huashen218/convxai-cia-dataset huggingface dataset:
Title: Next Steps for Human-Computer Integration
Authors: family: Mueller
given: Florian Floyd; family: Lopes
given: Pedro; family: Strohmeier
given: Paul; family: Ju
given: Wendy; family: Seim
given: Caitlyn; family: Weigel
given: Martin; family: Nanayakkara
given: Suranga; family: Obrist
given: Marianna; family: Li
given: Zhuying; family: Delfa
given: Joseph; family: Nishida
given: Jun; family: Gerber
given: Elizabeth M.; family: Svanaes
given: Dag; family: Grudin
given: Jonathan; family: Greuter
given: Stefan; family: Kunze
given: Kai; family: Erickson
given: Thomas; family: Greenspan
given: Steven; family: Inami
given: Masahiko; family: Marshall
given: Joe; family: Reiterer
given: Harald; family: Wolf
given: Katrin; family: Meyer
given: Jochen; family: Schiphorst
given: Thecla; family: Wang
given: Dakuo; family: Maes
given: Pattie
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Human-Computer Integration (HInt) is an emerging paradigm in which computational and human systems are closely interwoven. Integrating computers with the human body is not new. however, we believe that with rapid technological advancements, increasing real-world deployments, and growing ethical and societal implications, it is critical to identify an agenda for future research. We present a set of challenges for HInt research, formulated over the course of a five-day workshop consisting of 29 experts who have designed, deployed and studied HInt systems. This agenda aims to guide researchers in a structured way towards a more coordinated and conscientious future of human-computer integration.
Title: JumpVR: Jump-Based Locomotion Augmentation for Virtual Reality
Authors: family: Wolf
given: Dennis; family: Rogers
given: Katja; family: Kunder
given: Christoph; family: Rukzio
given: Enrico
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: One of the great benefits of virtual reality (VR) is the implementation of features that go beyond realism. Common "unrealistic" locomotion techniques (like teleportation) can avoid spatial limitation of tracking, but minimize potential benefits of more realistic techniques (e.g. walking). As an alternative that combines realistic physical movement with hyper-realistic virtual outcome, we present JumpVR, a jump-based locomotion augmentation technique that virtually scales users' physical jumps. In a user study (N=28), we show that jumping in VR (regardless of scaling) can significantly increase presence, motivation and immersion compared to teleportation, while largely not increasing simulator sickness. Further, participants reported higher immersion and motivation for most scaled jumping variants than forward-jumping. Our work shows the feasibility and benefits of jumping in VR and explores suitable parameters for its hyper-realistic scaling. We discuss design implications for VR experiences and research.
Title: AutoGain: Gain Function Adaptation with Submovement Efficiency Optimization
Authors: family: Lee
given: Byungjoo; family: Nancel
given: Mathieu; family: Kim
given: Sunjun; family: Oulasvirta
given: Antti
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: A well-designed control-to-display gain function can improve pointing performance with indirect pointing devices like trackpads. However, the design of gain functions is challenging and mostly based on trial and error. AutoGain is a novel method to individualize a gain function for indirect pointing devices in contexts where cursor trajectories can be tracked. It gradually improves pointing efficiency by using a novel submovement-level tracking+optimization technique that minimizes aiming error (undershooting/overshooting) for each submovement. We first show that AutoGain can produce, from scratch, gain functions with performance comparable to commercial designs, in less than a half-hour of active use. Second, we demonstrate AutoGain's applicability to emerging input devices (here, a Leap Motion controller) with no reference gain functions. Third, a one-month longitudinal study of normal computer use with AutoGain showed performance improvements from participants' default functions.
Title: When the Civic Turn turns Digital: Designing Safe and Secure Refugee Resettlement
Authors: family: Jensen
given: Rikke Bjerg; family: Coles-Kemp
given: Lizzie; family: Talhouk
given: Reem
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Across Europe, refugees are required to engage with the "civic turn" -- a process of integrating refugees into the social and cultural aspects of the new land. Over a two-year period, we engaged 89 refugees settling in Sweden, to explore how accelerated and digitalised resettlement processes shape the civic turn. Framed within wider literature on transitioning and everyday insecurities, we show how this "digital turn" exacerbates existing barriers to resettlement experienced by refugees. By critically analysing these barriers, we reveal how the civic turn rests upon a series of everyday social and cultural practices and relations, which are largely ignored in digital service design. We show how this leads to a "vacuum" for our participants. We call on the HCI community to engage with this vacuum and understand resettlement as encompassing multiple digitally-mediated transitional phases of citizenry. We do so by focusing on the digitalisation processes shaping these transitions.
Title: Sociality and Skill Sharing in the Garden
Authors: family: Maddali
given: Hanuma Teja; family: Lazar
given: Amanda
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Gardening is an activity that involves a number of dimensions of increasing interest to HCI and CSCW researchers, including recreation, sustainability, and engagement with nature. This paper considers the garden setting in order to understand the role that collaborative and social computing technologies might play for practitioners engaging in outdoor skilled activities. We conducted participant observations with nine experienced gardeners aged 22-71 years. Through this process, we find that gardeners continuously configure their environments to accommodate their preferences for sociality. They share embodied skills and help others attune to sensory information in person, but also influence learning through the features in their garden that are observed by others. This paper provides an understanding of sociality in the garden, highlights skill sharing as a key domain for design in this space, and contributes design considerations for collaborative technologies in outdoor settings.
Title: Keep Calm and Ride Along: Passenger Comfort and Anxiety as Physiological Responses to Autonomous Driving Styles
Authors: family: Dillen
given: Nicole; family: Ilievski
given: Marko; family: Law
given: Edith; family: Nacke
given: Lennart E.; family: Czarnecki
given: Krzysztof; family: Schneider
given: Oliver
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Autonomous vehicles have been rapidly progressing towards full autonomy using fixed driving styles, which may differ from individual passenger preferences. Violating these preferences may lead to passenger discomfort or anxiety. We studied passenger responses to different driving style parameters in a physical autonomous vehicle. We collected galvanic skin response, heart rate, and eye-movement patterns from 20 participants, along with self-reported comfort and anxiety scores. Our results show that the presence and proximity of a lead vehicle not only raised the level of all measured physiological responses, but also exaggerated the existing effect of the longitudinal acceleration and jerk parameters. Skin response was also found to be a significant predictor of passenger comfort and anxiety. By using multiple independent events to isolate different driving style parameters, we demonstrate a method to control and analyze such parameters in future studies.
Title: Autocomplete Element Fields
Authors: family: Hsu
given: Chen-Yuan; family: Wei
given: Li-Yi; family: You
given: Lihua; family: Zhang
given: Jian Jun
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Aggregate elements are ubiquitous in natural and man-made objects. Interactively authoring these elements with varying anisotropy and deformability can require high artistic skills and manual labor. To reduce input workload and enhance output quality, we present an autocomplete system that can help users distribute and align such elements over different domains. Through a brushing interface, users can place and mix a few elements, and let our system automatically populate more elements for the remaining output. Furthermore, aggregate elements often require proper direction/scalar fields for proper arrangements, but fully specifying such fields across entire domains can be difficult or inconvenient for ordinary users. To address this usability challenge, we formulate element fields that can smoothly orient all the elements based on partial user specifications without requiring full input fields in any step. We validate our prototype system with a pilot user study and show applications in design, collage, and modeling.
Title: Sprayable User Interfaces: Prototyping Large-Scale Interactive Surfaces with Sensors and Displays
Authors: family: Wessely
given: Michael; family: Sethapakdi
given: Ticha; family: Castillo
given: Carlos; family: Snowden
given: Jackson C.; family: Hanton
given: Ollie; family: Qamar
given: Isabel P. S.; family: Fraser
given: Mike; family: Roudaut
given: Anne; family: Mueller
given: Stefanie
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: We present Sprayable User Interfaces: room-sized interactive surfaces that contain sensor and display elements created by airbrushing functional inks. Since airbrushing is inherently mobile, designers can create large-scale user interfaces on complex 3D geometries where existing stationary fabrication methods fail. To enable Sprayable User Interfaces, we developed a novel design and fabrication pipeline that takes a desired user interface layout as input and automatically generates stencils for airbrushing the layout onto a physical surface. After fabricating stencils from cardboard or projecting stencils digitally, designers spray each layer with an airbrush, attach a microcontroller to the user interface, and the interface is ready to be used. Our technical evaluation shows that Sprayable User Interfaces work on various geometries and surface materials, such as porous stone and rough wood. We demonstrate our system with several application examples including interactive smart home applications on a wall and a soft leather sofa, an interactive smart city application, and interactive architecture in public office spaces.
Title: Re-Shape: A Method to Teach Data Ethics for Data Science Education
Authors: family: Shapiro
given: Ben Rydal; family: Meng
given: Amanda; family: O'Donnell
given: Cody; family: Lou
given: Charlotte; family: Zhao
given: Edwin; family: Dankwa
given: Bianca; family: Hostetler
given: Andrew
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Data has become central to the technologies and services that human-computer interaction (HCI) designers make, and the ethical use of data in and through these technologies should be given critical attention throughout the design process. However, there is little research on ethics education in computer science that explicitly addresses data ethics. We present and analyze Re-Shape, a method to teach students about the ethical implications of data collection and use. Re-Shape, as part of an educational environment, builds upon the idea of cultivating care and allows students to collect, process, and visualize their physical movement data in ways that support critical reflection and coordinated classroom activities about data, data privacy, and human-centered systems for data science. We also use a case study of Re-Shape in an undergraduate computer science course to explore prospects and limitations of instructional designs and educational technology such as Re-Shape that leverage personal data to teach data ethics.
Title: ARMath: Augmenting Everyday Life with Math Learning
Authors: family: Kang
given: Seokbin; family: Shokeen
given: Ekta; family: Byrne
given: Virginia L.; family: Norooz
given: Leyla; family: Bonsignore
given: Elizabeth; family: Williams-Pierce
given: Caro; family: Froehlich
given: Jon E.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: We introduce ARMath, a mobile Augmented Reality (AR) system that allows ch ildren to discover mathematical concepts in familiar, ord inary objects and engage with math problems in meaningful contexts. Leveraging advanced computer vision, ARMath recognizes everyday objects, visualizes their mathematical attributes, and turns them into tangible or virtual manipulatives. Using the manipulatives, children can solve problems that situate math operations or concepts in specific everyday contexts. Informed by four participatory design sessions with teachers and children, we developed five ARMath modules to support basic arithmetic and 2D geometry. We also conducted an exploratory evaluation of ARMath with 27 children (ages 5-8) at a local children's museum. Our findings demonstrate how ARMath engages children in math learning, how failures in AI can be used as learning opportunities, and challenges that children face when using ARMath.
Title: How Domain Experts Create Conceptual Diagrams and Implications for Tool Design
Authors: family: Ma'ayan
given: Dor; family: Ni
given: Wode; family: Ye
given: Katherine; family: Kulkarni
given: Chinmay; family: Sunshine
given: Joshua
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Conceptual diagrams are used extensively to understand abstract relationships, explain complex ideas, and solve difficult problems. To illustrate concepts effectively, experts find appropriate visual representations and translate concepts into concrete shapes. This translation step is not supported explicitly by current diagramming tools. This paper investigates how domain experts create conceptual diagrams via semi-structured interviews with 18 participants from diverse backgrounds. Our participants create, adapt, and reuse visual representations using both sketches and digital tools. However, they had trouble using current diagramming tools to transition from sketches and reuse components from earlier diagrams. Our participants also expressed frustration with the slow feedback cycles and barriers to automation of their tools. Based on these results, we suggest four opportunities of diagramming tools — exploration support, representation salience, live engagement, and vocabulary correspondence — that together enable a natural diagramming experience. Finally, we discuss possibilities to leverage recent research advances to develop natural diagramming tools.
Title: The Experience of Guided Online Therapy: A Longitudinal, Qualitative Analysis of Client Feedback in a Naturalistic RCT
Authors: family: Jardine
given: Jacinta; family: Earley
given: Caroline; family: Richards
given: Derek; family: Timulak
given: Ladislav; family: Palacios
given: Jorge E.; family: Duffy
given: Daniel; family: Tierney
given: Karen; family: Doherty
given: Gavin
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Internet-delivered Cognitive Behavioural Therapy (iCBT) is an effective treatment for depression and anxiety disorders. However longitudinal qualitative research into the client's subjective experience of this form of treatment ?in the wild' is relatively scarce. We present an analysis of secondary outcomes in a naturalistic RCT conducted within the UK's Improving Access to Psychological Therapies programme. We evaluated clients' expectations, experience, and context of usage of iCBT, across three timepoints. Results are discussed in terms of the creation of a therapeutic space online, the impact of hope, expectations and personal factors on the therapeutic experience, iCBT as "therapy on the go" and developing skills for life. While iCBT on the whole provides a positive, supportive and therapeutic experience for clients, the study identified managing expectations, polarized preferences, momentary help-seeking and long-term support as important aspects of the experience to consider in future design.
Title: Smart Home Beyond the Home: A Case for Community-Based Access Control
Authors: family: Tabassum
given: Madiha; family: Kropczynski
given: Jess; family: Wisniewski
given: Pamela; family: Lipford
given: Heather Richter
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: As smart devices are becoming commonplace in homes, we need to explore the needs of not just the residents of the home, but also of secondary stakeholders who may be granted access to these devices from outside of the home. We conducted a mixed methods study, which included a survey of 163 smart home device owners and a follow-up interview with 13 individuals who currently share their smart home devices with others outside of their home. Nearly half (47.8%) of our survey participants shared at least one smart home device with someone that did not live with them. Individuals sought greater safety and security by providing remote access to trusted family members or friends. By understanding users' perspectives about privacy and trust in relation to sharing smart home devices beyond the home, we build a case for community-based access control of smart home devices in the Internet of Things.
Title: Race Yourselves: A Longitudinal Exploration of Self-Competition Between Past, Present, and Future Performances in a VR Exergame
Authors: family: Michael
given: Alexander; family: Lutteroth
given: Christof
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Participating in competitive races can be a thrilling experience for athletes, involving a rush of excitement and sensations of flow, achievement, and self-fulfilment. However, for non-athletes, the prospect of competition is often a scary one which affects intrinsic motivation negatively, especially for less fit, less competitive individuals. We propose a novel method making the positive racing experience accessible to non-athletes using a high-intensity cycling VR exergame: by recording and replaying all their previous gameplay sessions simultaneously, including a projected future performance, players can race against a crowd of "ghost" avatars representing their individual fitness journey. The experience stays relevant and exciting as every race adds a new competitor. A longitudinal study over four weeks and a cross-sectional study found that the new method improves physical performance, intrinsic motivation, and flow compared to a non-competitive exergame. Additionally, the longitudinal study provides insights into the longer-term effects of VR exergames.
Title: Do I Look Like a Criminal? Examining how Race Presentation Impacts Human Judgement of Recidivism
Authors: family: Mallari
given: Keri; family: Inkpen
given: Kori; family: Johns
given: Paul; family: Tan
given: Sarah; family: Ramesh
given: Divya; family: Kamar
given: Ece
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Understanding how racial information impacts human decision making in online systems is critical in today's world. Prior work revealed that race information of criminal defendants, when presented as a text field, had no significant impact on users' judgements of recidivism. We replicated and extended this work to explore how and when race information influences users' judgements, with respect to the saliency of presentation. Our results showed that adding photos to the race labels had a significant impact on recidivism predictions for users who identified as female, but not for those who identified as male. The race of the defendant also impacted these results, with black defendants being less likely to be predicted to recidivate compared to white defendants. These results have strong implications for how system-designers choose to display race information, and cautions researchers to be aware of gender and race effects when using Amazon Mechanical Turk workers.
Title: It Is Your Turn: Collaborative Ideation With a Co-Creative Robot through Sketch
Authors: family: Lin
given: Yuyu; family: Guo
given: Jiahao; family: Chen
given: Yang; family: Yao
given: Cheng; family: Ying
given: Fangtian
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Co-creative systems have been widely explored in the field of computational creativity. However, existing AI partners of these systems are mostly virtual agents. As sketching on paper with embodied robots could be more engaging for designers' early-stage ideation and collaborative practices, we envision the possibility of Cobbie, a mobile robot that ideates iteratively with designers by generating creative and diverse sketches. To evaluate the differences in co-creativity and user experience between the co-creative robots and virtual agents, we conducted a comparative experiment and analyzed the data collected from quantitative scales, observation, and semi-structured interview. The results reveal that Cobbie is more satisfying in motivating exploration, provoking unexpected ideas and engaging designers in the collaborative ideation process. Based on these findings, we discussed the prospects of co-creative robots for future developments of human-AI collaborative systems.
Title: MissIt: Using Missed Calls for Free, Extremely Low Bit-Rate Communication in Developing Regions
Authors: family: Dogar
given: Fahad R.; family: Qazi
given: Ihsan Ayyub; family: Tariq
given: Ali Raza; family: Murtaza
given: Ghulam; family: Ahmad
given: Abeer; family: Stocking
given: Nathan
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Mobile devices have become the primary mode for Internet access in developing countries. Yet typical data plans and SMS costs can be overwhelming for low income users in these countries. In this paper, we explore the design and usability of a free but extremely low bit rate communication channel to address this challenge. We propose, a data communication channel that uses to transmit messages between phones, thereby sacrificing performance in exchange for low cost. While the data rate of is extremely low (<1 bps), our prototype implementation and small scale user studies explore the feasibility of this idea for different types of messaging scenarios. Our results show that could be a viable option for messaging scenarios that require short, pre-determined responses (e.g., survey questions) while for traditional SMS-style messaging, a suitable user interface and other customizations are likely required to make it a viable option for users.