huashen218/convxai-cia-dataset huggingface dataset:
Title: Beyond Behavior: The Coach's Perspective on Technology in Health Coaching
Authors: family: Rutjes
given: Heleen; family: Willemsen
given: Martijn C.; family: IJsselsteijn
given: Wijnand A.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: health coaching, behavior change support, patient-generated data, e-coaching, technology acceptance, coach-client relationship, mhealth, self-tracking

Abstract: Rapid innovations in electronic healthcare and behavior tracking systems are challenging health coaches (dietitians, personal trainers, etc.) to rethink their traditional roles and healthcare practices. At the same time, many current e-coaching systems have been developed without explicitly incorporating the healthcare professionals' perspective into the design process. In the current paper, we present three consecutive qualitative studies, starting from the health coach's perspective on successful coaching, progressively zooming in on the potential role and impact of technology as part of the coaching process. Our main finding is that coaches are concerned that introducing technology in the coaching process puts too much emphasis on behavioral information, lowering the attention for the client's lived experience, while understanding those experiences is key for successful coaching. We summarize our insights in a multi-channel communication model and draw implications for the design of supporting technology in health coaching.
Title: Privacy, Anonymity, and Perceived Risk in Open Collaboration: A Study of Service Providers
Authors: family: McDonald
given: Nora; family: Hill
given: Benjamin Mako; family: Greenstadt
given: Rachel; family: Forte
given: Andrea
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: anonymity, wikipedia, peer production, tor

Abstract: Anonymity can enable both healthy online interactions like support-seeking and toxic behaviors like hate speech. How do online service providers balance these threats and opportunities? This two-part qualitative study examines the challenges perceived by open collaboration service providers in allowing anonymous contributions to their projects. We interviewed eleven people familiar with organizational decisions related to privacy and security at five open collaboration projects and followed up with an analysis of public discussions about anonymous contribution to Wikipedia. We contrast our findings with prior work on threats perceived by project volunteers and explore misalignment between policies aiming to serve contributors and the privacy practices of contributors themselves.
Title: Aarnio: Passive Kinesthetic Force Output for Foreground Interactions on an Interactive Chair
Authors: family: Teng
given: Shan-Yuan; family: Huang
given: Da-Yuan; family: Wang
given: Chi; family: Gong
given: Jun; family: Seyed
given: Teddy; family: Yang
given: Xing-Dong; family: Chen
given: Bing-Yu
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: passive kinesthetic force output, haptics, interactive chair

Abstract: We propose a new type of haptic output for foreground interactions on an interactive chair, where input is carried out explicitly in the foreground of the user's consciousness. This type of force output restricts a user's motion by modulating the resistive force when rotating a seat, tilting the backrest, or rolling the chair. These interactions are useful for many applications in a ubiquitous computing environment, ranging from immersive VR games to rapid and private query of information for people who are occupied with other tasks (e.g. in a meeting). We carefully designed and implemented our proposed haptic force output on a standard office chair and determined the recognizability of five force profiles for rotating, tilting, and rolling the chair. We present the result of our studies, as well as a set of novel interaction techniques enabled by this new force output for chairs.
Title: Does It Feel Real? Using Tangibles with Different Fidelities to Build and Explore Scenes in Virtual Reality
Authors: family: Muender
given: Thomas; family: Reinschluessel
given: Anke V.; family: Drewes
given: Sean; family: Wenig
given: Dirk; family: Döring
given: Tanja; family: Malaka
given: Rainer
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: animation, tangibles, expert interview, visual tracking, user study, previsualization, virtual reality

Abstract: Professionals in domains like film, theater, or architecture often rely on physical models to visualize spaces. With virtual reality (VR) new tools are available providing immersive experiences with correct perceptions of depth and scale. However, these lack the tangibility of physical models. Using tangible objects in VR can close this gap but creates the challenges of producing suitable objects and interacting with them with only the virtual objects visible. This work addresses these challenges by evaluating tangibles with three haptic fidelities: equal disc-shaped tangibles for all virtual objects, Lego-built tangibles, and 3D-printed tangibles resembling the virtual shapes. We present results from a comparative study on immersion, performance, and intuitive interaction and interviews with domain experts. The results show that 3D-printed objects perform best, but Lego offers a good trade-off between fast creation of tangibles and sufficient fidelity. The experts rate our approach as useful and would use all three versions.
Title: How Do Humans Assess the Credibility on Web Blogs: Qualifying and Verifying Human Factors with Machine Learning
Authors: family: Jo
given: Yonggeol; family: Kim
given: Minwoo; family: Han
given: Kyungsik
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: weblogs, social networking services, information credibility, cognitive machine learning

Abstract: The purpose of this paper is to understand the factors involved when a human judges the credibility of information and to develop a classification model for weblogs, a primary source of information for many people. Considering both computational and human-centered approaches, we conducted a user study designed to consider two cognitive procedures--(1) visceral, behavioral and (2) reflective assessments--in the evaluation of information credibility. The results of the 80-participant study highlight that human cognitive processing varies according to an individual's purpose and that humans consider the structures and styles of content in their reflective assessments. We experimentally proved these findings through the development and analysis of classification models using 16,304 real blog posts written by 2,944 bloggers. Our models yield greater accuracy and efficiency than the models with well-known best features identified in prior research
Title: Adding Proprioceptive Feedback to Virtual Reality Experiences Using Galvanic Vestibular Stimulation
Authors: family: Sra
given: Misha; family: Jain
given: Abhinandan; family: Maes
given: Pattie
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: haptic feedback, cybersickness, wearables, interaction design, galvanic vestibular stimulation, virtual reality

Abstract: We present a small and lightweight wearable device that enhances virtual reality experiences and reduces cybersickness by means of galvanic vestibular stimulation (GVS). GVS is a specific way to elicit vestibular reflexes that has been used for over a century to study the function of the vestibular system. In addition to GVS, we support physiological sensing by connecting heart rate, electrodermal activity and other sensors to our wearable device using a plug and play mechanism. An accompanying Android app communicates with the device over Bluetooth (BLE) for transmitting the GVS stimulus to the user through electrodes attached behind the ears. Our system supports multiple categories of virtual reality applications with different types of virtual motion such as driving, navigating by flying, teleporting, or riding. We present a user study in which participants (N = 20) experienced significantly lower cybersickness when using our device and rated experiences with GVS-induced haptic feedback as significantly more immersive than a no-GVS baseline.
Title: VibEye: Vibration-Mediated Object Recognition for Tangible Interactive Applications
Authors: family: Oh
given: Seungjae; family: Yun
given: Gyeore; family: Park
given: Chaeyong; family: Kim
given: Jinsoo; family: Choi
given: Seungmoon
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: vibration-based sensing, virtual reality, augmented reality, passive haptics, tangible interaction, object recognition

Abstract: We present VibEye: a vibration-mediated recognition system of objects for tangible interaction. A user holds an object between two fingers wearing VibEye. VibEye triggers a vibration from one finger, and the vibration that has propagated through the object is sensed at the other finger. This vibration includes information about the object's identity, and we represent it using a spectrogram. Collecting the spectrograms of many objects, we formulate the object recognition problem to a classical classification problem among the images. This simple method, when tested with 20 users, shows 92.5% accuracy for 16 objects of the same shape with various materials. This material-based classifier is also extended to the recognition of everyday objects. Lastly, we demonstrate several tangible applications where VibEye provides the needed functionality while enhancing user experiences. VibEye is particularly effective for recognizing objects made of different materials, which is difficult to distinguish by other means such as light and sound.
Title: Sound Forest: Evaluation of an Accessible Multisensory Music Installation
Authors: family: Frid
given: Emma; family: Lindetorp
given: Hans; family: Hansen
given: Kjetil Falkenberg; family: Elblaus
given: Ludvig; family: Bresin
given: Roberto
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: accessible digital musical instruments, haptic feedback, music production, evaluation of music systems, music installations

Abstract: Sound Forest is a music installation consisting of a room with light-emitting interactive strings, vibrating platforms and speakers, situated at the Swedish Museum of Performing Arts. In this paper we present an exploratory study focusing on evaluation of Sound Forest based on picture cards and interviews. Since Sound Forest should be accessible for everyone, regardless age or abilities, we invited children, teens and adults with physical and intellectual disabilities to take part in the evaluation. The main contribution of this work lies in its findings suggesting that multisensory platforms such as Sound Forest, providing whole-body vibrations, can be used to provide visitors of different ages and abilities with similar associations to musical experiences. Interviews also revealed positive responses to haptic feedback in this context. Participants of different ages used different strategies and bodily modes of interaction in Sound Forest, with activities ranging from running to synchronized music-making and collaborative play.
Title: Making Sense of Human-Food Interaction
Authors: family: Altarriba Bertran
given: Ferran; family: Jhaveri
given: Samvid; family: Lutz
given: Rosa; family: Isbister
given: Katherine; family: Wilde
given: Danielle
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: human-food interaction, data visualization, scientific mapping tools, literature review

Abstract: Activity in Human-Food Interaction (HFI) research is skyrocketing across a broad range of disciplinary interests and concerns. The dynamic and heterogeneous nature of this emerging field presents a challenge to scholars wishing to critically engage with prior work, identify gaps and ensure impact. It also challenges the formation of community. We present a Systematic Mapping Study of HFI research and an online data visualisation tool developed to respond to these issues. The tool allows researchers to engage in new ways with the HFI literature, propose modifications and additions to the review, and thereby actively engage in community-making. Our contribution is threefold: (1) we characterize the state of HFI, reporting trends, challenges and opportunities; (2) we provide a taxonomy and tool for diffractive reading of the literature; and (3) we offer our approach for adaptation by research fields facing similar challenges, positing value of the tool and approach beyond HFI.
Title: Designing for Digital Playing Out
Authors: family: Wood
given: Gavin; family: Dylan
given: Thomas; family: Durrant
given: Abigail; family: Torres
given: Pablo E.; family: Ulrich
given: Philip; family: Carr
given: Amanda; family: Cukurova
given: Mutlu; family: Downey
given: Denise; family: McGrath
given: Phil; family: Balaam
given: Madeline; family: Ferguson
given: Alice; family: Vines
given: John; family: Lawson
given: Shaun
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: children, open-ended play, pervasive play, digital playing out, internet of things, outdoor play

Abstract: We report on a design-led study in the UK that aimed to understand barriers to children (aged 5 to 14 years) 'playing out' in their neighbourhood and explore the potential of the Internet of Things (IoT) for supporting children's free play that extends outdoors. The study forms a design ethnography, combining observational fieldwork with design prototyping and co-creative activities across four linked workshops, where we used BBC micro:bit devices to co-create new IoT designs with the participating children. Our collective account contributes new insights about the physical and interactive features of micro:bits that shaped play, gameplay, and social interaction in the workshops, illuminating an emerging design space for supporting 'digital playing out' that is grounded in empirical instances. We highlight opportunities for designing for digital playing out in ways that promote social negotiation, supports varying participation, allows for integrating cultural influences, and accounts for the weaving together of placemaking and play.
Title: Life-Affirming Biosensing in Public: Sounding Heartbeats on a Red Bench
Authors: family: Howell
given: Noura; family: Niemeyer
given: Greg; family: Ryokai
given: Kimiko
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: biosensing, heart sounds, public space, bench, affirmation, smart city, heartrate

Abstract: "Smart city" narratives promise IoT data-driven innovations leveraging biosensing technologies. We argue this overlooks a potential benefit of city living: affirmation. We designed the Heart Sounds Bench, which amplifies the heart sounds of those sitting on it, as well as recording and playing back the heart sounds of previous sitters. We outline our design intent to invite rest, reflection, and recognition of others' lives in public space. We share results from a study with 19 participants. Participants expressed feeling connected to a shared life energy including others and the environment, and described heart sounds as feeling intimate yet anonymous. Finally, we elaborate the concept of life-affirmation in terms of recognition of others' lives, feeling connection, and respecting untranslatable differences with opacity, as a way of helping "smart city" designs embrace a multiplicity of desires.
Title: ATMSeer: Increasing Transparency and Controllability in Automated Machine Learning
Authors: family: Wang
given: Qianwen; family: Ming
given: Yao; family: Jin
given: Zhihua; family: Shen
given: Qiaomu; family: Liu
given: Dongyu; family: Smith
given: Micah J.; family: Veeramachaneni
given: Kalyan; family: Qu
given: Huamin
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: automated machine learning, data visualization

Abstract: To relieve the pain of manually selecting machine learning algorithms and tuning hyperparameters, automated machine learning (AutoML) methods have been developed to automatically search for good models. Due to the huge model search space, it is impossible to try all models. Users tend to distrust automatic results and increase the search budget as much as they can, thereby undermining the efficiency of AutoML. To address these issues, we design and implement ATMSeer, an interactive visualization tool that supports users in refining the search space of AutoML and in analyzing the results. To guide the design of ATMSeer, we derive a workflow of using AutoML based on interviews with machine learning experts. A multi-granularity visualization is proposed to enable users to monitor the AutoML process, analyze the searched models, and refine the search space in real time. We demonstrate the utility and usability of ATMSeer through two case studies, expert interviews, and a user study with 13 end users.
Title: A Bayesian Cognition Approach to Improve Data Visualization
Authors: family: Kim
given: Yea-Seul; family: Walls
given: Logan A.; family: Krafft
given: Peter; family: Hullman
given: Jessica
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: uncertainty elicitation, visualization, bayesian cognition

Abstract: People naturally bring their prior beliefs to bear on how they interpret the new information, yet few formal models exist for accounting for the influence of users' prior beliefs in interactions with data presentations like visualizations. We demonstrate a Bayesian cognitive model for understanding how people interpret visualizations in light of prior beliefs and show how this model provides a guide for improving visualization evaluation. In a first study, we show how applying a Bayesian cognition model to a simple visualization scenario indicates that people's judgments are consistent with a hypothesis that they are doing approximate Bayesian inference. In a second study, we evaluate how sensitive our observations of Bayesian behavior are to different techniques for eliciting people subjective distributions, and to different datasets. We find that people don't behave consistently with Bayesian predictions for large sample size datasets, and this difference cannot be explained by elicitation technique. In a final study, we show how normative Bayesian inference can be used as an evaluation framework for visualizations, including of uncertainty.
Title: PersonalTouch: Improving Touchscreen Usability by Personalizing Accessibility Settings based on Individual User's Touchscreen Interaction
Authors: family: Peng
given: Yi-Hao; family: Lin
given: Muh-Tarng; family: Chen
given: Yi; family: Chen
given: TzuChuan; family: Ku
given: Pin Sung; family: Taele
given: Paul; family: Lim
given: Chin Guan; family: Chen
given: Mike Y.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: touch-screen interaction, motor impairment, personalization, accessibility

Abstract: Modern touchscreen devices have recently introduced customizable touchscreen settings to improve accessibility for users with motor impairments. For example, iOS 10 introduced the following four Touch Accommodation settings: 1) Hold Duration, 2) Ignore Repeat, 3) Tap Assistance, and 4) Tap Assistance Gesture Delay. These four independent settings lead to a total of more than 1 million possible configurations, making it impractical to manually determine the optimal settings. We present PersonalTouch, which collects and analyzes touchscreen gestures performed by individual users, and recommends personalized, optimal touchscreen accessibility settings. Results from our user study show that PersonalTouch significantly improves touch input success rate for users with motor impairments (20.2%, N=12, p=.00054) and for users without motor impairments (1.28%, N=12, p=.032).
Title: The Parenting Actor-Network of Latino Immigrants in the United States
Authors: family: Wong-Villacres
given: Marisol; family: Kumar
given: Neha; family: DiSalvo
given: Betsy
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: parenting, education, latino, actor-network theory

Abstract: The field of Human-Computer Interaction (HCI) has shown a growing interest in how technology might support parenting. An area that remains underexplored is the design of technology to support parents from nondominant groups in positively impacting their children's education. Drawing on Actor-Network Theory (ANT), our paper takes a sociotechnical view of low-income Latino Spanish-speaking immigrants in the U.S.---a large nondominant group---attempting to form alliances with other actors such as teachers, the broader community, and technology to exchange information that might enrich their children's education. The use of ANT allowed us to advance work on parenting in HCI by providing a deeper understanding of the reasons---including attributes embedded in technology---impacting the quality of information channels in the parental engagement network of a nondominant group. Further, our ANT analysis illuminates a discussion of challenges and opportunities for technology to intervene in the network in ways that align with all actors' needs and harness their potentialities.
Title: Geollery: A Mixed Reality Social Media Platform
Authors: family: Du
given: Ruofei; family: Li
given: David; family: Varshney
given: Amitabh
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: virtual reality, augmented reality, social media, 3d reconstruction, gis, geographic information system, street view, visualization, 3d user interface, mixed reality

Abstract: We present Geollery, an interactive mixed reality social media platform for creating, sharing, and exploring geotagged information. Geollery introduces a real-time pipeline to progressively render an interactive mirrored world with three-dimensional (3D) buildings, internal user-generated content, and external geotagged social media. This mirrored world allows users to see, chat, and collaborate with remote participants with the same spatial context in an immersive virtual environment. We describe the system architecture of Geollery, its key interactive capabilities, and our design decisions. Finally, we conduct a user study with 20 participants to qualitatively compare Geollery with another social media system, Social Street View. Based on the participants' responses, we discuss the benefits and drawbacks of each system and derive key insights for designing an interactive mirrored world with geotagged social media. User feedback from our study reveals several use cases for Geollery including travel planning, virtual meetings, and family gathering.