huashen218/convxai-cia-dataset huggingface dataset:
Title: Towards an Understanding of Situated AR Visualization for Basketball Free-Throw Training
Authors: family: Lin
given: Tica; family: Singh
given: Rishi; family: Yang
given: Yalong; family: Nobre
given: Carolina; family: Beyer
given: Johanna; family: Smith
given: Maurice A.; family: Pfister
given: Hanspeter
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Data Visualization, SportsXR, Immersive Analytics, Augmented Reality, Situated Analytics

Abstract: We present an observational study to compare co-located and situated real-time visualizations in basketball free-throw training. Our goal is to understand the advantages and concerns of applying immersive visualization to real-world skill-based sports training and to provide insights for designing AR sports training systems. We design both a situated 3D visualization on a head-mounted display and a 2D visualization on a co-located display to provide immediate visual feedback on a player’s shot performance. Using a within-subject study design with experienced basketball shooters, we characterize user goals, report on qualitative training experiences, and compare the quantitative training results. Our results show that real-time visual feedback helps athletes refine subsequent shots. Shooters in our study achieve greater angle consistency with our visual feedback. Furthermore, AR visualization promotes an increased focus on body form in athletes. Finally, we present suggestions for the design of future sports AR studies.
Title: Data@Hand: Fostering Visual Exploration of Personal Data on Smartphones Leveraging Speech and Touch Interaction
Authors: family: Kim
given: Young-Ho; family: Lee
given: Bongshin; family: Srinivasan
given: Arjun; family: Choe
given: Eun Kyoung
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: speech, smartphone, multimodal interaction, data visualization, Personal informatics

Abstract: Most mobile health apps employ data visualization to help people view their health and activity data, but these apps provide limited support for visual data exploration. Furthermore, despite its huge potential benefits, mobile visualization research in the personal data context is sparse. This work aims to empower people to easily navigate and compare their personal health data on smartphones by enabling flexible time manipulation with speech. We designed and developed Data@Hand, a mobile app that leverages the synergy of two complementary modalities: speech and touch. Through an exploratory study with 13 long-term Fitbit users, we examined how multimodal interaction helps participants explore their own health data. Participants successfully adopted multimodal interaction (i.e., speech and touch) for convenient and fluid data exploration. Based on the quantitative and qualitative findings, we discuss design implications and opportunities with multimodal interaction for better supporting visual data exploration on mobile devices.
Title: Haptic and Visual Comprehension of a 2D Graph Layout Through Physicalisation
Authors: family: Drogemuller
given: Adam; family: Cunningham
given: Andrew; family: Walsh
given: James A; family: Baumeister
given: James; family: Smith
given: Ross T.; family: Thomas
given: Bruce H
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: tactile graphics, embodiment, information visualisation, data physicalisation

Abstract: Data physicalisations afford people the ability to directly interact with data using their hands, potentially achieving a more comprehensive understanding of a dataset. Due to their complex nature, the representation of graphs and networks could benefit from physicalisation, bringing the dataset from the digital world into the physical one. However, no empirical work exists investigating the effects physicalisations have upon comprehension as they relate to graph representations. In this work, we present initial design considerations for graph physicalisations, as well as an empirical study investigating differences in comprehension between virtual and physical representations. We found that participants perceived themselves as being more accurate via touch and sight (visual-haptic) than the graphical-only modality, and perceived a triangle count task as less difficult in visual-haptic than in the graphical-only modality. Additionally, we found that participants significantly preferred interacting with visual-haptic over other conditions, despite no significant effect on task time or error.
Title: Collecting and Characterizing Natural Language Utterances for Specifying Data Visualizations
Authors: family: Srinivasan
given: Arjun; family: Nyapathy
given: Nikhila; family: Lee
given: Bongshin; family: Drucker
given: Steven M.; family: Stasko
given: John
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: visualization specification, data visualization, natural language corpus, natural language interfaces, natural language processing

Abstract: Natural language interfaces (NLIs) for data visualization are becoming increasingly popular both in academic research and in commercial software. Yet, there is a lack of empirical understanding of how people specify visualizations through natural language. We conducted an online study (N = 102), showing participants a series of visualizations and asking them to provide utterances they would pose to generate the displayed charts. From the responses, we curated a dataset of 893 utterances and characterized the utterances according to (1) their phrasing (e.g., commands, queries, questions) and (2) the information they contained (e.g., chart types, data aggregations). To help guide future research and development, we contribute this utterance dataset and discuss its applications toward the creation and benchmarking of NLIs for visualization.
Title: Sketchnote Components, Design Space Dimensions, and Strategies for Effective Visual Note Taking
Authors: family: Zheng
given: Rebecca; family: Fernández Camporro
given: Marina; family: Romat
given: Hugo; family: Henry Riche
given: Nathalie; family: Bach
given: Benjamin; family: Chevalier
given: Fanny; family: Hinckley
given: Ken; family: Marquardt
given: Nicolai
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: digital ink, taxonomy, classification, graphical styles, visual note taking, digital sketching, sketchnotes, sketching

Abstract: Sketchnoting is a form of visual note taking where people listen to, synthesize, and visualize ideas from a talk or other event using a combination of pictures, diagrams, and text. Little is known about the design space of this kind of visual note taking. With an eye towards informing the implementation of digital equivalents of sketchnoting, inking, and note taking, we introduce a classification of sketchnote styles and techniques, with a qualitative analysis of 103 sketchnotes, and situated in context with six semi-structured follow up interviews. Our findings distill core sketchnote components (content, layout, structuring elements, and visual styling) and dimensions of the sketchnote design space, classifying levels of conciseness, illustration, structure, personification, cohesion, and craftsmanship. We unpack strategies to address particular note taking challenges, for example dealing with constraints of live drawings, and discuss relevance for future digital inking tools, such as recomposition, styling, and design suggestions.
Title: Datamations: Animated Explanations of Data Analysis Pipelines
Authors: family: Pu
given: Xiaoying; family: Kross
given: Sean; family: Hofman
given: Jake M.; family: Goldstein
given: Daniel G.
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: animations, visualization, analysis, data

Abstract: Plots and tables are commonplace in today’s data-driven world, and much research has been done on how to make these figures easy to read and understand. Often times, however, the information they contain conveys only the end result of a complex and subtle data analysis pipeline. This can leave the reader struggling to understand what steps were taken to arrive at a figure, and what implications this has for the underlying results. In this paper, we introduce datamations, which are animations designed to explain the steps that led to a given plot or table. We present the motivation and concept behind datamations, discuss how to programmatically generate them, and provide the results of two large-scale randomized experiments investigating how datamations affect people’s abilities to understand potentially puzzling results compared to seeing only final plots and tables containing those results.
Title: MARVIS: Combining Mobile Devices and Augmented Reality for Visual Data Analysis
Authors: family: Langner
given: Ricardo; family: Satkowski
given: Marc; family: Büschel
given: Wolfgang; family: Dachselt
given: Raimund
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: augmented displays, data analysis, cross-device interaction, mobile devices, head-mounted augmented reality, data visualization, immersive analytics, mobile data visualization

Abstract: We present Marvis, a conceptual framework that combines mobile devices and head-mounted Augmented Reality (AR) for visual data analysis. We propose novel concepts and techniques addressing visualization-specific challenges. By showing additional 2D and 3D information around and above displays, we extend their limited screen space. AR views between displays as well as linking and brushing are also supported, making relationships between separated visualizations plausible. We introduce the design process and rationale for our techniques. To validate Marvis’ concepts and show their versatility and widespread applicability, we describe six implemented example use cases. Finally, we discuss insights from expert hands-on reviews. As a result, we contribute to a better understanding of how the combination of one or more mobile devices with AR can benefit visual data analysis. By exploring this new type of visualization environment, we hope to provide a foundation and inspiration for future mobile data visualizations.
Title: STREAM: Exploring the Combination of Spatially-Aware Tablets with Augmented Reality Head-Mounted Displays for Immersive Analytics
Authors: family: Hubenschmid
given: Sebastian; family: Zagermann
given: Johannes; family: Butscher
given: Simon; family: Reiterer
given: Harald
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: augmented reality, visualizations, multimodal interaction, mobile devices, immersive analytics

Abstract: Recent research in the area of immersive analytics demonstrated the utility of head-mounted augmented reality devices for visual data analysis. However, it can be challenging to use the by default supported mid-air gestures to interact with visualizations in augmented reality (e.g. due to limited precision). Touch-based interaction (e.g. via mobile devices) can compensate for these drawbacks, but is limited to two-dimensional input. In this work we present STREAM: Spatially-aware Tablets combined with Augmented Reality Head-Mounted Displays for the multimodal interaction with 3D visualizations. We developed a novel eyes-free interaction concept for the seamless transition between the tablet and the augmented reality environment. A user study reveals that participants appreciated the novel interaction concept, indicating the potential for spatially-aware tablets in augmented reality. Based on our findings, we provide design insights to foster the application of spatially-aware touch devices in augmented reality and research implications indicating areas that need further investigation.
Title: MIRIA: A Mixed Reality Toolkit for the In-Situ Visualization and Analysis of Spatio-Temporal Interaction Data
Authors: family: Büschel
given: Wolfgang; family: Lehmann
given: Anke; family: Dachselt
given: Raimund
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: augmented reality, human-computer interaction, interaction analysis, immersive analytics, in-situ analysis, visualization, in-situ visualization

Abstract: In this paper, we present MIRIA, a Mixed Reality Interaction Analysis toolkit designed to support the in-situ visual analysis of user interaction in mixed reality and multi-display environments. So far, there are few options to effectively explore and analyze interaction patterns in such novel computing systems. With MIRIA, we address this gap by supporting the analysis of user movement, spatial interaction, and event data by multiple, co-located users directly in the original environment. Based on our own experiences and an analysis of the typical data, tasks, and visualizations used in existing approaches, we identify requirements for our system. We report on the design and prototypical implementation of MIRIA, which is informed by these requirements and offers various visualizations such as 3D movement trajectories, position heatmaps, and scatterplots. To demonstrate the value of MIRIA for real-world analysis tasks, we conducted expert feedback sessions using several use cases with authentic study data.
Title: Reconfiguration Strategies with Composite Data Physicalizations
Authors: family: Sauvé
given: Kim; family: Verweij
given: David; family: Alexander
given: Jason; family: Houben
given: Steven
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Data Physicalization, Composite Data Physicalization, Reconfiguration, Physical Visualization

Abstract: Composite data physicalizations allow for the physical reconfiguration of data points, creating new opportunities for interaction and engagement. However, there is a lack of understanding of people’s strategies and behaviors when directly manipulating physical data objects. In this paper, we systematically characterize different reconfiguration strategies using six exemplar physicalizations. We asked 20 participants to reorganize these exemplars with two levels of restriction: changing a single data object versus changing multiple data objects. Our findings show that there were two main reconfiguration strategies used: changes in proximity and changes in atomic orientation. We further characterize these using concrete examples of participant actions in relation to the structure of the physicalizations. We contribute an overview of reconfiguration strategies, which informs the design of future manually reconfigurable and dynamic composite physicalizations.
Title: Scene-Aware Behavior Synthesis for Virtual Pets in Mixed Reality
Authors: family: Liang
given: Wei; family: Yu
given: Xinzhe; family: Alghofaili
given: Rawan; family: Lang
given: Yining; family: Yu
given: Lap-Fai
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Scene Semantics, Virtual Pets, Behavior Synthesis

Abstract: Virtual pets are an alternative to real pets, providing a substitute for people with allergies or preparing people for adopting a real pet. Recent advancements in mixed reality pave the way for virtual pets to provide a more natural and seamless experience for users. However, one key challenge is embedding environmental awareness into the virtual pet (e.g., identifying the food bowl’s location) so that they can behave naturally in the real world. We propose a novel approach to synthesize virtual pet behaviors by considering scene semantics, enabling a virtual pet to behave naturally in mixed reality. Given a scene captured from the real world, our approach synthesizes a sequence of pet behaviors (e.g., resting after eating). Then, we assign each behavior in the sequence to a location in the real scene. We conducted user studies to evaluate our approach, which showed the efficacy of our approach in synthesizing natural virtual pet behaviors.
Title: Data-Driven Mark Orientation for Trend Estimation in Scatterplots
Authors: family: Liu
given: Tingting; family: Li
given: Xiaotong; family: Bao
given: Chen; family: Correll
given: Michael; family: Tu
given: Changehe; family: Deussen
given: Oliver; family: Wang
given: Yunhai
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems

Abstract: A common task for scatterplots is communicating trends in bivariate data. However, the ability of people to visually estimate these trends is under-explored, especially when the data violate assumptions required for common statistical models, or visual trend estimates are in conflict with statistical ones. In such cases, designers may need to intervene and de-bias these estimations, or otherwise inform viewers about differences between statistical and visual trend estimations. We propose data-driven mark orientation as a solution in such cases, where the directionality of marks in the scatterplot guide participants when visual estimation is otherwise unclear or ambiguous. Through a set of laboratory studies, we investigate trend estimation across a variety of data distributions and mark directionalities, and find that data-driven mark orientation can help resolve ambiguities in visual trend estimates.
Title: When Screen Time Isn't Screen Time: Tensions and Needs Between Tweens and Their Parents During Nature-Based Exploration
Authors: family: Kawas
given: Saba; family: Kuhn
given: Nicole S.; family: Sorstokke
given: Kyle; family: Bascom
given: Emily; family: Hiniker
given: Alexis; family: Davis
given: Katie
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: smartphones, Child-computer interactions, tweens, outdoor mobile technologies, early adolescence, parent-child relationship, families, nature-based explorations

Abstract: We investigated the experiences of 15 parents and their tween children (ages 8-12, n=23) during nature explorations using the NatureCollections app, a mobile application that connects children with nature. Drawing on parent interviews and in-app audio recordings from a 2-week deployment study, we found that tweens’ experiences with the NatureCollections app were influenced by tensions surrounding how parents and tweens negotiate technology use more broadly. Despite these tensions, the app succeeded in engaging tweens in outdoor nature explorations, and parents valued the shared family experiences around nature. Parents desired the app to support family bonding and inform them about how their tween used the app. This work shows how applications intended to support enriching youth experiences are experienced in the context of screen time tensions between parents and tween during a transitional period of child development. We offer recommendations for designing digital experiences to support family needs and reduce screen time tensions.
Title: Parental Mediation for Young Children’s Use of Educational Media: A Case Study with Computational Toys and Kits
Authors: family: Yu
given: Junnan; family: DeVore
given: Andrea; family: Roque
given: Ricarose
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Parental Mediation Theory, Young Children, Educational Media, Parents

Abstract: Parental mediation literature is mostly situated in the contexts of television, Internet use, video games, and mobile devices, while there is less understanding of how parents mediate their children’s engagement with educational-focused media. We examine parental involvement in young children’s use of a creation-oriented educational media, i.e., coding kits, from a mediation perspective through an interview study. We frame parents’ mediation practices along three dimensions: (1) creative mediation, where parents mediate to support children’s creating and learning with media; (2) preparative mediation, where parents explore and prepare media for children’s engagement; and (3) administrative mediation, where parents administer and regulate their children’s media use. Compared to the restrictive, active, and co-using mediation theory, our proposed framework highlights various supportive practices parents take to help their children learn and create with media. We further connect our findings to Joint Media Engagement and reflect on implications for parent involvement in children’s creation-oriented media design.
Title: Exploring Opportunities to Aid Generation of Input Action Ideas for Tangible User Interfaces
Authors: family: Baishya
given: Uddipana; family: N. Antle
given: Alissa; family: Neustaedter
given: Carman
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Input actions for tangible user interfaces, Idea generation, Tangible user interface design tool, Tangible interaction design

Abstract: Novice tangible interaction design students often find it challenging to generate input action ideas for tangible interfaces. To identify opportunities to aid input action idea generation, we built and evaluated a tool consisting of interactive physical artifacts coupled with digital examples of tangible systems and technical implementation guidance. Through video recorded design sessions and interviews with twelve students, we investigated how they used the tool to generate input action ideas, how it supported them, and what challenges they faced. We found that the tool helped in generating input action ideas by enabling to experience input actions, supporting hands-on explorations, and introducing possibilities. However, introducing examples at times caused design fixation. The tool fell short in supporting the planning of technical implementation of the generated ideas. This research is useful for tangible interaction design students, instructors, and researchers to apply in education, design similar tools, or conduct further research.
Title: RobotAR: An Augmented Reality Compatible Teleconsulting Robotics Toolkit for Augmented Makerspace Experiences
Authors: family: Villanueva
given: Ana M; family: Liu
given: Ziyi; family: Zhu
given: Zhengzhe; family: Du
given: Xin; family: Huang
given: Joey; family: Peppler
given: Kylie A; family: Ramani
given: Karthik
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: teleconsulting, makerspaces, robot, voice, augmented reality, robotics

Abstract: Distance learning is facing a critical moment finding a balance between high quality education for remote students and engaging them in hands-on learning. This is particularly relevant for project-based classrooms and makerspaces, which typically require extensive trouble-shooting and example demonstrations from instructors. We present RobotAR, a teleconsulting robotics toolkit for creating Augmented Reality (AR) makerspaces. We present the hardware and software for an AR-compatible robot, which behaves as a student’s voice assistant and can be embodied by the instructor for teleconsultation. As a desktop-based teleconsulting agent, the instructor has control of the robot’s joints and position to better focus on areas of interest inside the workspace. Similarly, the instructor has access to the student’s virtual environment and the capability to create AR content to aid the student with problem-solving. We also performed a user study which compares current techniques for distance hands-on learning and an implementation of our toolkit.