huashen218/convxai-cia-dataset huggingface dataset:
Title: Acceptability and Acceptance of Autonomous Mobility on Demand: The Impact of an Immersive Experience
Authors: family: Distler
given: Verena; family: Lallemand
given: Carine; family: Bellet
given: Thierry
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: mobility on demand, human needs, autonomous driving, acceptance, user experience, acceptability

Abstract: Autonomous vehicles have the potential to fundamentally change existing transportation systems. Beyond legal concerns, these societal evolutions will critically depend on user acceptance. As an emerging mode of public transportation [7], Autonomous mobility on demand (AMoD) is of particular interest in this context. The aim of the present study is to identify the main components of acceptability (before first use) and acceptance (after first use) of AMoD, following a user experience (UX) framework. To address this goal, we conducted three workshops (N=14) involving open discussions and a ride in an experimental autonomous shuttle. Using a mixed-methods approach, we measured pre-immersion acceptability before immersing the participants in an on-demand transport scenario, and eventually measured post-immersion acceptance of AMoD. Results show that participants were reassured about safety concerns, however they perceived the AMoD experience as ineffective. Our findings highlight key factors to be taken into account when designing AMoD experiences.
Title: Flotation Simulation in a Cable-driven Virtual Environment -- A Study with Parasailing
Authors: family: Kang
given: HyeongYeop; family: Lee
given: Geonsun; family: Kwon
given: Seongsu; family: Kwon
given: Ohung; family: Kim
given: Seongpil; family: Han
given: JungHyun
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: visual gain, virtual reality, flying sports, flotation simulation, parasailing

Abstract: This paper presents flotation simulation in a cable-driven virtual environment. For this, a virtual parasailing system was developed, where the visual stimulus was provided through a VR headset and the physical stimulus was given by wires. In order to prevent the user from moving out of the limited workspace of the cable-driven system, the visual acceleration was washout-filtered to produce the physical acceleration. In the parasailing trajectory, we focused on the stages of vertical acceleration/deceleration and conducted an experiment to identify how much gain can be applied to the visual acceleration, which makes the user feel the natural self-motion when integrated with physical stimulus. Then, the results were tested using several types of full-course virtual parasailing. The results showed that fairly large differences between visual and physical stimuli would be accepted and different gains could be assigned depending on the user's altitudes.
Title: Cognitive Load Estimation in the Wild
Authors: family: Fridman
given: Lex; family: Reimer
given: Bryan; family: Mehler
given: Bruce; family: Freeman
given: William T.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: deep learning, human-centered artificial intelligence

Abstract: Cognitive load has been shown, over hundreds of validated studies, to be an important variable for understanding human performance. However, establishing practical, non-contact approaches for automated estimation of cognitive load under real-world conditions is far from a solved problem. Toward the goal of designing such a system, we propose two novel vision-based methods for cognitive load estimation, and evaluate them on a large-scale dataset collected under real-world driving conditions. Cognitive load is defined by which of 3 levels of a validated reference task the observed subject was performing. On this 3-class problem, our best proposed method of using 3D convolutional neural networks achieves 86.1% accuracy at predicting task-induced cognitive load in a sample of 92 subjects from video alone. This work uses the driving context as a training and evaluation dataset, but the trained network is not constrained to the driving environment as it requires no calibration and makes no assumptions about the subject's visual appearance, activity, head pose, scale, and perspective.
Title: Seeing with New Eyes: Designing for In-the-Wild Museum Gifting
Authors: family: Spence
given: Jocelyn; family: Bedwell
given: Benjamin; family: Coleman
given: Michelle; family: Benford
given: Steve; family: Koleva
given: Boriana N.; family: Adams
given: Matt; family: Row Farr
given: Ju; family: Tandavanitj
given: Nick; family: Løvlie
given: Anders Sundnes
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: gifting, voice, personalisation, cultural heritage, museums

Abstract: This paper presents the GIFT smartphone app, an artist-led Research through Design project benefitting from a three-day in-the-wild deployment. The app takes as its premise the generative potential of combining the contexts of gifting and museum visits. Visitors explore the museum, searching for objects that would most appeal to the gift-receiver they have in mind, then photographing those objects and adding audio messages for their receivers describing the motivation for their choices. This paper charts the designers' key aim of creating a new frame of mind using voice, and the most striking findings discovered during in-the-wild deployment in a museum -- 'seeing with new eyes' and fostering personal connections. We discuss empathy, motivation, and bottom-up personalisation in the productive space revealed by this combination of contexts. We suggest that this work reveals opportunities for designers of gifting services as well as those working in cultural heritage.
Title: Diagnosing and Coping with Mode Errors in Korean-English Dual-language Keyboard
Authors: family: Lee
given: Sangyoon; family: Lee
given: Jaeyeon; family: Lee
given: Geehyuk
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: mode error, dual language keyboard, input language mode

Abstract: In countries where languages with non-Latin characters are prevalent, people use a keyboard with two language modes namely, the native language and English, and often experience mode errors. To diagnose the mode error problem, we conducted a field study and observed that 78% of the mode errors occurred immediately after application switching. We implemented four methods (Auto-switch, Preview, Smart-toggle, and Preview & Smart-toggle) based on three strategies to deal with the mode error problem and conducted field studies to verify their effectiveness. In the studies considering Korean-English dual input, Auto-switch was ineffective. On the contrary, Preview significantly reduced the mode errors from 75.1% to 41.3%, and Smart-toggle saved typing cost for recovering from mode errors. In Preview & Smart-toggle, Preview reduced mode errors and Smart-toggle handled 86.2% of the mode errors that slipped past Preview. These results suggest that Preview & Smart-toggle is a promising method for preventing mode errors for the Korean-English dual-input environment.
Title: Smart Home Security Cameras and Shifting Lines of Creepiness: A Design-Led Inquiry
Authors: family: Pierce
given: James
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: smart home, research through design, design research, internet of things, speculative design

Abstract: Through a design-led inquiry focused on smart home security cameras, this research develops three key concepts for research and design pertaining to new and emerging digital consumer technologies. Digital leakage names the propensity for digital information to be shared, stolen, and misused in ways unbeknownst or even harmful to those to whom the data pertains or belongs. Hole-and-corner applications are those functions connected to users' data, devices, and interactions yet concealed from or downplayed to them, often because they are non-beneficial or harmful to them. Foot-in-the-door devices are product and services with functional offerings and affordances that work to normalize and integrate a technology, thus laying groundwork for future adoption of features that might have earlier been rejected as unacceptable or unnecessary. Developed and illustrated through a set of design studies and explorations, this paper shows how these concepts may be used analytically to investigate issues such as privacy and security, anticipatorily to speculate about the future of technology development and use, and generatively to synthesize design concepts and solutions.
Title: Increasing the Transparency of Research Papers with Explorable Multiverse Analyses
Authors: family: Dragicevic
given: Pierre; family: Jansen
given: Yvonne; family: Sarma
given: Abhraneel; family: Kay
given: Matthew; family: Chevalier
given: Fanny
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: explorable explanation, statistics, interactive documents, transparent reporting, multiverse analysis

Abstract: We present explorable multiverse analysis reports, a new approach to statistical reporting where readers of research papers can explore alternative analysis options by interacting with the paper itself. This approach draws from two recent ideas: i) multiverse analysis, a philosophy of statistical reporting where paper authors report the outcomes of many different statistical analyses in order to show how fragile or robust their findings are; and ii) explorable explanations, narratives that can be read as normal explanations but where the reader can also become active by dynamically changing some elements of the explanation. Based on five examples and a design space analysis, we show how combining those two ideas can complement existing reporting approaches and constitute a step towards more transparent research papers.
Title: Towards an Effective Digital Literacy Intervention to Assist Returning Citizens with Job Search
Authors: family: Ogbonnaya-Ogburu
given: Ihudiya Finda; family: Toyama
given: Kentaro; family: Dillahunt
given: Tawanna R.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: formerly incarcerated, digital literacy, returning citizen, employment

Abstract: Returning citizens (formerly incarcerated individuals) face great challenges finding employment, and these are exacerbated by the need for digital literacy in modern job search. Through 23 semi-structured interviews and a pilot digital literacy course with returning citizens in the Greater Detroit area, we explore tactics and needs with respect to job search and digital technology. Returning citizens exhibit great diversity, but overall, we find our participants to have striking gaps in digital literacy upon release, even as they are quickly introduced to smartphones by friends and family. They tend to have employable skills and ability to use offline social networks to find opportunities, but have little understanding of formal job search processes, online or offline. They mostly mirror mainstream use of mobile technology, but they have various reasons to avoid social media. These and other findings lead to recommendations for digital literacy programs for returning citizens.
Title: DataToon: Drawing Dynamic Network Comics With Pen + Touch Interaction
Authors: family: Kim
given: Nam Wook; family: Henry Riche
given: Nathalie; family: Bach
given: Benjamin; family: Xu
given: Guanpeng; family: Brehmer
given: Matthew; family: Hinckley
given: Ken; family: Pahud
given: Michel; family: Xia
given: Haijun; family: McGuffin
given: Michael J.; family: Pfister
given: Hanspeter
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: storytelling, dynamic networks, data comics, direct manipulation, pen + touch interfaces, data visualization

Abstract: Comics are an entertaining and familiar medium for presenting compelling stories about data. However, existing visualization authoring tools do not leverage this expressive medium. In this paper, we seek to incorporate elements of comics into the construction of data-driven stories about dynamic networks. We contribute DataToon, a flexible data comic storyboarding tool that blends analysis and presentation with pen and touch interactions. A storyteller can use DataToon rapidly generate visualization panels, annotate them, and position them within a canvas to produce a visually compelling narrative. In a user study, participants quickly learned to use DataToon for producing data comics.
Title: Shape Changing Surfaces and Structures: Design Tools and Methods for Electroactive Polymers
Authors: family: Franinović
given: Karmen; family: Franzke
given: Luke
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: embodied interaction, programmable materials, shape-changing interfaces, active materials, electroactive polymers, smart material interfaces

Abstract: Electroactive polymers (EAP) are a promising material for shape changing interfaces, soft robotics and other novel design explorations. However, the uptake of EAP prototyping in design, art and architecture has been slow due to limited commercial availability, challenging high voltage electronics and lack of simple fabrication techniques. This paper introduces DIY tools for building and activating EAP prototypes, together with design methods for making novel shape-changing surfaces and structures, outside of material science labs. We present iterations of our methods and tools, their use and evaluation in participatory workshops and public installations and how they affect the design outcomes. We discuss unique aesthetic and interactive experiences enabled by the organic and subtle movement of semi-transparent EAP membranes. Finally, we summarise the potential of design tools and methods to facilitate increased exploration of interactive EAP prototypes and outline future steps.
Title: Sharing Economy Design Cards
Authors: family: Fedosov
given: Anton; family: Kitazaki
given: Masako; family: Odom
given: William; family: Langheinrich
given: Marc
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: sharing economy, design process, collaborative workshop

Abstract: Sharing economy services have become increasingly popular. In addition to various well-known for-profit activities in this space (e.g., ride and apartment sharing), many community groups and non-profit organizations offer collections of shared things (e.g., books, tools) that explicitly aim to benefit local communities. We expect that both non-profit and for-profit approaches will see an increased use in the future. To support designers in devising new sharing economy services, we developed the Sharing Economy Design Cards, a design toolkit in the form of a card deck. We present two deployments of the cards: (1) in individual interviews with 16 designers and sharing economy domain experts; and (2) in two workshops with 5 participants each. Our findings show that the use of the cards not only facilitates the creation of future sharing platforms and services in a collaborative setting, but also helps to evaluate existing sharing economy services as an individual activity.
Title: How Do One's Peers on a Leaderboard Affect Oneself?
Authors: family: Leung
given: Weiwen
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: leaderboards, social computing, peer groups

Abstract: Leaderboards are a workhorse of the gamification literature. While the effect of a leaderboard has been well studied, there is much less evidence how one's peer group affects the treatment effect of a leaderboard. Through a pre-registered field experiment involving more than 1000 users on an online movie recommender website, we expose users to leaderboards, but different sets of users are exposed to different peer groups. Contrary to what a standard behavioral model would predict, we find that a user's contribution increases when their peer's scores are more dispersed. We also find that decreasing average peer contributions motivates a user to contribute more. Moreover, these effects are themselves mediated by group size. This sheds new light on existing theories of motivation and demotivation with regards to leaderboards, and also illustrates the potential of using personalized leaderboards to increase contributions.
Title: Automating the Intentional Encoding of Human-Designable Markers
Authors: family: Jung
given: Joshua D.A.; family: Iyer
given: Rahul N.; family: Vogel
given: Daniel
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: user study, encoding, fiducial marker, designable marker

Abstract: Recent work established that it is possible for human artists to encode information into hand-drawn markers, but it is difficult to do when simultaneously maintaining aesthetic quality. We present two methods for relieving the mental burden associated with encoding, while allowing an artist to draw as freely as possible. A 'Helper Overlay' guides the artist with real-time feedback indicating where visual features should be added or removed, and an 'Autocomplete Tool' directly adds necessary features to the drawing for the artist to touch up. Both methods are enabled by a two-part algorithm that uses a tree-search for finding 'major' changes and a dynamic programming method for finding the minimum number of 'minor' changes. A 24-person study demonstrates that a majority of participants prefer both tools over previous methods of manual encoding, with the Helper Overlay being the more popular of the two.
Title: The Effect of Stereo Display Deficiencies on Virtual Hand Pointing
Authors: family: Barrera Machuca
given: Mayra Donaji; family: Stuerzlinger
given: Wolfgang
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: cursor, 3d pointing, fitt's law, selection

Abstract: The limitations of stereo display systems affect depth perception, e.g., due to the vergence-accommodation conflict or diplopia. We performed three studies to understand how stereo display deficiencies impact 3D pointing for targets in front of a screen and close to the user, i.e., in peripersonal space. Our first two experiments compare movements with and without a change in visual depth for virtual respectively physical targets. Results indicate that selecting targets along the depth axis is slower and has less throughput for virtual targets, while physical pointing demonstrates the opposite result. We then propose a new 3D extension for Fitts' law that models the effect of stereo display deficiencies. Next, our third experiment verifies the model and measures more broadly how the change in visual depth between targets affects pointing performance in peripersonal space and confirms significant effects on time and throughput. Finally, we discuss implications for 3D user interface design.
Title: "Everything's the Phone": Understanding the Phone's Supercharged Role in Parent-Teen Relationships
Authors: family: Davis
given: Katie; family: Dinhopl
given: Anja; family: Hiniker
given: Alexis
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: family, relationships, teens, parents, smartphones

Abstract: Through focus groups (n=61) and surveys (n=2,083) of parents and teens, we investigated how parents and their teen children experience their own and each other's phone use in the context of parent-teen relationships. Both expressed a lack of agency in their own and each other's phone use, feeling overly reliant on their own phone and displaced by the other's phone. In a classic example of the fundamental attribution error, each party placed primary blame on the other, and rationalized their own behavior with legitimizing excuses. We present a conceptual model showing how parents' and teens' relationships to their phones and perceptions of each other's phone use are inextricably linked, and how, together, they contribute to parent-teen tensions and disconnections. We use the model to consider how the phone might play a less highly charged role in family life and contribute to positive connections between parents and their teen children.
Title: Examining and Enhancing the Illusory Touch Perception in Virtual Reality Using Non-Invasive Brain Stimulation
Authors: family: Škola
given: Filip; family: Liarokapis
given: Fotis
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: electroencephalography, transcranial direct current stimulation, illusory touch, virtual reality, embodiment

Abstract: Virtual reality (VR) can be immersive to such a degree that users sometimes report feeling tactile sensations based on visualization of the touch, without any actual physical contact. This effect is not only interesting for studies of human perception, but can also be leveraged to improve the quality of VR by evoking tactile sensations without usage of specialized equipment. The aim of this paper is to study brain processing of the illusory touch and its enhancement for purposes of exploitation in VR scene design. To amplify the illusory touch, transcranial direct current stimulation (tDCS) was used. Participants attended two sessions with blinded stimulation and interacted with a virtual ball using tracked hands in VR. The effects were studied using electroencephalography (EEG), that allowed us to examine stimulation-induced changes in processing of the illusory touch in the brain, as well as to identify its neural correlates. Results confirm enhanced processing of the illusory touch after the stimulation, and some of these changes were correlated to subjective rating of its magnitude.
Title: Risk vs. Restriction: The Tension between Providing a Sense of Normalcy and Keeping Foster Teens Safe Online
Authors: family: Badillo-Urquiola
given: Karla; family: Page
given: Xinru; family: Wisniewski
given: Pamela J.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: parental mediation strategies, foster parents, foster care system, adolescent online safety

Abstract: Foster youth are particularly vulnerable to offline risks; yet, little is known about their online risk experiences or how foster parents mediate technology use in the home. We conducted 29 interviews with foster parents of 42 teens (ages 13-17) who were part of the child welfare system. Foster parents faced significant challenges relating to technology mediation in the home. Based on parental accounts, over half of the foster teens encountered high-risk situations that involved interacting with unsafe people online, resulting in rape, sex trafficking, and/or psychological harm. Overall, foster parents were at a loss for how to balance online safety with technology access in a way that engendered positive relationships with their foster teens. Instead, parents often resorted to outright restriction. Our research highlights the importance of considering the unique needs of foster families and designing technologies to address the challenges faced by this vulnerable population of teens and parents.