huashen218/convxai-cia-dataset huggingface dataset:
Title: A Trip to the Moon: Personalized Animated Movies for Self-reflection
Authors: family: Peng
given: Fengjiao; family: LaBelle
given: Veronica Crista; family: Yue
given: Emily Christen; family: Picard
given: Rosalind W.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: personalization, self-reflection, emotion, empathy, animation, engagement

Abstract: Self-tracking physiological and psychological data poses the challenge of presentation and interpretation. Insightful narratives for self-tracking data can motivate the user towards constructive self-reflection. One powerful form of narrative that engages audience across various culture and age groups is animated movies. We collected a week of self-reported mood and behavior data from each user and created in Unity a personalized animation based on their data. We evaluated the impact of their video in a randomized control trial with a non-personalized animated video as control. We found that personalized videos tend to be more emotionally engaging, encouraging greater and lengthier writing that indicated self-reflection about moods and behaviors, compared to non-personalized control videos.
Title: Coco's Videos: An Empirical Investigation of Video-Player Design Features and Children's Media Use
Authors: family: Hiniker
given: Alexis; family: Heung
given: Sharon S.; family: Hong
given: Sungsoo (Ray); family: Kientz
given: Julie A.
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: parental controls, child-computer interaction, post-play, media use, parental mediation, interaction design and children, preschoolers, auto-play, children

Abstract: In this study, we present Coco's Videos, a video-viewing platform for preschoolers designed to support them in learning to self-manage their media consumption. We report results from a three-week experimental deployment in 24 homes in which preschoolers used three different versions of the platform: one that is neutral to the limits they set, one that enforces the limits they set, and one that attempts to erode the limits they set by automatically playing additional content after the planned content is finished ("post-play"). We found that post-play significantly reduced children's autonomy and likelihood of self-regulation, extended video-viewing time, and led to increases in parent intervention. We found that the lock-out mechanism did not reduce video-viewing time or the likelihood of parent intervention. Together, our results suggest that avoiding platforms that work to undermine the user's intentions is more likely to help children self-regulate their media use than rigid parental controls.
Title: ResearchIME: A Mobile Keyboard Application for Studying Free Typing Behaviour in the Wild
Authors: family: Buschek
given: Daniel; family: Bisinger
given: Benjamin; family: Alt
given: Florian
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: data logging, touch keyboard, biometrics, typing behaviour

Abstract: We present a data logging concept, tool, and analyses to facilitate studies of everyday mobile touch keyboard use and free typing behaviour: 1) We propose a filtering concept to log typing without recording readable text and assess reactions to filters with a survey (N=349). 2) We release an Android keyboard app and backend that implement this concept. 3) Based on a three-week field study (N=30), we present the first analyses of keyboard use and typing biometrics on such free text typing data in the wild, including speed, postures, apps, auto correction, and word suggestions. We conclude that research on mobile keyboards benefits from observing free typing beyond the lab and discuss ideas for further studies.
Title: Wearables for Learning: Examining the Smartwatch as a Tool for Situated Science Reflection
Authors: family: Garcia
given: Brittany; family: Chu
given: Sharon Lynn; family: Nam
given: Beth; family: Banigan
given: Colin
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: everyday cognition, children, science learning, wearables, education, situated cognition, smartwatch

Abstract: Relatively little research exists on the use of smartwatches to support learning. This paper presents an approach for commodity smartwatches as a tool for situated reflection in elementary school science. The approach was embodied in a smartwatch app called ScienceStories that allows students to voice record reflections about science concepts anytime, anywhere. We conducted a study with 18 fifth-grade children to investigate first, the effects of ScienceStories on students' science self-efficacy, and second the effects of different motivational structures (gamification, narrative-based, hybrid) designed into the smartwatch app on students' quality and quantity of use. Quantitative results showed ScienceStories increased science self-efficacy especially with a motivational structure. The gamified version had the highest quantity of use, while narrative performance performed worst. Qualitative findings described how students' recordings related to science topics and were contextualized. We discuss how our findings contribute to understanding of how to design smartwatch apps for educational purposes.
Title: Investigating How Online Help and Learning Resources Support Children's Use of 3D Design Software
Authors: family: Hudson
given: Nathaniel; family: Lafreniere
given: Benjamin; family: Chilana
given: Parmit K.; family: Grossman
given: Tovi
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: software learning, child-computer interaction, online help

Abstract: 3D design software is increasingly available to children through libraries, maker spaces, and for free on the web. This unprecedented availability has the potential to unleash children's creativity in cutting edge domains, but is limited by the steep learning curve of the software. Unfortunately, there is little past work studying the breakdowns faced by children in this domain-most past work has focused on adults in professional settings. In this paper, we present a study of online learning resources and help-seeking strategies available to children starting out with 3D design software. We find that children face a range of challenges when trying to learn 3D design independently-tutorials present instructions at a granularity that leads to overlooked and incorrectly-performed actions, and online help-seeking is largely ineffective due to challenges with query formulation and evaluating found information. Based on our findings, we recommend design directions for next-generation help and learning systems tailored to children.
Title: Tactile Information Transmission by 2D Stationary Phantom Sensations
Authors: family: Park
given: Gunhyuk; family: Choi
given: Seungmoon
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: illusion, phantom sensation, haptics, perception, funneling, information transmission, vibrotactile

Abstract: A phantom sensation refers to an illusory tactile sensation perceived midway between multiple distant stimulations on the skin. Phantom sensations have been used intensively in tactile interfaces owing to their simplicity and effectiveness. Despite that, the perceptual performance of phantom sensations is not completely understood, especially for 2D cases. This work is concerned with 2D stationary phantom sensations and their fundamental value as a means for information display. In User Study 1, we quantified the information transmission capacity using an absolute identification task of 2D phantom sensations. In User Study 2, we probed the distributions of the actual perceived positions of 2D phantom sensations. The investigations included both types of phantom sensations-within and out of the body. Our results provide general guidelines as to leveraging 2D phantom sensations in the design of spatial tactile display.
Title: Understanding Artefact and Process Challenges for Designing Low-Res Lighting Displays
Authors: family: Hoggenmueller
given: Marius; family: Tomitsch
given: Martin; family: Wiethoff
given: Alexander
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: low resolution display, information design, ambient lighting systems

Abstract: Low-resolution (low-res) lighting displays are increasingly used by HCI researchers, designers, and in the industry as a versatile and aesthetic medium for deploying ambient interfaces in various contexts. These display types distinguish themselves from conventional high-res screens through: high contrasts, hi-power LED technology which allows visibility even in bright environments, and their ability to take on three-dimensional free forms. However, to date most work on low-res displays has been either of experimental nature or carried out in isolated industry contexts. This paper addresses this gap through an analysis of our own experiences from previous experimental design studies and related work, which led us to five domain challenges for designing low-res displays. We then describe how we approached these challenges in a deployment study, which involved the implementation of a prototype guided by a low-res prototyping toolkit. Based on an analysis of our design process and findings from the deployment study, we present ten design recommendations for low-res lighting displays.
Title: Thermorph: Democratizing 4D Printing of Self-Folding Materials and Interfaces
Authors: family: An
given: Byoungkwon; family: Tao
given: Ye; family: Gu
given: Jianzhe; family: Cheng
given: Tingyu; family: Chen
given: Xiang 'Anthony'; family: Zhang
given: Xiaoxiao; family: Zhao
given: Wei; family: Do
given: Youngwook; family: Takahashi
given: Shigeo; family: Wu
given: Hsiang-Yun; family: Zhang
given: Teng; family: Yao
given: Lining
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: 3d printing, computational fabrication, shape changing, thermoplastic, self-folding, 4d printing, computational geometry, shape memory polymer

Abstract: We develop a novel method printing complex self-folding geometries. We demonstrated that with a desktop fused deposition modeling (FDM) 3D printer, off-the-shelf printing filaments and a design editor, we can print flat thermoplastic composites and trigger them to self-fold into 3D with arbitrary bending angles. This is a suitable technique, called Thermorph, to prototype hollow and foldable 3D shapes without losing key features. We describe a new curved folding origami design algorithm, compiling given arbitrary 3D models to 2D unfolded models in G-Code for FDM printers. To demonstrate the Thermorph platform, we designed and printed complex self-folding geometries (up to 70 faces), including 15 self-curved geometric primitives and 4 self-curved applications, such as chairs, the simplified Stanford Bunny and flowers. Compared to the standard 3D printing, our method saves up to 60% - 87% of the printing time for all shapes chosen.
Title: Looks Can Be Deceiving: Using Gaze Visualisation to Predict and Mislead Opponents in Strategic Gameplay
Authors: family: Newn
given: Joshua; family: Allison
given: Fraser; family: Velloso
given: Eduardo; family: Vetere
given: Frank
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: competitive gameplay, gaze visualisation, nonverbal leakage, deception, intent recognition, plan recognition

Abstract: In competitive co-located gameplay, players use their opponents' gaze to make predictions about their plans while simultaneously managing their own gaze to avoid giving away their plans. This socially competitive dimension is lacking in most online games, where players are out of sight of each other. We conducted a lab study using a strategic online game; finding that (1) players are better at discerning their opponent's plans when shown a live visualisation of the opponent's gaze, and (2) players who are aware that their gaze is tracked will manipulate their gaze to keep their intentions hidden. We describe the strategies that players employed, to various degrees of success, to deceive their opponent through their gaze behaviour. This gaze-based deception adds an effortful and challenging aspect to the competition. Lastly, we discuss the various implications of our findings and its applicability for future game design.
Title: Insert Needle Here! A Custom Display for Optimized Biopsy Needle Placement
Authors: family: Reinschluessel
given: Anke V.; family: Herrlich
given: Marc; family: Döring
given: Tanja; family: Vangel
given: Mark; family: Tempany
given: Clare; family: Malaka
given: Rainer; family: Tokuda
given: Junichi
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: sus, biopsy template, needle-based intervention, task load, electroluminescence

Abstract: Needle-guiding templates are used for a variety of minimally invasive medical interventions. While physically supporting needle placement with a grid of holes, they lack integrated information where needles need to be inserted. Physicians must manually determine the correct holes based on the output of planning software - a workflow that is error-prone and lengthy. We address these issues by embedding a display into the template using electroluminescence (EL) screen printing. The EL display is connected to planning software and illuminates the correct hole. In an empirical evaluation with physicians and researchers from the medical domain, we compare the illuminated against the conventional template as used in magnetic resonance imaging (MRI) guided prostate biopsies. Our results show that the EL display significantly improves task completion time by 51%, task load by 47% and usability by 30%.
Title: Automatic Diagnosis of Students' Misconceptions in K-8 Mathematics
Authors: family: Feldman
given: Molly Q.; family: Cho
given: Ji Yong; family: Ong
given: Monica; family: Gulwani
given: Sumit; family: Popović
given: Zoran; family: Andersen
given: Erik
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: programming by demonstration, elementary education

Abstract: K-8 mathematics students must learn many procedures, such as addition and subtraction. Students frequently learn "buggy' variations of these procedures, which we ideally could identify automatically. This is challenging because there are many possible variations that reflect deep compositions of procedural thought. Existing approaches for K-8 math use manually specified variations which do not scale to new math algorithms or previously unseen misconceptions. Our system examines students' answers and infers how they incorrectly combine basic skills into complex procedures. We evaluate this approach on data from approximately 300 students. Our system replicates 86% of the answers that contain clear systematic mistakes (13%). Investigating further, we found 77% at least partially replicate a known misconception, with 53% matching exactly. We also present data from 29 participants showing that our system can demonstrate inferred incorrect procedures to an educator as successfully as a human expert.
Title: Defining and Predicting the Localness of Volunteered Geographic Information using Ground Truth Data
Authors: family: Kariryaa
given: Ankit; family: Johnson
given: Isaac; family: Schöning
given: Johannes; family: Hecht
given: Brent
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: placetag, twitter, geographic hci, localness

Abstract: Many applications of geotagged content are predicated on the concept of localness (e.g., local restaurant recommendation, mining social media for local perspectives on an issue). However, definitions of who is a "local" in a given area are typically informal and ad-hoc and, as a result, approaches for localness assessment that have been used in the past have not been formally validated. In this paper, we begin the process of addressing these gaps in the literature. Specifically, we (1) formalize definitions of "local" using themes identified in a 30-paper literature review, (2) develop the first ground truth localness dataset consisting of 132 Twitter users and 58,945 place-tagged tweets, and (3) use this dataset to evaluate existing localness assessment approaches. Our results provide important methodological guidance to the large body of research and practice that depends on the concept of localness and suggest means by which localness assessment can be improved.
Title: Bots & (Main)Frames: Exploring the Impact of Tangible Blocks and Collaborative Play in an Educational Programming Game
Authors: family: Melcer
given: Edward F.; family: Isbister
given: Katherine
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: physical embodiment, embodied interaction, educational programming game, tangibles, collaborative play

Abstract: While recent work has begun to evaluate the efficacy of educational programming games, many common design decisions in these games (e.g., single player gameplay using touchpad or mouse) have not been explored for learning outcomes. For instance, alternative design approaches such as collaborative play and embodied interaction with tangibles may also provide important benefits to learners. To better understand how these design decisions impact learning and related factors, we created an educational programming game that allows for systematically varying input method and mode of play. In this paper, we describe design rationale for mouse and tangible versions of our game, and report a 2x2 factorial experiment comparing efficacy of mouse and tangible input methods with individual and collaborative modes of play. Results indicate tangibles have a greater positive impact on learning, situational interest, enjoyment, and programming self-beliefs. We also found collaborative play helps further reduce programming anxiety over individual play.
Title: StammerApp: Designing a Mobile Application to Support Self-Reflection and Goal Setting for People Who Stammer
Authors: family: McNaney
given: Roisin; family: Bull
given: Christopher; family: Mackie
given: Lynne; family: Dahman
given: Floriane; family: Stringer
given: Helen; family: Richardson
given: Dan; family: Welsh
given: Daniel
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: self-management, mobile applications, user-centered design, stammering, speech and language therapy

Abstract: Stammering is a speech disorder affecting approximately 1% of the worldwide population. It can have associated impacts on daily life, such as loss of confidence in social situations and increased anxiety levels (particularly when speaking to strangers). Work exploring the development of digital tools to support people who stammer (PwS) is emerging. However, there is a paucity of research engaging PwS in the design process, with participation being facilitated mainly in testing phases. In this paper, we describe the user-centered design, development and evaluation of StammerApp, a mobile application to support PwS. We contribute insights into the challenges and barriers that PwS experience day-to-day and reflect on the complexities of designing with this diverse group. Finally, we present a set of design recommendations for the development of tools to support PwS in their everyday interactions, and provide an example of how these might be envisioned through the StammerApp prototype.
Title: Contextualizing Privacy Decisions for Better Prediction (and Protection)
Authors: family: Wijesekera
given: Primal; family: Reardon
given: Joel; family: Reyes
given: Irwin; family: Tsai
given: Lynn; family: Chen
given: Jung-Wei; family: Good
given: Nathan; family: Wagner
given: David; family: Beznosov
given: Konstantin; family: Egelman
given: Serge
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: access control, permission systems, mobile permission, privacy

Abstract: Modern mobile operating systems implement an ask-on-first-use policy to regulate applications' access to private user data: the user is prompted to allow or deny access to a sensitive resource the first time an app attempts to use it. Prior research shows that this model may not adequately capture user privacy preferences because subsequent requests may occur under varying contexts. To address this shortcoming, we implemented a novel privacy management system in Android, in which we use contextual signals to build a classifier that predicts user privacy preferences under various scenarios. We performed a 37-person field study to evaluate this new permission model under normal device usage. From our exit interviews and collection of over 5 million data points from participants, we show that this new permission model reduces the error rate by 75% (i.e., fewer privacy violations), while preserving usability. We offer guidelines for how platforms can better support user privacy decision making.
Title: OptiSpace: Automated Placement of Interactive 3D Projection Mapping Content
Authors: family: Fender
given: Andreas; family: Herholz
given: Philipp; family: Alexa
given: Marc; family: Müller
given: Jörg
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: multi-display environments, 3d projection mapping, view behavior, content placement

Abstract: We present OptiSpace, a system for the automated placement of perspectively corrected projection mapping content. We analyze the geometry of physical surfaces and the viewing behavior of users over time using depth cameras. Our system measures user view behavior and simulates a virtual projection mapping scene users would see if content were placed in a particular way. OptiSpace evaluates the simulated scene according to perceptual criteria, including visibility and visual quality of virtual content. Finally, based on these evaluations, it optimizes content placement, using a two-phase procedure involving adaptive sampling and the covariance matrix adaptation algorithm. With our proposed architecture, projection mapping applications are developed without any knowledge of the physical layouts of the target environments. Applications can be deployed in different uncontrolled environments, such as living rooms and office spaces.
Title: Technology and the Givens of Existence: Toward an Existential Inquiry Framework in HCI Research
Authors: family: Kaptelinin
given: Victor
Venue: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Keywords: end-of-life studies, givens of existence, existentialism, hci theory, identity, authenticity, experimental existential psychology, immortality project

Abstract: The profound impact of digital technologies on human life makes it imperative for HCI research to deal with the most fundamental aspects of human existence. Arguably, insights from existential philosophy and psychology are highly relevant for addressing such issues. Building on previous attempts to bring in existential themes and terminology to HCI, this paper argues that Yalom's notion of "the givens of existence", as well as related work in experimental existential psychology, can inform the development of an existential inquiry framework in HCI. The envisioned framework is intended to complement current approaches in HCI by specifically focusing on the existential aspects of the design and use of technology. The paper reflects on possible ways, in which existential concepts can support HCI research, and maintains that adopting an existential framework in HCI would be consistent with the overall conceptual development of the field.