huashen218/convxai-cia-dataset huggingface dataset:
Title: RotoSwype: Word-Gesture Typing using a Ring
Authors: family: Gupta
given: Aakar; family: Ji
given: Cheng; family: Yeo
given: Hui-Shyong; family: Quigley
given: Aaron; family: Vogel
given: Daniel
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: interaction techniques, controlled experiments

Abstract: We propose RotoSwype, a technique for word-gesture typing using the orientation of a ring worn on the index finger. RotoSwype enables one-handed text-input without encumbering the hand with a device, a desirable quality in many scenarios, including virtual or augmented reality. The method is evaluated using two arm positions: with the hand raised up with the palm parallel to the ground; and with the hand resting at the side with the palm facing the body. A five-day study finds both hand positions achieved speeds of at least 14 words-per-minute (WPM) with uncorrected error rates near 1%, outperforming previous comparable techniques.
Title: BeamBand: Hand Gesture Sensing with Ultrasonic Beamforming
Authors: family: Iravantchi
given: Yasha; family: Goel
given: Mayank; family: Harrison
given: Chris
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: acoustic, acoustic beamforming, interaction techniques, hand gesture, hand input, acoustic reflectrometry, wearables

Abstract: BeamBand is a wrist-worn system that uses ultrasonic beamforming for hand gesture sensing. Using an array of small transducers, arranged on the wrist, we can ensem-ble acoustic wavefronts to project acoustic energy at spec-ified angles and focal lengths. This allows us to interro-gate the surface geometry of the hand with inaudible sound in a raster-scan-like manner, from multiple view-points. We use the resulting, characteristic reflections to recognize hand pose at 8 FPS. In our user study, we found that BeamBand supports a six-class hand gesture set at 94.6% accuracy. Even across sessions, when the sensor is removed and reworn later, accuracy remains high: 89.4%. We describe our software and hardware, and future ave-nues for integration into devices such as smartwatches and VR controllers.
Title: Airport Accessibility and Navigation Assistance for People with Visual Impairments
Authors: family: Guerreiro
given: João; family: Ahmetovic
given: Dragan; family: Sato
given: Daisuke; family: Kitani
given: Kris; family: Asakawa
given: Chieko
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: visual impairment, orientation and mobility, blind navigation, assistive technologies, airport accessibility

Abstract: People with visual impairments often have to rely on the assistance of sighted guides in airports, which prevents them from having an independent travel experience. In order to learn about their perspectives on current airport accessibility, we conducted two focus groups that discussed their needs and experiences in-depth, as well as the potential role of assistive technologies. We found that independent navigation is a main challenge and severely impacts their overall experience. As a result, we equipped an airport with a Bluetooth Low Energy (BLE) beacon-based navigation system and performed a real-world study where users navigated routes relevant for their travel experience. We found that despite the challenging environment participants were able to complete their itinerary independently, presenting none to few navigation errors and reasonable timings. This study presents the first systematic evaluation posing BLE technology as a strong approach to increase the independence of visually impaired people in airports.
Title: Effects of Moderation and Opinion Heterogeneity on Attitude towards the Online Deliberation Experience
Authors: family: Perrault
given: Simon T.; family: Zhang
given: Weiyu
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: deliberative democracy, civic engagement, participation, deliberation, public sphere

Abstract: Online deliberation offers a way for citizens to collectively discuss an issue and provide input for policymakers. The overall experience of online deliberation can be affected by multiple factors. We decided to investigate the effects of moderation and opinion heterogeneity on the perceived deliberation experience, by running the first online deliberation experiment in Singapore. Our study took place in three months with three phases. In phase 1, our 2,006 participants answered a survey, that we used to create groups of different opinion heterogeneity. During the second phase, 510 participants discussed about the population issue on the online platform we developed. We gathered data on their online deliberation experience during phase 3. We found out that higher levels of moderation negatively impact the experience of deliberation on perceived procedural fairness, validity claim and policy legitimacy; and that high opinion heterogeneity is important in order to get a fair assessment of the deliberation experience.
Title: MilliSonic: Pushing the Limits of Acoustic Motion Tracking
Authors: family: Wang
given: Anran; family: Gollakota
given: Shyamnath
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: localization, motion tracking, acoustic, mobile system, virtual reality

Abstract: Recent years have seen interest in device tracking and localization using acoustic signals. State-of-the-art acoustic motion tracking systems however do not achieve millimeter accuracy and require large separation between microphones and speakers, and as a result, do not meet the requirements for many VR/AR applications. Further, tracking multiple concurrent acoustic transmissions from VR devices today requires sacrificing accuracy or frame rate. We present MilliSonic, a novel system that pushes the limits of acoustic based motion tracking. Our core contribution is a novel localization algorithm that can provably achieve sub-millimeter 1D tracking accuracy in the presence of multipath, while using only a single beacon with a small 4-microphone array.Further, MilliSonic enables concurrent tracking of up to four smartphones without reducing frame rate or accuracy. Our evaluation shows that MilliSonic achieves 0.7mm median 1D accuracy and a 2.6mm median 3D accuracy for smartphones, which is 5x more accurate than state-of-the-art systems. MilliSonic enables two previously infeasible interaction applications: a) 3D tracking of VR headsets using the smartphone as a beacon and b) fine-grained 3D tracking for the Google Cardboard VR system using a small microphone array.
Title: Casual Microtasking: Embedding Microtasks in Facebook
Authors: family: Hahn
given: Nathan; family: Iqbal
given: Shamsi T.; family: Teevan
given: Jaime
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: tasks, interruptions, casual microtasking, microtasking

Abstract: Microtasks enable people with limited time and context to contribute to a larger task. In this paper we explore casual microtasking, where microtasks are embedded into other primary activities so that they are available to be completed when convenient. We present a casual microtasking experience that inserts writing microtasks from an existing microwriting tool into the user's Facebook feed. From a two-week deployment of the system with nine people, we observe that casual microtasking enabled participants to get things done during their breaks, and that they tended to do so only after first engaging with Facebook's social content. Participants were most likely to complete the writing microtasks during periods of the day associated with low focus, and would occasionally use them as a springboard to open the original document in Word. These findings suggest casual microtasking can help people leverage spare micromoments to achieve meaningful micro-goals, and even encourage them to return to work.
Title: Making Sense of Art: Access for Gallery Visitors with Vision Impairments
Authors: family: Holloway
given: Leona; family: Marriott
given: Kim; family: Butler
given: Matthew; family: Borning
given: Alan
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: 3d printing, blindness, value sensitive design, accessibility, art, vision impairment

Abstract: While there is widespread recognition of the need to provide people with vision impairments (PVI) equitable access to cultural institutions such as art galleries, this is not easy. We present the results of a collaboration with a regional art gallery who wished to open their collection to PVIs in the local community. We describe a novel model that provides three different ways of accessing the gallery, depending upon visual acuity and mobility: virtual tours, self-guided tours and guided tours. As far as possible the model supports autonomous exploration by PVIs. It was informed by a value sensitive design exploration of the values and value conflicts of the primary stakeholders.
Title: Co-Design Beyond Words: 'Moments of Interaction' with Minimally-Verbal Children on the Autism Spectrum
Authors: family: Wilson
given: Cara; family: Brereton
given: Margot; family: Ploderer
given: Bernd; family: Sitbon
given: Laurianne
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: autism, child-led, co-design, minimally-verbal, participatory design, non-verbal, speech and language therapy

Abstract: Existing co-design methods support verbal children on the autism spectrum in the design process, while their minimally-verbal peers are overlooked. We describe Co-Design Beyond Words (CDBW), an approach which merges existing co-design methods with practice-based methods from Speech and Language Therapy which are child-led and interests-based. These emphasise the rich detail that can be conveyed in the moment, through recognising occurrences of, for example, Joint Attention, Turn Taking and Imitation. We worked in an autism-specific primary school over 20 weeks with ten children, aged 5 to 8. We co-designed a playful prototype, the TangiBall, using the three iterative phases of CDBW; the Foundation Phase (preparation for interaction), the Interaction Phase (designing-and-reflecting in the moment) and the Reflection Phase (reflection-on-action). We contribute a novel co-design approach and present moments of interaction, the micro instances in design in which minimally-verbal children on the spectrum can convey meaning beyond words, through their actions, interactions, and attentional foci. These moments of interaction provide design insight, shape design direction, and reveal unique strengths, interests, and abilities.
Title: Emotional Utility and Recall of the Facebook News Feed
Authors: family: Nontasil
given: Pawarat; family: Payne
given: Stephen J.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: the peak-end rule, emotional utility, facebook, information addiction

Abstract: We report a laboratory study (N=53) in which participants browsed their own Facebook news feeds for 10-15 minutes, choosing exactly when to quit, and later rated the overall emotional utility of the episode before attempting to recall threads. Finally, the emotional utility of each encountered thread was rated while looking over a recording of the interaction. We report that Facebook browsing was, overall, an emotionally positive experience; that recall of threads exhibited classic primacy and recency serial order effects; that recalled threads were both more positive and more valenced (less neutral) on average, than forgotten threads; and that overall emotional valence judgments were predicted, statistically, by the peak and end thread judgments. We find no evidence that local quit decisions were driven by the emotional utility of threads. In the light of these findings, we discuss the suggestion that emotional utility might partly explain the attractiveness of reading the news feed, and that an emotional memory bias might further increase the attractiveness of the newsfeed in prospect.
Title: The Breaking Hand: Skills, Care, and Sufferings of the Hands of an Electronic Waste Worker in Bangladesh
Authors: family: Rifat
given: Mohammad Rashidujjaman; family: Prottoy
given: Hasan Mahmud; family: Ahmed
given: Syed Ishtiaque
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: electronic waste, ictd, recycle, tactile experience

Abstract: While repair work has recently been getting increasing attention in HCI, recycling practices have still remained relatively understudied, especially in the context of the Global South. To this end, building on our eight-month-long ethnography, this paper reports the electronic waste (`e-waste', henceforth) recycling practices among the e-waste recycler (`bhangari') communities in Dhaka, Bangladesh. In doing so, this paper offers the work of the bhangaris through an articulation of their hands and their uses. Drawing from a rich body of scholarly work on social science, we define and contextualize three characteristics of the hand of a bhangari: knowledge, care, and skills and collaboration. Our study also highlights the pains and sufferings involved in this profession. By explaining bhangari work through the hand, we also discuss its implications for design, and its connection to HCI's broader interest in sustainability.
Title: EarTouch: Facilitating Smartphone Use for Visually Impaired People in Mobile and Public Scenarios
Authors: family: Wang
given: Ruolin; family: Yu
given: Chun; family: Yang
given: Xing-Dong; family: He
given: Weijie; family: Shi
given: Yuanchun
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: vision impairment, one-handed interaction, capacitive sensing, accessibility, eartouch, smartphone

Abstract: Interacting with a smartphone using touch input and speech output is challenging for visually impaired people in mobile and public scenarios, where only one hand may be available for input (e.g., while holding a cane) and using the loudspeaker for speech output is constrained by environmental noise, privacy, and social concerns. To address these issues, we propose EarTouch, a one-handed interaction technique that allows the users to interact with a smartphone using the ear to perform gestures on the touchscreen. Users hold the phone to their ears and listen to speech output from the ear speaker privately. We report how the technique was designed, implemented, and evaluated through a series of studies. Results show that EarTouch is easy, efficient, fun and socially acceptable to use.
Title: Impact of Contextual Factors on Snapchat Public Sharing
Authors: family: Habib
given: Hana; family: Shah
given: Neil; family: Vaish
given: Rajan
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: survey, online communities, social media

Abstract: Public sharing is integral to online platforms. This includes the popular multimedia messaging application Snapchat, on which public sharing is relatively new and unexplored in prior research. In mobile-first applications, sharing contexts are dynamic. However, it is unclear how context impacts users' sharing decisions. As platforms increasingly rely on user-generated content, it is important to also broadly understand user motivations and considerations in public sharing. We explored these aspects of content sharing through a survey of 1,515 Snapchat users. Our results indicate that users primarily have intrinsic motivations for publicly sharing Snaps, such as to share an experience with the world, but also have considerations related to audience and sensitivity of content. Additionally, we found that Snaps shared publicly were contextually different from those privately shared. Our findings suggest that content sharing systems can be designed to support sharing motivations, yet also be sensitive to private contexts.
Title: Cluster Touch: Improving Touch Accuracy on Smartphones for People with Motor and Situational Impairments
Authors: family: Mott
given: Martez E.; family: Wobbrock
given: Jacob O.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: touch input, motor impairments, accessibility, ability-based design, smartphones, situational impairments, touch modeling

Abstract: We present Cluster Touch, a combined user-independent and user-specific touch offset model that improves the accuracy of touch input on smartphones for people with motor impairments, and for people experiencing situational impairments while walking. Cluster Touch combines touch examples from multiple users to create a shared user-independent touch model, which is then updated with touch examples provided by an individual user to make it user-specific. Owing to this combination, Cluster Touch allows people to quickly improve the accuracy of their smartphones by providing only 20 touch examples. In a user study with 12 people with motor impairments and 12 people without motor impairments, but who were walking, Cluster Touch improved touch accuracy by 14.65% for the former group and 6.81% for the latter group over the native touch sensor. Furthermore, in an offline analysis of existing mobile interfaces, Cluster Touch improved touch accuracy by 8.21% and 4.84% over the native touch sensor for the two user groups, respectively.
Title: MindDot: Supporting Effective Cognitive Behaviors in Concept Map-Based Learning Environments
Authors: family: Wang
given: Shang; family: Sonmez Unal
given: Deniz; family: Walker
given: Erin
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: hyperlink navigation, concept mapping, behavioral patterns, data visualization, expert template, comparative strategy

Abstract: While prior research has revealed the promising impact of concept mapping on learning, few have comprehensively modeled different cognitive behaviors during concept mapping. In addition, existing concept mapping tools lack effective feedback to support better learning behaviors. This work presents MindDot, a concept map-based learning environment that facilitates the cognitive process of comparing and integrating related concepts via two forms of support. A hyperlink support and an expert template. Study results suggested that both types of support had positive impact on the development of comparative strategies and that hyperlink support enhanced learning. We further evaluated the cognitive learning progress at a fine-grained level with two forms of visualizations. We then extracted several behavioral patterns that provided insights about the cognitive progress in learning. Lastly, we derive design recommendations that we hope will inspire future intelligent tutoring systems that automatically evaluate students' learning behaviors and foster them in developing effective learning behaviors
Title: Changing Perspective: A Co-Design Approach to Explore Future Possibilities of Divergent Hearing
Authors: family: Dörrenbächer
given: Judith; family: Hassenzahl
given: Marc
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: hearing impairment, positive design, enhancement, performative methods, participation, possibility-driven design

Abstract: Conventional hearing aids frame hearing impairment almost exclusively as a problem. In the present paper, we took an alternative approach by focusing on positive future possibilities of 'divergent hearing'. To this end, we developed a method to speculate simultaneously about not-yet-experienced positive meanings and not-yet-existing technology. First, we gathered already existing activities in which divergent hearing was experienced as an advantage rather than as a burden. These activities were then condensed into 'Prompts of Positive Possibilities' (PPP), such as 'Creating a shelter to feel safe in". In performative sessions, participants were given these PPPs and 'Open Probes' to enact novel everyday activities. This led to 26 possible meanings and according devices, such as "Being able to listen back into the past with a rewinder". The paper provides valuable insights into the interests and expectations of people with divergent hearing as well as a methodological contribution to a possibility-driven design.
Title: Failing with Style: Designing for Aesthetic Failure in Interactive Performance
Authors: family: Hazzard
given: Adrian; family: Greenhalgh
given: Chris; family: Kallionpaa
given: Maria; family: Benford
given: Steve; family: Veinberg
given: Anne; family: Kanga
given: Zubin; family: McPherson
given: Andrew
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: design, aesthetic failure, musical codes, musical performance, interactive systems

Abstract: Failure is a common artefact of challenging experiences, a fact of life for interactive systems but also a resource for aesthetic and improvisational performance. We present a study of how three professional pianists performed an interactive piano composition that included playing hidden codes within the music so as to control their path through the piece and trigger system actions. We reveal how apparent failures to play the codes occurred for diverse reasons including mistakes in their playing, limitations of the system, but also deliberate failures as a way of controlling the system, and how these failures provoked aesthetic and improvised responses from the performers. We propose that creative and performative interfaces should be designed to enable aesthetic failures and introduce a taxonomy that compares human approaches to failure with approaches to capable systems, revealing new creative design strategies of gaming, taming, riding and serving the system.
Title: The Channel Matters: Self-disclosure, Reciprocity and Social Support in Online Cancer Support Groups
Authors: family: Yang
given: Diyi; family: Yao
given: Zheng; family: Seering
given: Joseph; family: Kraut
given: Robert
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: online communities, online health support groups, channel difference, self-disclosure, social support

Abstract: People with health concerns go to online health support groups to obtain help and advice. To do so, they frequently disclose personal details, many times in public. Although research in non-health settings suggests that people self-disclose less in public than in private, this pattern may not apply to health support groups where people want to get relevant help. Our work examines how the use of private and public channels influences members' self-disclosure in an online cancer support group, and how channels moderate the influence of self-disclosure on reciprocity and receiving support. By automatically measuring people's self-disclosure at scale, we found that members of cancer support groups revealed more negative self-disclosure in the public channels compared to the private channels. Although one's self-disclosure leads others to self-disclose and to provide support, these effects were generally stronger in the private channel. These channel effects probably occur because the public channels are the primary venue for support exchange, while the private channels are mainly used for follow-up conversations. We discuss theoretical and practical implications of our work.