huashen218/convxai-cia-dataset huggingface dataset:
Title: Evaluating the Combination of Visual Communication Cues for HMD-based Mixed Reality Remote Collaboration
Authors: family: Kim
given: Seungwon; family: Lee
given: Gun; family: Huang
given: Weidong; family: Kim
given: Hayun; family: Woo
given: Woontack; family: Billinghurst
given: Mark
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: co-presence, visual communication cue, remote collaboration, usability, mixed reality

Abstract: Many researchers have studied various visual communication cues (e.g. pointer, sketching, and hand gesture) in Mixed Reality remote collaboration systems for real-world tasks. However, the effect of combining them has not been so well explored. We studied the effect of these cues in four combinations: hand only, hand + pointer, hand + sketch, and hand + pointer + sketch, with three problem tasks: Lego, Tangram, and Origami. The study results showed that the participants completed the task significantly faster and felt a significantly higher level of usability when the sketch cue is added to the hand gesture cue, but not with adding the pointer cue. Participants also preferred the combinations including hand and sketch cues over the other combinations. However, using additional cues (pointer or sketch) increased the perceived mental effort and did not improve the feeling of co-presence. We discuss the implications of these results and future research directions.
Title: GymSoles: Improving Squats and Dead-Lifts by Visualizing the User's Center of Pressure
Authors: family: Elvitigala
given: Don Samitha; family: Matthies
given: Denys J.C.; family: David
given: Löic; family: Weerasinghe
given: Chamod; family: Nanayakkara
given: Suranga
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: smart insoles, squats, centre of pressure, dead-lifts, visual feedback, workout performance, vibrotactile feedback, improving body posture

Abstract: The correct execution of exercises, such as squats and dead-lifts, is essential to prevent various bodily injuries. Existing solutions either rely on expensive motion tracking or multiple Inertial Measurement Units (IMU) systems require an extensive set-up and individual calibration. This paper introduces a proof of concept, GymSoles, an insole prototype that provides feedback on the Centre of Pressure (CoP) at the feet to assist users with maintaining the correct body posture, while performing squats and dead-lifts. GymSoles was evaluated with 13 users in three conditions: 1) no feedback, 2) vibrotactile feedback, and 3) visual feedback. It has shown that solely providing feedback on the current CoP, results in a significantly improved body posture.
Title: Usability of Gamified Knowledge Learning in VR and Desktop-3D
Authors: family: Oberdörfer
given: Sebastian; family: Heidrich
given: David; family: Latoschik
given: Marc Erich
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: gamification, knowledge learning, serious games design

Abstract: Affine Transformations (ATs) often escape an intuitive approach due to their high complexity. Therefore, we developed GEtiT that directly encodes ATs in its game mechanics and scales the knowledge's level of abstraction. This results in an intuitive application as well as audiovisual presentation of ATs and hence in a knowledge learning. We also developed a specific Virtual Reality (VR) version to explore the effects of immersive VR on the learning outcomes. This paper presents our approach of directly encoding abstract knowledge in game mechanics, the conceptual design of GEtiT and its technical implementation. Both versions are compared in regard to their usability in a user study. The results show that both GEtiT versions induce a high degree of flow and elicit a good intuitive use. They validate the effectiveness of the design and the resulting knowledge application requirements. Participants favored GEtiT VR thus showing a potentially higher learning quality when using VR.
Title: Mobi3DSketch: 3D Sketching in Mobile AR
Authors: family: Kwan
given: Kin Chung; family: Fu
given: Hongbo
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: mobile interaction, augmented reality, 3d sketching, mid-air drawing, 3d concept design, relative drawing

Abstract: Mid-air 3D sketching has been mainly explored in Virtual Reality (VR) and typically requires special hardware for motion capture and immersive, stereoscopic displays. The recently developed motion tracking algorithms allow real-time tracking of mobile devices, and have enabled a few mobile applications for 3D sketching in Augmented Reality (AR). However, they are more suitable for making simple drawings only, since they do not consider special challenges with mobile AR 3D sketching, including the lack of stereo display, narrow field of view, and the coupling of 2D input, 3D input and display. To address these issues, we present Mobi3DSketch, which integrates multiple sources of inputs with tools, mainly different versions of 3D snapping and planar/curves surface proxies. Our multimodal interface supports both absolute and relative drawing, allowing easy creation of 3D concept designs in situ. The effectiveness and expressiveness of Mobi3DSketch are demonstrated via a pilot study.
Title: VirtualComponent: A Mixed-Reality Tool for Designing and Tuning Breadboarded Circuits
Authors: family: Kim
given: Yoonji; family: Choi
given: Youngkyung; family: Lee
given: Hyein; family: Lee
given: Geehyuk; family: Bianchi
given: Andrea
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: circuits, physical computing, component tuning, toolkit

Abstract: Prototyping electronic circuits is an increasingly popular activity, supported by researchers, who develop toolkits to improve the design, debugging, and fabrication of electronics. Although past work mainly dealt with circuit topology, in this paper we propose a system for determining or tuning the values of the circuit components. Based on the results of a formative study with seventeen makers, we designed VirtualComponent, a mixed-reality tool that allows users to digitally place electronic components on a real breadboard, tune their values in software, and see these changes applied to the physical circuit in real-time. VirtualComponent is composed of a set of plug-and-play modules containing banks of components, and a custom breadboard managing the connections and components' values. Through demonstrations and the results of an informal study with twelve makers, we show that VirtualComponent is easy to use and allows users to test components' value configurations with little effort.
Title: Ethical Mediation in UX Practice
Authors: family: Gray
given: Colin M.; family: Chivukula
given: Shruthi Sai
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: ux design, practice-led research, mediation, applied ethics

Abstract: HCI scholars have become increasingly interested in describing the complex nature of UX practice. In parallel, HCI and STS scholars have sought to describe the ethical and value-laden relationship between designers and design outcomes. However, little research describes the ethical engagement of UX practitioners as a form of design complexity, including the multiple mediating factors that impact ethical awareness and decision-making. In this paper, we use a practice-led approach to describe ethical complexity, presenting three varied cases of UX practitioners based onin situ observations and interviews. In each case, we describe salient factors relating to ethical mediation, including organizational practices, self-driven ethical principles, and unique characteristics of specific projects the practitioner is engaged in. Using the concept of mediation from activity theory, we provide a rich account of practitioners' ethical decision making. We propose future work on ethical awareness and design education based on the concept of ethical mediation.
Title: Comparing Apples and Oranges: Taxonomy and Design of Pairwise Comparisons within Tabular Data
Authors: family: Law
given: Po-Ming; family: Das
given: Subhajit; family: Basole
given: Rahul C.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: data analysis, query specification, natural language, comparison, spreadsheet

Abstract: Asking pairwise comparison questions is common. Yet, we often find ourselves comparing apples and oranges --- the two entities of interest are not readily comparable. To understand how technologies can extend our capabilities to conduct pairwise comparisons during data analysis, we analyzed pairwise comparison questions collected from crowd workers and propose a taxonomy of pairwise comparisons. We demonstrate how the taxonomy can be adopted by incorporating pairwise comparison capabilities into Duo, a spreadsheet application that supports comparing two groups of records in a data table. Duo decomposes a pairwise comparison question into rules and showcases sloppy rules, a query technique for specifying pairwise comparisons. We conducted a user study comparing sloppy rules and natural language. The findings suggest that for easier pairwise comparison tasks, the two techniques are comparable in efficiency and preference and that for more difficult pairwise comparison tasks, sloppy rules allow faster specification and are more preferable.
Title: "Everyone Has Some Personal Stuff": Designing to Support Digital Privacy with Shared Mobile Phone Use in Bangladesh
Authors: family: Ahmed
given: Syed Ishtiaque; family: Haque
given: Md. Romael; family: Haider
given: Irtaza; family: Chen
given: Jay; family: Dell
given: Nicola
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: access, mobile devices, hci4d, ictd, shared use, privacy

Abstract: People in South Asia frequently share a single device among multiple individuals, resulting in digital privacy challenges. This paper explores a design concept that aims to mitigate some of these challenges through a 'tiered' privacy model. Using this model, a person creates a 'shared' account that contains data they are willing to share and that is assigned a password that will be shared. Simultaneously, they create a separate 'secret' account that contains data they prefer to keep secret and that uses a password they do not share with anyone. When a friend or family member asks to check their device, the user can tell them the password for their shared account, with their private data secure in the secret account that the other person is unaware of. We explore the benefits and trade-offs of our design through a three-week deployment with 21 participants in Bangladesh, presenting findings that show how our work aids digital privacy while also exposing the challenges that remain.
Title: Accessing a New Land: Designing for a Social Conceptualisation of Access
Authors: family: Coles-Kemp
given: Lizzie; family: Jensen
given: Rikke Bjerg
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: access theory, digital services, mobile phone, refugees

Abstract: This paper presents a study of mobile phone use by people settling in a new land to access state provided digital services. It shows that digital literacy and access to technology are not the only resources and capabilities needed to successfully access digital services and do not guarantee a straightforward resettlement process. Using creative engagement methods, the research involved 132 "newcomers" seeking to settle in Sweden. Ribot and Peluso's theory of access (2003) was employed to examine the complex web of access experienced by our participants. We uncover that when communities are dealing with high levels of precarity, their primary concerns are related to accessing the benefits of a service, rather than controlling access. Broadening the HCI framework, the paper concludes that a sociotechnical model of access needs to connect access control and access benefit to facilitate the design of an effective digital service.
Title: Gamified Ads: Bridging the Gap Between User Enjoyment and the Effectiveness of Online Ads
Authors: family: Altmeyer
given: Maximilian; family: Dernbecher
given: Kathrin; family: Hnatovskiy
given: Vladislav; family: Schubhan
given: Marc; family: Lessel
given: Pascal; family: Krüger
given: Antonio
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: advertising, recognition, gamification, recall, effectiveness, enjoyment

Abstract: While the use of ad blockers prevents negative impacts of advertising on user experience, it poses a serious threat to the business model of commercial web services and freely available content on the web. As an alternative, we investigate the user enjoyment and the advertising effectiveness of playfully deactivating online ads. We created eight game concepts, performed a pre-study assessing the users' perception of them (N=50) and implemented three well-perceived ones. In a lab study (N=72), we found that these game concepts are more enjoyable than deactivating ads without game elements. Additionally, one game concept was even preferred over using an ad blocker. Notably, playfully deactivating ads was shown to have a positive impact on users' brand and product memory, enhancing the advertising effectiveness. Thus, our results indicate that playfully deactivating ads is a promising way of bridging the gap between user enjoyment and effective advertising.
Title: The Role of Physical Props in VR Climbing Environments
Authors: family: Schulz
given: Peter; family: Alexandrovsky
given: Dmitry; family: Putze
given: Felix; family: Malaka
given: Rainer; family: Schöning
given: Johannes
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: biosensors, physical props, presence, fear of falling, climbing, virtual reality

Abstract: Dealing with fear of falling is a challenge in sport climbing. Virtual reality (VR) research suggests that using physical and reality-based interaction increases the presence in VR. In this paper, we present a study that investigates the influence of physical props on presence, stress and anxiety in a VR climbing environment involving whole body movement. To help climbers overcoming fear of falling, we compared three different conditions: Climbing in reality at 10 m height, physical climbing in VR (with props attached to the climbing wall) and virtual climbing in VR using game controllers. From subjective reports and biosignals, our results show that climbing with props in VR increases the anxiety and sense of realism in VR for sport climbing. This suggests that VR in combination with physical props are an effective simulation setup to induce the sense of height.
Title: Digital Fabrication of Soft Actuated Objects by Machine Knitting
Authors: family: Albaugh
given: Lea; family: Hudson
given: Scott; family: Yao
given: Lining
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: additive manufacturing, soft actuator, computational crafts, soft materials

Abstract: With recent interest in shape-changing interfaces, material-driven design, wearable technologies, and soft robotics, digital fabrication of soft actuatable material is increasingly in demand. Much of this research focuses on elastomers or non-stretchy air bladders. Computationally-controlled machine knitting offers an alternative fabrication technology which can rapidly produce soft textile objects that have a very different character: breathable, lightweight, and pleasant to the touch. These machines are well established and optimized for the mass production of garments, but compared to other digital fabrication techniques such as CNC machining or 3D printing, they have received much less attention as general purpose fabrication devices. In this work, we explore new ways to employ machine knitting for the creation of actuated soft objects. We describe the basic operation of this type of machine, then show new techniques for knitting tendon-based actuation into objects. We explore a series of design strategies for integrating tendons with shaping and anisotropic texture design. Finally, we investigate different knit material properties, including considerations for motor control and sensing.
Title: Sketching NLP: A Case Study of Exploring the Right Things To Design with Language Intelligence
Authors: family: Yang
given: Qian; family: Cranshaw
given: Justin; family: Amershi
given: Saleema; family: Iqbal
given: Shamsi T.; family: Teevan
given: Jaime
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: user experience, artificial intelligence, writing assistance, natural language processing

Abstract: This paper investigates how to sketch NLP-powered user experiences. Sketching is a cornerstone of design innovation. When sketching, designers rapidly experiment with a number of abstract ideas using simple, tangible instruments such as drawings and paper prototypes. Sketching NLP-powered experiences, however, presents challenges, i.e. How to visualize abstract language interaction? How to ideate a broad range of technically feasible intelligent functionalities? As a first step towards understanding these challenges, we present a first-person account of our sketching process when designing intelligent writing assistance. We detail the challenges we encountered and emergent solutions, such as a new format of wireframe for sketching language interactions and a new wizard-of-oz-based NLP rapid prototyping method. Drawing on these findings, we discuss the importance of abstraction in sketching and other implications.
Title: Engagement with Mental Health Screening on Mobile Devices: Results from an Antenatal Feasibility Study
Authors: family: Doherty
given: Kevin; family: Marcano-Belisario
given: José; family: Cohn
given: Martin; family: Mastellos
given: Nikolaos; family: Morrison
given: Cecily; family: Car
given: Josip; family: Doherty
given: Gavin
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: pregnancy, ema, mobile devices, public health screening, self-report, psychological wellbeing, mental health

Abstract: Perinatal depression (PND) affects up to 15% of women within the United Kingdom and has a lasting impact on a woman's quality of life, birth outcomes and her child's development. Suicide is the leading cause of maternal mortality. However, it is estimated that at least 50% of PND cases go undiagnosed. This paper presents the results of the first feasibility study to examine the potential of mobile devices to engage women in antenatal mental health screening. Using a mobile application, 254 women attending 14 National Health Service midwifery clinics provided 2,280 momentary and retrospective reports of their wellbeing over a 9-month period. Women spoke positively of the experience, installing and engaging with this technology regardless of age, education, wellbeing, number of children, marital or employment status, or past diagnosis of depression. 39 women reported a risk of depression, self-harm or suicide; two-thirds of whom were not identified by screening in-clinic.
Title: Ethical Dimensions of Visualization Research
Authors: family: Correll
given: Michael
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: information visualization, visual analytics, ethics

Abstract: Visualizations have a potentially enormous influence on how data are used to make decisions across all areas of human endeavor. However, it is not clear how this power connects to ethical duties: what obligations do we have when it comes to visualizations and visual analytics systems, beyond our duties as scientists and engineers? Drawing on historical and contemporary examples, I address the moral components of the design and use of visualizations, identify some ongoing areas of visualization research with ethical dilemmas, and propose a set of additional moral obligations that we have as designers, builders, and researchers of visualizations.
Title: Investigating the Effect of Orientation and Visual Style on Touchscreen Slider Performance
Authors: family: Colley
given: Ashley; family: Mayer
given: Sven; family: Henze
given: Niels
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: input, touchscreen, slider, visual analogue scale, mobile device

Abstract: Sliders are one of the most fundamental components used in touchscreen user interfaces (UIs). When entering data using a slider, errors occur due e.g. to visual perception, resulting in inputs not matching what is intended by the user. However, it is unclear if the errors occur uniformly across the full range of the slider or if there are systematic offsets. We conducted a study to assess the errors occurring when entering values with horizontal and vertical sliders as well as two common visual styles. Our results reveal significant effects of slider orientation and style on the precision of the entered values. Furthermore, we identify systematic offsets that depend on the visual style and the target value. As the errors are partially systematic, they can be compensated to improve users' precision. Our findings provide UI designers with data to optimize user experiences in the wide variety of application areas where slider based touchscreen input is used.
Title: Detecting Perception of Smartphone Notifications Using Skin Conductance Responses
Authors: family: Fortin
given: Pascal E.; family: Sulmont
given: Elisabeth; family: Cooperstock
given: Jeremy
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: electrodermal activity, smartphone notifications, physiological interaction

Abstract: Today's smartphone notification systems are incapable of determining whether a notification has been successfully perceived without explicit interaction from the user. If the system incorrectly assumes that a notification has not been perceived, it may repeat it redundantly, disrupting the user and others (e.g., phone ringing). Or, if it incorrectly assumes that a notification was perceived, and therefore fails to repeat it, the notification will be missed altogether (e.g., text message). Results from a laboratory study confirm, for the first time, that both vibrotactile and auditory smartphone notifications induce skin conductance responses (SCR), that the induced responses differ from that of arbitrary stimuli, and that they could be employed to predict perception of smartphone notifications after their presentation using wearable sensors.
Title: Exploring the Opportunities for Technologies to Enhance Quality of Life with People who have Experienced Vision Loss
Authors: family: Bartlett
given: Rachel; family: Khoo
given: Yi Xuan; family: Hourcade
given: Juan Pablo; family: Rector
given: Kyle K.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: vision loss, quality of life (qol), accessibility

Abstract: Research predicts that 196 million people will be diagnosed with Age-Related Macular Degeneration (AMD) by 2020. People who experience AMD and other vision loss face barriers that affect their Quality of Life (QoL). People experience only modest improvement from technologies (e.g., screen readers, CCTV), tools (e.g., magnifying glasses, tactile buttons), and human help (e.g., friends, blindness organizations). Further, there are issues to accessing these resources based on one's place of residence. To explore these challenges and determine design implications to support people who have experienced vision loss (PVL), we conducted a qualitative semi-structured interview study exploring QoL with 10 PVL. We uncovered themes of supporting creative work, recognizing the impact of one's living in a non-urban setting on QoL, and increasing efficiency at accomplishing tasks. We motivate the inclusion of PVL in the design process because they learned skills while sighted and are now low vision or blind.