huashen218/convxai-cia-dataset huggingface dataset:
Title: “Whatever the Emotional Experience, It’s Up to Them”: Insights from Designers of Emotionally Impactful Games
Authors: family: Denisova
given: Alena; family: Bopp
given: Julia Ayumi; family: Nguyen
given: Thuy Duong; family: Mekler
given: Elisa D
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: video games, player experience, agency, Emotional challenge, emotion, design practice, emotionally impactful games, game designer

Abstract: Emotionally impactful game experiences have garnered increasing interest within HCI games research. Yet the perspectives of designers have, to date, remained largely overlooked. We interviewed 14 indie game designers regarding their values and practices in designing emotionally impactful games. Counter to the focus of recent player experience (PX) studies, we find that while designers typically have a clear vision for the intended emotional impact, they aim for their games to provide a space for players to have their own personal experiences and interpretations. Despite this player-centric orientation, players were rarely involved before and during the production to evaluate the emotional experience. Based on these findings, we identify gaps between design practice and PX research, raise open questions around the design and evaluation of emotionally impactful game experiences, and outline opportunities for HCI games research to more productively support game designers.
Title: ”Naked and on Fire”: Examining Player Agency Experiences in Narrative-Focused Gameplay
Authors: family: Carstensdottir
given: Elin; family: Kleinman
given: Erica; family: Williams
given: Ryan; family: Seif El-Nasr
given: Magy Seif
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: player agency, user experience, player experience, video games, storytelling, interactive narrative

Abstract: Player agency is central to interactive narrative and games. While previous work focuses on analyzing player perception of agency through various lenses and phenomena, like meaningful choice and expectations, it is largely theoretical. Few user studies within games explore how players reason about and judge their own agency within interactive narratives. We present an interview study where participants rated their agency experiences within narrative-focused games and described their reasoning. The analysis suggests that agency perception depends on multiple factors beyond meaningful choice, such as social investment and genre-conventions. Participants described varying preferences and value judgements for different factors, indicating that individual differences have a deep impact on agency perception in narrative-focused gameplay. We discuss the implications of these cognitive variables on design, how they can be leveraged with other factors, and how our findings can help future work enhance and measure player agency, within interactive narrative and beyond.
Title: A Design Space Exploration of Worlds in Miniature
Authors: family: Danyluk
given: Kurtis; family: Ens
given: Barrett; family: Jenny
given: Bernhard; family: Willett
given: Wesley
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Meta-Analysis/Literature Survey, Virtual/Augmented Reality

Abstract: Worlds-in-Miniature (WiMs) are interactive worlds within a world and combine the advantages of an input space, a cartographic map, and an overview+detail interface. They have been used across the extended virtuality spectrum for a variety of applications. Building on an analysis of examples of WiMs from the research literature we contribute a design space for WiMs based on seven design dimensions. Further, we expand upon existing definitions of WiMs to provide a definition that applies across the extended reality spectrum. We identify the design dimensions of size-scope-scale, abstraction, geometry, reference frame, links, multiples, and virtuality. Using our framework we describe existing Worlds-in-Miniature from the research literature and reveal unexplored research areas. Finally, we generate new examples of WiMs using our framework to fill some of these gaps. With our findings, we identify opportunities that can guide future research into WiMs.
Title: Armstrong: An Empirical Examination of Pointing at Non-Dominant Arm-Anchored UIs in Virtual Reality
Authors: family: Li
given: Zhen; family: Chan
given: Joannes; family: Walton
given: Joshua; family: Benko
given: Hrvoje; family: Wigdor
given: Daniel; family: Glueck
given: Michael
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Bimanual interaction, Arm-anchored UIs, Virtual reality

Abstract: In virtual reality (VR) environments, asymmetric bimanual interaction techniques can increase users’ input bandwidth by complementing their perceptual and motor systems (e.g., using the dominant hand to select 3D UI controls anchored around the non-dominant arm). However, it is unclear how to optimize the layout of such 3D UI controls for near-body and mid-air interactions. We evaluate the performance and limitations of non-dominant arm-anchored 3D UIs in VR environments through a bimanual pointing study. Results demonstrated that targets appearing closer to the skin, located around the wrist, or placed on the medial side of the forearm could be selected more quickly than targets farther away from the skin, located around the elbow, or on the lateral side of the forearm. Based on these results, we developed Armstrong guidelines, demonstrated through a Unity plugin to enable designers to create performance-optimized arm-anchored 3D UI layouts.
Title: JetController: High-speed Ungrounded 3-DoF Force Feedback Controllers using Air Propulsion Jets
Authors: family: Wang
given: Yu-Wei; family: Lin
given: Yu-Hsin; family: Ku
given: Pin-Sung; family: Miyatake
given: Yōko; family: Mao
given: Yi-Hsuan; family: Chen
given: Po Yu; family: Tseng
given: Chun-Miao; family: Chen
given: Mike Y.
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: ungrounded force feedback., air propulsion, High-speed haptic feedback

Abstract: JetController is a novel haptic technology capable of supporting high-speed and persistent 3-DoF ungrounded force feedback. It uses high-speed pneumatic solenoid valves to modulate compressed air to achieve 20-50Hz of full impulses at 4.0-1.0N, and combines multiple air propulsion jets to generate 3-DoF force feedback. Compared to propeller-based approaches, JetController supports 10-30 times faster impulse frequency, and its handheld device is significantly lighter and more compact. JetController supports a wide range of haptic events in games and VR experiences, from firing automatic weapons in games like Halo (15Hz) to slicing fruits in Fruit Ninja (up to 45Hz). To evaluate JetController, we integrated our prototype with two popular VR games, Half-life: Alyx and Beat Saber, to support a variety of 3D interactions. Study results showed that JetController significantly improved realism, enjoyment, and overall experience compared to commercial vibrating controllers, and was preferred by most participants.
Title: Juicy Haptic Design: Vibrotactile Embellishments Can Improve Player Experience in Games
Authors: family: Singhal
given: Tanay; family: Schneider
given: Oliver
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: vibrotactile feedback, player experience, games, juiciness, haptics

Abstract: Game designers and researchers employ a sophisticated language for producing great player experiences with concepts such as juiciness, which refers to excessive positive feedback. However, much of their discourse excludes the role and value of haptic feedback. In this paper, we adapt terminology from game design to study haptic feedback. Specifically, we define haptic embellishments (HEs) as haptic feedback that reinforce information already provided through other means (e.g., via visual feedback) and juicy haptics as excessive positive haptic feedback with the intention of improving user experience in games and other interactive media. We report two empirical studies of users’ experiences interacting with visuo-haptic content on their phones to 1) study participants’ preferences for ten design principles for HEs and 2) measure the added value of juicy haptics, implemented as HEs, on player experience in a game. Results indicate that juicy haptics can enhance enjoyability, aesthetic appeal, immersion, and meaning.
Title: Elevate: A Walkable Pin-Array for Large Shape-Changing Terrains
Authors: family: Je
given: Seungwoo; family: Lim
given: Hyunseung; family: Moon
given: Kongpyung; family: Teng
given: Shan-Yuan; family: Brooks
given: Jas; family: Lopes
given: Pedro; family: Bianchi
given: Andrea
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: VR, Shape Changing Display, Haptic Floor

Abstract: Current head-mounted displays enable users to explore virtual worlds by simply walking through them (i.e., real-walking VR). This led researchers to create haptic displays that can also simulate different types of elevation shapes. However, existing shape-changing floors are limited by their tabletop scale or the coarse resolution of the terrains they can display due to the limited number of actuators and low vertical resolution. To tackle this challenge, we introduce Elevate, a dynamic and walkable pin-array floor on which users can experience not only large variations in shapes but also the details of the underlying terrain. Our system achieves this by packing 1200 pins arranged on a 1.80 × 0.60m platform, in which each pin can be actuated to one of ten height levels (resolution: 15mm/level). To demonstrate its applicability, we present our haptic floor combined with four walkable applications and a user study that reported increased realism and enjoyment.
Title: Locomotion Vault: the Extra Mile in Analyzing VR Locomotion Techniques
Authors: family: Di Luca
given: Massimiliano; family: Seifi
given: Hasti; family: Egan
given: Simon; family: Gonzalez-Franco
given: Mar
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: visualization, traveling, database, locomotion technique, locomotion method, navigation, movement, VR

Abstract: Numerous techniques have been proposed for locomotion in virtual reality (VR). Several taxonomies consider a large number of attributes (e.g., hardware, accessibility) to characterize these techniques. However, finding the appropriate locomotion technique (LT) and identifying gaps for future designs in the high-dimensional space of attributes can be quite challenging. To aid analysis and innovation, we devised Locomotion Vault (https://locomotionvault.github.io/), a database and visualization of over 100 LTs from academia and industry. We propose similarity between LTs as a metric to aid navigation and visualization. We show that similarity based on attribute values correlates with expert similarity assessments (a method that does not scale). Our analysis also highlights an inherent trade-off between simulation sickness and accessibility across LTs. As such, Locomotion Vault shows to be a tool that unifies information on LTs and enables their standardization and large-scale comparison to help understand the space of possibilities in VR locomotion.
Title: Phonetroller: Visual Representations of Fingers for Precise Touch Input with Mobile Phones in VR
Authors: family: Matulic
given: Fabrice; family: Ganeshan
given: Aditya; family: Fujiwara
given: Hiroshi; family: Vogel
given: Daniel
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: touch input, deep learning, mobile phone, VR, visual feedback

Abstract: Smartphone touch screens are potentially attractive for interaction in virtual reality (VR). However, the user cannot see the phone or their hands in a fully immersive VR setting, impeding their ability for precise touch input. We propose mounting a mirror above the phone screen such that the front-facing camera captures the thumbs on or near the screen. This enables the creation of semi-transparent overlays of thumb shadows and inference of fingertip hover points with deep learning, which help the user aim for targets on the phone. A study compares the effect of visual feedback on touch precision in a controlled task and qualitatively evaluates three example applications demonstrating the potential of the technique. The results show that the enabled style of feedback is effective for thumb-size targets, and that the VR experience can be enriched by using smartphones as VR controllers supporting precise touch input.
Title: Ninja Hands: Using Many Hands to Improve Target Selection in VR
Authors: family: Schjerlund
given: Jonas; family: Hornbæk
given: Kasper; family: Bergström
given: Joanna
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: virtual reality, user studies, virtual hands, many hands, target selection

Abstract: Selection and manipulation in virtual reality often happen using an avatar’s hands. However, objects outside the immediate reach require effort to select. We develop a target selection technique called Ninja Hands. It maps the movement of a single real hand to many virtual hands, decreasing the distance to targets. We evaluate Ninja Hands in two studies. The first study shows that compared to a single hand, 4 and 8 hands are significantly faster for selecting targets. The second study complements this finding by using a larger target layout with many distractors. We find no decrease in selection time across 8, 27, and 64 hands, but an increase in the time spent deciding which hand to use. Thereby, net movement time still decreases significantly. In both studies, the physical motion exerted also decreases significantly with more hands. We discuss how these findings can inform future implementations of the Ninja Hands technique.
Title: Comparison of Different Types of Augmented Reality Visualizations for Instructions
Authors: family: Jasche
given: Florian; family: Hoffmann
given: Sven; family: Ludwig
given: Thomas; family: Wulf
given: Volker
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Instructions, User Study, Augmented Reality, Visualization

Abstract: Augmented Reality (AR) is increasingly being used for providing guidance and supporting troubleshooting in industrial settings. While the general application of AR has been shown to provide clear benefits regarding physical tasks, it is important to understand how different visualization types influence user’s performance during the execution of the tasks. Previous studies evaluating AR and user’s performance compared different media types or types of AR hardware as opposed to different types of visualization for the same hardware type. This paper provides details of our comparative study in which we identified the influence of visualization types on the performance of complex machine set-up processes. Although our results show clear advantages to using concrete rather than abstract visualizations, we also find abstract visualizations coupled with videos leads to similar user performance as with concrete visualizations.
Title: vMirror: Enhancing the Interaction with Occluded or Distant Objects in VR with Virtual Mirrors
Authors: family: Li
given: Nianlong; family: Zhang
given: Zhengquan; family: Liu
given: Can; family: Yang
given: Zengyao; family: Fu
given: Yinan; family: Tian
given: Feng; family: Han
given: Teng; family: Fan
given: Mingming
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: raycasting, vMirror, VR, Virtual Reality, target selection, Virtual mirror, occlusion, DOF, out of reach

Abstract: Interacting with out of reach or occluded VR objects can be cumbersome. Although users can change their position and orientation, such as via teleporting, to help observe and select, doing so frequently may cause loss of spatial orientation or motion sickness. We present vMirror, an interactive widget leveraging reflection of mirrors to observe and select distant or occluded objects. We first designed interaction techniques for placing mirrors and interacting with objects through mirrors. We then conducted a formative study to explore a semi-automated mirror placement method with manual adjustments. Next, we conducted a target-selection experiment to measure the effect of the mirror’s orientation on users’ performance. Results showed that vMirror can be as efficient as direct target selection for most mirror orientations. We further compared vMirror with teleport technique in a virtual treasure hunt game and measured participants’ task performance and subjective experiences. Finally, we discuss vMirorr user experience and present future directions.
Title: HairTouch: Providing Stiffness, Roughness and Surface Height Differences Using Reconfigurable Brush Hairs on a VR Controller
Authors: family: Lee
given: Chi-Jung; family: Tsai
given: Hsin-Ruey; family: Chen
given: Bing-Yu
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Haptic, Tactile, Stiffness, Virtual Reality., Handheld Device, Hair, Roughness

Abstract: Tactile feedback is widely used to enhance realism in virtual reality (VR). When touching virtual objects, stiffness and roughness are common and obvious factors perceived by the users. Furthermore, when touching a surface with complicated surface structure, differences from not only stiffness and roughness but also surface height are crucial. To integrate these factors, we propose a pin-based handheld device, HairTouch, to provide stiffness differences, roughness differences, surface height differences and their combinations. HairTouch consists of two pins for the two finger segments close to the index fingertip, respectively. By controlling brush hairs’ length and bending direction to change the hairs’ elasticity and hair tip direction, each pin renders various stiffness and roughness, respectively. By further independently controlling the hairs’ configuration and pins’ height, versatile stiffness, roughness and surface height differences are achieved. We conducted a perception study to realize users’ distinguishability of stiffness and roughness on each of the segments. Based on the results, we performed a VR experience study to verify that the tactile feedback from HairTouch enhances VR realism.
Title: GuideBand: Intuitive 3D Multilevel Force Guidance on a Wristband in Virtual Reality
Authors: family: Tsai
given: Hsin-Ruey; family: Chang
given: Yuan-Chia; family: Wei
given: Tzu-Yun; family: Tsao
given: Chih-An; family: Koo
given: Xander Chin-yuan; family: Wang
given: Hao-Chuan; family: Chen
given: Bing-Yu
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: motion guidance, force guidance, force feedback, Haptic feedback, wearable device., virtual reality

Abstract: For haptic guidance, vibrotactile feedback is a commonly-used mechanism, but requires users to interpret its complicated patterns especially in 3D guidance, which is not intuitive and increases their mental effort. Furthermore, for haptic guidance in virtual reality (VR), not only guidance performance but also realism should be considered. Since vibrotactile feedback interferes with and reduces VR realism, it may not be proper for VR haptic guidance. Therefore, we propose a wearable device, GuideBand, to provide intuitive 3D multilevel force guidance upon the forearm, which reproduces an effect that the forearm is pulled and guided by a virtual guider or telepresent person in VR. GuideBand uses three motors to pull a wristband at different force levels in 3D space. Such feedback usually requires much larger and heavier robotic arms or exoskeletons. We conducted a just-noticeable difference study to understand users’ force level distinguishability. Based on the results, we performed a study to verify that compared with state-of-the-art vibrotactile guidance, GuideBand is more intuitive, needs a lower level of mental effort, and achieves similar guidance performance. We further conducted a VR experience study to observe how users combine and complement visual and force guidance, and prove that GuideBand enhances realism in VR guidance.
Title: Understanding Gender Differences in Pricing Strategies in Online Labor Marketplaces
Authors: family: Foong
given: Eureka; family: Gerber
given: Elizabeth
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: freelancing, bill rate, Gender, online work, survey, online labor marketplaces, pricing, gig economy

Abstract: The growing online gig economy provides ways for women to participate in a flexible, remote workforce and close the offline gender pay and participation gap. While women in online labor marketplaces earn about as much overall as men, women set lower bill rates suggesting gender differences in pricing strategies. In this study, we surveyed 392 freelancers in the United States (US) on the popular marketplace platform, Upwork, to understand strategies used to set hourly bill rates. We did not find gender differences in pricing strategies that were significantly related to bill rate. Instead, we found that other factors, such as full-time freelancer status and level of self-esteem, may help explain gender differences in bill rates. To better support equity and fairness in the growing gig economy, CHI researchers must identify, assess, and address the complex interaction between societal conditions in online labor markets.
Title: Go Gig or Go Home: Enabling Social Sensing to Share Personal Data with Intimate Partner for the Health and Wellbeing of Long-Hour workers
Authors: family: You
given: Chuang-Wen; family: Yuan
given: Chien Wen (Tina); family: Bi
given: Nanyi; family: Hung
given: Min-Wei; family: Huang
given: Po-Chun; family: Wang
given: Hao-Chuan
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Social sensing, technological sensing, technology probe

Abstract: Maintaining an awareness of one’s well-being and making work-related decisions to achieve work-life balance is critical for flexible long-hour workers. In this study, we propose that social sensing could address bottlenecks in worker’s awareness, interpretation of the informatics, and subsequent behavioral change. We conducted a four-week technology probe study by recruiting flexible long-hour professional drivers (Taxi and Uber drivers) and their significant others to use a social sensing prototype which collects data from the drivers and shares it with their partners as well as incorporates partners’ observations. We interviewed them before and after the probe study and found that while technological sensing was able to increase drivers’ awareness of their well-being status and intention to modify behaviors. The “social sensing” design was able to further shape such awareness or intention into action, highlighting the potential of using the sociotechnical approach in promoting work-life balance among long-hour workers.