huashen218/convxai-cia-dataset huggingface dataset:
Title: ARchitect: Building Interactive Virtual Experiences from Physical Affordances by Bringing Human-in-the-Loop
Authors: family: Lin
given: Chuan-en; family: Cheng
given: Ta Ying; family: Ma
given: Xiaojuan
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Automatic generation of Virtual Reality (VR) worlds which adapt to physical environments have been proposed to enable safe walking in VR. However, such techniques mainly focus on the avoidance of physical objects as obstacles and overlook their interaction affordances as passive haptics. Current VR experiences involving interaction with physical objects in surroundings still require verbal instruction from an assisting partner. We present ARchitect, a proof-of-concept prototype that allows flexible customization of a VR experience with human-in-the-loop. ARchitect brings in an assistant to map physical objects to virtual proxies of matching affordances using Augmented Reality (AR). In a within-subjects study (9 user pairs) comparing ARchitect to a baseline condition, assistants and players experienced decreased workload and players showed increased VR presence and trust in the assistant. Finally, we defined design guidelines of ARchitect for future designers and implemented three demonstrative experiences.
Title: COGAM: Measuring and Moderating Cognitive Load in Machine Learning Model Explanations
Authors: family: Abdul
given: Ashraf; family: von der Weth
given: Christian; family: Kankanhalli
given: Mohan; family: Lim
given: Brian Y.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Interpretable machine learning models trade -off accuracy for simplicity to make explanations more readable and easier to comprehend. Drawing from cognitive psychology theories in graph comprehension, we formalize readability as visual cognitive chunks to measure and moderate the cognitive load in explanation visualizations. We present Cognitive-GAM (COGAM) to generate explanations with desired cognitive load and accuracy by combining the expressive nonlinear generalized additive models (GAM) with simpler sparse linear models. We calibrated visual cognitive chunks with reading time in a user study, characterized the trade-off between cognitive load and accuracy for four datasets in simulation studies, and evaluated COGAM against baselines with users. We found that COGAM can decrease cognitive load without decreasing accuracy and/or increase accuracy without increasing cognitive load. Our framework and empirical measurement instruments for cognitive load will enable more rigorous assessment of the human interpretability of explainable AI.
Title: TandemTrack: Shaping Consistent Exercise Experience by Complementing a Mobile App with a Smart Speaker
Authors: family: Luo
given: Yuhan; family: Lee
given: Bongshin; family: Choe
given: Eun Kyoung
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Smart speakers such as Amazon Echo present promising opportunities for exploring voice interaction in the domain of in-home exercise tracking. In this work, we examine if and how voice interaction complements and augments a mobile app in promoting consistent exercise. We designed and developed TandemTrack, which combines a mobile app and an Alexa skill to support exercise regimen, data capture, feedback, and reminder. We then conducted a four-week between-subjects study deploying TandemTrack to 22 participants who were instructed to follow a short daily exercise regimen: one group used only the mobile app and the other group used both the app and the skill. We collected rich data on individuals' exercise adherence and performance, and their use of voice and visual interactions, while examining how TandemTrack as a whole influenced their exercise experience. Reflecting on these data, we discuss the benefits and challenges of incorporating voice interaction to assist daily exercise, and implications for designing effective multimodal systems to support self-tracking and promote consistent exercise.
Title: CurveBoards: Integrating Breadboards into Physical Objects to Prototype Function in the Context of Form
Authors: family: Zhu
given: Junyi; family: Blumberg
given: Lotta-Gili; family: Zhu
given: Yunyi; family: Nisser
given: Martin; family: Carlson
given: Ethan Levi; family: Wen
given: Xin; family: Shum
given: Kevin; family: Quaye
given: Jessica Ayeley; family: Mueller
given: Stefanie
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: CurveBoards are breadboards integrated into physical objects. In contrast to traditional breadboards, CurveBoards better preserve the object's look and feel while maintaining high circuit fluidity, which enables designers to exchange and reposition components during design iteration. Since CurveBoards are fully functional, i.e., the screens are displaying content and the buttons take user input, designers can test interactive scenarios and log interaction data on the physical prototype while still being able to make changes to the component layout and circuit design as needed. We present an interactive editor that enables users to convert 3D models into CurveBoards and discuss our fabrication technique for making CurveBoard prototypes. We also provide a technical evaluation of CurveBoard's conductivity and durability and summarize informal user feedback.
Title: ICONATE: Automatic Compound Icon Generation and Ideation
Authors: family: Zhao
given: Nanxuan; family: Kim
given: Nam Wook; family: Herman
given: Laura Mariah; family: Pfister
given: Hanspeter; family: Lau
given: Rynson W.H.; family: Echevarria
given: Jose; family: Bylinskii
given: Zoya
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Compound icons are prevalent on signs, webpages, and infographics, effectively conveying complex and abstract concepts, such as "no smoking" and "health insurance", with simple graphical representations. However, designing such icons requires experience and creativity, in order to efficiently navigate the semantics, space, and style features of icons. In this paper, we aim to automate the process of generating icons given compound concepts, to facilitate rapid compound icon creation and ideation. Informed by ethnographic interviews with professional icon designers, we have developed ICONATE, a novel system that automatically generates compound icons based on textual queries and allows users to explore and customize the generated icons. At the core of ICONATE is a computational pipeline that automatically finds commonly used icons for sub-concepts and arranges them according to inferred conventions. To enable the pipeline, we collected a new dataset, Compicon1k, consisting of 1000 compound icons annotated with semantic labels (i.e., concepts). Through user studies, we have demonstrated that our tool is able to automate or accelerate the compound icon design process for both novices and professionals.
Title: Body-Penetrating Tactile Phantom Sensations
Authors: family: Kim
given: Jinsoo; family: Oh
given: Seungjae; family: Park
given: Chaeyong; family: Choi
given: Seungmoon
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: In tactile interaction, a phantom sensation refers to an illusion felt on the skin between two distant points at which vibrations are applied. It can improve the perceptual spatial resolution of tactile stimulation with a few tactors. All phantom sensations reported in the literature act on the skin or out of the body, but no such reports exist for those eliciting sensations penetrating the body. This paper addresses tactile phantom sensations in which two vibration actuators on the dorsal and palmar sides of the hand present an illusion of vibration passing through the hand. We also demonstrate similar tactile illusions for the torso. For optimal design, we conducted user studies while varying vibration frequency, envelope function, stimulus duration, and penetrating direction. Based on the results, we present design guidelines on penetrating phantom sensations for its use in immersive virtual reality applications.
Title: Sensitizing Scenarios: Sensitizing Designer Teams to Theory
Authors: family: Waern
given: Annika; family: Rajkowska
given: Paulina; family: Johansson
given: Karin B.; family: Bac
given: Jon; family: Spence
given: Jocelyn; family: Løvlie
given: Anders Sundnes
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Concepts and theories that emerge within the social sciences tend to be nuanced, dealing with complex social phenomena. While their relevance to design could be high, it is difficult to make sense of them in design projects, especially when participants have a variety of backgrounds. We report on our experiences using role-play scenarios as a way to sensitize heterogeneous designer teams to complex theoretical concepts related to museology as social and cultural phenomena. We discuss design requirements on such scenarios, and the importance of connecting their execution closely to the context of the design and the current stage of the design process.
Title: Digital Fabrication Tools at Work: Probing Professionals' Current Needs and Desired Futures
Authors: family: Yildirim
given: Nur; family: McCann
given: James; family: Zimmerman
given: John
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Digital fabrication tools have transformed how people work in micro- and small-scale manufacturing settings. While increasing efficiency and precision, these tools raise concerns around user agency and control. This paper describes an exploratory study investigating the felt work experience and desired futures of professionals who use fabrication tools. We conducted co-design workshops with 23 professionals who use 3D printers, laser cutters, and CNC routers. We probed about current practices; machine awareness and autonomy; and user agency. Our findings reveal that current tools are not very professional. They are unreliable and untrustworthy. Participants desired smarter tools that can actively prevent errors and perform self-calibration and self-maintenance. They had few concerns that more intelligence would impact agency. They desired tools that could negotiate trade-offs between time, cost, and quality; and that can operate as super-human shop assistants. We discuss the implications of these findings as opportunities for research that can improve professionals' work experience.
Title: Remotely Shaping the View in Surgical Telementoring
Authors: family: Mentis
given: Helena M.; family: Feng
given: Yuanyuan; family: Semsar
given: Azin; family: Ponsky
given: Todd A.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Distributed collaboration on physical tasks is a social process that involves all actors iteratively proposing, assessing and modifying the view of a shared workspace. In this paper, we describe the ways in which a view of a shared workspace is shaped by a remote expert to weave their expertise into the accomplishment of a complex physical task during surgical telementoring. We focus on the communicative functions of talk and actions used by the remote experts and local workers and identify strategies the experts employ to remotely shape the view. This analysis reveals the possibility for collaborative shaping of a view in surgical telementoring as well as other mechanism for a remote expert to craft and present a view of the shared workspace.
Title: Collaborative Aspects of Collecting and Reflecting on Behavioral Data
Authors: family: Marcu
given: Gabriela; family: Spiller
given: Allison N.
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Direct observation of behavior provides a unique type of data for reflecting on during a process of behavioral intervention. This study focuses on practitioners who specialize in operationalizing, recording, and monitoring behavior using data collection through paper-and-pencil or, increasingly, mobile computing. Applying an action research approach, we conducted fieldwork to understand observational data collection among practitioners providing children with special education support for behavioral needs. We present a model of collaborative data collection, which describes how practices are situated in the process of collecting data that are useful for reflection by teams of practitioners. We discuss how computer-assisted data collection could promote more systematic and rigorous practices, and design considerations for the collaborative aspects of collecting and reflecting on behavioral data. This study builds on research describing the practices of individuals who track their own behavioral data, and improves our understanding of informal documentation practices in organizations.
Title: No Explainability without Accountability: An Empirical Study of Explanations and Feedback in Interactive ML
Authors: family: Smith-Renner
given: Alison; family: Fan
given: Ron; family: Birchfield
given: Melissa; family: Wu
given: Tongshuang; family: Boyd-Graber
given: Jordan; family: Weld
given: Daniel S.; family: Findlater
given: Leah
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Automatically generated explanations of how machine learning (ML) models reason can help users understand and accept them. However, explanations can have unintended consequences: promoting over-reliance or undermining trust. This paper investigates how explanations shape users' perceptions of ML models with or without the ability to provide feedback to them: (1) does revealing model flaws increase users' desire to "fix" them; (2) does providing explanations cause users to believe - wrongly - that models are introspective, and will thus improve over time. Through two controlled experiments - varying model quality - we show how the combination of explanations and user feedback impacted perceptions, such as frustration and expectations of model improvement. Explanations without opportunity for feedback were frustrating with a lower quality model, while interactions between explanation and feedback for the higher quality model suggest that detailed feedback should not be requested without explanation. Users expected model correction, regardless of whether they provided feedback or received explanations.
Title: Mirror Ritual: An Affective Interface for Emotional Self-Reflection
Authors: family: Rajcic
given: Nina; family: McCormack
given: Jon
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: This paper introduces a new form of real-time affective interface that engages the user in a process of conceptualisation of their emotional state. Inspired by Barrett's Theory of Constructed Emotion, 'Mirror Ritual' aims to expand upon the user's accessible emotion concepts, and to ultimately provoke emotional reflection and regulation. The interface uses classified emotions – obtained through facial expression recognition -- as a basis for dynamically generating poetry. The perceived emotion is used to seed a poetry generation system based on OpenAI's GPT-2 model, fine-tuned on a specially curated corpus. We evaluate the device's ability to foster a personalised, meaningful experience for individual users over a sustained period. A qualitative analysis revealed that participants were able to affectively engage with the mirror, with each participant developing a unique interpretation of its poetry in the context of their own emotional landscape.
Title: Podoportation: Foot-Based Locomotion in Virtual Reality
Authors: family: von Willich
given: Julius; family: Schmitz
given: Martin; family: Müller
given: Florian; family: Schmitt
given: Daniel; family: Mühlhäuser
given: Max
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Virtual Reality (VR) allows for infinitely large environments. However, the physical traversable space is always limited by real-world boundaries. This discrepancy between physical and virtual dimensions renders traditional locomotion methods used in real world unfeasible. To alleviate these limitations, research proposed various artificial locomotion concepts such as teleportation, treadmills, and redirected walking. However, these concepts occupy the user's hands, require complex hardware or large physical spaces. In this paper, we contribute nine VR locomotion concepts for foot-based locomotion, relying on the 3D position of the user's feet and the pressure applied to the sole as input modalities. We evaluate our concepts and compare them to state-of-the-art point & teleport technique in a controlled experiment with 20 participants. The results confirm the viability of our approaches for foot-based and engaging locomotion. Further, based on the findings, we contribute a wireless hardware prototype implementation.
Title: Relational, Flexible, Everyday: Learning from Ethics in Dementia Research
Authors: family: Hodge
given: James; family: Foley
given: Sarah; family: Brankaert
given: Rens; family: Kenning
given: Gail; family: Lazar
given: Amanda; family: Boger
given: Jennifer; family: Morrissey
given: Kellie
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Engaging in participatory research in HCI raises numerous ethical complexities such as consent, researcher relationships, and participant compensation. Doing HCI work in the area of dementia amplifies these issues, and researchers in this area are modelling ethical stances to ensure researcher-participant relationships focus on meaningful engagement and care. This paper presents an insight into the kinds of ethical foci required when doing design research with people living with dementia and their carers. We interviewed 22 HCI researchers with experience working in dementia care contexts. Our qualitative analysis outlines subsequent lessons-learned, such as recognition of the participants, self-care, research impact, and subjectivity in ethical review boards. Furthermore, we found the complexity of navigating both "everyday" and more formal, institutional ethics in dementia research has implications beyond the context of working with people with dementia and outline key considerations for ethical practices in socially orientated HCI research.
Title: VRSketchIn: Exploring the Design Space of Pen and Tablet Interaction for 3D Sketching in Virtual Reality
Authors: family: Drey
given: Tobias; family: Gugenheimer
given: Jan; family: Karlbauer
given: Julian; family: Milo
given: Maximilian; family: Rukzio
given: Enrico
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Sketching in virtual reality (VR) enhances perception and understanding of 3D volumes, but is currently a challenging task, as spatial input devices (e.g., tracked controllers) do not provide any scaffolding or constraints for mid-air interaction. We present VRSketchIn, a VR sketching application using a 6DoF-tracked pen and a 6DoF-tracked tablet as input devices, combining unconstrained 3D mid-air with constrained 2D surface-based sketching. To explore what possibilities arise from this combination of 2D (pen on tablet) and 3D input (6DoF pen), we present a set of design dimensions and define the design space for 2D and 3D sketching interaction metaphors in VR. We categorize prior art inside our design space and implemented a subset of metaphors for pen and tablet sketching in our prototype. To gain a deeper understanding which specific sketching operations users perform with 2D and which with 3D metaphors, we present findings of usability walkthroughs with six participants.
Title: Conversational Technologies for In-home Learning: Using Co-Design to Understand Children's and Parents' Perspectives
Authors: family: Garg
given: Radhika; family: Sengupta
given: Subhasree
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Today, Conversational Agents (CA) are deeply integrated into the daily lives of millions of families, which has led children to extensively interact with such devices. Studies have suggested that the social nature of CA makes them a good learning companion for children. Therefore, to understand children's preferences for the use of CAs for the purpose of in-home learning, we conducted three participatory design sessions. In order to identify parents' requirements in this regard, we also included them in the third session. We found that children expect such devices to possess a personality and an advanced level of intelligence, and support multiple content domains and learning modes and human-like conversations. Parents desire such devices to include them in their children's learning activities, foster social engagement, and to allow them to monitor their children's use. This understanding will inform the design of future CAs for the purpose of in-home learning.
Title: The Burden of Ending Online Account Sharing
Authors: family: Obada-Obieh
given: Borke; family: Huang
given: Yue; family: Beznosov
given: Konstantin
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Many people share online accounts, even in situations where high privacy and security are expected. Naturally, the sharing of these accounts does not endure forever. This paper reports the privacy and security challenges that people experience when they stop online account sharing. We conducted semi-structured interviews with 25 participants who stopped sharing at least one online account in the 12 months preceding the study. Our results suggest that users experience cognitive and psychosocial burdens when ending account sharing. We offer suggestions for how to improve the design of online accounts to support users better when they end account sharing.
Title: "We can learn. Why not?": Designing Technologies to Engender Equity for Home Health Aides
Authors: family: Tseng
given: Emily; family: Okeke
given: Fabian; family: Sterling
given: Madeline; family: Dell
given: Nicola
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: HCI researchers have increasingly studied how technology might improve the lives of marginalized workers. We explored this question through a qualitative study with home health aides in New York City, a vulnerable group of frontline caregivers whose work with patients is poorly paid and highly stressful, often involving life-or-death situations. To elicit the perspectives of aides and their supervisors on how technology interventions might contribute to moving aides towards a better future, we created a design provocation that centers aides' needs and suggests more equitable roles for them within the home care ecosystem. Findings from design sessions with 16 aides, nurses, and aide coordinators illuminate the ethical and pragmatic dilemmas inherent in this complex ecosystem, and show that designing technology for equity requires attention to structural problems in addition to workers' stated needs. We analyze our findings through the lens of social justice-oriented interaction design, and discuss how our work extends key strategies within this framework.