huashen218/convxai-cia-dataset huggingface dataset:
Title: ARPen: Mid-Air Object Manipulation Techniques for a Bimanual AR System with Pen & Smartphone
Authors: family: Wacker
given: Philipp; family: Nowak
given: Oliver; family: Voelker
given: Simon; family: Borchers
given: Jan
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: immersive modeling, bimanual interaction, mid-air interaction, pen, selection, smartphone ar, translation, augmented reality

Abstract: Modeling in Augmented Reality (AR) lets users create and manipulate virtual objects in mid-air that are aligned to their real environment. We present ARPen, a bimanual input technique for AR modeling that combines a standard smartphone with a 3D-printed pen. Users sketch with the pen in mid-air, while holding their smartphone in the other hand to see the virtual pen traces in the live camera image. ARPen combines the pen's higher 3D input precision with the rich interactive capabilities of the smartphone touchscreen. We studied subjective preferences for this bimanual input technique, such as how people hold the smartphone while drawing, and analyzed the performance of different bimanual techniques for selecting and moving virtual objects. Users preferred a bimanual technique casting a ray through the pen tip for both selection and translation. We provide initial design guidelines for this new class of bimanual AR modeling systems.
Title: NaviBike: Comparing Unimodal Navigation Cues for Child Cyclists
Authors: family: Matviienko
given: Andrii; family: Ananthanarayan
given: Swamy; family: El Ali
given: Abdallah; family: Heuten
given: Wilko; family: Boll
given: Susanne
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: unimodal navigation cues, navigation for child cyclists, bicycle simulator

Abstract: Navigation systems for cyclists are commonly screen-based devices mounted on the handlebar which show map information. Typically, adult cyclists have to explicitly look down for directions. This can be distracting and challenging for children, given their developmental differences in motor and perceptual-motor abilities compared with adults. To address this issue, we designed different unimodal cues and explored their suitability for child cyclists through two experiments. In the first experiment, we developed an indoor bicycle simulator and compared auditory, light, and vibrotactile navigation cues. In the second experiment, we investigated these navigation cues in-situ in an outdoor practice test track using a mid-size tricycle. To simulate road distractions, children were given an additional auditory task in both experiments. We found that auditory navigational cues were the most understandable and the least prone to navigation errors. However, light and vibrotactile cues might be useful for educating younger child cyclists.
Title: Audible Panorama: Automatic Spatial Audio Generation for Panorama Imagery
Authors: family: Huang
given: Haikun; family: Solah
given: Michael; family: Li
given: Dingzeyu; family: Yu
given: Lap-Fai
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: augmented reality, virtualreality, spatial audio, immersive media, panorama images

Abstract: As 360 deg cameras and virtual reality headsets become more popular, panorama images have become increasingly ubiquitous. While sounds are essential in delivering immersive and interactive user experiences, most panorama images, however, do not come with native audio. In this paper, we propose an automatic algorithm to augment static panorama images through realistic audio assignment. We accomplish this goal through object detection, scene classification, object depth estimation, and audio source placement. We built an audio file database composed of over $500$ audio files to facilitate this process. We designed and conducted a user study to verify the efficacy of various components in our pipeline. We run our method on a large variety of panorama images of indoor and outdoor scenes. By analyzing the statistics, we learned the relative importance of these components, which can be used in prioritizing for power-sensitive time-critical tasks like mobile augmented reality (AR) applications.
Title: Interactive Body-Driven Graphics for Augmented Video Performance
Authors: family: Saquib
given: Nazmus; family: Kazi
given: Rubaiat Habib; family: Wei
given: Li-Yi; family: Li
given: Wilmot
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: gestural input, user interface design, mixed/augmented reality

Abstract: We present a system that augments live presentation videos with interactive graphics to create a powerful and expressive storytelling environment. Using our system, the presenter interacts with the graphical elements in real-time with gestures and postures, thus leveraging our innate, everyday skills to enhance our communication capabilities with the audience. However, crafting such an interactive and expressive performance typically requires programming, or highly-specialized tools tailored for experts. Our core contribution is a flexible, direct manipulation UI which enables amateurs and experts to craft such presentations beforehand by mapping a variety of body movements to a wide range of graphical manipulations. By simplifying the mapping between gestures, postures, and their corresponding output effects, our UI enables users to craft customized, rich interactions with the graphical elements. Our user study demonstrates the potential usage and unique affordance of this mixed-reality medium for storytelling and presentation across a range of application domains.
Title: Augmenting Couples' Communication with Lifelines: Shared Timelines of Mixed Contextual Information
Authors: family: Griggio
given: Carla F.; family: Nouwens
given: Midas; family: McGrenere
given: Joanna; family: Mackay
given: Wendy E.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: couples, computer-mediated communication, awareness, contextual information

Abstract: Couples exhibit special communication practices, but apps rarely offer couple-specific functionality. Research shows that sharing streams of contextual information (e.g. location, motion) helps couples coordinate and feel more connected. Most studies explored a single, ephemeral stream; we study how couples' communication changes when sharing multiple, persistent streams. We designed Lifelines, a mobile-app technology probe that visualizes up to six streams on a shared timeline: closeness to home, battery level, steps, media playing, texts and calls. A month-long study with nine couples showed that partners interpreted information mostly from individual streams, but also combined them for more nuanced interpretations. Persistent streams allowed missing data to become meaningful and provided new ways of understanding each other. Unexpected patterns from any stream can trigger calls and texts, whereas seeing expected data can replace direct communication, which may improve or disrupt established communication practices. We conclude with design implications for mediating awareness within couples.
Title: Friend, Collaborator, Student, Manager: How Design of an AI-Driven Game Level Editor Affects Creators
Authors: family: Guzdial
given: Matthew; family: Liao
given: Nicholas; family: Chen
given: Jonathan; family: Chen
given: Shao-Yu; family: Shah
given: Shukan; family: Shah
given: Vishwa; family: Reno
given: Joshua; family: Smith
given: Gillian; family: Riedl
given: Mark O.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: human computer collaboration, human-ai interaction, artificial intelligence

Abstract: Machine learning advances have afforded an increase in algorithms capable of creating art, music, stories, games, and more. However, it is not yet well-understood how machine learning algorithms might best collaborate with people to support creative expression. To investigate how practicing designers perceive the role of AI in the creative process, we developed a game level design tool for Super Mario Bros.-style games with a built-in AI level designer. In this paper we discuss our design of the Morai Maker intelligent tool through two mixed-methods studies with a total of over one-hundred participants. Our findings are as follows: (1) level designers vary in their desired interactions with, and role of, the AI, (2) the AI prompted the level designers to alter their design practices, and (3) the level designers perceived the AI as having potential value in their design practice, varying based on their desired role for the AI.
Title: A Design Space for Gaze Interaction on Head-mounted Displays
Authors: family: Hirzle
given: Teresa; family: Gugenheimer
given: Jan; family: Geiselhart
given: Florian; family: Bulling
given: Andreas; family: Rukzio
given: Enrico
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: 3d gaze, virtual reality, interaction design, gaze interaction, head-mounted displays, design space, augmented reality

Abstract: Augmented and virtual reality (AR/VR) has entered the mass market and, with it, will soon eye tracking as a core technology for next generation head-mounted displays (HMDs). In contrast to existing gaze interfaces, the 3D nature of AR and VR requires estimating a user's gaze in 3D. While first applications, such as foveated rendering, hint at the compelling potential of combining HMDs and gaze, a systematic analysis is missing. To fill this gap, we present the first design space for gaze interaction on HMDs. Our design space covers human depth perception and technical requirements in two dimensions aiming to identify challenges and opportunities for interaction design. As such, our design space provides a comprehensive overview and serves as an important guideline for researchers and practitioners working on gaze interaction on HMDs. We further demonstrate how our design space is used in practice by presenting two interactive applications: EyeHealth and XRay-Vision.
Title: The Heat is On: Exploring User Behaviour in a Multisensory Virtual Environment for Fire Evacuation
Authors: family: Shaw
given: Emily; family: Roper
given: Tessa; family: Nilsson
given: Tommy; family: Lawson
given: Glyn; family: Cobb
given: Sue V.G.; family: Miller
given: Daniel
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: vr, multimodal, user studies, virtual environments, behaviour

Abstract: Understanding validity of user behaviour in Virtual Environments (VEs) is critical as they are increasingly being used for serious Health and Safety applications such as predicting human behaviour and training in hazardous situations. This paper presents a comparative study exploring user behaviour in VE-based fire evacuation and investigates whether this is affected by the addition of thermal and olfactory simulation. Participants (N=43) were exposed to a virtual fire in an office building. Quantitative and qualitative analyses of participant attitudes and behaviours found deviations from those we would expect in real life (e.g. pre-evacuation actions), but also valid behaviours like fire avoidance. Potentially important differences were found between multisensory and audiovisual-only conditions (e.g. perceived urgency). We conclude VEs have significant potential in safety-related applications, and that multimodality may afford additional uses in this context, but the identified limitations of behavioural validity must be carefully considered to avoid misapplication of the technology.
Title: FoldTronics: Creating 3D Objects with Integrated Electronics Using Foldable Honeycomb Structures
Authors: family: Yamaoka
given: Junichi; family: Dogan
given: Mustafa Doga; family: Bulovic
given: Katarina; family: Saito
given: Kazuya; family: Kawahara
given: Yoshihiro; family: Kakehi
given: Yasuaki; family: Mueller
given: Stefanie
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: personal fabrication, electronics, 2d folding

Abstract: We present FoldTronics, a 2D-cutting based fabrication technique to integrate electronics into 3D folded objects. The key idea is to cut and perforate a 2D sheet to make it foldable into a honeycomb structure using a cutting plotter; before folding the sheet into a 3D structure, users place the electronic components and circuitry onto the sheet. The fabrication process only takes a few minutes allowing to rapidly prototype functional interactive devices. The resulting objects are lightweight and rigid, thus allowing for weight-sensitive and force-sensitive applications. Finally, due to the nature of the honeycomb structure, the objects can be folded flat along one axis and thus can be efficiently transported in this compact form factor. We describe the structure of the foldable sheet, and present a design tool that enables users to quickly prototype the desired objects. We showcase a range of examples made with our design tool, including objects with integrated sensors and display elements.
Title: An Exploration of Bitcoin Mining Practices: Miners' Trust Challenges and Motivations
Authors: family: Khairuddin
given: Irni Eliana; family: Sas
given: Corina
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: bitcoin miners, dishonest administrators, blockchain, trust

Abstract: Bitcoin blockchain technology is a distributed ledger of nodes authorizing transactions between anonymous parties. Its key actors are miners using computational power to solve mathematical problems for validating transactions. By sharing blockchain's characteristics, mining is a decentralized, transparent and unregulated practice, less explored in HCI, so we know little about miners' motivations and experiences, and how these may impact on different dimensions of trust. This paper reports on interviews with 20 bitcoin miners about their practices and trust challenges. Findings contribute to HCI theories by extending the exploration of blockchain's characteristics relevant to trust with the competitiveness dimension underpinning the social organization of mining. We discuss the risks of collaborative mining due to centralization and dishonest administrators, and conclude with design implications highlighting the need for tools monitoring the distribution of rewards in collaborative mining, tools tracking data centers' authorization and reputation, and tools supporting the development of decentralized pools.
Title: JourneyCam: Exploring Experiences of Accessibility and Mobility among Powered Wheelchair Users through Video and Data
Authors: family: Rodger
given: Sunil; family: Jackson
given: Dan; family: Vines
given: John; family: McLaughlin
given: Janice; family: Wright
given: Peter
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: mobility, civic technology, disability, accessibility, place, community technology, powered wheelchair users, digital civics

Abstract: Recent HCI research has investigated how digital technologies might enable citizens to identify and express matters of civic concern. We extend this work by describing JourneyCam, a smartphone-based system that enables powered wheelchair users to capture video and sensor data about their experiences of mobility. Thirteen participants used JourneyCam to document journeys, after which the data they collected was used to support discussions around their experiences. Our findings highlight how the system facilitated the articulation of complex embodied experiences, and how the collected data might have particular value in surfacing these experiences to help inform urban design and policymaking. Participants valued the ways in which JourneyCam's moving image and sensor data made hard-to-express sensations apparent, as well as how it enabled them to surface previously unrecognised issues. We conclude by highlighting future opportunities for how such tools might enable citizens to inform and influence civic governance.
Title: Let's Play Together: Adaptation Guidelines of Board Games for Players with Visual Impairment
Authors: family: da Rocha Tomé Filho
given: Frederico; family: Mirza-Babaei
given: Pejman; family: Kapralos
given: Bill; family: Moreira Mendonça Junior
given: Glaudiney
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: accessibility, board games, guidelines, visual impairment

Abstract: Board games present accessibility barriers for players with visual impairment since they often employ visuals alone to communicate gameplay information. Our research focuses on board game accessibility for those with visual impairment. This paper describes a three-phase study conducted to develop board game accessibility adaptation guidelines. These guidelines were developed through a user-centered design approach that included in-depth interviews and a series of user studies using two adapted board games. Our findings indicate that participants with and without visual impairment were able to play the adapted games, exhibiting a balanced experience whereby participants had complete autonomy and were provided with equal chances of victory. Our paper also contributes to the game and accessibility communities through the development of adaptation guidelines that allow board games to become inclusive irrespective of a player's visual impairment.
Title: ElectroDermis: Fully Untethered, Stretchable, and Highly-Customizable Electronic Bandages
Authors: family: Markvicka
given: Eric; family: Wang
given: Guanyun; family: Lee
given: Yi-Chin; family: Laput
given: Gierad; family: Majidi
given: Carmel; family: Yao
given: Lining
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: fabrication, spandex, on-skin devices, wearable electronics

Abstract: Wearables have emerged as an increasingly promising interactive platform, imbuing the human body with always-available computational capabilities. This unlocks a wide range of applications, including discreet information access, health monitoring, fitness, and fashion. However, unlike previous platforms, wearable electronics require structural conformity, must be comfortable for the wearer, and should be soft, elastic, and aesthetically appealing. We envision a future where electronics can be temporarily attached to the body (like bandages or party masks), but in functional and aesthetically pleasing ways. Towards this vision, we introduce ElectroDermis, a fabrication approach that simplifies the creation of highly-functional and stretchable wearable electronics that are conformal and fully untethered by discretizing rigid circuit boards into individual components. These individual components are wired together using stretchable electrical wiring and assembled on a spandex blend fabric, to provide high functionality in a robust form-factor that is reusable. We describe our system in detail- including our fabrication parameters and its operational limits-which we hope researchers and practitioners can leverage. We describe a series of example applications that illustrate the feasibility and utility of our system. Overall, we believe ElectroDermis offers a complementary approach to wearable electronics-one that places value on the notion of impermanence (i.e., unlike tattoos and implants), better conforming to the dynamic nature of the human body.
Title: May AI? Design Ideation with Cooperative Contextual Bandits
Authors: family: Koch
given: Janin; family: Lucero
given: Andrés; family: Hegemann
given: Lena; family: Oulasvirta
given: Antti
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: mood board design, ideation support, interactive machine-learning, creativity support tools

Abstract: Design ideation is a prime creative activity in design. However, it is challenging to support computationally due to its quickly evolving and exploratory nature. The paper presents cooperative contextual bandits (CCB) as a machine-learning method for interactive ideation support. A CCB can learn to propose domain-relevant contributions and adapt their exploration/exploitation strategy. We developed a CCB for an interactive design ideation tool that 1) suggests inspirational and situationally relevant materials ("may AI?"); 2) explores and exploits inspirational materials with the designer; and 3) explains its suggestions to aid reflection. The application case of digital mood board design is presented, wherein visual inspirational materials are collected and curated in collages. In a controlled study, 14 of 16 professional designers preferred the CCB-augmented tool. The CCB approach holds promise for ideation activities wherein adaptive and steerable support is welcome but designers must retain full outcome control.
Title: PeerLens: Peer-inspired Interactive Learning Path Planning in Online Question Pool
Authors: family: Xia
given: Meng; family: Sun
given: Mingfei; family: Wei
given: Huan; family: Chen
given: Qing; family: Wang
given: Yong; family: Shi
given: Lei; family: Qu
given: Huamin; family: Ma
given: Xiaojuan
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: visualization, question pool, learning path planning

Abstract: Online question pools like LeetCode provide hands-on exercises of skills and knowledge. However, due to the large volume of questions and the intent of hiding the tested knowledge behind them, many users find it hard to decide where to start or how to proceed based on their goals and performance. To overcome these limitations, we present PeerLens, an interactive visual analysis system that enables peer-inspired learning path planning. PeerLens can recommend a customized, adaptable sequence of practice questions to individual learners, based on the exercise history of other users in a similar learning scenario. We propose a new way to model the learning path by submission types and a novel visual design to facilitate the understanding and planning of the learning path. We conducted a within-subject experiment to assess the efficacy and usefulness of PeerLens in comparison with two baseline systems. Experiment results show that users are more confident in arranging their learning path via PeerLens and find it more informative and intuitive.
Title: Electronic Health Records Are More Than a Work Tool: Conflicting Needs of Direct and Indirect Stakeholders
Authors: family: Cajander
given: Åsa; family: Grünloh
given: Christiane
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: value tensions, patient portal, direct and indirect stakeholders, user experience, ehealth, patient accessible electronic health records, value sensitive design, healthcare

Abstract: The involvement of stakeholders is crucial when designing IT in highly complex application domains, such as healthcare. Stakeholder relationships are complex and can include strongly conflicting needs and value tensions. In this case study, we investigate the different perspectives of patients and physicians related to Patient Accessible Electronic Health Records (PAEHR) in Sweden. Generally, the introduction of this service has been heavily criticised by healthcare professionals, but welcomed by patients. The paper presents an innovative study design where themes from interviews with physicians are used as a lens to analyse survey data from patients. The findings highlight the necessity to understand stakeholders' perspectives about other stakeholder groups by contrasting assumptions and expectations of physicians (indirect stakeholders) with experience of use by patients (direct stakeholders), and discusses practical challenges when designing large-scale health information systems.