huashen218/convxai-cia-dataset huggingface dataset:
Title: "You Don't Have To Know My Past": How WeChat Moments Users Manage Their Evolving Self-Presentation
Authors: family: Huang
given: Xiaoyun; family: Vitak
given: Jessica; family: Tausczik
given: Yla
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Most social media platforms record, display, and archive users' personal histories. This persistence of posts over time can be problematic, as users' self-presentation goals and network composition change, but old content remains. In this paper, we explore an alternative feature that provides control over content persistence. We present findings from interviews with 16 users of the popular Chinese social media platform WeChat Moments. We focused on Moments' Time Limit setting, which makes social media data ephemeral to audiences, but persistent to posters. Interviewees described changes in their self-presentation goals and social network composition over time and reported the Time Limit feature helped them effortlessly manage their desired self-presentation as they matured. Drawing on these findings, we discuss design implications for social media to facilitate greater control over content visibility and persistence, which may have significant benefits for social media users with large and diverse networks.
Title: Affect Recognition using Psychophysiological Correlates in High Intensity VR Exergaming
Authors: family: Barathi
given: Soumya C.; family: Proulx
given: Michael; family: O'Neill
given: Eamonn; family: Lutteroth
given: Christof
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: User experience estimation of VR exergame players by recognising their affective state could enable us to personalise and optimise their experience. Affect recognition based on psychophysiological measurements has been successful for moderate intensity activities. High intensity VR exergames pose challenges as the effects of exercise and VR headsets interfere with those measurements. We present two experiments that investigate the use of different sensors for affect recognition in a VR exergame. The first experiment compares the impact of physical exertion and gamification on psychophysiological measurements during rest, conventional exercise, VR exergaming, and sedentary VR gaming. The second experiment compares underwhelming, overwhelming and optimal VR exergaming scenarios. We identify gaze fixations, eye blinks, pupil diameter and skin conductivity as psychophysiological measures suitable for affect recognition in VR exergaming and analyse their utility in determining affective valence and arousal. Our findings provide guidelines for researchers of affective VR exergames.
Title: Computational Alternatives Vignettes for Place- and Activity-Centered Digital Services in Public Libraries
Authors: family: Yoo
given: Daisy; family: Tabard
given: Aurélien; family: Ducros
given: Alix; family: Dalsgaard
given: Peter; family: Klokmose
given: Clemens Nylandsted; family: Eriksson
given: Eva; family: Serholt
given: Sofia
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: We investigate how to design community technologies for public events. We do so with a focus on technologies that give rise to new forms of participation and knowledge co-production in public libraries. Specifically, we deployed a digital service at a major public library during its four-week creative workshop series. The system offered an alternative way for people to work together as a community, to go beyond achieving individual goals, and to contribute to the achievement of public goals (e.g., building community bookshelves). We report on how the system has reconfigured physical spaces and afforded new social practices in the library. We propose Computational Alternatives as a fruitful approach for gaining situated, nuanced insights into a technology's possible adoption. We offer key insights in the form of computational alternatives vignettes -- grounded stories that encapsulate sociotechnical implications of technology, pointing to plausible alternative futures.
Title: "And This, Kids, Is How I Met Your Mother": Consumerist, Mundane, and Uncanny Futures with Sex Robots
Authors: family: Troiano
given: Giovanni Maria; family: Wood
given: Matthew; family: Harteveld
given: Casper
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Sex Robots are no longer science fiction and may soon be-come widespread. While much discussion has developed in academia on their moral and social impact, sex robots have yet to be examined from a critical design perspective and are under-explored in HCI. We use the Story Completion Method(SCM) to explore commonplace assumptions around futures with sex robots and discuss those from a critical design perspective. Thirty five participants completed a story stem of a human encountering a sex robot or vice-versa. Through thematic analysis, we show narratives of consumerist relation-ships between humans and sex robots, stories that describe sex robots as highly-efficient sex workers that (out)perform humans in routinal sex activities, and narratives that explore sex robots as empathetic and sentient beings. Our participant-created stories both reinforce and challenge established norms of sex robots and raise questions that concern responsible design and ethics in HCI. Finally, we show opportunities and limitations of using multiple-perspective story stems in SCM
Title: Neo-Noumena: Augmenting Emotion Communication
Authors: family: Semertzidis
given: Nathan; family: Scary
given: Michaela; family: Andres
given: Josh; family: Dwivedi
given: Brahmi; family: Kulwe
given: Yutika Chandrashekhar; family: Zambetta
given: Fabio; family: Mueller
given: Florian Floyd
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: The subjective experience of emotion is notoriously difficult to interpersonally communicate. We believe that technology can challenge this notion through the design of neuroresponsive systems for interpersonal communication. We explore this through "Neo-Noumena", a communicative neuroresponsive system that uses brain-computer interfacing and artificial intelligence to read one's emotional states and dynamically represent them to others in mixed reality through two head-mounted displays. In our study five participant pairs were given Neo-Noumena for three days, using the system freely. Measures of emotional competence demonstrated a statistically significant increase in participants' ability to interpersonally regulate emotions. Furthermore, participant interviews revealed themes regarding Spatiotemporal Actualization, Objective Representation, and Preternatural Transmission. We also suggest design strategies for future augmented emotion communication systems. We intend that work gives guidance towards a future in which our ability to interpersonally communicate emotion is augmented beyond traditional experience.
Title: UI Dark Patterns and Where to Find Them: A Study on Mobile Applications and User Perception
Authors: family: Di Geronimo
given: Linda; family: Braz
given: Larissa; family: Fregnan
given: Enrico; family: Palomba
given: Fabio; family: Bacchelli
given: Alberto
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: A Dark Pattern (DP) is an interface maliciously crafted to deceive users into performing actions they did not mean to do. In this work, we analyze Dark Patterns in 240 popular mobile apps and conduct an online experiment with 589 users on how they perceive Dark Patterns in such apps. The results of the analysis show that 95% of the analyzed apps contain one or more forms of Dark Patterns and, on average, popular applications include at least seven different types of deceiving interfaces. The online experiment shows that most users do not recognize Dark Patterns, but can perform better in recognizing malicious designs if informed on the issue. We discuss the impact of our work and what measures could be applied to alleviate the issue.
Title: Closer Object Looks Smaller: Investigating the Duality of Size Perception in a Spherical Fish Tank VR Display
Authors: family: Zhou
given: Qian; family: Wu
given: Fan; family: Fels
given: Sidney; family: Stavness
given: Ian
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Fish Tank Virtual Reality (FTVR) displays provide compelling 3D experiences by rendering view-dependent imagery on a 2D screen. While users perceive a 3D object in space, they are actually looking at pixels on a 2D screen, thus, a perceptual duality exists between the object's pixels and the 3D percept potentially interfering with the experience. To investigate, we conducted an experiment to see whether the on-screen size of the 2D imagery affects the perceived object size in 3D space with different viewing conditions, including stereopsis. We found that the size of on-screen imagery significantly influenced object size perception, causing 83.3% under/overestimation of perceived size when viewing without stereopsis and reducing to 64.7% with stereopsis. Contrary to reality, objects look smaller when the viewer gets closer. Understanding the perceptual duality helps us to provide accurate perception of real-world objects depicted in the virtual environment and pave the way for 3D applications.
Title: Relationship Between Visual Complexity and Aesthetics of Webpages
Authors: family: Miniukovich
given: Aliaksei; family: Marchese
given: Maurizio
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Substantial HCI research investigated the relationship between webpage complexity and aesthetics, but without a definitive conclusion. Some research showed an inverse linear correlation, some other showed an inverted u-shaped curve, while the rest showed no relationship at all. Such a lack of clarity complicates hypothesis formulation and result interpretation for future research, and lowers the reliability and generalizability of potential advice for Web design practice. We re-collected complexity and aesthetics ratings for five datasets previously used in webpage aesthetics and complexity research. The results were mixed, but suggested an inverse linear relationship with a weaker u-shaped sub-component. A subsequent visual inspection of revealed several confounding factors that may have led to the mixed results, including some webpages looking broken or archaic. The second data collection showed that accounting for these factors generally eliminates the u-shaped tendency of the complexity-aesthetics relationship, at least, for a relatively homogeneous sample of English-speaking participants.
Title: Join.Love: A Sociotechnical Genealogy of the Legalization of Same-Sex Marriage
Authors: family: Bardzell
given: Jeffrey; family: Freeman
given: Guo; family: Bardzell
given: Shaowen; family: Chen
given: Pei-Ying
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: HCI researchers interested in enhancing democracy have introduced methods and technologies that support democratic political processes, such as voting, and more broadly on empowering people to more fully participate in an increasingly technologized world. The aspiration for technologies to support meaningful democratic outcomes is not misplaced. In 2019, headlines around the world announced that Taiwan had become the first Asian country to legalize same-sex marriage, an impressive political achievement. But it was also an impressive technical achievement, the outcome of a concerted effort to develop responsive and impactful direct democracy platforms. We offer a sociotechnical genealogy of the process, informed by theory of deliberative democracy. We identify three opportunities for future HCI contributions: supporting less visible consensus-es, developing civic journeys, and engaging in deliberative experience design.
Title: Who Put That There? Temporal Navigation of Spatial Recordings by Direct Manipulation
Authors: family: Lilija
given: Klemen; family: Pohl
given: Henning; family: Hornbæk
given: Kasper
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Spatial recordings allow viewers to move within them and freely choose their viewpoint. However, such recordings make it easy to miss events and difficult to follow moving objects when skipping through the recording. To alleviate these problems we present the Who Put That There system that allows users to navigate through time by directly manipulating objects in the scene. By selecting an object, the user can navigate to moments where the object changed. Users can also view trajectories of objects that changed location and directly manipulate them to navigate. We evaluated the system with a set of sensemaking questions in a think-aloud study. Participants understood the system and found it useful for finding events of interest, while being present and engaged in the recording.
Title: "We Hold Each Other Accountable": Unpacking How Social Groups Approach Cybersecurity and Privacy Together
Authors: family: Watson
given: Hue; family: Moju-Igbene
given: Eyitemi; family: Kumari
given: Akanksha; family: Das
given: Sauvik
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Digital resources are often collectively owned and shared by small social groups (e.g., friends sharing Netflix accounts, roommates sharing game consoles, families sharing WhatsApp groups). Yet, little is known about (i) how these groups jointly navigate cybersecurity and privacy (S&P) decisions for shared resources, (ii) how shared experiences influence individual S&P attitudes and behaviors, and (iii) how well existing S&P controls map onto group needs. We conducted group interviews and a supplemental diary study with nine social groups (n=34) of varying relationship types. We identified why, how and what resources groups shared, their jointly construed threat models, and how these factors influenced group strategies for securing shared resources. We also identified missed opportunities for cooperation and stewardship among group members that could have led to improved S&P behaviors, and found that existing S&P controls often fail to meet the needs of these small social groups.
Title: "How do I make this thing smile?": An Inventory of Expressive Nonverbal Communication in Commercial Social Virtual Reality Platforms
Authors: family: Tanenbaum
given: Theresa Jean; family: Hartoonian
given: Nazely; family: Bryan
given: Jeffrey
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Despite the proliferation of platforms for social Virtual Reality (VR) communicating emotional expression via an avatar remains a significant design challenge. In order to better understand the design space for expressive Nonverbal Communication (NVC) in social VR we undertook an inventory of the ten most prominent social VR platforms. Our inventory identifies the dominant design strategies for movement, facial control, and gesture in commercial VR applications, and identifies opportunities and challenges for future design and research into social expression in VR. Specifically, we highlight the paucity of interaction paradigms for facial expression and the near nonexistence of meaningful control over ambient aspects of nonverbal communication such as posture, pose, and social status.
Title: "You Cannot Offer Such a Suggestion": Designing for Family Caregiver Input in Home Care Systems
Authors: family: Foong
given: Pin Sym; family: Lim
given: Charis Anne; family: Wong
given: Joshua; family: Lim
given: Chang Siang; family: Perrault
given: Simon Tangi; family: Koh
given: Gerald CH
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Previous work has looked closely at the challenges of using patient-generated data to enable remote assessment and monitoring by healthcare professionals. In this paper, we examine family caregivers who act as proxies for patients who may not have the capacity of capturing the necessary data. We worked with occupational therapists to develop an application for remote assessment of the safety of patients' homes by occupational therapists with the assistance of family caregivers. We evaluated the application with family caregivers and found two features unique to communication between family caregivers and healthcare professionals: Caregivers want to be able to direct healthcare professionals' attention to support problem-solving at home, and they include their perspective on how to best meet the patient's health needs. We discuss the importance of these findings for home systems in the domain of long-term chronic care.
Title: Scenario Co-Creation Cards: A Culturally Sensitive Tool for Eliciting Values
Authors: family: Alshehri
given: Taghreed; family: Kirkham
given: Reuben; family: Olivier
given: Patrick
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Values are an integral part of human identity and have a pervasive impact upon human behavior. This makes understanding them a central concern in the design of technology, as exemplified by approaches such as Value Sensitive Design ("VSD"). Identifying and concreting the values held by a given population can be a difficult endeavor, especially where there is a cultural barrier limiting an effective discussion of them, for example in societies where freedom of expression is discouraged. Addressing this concern requires an in-depth consideration of appropriate value elicitation methods, which responds to the fact that it is not possible to understand values detached from their cultural context. We introduce a novel implicit method, Scenario Co-Creation Cards, and show how it can be used to incorporate existing models of culture in the value elicitation process. We demonstrate this in a case study of Saudi women's visibility in the digital media.
Title: SolutionChat: Real-time Moderator Support for Chat-based Structured Discussion
Authors: family: Lee
given: Sung-Chul; family: Song
given: Jaeyoon; family: Ko
given: Eun-Young; family: Park
given: Seongho; family: Kim
given: Jihee; family: Kim
given: Juho
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Online chat is an emerging channel for discussing community problems. It is common practice for communities to assign dedicated moderators to maintain a structured discussion and enhance the problem-solving experience. However, due to the synchronous nature of online chat, moderators face a high managerial overhead in tasks like discussion stage management, opinion summarization, and consensus-building support. To assist moderators with facilitating a structured discussion for community problem-solving, we introduce SolutionChat, a system that (1) visualizes discussion stages and featured opinions and (2) recommends contextually appropriate moderator messages. Results from a controlled lab study (n=55, 12 groups) suggest that participants' perceived discussion trackability was significantly higher with SolutionChat than without. Also, moderators provided better summarization with less effort and better managerial support using system-generated messages with SolutionChat than without. With SolutionChat, we envision untrained moderators to effectively facilitate chat-based discussions of important community matters.
Title: ORCSolver: An Efficient Solver for Adaptive GUI Layout with OR-Constraints
Authors: family: Jiang
given: Yue; family: Stuerzlinger
given: Wolfgang; family: Zwicker
given: Matthias; family: Lutteroth
given: Christof
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: OR-constrained (ORC) graphical user interface layouts unify conventional constraint-based layouts with flow layouts, which enables the definition of flexible layouts that adapt to screens with different sizes, orientations, or aspect ratios with only a single layout specification. Unfortunately, solving ORC layouts with current solvers is time-consuming and the needed time increases exponentially with the number of widgets and constraints. To address this challenge, we propose ORCSolver, a novel solving technique for adaptive ORC layouts, based on a branch-and-bound approach with heuristic preprocessing. We demonstrate that ORCSolver simplifies ORC specifications at runtime and our approach can solve ORC layout specifications efficiently at near-interactive rates.
Title: 'Lime', 'Open Lock', and 'Blocked': Children's Perception of Colors, Symbols, and Words in Cybersecurity Warnings
Authors: family: Jeong
given: Rebecca; family: Chiasson
given: Sonia
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: Cybersecurity warnings are frequently ignored or misinterpreted by even experienced adults. While studies have been conducted to examine warning design for adults, there is little data to establish recommendations for children. We conducted user studies with 22 children (ages 10-12) and with 22 adults. We compare their risk perception of warning design parameters (signal colors, symbols, words) via card sorting and ranking activities followed by interviews. While our findings suggest similarities in how both groups interpret the design parameters (e.g., red, skull, and fatal convey danger), we also uncovered potential concerns with items currently used as security indicators (e.g., both groups had mixed interpretations of the open lock and police officer symbols). Individual risk perception, particularly for children, appears dependent on personal preferences and experience. Our findings suggest implications and future research directions for the design of cybersecurity warnings for children.
Title: Embodied Axes: Tangible, Actuated Interaction for 3D Augmented Reality Data Spaces
Authors: family: Cordeil
given: Maxime; family: Bach
given: Benjamin; family: Cunningham
given: Andrew; family: Montoya
given: Bastian; family: Smith
given: Ross T.; family: Thomas
given: Bruce H.; family: Dwyer
given: Tim
Venue: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems

Abstract: We present Embodied Axes, a controller which supports selection operations for 3D imagery and data visualisations in Augmented Reality. The device is an embodied representation of a 3D data space -- each of its three orthogonal arms corresponds to a data axis or domain specific frame of reference. Each axis is composed of a pair of tangible, actuated range sliders for precise data selection, and rotary encoding knobs for additional parameter tuning or menu navigation. The motor actuated sliders support alignment to positions of significant values within the data, or coordination with other input: e.g., mid-air gestures in the data space, touch gestures on the surface below the data, or another Embodied Axes device supporting multi-user scenarios. We conducted expert enquiries in medical imaging which provided formative feedback on domain tasks and refinements to the design. Additionally, a controlled user study was performed and found that the Embodied Axes was overall more accurate than conventional tracked controllers for selection tasks.