatch, distant display

Abstract: Large displays are becoming commonplace at work, at home, or in public areas. However, interaction at a distance -- anything greater than arms-length -- remains cumbersome, restricts simultaneous use, and requires specific hardware augmentations of the display: touch layers, cameras, or dedicated input devices. Yet a rapidly increasing number of people carry smartphones and smartwatches, devices with rich input capabilities that can easily be used as input devices to control interactive systems. We contribute (1) the results of a survey on possession and use of smart devices, and (2) the results of a controlled experiment comparing seven distal pointing techniques on phone or watch, one- and two-handed, and using different input channels and mappings. Our results favor using a smartphone as a trackpad, but also explore performance tradeoffs that can inform the choice and design of distal pointing techniques for different contexts of use.
Title: The Story in the Notebook: Exploratory Data Science using a Literate Programming Tool
Authors: family: Kery
given: Mary Beth; family: Radensky
given: Marissa; family: Arya
given: Mahima; family: John
given: Bonnie E.; family: Myers
given: Brad A.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: end-user software engineering (euse), literate programming, end-user programmers (eup), exploratory programming, data science

Abstract: Literate programming tools are used by millions of programmers today, and are intended to facilitate presenting data analyses in the form of a narrative. We interviewed 21 data scientists to study coding behaviors in a literate programming environment and how data scientists kept track of variants they explored. For participants who tried to keep a detailed history of their experimentation, both informal and formal versioning attempts led to problems, such as reduced notebook readability. During iteration, participants actively curated their notebooks into narratives, although primarily through cell structure rather than markdown explanations. Next, we surveyed 45 data scientists and asked them to envision how they might use their past history in an future version control system. Based on these results, we give design guidance for future literate programming tools, such as providing history search based on how programmers recall their explorations, through contextual details including images and parameters.
Title: What Did I Really Vote For? On the Usability of Verifiable E-Voting Schemes
Authors: family: Marky
given: Karola; family: Kulyk
given: Oksana; family: Renaud
given: Karen; family: Volkamer
given: Melanie
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: end-to-end verifiability, benaloh challenge, cast-as-intended verifiability, e-voting, usability evaluation

Abstract: E-voting has been embraced by a number of countries, delivering benefits in terms of efficiency and accessibility. End-to-end verifiable e-voting schemes facilitate verification of the integrity of individual votes during the election process. In particular, methods for cast-as-intended verification enable voters to confirm that their cast votes have not been manipulated by the voting client. A well-known technique for effecting cast-as-intended verification is the Benaloh Challenge. The usability of this challenge is crucial because voters have to be actively engaged in the verification process. In this paper, we report on a usability evaluation of three different approaches of the Benaloh Challenge in the remote e-voting context. We performed a comparative user study with 95 participants. We conclude with a recommendation for which approaches should be provided to afford verification in real-world elections and suggest usability improvements.
Title: Tangible Drops: A Visio-Tactile Display Using Actuated Liquid-Metal Droplets
Authors: family: Sahoo
given: Deepak Ranjan; family: Neate
given: Timothy; family: Tokuda
given: Yutaka; family: Pearson
given: Jennifer; family: Robinson
given: Simon; family: Subramanian
given: Sriram; family: Jones
given: Matt
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: tactile feedback, liquid metal, rheological interface, programmable matter, tangible drops, non-rigid interface, kinetic interface

Abstract: We present Tangible Drops, a visio-tactile display that for the first time provides physical visualization and tactile feedback using a planar liquid interface. It presents digital information interactively by tracing dynamic patterns on horizontal flat surfaces using liquid metal drops on a programmable electrode array. It provides tactile feedback with directional information in the 2D vector plane using linear locomotion and/or vibration of the liquid metal drops. We demonstrate move, oscillate, merge, split and dispense-from-reservoir functions of the liquid metal drops by consuming low power (450 mW per electrode) and low voltage (8--15 V). We report on results of our empirical study with 12 participants on tactile feedback using 8 mm diameter drops, which indicate that Tangible Drops can convey tactile sensations such as changing speed, varying direction and controlled oscillation with no visual feedback. We present the design space and demonstrate the applications of Tangible Drops, and conclude by suggesting potential future applications for the technique.
Title: FingerT9: Leveraging Thumb-to-finger Interaction for Same-side-hand Text Entry on Smartwatches
Authors: family: Wong
given: Pui Chung; family: Zhu
given: Kening; family: Fu
given: Hongbo
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: thumb-to-finger interaction, text entry, smartwatch, same-sided hand interaction, mobile interaction

Abstract: We introduce FingerT9, leveraging the action of thumb-to-finger touching on the finger segments, to support same-side-hand (SSH) text entry on smartwatches. This is achieved by mapping a T9 keyboard layout to the finger segments. Our solution avoids the problems of fat finger and screen occlusion, and enables text entry using the same-side hand which wears the watch. In the pilot study, we determined the layout mapping preferred by the users. We conducted an experiment to compare the text-entry performances of FingerT9, the tilt-based SSH input, and the direct-touch non-SSH input. The results showed that the participants performed significantly faster and more accurately with FingerT9 than the tilt-based method. There was no significant difference between FingerT9 and direct-touch methods in terms of efficiency and error rate. We then conducted the second experiment to study the learning curve on SSH text entry methods: FingerT9 and the tilt-based input. FingerT9 gave significantly better long-term improvement. In addition, eyes-free text entry (i.e., looking at the screen output but not the keyboard layout mapped on the finger segments) was made possible once the participants were familiar with the keyboard layout.
Title: Time-Turner: Designing for Reflection and Remembrance of Moments in the Home
Authors: family: Singhal
given: Samarth; family: Neustaedter
given: Carman; family: Odom
given: William; family: Bartram
given: Lyn; family: Heshmat
given: Yasamin
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: families, remembering, always-on video, memories, domestic computing, home, co-speculation.

Abstract: Families preserve memories of their special and everyday experiences, though it can be hard to capture all these moments in everyday life. We explore the concept of automated forms of capturing family life and presenting them through situated, tangible everyday artifacts in the home. We designed Time-Turner, an always-on video recording system along with a set of three drink coasters that allow family members to easily search, filter and replay videos to connect to their past. We engaged households in speculative enactments and interviews to explore the design space. Our findings point to the value of witnessing real rather than staged moments and the ways in which the affordances of everyday artifacts can allow media to be 'lived with' as a part of everyday life. Yet our design also revealed tensions around sharing and changing perceptions across time and generations. This points to design challenges around safeguarding this media and capturing 'reality' as opposed to curated content.
Title: Webcam Covering as Planned Behavior
Authors: family: Machuletz
given: Dominique; family: Laube
given: Stefan; family: Böhme
given: Rainer
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: privacy, partial least squares (pls), webcam cover, field study, usability, theory of planned behavior (tpb)

Abstract: Most of today's laptops come with an integrated webcam placed above the screen to enable video conferencing. Due to the risk of webcam spying attacks, some laptop users seem to be concerned about their privacy and seek protection by covering the webcam. This paper is the first to investigate personal characteristics and beliefs of users with and without webcam covers by applying the Theory of Planned Behavior. We record the privacy behavior of 180 users, develop a path model, and analyze it by applying Partial Least Squares. The analysis indicates that privacy concerns do not significantly influence users' decision to use a webcam cover. Rather, this behavior is influenced by users' attitudes, social environment, and perceived control over protecting privacy. Developers should take this as a lesson to design privacy enhancing technologies which are convenient, verifiably effective and endorsed by peers.
Title: WrisText: One-handed Text Entry on Smartwatch using Wrist Gestures
Authors: family: Gong
given: Jun; family: Xu
given: Zheer; family: Guo
given: Qifan; family: Seyed
given: Teddy; family: Chen
given: Xiang 'Anthony'; family: Bi
given: Xiaojun; family: Yang
given: Xing-Dong
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: smartwatch, text entry, one-handed input

Abstract: We present WrisText - a one-handed text entry technique for smartwatches using the joystick-like motion of the wrist. A user enters text by whirling the wrist of the watch hand, towards six directions which each represent a key in a circular keyboard, and where the letters are distributed in an alphabetical order. The design of WrisText was an iterative process, where we first conducted a study to investigate optimal key size, and found that keys needed to be 55º or wider to achieve over 90% striking accuracy. We then computed an optimal keyboard layout, considering a joint optimization problem of striking accuracy, striking comfort, word disambiguation. We evaluated the performance of WrisText through a five-day study with 10 participants in two text entry scenarios: hand-up and hand-down. On average, participants achieved a text entry speed of 9.9 WPM across all sessions, and were able to type as fast as 15.2 WPM by the end of the last day.
Title: Social Computing-Driven Activism in Youth Empowerment Organizations: Challenges and Opportunities
Authors: family: Irannejad Bisafar
given: Farnaz; family: Martinez
given: Lina Itzel; family: Parker
given: Andrea G.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: empowerment, civic technology, youth activism, social networking applications, youth-adult partnerships

Abstract: Throughout the world, organizations empower youth to participate in civic engagement to impact social change, and adult-youth collaborations are instrumental to the success of such initiatives. However, little is known about how technology supports this activism work, despite the fact that tools such as Social Networking Applications (SNAs) are increasingly being leveraged in such contexts. We report results from a qualitative study of SNA use within a youth empowerment organization. Using the analytical lens of object-oriented publics, our findings reveal opportunities and challenges that youth and staff face when they use SNAs. We describe the illegibility of youth outreach efforts on SNAs, and how this illegibility complicated staff attempts to hold youth accountable. We also characterize how youth and staff differed in what they felt were socially appropriate uses of SNA features, and tensions that arose in the co-use of these tools. We conclude with implications for the design of collaborative technologies that support youth-led activism in organizational contexts.