huashen218/convxai-cia-dataset huggingface dataset:
Title: Increasing User Attention with a Comic-based Policy
Authors: family: Tabassum
given: Madiha; family: Alqhatani
given: Abdulmajeed; family: Aldossari
given: Marran; family: Richter Lipford
given: Heather
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: privacy policy, comic, end user license agreement, terms of service, privacy

Abstract: End user license agreements, terms of service agreements and privacy policies all suffer from many of the same problems: people rarely read them and yet still agree to whatever is contained within them. There are many usability challenges with these policies: they are often lengthy, with jargon filled language that is difficult to quickly comprehend. However, these notices are the primary tool for users to understand the privacy implications of their digital activities and make informed decisions on which websites and software they use. Prior research has explored alternative designs for such notices, using more visual and structured interfaces for conveying information. We expand upon these results by exploring a comic-based interface, examining whether it can engage users to pay more attention to a terms of service agreement. Our results indicate that the comic version did hold user attention for longer than text-based alternatives, encouraging deeper investigation into comic-based interfaces.
Title: Deployments of the table-non-table: A Reflection on the Relation Between Theory and Things in the Practice of Design Research
Authors: family: Hauser
given: Sabrina; family: Wakkary
given: Ron; family: Odom
given: William; family: Verbeek
given: Peter-Paul; family: Desjardins
given: Audrey; family: Lin
given: Henry; family: Dalton
given: Matthew; family: Schilling
given: Markus; family: de Boer
given: Gijs
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: design theory, field studies, postphenomenology, research through design

Abstract: Design-oriented research in HCI has increasingly migrated towards theoretical perspectives to understand the implications of newly crafted technology in everyday life. However, in this context, the relations between theory and understanding the things we make are not always clear, especially the degree to which the nature of research artifacts is revealed through or determined by theory. We examine a series of field deployment studies we conducted with our research artifact table-non-table over the course of four and a half years that we came to see as a postphenomenological inquiry. Importantly, our interpretations of this artifact, methodological concerns, and theoretical groundings evolved over time. We account for and critically reflect on these shifts in the relationship between theory and our design artifact. We detail how theory was enacted and embodied in our design research practice and offer insights into the complex relations between theory and things in design-oriented HCI research.
Title: "I can do everything but see!" -- How People with Vision Impairments Negotiate their Abilities in Social Contexts
Authors: family: Thieme
given: Anja; family: Bennett
given: Cynthia L.; family: Morrison
given: Cecily; family: Cutrell
given: Edward; family: Taylor
given: Alex S.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: collaboration, blindness, social technology, ethnography, ability, assistive technology, accessibility, vision impairment

Abstract: This research takes an orientation to visual impairment (VI) that does not regard it as fixed or determined alone in or through the body. Instead, we consider (dis)ability as produced through interactions with the environment and configured by the people and technology within it. Specifically, we explore how abilities become negotiated through video ethnography with six VI athletes and spectators during the Rio 2016 Paralympics. We use generated in-depth examples to identify how technology can be a meaningful part of ability negotiations, emphasizing how these embed into the social interactions and lives of people with VI. In contrast to treating technology as a solution to a 'sensory deficit', we understand it to support the triangulation process of sense-making through provision of appropriate additional information. Further, we suggest that technology should not try and replace human assistance, but instead enable people with VI to better identify and interact with other people in-situ.
Title: vrSocial: Toward Immersive Therapeutic VR Systems for Children with Autism
Authors: family: Boyd
given: LouAnne E.; family: Gupta
given: Saumya; family: Vikmani
given: Sagar B.; family: Gutierrez
given: Carlos M.; family: Yang
given: Junxiang; family: Linstead
given: Erik; family: Hayes
given: Gillian R.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: accessibility, nonverbal communication, visualization, assistive technology, proximity, immersive vr, prosody, autism

Abstract: Social communication frequently includes nuanced nonverbal communication cues, including eye contact, gestures, facial expressions, body language, and tone of voice. This type of communication is central to face-to-face interaction, but can be challenging for children and adults with autism. Innovative technologies can provide support by augmenting human-delivered cuing and automated prompting. Specifically, immersive virtual reality (VR) offers an option to generalize social skill interventions by concretizing nonverbal information in real-time social interactions. In this work, we explore the design and evaluation of three nonverbal communication applications in immersive VR. The results of this work indicate that delivering real-time visualizations of proximity, speaker volume, and duration of one's speech is feasible in immersive VR and effective for real-time support for proximity regulation for children with autism. We conclude with design considerations for therapeutic VR systems.
Title: DeepWriting: Making Digital Ink Editable via Deep Generative Modeling
Authors: family: Aksan
given: Emre; family: Pece
given: Fabrizio; family: Hilliges
given: Otmar
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: recurrent neural networks, deep learning, digital ink, stylus-based interfaces, handwriting

Abstract: Digital ink promises to combine the flexibility and aesthetics of handwriting and the ability to process, search and edit digital text. Character recognition converts handwritten text into a digital representation, albeit at the cost of losing personalized appearance due to the technical difficulties of separating the interwoven components of content and style. In this paper, we propose a novel generative neural network architecture that is capable of disentangling style from content and thus making digital ink editable. Our model can synthesize arbitrary text, while giving users control over the visual appearance (style). For example, allowing for style transfer without changing the content, editing of digital ink at the word level and other application scenarios such as spell-checking and correction of handwritten text. We furthermore contribute a new dataset of handwritten text with fine-grained annotations at the character level and report results from an initial user evaluation.
Title: Media of Things: Supporting the Production of Metadata Rich Media Through IoT Sensing
Authors: family: Wilkinson
given: Gerard; family: Bartindale
given: Tom; family: Nappey
given: Tom; family: Evans
given: Michael; family: Wright
given: Peter; family: Olivier
given: Patrick
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: production roles, sensor-based productions, iot, metadata, ambient sensing, film

Abstract: Rich metadata is becoming a key part of the broadcast production pipeline. This information can be used to deliver compelling new consumption experiences which are personalized, location-aware, interactive and multi-screen. However, media producers are struggling to generate the metadata required for such experiences, using inefficient post-production solutions which are limited in how much of the original context they can capture. In response, we present Media of Things (MoT), a tool for on-location media productions. MoT enables practical and flexible generation of sensor based point-of-capture metadata. We demonstrate how embedded ubiquitous sensing technologies such as the Internet of Things can be leveraged to produce context rich, time sequenced metadata in a production studio. We reflect on how this workflow can be integrated within the constraints of broadcast production and the possibilities that emerge from access to rich data at the beginning of the production lifecycle to produce well described media for reconfigurable consumption.
Title: Enhancing Online Problems Through Instructor-Centered Tools for Randomized Experiments
Authors: family: Williams
given: Joseph Jay; family: Rafferty
given: Anna N.; family: Tingley
given: Dustin; family: Ang
given: Andrew; family: Lasecki
given: Walter S.; family: Kim
given: Juho
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: randomized experiments, instructional design, online education, dynamic experimentation

Abstract: Digital educational resources could enable the use of randomized experiments to answer pedagogical questions that instructors care about, taking academic research out of the laboratory and into the classroom. We take an instructor-centered approach to designing tools for experimentation that lower the barriers for instructors to conduct experiments. We explore this approach through DynamicProblem, a proof-of-concept system for experimentation on components of digital problems, which provides interfaces for authoring of experiments on explanations, hints, feedback messages, and learning tips. To rapidly turn data from experiments into practical improvements, the system uses an interpretable machine learning algorithm to analyze students' ratings of which conditions are helpful, and present conditions to future students in proportion to the evidence they are higher rated. We evaluated the system by collaboratively deploying experiments in the courses of three mathematics instructors. They reported benefits in reflecting on their pedagogy, and having a new method for improving online problems for future students.
Title: Exploring the Role of Conversational Cues in Guided Task Support with Virtual Assistants
Authors: family: Vtyurina
given: Alexandra; family: Fourney
given: Adam
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: conversational systems, task support, conversational cues

Abstract: Voice-based conversational assistants are growing in popularity on ubiquitous mobile and stationary devices. Cortana, as well as Google Home, Amazon Echo, and others, can provide support for various tasks from managing reminders to booking a hotel. However, with few exceptions, user input is limited to explicit queries or commands. In this work, we explore the role of implicit conversational cues in guided task completion scenarios. In a Wizard of Oz study, we found that, for the task of cooking a recipe, nearly one-quarter of all user-assistant exchanges were initiated from implicit conversational cues rather than from plain questions. Given that these implicit cues occur in such high frequency, we conclude by presenting a set of design implications for the design of guided task experiences in contemporary conversational assistants.
Title: Simulator Sickness in Augmented Reality Training Using the Microsoft HoloLens
Authors: family: Vovk
given: Alla; family: Wild
given: Fridolin; family: Guest
given: Will; family: Kuula
given: Timo
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: augmented reality, microsoft hololens, simulator sickness, motion sickness

Abstract: Augmented Reality is on the rise with consumer-grade smart glasses becoming available in recent years. Those interested in deploying these head-mounted displays need to understand better the effect technology has on the end user. One key aspect potentially hindering the use is motion sickness, a known problem inherited from virtual reality, which so far remains under-explored. In this paper we address this problem by conducting an experiment with 142 subjects in three different industries: aviation, medical, and space. We evaluate whether the Microsoft HoloLens, an augmented reality head-mounted display, causes simulator sickness and how different symptom groups contribute to it (nausea, oculomotor and disorientation). Our findings suggest that the Microsoft HoloLens causes across all participants only negligible symptoms of simulator sickness. Most consumers who use it will face no symptoms while only few experience minimal discomfort in the training environments we tested it in.
Title: Experiencing the Body as Play
Authors: family: Mueller
given: Florian 'Floyd'; family: Byrne
given: Richard; family: Andres
given: Josh; family: Patibanda
given: Rakesh
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: whole-body interaction, play, exergame, exertion games

Abstract: Games research in HCI is continually interested in the human body. However, recent work suggests that the field has only begun to understand how to design bodily games. We propose that the games research field is advancing from playing with digital content using a keyboard, to using bodies to play with digital content, towards a future where we experience our bodies as digital play. To guide designers interested in supporting players to experience their bodies as play, we present two phenomenological perspectives on the human body (Körper and Leib) and articulate a suite of design tactics using our own and other people's work. We hope with this paper, we are able to help designers embrace the point that we both "have" a body and "are" a body, thereby aiding the facilitation of the many benefits of engaging the human body through games and play, and ultimately contributing to a more humanized technological future.
Title: Upstanding by Design: Bystander Intervention in Cyberbullying
Authors: family: DiFranzo
given: Dominic; family: Taylor
given: Samuel Hardman; family: Kazerooni
given: Franccesca; family: Wherry
given: Olivia D.; family: Bazarova
given: Natalya N.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: bystander intervention, social networking sites, cyberbullying

Abstract: Although bystander intervention can mitigate the negative effects of cyberbullying, few bystanders ever attempt to intervene. In this study, we explored the effects of interface design on bystander intervention using a simulated custom-made social media platform. Participants took part in a three-day, in-situ experiment, in which they were exposed to several cyberbullying incidents. Depending on the experimental condition, they received different information about the audience size and viewing notifications intended to increase a sense of personal responsibility in bystanders. Results indicated that bystanders were more likely to intervene indirectly than directly, and information about the audience size and viewership increased the likelihood of flagging cyberbullying posts through serial mediation of public surveillance, accountability, and personal responsibility. The study has implications for understanding bystander effect in cyberbullying, and how to develop design solutions to encourage bystander intervention in social media.
Title: Examining the Demand for Spam: Who Clicks?
Authors: family: Redmiles
given: Elissa M.; family: Chachra
given: Neha; family: Waismeyer
given: Brian
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: facebook, social media, security behavior, spam

Abstract: Despite significant advances in automated spam detection, some spam content manages to evade detection and engage users. While the spam supply chain is well understood through previous research, there is little understanding of spam consumers. We focus on the demand side of the spam equation examining what drives users to click on spam via a large-scale analysis of de-identified, aggregated Facebook log data (n=600,000). We find (1) that the volume of spam and clicking norms in a users' network are significantly related to individual consumption behavior; (2) that more active users are less likely to click, suggesting that experience and internet skill (weakly correlated with activity level) may create more savvy consumers; and (3) we confirm previous findings about the gender effect in spam consumption, but find this effect largely corresponds to spam topics. Our findings provide practical insights to reduce demand for spam content, thereby affecting spam profitability.
Title: ColorMod: Recoloring 3D Printed Objects using Photochromic Inks
Authors: family: Punpongsanon
given: Parinya; family: Wen
given: Xin; family: Kim
given: David S.; family: Mueller
given: Stefanie
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: 3d printing, projector-camera system, personal fabrication

Abstract: Recent research has shown how to change the color of existing objects using photochromic materials. These materials can switch their appearance from transparent to colored when exposed to light of a certain wavelength. The color remains even when the object is removed from the light source. The process is fully reversible allowing users to recolor the object as many times as they want. So far, these systems have been limited to single color changes, i.e. changes from transparent to colored. In this paper, we present ColorMod, a method to extend this approach to multi-color changes (e.g., red-to-yellow). We accomplish this using a multi-color pattern with one color per voxel across the surface of the object. When recoloring the object, our system locally activates only those voxels that have the desired color and turns all other voxels off. We describe ColorMod's hardware/software system and its user interface that comes with a conversion tool for 3D printing as well as a painting tool that matches physical voxels with the desired appearance. We also contribute our own material formula for a 3D-printable photochromic ink.
Title: Multidimensional Risk Communication: Public Discourse on Risks during an Emerging Epidemic
Authors: family: Gui
given: Xinning; family: Kou
given: Yubo; family: Pine
given: Kathleen; family: Ladaw
given: Elisa; family: Kim
given: Harold; family: Suzuki-Gill
given: Eli; family: Chen
given: Yunan
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: zika virus, crisis informatics, risk communication, biological crisis, social media, public participation, risk perception, public health crisis, emerging epidemic

Abstract: Crisis informatics has examined how institutions and individuals seek, communicate, and curate information in response to crises. The public's communication and perception of risks on social media remain understudied. In this study, we report a qualitative analysis of public perceptions of risks and risk management measures on Reddit during the Zika crisis, an emerging epidemic associated with high uncertainty regarding pathology, epidemiology, and broad consequences. We found two types of perceived risks: ones directly caused by the Zika virus, and ones potentially introduced by authorities' risk management measures. Risk perceptions unfolded along multiple dimensions beyond the imminent and personal level. Reddit users discussed in a speculative way to foresee various risks in the long run or at larger geographical scales. We discuss the multidimensionality and speculative nature of risk perception on social media, and derive implications for crisis informatics research and public health research and practice.
Title: A Face Recognition Application for People with Visual Impairments: Understanding Use Beyond the Lab
Authors: family: Zhao
given: Yuhang; family: Wu
given: Shaomei; family: Reynolds
given: Lindsay; family: Azenkot
given: Shiri
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: face recognition, visual impairment, social activity

Abstract: Recognizing others is a major challenge for people with visual impairments (VIPs) and can hinder engagement in social activities. We present Accessibility Bot, a research prototype bot on Facebook Messenger, that leverages state-of-the-art computer vision and a user's friends' tagged photos on Facebook to help people with visual impairments recognize their friends. Accessibility Bot provides users information about identity and facial expressions and attributes of friends captured by their phone's camera. To guide our design, we interviewed eight VIPs to understand their challenges and needs in social activities. After designing and implementing the bot, we conducted a diary study with six VIPs to study its use in everyday life. While most participants found the Bot helpful, their experience was undermined by perceived low recognition accuracy, difficulty aiming a camera, and lack of knowledge about the phone's status. We discuss these real-world challenges, identify suitable use cases for Accessibility Bot, and distill design implications for future face recognition applications.
Title: Evaluation Beyond Usability: Validating Sustainable HCI Research
Authors: family: Remy
given: Christian; family: Bates
given: Oliver; family: Dix
given: Alan; family: Thomas
given: Vanessa; family: Hazas
given: Mike; family: Friday
given: Adrian; family: Huang
given: Elaine M.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: sustainability, evaluation, sustainable hci, validation

Abstract: The evaluation of research artefacts is an important step to validate research contributions. Sub-disciplines of HCI often pursue primary goals other than usability, such as Sustainable HCI (SHCI), HCI for development, or health and wellbeing. For such disciplines, established evaluation methods are not always appropriate or sufficient, and new conventions for identifying, discussing, and justifying suitable evaluation methods need to be established. In this paper, we revisit the purpose and goals of evaluation in HCI and SHCI, and elicit five key elements that can provide guidance to identifying evaluation methods for SHCI research. Our essay is meant as a starting point for discussing current and improving future evaluation practice in SHCI; we also believe it holds value for other subdisciplines in HCI that encounter similar challenges while evaluating their research.