huashen218/convxai-cia-dataset huggingface dataset:
Title: Passquerade: Improving Error Correction of Text Passwords on Mobile Devices by using Graphic Filters for Password Masking
Authors: family: Khamis
given: Mohamed; family: Seitz
given: Tobias; family: Mertl
given: Leonhard; family: Nguyen
given: Alice; family: Schneller
given: Mario; family: Li
given: Zhe
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: authentication, human-centered security, smartphones, tablets, usable security

Abstract: Entering text passwords on mobile devices is a significant challenge. Current systems either display passwords in plain text: making them visible to bystanders, or replace characters with asterisks shortly after they are typed: making editing them harder. This work presents a novel approach to mask text passwords by distorting them using graphical filters. Distorted passwords are difficult to observe by attackers because they cannot mentally reverse the distortions. Yet passwords remain readable by their owners because humans can recognize visually distorted versions of content they saw before. We present results of an online questionnaire and a user study where we compared Color-halftone, Crystallize, Blurring, and Mosaic filters to Plain text and Asterisks when 1) entering, 2) editing, and 3) shoulder surfing one-word passwords, random character passwords, and passphrases. Rigorous analysis shows that Color-halftone and Crystallize filters significantly improve editing speed, editing accuracy and observation resistance compared to current approaches.
Title: SwarmHaptics: Haptic Display with Swarm Robots
Authors: family: Kim
given: Lawrence H.; family: Follmer
given: Sean
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: haptics, human-robot interaction, swarm haptics, swarm user interface, ubiquitous robotic interfaces

Abstract: This paper seeks to better understand the use of haptic feedback in abstract, ubiquitous robotic interfaces. We introduce and provide preliminary evaluations of SwarmHaptics, a new type of haptic display using a swarm of small, wheeled robots. These robots move on a flat surface and apply haptic patterns to the user's hand, arm, or any other accessible body parts. We explore the design space of SwarmHaptics including individual and collective robot parameters, and demonstrate example scenarios including remote social touch using the Zooids platform. To gain insights into human perception, we applied haptic patterns with varying number of robots, force type, frequency, and amplitude and obtained user's perception in terms of emotion, urgency, and Human-Robot Interaction metrics. In a separate elicitation study, users generated a set of haptic patterns for social touch. The results from the two studies help inform how users perceive and generate haptic patterns with SwarmHaptics.
Title: Estimating Touch Force with Barometric Pressure Sensors
Authors: family: Quinn
given: Philip
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: touch pressure, sensor fusion, touchscreen interaction

Abstract: Finger pressure offers a new dimension for touch interaction, where input is defined by its spatial position and orthogonal force. However, the limited availability and complexity of integrated force-sensing hardware in mobile devices is a barrier to exploring this design space. This paper presents a synthesis of two features in recent mobile devices - a barometric sensor (pressure altimeter) and ingress protection - to sense a user's touch force. When a user applies force to a device's display, it flexes inward and causes an increase in atmospheric pressure within the sealed chassis. This increase in pressure can be sensed by the device's internal barometer. However, this change is uncontrolled and requires a calibration model to map atmospheric pressure to touch force. This paper derives such a model and demonstrates its viability on four commercially-available devices (including two with dedicated force sensors). The results show this method is sensitive to forces of less than 1 N, and is comparable to dedicated force sensors.
Title: A Badge, Not a Barrier: Designing for-and Throughout-Digital Badge Implementation
Authors: family: Pitt
given: Caroline; family: Bell
given: Adam; family: Onofre
given: Edgar; family: Davis
given: Katie
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: design recommendations, implementation, design methods, digital badges, participatory design, informal education, sociotechnical system

Abstract: We synthesize insights from a multi-year project involving the design and implementation of a digital badge system with youth co-designers at a science center. Using stakeholder interviews and surveys, participatory design session data, and user analytics, we identify the sociotechnical, sociocultural, and technical challenges of long-term badge implementation and propose several recommendations for the design and implementation of future badge systems. By identifying these challenges and providing recommendations that foreground stakeholder values and participation, we show how to support implementation throughout the entire design-to-implementation cycle.
Title: Virtual Objects in the Physical World: Relatedness and Psychological Ownership in Augmented Reality
Authors: family: Poretski
given: Lev; family: Arazy
given: Ofer; family: Lanir
given: Joel; family: Shahar
given: Shalev; family: Nov
given: Oded
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: ownership, qualitative analysis, augmented reality, relatedness, virtual possessions, material culture

Abstract: As technology advances, people increasingly interact with virtual objects in settings such as augmented reality (AR) where the virtual layer is superimposed on top of the physical world. Similarly to interactions with physical objects, users may assign virtual objects with value, experience a sense of relatedness, and develop psychological ownership over these objects. The objective of this study is to understand how AR's unique characteristics influences the emergence of meaning and ownership perceptions amongst users. We conducted a study of users' interactions with a virtual dog over a three-week period, comparing AR and fully virtual settings. Our findings show that engagement with the application is a key determinant of the relation users develop with virtual objects. However, the effect of the background layer-whether physical or virtual-dominates the development of relatedness and ownership feelings, highlighting the importance of the "real" physical layer in shaping users' perceptions.
Title: Signal Appropriation of Explicit HIV Status Disclosure Fields in Sex-Social Apps used by Gay and Bisexual Men
Authors: family: Warner
given: Mark; family: Maestre
given: Juan F.; family: Gibbs
given: Jo; family: Chung
given: Chia-Fang; family: Blandford
given: Ann
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: hiv disclosure, stigma, signalling theory, signal appropriation, stigmatized populations, privacy unraveling, online dating

Abstract: HIV status disclosure fields in online sex-social applications ("apps") are designed to help increase awareness, reduce stigma, and promote sexual health. Public disclosure could also help those diagnosed relate to others with similar statuses to feel less isolated. However, in our interview study (n=28) with HIV positive and negative men who have sex with men (MSM), we found some users preferred to keep their status private, especially when disclosure could stigmatise and disadvantage them, or risk revealing their status to someone they knew offline in a different context. How do users manage these tensions between health, stigma, and privacy? We analysed our interview data using signalling theory as a conceptual framework and identify participants developing 'signal appropriation' strategies, helping them manage the disclosure of their HIV status. Additionally, we propose a set of design considerations that explore the use of signals in the design of sensitive disclosure fields.
Title: HapTwist: Creating Interactive Haptic Proxies in Virtual Reality Using Low-cost Twistable Artefacts
Authors: family: Zhu
given: Kening; family: Chen
given: Taizhou; family: Han
given: Feng; family: Wu
given: Yi-Shiun
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: virtual reality, rubik's twist, haptics, toolkit, hand grasp

Abstract: In this paper, we present a series of studies on using Rubik's Twist, a type of low-cost twistable artefact, to create haptic proxies for various hand-graspable VR objects. Our pilot studies validated the feasibility and effectiveness of Rubik's-Twist-based haptic proxies. The pilot results also revealed user challenges in the physical shape creation, motivating the development of the HapTwist toolkit. The toolkit consists of the shape-generation algorithm, the software interface for shape-construction guidance and interaction authoring, and the hardware modules for constructing interactive haptic proxies. The user studies showed that HapTwist was easy to learn and use, and it significantly improved user performance in creating interactive haptic proxies with Rubik's Twist. Furthermore, HapTwist-generated haptic proxies achieved similar VR experience as the real objects.
Title: Falcon: Balancing Interactive Latency and Resolution Sensitivity for Scalable Linked Visualizations
Authors: family: Moritz
given: Dominik; family: Howe
given: Bill; family: Heer
given: Jeffrey
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: data visualization, brushing & linking, latency, scalability

Abstract: We contribute user-centered prefetching and indexing methods that provide low-latency interactions across linked visualizations, enabling cold-start exploration of billion-record datasets. We implement our methods in Falcon, a web-based system that makes principled trade-offs between latency and resolution to optimize brushing and view switching times. To optimize latency-sensitive brushing actions, Falcon reindexes data upon changes to the active view a user is brushing in. To limit view switching times, Falcon initially loads reduced interactive resolutions, then progressively improves them. Benchmarks show that Falcon sustains real-time interactivity of 50fps for pixel-level brushing and linking across multiple visualizations with no costly precomputation. We show constant brushing performance regardless of data size on datasets ranging from millions of records in the browser to billions when connected to a backing database system.
Title: "When the Elephant Trumps": A Comparative Study on Spatial Audio for Orientation in 360º Videos
Authors: family: Bala
given: Paulo; family: Masu
given: Raul; family: Nisi
given: Valentina; family: Nunes
given: Nuno
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: spatial audio, orientation, cinematic virtual reality, 360º video, virtual audio spaces

Abstract: Orientation is an emerging issue in cinematic Virtual Reality (VR), as viewers may fail in locating points of interest. Recent strategies to tackle this research problem have investigated the role of cues, specifically diegetic sound effects. In this paper, we examine the use of sound spatialization for orientation purposes, namely by studying different spatialization conditions ("none", "partial", and "full" spatial manipulation) of multitrack soundtracks. We performed a between-subject mixed-methods study with 36 participants, aided by Cue Control, a tool we developed for dynamic spatial sound editing and data collection/analysis. Based on existing literature on orientation cues in 360º and theories on human listening, we discuss situations in which the spatialization was more effective (namely, "full" spatial manipulation both when using only music and when combining music and diegetic effects), and how this can be used by creators of 360º videos.
Title: Egocentric Smaller-person Experience through a Change in Visual Perspective
Authors: family: Nishida
given: Jun; family: Matsuda
given: Soichiro; family: Oki
given: Mika; family: Takatori
given: Hikaru; family: Sato
given: Kosuke; family: Suzuki
given: Kenji
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: egocentric experience, virtual reality, wearable device, embodied interaction, body representation

Abstract: This paper explores how human perceptions, actions, and interactions can be changed through an embodied and active experience of being a smaller person in a real-world environment, which we call an egocentric smaller person experience. We developed a wearable visual translator that provides the perspective of a smaller person by shifting the wearer's eyesight level down to their waist using a head-mounted display and a stereo camera module, while allowing for field of view control through head movements. In this study, we investigated how the developed device can modify the wearer's body representation and experiences based on a field study conducted at a nursing school and museums, and through lab studies. It was observed that the participants changed their perceptions, actions, and interactions because they are considered to have perceived themselves as being smaller. Using this device, designers and teachers can understand the perspectives of other people in an existing environment.
Title: LocknType: Lockout Task Intervention for Discouraging Smartphone App Use
Authors: family: Kim
given: Jaejeung; family: Park
given: Joonyoung; family: Lee
given: Hyunsoo; family: Ko
given: Minsam; family: Lee
given: Uichin
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: smartphone overuse, lockout task, intervention design, interaction restraint

Abstract: Instant access and gratification make it difficult for us to self-limit the use of smartphone apps. We hypothesize that a slight increase in the interaction cost of accessing an app could successfully discourage app use. We propose a proactive intervention that requests users to perform a simple lockout task (e.g., typing a fixed length number) whenever a target app is launched. We investigate how a lockout task with varying workloads (i.e., pause only without number input, 10-digit input, and 30-digit input) influence a user's decision making, by a 3-week, in-situ experiment with 40 participants. Our findings show that even the pause-only task that requires a user to press a button to proceed discouraged an average of 13.1% of app use, and the 30-digit-input task discouraged 47.5%. We derived determinants of app use and non-use decision making for a given lockout task. We further provide implications for persuasive technology design for discouraging undesired behaviors.
Title: Effect of Orientation on Unistroke Touch Gestures
Authors: family: Mayer
given: Sven; family: Schwind
given: Valentin; family: Le
given: Huy Viet; family: Weber
given: Dominik; family: Vogelsang
given: Jonas; family: Wolf
given: Johannes; family: Henze
given: Niels
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: touch input, gesture set, mobile device, user study, design guidelines, touch unistroke gestures, orientation

Abstract: As touchscreens are the most successful input method of current mobile devices, touch gestures became a widely used input technique. While gestures provide users with advantages to express themselves, they also introduce challenges regarding accuracy and memorability. In this paper, we investigate the effect of a gesture's orientation on how well the gesture can be performed. We conducted a study in which participants performed systematically rotated unistroke gestures. For straight lines as well as for compound lines, we found that users tend to align gestures with the primary axes. We show that the error can be described by a Clausen function with R² = .93. Based on our findings, we suggest design implications and highlight the potential for recognizing flick gestures, visualizing gestures and improving recognition of compound gestures.
Title: LASEC: Instant Fabrication of Stretchable Circuits Using a Laser Cutter
Authors: family: Groeger
given: Daniel; family: Steimle
given: Jürgen
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: rapid prototyping, laser cutting, laser ablation, stretchable circuits, fabrication

Abstract: This paper introduces LASEC, the first technique for instant do-it-yourself fabrication of circuits with custom stretchability on a conventional laser cutter and in a single pass. The approach is based on integrated cutting and ablation of a two-layer material using parametric design patterns. These patterns enable the designer to customize the desired stretchability of the circuit, to combine stretchable with non-stretchable areas, or to integrate areas of different stretchability. For adding circuits on such stretchable cut patterns, we contribute routing strategies and a real-time routing algorithm. An interactive design tool assists designers by automatically generating patterns and circuits from a high-level specification of the desired interface. The approach is compatible with off-the-shelf materials and can realize transparent interfaces. Several application examples demonstrate the versatility of the novel technique for applications in wearable computing, interactive textiles, and stretchable input devices.
Title: Sensory Alignment in Immersive Entertainment
Authors: family: Marshall
given: Joe; family: Benford
given: Steve; family: Byrne
given: Richard; family: Tennent
given: Paul
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: senses, immersive computing, sensory misalignment

Abstract: When we use digital systems to stimulate the senses, we typically stimulate only a subset of users' senses, leaving other senses stimulated by the physical world. This creates potential for misalignment between senses, where digital and physical stimulation give conflicting signals to users. We synthesize knowledge from HCI, traditional entertainments, and underlying sensory science research relating to how senses work when given conflicting signals. Using this knowledge we present a design dimension of sensory alignment, and show how this dimension presents opportunities for a range of creative strategies ranging from full alignment of sensory stimulation, up to extreme conflict between senses.
Title: How to Design Voice Based Navigation for How-To Videos
Authors: family: Chang
given: Minsuk; family: Truong
given: Anh; family: Wang
given: Oliver; family: Agrawala
given: Maneesh; family: Kim
given: Juho
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: voice user interface, conversational interaction, how-to videos, video tutorials, video navigation

Abstract: When watching how-to videos related to physical tasks, users' hands are often occupied by the task, making voice input a natural fit. To better understand the design space of voice interactions for how-to video navigation, we conducted three think-aloud studies using: 1) a traditional video interface, 2) a research probe providing a voice controlled video interface, and 3) a wizard-of-oz interface. From the studies, we distill seven navigation objectives and their underlying intents: pace control pause, content alignment pause, video control pause, reference jump, replay jump, skip jump, and peek jump. Our analysis found that users' navigation objectives and intents affect the choice of referent type and referencing approach in command utterances. Based on our findings, we recommend to 1) support conversational strategies like sequence expansions and command queues, 2) allow users to identify and refine their navigation objectives explicitly, and 3) support the seven interaction intents.
Title: Caring for Vincent: A Chatbot for Self-Compassion
Authors: family: Lee
given: Minha; family: Ackermans
given: Sander; family: van As
given: Nena; family: Chang
given: Hanwen; family: Lucas
given: Enzo; family: IJsselsteijn
given: Wijnand
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: chatbot, compassion, well-being, positive computing

Abstract: The digitization of mental health care holds promises of affordable and ubiquitously available treatment, e.g., with conversational agents (chatbots). While technology can guide people to care for themselves, we examined how people can care for another being as a way to care for themselves. We created a self-compassion chatbot (Vincent) and compared between caregiving and care-receiving conditions. Care-giving Vincent asked participants to partake in self-compassion exercises. Care-receiving Vincent shared its foibles, e.g., embarrassingly arriving late at an IP address, and sought out advice. While self-compassion increased for both conditions, only those with care-receiving Vincent significantly improved. In tandem, we offer qualitative data on how participants interacted with Vincent. Our exploratory research shows that when a person cares for a chatbot, the person's self-compassion can be enhanced. We further reflect on design implications for strengthening mental health with chatbots.
Title: A Wee Bit More Interaction: Designing and Evaluating an Overactive Bladder App
Authors: family: Salai
given: Ana-Maria; family: Baillie
given: Lynne
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: assistive technology, mobile health applications, interviews, usability, co-design, overactive bladder

Abstract: Overactive Bladder (OAB) is a widespread condition, affecting 20% of the population. Even though it is a treatable condition, people often do not seek treatment. In this paper, we describe how we co-designed and evaluated with 30 stakeholders (9 medical professionals and 21 end-users) an OAB mobile health application that aims to increase adherence to self-managed treatment. Our results support previous research that visualizing progress, setting goals, receiving reminders and feedback increases use. We discovered that games could be used successfully as a distraction technique for urge suppression. Contrary to the current research direction, automatically calculated features could be a detriment to app interaction. Regarding evaluation, we found that designers may not want to rely only on questionnaires when assessing the success of a game and its emotional impact on users.
Title: HandSee: Enabling Full Hand Interaction on Smartphone with Front Camera-based Stereo Vision
Authors: family: Yu
given: Chun; family: Wei
given: Xiaoying; family: Vachher
given: Shubh; family: Qin
given: Yue; family: Liang
given: Chen; family: Weng
given: Yueting; family: Gu
given: Yizheng; family: Shi
given: Yuanchun
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: smartphone interaction, front camera, stereo vision, full hand sensing, touching hand, gripping fingers

Abstract: We present HandSee, a novel sensing technique that can capture the state and movement of the user's hands touching or gripping a smartphone. We place a right angle prism mirror on the front camera to achieve a stereo vision of the scene above the touchscreen surface. We develop a pipeline to extract the depth image of hands from a monocular RGB image, which consists of three components: a stereo matching algorithm to estimate the pixel-wise depth of the scene, a CNN-based online calibration algorithm to detect hand skin, and a merging algorithm that outputs the depth image of the hands. Building on the output, a substantial set of valuable interaction information, such as fingers' 3D location, gripping posture, and finger identity can be recognized concurrently. Due to this unique sensing ability, HandSee enables a variety of novel interaction techniques and expands the design space for full hand interaction on smartphones.