huashen218/convxai-cia-dataset huggingface dataset:
Title: Beyond Translation: Design and Evaluation of an Emotional and Contextual Knowledge Interface for Foreign Language Social Media Posts
Authors: family: Lim
given: Hajin; family: Cosley
given: Dan; family: Fussell
given: Susan R.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: social media, ai-augmented communication, machine translation, ai-assisted communication, sense making, cross-lingual communication, multilingual communication

Abstract: Although many social media sites now provide machine translation (MT) for foreign language posts, translation of a post may not suffice to support understanding of, and engagement with, that post. We present SenseTrans, a tool that provides emotional and contextual annotations generated by natural language analysis in addition to machine translation. We evaluated SenseTrans in a laboratory experiment in which native English speakers browsed five Facebook profiles in foreign languages. One group used the SenseTrans interface while the other group used MT alone. Participants using SenseTrans reported significantly greater understanding of the posts, and greater willingness to engage with the posts. However, no additional cognitive load was associated with using an interface that provided more information. These results provide promising support for the idea of using computational tools to annotate communication to support multilingual sense making and interaction on social media.
Title: Projective Windows: Bringing Windows in Space to the Fingertip
Authors: family: Lee
given: Joon Hyub; family: An
given: Sang-Gyun; family: Kim
given: Yongkwan; family: Bae
given: Seok-Hyung
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: virtual reality, 3d window management, augmented reality

Abstract: In augmented and virtual reality (AR and VR), there may be many 3D planar windows with 2D texts, images, and videos on them. However, managing the position, orientation, and scale of such a window in an immersive 3D workspace can be difficult. Projective Windows strategically uses the absolute and apparent sizes of the window at various stages of the interaction to enable the grabbing, moving, scaling, and releasing of the window in one continuous hand gesture. With it, the user can quickly and intuitively manage and interact with windows in space without any controller hardware or dedicated widget. Through an evaluation, we demonstrate that our technique is performant and preferable, and that projective geometry plays an important role in the design of spatial user interfaces.
Title: Scenariot: Spatially Mapping Smart Things Within Augmented Reality Scenes
Authors: family: Huo
given: Ke; family: Cao
given: Yuanzhi; family: Yoon
given: Sang Ho; family: Xu
given: Zhuangying; family: Chen
given: Guiming; family: Ramani
given: Karthik
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: smart environment, augmented reality, localization, uwb, context awareness, spatial interactions, slam, iot

Abstract: The emerging simultaneous localizing and mapping (SLAM) based tracking technique allows the mobile AR device spatial awareness of the physical world. Still, smart things are not fully supported with the spatial awareness in AR. Therefore, we present Scenariot, a method that enables instant discovery and localization of the surrounding smart things while also spatially registering them with a SLAM based mobile AR system. By exploiting the spatial relationships between mobile AR systems and smart things, Scenariot fosters in-situ interactions with connected devices. We embed Ultra-Wide Band (UWB) RF units into the AR device and the controllers of the smart things, which allows for measuring the distances between them. With a one-time initial calibration, users localize multiple IoT devices and map them within the AR scenes. Through a series of experiments and evaluations, we validate the localization accuracy as well as the performance of the enabled spatial aware interactions. Further, we demonstrate various use cases through Scenariot.
Title: AlterWear: Battery-Free Wearable Displays for Opportunistic Interactions
Authors: family: Dierk
given: Christine; family: Nicholas
given: Molly Jane Pearce; family: Paulos
given: Eric
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: e-ink displays, cosmetic computing, wearables, ambient displays

Abstract: As the landscape of wearable devices continues to expand, power remains a major issue for adoption, usability, and miniaturization. Users are faced with an increasing number of personal devices to manage, charge, and care for. In this work, we argue that power constraints limit the design space of wearable devices. We present AlterWear: an architecture for new wearable devices that implement a batteryless design using electromagnetic induction via NFC and bistable e-ink displays. Although these displays are active only when in proximity to an NFC-enabled device, this unique combination of hardware enables both quick, dynamic and long-term interactions with persistent visual displays. We demonstrate new wearables enabled through AlterWear with dynamic, fashion-forward, and expressive displays across several form factors, and evaluate them in a user study. By forgoing the need for onboard power, AlterWear expands the ecosystem of functional and fashionable wearable technologies.
Title: The Role of Gamification in Participatory Environmental Sensing: A Study In the Wild
Authors: family: Palacin-Silva
given: Maria V.; family: Knutas
given: Antti; family: Ferrario
given: Maria Angela; family: Porras
given: Jari; family: Ikonen
given: Jouni; family: Chea
given: Chandara
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: environmental sensing, citizen science, civic technology, gamification, engagement, human behavior, participatory sensing

Abstract: Participatory sensing (PS) and citizen science hold promises for a genuinely interactive and inclusive citizen engagement in meaningful and sustained collection of data about social and environmental phenomena. Yet the underlying motivations for public engagement in PS remain still unclear particularly regarding the role of gamification, for which HCI research findings are often inconclusive. This paper reports the findings of an experimental study specifically designed to further understand the effects of gamification on citizen engagement. Our study involved the development and implementation of two versions (gamified and non-gamified) of a mobile application designed to capture lake ice coverage data in the sub-arctic region. Emerging findings indicate a statistically significant effect of gamification on participants' engagement levels in PS. The motivation, approach and results of our study are outlined and implications of the findings for future PS design are reflected.
Title: DataInk: Direct and Creative Data-Oriented Drawing
Authors: family: Xia
given: Haijun; family: Henry Riche
given: Nathalie; family: Chevalier
given: Fanny; family: De Araujo
given: Bruno; family: Wigdor
given: Daniel
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: visualization, object-oriented interaction

Abstract: Creating whimsical, personal data visualizations remains a challenge due to a lack of tools that enable for creative visual expression while providing support to bind graphical content to data. Many data analysis and visualization creation tools target the quick generation of visual representations, but lack the functionality necessary for graphics design. Toolkits and charting libraries offer more expressive power, but require expert programming skills to achieve custom designs. In contrast, sketching affords fluid experimentation with visual shapes and layouts in a free-form manner, but requires one to manually draw every single data point. We aim to bridge the gap between these extremes. We propose DataInk, a system supports the creation of expressive data visualizations with rigorous direct manipulation via direct pen and touch input. Leveraging our commonly held skills, coupled with a novel graphical user interface, DataInk enables direct, fluid, and flexible authoring of creative data visualizations.
Title: Remediating a Design Tool: Implications of Digitizing Sticky Notes
Authors: family: Jensen
given: Mads Møller; family: Rädle
given: Roman; family: Klokmose
given: Clemens N.; family: Bodker
given: Susanne
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: design tools, cross-device interaction, remediation, sticky notes, comparative analysis

Abstract: Sticky notes are ubiquitous in design processes because of their tangibility and ease of use. Yet, they have well-known limitations in professional design processes, as documentation and distribution are cumbersome at best. This paper compares the use of sticky notes in ideation with a remediated digital sticky notes setup. The paper contributes with a nuanced understanding of what happens when remediating a physical design tool into digital space, by emphasizing focus shifts and breakdowns caused by the technology, but also benefits and promises inherent in the digital media. Despite users' preference for creating physical notes, handling digital notes on boards was easier and the potential of proper documentation make the digital setup a possible alternative. While the analogy in our remediation supported a transfer of learned handling, the users' experiences across technological setups impact their use and understanding, yielding new concerns regarding cross-device transfer and collaboration.
Title: Slacktivists or Activists? Identity Work in the Virtual Disability March
Authors: family: Li
given: Hanlin; family: Bora
given: Disha; family: Salvi
given: Sagar; family: Brady
given: Erin
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: accessibility, activism, identity theory, social media

Abstract: Protests are important social forms of activism, but can be inaccessible to people with disabilities. Online activism, like the 2017 Disability March, has provided alternative venues for involvement in accessible protesting and social movements. In this study, we use identity theory as a lens to understand why and how disabled activists engaged in an online movement, and its impact on their self-concepts. We interviewed 18 disabled activists about their experiences with online protesting during the Disability March. Respondents' identities (as both disabled individuals and as activists) led them to organize or join the March, evolved alongside the group's actions, and were reprioritized or strained as a result of their involvement. Our findings describe the values and limitations of this activism to our respondents, highlight the tensions they perceived about their activist identities, and present opportunities to support further accessibility and identity changes by integrating technology into their activist experiences.
Title: Applying Computational Analysis to Textual Data from the Wild: A Feminist Perspective
Authors: family: Concannon
given: Shauna Julia; family: Balaam
given: Madeline; family: Simpson
given: Emma; family: Comber
given: Rob
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: text analysis, geodata, human-data-interaction, gis, feminist gis, data analysis, critical gis, feminism, topic modelling

Abstract: With technologies that afford much larger-scale data collection than previously imagined, new ways of processing and interpreting qualitative textual data are required. HCI researchers use a range of methods for interpreting the 'full range of human experience' from qualitative data, however, such approaches are not always scalable. Feminist geography seeks to explore how diverse and varied accounts of place can be understood and represented, whilst avoiding reductive classification systems. In this paper, we assess the extent to which unsupervised topic models can support such a research agenda. Drawing on literature from Feminist and Critical GIS, we present a case study analysis of a Volunteered Geographic Information dataset of reviews about breastfeeding in public spaces. We demonstrate that topic modelling can offer novel insights and nuanced interpretations of complex concepts such as privacy and be integrated into a critically reflexive feminist data analysis approach that captures and represents diverse experiences of place.
Title: Design Opportunities for AAC and Children with Severe Speech and Physical Impairments
Authors: family: Ibrahim
given: Seray B.; family: Vasalou
given: Asimina; family: Clarke
given: Michael
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: multimodal communication, children, design, accessibility, aac

Abstract: Augmentative and alternative communication (AAC) technologies can support children with severe speech and physical impairments (SSPI) to express themselves. Yet, these seemingly 'enabling' technologies are often abandoned by this target group, suggesting a need to understand how they are used in communication. Little research has considered the interaction between people, interaction design and the material dimension of AAC. To address this, we report on a qualitative video study that examines the situated communication of five children using AAC in a special school. Our findings offer a new perspective on reconceptualising AAC design and use revealing four areas for future design: (1) incorporating an embodied view of communication, (2) designing to emphasise children's competence and agency, (3) regulating the presence, prominence and value of AAC, and (4) supporting a wider range of communicative functions that help address children's needs.
Title: Facebook in Venezuela: Understanding Solidarity Economies in Low-Trust Environments
Authors: family: Evans
given: Hayley I.; family: Wong-Villacres
given: Marisol; family: Castro
given: Daniel; family: Gilbert
given: Eric; family: Arriaga
given: Rosa I.; family: Dye
given: Michaelanne; family: Bruckman
given: Amy
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: low-trust environments, bartering, facebook groups, consumer-to-consumer, solidarity economy

Abstract: Since 2014, Venezuela has experienced severe economic crisis, including scarcity of basic necessities such as food and medicine. This has resulted in over-priced goods, scams, and other forms of economic abuse. We present an investigation of Venezuelans' efforts to form an alternative, Solidarity Economy (SE) through Facebook Groups. In these groups, individuals can barter for items at fair prices. We highlight group practices and design features of Facebook Groups which support solidarity or anti-solidarity behaviors. We conclude by leveraging design principles for online communities presented by Kollock to present strategies to design more effective SEs in environments of low trust.
Title: Digital Payment and Its Discontents: Street Shops and the Indian Government's Push for Cashless Transactions
Authors: family: Pal
given: Joyojeet; family: Chandra
given: Priyank; family: Kameswaran
given: Vaishnav; family: Parameshwar
given: Aakanksha; family: Joshi
given: Sneha; family: Johri
given: Aditya
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: mobile money, india, demonetization, technology adoption

Abstract: In November 2016, the Government of India banned the vast majority of the nation's banknotes in a move referred to as 'demonetization', with the stated goals of fighting corruption, terrorism, and eventually expanding digital transactions. In this study of 200 shop-keepers in Mumbai and Bengaluru, we found that cash shortage increased digital payment adoption but that digital payments fell after new banknotes became available. Digital payment adoption depended on the nature and scope of transactions, type of product sold, as well as personal factors specific to business owners such as comfort and familiarity with other digital technologies and online transactions. Using theoretical work on market and information behavior, we examined environmental pushes for technology adoption against prevalent transactional practices, trust, and control. We propose that the move toward digital payments must be framed within a larger undertaking of technology-driven modernity that drives these initiatives, rather than just the efficiency or productivity gains digital payments present.
Title: Moving Target Selection: A Cue Integration Model
Authors: family: Lee
given: Byungjoo; family: Kim
given: Sunjun; family: Oulasvirta
given: Antti; family: Lee
given: Jong-In; family: Park
given: Eunji
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: game balancing, temporal pointing, level of difficulty, moving target selection, cue integration, player modeling

Abstract: This paper investigates a common task requiring temporal precision: the selection of a rapidly moving target on display by invoking an input event when it is within some selection window. Previous work has explored the relationship between accuracy and precision in this task, but the role of visual cues available to users has remained unexplained. To expand modeling of timing performance to multimodal settings, common in gaming and music, our model builds on the principle of probabilistic cue integration. Maximum likelihood estimation (MLE) is used to model how different types of cues are integrated into a reliable estimate of the temporal task. The model deals with temporal structure (repetition, rhythm) and the perceivable movement of the target on display. It accurately predicts error rate in a range of realistic tasks. Applications include the optimization of difficulty in game-level design.
Title: Inferring Loop Invariants through Gamification
Authors: family: Bounov
given: Dimitar; family: DeRossi
given: Anthony; family: Menarini
given: Massimiliano; family: Griswold
given: William G.; family: Lerner
given: Sorin
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: program verification, loop invariants, games

Abstract: In today's modern world, bugs in software systems incur significant costs. One promising approach to improve software quality is automated software verification. In this approach, an automated tool tries to prove the software correct once and for all. Although significant progress has been made in this direction, there are still many cases where automated tools fail. We focus specifically on one aspect of software verification that has been notoriously hard to automate: inferring loop invariants that are strong enough to enable verification. In this paper, we propose a solution to this problem through gamification and crowdsourcing. In particular, we present a puzzle game where players find loop invariants without being aware of it, and without requiring any expertise on software verification. We show through an experiment with Mechanical Turk users that players enjoy the game, and are able to solve verification tasks that automated state-of-the-art tools cannot.
Title: CrowdLayout: Crowdsourced Design and Evaluation of Biological Network Visualizations
Authors: family: Singh
given: Divit P.; family: Lisle
given: Lee; family: Murali
given: T. M.; family: Luther
given: Kurt
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: design, computational biology, graph drawing, graphs, networks, visualization, crowdsourcing, citizen science

Abstract: Biologists often perform experiments whose results generate large quantities of data, such as interactions between molecules in a cell, that are best represented as networks (graphs). To visualize these networks and communicate them in publications, biologists must manually position the nodes and edges of each network to reflect their real-world physical structure. This process does not scale well, and graph layout algorithms lack the biological underpinnings to offer a viable alternative. In this paper, we present CrowdLayout, a crowdsourcing system that leverages human intelligence and creativity to design layouts of biological network visualizations. CrowdLayout provides design guidelines, abstractions, and editing tools to help novice workers perform like experts. We evaluated CrowdLayout in two experiments with paid crowd workers and real biological network data, finding that crowds could both create and evaluate meaningful, high-quality layouts. We also discuss implications for crowdsourced design and network visualizations in other domains.
Title: Imaginary Design Workbooks: Constructive Criticism and Practical Provocation
Authors: family: Blythe
given: Mark; family: Encinas
given: Enrique; family: Kaye
given: Jofish; family: Avery
given: Miriam Lueck; family: McCabe
given: Rob; family: Andersen
given: Kristina
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: research through design, design fiction, well being

Abstract: his paper reports on design strategies for critical and experimental work that remains constructive. We report findings from a design workshop that explored the "home hub" space through "imaginary design workbooks". These feature ambiguous images and annotations written in an invented language to suggest a design space without specifying any particular idea. Many of the concepts and narratives which emerged from the workshop focused on extreme situations: some thoughtful, some dystopian, some even mythic. One of the workshop ideas was then developed with a senior social worker who works with young offenders. A "digital social worker" concept was developed and critiqued simultaneously. We draw on Foucault's history of surveillance to "defamiliarise" both the home hub technology and the current youth justice system. We argue that the dichotomy between "constructive" and "critical" design is false because design is never neutral.
Title: Drunk User Interfaces: Determining Blood Alcohol Level through Everyday Smartphone Tasks
Authors: family: Mariakakis
given: Alex; family: Parsi
given: Sayna; family: Patel
given: Shwetak N.; family: Wobbrock
given: Jacob O.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: health, drunkenness, mobile, situational impairments, inebriation, smartphones, safety, driving, alcohol

Abstract: Breathalyzers, the standard quantitative method for assessing inebriation, are primarily owned by law enforcement and used only after a potentially inebriated individual is caught driving. However, not everyone has access to such specialized hardware. We present drunk user interfaces: smartphone user interfaces that measure how alcohol affects a person's motor coordination and cognition using performance metrics and sensor data. We examine five drunk user interfaces and combine them to form the "DUI app". DUI uses machine learning models trained on human performance metrics and sensor data to estimate a person's blood alcohol level (BAL). We evaluated DUI on 14 individuals in a week-long longitudinal study wherein each participant used DUI at various BALs. We found that with a global model that accounts for user-specific learning, DUI can estimate a person's BAL with an absolute mean error of 0.005% ± 0.007% and a Pearson's correlation coefficient of 0.96 with breathalyzer measurements.