huashen218/convxai-cia-dataset huggingface dataset:
Title: Transforming Game Difficulty Curves using Function Composition
Authors: family: Sarkar
given: Anurag; family: Cooper
given: Seth
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: difficulty curve, adaptivity, difficulty, games

Abstract: Player engagement within a game is often influenced by its difficulty curve: the pace at which in-game challenges become harder. Thus, finding an optimal difficulty curve is important. In this paper, we present a flexible and formal approach to transforming game difficulty curves by leveraging function composition. This allows us to describe changes to difficulty curves, such as making them "smoother", in a more precise way. In an experiment with 400 players, we used function composition to modify the existing difficulty curve of the puzzle game Paradox to generate new curves. We found that transforming difficulty curves in this way impacted player engagement, including the number of levels completed and the estimated skill needed to complete those levels, as well as perceived competence. Further, we found some transformed curves dominated others with respect to engagement, indicating that different design goals can be traded-off by considering a subset of curves.
Title: How Users Interpret Bugs in Trigger-Action Programming
Authors: family: Brackenbury
given: Will; family: Deora
given: Abhimanyu; family: Ritchey
given: Jillian; family: Vallee
given: Jason; family: He
given: Weijia; family: Wang
given: Guan; family: Littman
given: Michael L.; family: Ur
given: Blase
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: debugging, ifttt, iot, bugs, end-user programming, internet of things, trigger-action programming

Abstract: Trigger-action programming (TAP) is a programming model enabling users to connect services and devices by writing if-then rules. As such systems are deployed in increasingly complex scenarios, users must be able to identify programming bugs and reason about how to fix them. We first systematize the temporal paradigms through which TAP systems could express rules. We then identify ten classes of TAP programming bugs related to control flow, timing, and inaccurate user expectations. We report on a 153-participant online study where participants were assigned to a temporal paradigm and shown a series of pre-written TAP rules. Half of the rules exhibited bugs from our ten bug classes. For most of the bug classes, we found that the presence of a bug made it harder for participants to correctly predict the behavior of the rule. Our findings suggest directions for better supporting end-user programmers.
Title: Evaluating Expert Curation in a Baby Milestone Tracking App
Authors: family: Ben-Sasson
given: Ayelet; family: Ben-Sasson
given: Eli; family: Jacobs
given: Kayla; family: Argaman
given: Elisheva Rotman; family: Saig
given: Eden
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: crowd wisdom, early childhood development, curated crowd intelligence

Abstract: Early childhood developmental screening is critical for timely detection and intervention. babyTRACKS (Formerly Baby CROINC, CROwd INtelligence Curation.) is a free, live, interactive developmental tracking mobile app with over 3,000 children's diaries. Parents write or select short milestone texts, like "began taking first steps," to record their babies' developmental achievements, and receive crowd-based percentiles to evaluate development and catch potential delays.Currently, an expert-based Curated Crowd Intelligence (CCI) process manually groups incoming novel parent-authored milestone texts according to their similarity to existing milestones in the database (for example, starting to walk), or determining that the milestone represents a new developmental concept not seen before in another child's diary. CCI cannot scale well, however, and babyTRACKS is mature enough, with a rich enough database of existing milestone texts, to now consider machine learning tools to replace or assist the human curators. Three new studies explore (1) the usefulness of automation, by analyzing the human cost of CCI and how the work is currently broken down; (2) the validity of automation, by testing the inter-rater reliability of curators; and (3) the value of automation, by appraising the "real world" clinical value of milestones when assessing child development.We conclude that automation can indeed be appropriate and helpful for a large percentage, though not all, of CCI work. We further establish realistic upper bounds for algorithm performance; confirm that the babyTRACKS milestones dataset is valid for training and testing purposes; and verify that it represents clinically meaningful developmental information.
Title: Pose-Guided Level Design
Authors: family: Zhang
given: Yongqi; family: Xie
given: Biao; family: Huang
given: Haikun; family: Ogawa
given: Elisa; family: You
given: Tongjian; family: Yu
given: Lap-Fai
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: exergaming, optimization, level design, generative design

Abstract: Player's physical experience is a critical factor to consider in designing motion-based games that are played through motion sensor gaming consoles or virtual reality devices. However, adjusting the physical challenge involved in a motion-based game is difficult and tedious, as it is typically done manually by level designers on a trial-and-error basis. In this paper, we propose a novel approach for automatically synthesizing levels for motion-based games that can achieve desired physical movement goals. By formulating the level design problem as a trans-dimensional optimization problem which is solved by a reversible-jump Markov chain Monte Carlo technique, we show that our approach can automatically synthesize a variety of game levels, each carrying the desired physical movement properties. To demonstrate the generality of our approach, we synthesize game levels for two different types of motion-based games and conduct a user study to validate the effectiveness of our approach.
Title: Improving Early Navigation in Time-Lapse Video with Spread-Frame Loading
Authors: family: Gutwin
given: Carl; family: van der Kamp
given: Michael; family: Uddin
given: Md. Sami; family: Stanley
given: Kevin; family: Stavness
given: Ian; family: Vail
given: Sally
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: scrubbing, video navigation, temporal overviews

Abstract: Time-lapse videos are often navigated by scrubbing with a slider. When networks are slow or images are large, however, even thumbnail versions load so slowly that scrubbing is limited to the start of the video. We developed a frame-loading technique called spread-loading that enables scrubbing regardless of delivery rate. Spread-loading orders frame delivery to maximize coverage of the entire sequence; this provides a temporal overview of the entire video that can be fully navigated at any time during delivery. The overview initially has a coarse temporal resolution, becoming finer-grained with each new frame. We compared spread-loading with traditional linear loading in a study where participants were asked to find specific episodes in a long time-lapse sequence, using three views with increasing levels of detail. Results show that participants found target episodes significantly and substantially faster with spread-loading, regardless of whether they could click to change the load point. Users rated spread-loading as requiring less effort, and strongly preferred the new technique.
Title: Evaluating Pan and Zoom Timelines and Sliders
Authors: family: Schwab
given: Michail; family: Hao
given: Sicheng; family: Vitek
given: Olga; family: Tompkin
given: James; family: Huang
given: Jeff; family: Borkin
given: Michelle A.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: multiscale, evaluation, interaction, zoom, mobile, touch

Abstract: Pan and zoom timelines and sliders help us navigate large time series data. However, designing efficient interactions can be difficult. We study pan and zoom methods via crowd-sourced experiments on mobile and computer devices, asking which designs and interactions provide faster target acquisition. We find that visual context should be limited for low-distance navigation, but added for far-distance navigation; that timelines should be oriented along the longer axis, especially on mobile; and that, as compared to default techniques, double click, hold, and rub zoom appear to scale worse with task difficulty, whereas brush and especially ortho zoom seem to scale better. Software and data used in this research are available as open source.
Title: Investigating Implicit Gender Bias and Embodiment of White Males in Virtual Reality with Full Body Visuomotor Synchrony
Authors: family: Lopez
given: Sarah; family: Yang
given: Yi; family: Beltran
given: Kevin; family: Kim
given: Soo Jung; family: Cruz Hernandez
given: Jennifer; family: Simran
given: Chelsy; family: Yang
given: Bingkun; family: Yuksel
given: Beste F.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: embodied avatars, implicit gender bias, virtual reality, implicit association test

Abstract: Previous research has shown that when White people embody a black avatar in virtual reality (VR) with full body visuomotor synchrony, this can reduce their implicit racial bias. In this paper, we put men in female and male avatars in VR with full visuomotor synchrony using wearable trackers and investigated implicit gender bias and embodiment. We found that participants embodied in female avatars displayed significantly higher levels of implicit gender bias than those embodied in male avatars. The implicit gender bias actually increased after exposure to female embodiment in contrast to male embodiment. Results also showed that participants felt embodied in their avatars regardless of gender matching, demonstrating that wearable trackers can be used for a realistic sense of avatar embodiment in VR. We discuss the future implications of these findings for both VR scenarios and embodiment technologies.
Title: Haptipedia: Accelerating Haptic Device Discovery to Support Interaction & Engineering Design
Authors: family: Seifi
given: Hasti; family: Fazlollahi
given: Farimah; family: Oppermann
given: Michael; family: Sastrillo
given: John Andrew; family: Ip
given: Jessica; family: Agrawal
given: Ashutosh; family: Park
given: Gunhyuk; family: Kuchenbecker
given: Katherine J.; family: MacLean
given: Karon E.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: haptics, taxonomy, visualization, force-feedback technology, haptic design, database

Abstract: Creating haptic experiences often entails inventing, modifying, or selecting specialized hardware. However, interaction designers are rarely engineers, and 30 years of haptic inventions are buried in a fragmented literature that describes devices mechanically rather than by potential purpose. We conceived of Haptipedia to unlock this trove of examples: Haptipedia presents a device corpus for exploration through metadata that matter to both device and interaction designers. It is a taxonomy of device attributes that go beyond physical description to capture potential utility, applied to a growing database of 105 grounded force-feedback devices, and accessed through a public visualization that links utility to morphology. Haptipedia's design was driven by both systematic review of the haptic device literature and rich input from diverse haptic designers. We describe Haptipedia's reception (including hopes it will redefine device reporting standards) and our plans for its sustainability through community participation.
Title: Explaining Decision-Making Algorithms through UI: Strategies to Help Non-Expert Stakeholders
Authors: family: Cheng
given: Hao-Fei; family: Wang
given: Ruotong; family: Zhang
given: Zheng; family: O'Connell
given: Fiona; family: Gray
given: Terrance; family: Harper
given: F. Maxwell; family: Zhu
given: Haiyi
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: algorithmic decision-making, explanation interfaces

Abstract: Increasingly, algorithms are used to make important decisions across society. However, these algorithms are usually poorly understood, which can reduce transparency and evoke negative emotions. In this research, we seek to learn design principles for explanation interfaces that communicate how decision-making algorithms work, in order to help organizations explain their decisions to stakeholders, or to support users' "right to explanation". We conducted an online experiment where 199 participants used different explanation interfaces to understand an algorithm for making university admissions decisions. We measured users' objective and self-reported understanding of the algorithm. Our results show that both interactive explanations and "white-box" explanations (i.e. that show the inner workings of an algorithm) can improve users' comprehension. Although the interactive approach is more effective at improving comprehension, it comes with a trade-off of taking more time. Surprisingly, we also find that users' trust in algorithmic decisions is not affected by the explanation interface or their level of comprehension of the algorithm.
Title: Geometrically Compensating Effect of End-to-End Latency in Moving-Target Selection Games
Authors: family: Lee
given: Injung; family: Kim
given: Sunjun; family: Lee
given: Byungjoo
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: moving-target selection, latency compensation

Abstract: Effects of unintended latency on gamer performance have been reported. End-to-end latency can be corrected by post-input manipulation of activation times, but this gives the player unnatural gameplay experience. For moving-target selection games such as Flappy Bird, the paper presents a predictive model of latency on error rate and a novel compensation method for the latency effects by adjusting the game's geometry design -- e.g., by modifying the size of the selection region. Without manipulation of the game clock, this can keep the user's error rate constant even if the end-to-end latency of the system changes. The approach extends the current model of moving-target selection with two additional assumptions about the effects of latency: (1) latency reduces players' cue-viewing time and (2) pushes the mean of the input distribution backward. The model and method proposed have been validated through precise experiments.
Title: Who Gets to Future? Race, Representation, and Design Methods in Africatown
Authors: family: Tran O'Leary
given: Jasper; family: Zewde
given: Sara; family: Mankoff
given: Jennifer; family: Rosner
given: Daniela K.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: gentrification, public art, design methods, race

Abstract: This paper draws on a collaborative project called the Africatown Activation to examine the role design practices play in contributing to (or conspiring against) the flourishing of the Black community in Seattle, Washington. Specifically, we describe the efforts of a community group called Africatown to design and build an installation that counters decades of disinvestment and ongoing displacement in the historically Black Central Area neighborhood. Our analysis suggests that despite efforts to include community, conventional design practices may perpetuate forms of institutional racism: enabling activities of community engagement that may further legitimate racialized forms of displacement. We discuss how focusing on amplifying the legacies of imagination already at work may help us move beyond a simple reading of design as the solution to systemic forms of oppression.
Title: Cross-Device Taxonomy: Survey, Opportunities and Challenges of Interactions Spanning Across Multiple Devices
Authors: family: Brudy
given: Frederik; family: Holz
given: Christian; family: Rädle
given: Roman; family: Wu
given: Chi-Jui; family: Houben
given: Steven; family: Klokmose
given: Clemens Nylandsted; family: Marquardt
given: Nicolai
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: survey, cross-surface, multi-device, taxonomy, cross-device interaction, cross-device computing, distributed user interfaces

Abstract: Designing interfaces or applications that move beyond the bounds of a single device screen enables new ways to engage with digital content. Research addressing the opportunities and challenges of interactions with multiple devices in concert is of continued focus in HCI research. To inform the future research agenda of this field, we contribute an analysis and taxonomy of a corpus of 510 papers in the cross-device computing domain. For both new and experienced researchers in the field we provide: an overview, historic trends and unified terminology of cross-device research; discussion of major and under-explored application areas; mapping of enabling technologies; synthesis of key interaction techniques spanning across multiple devices; and review of common evaluation strategies. We close with a discussion of open issues. Our taxonomy aims to create a unified terminology and common understanding for researchers in order to facilitate and stimulate future cross-device research.
Title: The Gendered Geography of Contributions to OpenStreetMap: Complexities in Self-Focus Bias
Authors: family: Das
given: Maitraye; family: Hecht
given: Brent; family: Gergle
given: Darren
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: rural, urban, gender, self-focus bias, openstreetmap, peer production

Abstract: Millions of people worldwide contribute content to peer production repositories that serve human information needs and provide vital world knowledge to prominent artificial intelligence systems. Yet, extreme gender participation disparities exist in which men significantly outnumber women. A central concern has been that due to self-focus bias, these disparities can lead to corresponding gender content disparities, in which content of interest to men is better represented than content of interest to women. This paper investigates the relationship between participation and content disparities in OpenStreetMap. We replicate findings that women are dramatically under-represented as OSM contributors, and observe that men and women contribute different types of content and do so about different places. However, the character of these differences confound simple narratives about self-focus bias: we find that on a proportional basis, men produced a higher proportion of contributions in feminized spaces compared to women, while women produced a higher proportion of contributions in masculinized spaces compared to men.
Title: Shaping Pro-Social Interaction in VR: An Emerging Design Framework
Authors: family: McVeigh-Schultz
given: Joshua; family: Kolesnichenko
given: Anya; family: Isbister
given: Katherine
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: social vr, pro-social interaction, virtual reality

Abstract: Commercial social VR applications represent a diverse and evolving ecology with competing models of what it means to be social in VR. Drawing from expert interviews, this paper examines how the creators of different social VR applications think about how their platforms frame, support, shape, or constrain social interaction. The study covers a range of applications including: Rec Room, High Fidelity, VRChat, Mozilla Hubs, Altspace VR, AnyLand, and Facebook Spaces. We contextualize design choices underlying these applications, with particular attention paid to the ways that industry experts perceive, and seek to shape, the relationship between user experiences and design choices. We underscore considerations related to: (1) aesthetics of place (2) embodied affordances, (3) social mechanics, (4) and tactics for shaping social norms and mitigating harassment. Drawing on this analysis, we discuss the stakes of these choices, suggest future research directions, and propose an emerging design framework for shaping pro-social behavior in VR.
Title: Behind the Voices: The Practice and Challenges of Esports Casters
Authors: family: Kempe-Cook
given: Lucas; family: Sher
given: Stephen Tsung-Han; family: Su
given: Norman Makoto
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: esports, casting, commentary, video games, live streaming, play-by-play, color commentary

Abstract: Casters commentate on a live, streamed video game for a large online audience. Drawing from 20 semi-structured interviews with amateur casters of either Dota 2 or Rocket League video games and over 20 hours of participant observations, we describe the distinctive practices of two types of casters, play-by-play and color commentary. Play-by-play casters are adept at improvising a rich narrative of hype on top of live games, whereas color commentators methodically prepare to fill in the gaps of live play with informative analysis. Casters often start out alone, relying upon reflective practice to hone their craft. Through examining challenges faced by amateur casters, we identified three design opportunities for game designers to support casters and would-be casters as first-class users. Such designs would provide an antidote to the challenges faced by amateur casters: those of the lack of social support for casting, camerawork, and data availability.
Title: Kyub: A 3D Editor for Modeling Sturdy Laser-Cut Objects
Authors: family: Baudisch
given: Patrick; family: Silber
given: Arthur; family: Kommana
given: Yannis; family: Gruner
given: Milan; family: Wall
given: Ludwig; family: Reuss
given: Kevin; family: Heilman
given: Lukas; family: Kovacs
given: Robert; family: Rechlitz
given: Daniel; family: Roumen
given: Thijs
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: interactive editing, personal fabrication, laser cutting

Abstract: We present an interactive editing system for laser cutting called kyub. Kyub allows users to create models efficiently in 3D, which it then unfolds into the 2D plates laser cutters expect. Unlike earlier systems, such as FlatFitFab, kyub affords construction based on closed box structures, which allows users to turn very thin material, such as 4mm plywood, into objects capable of withstanding large forces, such as chairs users can actually sit on. To afford such sturdy construction, every kyub project begins with a simple finger-joint "boxel"-a structure we found to be capable of withstanding over 500kg of load. Users then extend their model by attaching additional boxels. Boxels merge automatically, resulting in larger, yet equally strong structures. While the concept of stacking boxels allows kyub to offer the strong affordance and ease of use of a voxel-based editor, boxels are not confined to a grid and readily combine with kuyb's various geometry deformation tools. In our technical evaluation, objects built with kyub withstood hundreds of kilograms of loads. In our user study, non-engineers rated the learnability of kyub 6.1/7.