huashen218/convxai-cia-dataset huggingface dataset:
Title: Patterns for Representing Knowledge Graphs to Communicate Situational Knowledge of Service Robots
Authors: family: Zhang
given: Shengchen; family: Wang
given: Zixuan; family: Chen
given: Chaoran; family: Dai
given: Yi; family: Ye
given: Lyumanshan; family: Sun
given: Xiaohua
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Human-Robot Interaction, Interface Design, Design Patterns, Knowledge Graph

Abstract: Service robots are envisioned to be adaptive to their working environment based on situational knowledge. Recent research focused on designing visual representation of knowledge graphs for expert users. However, how to generate an understandable interface for non-expert users remains to be explored. In this paper, we use knowledge graphs (KGs) as a common ground for knowledge exchange and develop a pattern library for designing KG interfaces for non-expert users. After identifying the types of robotic situational knowledge from the literature, we present a formative study in which participants used cards to communicate the knowledge for given scenarios. We iteratively coded the results and identified patterns for representing various types of situational knowledge. To derive design recommendations for applying the patterns, we prototyped a lab service robot and conducted Wizard-of-Oz testing. The patterns and recommendations could provide useful guidance in designing knowledge-exchange interfaces for robots.
Title: Determining the Effect of Smartphone Alerts and Warnings on Street-Crossing Behavior in Non-Mobility-Impaired Older and Younger Adults
Authors: family: Malik
given: Jeehan; family: N. Di Napoli Parr
given: Morgan; family: Flathau
given: Jessica; family: Tang
given: Hanxi; family: K. Kearney
given: Joseph; family: M. Plumert
given: Jodie; family: Rector
given: Kyle
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Smartphone Alerts, Pedestrian Street Crossing, Older Adults, Virtual Environments, Younger Adults

Abstract: Vehicle manufacturers and government agencies are considering using vehicle-to-pedestrian (V2P) communication to improve pedestrian safety. However, there are unanswered questions about whether people will heed alerts and warnings presented through a smartphone. We conducted between-subject studies with younger and older adults where they physically crossed a virtual street. They received either permissive alerts (safe to cross), prohibitive warnings (not safe to cross), or no alerts or warnings (control). We found that both older and younger adults were highly likely to heed permissive alerts, even when this meant taking gaps between two vehicles that were smaller than they would typically take on their own. We also found that we could shift participants’ road-crossing behavior toward greater caution when they were only alerted to cross very large gaps between two vehicles. Participants stated that alerts and warnings were useful, but that prohibitive warnings were annoying. These findings give insights into V2P design and pedestrian behavior when smartphone assistance is provided.
Title: Online Transgender Health Information Seeking: Facilitators, Barriers, and Future Directions
Authors: family: Augustaitis
given: Laima; family: Merrill
given: Leland A.; family: Gamarel
given: Kristi E; family: Haimson
given: Oliver L.
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: privacy, social media, content moderation, misinformation, nonbinary, health, transgender, online communities, online health information seeking

Abstract: Transgender people face difficulties accessing healthcare from providers, and thus often turn to online sources to seek health information. However, online platforms may not properly support trans health information seeking, and health information found online may be limited in accuracy. To examine how online platforms can best support trans health information seeking, we conducted online focus groups with trans people (n = 26) about their experiences with online health information and their needs and desires for online health information seeking platforms. We found that trans people face both facilitators and barriers to finding accurate, actionable information online. Facilitators include online community discovery, group privacy features, and the dual synchronous and asynchronous nature of online content. Barriers include platform censorship, misinformation, hate speech, and lack of tools to flag inaccurate content. We provide recommendations for how platforms can support trans health information seeking by ensuring that medical information is accurate, accessible, easy to locate, and relevant to a diverse set of trans identities and experiences.
Title: Can You Hear My Heartbeat?: Hearing an Expressive Biosignal Elicits Empathy
Authors: family: Winters
given: R. Michael; family: Walker
given: Bruce N.; family: Leslie
given: Grace
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: communication, emotion, ASD, empathy, rhythm, AAC, music, affect, heart rate, sound, physiology

Abstract: Interfaces designed to elicit empathy provide an opportunity for HCI with important pro-social outcomes. Recent research has demonstrated that perceiving expressive biosignals can facilitate emotional understanding and connection with others, but this work has been largely limited to visual approaches. We propose that hearing these signals will also elicit empathy, and test this hypothesis with sounding heartbeats. In a lab-based within-subjects study, participants (N = 27) completed an emotion recognition task in different heartbeat conditions. We found that hearing heartbeats changed participants’ emotional perspective and increased their reported ability to “feel what the other was feeling.” From these results, we argue that auditory heartbeats are well-suited as an empathic intervention, and might be particularly useful for certain groups and use-contexts because of its musical and non-visual nature. This work establishes a baseline for empathic auditory interfaces, and offers a method to evaluate the effects of future designs.
Title: Effect of Information Presentation on Fairness Perceptions of Machine Learning Predictors
Authors: family: van Berkel
given: Niels; family: Goncalves
given: Jorge; family: Russo
given: Daniel; family: Hosio
given: Simo; family: Skov
given: Mikael B.
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: crowdsourcing, predictor selection, ML., visualisation, fairness, machine learning, transparency, layperson, Artificial intelligence, AI

Abstract: The uptake of artificial intelligence-based applications raises concerns about the fairness and transparency of AI behaviour. Consequently, the Computer Science community calls for the involvement of the general public in the design and evaluation of AI systems. Assessing the fairness of individual predictors is an essential step in the development of equitable algorithms. In this study, we evaluate the effect of two common visualisation techniques (text-based and scatterplot) and the display of the outcome information (i.e., ground-truth) on the perceived fairness of predictors. Our results from an online crowdsourcing study (N = 80) show that the chosen visualisation technique significantly alters people’s fairness perception and that the presented scenario, as well as the participant’s gender and past education, influence perceived fairness. Based on these results we draw recommendations for future work that seeks to involve non-experts in AI fairness evaluations.
Title: Interoceptive Interaction: An Embodied Metaphor Inspired Approach to Designing for Meditation
Authors: family: Daudén Roquet
given: Claudia; family: Sas
given: Corina
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Haptics, Meditation technology, Thermal feedback, Embodied metaphors

Abstract: Meditation is a mind-body practice with considerable wellbeing benefits that can take different forms. Novices usually start with focused attention meditation that supports regulation of attention towards an inward focus or internal bodily sensations and away from external stimuli or distractors. Most meditation technologies employ metaphorical mappings of meditative states to visual or soundscape representations to support awareness of mind wandering and attention regulation, although the rationale for such mappings is seldom articulated. Moreover, such external modalities also take the focus attention away from the body. We advance the concept of interoceptive interaction and employed the embodied metaphor theory to explore the design of mappings to the interoceptive sense of thermoception. We illustrate this concept with WarmMind, an on-body interface integrating heat actuators for mapping meditation states. We report on an exploratory study with 10 participants comparing our novel thermal metaphors for mapping meditation states with comparable ones, albeit in aural modality, as provided by Muse meditation app. Findings indicate a tension between the highly discoverable soundscape's metaphors which however hinder attention regulation, and the ambiguous thermal metaphors experienced as coming from the body and supported attention regulation. We discuss the qualities of embodied metaphors underpinning this tension and propose an initial framework to inform the design of metaphorical mappings for meditation technologies.
Title: A Probabilistic Interpretation of Motion Correlation Selection Techniques
Authors: family: Velloso
given: Eduardo; family: Morimoto
given: Carlos H
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: gestures, probabilistic input, computational interaction, pursuits, motion correlation, gaze interaction

Abstract: Motion correlation interfaces are those that present targets moving in different patterns, which the user can select by matching their motion. In this paper, we re-formulate the task of target selection as a probabilistic inference problem. We demonstrate that previous interaction techniques can be modelled using a Bayesian approach and that how modelling the selection task as transmission of information can help us make explicit the assumptions behind similarity measures. We propose ways of incorporating uncertainty into the decision-making process and demonstrate how the concept of entropy can illuminate the measurement of the quality of a design. We apply these techniques in a case study and suggest guidelines for future work.
Title: Algorithmic Food Justice: Co-Designing More-than-Human Blockchain Futures for the Food Commons
Authors: family: Heitlinger
given: Sara; family: Houston
given: Lara; family: Taylor
given: Alex; family: Catlow
given: Ruth
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Algorithmic governance, Sustainability, posthuman, Blockchain, Food justice, Commons, More-than-human design

Abstract: The relationships that constitute the global industrial food system tend towards two dominant values that are creating unsustainable social and environmental inequalities. The first is a human-centered perspective on food that privileges humans over all other species. The second is a view of food as a commodity to be traded for maximum economic value, rewarding a small number of shareholders. We present work that explores the unique algorithmic affordances of blockchain to create new types of value exchange and governance in the food system. We describe a project that used roleplay with urban agricultural communities to co-design blockchain-based food futures and explore the conditions for creating a thriving multispecies food commons. We discuss how the project helped rethink algorithmic food justice by reconfiguring more-than-human values and reconfiguring food as more-than-human commons. We also discuss some of the challenges and tensions arising from these explorations.
Title: The Ethics of Multiplayer Game Design and Community Management: Industry Perspectives and Challenges
Authors: family: A. Sparrow
given: Lucy; family: Gibbs
given: Martin; family: Arnold
given: Michael
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Toxicity, Multiplayer Games, Game Design, Community Management, Ethics

Abstract: Game industry professionals are frequently implementing new methods of addressing ethical issues related to in-game toxicity and disruptive player behaviours associated with online multiplayer games. However, academic work on these behaviours tends to focus on the perspectives of players rather than the industry. To fully understand the ethics of multiplayer games and promote ethical design, we must examine the challenges facing those designing multiplayer games through an ethical lens. To this end, this paper presents a reflexive thematic analysis of 21 in-depth interviews with games industry professionals on their ethical views and experiences in game design and community management. We identify a number of tensions involved in making ethics-related design decisions for divided player communities alongside current game design practices that are concerned with functionality, revenue and entertainment. We then put forward a set of design considerations for integrating ethics into multiplayer game design.
Title: The Show Must Go On: A Conceptual Model of Conducting Synchronous Participatory Design With Children Online
Authors: family: Lee
given: Kung Jin; family: Roldan
given: Wendy; family: Zhu
given: Tian Qi; family: Kaur Saluja
given: Harkiran; family: Na
given: Sungmin; family: Chin
given: Britnie; family: Zeng
given: Yilin; family: Lee
given: Jin Ha; family: Yip
given: Jason
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Improvisation, Children, Design methods, Participatory design

Abstract: Co-designing with children in an online environment is increasingly important due to external factors, such as the COVID-19 pandemic, and the diversification and inclusion of youth participants. Many prior studies about co-design with youth focus on co-located or asynchronous online sessions. However, conducting synchronous online co-design sessions adds layers of complexity and uncertainty to collaboration. This paper introduces a model explicating factors to consider when co-designing with children synchronously in an online space. We examined ten consecutive intergenerational participatory design sessions online where children (ages 7-11) and adults designed new technologies. Along with highlighting unexpected moments and interactions, we use theories of improvisation to guide our understanding of dynamic situations that are out of the control of researchers. This work contributes to improving theoretical understanding of improvisation as a method of inquiry for co-designing with youth, and offers practical suggestions for suitable online co-design techniques and implementation.
Title: Exploring a Feedback-Oriented Design Process Through Curved Folding
Authors: family: Gulay
given: Emrecan; family: Kotnik
given: Toni; family: Lucero
given: Andrés
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: physical models, ideation, design exploration, computer-aided design

Abstract: The advancement of computational design and fabrication technologies has allowed combining physical and digital processes in architecture. Existing methods for physical-digital integration offer limited support for explorations with folded non-linear surfaces. This paper introduces a feedback-oriented design approach linking physical models with digital tools to enhance ideation processes in architecture. We employ paper as a medium for translating simple mock-up ideas to more elaborate digital design models. We explain the physical exploration, 3D scanning, digital simulation, and fabrication processes. Then, we discuss the results, observations, and limitations of this design approach.
Title: SEMOUR: A Scripted Emotional Speech Repository for Urdu
Authors: family: Zaheer
given: Nimra; family: Ahmad
given: Obaid Ullah; family: Ahmed
given: Ammar; family: Khan
given: Muhammad Shehryar; family: Shabbir
given: Mudassir
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: speech emotion recognition, machine learning, digital recording, Emotional speech, human annotation, speech dataset, Urdu language, deep learning

Abstract: Designing reliable Speech Emotion Recognition systems is a complex task that inevitably requires sufficient data for training purposes. Such extensive datasets are currently available in only a few languages, including English, German, and Italian. In this paper, we present SEMOUR, the first scripted database of emotion-tagged speech in the Urdu language, to design an Urdu Speech Recognition System. Our gender-balanced dataset contains 15,040 unique instances recorded by eight professional actors eliciting a syntactically complex script. The dataset is phonetically balanced, and reliably exhibits a varied set of emotions as marked by the high agreement scores among human raters in experiments. We also provide various baseline speech emotion prediction scores on the database, which could be used for various applications like personalized robot assistants, diagnosis of psychological disorders, and getting feedback from a low-tech-enabled population, etc. On a random test sample, our model correctly predicts an emotion with a state-of-the-art 92% accuracy.
Title: What Can HCI Learn from Sexual Consent? A Feminist Process of Embodied Consent for Interactions with Emerging Technologies
Authors: family: Strengers
given: Yolande; family: Sadowski
given: Jathan; family: Li
given: Zhuying; family: Shimshak
given: Anna; family: 'Floyd' Mueller
given: Florian
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Feminist HCI, Embodied interactions, Consent

Abstract: Sexual consent has undergone a transformation toward an “enthusiastic” feminist model that emphasizes consent as an ongoing and voluntary process of negotiation and affirmation. This paper considers how such a model can advance understandings of consent in HCI research and design in relation to embodied interactions with emerging technologies that also occur outside of sexual interactions. We apply the popular “FRIES” model of sexual consent (Freely given, Reversible, Informed, Enthusiastic and Specific) to three areas of embodied interaction: 1) bodily-play interactions, 2) persuasive interactions with smart technologies, and 3) intimate interactions with anthropomorphized devices. Based on erotic play practices, we contribute a “TEASE” process guideline (Traffic lights, Establish ongoing dialogue, Aftercare, Safewords, and Explicate soft/hard limits) to advance consensual practice in HCI and develop implementation scenarios.
Title: Flower Jelly Printer: Slit Injection Printing for Parametrically Designed Flower Jelly
Authors: family: Miyatake
given: Mako; family: Narumi
given: Koya; family: Sekiya
given: Yuji; family: Kawahara
given: Yoshihiro
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: food-interaction design., fabrication techniques, Digital food fabrication, interactive food, food 3D printer

Abstract: Flower jellies, a delicate dessert in which a flower-shaped jelly floats inside another clear jelly, fascinate people with both their beauty and elaborate construction. In efforts to simplify the challenging fabrication and enrich the design space of this dessert, we present Flower Jelly Printer: a printing device and design software for digitally fabricating flower jellies. Our design software lets users play with parameters and preview the resulting forms until achieving their desired shapes. We also developed slit injection printing that directly injects colored jelly into a base jelly, and shared several design examples to show the breadth of design possibilities. Finally, the user study with novice and experienced users demonstrates that our system benefits creators of all experience levels by iterative design and precise fabrication. We hope to enable more people to design and create their own flower jellies while expanding access and the design space for digitally fabricated foods.
Title: Streaming VR Games to the Broad Audience: A Comparison of the First-Person and Third-Person Perspectives
Authors: family: Emmerich
given: Katharina; family: Krekhov
given: Andrey; family: Cmentowski
given: Sebastian; family: Krueger
given: Jens
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: games, perspective, virtual reality, streaming, third-person, first-person, spectator

Abstract: The spectatorship experience for virtual reality (VR) games differs strongly from its non-VR precursor. When watching non-VR games on platforms such as Twitch, spectators just see what the player sees, as the physical interaction is mostly unimportant for the overall impression. In VR, the immersive full-body interaction is a crucial part of the player experience. Hence, content creators, such as streamers, often rely on green screens or similar solutions to offer a mixed-reality third-person view to disclose their full-body actions. Our work compares the most popular realizations of the first-person and the third-person perspective in an online survey (N = 217) with three different VR games. Contrary to the current trend to stream in third-person, our key result is that most viewers prefer the first-person version, which they attribute mostly to the better focus on in-game actions and higher involvement. Based on the study insights, we provide design recommendations for both perspectives.
Title: It’s a Wrap: Toroidal Wrapping of Network Visualisations Supports Cluster Understanding Tasks
Authors: family: Chen
given: Kun-Ting; family: Dwyer
given: Tim; family: Bach
given: Benjamin; family: Marriott
given: Kim
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Network visualization, Cluster visualisation, Torus topology, Graph visualization, User study., Layout algorithm

Abstract: We explore network visualisation on a two-dimensional torus topology that continuously wraps when the viewport is panned. That is, links may be “wrapped” across the boundary, allowing additional spreading of node positions to reduce visual clutter. Recent work has investigated such pannable wrapped visualisations, finding them not worse than unwrapped drawings for small networks for path-following tasks. However, they did not evaluate larger networks nor did they consider whether torus-based layout might also better display high-level network structure like clusters. We offer two algorithms for improving toroidal layout that is completely autonomous and automatic panning of the viewport to minimiswe wrapping links. The resulting layouts afford fewer crossings, less stress, and greater cluster separation. In a study of 32 participants comparing performance in cluster understanding tasks, we find that toroidal visualisation offers significant benefits over standard unwrapped visualisation in terms of improvement in error by 62.7% and time by 32.3%.