huashen218/convxai-cia-dataset huggingface dataset:
Title: Predicting Opportune Moments to Deliver Notifications in Virtual Reality
Authors: family: Chen
given: Kuan-Wen; family: Chang
given: Yung-Ju; family: Chan
given: Liwei
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Notifications, Predictive Models;, Virtual Reality, Interruptibility

Abstract: Virtual reality (VR) has increasingly been used in many areas, and the need to deliver notifications in VR is also expected to increase accordingly. However, untimely interruptions could largely impact the experience in VR. Identifying opportune times to deliver notifications to users allows for notifications to be scheduled in a way that minimizes disruption. We conducted a study to investigate the use of sensor data available on an off-the-shelf VR device and additional contextual information, including current activity and engagement of users, to predict opportune moments for sending notifications using deep learning models. Our analysis shows that using mainly sensor features could achieve 72% recall, 71% precision and 0.86 area under receiver operating characteristic (AUROC); performance can be further improved to 81% recall, 82% precision, and 0.93 AUROC if information about activity and summarized user engagement is included.
Title: Reducing Virtual Reality Sickness for Cyclists in VR Bicycle Simulators
Authors: family: Matviienko
given: Andrii; family: Müller
given: Florian; family: Zickler
given: Marcel; family: Gasche
given: Lisa Alina; family: Abels
given: Julia; family: Steinert
given: Till; family: Mühlhäuser
given: Max
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: VR sickness, cycling, bicycle simulators, virtual reality

Abstract: Virtual Reality (VR) bicycle simulations aim to recreate the feeling of riding a bicycle and are commonly used in many application areas. However, current solutions still create mismatches between the visuals and physical movement, which causes VR sickness and diminishes the cycling experience. To reduce VR sickness in bicycle simulators, we conducted two controlled lab experiments addressing two main causes of VR sickness: (1) steering methods and (2) cycling trajectory. In the first experiment (N = 18) we compared handlebar, HMD, and upper-body steering methods. In the second experiment (N = 24) we explored three types of movement in VR (1D, 2D, and 3D trajectories) and three countermeasures (airflow, vibration, and dynamic Field-of-View) to reduce VR sickness. We found that handlebar steering leads to the lowest VR sickness without decreasing cycling performance and airflow suggests to be the most promising method to reduce VR sickness for all three types of trajectories.
Title: Vibing Together: Dance Experiences in Social Virtual Reality
Authors: family: Piitulainen
given: Roosa; family: Hämäläinen
given: Perttu; family: Mekler
given: Elisa D
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: dancing, VRChat, social VR

Abstract: Dancing is a universal human activity, and also a domain of enduring significance in Human-Computer Interaction (HCI) research. However, there has been limited investigation into how computing supports the experiences of recreational dancers. Concurrently, a diverse and sizeable dance community has been emerging in VRChat. Little is known about these dancers’ experiences, motivations, and practices. Yet shedding light into these could inform both VR technology development and the design of systems that better support embodied and complex social interactions. To bridge this gap, we interviewed participants active in the VRChat dance scene. Through thematic analysis, we identified six central facets of their experiences related to freedom, community, dance as an individual experience, dance as a shared experience, dance as a performance, and self-expression and -exploration. Based on these findings, we discuss emerging tensions and highlight beneficial impacts of dancing in VR as well as problems that still await resolving.
Title: Mixing in Reverse Optical Flow to Mitigate Vection and Simulation Sickness in Virtual Reality
Authors: family: Park
given: Su Han; family: Han
given: Bin; family: Kim
given: Gerard Jounghyun
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Optical Flow, Simulator Sickness, Virtual Reality, Vection

Abstract: Simulator sickness has been one of the major obstacles toward making virtual reality (VR) widely accepted and used. For example, virtual navigation produces vection, which is the illusion of self-motion as one perceives bodily motion despite no movement actually occurs. This, in turn, causes a sensory conflict between visual and actual (or vestibular) motion and sickness. In this study, we explore a method to reduce simulator sickness by visually mixing the optical flow patterns that are in the reverse direction of the virtual visual motion. As visual motion is mainly detected and perceived by the optical flow, artificial mixing in the reverse flow is hypothesized to induce a cancellation effect, thereby reducing the degree of the conflict with the vestibular sense and sickness. To validate our hypothesis, we developed a real-time algorithm to visualize the reverse optical flow and conducted experiments by comparing the before and after sickness levels in seven virtual navigation conditions. The experimental results confirmed the proposed method was effective for reducing the simulator sickness in a statistically significant manner. However, no dependency to the motion type or degrees of freedom were found. Significant distraction and negative influence to the sense of presence and immersion were observed only when the the artificially added reverse optical flow patterns were rather visually marked with high contrast to the background content.
Title: Much Realistic, Such Wow! A Systematic Literature Review of Realism in Digital Games
Authors: family: Rogers
given: Katja; family: Karaosmanoglu
given: Sukran; family: Altmeyer
given: Maximilian; family: Suarez
given: Ally; family: Nacke
given: Lennart E.
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: thematic synthesis, systematic literature review, fidelity, realism

Abstract: Researchers reference realism in digital games without sufficient specificity. Without clarity about the dimensions of realism, we cannot assess how and when to aim for a higher degree of realism, when lower realism suffices, or when purposeful unrealism is ideal for a game and can benefit player experience (PX). To address this conceptual gap, we conducted a systematic review using thematic synthesis to distinguish between types of realism currently found in the digital games literature. We contribute qualitative themes that showcase contradictory design goals of realism/unrealism. From these themes, we created a framework (i.e., a hierarchical taxonomy and mapping) of realism dimensions in digital games as a conceptual foundation. Our themes and framework enable a workable specificity for designing or analyzing types of realism, equip future work to explore effects of specific realism types on PX, and offer a starting point for similar efforts in non-game applications.
Title: Visual Delegate Generalization Frame – Evaluating Impact of Visual Effects and Elements on Player and User Experiences in Video Games and Interactive Virtual Environments
Authors: family: Misztal
given: Sebastian; family: Schild
given: Jonas
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: literature review, graphical user interface, game analysis, visual perception, visual delegates, virtual reality, user experience, semi-structured interview

Abstract: Visual effects and elements in video games and interactive virtual environments can be applied to transfer (or delegate) non-visual perceptions (e.g., proprioception, presence, pain) to players and users, thus increasing perceptual diversity via the visual modality. Such elements or effects are referred to as visual delegates (VDs). Current findings on the experiences that VDs can elicit relate to specific VDs, not to VDs in general. Deductive and comprehensive VD evaluation frameworks are lacking. We analyzed VDs in video games to generalize VDs in terms of their visual properties. We conducted a systematic paper analysis to explore player and user experiences observed in association with specific VDs in user studies. We conducted semi-structured interviews with expert players to determine their preferences and the impact of VD properties. The resulting VD framework (VD-frame) contributes to a more strategic approach to identifying the impact of VDs on player and user experiences.
Title: The Effects of a Soundtrack on Board Game Player Experience
Authors: family: Farkas
given: Timea; family: Denisova
given: Alena; family: Wiseman
given: Sarah; family: Fiebrink
given: Rebecca
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Tension, Enjoyment, Soundtrack, Atmosphere, Thematicness, Music, Player Experience, Board Games

Abstract: Board gaming is a popular hobby that increasingly features the inclusion of technology, yet little research has sought to understand how board game player experience is impacted by digital augmentation or to inform the design of new technology-enhanced games. We present a mixed-methods study exploring how the presence of music and sound effects impacts the player experience of a board game. We found that the soundtrack increased the enjoyment and tension experienced by players during game play. We also found that a soundtrack provided atmosphere surrounding the gaming experience, though players did not necessarily experience this as enhancing the world-building capabilities of the game. We discuss how our findings can inform the design of new games and soundtracks as well as future research into board game player experience.
Title: Here Comes No Boom! The Lack of Sound Feedback Effects on Performance and User Experience in a Gamified Image Classification Task
Authors: family: Altmeyer
given: Maximilian; family: Hnatovskiy
given: Vladislav; family: Rogers
given: Katja; family: Lessel
given: Pascal; family: Nacke
given: Lennart E.
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: sound, gamification, points, SFX, microtasks

Abstract: Sound effects (SFX) complement the visual feedback provided by gamification elements in gamified systems. However, the impact of SFX has not been systematically studied. To bridge this gap, we investigate the effects of SFX—supplementing points (as a gamification element)—on task performance and user experience in a gamified image classification task. We created 18 SFX, studied their impact on perceived valence and arousal (N = 49) and selected four suitable SFX to be used in a between-participants user study (N = 317). Our findings show that neither task performance, affect, immersion, nor enjoyment were significantly affected by the sounds. Only the pressure/tension factor differed significantly, indicating that low valence sounds should be avoided to accompany point rewards. Overall, our results suggest that SFX seem to have less impact than expected in gamified systems. Hence, using SFX in gamification should be a more informed choice and should receive more attention in gamification research.
Title: Understanding Interactions for Smart Wheelchair Navigation in Crowds
Authors: family: Zhang
given: Bingqing; family: Barbareschi
given: Giulia; family: Ramirez Herrera
given: Roxana; family: Carlson
given: Tom; family: Holloway
given: Catherine
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Smart wheelchairs, Wheelchair-user interactions, Wheelchair-pedestrian interactions, Navigation in crowds, Shared control

Abstract: Shared control wheelchairs can help users to navigate through crowds by enabling the person to drive the wheelchair while receiving support in avoiding pedestrians. To date, research into shared control has largely overlooked the perspectives of wheelchair users. In this paper, we present two studies that aim to address this gap. The first study involved a series of semi-structured interviews with wheelchair users which highlighted the presence of two different interaction loops, one between the user and the wheelchair and a second one between the user and the crowd. In the second study we engaged with wheelchair users and designers to co-design appropriate feedback loops for future shared control interaction interfaces. Based on the results of the co-design session, we present design implications for shared control wheelchair around the need for empathy, embodiment and social awareness; situational awareness and adaptability; and selective information management.
Title: Design and Evaluation of Hybrid Search for American Sign Language to English Dictionaries: Making the Most of Imperfect Sign Recognition
Authors: family: Hassan
given: Saad; family: Amin
given: Akhter Al; family: Gordon
given: Alexis; family: Lee
given: Sooyeon; family: Huenerfauth
given: Matt
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Sign Languages, IR Effectiveness, American Sign Language (ASL), Search Interfaces, User Satisfaction, Search System Design, Dictionary, Video Search, Search Evaluation

Abstract: Searching for the meaning of an unfamiliar sign-language word in a dictionary is difficult for learners, but emerging sign-recognition technology will soon enable users to search by submitting a video of themselves performing the word they recall. However, sign-recognition technology is imperfect, and users may need to search through a long list of possible results when seeking a desired result. To speed this search, we present a hybrid-search approach, in which users begin with a video-based query and then filter the search results by linguistic properties, e.g., handshape. We interviewed 32 ASL learners about their preferences for the content and appearance of the search-results page and filtering criteria. A between-subjects experiment with 20 ASL learners revealed that our hybrid search system outperformed a video-based search system along multiple satisfaction and performance metrics. Our findings provide guidance for designers of video-based sign-language dictionary search systems, with implications for other search scenarios.
Title: Co11ab: Augmenting Accessibility in Synchronous Collaborative Writing for People with Vision Impairments
Authors: family: Das
given: Maitraye; family: McHugh
given: Thomas Barlow; family: Piper
given: Anne Marie; family: Gergle
given: Darren
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: screen readers, vision impairments, Collaborative writing, ability-diverse collaboration, accessibility, collaboration awareness

Abstract: Collaborative writing is an integral part of academic and professional work. Although some prior research has focused on accessibility in collaborative writing, we know little about how visually impaired writers work in real-time with sighted collaborators or how online editing tools could better support their work. Grounded in formative interviews and observations with eight screen reader users, we built Co11ab, a Google Docs extension that provides configurable audio cues to facilitate understanding who is editing (or edited) what and where in a shared document. Results from a design exploration with fifteen screen reader users, including three naturalistic sessions of use with sighted colleagues, reveal how screen reader users understand various auditory representations and use them to coordinate real-time collaborative writing. We revisit what collaboration awareness means for screen reader users and discuss design considerations for future systems.
Title: Ga11y: An Automated GIF Annotation System for Visually Impaired Users
Authors: family: Zhang
given: Mingrui Ray; family: Zhong
given: Mingyuan; family: Wobbrock
given: Jacob O.
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: images, blind, human annotation, crowdsourcing, GIF, low vision, accessibility., text description

Abstract: Animated GIF images have become prevalent in internet culture, often used to express richer and more nuanced meanings than static images. But animated GIFs often lack adequate alternative text descriptions, and it is challenging to generate such descriptions automatically, resulting in inaccessible GIFs for blind or low-vision (BLV) users. To improve the accessibility of animated GIFs for BLV users, we provide a system called Ga11y (pronounced “galley”), for creating GIF annotations. Ga11y combines the power of machine intelligence and crowdsourcing and has three components: an Android client for submitting annotation requests, a backend server and database, and a web interface where volunteers can respond to annotation requests. We evaluated three human annotation interfaces and employ the one that yielded the best annotation quality. We also conducted a multi-stage evaluation with 12 BLV participants from the United States and China, receiving positive feedback.
Title: Understanding Emotion Changes in Mobile Experience Sampling
Authors: family: Kang
given: Soowon; family: Park
given: Cheul Young; family: Kim
given: Auk; family: Cha
given: Narae; family: Lee
given: Uichin
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Experience Sampling, Empirical study that tells us about people, Mobile Devices: Phones/Tablets, Emotion / Affective Computing

Abstract: Mobile experience sampling methods (ESMs) are widely used to measure users’ affective states by randomly sending self-report requests. However, this random probing can interrupt users and adversely influence users’ emotional states by inducing disturbance and stress. This work aims to understand how ESMs themselves may compromise the validity of ESM responses and what contextual factors contribute to changes in emotions when users respond to ESMs. Towards this goal, we analyze 2,227 samples of the mobile ESM data collected from 78 participants. Our results show ESM interruptions positively or negatively affected users’ emotional states in at least 38% of ESMs, and the changes in emotions are closely related to the contexts users were in prior to ESMs. Finally, we discuss the implications of using the ESM and possible considerations for mitigating the variability in emotional responses in the context of mobile data collection for affective computing.
Title: Interpolating Happiness: Understanding the Intensity Gradations of Face Emojis Across Cultures
Authors: family: Krekhov
given: Andrey; family: Emmerich
given: Katharina; family: Fuchs
given: Johannes; family: Krueger
given: Jens Harald
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: emoji, emotion visualization, cultures, smiley, intensity

Abstract: We frequently utilize face emojis to express emotions in digital communication. But how wholly and precisely do such pictographs sample the emotional spectrum, and are there gaps to be closed? Our research establishes emoji intensity scales for seven basic emotions: happiness, anger, disgust, sadness, shock, annoyance, and love. In our survey (N = 1195), participants worldwide assigned emotions and intensities to 68 face emojis. According to our results, certain feelings, such as happiness or shock, are visualized by manifold emojis covering a broad spectrum of intensities. Other feelings, such as anger, have limited and only very intense representative visualizations. We further emphasize that the cultural background influences emojis’ perception: for instance, linear-active cultures (e.g., UK, Germany) rate the intensity of such visualizations higher than multi-active (e.g., Brazil, Russia) or reactive cultures (e.g., Indonesia, Singapore). To summarize, our manuscript promotes future research on more expressive, culture-aware emoji design.
Title: Mindsets Matter: How Beliefs About Facebook Moderate the Association Between Time Spent and Well-Being
Authors: family: Ernala
given: Sindhu Kiranmai; family: Burke
given: Moira; family: Leavitt
given: Alex; family: Ellison
given: Nicole B.
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: well-being, social media, mindsets, Facebook, beliefs

Abstract: “Time spent on platform” is a widely used measure in many studies examining social media use and well-being, yet the current literature presents unresolved findings about the relationship between time on platform and well-being. In this paper, we consider the moderating effect of people’s mindsets about social media — whether they think a platform is good or bad for themselves and for society more generally. Combining survey responses from 29,284 participants in 15 countries with server-logged data of Facebook use, we found that when people thought that Facebook was good for them and for society, time spent on the platform was not significantly associated with well-being. Conversely, when they thought Facebook was bad, greater time spent was associated with lower well-being. On average, there was a small, negative correlation between time spent and well-being and the causal direction is not known. Beliefs had a stronger moderating relationship when time-spent measures were self-reported rather than coming from server logs. We discuss potential mechanisms for these results and implications for future research on well-being and social media use.
Title: Close-up and Whispering: An Understanding of Multimodal and Parasocial Interactions in YouTube ASMR videos
Authors: family: Niu
given: Shuo; family: Manon
given: Hugh S.; family: Bartolome
given: Ava; family: Ha
given: Nguyen Binh; family: Veazey
given: Keegan
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: multimodal, video, parasocial, ASMR, YouTube, experience

Abstract: ASMR (Autonomous Sensory Meridian Response) has grown to immense popularity on YouTube and drawn HCI designers’ attention to its effects and applications in design. YouTube ASMR creators incorporate visual elements, sounds, motifs of touching and tasting, and other scenarios in multisensory video interactions to deliver enjoyable and relaxing experiences to their viewers. ASMRtists engage viewers by social, physical, and task attractions. Research has identified the benefits of ASMR in mental wellbeing. However, ASMR remains an understudied phenomenon in the HCI community, constraining designers’ ability to incorporate ASMR in video-based designs. This work annotates and analyzes the interaction modalities and parasocial attractions of 2663 videos to identify unique experiences. YouTube comment sections are also analyzed to compare viewers’ responses to different ASMR interactions. We find that ASMR videos are experiences of multimodal social connection, relaxing physical intimacy, and sensory-rich activity observation. Design implications are discussed to foster future ASMR-augmented video interactions.