huashen218/convxai-cia-dataset huggingface dataset:
Title: AdaM: Adapting Multi-User Interfaces for Collaborative Environments in Real-Time
Authors: family: Park
given: Seonwook; family: Gebhardt
given: Christoph; family: Rädle
given: Roman; family: Feit
given: Anna Maria; family: Vrzakova
given: Hana; family: Dayama
given: Niraj Ramesh; family: Yeo
given: Hui-Shyong; family: Klokmose
given: Clemens N.; family: Quigley
given: Aaron; family: Oulasvirta
given: Antti; family: Hilliges
given: Otmar
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: distributed user interface, ui adaptation, cross-device interaction, optimization

Abstract: Developing cross-device multi-user interfaces (UIs) is a challenging problem. There are numerous ways in which content and interactivity can be distributed. However, good solutions must consider multiple users, their roles, their preferences and access rights, as well as device capabilities. Manual and rule-based solutions are tedious to create and do not scale to larger problems nor do they adapt to dynamic changes, such as users leaving or joining an activity. In this paper, we cast the problem of UI distribution as an assignment problem and propose to solve it using combinatorial optimization. We present a mixed integer programming formulation which allows real-time applications in dynamically changing collaborative settings. It optimizes the allocation of UI elements based on device capabilities, user roles, preferences, and access rights. We present a proof-of-concept designer-in-the-loop tool, allowing for quick solution exploration. Finally, we compare our approach to traditional paper prototyping in a lab study.
Title: SymbiosisSketch: Combining 2D & 3D Sketching for Designing Detailed 3D Objects in Situ
Authors: family: Arora
given: Rahul; family: Habib Kazi
given: Rubaiat; family: Grossman
given: Tovi; family: Fitzmaurice
given: George; family: Singh
given: Karan
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: augmented reality, design sketching, 3d drawing

Abstract: We present SymbiosisSketch, a hybrid sketching system that combines drawing in air (3D) and on a drawing surface (2D) to create detailed 3D designs of arbitrary scale in an augmented reality (AR) setting. SymbiosisSketch leverages the complementary affordances of 3D (immersive, unconstrained, life-sized) and 2D (precise, constrained, ergonomic) interactions for in situ 3D conceptual design. A defining aspect of our system is the ongoing creation of surfaces from unorganized collections of 3D curves. These surfaces serve a dual purpose: as 3D canvases to map strokes drawn on a 2D tablet, and as shape proxies to occlude the physical environment and hidden curves in a 3D sketch. SymbiosisSketch users draw interchangeably on a 2D tablet or in 3D within an ergonomically comfortable canonical volume, mapped to arbitrary scale in AR. Our evaluation study shows this hybrid technique to be easy to use in situ and effective in transcending the creative potential of either traditional sketching or drawing in air.
Title: Video Game Selection Procedures For Experimental Research
Authors: family: Tyack
given: April; family: Wyeth
given: Peta; family: Klarkowski
given: Madison
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: experiments, player experience, video games, game selection

Abstract: Videogames are complex stimuli, and selecting games that consistently induce a desired player experience (PX) in an experimental setting can be challenging. The number of relatively high-quality games being released each year continues to increase, which makes deriving a shortlist of plausible candidate games from this pool increasingly problematic. Despite this, guidance for structuring and reporting on the game selection process remains limited. This paper therefore proposes two approaches to game selection: the first leverages online videogame databases and existing PX research, and is structured with respect to widely-applicable videogame metadata. The second process applies established game design theory to serve researchers when insufficient connections between desired PX outcomes and recognisable game elements exist. Both methods are accompanied by example reports of their application. The present work aims to assist experimental researchers in selecting videogames likely to meet their needs, while encouraging more rigorous standards of reporting in the field.
Title: Animated Edge Textures in Node-Link Diagrams: a Design Space and Initial Evaluation
Authors: family: Romat
given: Hugo; family: Appert
given: Caroline; family: Bach
given: Benjamin; family: Henry-Riche
given: Nathalie; family: Pietriga
given: Emmanuel
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: trees, particles, node-link diagrams, animation, networks

Abstract: Network edge data attributes are usually encoded using color, opacity, stroke thickness and stroke pattern, or some combination thereof. In addition to these static variables, it is also possible to animate dynamic particles flowing along the edges. This opens a larger design space of animated edge textures, featuring additional visual encodings that have potential not only in terms of visual mapping capacity but also playfulness and aesthetics. Such animated edge textures have been used in several commercial and design-oriented visualizations, but to our knowledge almost always in a relatively ad hoc manner. We introduce a design space and Web-based framework for generating animated edge textures, and report on an initial evaluation of particle properties - particle speed, pattern and frequency - in terms of visual perception.
Title: Silicone Devices: A Scalable DIY Approach for Fabricating Self-Contained Multi-Layered Soft Circuits using Microfluidics
Authors: family: Nagels
given: Steven; family: Ramakers
given: Raf; family: Luyten
given: Kris; family: Deferme
given: Wim
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: wearable computing, flexible circuits, ubiquitous computing, fabrication, stretchable circuits, diy

Abstract: We present a scalable Do-It-Yourself (DIY) fabrication workflow for prototyping highly stretchable yet robust devices using a CO2 laser cutter, which we call Silicone Devices. Silicone Devices are self-contained and thus embed components for input, output, processing, and power. Our approach scales to arbitrary complex devices as it supports techniques to make multi-layered stretchable circuits and buried VIAs. Additionally, high-frequency signals are supported as our circuits consist of liquid metal and are therefore highly conductive and durable. To enable makers and interaction designers to prototype a wide variety of Silicone Devices, we also contribute a stretchable sensor toolkit, consisting of touch, proximity, sliding, pressure, and strain sensors. We demonstrate the versatility and novel opportunities of our technique by prototyping various samples and exploring their use cases. Strain tests report on the reliability of our circuits and preliminary user feedback reports on the user-experience of our workflow by non-engineers.
Title: RFIBricks: Interactive Building Blocks Based on RFID
Authors: family: Hsieh
given: Meng-Ju; family: Liang
given: Rong-Hao; family: Huang
given: Da-Yuan; family: Ke
given: Jheng-You; family: Chen
given: Bing-Yu
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: constructive assembly, rfid, tangible user interface, building blocks

Abstract: We present RFIBricks, an interactive building block system based on ultrahigh frequency radio-frequency identification (RFID) sensing. The system enables geometry resolution based on a simple yet highly generalizable mechanism: an RFID contact switch, which is made by cutting each RFID tag into two parts, namely antenna and chip. A magnetic connector is then coupled with each part. When the antenna and chip connect, an interaction event with an ID is transmitted to the reader. On the basis of our design of RFID contact switch patterns, we present a system of interactive physical building blocks that resolves the stacking order and orientation when one block is stacked upon another, determines a three-dimensional (3D) geometry built on a two-dimensional base plate, and detects user inputs by incorporating electromechanical sensors. Because it is calibration-free and does not require batteries in each block, it facilitates straightforward maintenance when deployed at scale. Compared with other approaches, this RFID-based system resolves several critical challenges in human-computer interaction, such as 1) determining the identity and the built 3D geometry of passive building blocks, 2) enabling stackable token+constraint interaction on a tabletop, and 3) tracking in-hand assembly.
Title: Let Me Be Implicit: Using Motive Disposition Theory to Predict and Explain Behaviour in Digital Games
Authors: family: Poeller
given: Susanne; family: Birk
given: Max V.; family: Baumann
given: Nicola; family: Mandryk
given: Regan L.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: implicit motives, explicit motives, digital games, player types, motive disposition theory

Abstract: We introduce explicit and implicit motives (i.e., achievement, affiliation, power, autonomy) into player experience research and situate them in existing theories of player motivation, personality, playstyle, and experience. Additionally, we conducted an experiment with 109 players in a social play situation and show that: 1. As expected, there are several correlations of playstyle, personality, and motivation with explicit motives, but few with implicit motives; 2. The implicit affiliation motive predicts in-game social behaviour; and 3. The implicit affiliation motive adds significant variance to explain regression models of in-game social behaviours even when we control for social aspects of personality, the explicit affiliation motive, self-esteem, and social player traits. Our results support that implicit motives explain additional variance because they access needs that are experienced affectively and pre-consciously, and not through cognitive interpretation necessary for explicit expression and communication, as is the case in any approaches that use self-report.
Title: Single or Multiple Conversational Agents? An Interactional Coherence Comparison
Authors: family: Chaves
given: Ana Paula; family: Gerosa
given: Marco Aurelio
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: chatbot, dialog agent, human-agent communication

Abstract: Chatbots focusing on a narrow domain of expertise are in great rise. As several tasks require multiple expertise, a designer may integrate multiple chatbots in the background or include them as interlocutors in a conversation. We investigated both scenarios by means of a Wizard of Oz experiment, in which participants talked to chatbots about visiting a destination. We analyzed the conversation content, users' speech, and reported impressions. We found no significant difference between single- and multi-chatbots scenarios. However, even with equivalent conversation structures, users reported more confusion in multi-chatbots interactions and adopted strategies to organize turn-taking. Our findings indicate that implementing a meta-chatbot may not be necessary, since similar conversation structures occur when interacting to multiple chatbots, but different interactional aspects must be considered for each scenario.
Title: Understanding the Use and Impact of the Zero-Rated Free Basics Platform in South Africa
Authors: family: Romanosky
given: Julianne; family: Chetty
given: Marshini
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: zero-rated, zero-rating, internet, free basics, south africa

Abstract: Companies are offering zero-rated, or data-charge free Internet services to help bring unconnected users online where Internet access is less affordable. However, it is unclear whether these services achieve this goal or how they shape Internet use. To inform evidence-based policy around and the design of zero-rated services, we show in this paper how mobile users are making use of Facebook's controversial Free Basics platform. We present findings from interviews of 35 Free Basics users in South Africa: current low-income users and non-regular student users. Our findings suggest that Free Basics does shape Internet usage, for instance, users spend more time online because of 'free' apps. Second, Free Basics saves users money but adoption of the platform depends on access to other 'free' Internet options. Finally, most users are confused about how zero-rated services work and what 'free' means. Based on our findings, we make recommendations for future work.
Title: Cooperating to Compete: the Mutuality of Cooperation and Competition in Boardgame Play
Authors: family: Rogerson
given: Melissa J.; family: Gibbs
given: Martin R.; family: Smith
given: Wally
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: cscw, play, boardgames, competition, situated cognition, players, human-computer interaction, articulation work, distributed cognition, games, cooperation

Abstract: This paper examines the complex relationship between competition and cooperation in boardgame play. We understand boardgaming as distributed cognition, where people work together in a shared activity to accomplish the game. Although players typically compete against each other, this competition is only possible through ongoing cooperation to negotiate, enact and maintain the rules of play. In this paper, we report on a study of people playing modern boardgames. We analyse how knowledge of the game's state is distributed amongst the players and the game components, and examine the different forms of cooperation and collaboration that occur during play. Further, we show how players use the material elements of the game to support articulation work and to improve their awareness and understanding of the game's state. Our goal is to examine the coordinative practices that the players use during play and explicate the ways in which these enable competition.
Title: A Matter of Control or Safety? Examining Parental Use of Technical Monitoring Apps on Teens' Mobile Devices
Authors: family: Ghosh
given: Arup Kumar; family: Badillo-Urquiola
given: Karla; family: Rosson
given: Mary Beth; family: Xu
given: Heng; family: Carroll
given: John M.; family: Wisniewski
given: Pamela J.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: parental mediation, adolescent online safety, technical monitoring, mobile smart phones

Abstract: Adoption rates of parental control applications ("apps") for teens' mobile devices are low, but little is known about the characteristics of parents (or teens) who use these apps. We conducted a web-based survey of 215 parents and their teens (ages 13-17) using two separate logistic regression models (parent and teen) to examine the factors that predicted parental use of technical monitoring apps on their teens' mobile devices. Both parent and teen models confirmed that low autonomy granting (e.g., authoritarian) parents were the most likely to use parental control apps. The teen model revealed additional nuance, indicating that teens who were victimized online and had peer problems were more likely to be monitored by their parents. Overall, increased parental control was associated with more (not fewer) online risks. We discuss the implications of these findings and provide design recommendations for mobile apps that promote online safety through engaged, instead of restrictive, parenting.
Title: CommunityCrit: Inviting the Public to Improve and Evaluate Urban Design Ideas through Micro-Activities
Authors: family: Mahyar
given: Narges; family: James
given: Michael R.; family: Ng
given: Michelle M.; family: Wu
given: Reginald A.; family: Dow
given: Steven P.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: publics, urban design, civic technology, crowdsourcing

Abstract: While urban design affects the public, most people do not have the time or expertise to participate in the process. Many online tools solicit public input, yet typically limit interaction to collecting complaints or early-stage ideas. This paper explores how to engage the public in more complex stages of urban design without requiring a significant time commitment. After observing workshops, we designed a system called CommunityCrit that offers micro-activities to engage communities in elaborating and evaluating urban design ideas. Through a four-week deployment, in partnership with a local planning group seeking to redesign a street intersection, CommunityCrit yielded 352 contributions (around 10 minutes per participant). The planning group reported that CommunityCrit provided insights on public perspectives and raised awareness for their project, but noted the importance of setting expectations for the process. People appreciated that the system provided a window into the planning process, empowered them to contribute, and supported diverse levels of skills and availability.
Title: The Perils of Confounding Factors: How Fitts' Law Experiments can Lead to False Conclusions
Authors: family: Gori
given: Julien; family: Rioul
given: Olivier; family: Guiard
given: Yves; family: Beaudouin-Lafon
given: Michel
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: fitts' law, factor confounds, models

Abstract: The design of Fitts' historical reciprocal tapping experiment gravely confounds index of difficulty ID with target distance D: Summary statistics for the candidate Fitts model and a competing model may appear identical, and the validity of Fitts' model for some tasks can be legitimately questioned. We show that the contamination of ID by either target distance D or width W is due to the common practices of pooling and averaging data belonging to different distance-width (D,W) pairs for the same ID, and taking a geometric progression for values of D and W. We analyze a case study of the validation of Fitts' law in eye-gaze movements, where an unfortunate experimental design has misled researchers into believing that eye-gaze movements are not ballistic. We then provide simple guidelines to prevent confounds: Practitioners should carefully design the experimental conditions of (D,W), fully distinguish data acquired for different conditions, and put less emphasis on r² scores. We also recommend investigating the use of stochastic sampling for D and W.
Title: Utilizing Narrative Grounding to Design Storytelling Gamesfor Creative Foreign Language Production
Authors: family: Zhang
given: Eda; family: Culbertson
given: Gabriel; family: Shen
given: Solace; family: Jung
given: Malte
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: storytelling games, collaboration, language learning, schools/educational setting

Abstract: Foreign language students must learn to use language creatively to overcome knowledge gaps and keep readers or listeners interested. However, few tools exist to support practicing this skill. Therefore, we set out to explore design of storytelling games for practicing creative language use. Through an iterative design process, we identified narrative grounding (establishing common ground for collaborative narrative) as key to student engagement and learning. However, designing games for narrative grounding while keeping the game flexible enough to easily accommodate teacher goals is challenging. Considering this challenge, we designed a collaborative storytelling game where students help scaffold the narrative and teachers can easily integrate language goals with "language cards". In an in-classroom evaluation with 36 students, we show the importance of narrative grounding for learning. Qualitative evidence also suggests narrative grounding makes the game more engaging for players. We conclude with discussion of design implications for digital language learning tools.
Title: Accessible Maps for the Blind: Comparing 3D Printed Models with Tactile Graphics
Authors: family: Holloway
given: Leona; family: Marriott
given: Kim; family: Butler
given: Matthew
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: accessibility, 3d printing, orientation and mobility training, vision impairment, mapping, blindness

Abstract: Tactile maps are widely used in Orientation and Mobility (O&M) training for people with blindness and severe vision impairment. Commodity 3D printers now offer an alternative way to present accessible graphics, however it is unclear if 3D models offer advantages over tactile equivalents for 2D graphics such as maps. In a controlled study with 16 touch readers, we found that 3D models were preferred, enabled the use of more easily understood icons, facilitated better short term recall and allowed relative height of map elements to be more easily understood. Analysis of hand movements revealed the use of novel strategies for systematic scanning of the 3D model and gaining an overview of the map. Finally, we explored how 3D printed maps can be augmented with interactive audio labels, replacing less practical braille labels. Our findings suggest that 3D printed maps do indeed offer advantages for O&M training.
Title: Reactile: Programming Swarm User Interfaces through Direct Physical Manipulation
Authors: family: Suzuki
given: Ryo; family: Kato
given: Jun; family: Gross
given: Mark D.; family: Yeh
given: Tom
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: swarm user interfaces, direct manipulation, tangible programming, programming by demonstration

Abstract: We explore a new approach to programming swarm user interfaces (Swarm UI) by leveraging direct physical manipulation. Existing Swarm UI applications are written using a robot programming framework: users work on a computer screen and think in terms of low-level controls. In contrast, our approach allows programmers to work in physical space by directly manipulating objects and think in terms of high-level interface design. Inspired by current UI programming practices, we introduce a four-step workflow-create elements, abstract attributes, specify behaviors, and propagate changes-for Swarm UI programming. We propose a set of direct physical manipulation techniques to support each step in this workflow. To demonstrate these concepts, we developed Reactile, a Swarm UI programming environment that actuates a swarm of small magnets and displays spatial information of program states using a DLP projector. Two user studies-an in-class survey with 148 students and a lab interview with eight participants-confirm that our approach is intuitive and understandable for programming Swarm UIs.