huashen218/convxai-cia-dataset huggingface dataset:
Title: Exploring the Quality, Efficiency, and Representative Nature of Responses Across Multiple Survey Panels
Authors: family: Bentley
given: Frank; family: O'Neill
given: Kathleen; family: Quehl
given: Katie; family: Lottridge
given: Danielle
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: A common practice in HCI research is to conduct a survey to understand the generalizability of findings from smaller-scale qualitative research. These surveys are typically deployed to convenience samples, on low-cost platforms such as Amazon's Mechanical Turk or Survey Monkey, or to more expensive market research panels offered by a variety of premium firms. Costs can vary widely, from hundreds of dollars to tens of thousands of dollars depending on the platform used. We set out to understand the accuracy of ten different survey platforms/panels compared to ground truth data for a total of 6,007 respondents on 80 different aspects of demographic and behavioral questions. We found several panels that performed significantly better than others on certain topics, while different panels provided longer and more relevant open-ended responses. Based on this data, we highlight the benefits and pitfalls of using a variety of survey distribution options in terms of the quality, efficiency, and representative nature of the respondents and the types of responses that can be obtained.
Title: 'I Just Want to Hack Myself to Not Get Distracted': Evaluating Design Interventions for Self-Control on Facebook
Authors: family: Lyngs
given: Ulrik; family: Lukoff
given: Kai; family: Slovak
given: Petr; family: Seymour
given: William; family: Webb
given: Helena; family: Jirotka
given: Marina; family: Zhao
given: Jun; family: Van Kleek
given: Max; family: Shadbolt
given: Nigel
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Beyond being the world's largest social network, Facebook is for many also one of its greatest sources of digital distraction. For students, problematic use has been associated with negative effects on academic achievement and general wellbeing. To understand what strategies could help users regain control, we investigated how simple interventions to the Facebook UI affect behaviour and perceived control. We assigned 58 university students to one of three interventions: goal reminders, removed newsfeed, or white background (control). We logged use for 6 weeks, applied interventions in the middle weeks, and administered fortnightly surveys. Both goal reminders and removed newsfeed helped participants stay on task and avoid distraction. However, goal reminders were often annoying, and removing the newsfeed made some fear missing out on information. Our findings point to future interventions such as controls for adjusting types and amount of available information, and flexible blocking which matches individual definitions of 'distraction'.
Title: RestoreVR: Generating Embodied Knowledge and Situated Experience of Dunhuang Mural Conservation via Interactive Virtual Reality
Authors: family: Fu
given: Xinyi; family: Zhu
given: Yaxin; family: Xiao
given: Zhijing; family: Xu
given: Yingqing; family: Ma
given: Xiaojuan
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: In Dunhuang Mogao Grottoes, unique Buddhist murals of ancient China are preserved. Unfortunately, the exquisite murals are suffering from degradation. Experts have been trying to enhance public's awareness of mural protection, but there's no efficacious means to attract interest and popularize knowledge yet. In this paper, we propose RestoreVR, an interactive virtual reality (VR) system engaging users to experience Dunhuang mural restoration in a digital tour in the cave. Based on an online survey with the public and in-depth interviews with five Dunhuang experts, we derive a set of design requirements for generating embodied knowledge and situated experience in VR to bridge the gap between highly specialized experts and general audiences. Accordingly, we design RestoreVR and conduct a between-subjects user study to compare our system with traditional methods. The results suggest that RestoreVR significantly improves user experience and awareness of CH protection over existing methods.
Title: Assessing 2D and 3D Heatmaps for Comparative Analysis: An Empirical Study
Authors: family: Kraus
given: Matthias; family: Angerbauer
given: Katrin; family: Buchmüller
given: Juri; family: Schweitzer
given: Daniel; family: Keim
given: Daniel A.; family: Sedlmair
given: Michael; family: Fuchs
given: Johannes
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Heatmaps are a popular visualization technique that encode 2D density distributions using color or brightness. Experimental studies have shown though that both of these visual variables are inaccurate when reading and comparing numeric data values. A potential remedy might be to use 3D heatmaps by introducing height as a third dimension to encode the data. Encoding abstract data in 3D, however, poses many problems, too. To better understand this tradeoff, we conducted an empirical study (N=48) to evaluate the user performance of 2D and 3D heatmaps for comparative analysis tasks. We test our conditions on a conventional 2D screen, but also in a virtual reality environment to allow for real stereoscopic vision. Our main results show that 3D heatmaps are superior in terms of error rate when reading and comparing single data items. However, for overview tasks, the well-established 2D heatmap performs better.
Title: Stop and Smell the Chalk Flowers: A Robotic Probe for Investigating Urban Interaction with Physicalised Displays
Authors: family: Hoggenmueller
given: Marius; family: Hespanhol
given: Luke; family: Tomitsch
given: Martin
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: HCI researchers have begun to more systematically study non-digital transient approaches for displaying information in public space, for example, in the form of chalk infographics. These approaches provide several benefits compared to digital displays, such as: ad-hoc deployment, barrier-free interaction, and being more sustainable. However, one limitation is their hyperlocal scale and impact. Speculating on urban robots as agents for scaling up physicalised displays, we describe the exploratory design and deployment of Woodie, a slow-moving robot that draws on the ground using conventional chalk sticks. We deployed Woodie for three weeks in a quiet laneway situated within a highly urbanised area. Data collected from observations, video logs and interviews revealed that Woodie successfully attracted people's attention and acted as a facilitator for collaborative, creative placemaking. Furthermore, Woodie provoked emotional responses and was perceived as a living being. Findings are interpreted to describe opportunities urban robots provide for the design of future pervasive urban displays.
Title: Creativity on Paid Crowdsourcing Platforms
Authors: family: Oppenlaender
given: Jonas; family: Milland
given: Kristy; family: Visuri
given: Aku; family: Ipeirotis
given: Panos; family: Hosio
given: Simo
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Crowdsourcing platforms are increasingly being harnessed for creative work. The platforms' potential for creative work is clearly identified, but the workers' perspectives on such work have not been extensively documented. In this paper, we uncover what the workers have to say about creative work on paid crowdsourcing platforms. Through a quantitative and qualitative analysis of a questionnaire launched on two different crowdsourcing platforms, our results revealed clear differences between the workers on the platforms in both preferences and prior experience with creative work. We identify common pitfalls with creative work on crowdsourcing platforms, provide recommendations for requesters of creative work, and discuss the meaning of our findings within the broader scope of creativity-oriented research. To the best of our knowledge, we contribute the first extensive worker-oriented study of creative work on paid crowdsourcing platforms.
Title: Ethics in Movement: Shaping and Being Shaped in Human-Drone Interaction
Authors: family: Eriksson
given: Sara; family: Höök
given: Kristina; family: Shusterman
given: Richard; family: Svanes
given: Dag; family: Unander-Scharin
given: Carl; family: Unander-Scharin
given: Åsa
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: How is ethics shaped by the particularities of a design? Through a detailed video analysis, we explore how ethicality is shaped in interaction between a choreographer, a performer and a choir of five drones, performing together on the opera stage. We pinpoint how movements enabled by the human-drone assemblage may limit or liberate artistic expressions vis-à-vis the norms of operatic performance. From a somaesthetics perspective on ethics, we show how the process of crafting rich experiences together with drones can deepen sensory appreciation skills, leading to an increased understanding of underlying somatic drivers and imposed norms. Somatic awareness thereby enables a richer repertoire of movements, expanding the ability to freely choose how to act, and cultivating empathy towards others. This shifts our understanding of ethics in HCI as solely about abstract rules or policies 'out there' to also concern the specifics of how technology informs or dictates movement and experience.
Title: Robocalling: STIRRED AND SHAKEN! - An Investigation of Calling Displays on Trust and Answer Rates
Authors: family: Edwards
given: Gregory W.; family: Gonzales
given: Michael J.; family: Sullivan
given: Marc A.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Billions of robocalls annually have undermined the public's trust in the entire phone system. New functionality, called STIR/SHAKEN (S/S), hopes to help fix this issue by detecting whether a call is coming from the number it says it is. However, due to the nature of the system, at first only a portion of calls would go through the S/S system. This led us to question whether presenting this information would confuse users more than help. In this paper, we detail the results of online surveys, in-person interviews, and a lab-based simulation. The research recommends "Valid Number" for the label on the display and found that even with only 30% of calls being validated, S/S increased trust, answer frequency and consumer satisfaction. Based on these results, the launch of S/S could positively affect the current phone system and re-establish consumer trust.
Title: The Human in Emotion Recognition on Social Media: Attitudes, Outcomes, Risks
Authors: family: Andalibi
given: Nazanin; family: Buss
given: Justin
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Emotion recognition algorithms recognize, infer, and harvest emotions using data sources such as social media behavior, streaming service use, voice, facial expressions, and biometrics in ways often opaque to the people providing these data. People's attitudes towards emotion recognition and the harms and outcomes they associate with it are important yet unknown. Focusing on social media, we interviewed 13 adult U.S. social media users to fill this gap. We find that people view emotions as insights to behavior, prone to manipulation, intimate, vulnerable, and complex. Many find emotion recognition invasive and scary, associating it with autonomy and control loss. We identify two categories of emotion recognition's risks: individual and societal. We discuss findings' implications for algorithmic accountability and argue for considering emotion data as sensitive. Using a Science and Technology Studies lens, we advocate that technology users should be considered as a relevant social group in emotion recognition advancements.
Title: Fabriccio: Touchless Gestural Input on Interactive Fabrics
Authors: family: Wu
given: Te-Yen; family: Qi
given: Shutong; family: Chen
given: Junchi; family: Shang
given: MuJie; family: Gong
given: Jun; family: Seyed
given: Teddy; family: Yang
given: Xing-Dong
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: We present Fabriccio, a touchless gesture sensing technique developed for interactive fabrics using Doppler motion sensing. Our prototype was developed using a pair of loop antennas (one for transmitting and the other for receiving), made of conductive thread that was sewn onto a fabric substrate. The antenna type, configuration, transmission lines, and operating frequency were carefully chosen to balance the complexity of the fabrication process and the sensitivity of our system for touchless hand gestures, performed at a 10 cm distance. Through a ten-participant study, we evaluated the performance of our proposed sensing technique across 11 touchless gestures as well as 1 touch gesture. The study result yielded a 92.8% cross-validation accuracy and 85.2% leave-one-session-out accuracy. We conclude by presenting several applications to demonstrate the unique interactions enabled by our technique on soft objects.
Title: ThermalWear: Exploring Wearable On-chest Thermal Displays to Augment Voice Messages with Affect
Authors: family: El Ali
given: Abdallah; family: Yang
given: Xingyu; family: Ananthanarayan
given: Swamy; family: Röggla
given: Thomas; family: Jansen
given: Jack; family: Hartcher-O'Brien
given: Jess; family: Jansen
given: Kaspar; family: Cesar
given: Pablo
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems
Keywords: chest, display, wearable, thermal, voice, affect, emotion, prosody

Abstract: Voice is a rich modality for conveying emotions, however emotional prosody production can be situationally or medically impaired. Since thermal displays have been shown to evoke emotions, we explore how thermal stimulation can augment perception of neutrally-spoken voice messages with affect. We designed ThermalWear, a wearable on-chest thermal display, then tested in a controlled study (N=12) the effects of fabric, thermal intensity, and direction of change. Thereafter, we synthesized 12 neutrally-spoken voice messages, validated (N=7) them, then tested (N=12) if thermal stimuli can augment their perception with affect. We found warm and cool stimuli (a) can be perceived on the chest, and quickly without fabric (4.7-5s) (b) do not incur discomfort (c) generally increase arousal of voice messages and (d) increase / decrease message valence, respectively. We discuss how thermal displays can augment voice perception, which can enhance voice assistants and support individuals with emotional prosody impairments.
Title: An Empirical Comparison of Technologically Mediated Advertising in Under-connected Populations
Authors: family: Naseem
given: Mustafa; family: Saleem
given: Bilal; family: St-Onge Ahmad
given: Sacha; family: Chen
given: Jay; family: Raza
given: Agha Ali
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Information and Communication Technology interventions have the potential to improve outcomes in health and other development sectors in low-income settings. Large-scale impact, however, remains the central challenge for the HCI4D community as significant and diverse resources are typically required to scale such interventions beyond the pilot stage. In contrast, voice-based entertainment services accessible over simple phones, designed for similarly low-income, low-literate populations manage to scale 'virally' to tens of thousands of users with little to no advertising cost. Our study compares the outcomes of using voice-based entertainment to spread a maternal-health hotline against conventional advertisement channels including paper flyers, posters, radio, TV, social media and robocalls. Through an 11-week deployment in Pakistan where the hotline reached 21,770 users over 32,625 calls, we find that the entertainment service outperformed other channels on all popular user acquisition metrics, with the exception of robocalls, which lead in terms of spread.
Title: From Biodata to Somadata
Authors: family: Alfaras
given: Miquel; family: Tsaknaki
given: Vasiliki; family: Sanches
given: Pedro; family: Windlin
given: Charles; family: Umair
given: Muhammad; family: Sas
given: Corina; family: Höök
given: Kristina
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Biosensing technologies are increasingly available as off-the-shelf products, yet for many designers, artists and non-engineers, these technologies remain difficult to design with. Through a soma design stance, we devised a novel approach for exploring qualities in biodata. Our explorative process culminated in the design of three artefacts, coupling biosignals to tangible actuation formats. By making biodata perceivable as sound, in tangible form or directly on the skin, it became possible to link qualities of the measurements to our own somatics - our felt experience of our bodily bioprocesses - as they dynamically unfold, spurring somatically-grounded design discoveries of novel possible interactions. We show that making biodata attainable for a felt experience - or as we frame it: turning biodata into somadata - enables not only first-person encounters, but also supports collaborative design processes as the somadata can be shared and experienced dynamically, right at the moment when we explore design ideas.
Title: Makers in Healthcare: The Role of Occupational Therapists in the Design of DIY Assistive Technology
Authors: family: Slegers
given: Karin; family: Kouwenberg
given: Kristel; family: Loučova
given: Tereza; family: Daniels
given: Ramon
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Advancements in personal fabrication technologies (e.g. 3D printing) resulted in a rising interest in 'do-it-yourself assistive technology' (DIY AT). Clinical knowledge is considered fundamental for DIY AT design, but research into making DIY AT by clinicians is limited. In this paper, we explore occupational therapists' attitudes towards 3D printing both before and after gaining hands-on experience with 3D modelling software. In addition, as clinicians indicate to prefer collaborations with experienced designers, we organized a codesign study with occupational therapists and professional designers to conceptualize a feasible collaborative DIY-AT design process. The results of our studies show an overall enthusiasm of occupational therapists towards 3D printing, but the perceived impact of 3D printing on their job performance decreased after gaining hands-on experience. Collaborating with designers seems a viable way forward. We propose a model for a collaborative design process, highlighting different phases and the roles that occupational therapists and designers play.
Title: Storywell: Designing for Family Fitness App Motivation by Using Social Rewards and Reflection
Authors: family: Saksono
given: Herman; family: Castaneda-Sceppa
given: Carmen; family: Hoffman
given: Jessica; family: Morris
given: Vivien; family: Seif El-Nasr
given: Magy; family: Parker
given: Andrea G.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Physical activity (PA) is critical for reducing the risk of obesity, a prevalent health concern that burdens low-socioeconomic status (SES) households. While self-tracking apps can increase PA, encouraging app engagement remains a challenge, thus limiting the app's efficacy. To understand how to better support caregiver's motivation to use family health apps, we designed and evaluated Storywell?a mobile app for promoting family PA. Guided by Self-Determination Theory, Storywell provides social rewards (e.g., storybooks with interactive reflective questions) aimed at supporting relatedness and motivation. Our 3-month qualitative study with 18 families revealed satisfying moments that can affect caregiver's motivation. We contribute new knowledge on designing satisfying moments that heighten the motivation to use health apps, especially for low-SES families who face many barriers to using such systems.
Title: Improving Virtual Reality Ergonomics Through Reach-Bounded Non-Linear Input Amplification
Authors: family: Wentzel
given: Johann; family: d'Eon
given: Greg; family: Vogel
given: Daniel
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Input amplification enables easier movement in virtual reality (VR) for users with mobility issues or in confined spaces. However, current techniques either do not focus on maintaining feelings of body ownership, or are not applicable to general VR tasks. We investigate a general purpose non-linear transfer function that keeps the user's reach within reasonable bounds to maintain body ownership. The technique amplifies smaller movements from a user-definable neutral point into the expected larger movements using a configurable Hermite curve. Two experiments evaluate the approach. The first establishes that the technique has comparable performance to the state-of-the-art, increasing physical comfort while maintaining task performance and body ownership. The second explores the characteristics of the technique over a wide range of amplification levels. Using the combined results, design and implementation recommendations are provided with potential applications to related VR transfer functions.
Title: An Exploratory Study of Augmented Reality Presence for Tutoring Machine Tasks
Authors: family: Cao
given: Yuanzhi; family: Qian
given: Xun; family: Wang
given: Tianyi; family: Lee
given: Rachel; family: Huo
given: Ke; family: Ramani
given: Karthik
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Machine tasks in workshops or factories are often a compound sequence of local, spatial, and body-coordinated human-machine interactions. Prior works have shown the merits of video-based and augmented reality (AR) tutoring systems for local tasks. However, due to the lack of a bodily representation of the tutor, they are not as effective for spatial and body-coordinated interactions. We propose avatars as an additional tutor representation to the existing AR instructions. In order to understand the design space of tutoring presence for machine tasks, we conduct a comparative study with 32 users. We aim to explore the strengths/limitations of the following four tutor options: video, non-avatar-AR, half-body+AR, and full-body+AR. The results show that users prefer the half-body+AR overall, especially for the spatial interactions. They have a preference for the full-body+AR for the body-coordinated interactions and the non-avatar-AR for the local interactions. We further discuss and summarize design recommendations and insights for future machine task tutoring systems.