huashen218/convxai-cia-dataset huggingface dataset:
Title: Paracentral and near-peripheral visualizations: Towards attention-maintaining secondary information presentation on OHMDs during in-person social interactions
Authors: family: Janaka
given: Nuwan; family: Haigh
given: Chloe; family: Kim
given: Hyeongcheol; family: Zhang
given: Shan; family: Zhao
given: Shengdong
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: interruption, reminder notification, circular progress, paracentral, conversation, smart glasses, social interaction, HMD, near-peripheral

Abstract: Optical see-through Head-Mounted Displays (OST HMDs, OHMDs) are known to facilitate situational awareness while accessing secondary information. However, information displayed on OHMDs can cause attention shifts, which distract users from natural social interactions. We hypothesize that information displayed in paracentral and near-peripheral vision can be better perceived while the user is maintaining eye contact during face-to-face conversations. Leveraging this idea, we designed a circular progress bar to provide progress updates in paracentral and near-peripheral vision. We compared it with textual and linear progress bars under two conversation settings: a simulated one with a digital conversation partner and a realistic one with a real partner. Results show that a circular progress bar can effectively reduce notification distractions without losing eye contact and is more preferred by users. Our findings highlight the potential of utilizing the paracentral and near-peripheral vision for secondary information presentation on OHMDs.
Title: Dually Noted: Layout-Aware Annotations with Smartphone Augmented Reality
Authors: family: Qian
given: Jing; family: Sun
given: Qi; family: Wigington
given: Curtis; family: Han
given: Han L.; family: Sun
given: Tong; family: Healey
given: Jennifer; family: Tompkin
given: James; family: Huang
given: Jeff
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: augmented reality, layout structure, smartphone, Annotation, text, paper, document interaction

Abstract: Sharing annotations encourages feedback, discussion, and knowledge passing among readers and can be beneficial for personal and public use. Prior augmented reality (AR) systems have expanded these benefits to both digital and printed documents. However, despite smartphone AR now being widely available, there is a lack of research about how to use AR effectively for interactive document annotation. We propose Dually Noted, a smartphone-based AR annotation system that recognizes the layout of structural elements in a printed document for real-time authoring and viewing of annotations. We conducted experience prototyping with eight users to elicit potential benefits and challenges within smartphone AR, and this informed the resulting Dually Noted system and annotation interactions with the document elements. AR annotation is often unwieldy, but during a 12-user empirical study our novel structural understanding component allows Dually Noted to improve precise highlighting and annotation interaction accuracy by 13%, increase interaction speed by 42%, and significantly lower cognitive load over a baseline method without document layout understanding. Qualitatively, participants commented that Dually Noted was a swift and portable annotation experience. Overall, our research provides new methods and insights for how to improve AR annotations for physical documents.
Title: Augmented Reality and Robotics: A Survey and Taxonomy for AR-enhanced Human-Robot Interaction and Robotic Interfaces
Authors: family: Suzuki
given: Ryo; family: Karim
given: Adnan; family: Xia
given: Tian; family: Hedayati
given: Hooman; family: Marquardt
given: Nicolai
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: augmented reality, robotics, AR-HRI, human-robot interaction, shape-changing UI, VAM-HRI, actuated tangible UI, mixed reality

Abstract: This paper contributes to a taxonomy of augmented reality and robotics based on a survey of 460 research papers. Augmented and mixed reality (AR/MR) have emerged as a new way to enhance human-robot interaction (HRI) and robotic interfaces (e.g., actuated and shape-changing interfaces). Recently, an increasing number of studies in HCI, HRI, and robotics have demonstrated how AR enables better interactions between people and robots. However, often research remains focused on individual explorations and key design strategies, and research questions are rarely analyzed systematically. In this paper, we synthesize and categorize this research field in the following dimensions: 1) approaches to augmenting reality; 2) characteristics of robots; 3) purposes and benefits; 4) classification of presented information; 5) design components and strategies for visual augmentation; 6) interaction techniques and modalities; 7) application domains; and 8) evaluation strategies. We formulate key challenges and opportunities to guide and inform future research in AR and robotics.
Title: i-LaTeX : Manipulating Transitional Representations between LaTeX Code and Generated Documents
Authors: family: Gobert
given: Camille; family: Beaudouin-Lafon
given: Michel
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Code editor, document, Transitional Representation

Abstract: Document description languages such as LaTeX are used extensively to author scientific and technical documents, but editing them is cumbersome: code-based editors only provide generic features, while WYSIWYG interfaces only support a subset of the language. Our interviews with 11 LaTeX users highlighted their difficulties dealing with textually-encoded abstractions and with the mappings between source code and document output. To address some of these issues, we introduce Transitional Representations for document description languages, which enable the visualisation and manipulation of fragments of code in relation to their generated output. We present i-LaTeX, a LaTeX editor equipped with Transitional Representations of formulae, tables, images, and grid layouts. A 16-participant experiment shows that Transitional Representations let them complete common editing tasks significantly faster, with fewer compilations, and with a lower workload. We discuss how Transitional Representations affect editing strategies and conclude with directions for future work.
Title: Overcoming Legacy Bias: Re-Designing Gesture Interactions in Virtual Reality With a San Community in Namibia
Authors: family: Arendttorp
given: Emilie Maria Nybo; family: Rodil
given: Kasper; family: Winschiers-Theophilus
given: Heike; family: Magoath
given: Christof
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Community, Hand Gestures, Namibia, San, Indigenous People, Natural Interaction, Virtual Reality, User Experiences, Diversity

Abstract: Recent improvements in hand-tracking technologies support novel applications and developments of gesture interactions in virtual reality (VR). Current implementations are mostly convention-based, originating in a Western technological context, thereby creating a legacy bias in gesture interaction implementations. With expanding application contexts and growing user groups and contexts, the design and selection of gestures need to be diversified. In this paper we present an exploration of natural gestures, followed by their implementation in a VR application and co-design of new gestures with a marginalized San community in Namibia. This study contributes to the still scarce empirical work in user-driven gesture design research, aiming to reduce legacy bias, on a methodological and technical level as well as through engaging non-WEIRD participants. Our findings confirm the applicability of our method, combined with Partner and Priming suggested by Morris et al., to the design of gestures inspired by natural interactions. We also consider the implementation of user-designed gestures to be necessary to asses usability, usefulness and technical issues in VR. Furthermore, the research directly advances the HCI agenda for diversity, through an ongoing research and design partnership with an indigenous community in Southern Africa, thereby challenging systemic bias and promoting design for the pluriverse.
Title: The Voight-Kampff Machine for Automatic Custom Gesture Rejection Threshold Selection
Authors: family: Taranta
given: Eugene Matthew; family: Maslych
given: Mykola; family: Ghamandi
given: Ryan; family: LaViola
given: Joseph
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: customization, gesture, rejection, recognition

Abstract: Gesture recognition systems using nearest neighbor pattern matching are able to distinguish gesture from non-gesture actions by rejecting input whose recognition scores are poor. However, in the context of gesture customization, where training data is sparse, learning a tight rejection threshold that maximizes accuracy in the presence of continuous high activity (HA) data is a challenging problem. To this end, we present the Voight-Kampff Machine (VKM), a novel approach for rejection threshold selection. VKM uses new synthetic data techniques to select an initial threshold that the system thereafter adjusts based on the training set size and expected gesture production variability. We pair VKM with a state-of-the-art custom gesture segmenter and recognizer to evaluate our system across several HA datasets, where gestures are interleaved with non-gesture actions. Compared to alternative rejection threshold selection techniques, we show that our approach is the only one that consistently achieves high performance.
Title: Guided Bug Crush: Assist Manual GUI Testing of Android Apps via Hint Moves
Authors: family: Liu
given: Zhe; family: Chen
given: Chunyang; family: Wang
given: Junjie; family: Huang
given: Yuekai; family: Hu
given: Jun; family: Wang
given: Qing
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Quality Assurance, Android App, Software Engineering, GUI testing

Abstract: Mobile apps are indispensable for people’s daily life. Complementing with automated GUI testing, manual testing is the last line of defence for app quality. However, the repeated actions and easily missing of functionalities make manual testing time-consuming and inefficient. Inspired by the game candy crush with flashy candies as hint moves for players, we propose an approach named NaviDroid for navigating testers via highlighted next operations for more effective and efficient testing. Within NaviDroid, we construct an enriched state transition graph with the triggering actions as the edges for two involved states. Based on it, we utilize the dynamic programming algorithm to plan the exploration path, and augment the GUI with visualized hints for testers to quickly explore untested activities and avoid duplicate explorations. The automated experiments demonstrate the high coverage and efficient path planning of NaviDroid and a user study further confirms its usefulness. The NaviDroid can help us develop more robust software that works in more mission-critical settings, not only by performing more thorough testing with the same effort that has been put in before, but also by integrating these techniques into different parts of development pipeline.
Title: Iterative Design of Gestures During Elicitation: Understanding the Role of Increased Production
Authors: family: Danielescu
given: Andreea; family: Piorkowski
given: David
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: user's mental models, public displays, full-body gestures, free-space gestures, fatigue, walk-up-and-use displays, Gesture elicitation

Abstract: Previous gesture elicitation studies have found that user proposals are influenced by legacy bias which may inhibit users from proposing gestures that are most appropriate for an interaction. Increasing production during elicitation studies has shown promise moving users beyond legacy gestures. However, variety decreases as more symbols are produced. While several studies have used increased production since its introduction, little research has focused on understanding the effect on the proposed gesture quality, on why variety decreases, and on whether increased production should be limited. In this paper, we present a gesture elicitation study aimed at understanding the impact of increased production. We show that users refine the most promising gestures and that how long it takes to find promising gestures varies by participant. We also show that gestural refinements provide insight into the gestural features that matter for users to assign semantic meaning and discuss implications for training gesture classifiers.
Title: Prevalence and Salience of Problematic Microtransactions in Top-Grossing Mobile and PC Games: A Content Analysis of User Reviews
Authors: family: Petrovskaya
given: Elena; family: Deterding
given: Sebastian; family: Zendle
given: David I
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: mobile games, microtransactions, dark patterns, player experience, ethics

Abstract: Microtransactions have become a major monetisation model in digital games, shaping their design, impacting player experience, and raising ethical concerns. Research in this area has chiefly focused on loot boxes. This begs the question whether other microtransactions might actually be more relevant and problematic for players. We therefore conducted a content analysis of negative player reviews (n=801) of top-grossing mobile and desktop games to determine which problematic microtransactions are most prevalent and salient for players. We found that problematic microtransactions with mobile games featuring more frequent and different techniques compared to desktop games. Across both, players minded issues related to fairness, transparency, and degraded user experience, supporting prior theoretical work, and importantly take issue with monetisation-driven design as such. We identify future research needs on why microtransactions in particular spark this critique, and which player communities it may be more or less representative of.
Title: Avatar Identities and Climate Change Action in Video Games: Analysis of Mitigation and Adaptation Practices
Authors: family: Fernández Galeote
given: Daniel; family: Legaki
given: Nikoletta-Zampeta; family: Hamari
given: Juho
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: role, mitigation, adaptation, gamification, games, game-based learning, climate change engagement, identity, avatars, global warming, sustainability

Abstract: Games are considered promising for engaging people with climate change. In virtual worlds, players can adopt empowering roles to mitigate greenhouse gas emissions and/or adapt to climate impacts. However, the lack of a comprehensive exploration of existing climate-related identities and actions prevents understanding their potential. Here, we analyze 80 video games and classify avatar identities, or expected player roles, into six types. Climate selves encourage direct life changes; climate citizens are easy to identify with and imitate; climate heroes are inspirational figures upholding environmental values; empowered individuals deliberate to avoid a tragedy of the commons; authorities should consider stakeholders and the environment; and faction leaders engage in bi- or multilateral relations. Adaptation is often for decision-making profiles, while empowered individuals, authorities, and faction leaders usually face conflicting objectives. We discuss our results in relation to avatar research and provide suggestions for researchers, designers, and educators.
Title: ”Chat Has No Chill”: A Novel Physiological Interaction For Engaging Live Streaming Audiences
Authors: family: Robinson
given: Raquel Breejon; family: Rheeder
given: Ricardo; family: Klarkowski
given: Madison; family: Mandryk
given: Regan L
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Twitch, heart rate, live streaming, physiology, affective games, audience participation

Abstract: Now more than ever, people are using online platforms to communicate. Twitch, the foremost platform for live game streaming, offers many communication modalities. However, the platform lacks representation of social cues and signals of the audience experience, which are innately present in live events. To address this, we present a technology probe that captures the audience energy and response in a game streaming context. We designed a game and integrated a custom-communication modality—Commons Sense—in which the audience members’ heart rates are sensed via webcam, averaged, and fed into a video game to affect sound, lighting, and difficulty. We conducted an ‘in-the-wild’ evaluation with four Twitch streamers and their audience members (N=55) to understand how these groups interacted through Commons Sense. Audience members and streamers indicated high levels of enjoyment and engagement with Commons Sense, suggesting the potential of physiological interaction as a beneficial communication tool in live streaming.
Title: How Will VR Enter University Classrooms? Multi-stakeholders Investigation of VR in Higher Education
Authors: family: Jin
given: Qiao; family: Liu
given: Yu; family: Yarosh
given: Svetlana; family: Han
given: Bo; family: Qian
given: Feng
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Virtual Reality, social VR, collaboration, multi-stakeholder, higher education, educational VR

Abstract: VR has received increased attention as an educational tool and many argue it is destined to influence educational practices, especially with the emergence of the Metaverse. Most prior research on educational VR reports on applications or systems designed for specified educational or training objectives. However, it is also crucial to understand current practices and attitudes across disciplines, having a holistic view to extend the body of knowledge in terms of VR adoption in an authentic setting. Taking a higher-level perception of people in different roles, we conducted a qualitative analysis based on 23 interviews with major stakeholders and a series of participatory design workshops with instructors and students. We identified the stakeholders who need to be considered for using VR in higher education, and highlighted the challenges and opportunities critical for VR current and potential practices in the university classroom. Finally, we discussed the design implications based on our findings. This study contributes a detailed description of current perceptions and considerations from a multi-stakeholder perspective, providing new empirical insights for designing novel VR and HCI technologies in higher education.
Title: Classroom Dandelions: Visualising Participant Position, Trajectory and Body Orientation Augments Teachers’ Sensemaking
Authors: family: Fernandez-Nieto
given: Gloria; family: An
given: Pengcheng; family: Zhao
given: Jian; family: Buckingham Shum
given: Simon; family: Martinez-Maldonado
given: Roberto
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Multimodal, Learning analytics, Teamwork, Indoor positioning, Teaching

Abstract: Despite the digital revolution, physical space remains the site for teaching and learning embodied knowledge and skills. Both teachers and students must develop spatial competencies to effectively use classroom spaces, enabling fluid verbal and non-verbal interaction. While video permits rich activity capture, it provides no support for quickly seeing activity patterns that can assist learning. In contrast, position tracking systems permit the automated modelling of spatial behaviour, opening new possibilities for feedback. This paper introduces the design rationale for ”Dandelion Diagrams” that integrate participant location, trajectory and body orientation over a variable period. Applied in two authentic teaching contexts (a science laboratory, and a nursing simulation) we show how heatmaps showing only teacher/student location led to misinterpretations that were resolved by overlaying Dandelion Diagrams. Teachers also identified a variety of ways they could aid professional development. We conclude Dandelion Diagrams assisted sensemaking, but discuss the ethical risks of over-interpretation.
Title: Bringing Patient Mannequins to Life: 3D Projection Enhances Nursing Simulation
Authors: family: Zhou
given: Guoyang; family: Nagle
given: Amy; family: Takahashi
given: George; family: Hornbeck
given: Tera; family: Loomis
given: Ann; family: Smith
given: Beth; family: Duerstock
given: Bradley; family: Yu
given: Denny
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: nursing simulation, interactive mannequin, mixed/augmented reality

Abstract: Mannequin-based simulations are widely used to train novice nurses. However, current mannequins have no dynamic facial expressions, which decreases the mannequins’ fidelity and impacts students’ learning outcomes and experience. This study proposes a projection-based AR system for overlaying dynamic facial expressions on a mannequin and implements the system in a stroke simulation. Thirty-six undergraduate nursing students participated in the study and were equally divided into the control (without the system) and experimental group (with the system). The participants’ gaze behavior, simulation performance, and subjective evaluation were measured. Results illustrated that the participants focused more on the face-animated mannequin than the traditional mannequin during the simulation. Nursing experts believed that the face-animated mannequin increased the participants’ performance in recognizing deviations but decreased their performance in seeking additional information. Moreover, the participants reported that the face-animated mannequin was more interactive and helpful for performing appropriate assessments than the traditional mannequin.
Title: Towards Modeling of Virtual Reality Welding Simulators to Promote Accessible and Scalable Training
Authors: family: Ipsita
given: Ananya; family: Erickson
given: Levi; family: Dong
given: Yangzi; family: Huang
given: Joey; family: Bushinski
given: Alexa K; family: Saradhi
given: Sraven; family: Villanueva
given: Ana M; family: Peppler
given: Kylie A; family: Redick
given: Thomas S; family: Ramani
given: Karthik
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Virtual Reality Welding Simulators, Manufacturing, Virtual Reality Training, Backward design, Welding, Virtual Reality

Abstract: The US manufacturing industry is currently facing a welding workforce shortage which is largely due to inadequacy of widespread welding training. To address this challenge, we present a Virtual Reality (VR)-based training system aimed at transforming state-of-the-art-welding simulations and in-person instruction into a widely accessible and engaging platform. We applied backward design principles to design a low-cost welding simulator in the form of modularized units through active consulting with welding training experts. Using a minimum viable prototype, we conducted a user study with 24 novices to test the system’s usability. Our findings show (1) greater effectiveness of the system in transferring skills to real-world environments as compared to accessible video-based alternatives and, (2) the visuo-haptic guidance during virtual welding enhances performance and provides a realistic learning experience to users. Using the solution, we expect inexperienced users to achieve competencies faster and be better prepared to enter actual work environments.