huashen218/convxai-cia-dataset huggingface dataset:
Title: Proxemics for Human-Agent Interaction in Augmented Reality
Authors: family: Huang
given: Ann; family: Knierim
given: Pascal; family: Chiossi
given: Francesco; family: Chuang
given: Lewis L; family: Welsch
given: Robin
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Perception, Virtual Agents, Personal Space, Augmented Reality, Human-Agent Interaction, Proxemics

Abstract: Augmented Reality (AR) embeds virtual content in physical spaces, including virtual agents that are known to exert a social presence on users. Existing design guidelines for AR rarely consider the social implications of an agent’s personal space (PS) and that it can impact user behavior and arousal. We report an experiment (N=54) where participants interacted with agents in an AR art gallery scenario. When participants approached six virtual agents (i.e., two males, two females, a humanoid robot, and a pillar) to ask for directions, we found that participants respected the agents’ PS and modulated interpersonal distances according to the human-like agents’ perceived gender. When participants were instructed to walk through the agents, we observed heightened skin-conductance levels that indicate physiological arousal. These results are discussed in terms of proxemic theory that result in design recommendations for implementing pervasive AR experiences with virtual agents.
Title: Simulating Human Imprecision in Temporal Statements of Intelligent Virtual Agents
Authors: family: Schmidt
given: Susanne; family: Zimmermann
given: Sven; family: Mason
given: Celeste; family: Steinicke
given: Frank
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: time perception, conversational agents, intelligent virtual agents

Abstract: Research on intelligent virtual agents (IVAs) often concerns the implementation of human-like behavior by integrating artificial intelligence algorithms. Thus far, few studies focused on mimicry of cognitive imperfections inherent to humans in IVAs. Neglecting to implement such imperfect behavior in IVAs might result in less believable or engaging human-agent interactions. In this paper, we simulate human imprecision in conversational IVAs’ temporal statements. We conducted a survey to identify temporal statement patterns, transferred them to a conversational IVA, and conducted a user study evaluating the effects of time precision on perceived anthropomorphism and usefulness. Statistical analyses reveal significant interaction between time precision and agents’ use of memory aids, indicating that (i) imprecise agents are perceived as more human-like than precise agents when responding immediately, and (ii) unnaturally high levels of temporal precision can be compensated for by memory aid use. Further findings underscore the value of continued inquiry into cultural variations.
Title: Digital Proxemics: Designing Social and Collaborative Interaction in Virtual Environments
Authors: family: Williamson
given: Julie R.; family: O'Hagan
given: Joseph; family: Guerra-Gomez
given: John Alexis; family: Williamson
given: John H; family: Cesar
given: Pablo; family: Shamma
given: David A.
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Virtual Environments, Digital Proxemics, Quantitative Methods., Social Signal Processing

Abstract: Behaviour in virtual environments might be informed by our experiences in physical environments, but virtual environments are not constrained by the same physical, perceptual, or social cues. Instead of replicating the properties of physical spaces, one can create virtual experiences that diverge from reality by dynamically manipulating environmental, aural, and social properties. This paper explores digital proxemics, which describe how we use space in virtual environments and how the presence of others influences our behaviours, interactions, and movements. First, we frame the open challenges of digital proxemics in terms of activity, social signals, audio design, and environment. We explore a subset of these challenges through an evaluation that compares two audio designs and two displays with different social signal affordances: head-mounted display (HMD) versus desktop PC. We use quantitative methods using instrumented tracking to analyse behaviour, demonstrating how personal space, proximity, and attention compare between desktop PC and HMDs.
Title: A New Uncanny Valley? The Effects of Speech Fidelity and Human Listener Gender on Social Perceptions of a Virtual-Human Speaker
Authors: family: Do
given: Tiffany D.; family: McMahan
given: Ryan P.; family: Wisniewski
given: Pamela J.
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: text-to-speech, speech fidelity, social perception, virtual humans

Abstract: Virtual humans can be used to deliver persuasive arguments; yet, those with synthetic text-to-speech (TTS) have been perceived less favorably than those with recorded human speech. In this paper, we investigate standard concatenative TTS and more advanced neural TTS. We conducted a 3x2 between-subjects experiment (n=79) to evaluate the effect of a virtual human’s speech fidelity at three levels (Standard TTS, Neural TTS, and Human speech) and the listener’s gender (male or female) on perceptions and persuasion. We found that the virtual human was perceived as significantly less trustworthy by both genders, if they used neural TTS compared to human speech, while male listeners (but not females) also perceived standard TTS as less trustworthy than human speech. Our findings indicate that neural TTS may not be an effective choice for persuasive virtual humans and that gender of the listener plays a role in how virtual humans are perceived.
Title: Understanding and Designing Avatar Biosignal Visualizations for Social Virtual Reality Entertainment
Authors: family: Lee
given: Sueyoon; family: El Ali
given: Abdallah; family: Wijntjes
given: Maarten; family: Cesar
given: Pablo
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: visualization, Biosignals, design, entertainment, social VR, perception, virtual reality

Abstract: Visualizing biosignals can be important for social Virtual Reality (VR), where avatar non-verbal cues are missing. While several biosignal representations exist, designing effective visualizations and understanding user perceptions within social VR entertainment remains unclear. We adopt a mixed-methods approach to design biosignals for social VR entertainment. Using survey (N=54), context-mapping (N=6), and co-design (N=6) methods, we derive four visualizations. We then ran a within-subjects study (N=32) in a virtual jazz-bar to investigate how heart rate (HR) and breathing rate (BR) visualizations, and signal rate, influence perceived avatar arousal, user distraction, and preferences. Findings show that skeuomorphic visualizations for both biosignals allow differentiable arousal inference; skeuomorphic and particles were least distracting for HR, whereas all were similarly distracting for BR; biosignal perceptions often depend on avatar relations, entertainment type, and emotion inference of avatars versus spaces. We contribute HR and BR visualizations, and considerations for designing social VR entertainment biosignal visualizations.
Title: Interaction with Touch-Sensitive Knitted Fabrics: User Perceptions and Everyday Use Experiments
Authors: family: McDonald
given: Denisa Qori; family: Mahajan
given: Shruti; family: Vallett
given: Richard; family: Dion
given: Genevieve; family: Shokoufandeh
given: Ali; family: Solovey
given: Erin
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: smart fabrics, focus groups, knitted sensors, touch sensors, quantitative study, design guidelines, sensor stretching, everyday use, gesture identification, qualitative study, sensor laundering, distance metric, formative study

Abstract: Recent work has investigated the construction of touch-sensitive knitted fabrics, capable of being manufactured at scale, and having only two connections to external hardware. Additionally, several sensor design patterns and application prototypes have been introduced. Our aim is to start shaping the future of this technology according to user expectations. Through a formative focus group study, we explore users’ views of using these fabrics in different contexts and discuss potential concerns and application areas. Subsequently, we take steps toward addressing relevant questions, by first providing design guidelines for application designers. Furthermore, in one user study, we demonstrate that it is possible to distinguish different swipe gestures and identify accidental contact with the sensor, a common occurrence in everyday life. We then present experiments investigating the effect of stretching and laundering of the sensors on their resistance, providing insights about considerations necessary to include in computational models.
Title: Eyes-Off Your Fingers: Gradual Surface Haptic Feedback Improves Eyes-Free Touchscreen Interaction
Authors: family: Bernard
given: Corentin; family: Monnoyer
given: Jocelyn; family: Ystad
given: Sølvi; family: Wiertlewski
given: Michael
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: surface haptics, learning, multimodality, Haptic feedback

Abstract: Moving a slider to set the music volume or control the air conditioning is a familiar task that requires little attention. However, adjusting a virtual slider on a featureless touchscreen is much more demanding and can be dangerous in situations such as driving. Here, we study how a gradual tactile feedback, provided by a haptic touchscreen, can replace visual cues. As users adjust a setting with their finger, they feel a continuously changing texture, which spatial frequency correlates to the value of the setting. We demonstrate that, after training with visual and auditory feedback, users are able to adjust a setting on a haptic touchscreen without looking at the screen, thereby reducing visual distraction. Every learning strategy yielded similar performance, suggesting an amodal integration. This study shows that surface haptics can provide intuitive and precise tuning possibilities for tangible interfaces on touchscreens.
Title: It’s Touching: Understanding Touch-Affect Association in Shape-Change with Kinematic Features
Authors: family: Feng
given: Feng; family: Bennett
given: Dan; family: Fan
given: Zhi-jun; family: Metatla
given: Oussama
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: crossmodal, emotion, Bouba/Kiki, affect, certainty, shape-change as it unfolds, Tactile

Abstract: With the proliferation of shape-change research in affective computing, there is a need to deepen understandings of affective responses to shape-change display. Little research has focused on affective reactions to tactile experiences in shape-change, particularly in the absence of visual information. It is also rare to study response to the shape-change as it unfolds, isolated from a final shape-change outcome. We report on two studies on touch-affect associations, using the crossmodal “Bouba-Kiki” paradigm, to understand affective responses to shape-change as it unfolds. We investigate experiences with a shape-change gadget, as it moves between rounded (“Bouba”) and spiky (“Kiki”) forms. We capture affective responses via the circumplex model, and use a motion analysis approach to understand the certainty of these responses. We find that touch-affect associations are influenced by both the size and the frequency of the shape-change and may be modality-dependent, and that certainty in affective associations is influenced by association-consistency.
Title: Hand Interfaces: Using Hands to Imitate Objects in AR/VR for Expressive Interactions
Authors: family: Pei
given: Siyou; family: Chen
given: Alexander; family: Lee
given: Jaewook; family: Zhang
given: Yang
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Imitation, Free-hand interactions, AR/VR, On-body interactions, Interaction design, Embodiment

Abstract: Augmented reality (AR) and virtual reality (VR) technologies create exciting new opportunities for people to interact with computing resources and information. Less exciting is the need for holding hand controllers, which limits applications that demand expressive, readily available interactions. Prior research investigated freehand AR/VR input by transforming the user’s body into an interaction medium. In contrast to previous work that has users’ hands grasp virtual objects, we propose a new interaction technique that lets users’ hands become virtual objects by imitating the objects themselves. For example, a thumbs-up hand pose is used to mimic a joystick. We created a wide array of interaction designs around this idea to demonstrate its applicability in object retrieval and interactive control tasks. Collectively, we call these interaction designs Hand Interfaces. From a series of user studies comparing Hand Interfaces against various baseline techniques, we collected quantitative and qualitative feedback, which indicates that Hand Interfaces are effective, expressive, and fun to use.
Title: FingerX: Rendering Haptic Shapes of Virtual Objects Augmented by Real Objects using Extendable and Withdrawable Supports on Fingers
Authors: family: Tsai
given: Hsin-Ruey; family: Tsai
given: Chieh; family: Liao
given: Yu-So; family: Chiang
given: Yi-Ting; family: Zhang
given: Zhong-Yi
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: augmented reality., shape rendering, Haptic feedback, virtual reality, wearable device

Abstract: Interacting with not only virtual but also real objects, or even virtual objects augmented by real objects becomes a trend of virtual reality (VR) interactions and is common in augmented reality (AR). However, current haptic shape rendering devices generally focus on feedback of virtual objects, and require the users to put down or take off those devices to perceive real objects. Therefore, we propose FingerX to render haptic shapes and enable users to touch, grasp and interact with virtual and real objects simultaneously. An extender on the fingertip extends to a corresponding height to support between the fingertip and the real objects or the hand, to render virtual shapes. A ring rotates and withdraws the extender behind the fingertip when touching real objects. By independently controlling four extenders and rings on each finger with the exception of the pinky finger, FingerX renders feedback in three common scenarios, including touching virtual objects augmented by real environments (e.g., a desk), grasping virtual objects augmented by real objects (e.g., a bottle) and grasping virtual objects in the hand. We conducted a shape recognition study to evaluate the recognition rates for these three scenarios and obtained an average recognition rate of 76.59% with shape visual feedback. We then performed a VR study to observe how users interact with virtual and real objects simultaneously and verify that FingerX significantly enhances VR realism, compared to current vibrotactile methods.
Title: Haptic Fidelity Framework: Defining the Factors of Realistic Haptic Feedback for Virtual Reality
Authors: family: Muender
given: Thomas; family: Bonfert
given: Michael; family: Reinschluessel
given: Anke Verena; family: Malaka
given: Rainer; family: Döring
given: Tanja
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: virtual environment, framework, user experience, versatility, fidelity, realism, immersion, feedback, haptics, haptic feedback

Abstract: Providing haptic feedback in virtual reality to make the experience more realistic has become a strong focus of research in recent years. The resulting haptic feedback systems differ greatly in their technologies, feedback possibilities, and overall realism making it challenging to compare different systems. We propose the Haptic Fidelity Framework providing the means to describe, understand and compare haptic feedback systems. The framework locates a system in the spectrum of providing realistic or abstract haptic feedback using the Haptic Fidelity dimension. It comprises 14 criteria that either describe foundational or limiting factors. A second Versatility dimension captures the current trade-off between highly realistic but application-specific and more abstract but widely applicable feedback. To validate the framework, we compared the Haptic Fidelity score to the perceived feedback realism of evaluations from 38 papers and found a strong correlation suggesting the framework accurately describes the realism of haptic feedback.
Title: Aware: Intuitive Device Activation Using Prosody for Natural Voice Interactions
Authors: family: Zhang
given: Xinlei; family: Su
given: Zixiong; family: Rekimoto
given: Jun
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Keyword Spotting, Conversational Interface, Voice Interaction, Prosody, Device Activation, Intention

Abstract: Voice interactive devices often use keyword spotting for device activation. However, this approach suffers from misrecognition of keywords and can respond to keywords not intended for calling the device (e.g., ”You can ask Alexa about it.”), causing accidental device activations. We propose a method that leverages prosodic features to differentiate calling/not-calling voices (F1 score: 0.869), allowing devices to respond only when called upon to avoid misactivation. As a proof of concept, we built a prototype smart speaker called Aware that allows users to control the device activation by speaking the keyword in specific prosody patterns. These patterns are chosen to represent people’s natural calling/not-calling voices, which are uncovered in a study to collect such voices and investigate their prosodic difference. A user study comparing Aware with Amazon Echo shows Aware can activate more correctly (F1 score 0.93 vs. 0.56) and is easy to learn and use.
Title: SpinOcchio: Understanding Haptic-Visual Congruency of Skin-Slip in VR with a Dynamic Grip Controller
Authors: family: Kim
given: Myung Jin; family: Ryu
given: Neung; family: Chang
given: Wooje; family: Pahud
given: Michel; family: Sinclair
given: Mike; family: Bianchi
given: Andrea
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Virtual Reality, Haptics, controller, skin-slip, normal force

Abstract: This paper’s goal is to understand the haptic-visual congruency perception of skin-slip on the fingertips given visual cues in Virtual Reality (VR). We developed SpinOcchio (Spin for the spinning mechanism used, Occhio for the Italian word “eye”), a handheld haptic controller capable of rendering the thickness and slipping of a virtual object pinched between two fingers. This is achieved using a mechanism with spinning and pivoting disks that apply a tangential skin-slip movement to the fingertips. With SpinOcchio, we determined the baseline haptic discrimination threshold for skin-slip, and, using these results, we tested how haptic realism of motion and thickness is perceived with varying visual cues in VR. Surprisingly, the results show that in all cases, visual cues dominate over haptic perception. Based on these results, we suggest applications that leverage skin-slip and grip interaction, contributing further to realistic experiences in VR.
Title: Reducing the Cognitive Load of Playing a Digital Tabletop Game with a Multimodal Interface
Authors: family: Zimmerer
given: Chris; family: Krop
given: Philipp; family: Fischbach
given: Martin; family: Latoschik
given: Marc Erich
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Speech and Touch, Cognitive Load, Multimodal Interface, Interactive Surface, Comparative Study

Abstract: Multimodal Interfaces (MMIs) combining speech and spatial input have the potential to elicit minimal cognitive load. Low cognitive load increases effectiveness as well as user satisfaction and is regarded as an important aspect of intuitive use. While this potential has been extensively theorized in the research community, experiments that provide supporting observations based on functional interfaces are still scarce. In particular, there is a lack of studies comparing the commonly used Unimodal Interfaces (UMIs) with theoretically superior synergistic MMI alternatives. Yet, these studies are an essential prerequisite for generalizing results, developing practice-oriented guidelines, and ultimately exploiting the potential of MMIs in a broader range of applications. This work contributes a novel observation towards the resolution of this shortcoming in the context of the following combination of applied interaction techniques, tasks, application domain, and technology: We present a comprehensive evaluation of a synergistic speech & touch MMI and a touch-only menu-based UMI (interaction techniques) for selection and system control tasks in a digital tabletop game (application domain) on an interactive surface (technology). Cognitive load, user experience, and intuitive use are evaluated, with the former being assessed by means of the dual-task paradigm. Our experiment shows that the implemented MMI causes significantly less cognitive load and is perceived significantly more usable and intuitive than the UMI. Based on our results, we derive recommendations for the interface design of digital tabletop games on interactive surfaces. Further, we argue that our results and design recommendations are suitable to be generalized to other application domains on interactive surfaces for selection and system control tasks.
Title: Vibration-Augmented Buttons: Information Transmission Capacity and Application to Interaction Design
Authors: family: Park
given: Chaeyong; family: Kim
given: Jeongwoo; family: Kim
given: Dong-Geun; family: Oh
given: Seungjae; family: Choi
given: Seungmoon
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Vibrotactile, Haptics, Information Theory, Augmentation, Button

Abstract: One can embed a vibration actuator to a physical button and augment the physical button’s original kinesthetic response with a programmable vibration generated by the actuator. Such vibration-augmented buttons inherit the advantages of both physical and virtual buttons. This paper reports the information transmission capacity of vibration-augmented buttons. It was obtained by conducting a series of absolute identification experiments while increasing the number of augmented buttons. The information transmission capacity found was 2.6 bits, and vibration-augmented and physical buttons showed similar abilities in rendering easily recognizable haptic responses. In addition, we showcase a VR text entry application that utilizes vibration-augmented buttons. Our method provides several error messages to the user during text entry using a VR controller that includes an augmented button. We validate that the variable haptic feedback improves task performance, cognitive workload, and user experience for a transcription task.