huashen218/convxai-cia-dataset huggingface dataset:
Title: DeepTake: Prediction of Driver Takeover Behavior using Multimodal Data
Authors: family: Pakdamanian
given: Erfan; family: Sheng
given: Shili; family: Baee
given: Sonia; family: Heo
given: Seongkook; family: Kraus
given: Sarit; family: Feng
given: Lu
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Automated driving, Multimodal data, Takeover behavior, Deep neural networks, Human-automation interaction

Abstract: Automated vehicles promise a future where drivers can engage in non-driving tasks without hands on the steering wheels for a prolonged period. Nevertheless, automated vehicles may still need to occasionally hand the control back to drivers due to technology limitations and legal requirements. While some systems determine the need for driver takeover using driver context and road condition to initiate a takeover request, studies show that the driver may not react to it. We present DeepTake, a novel deep neural network-based framework that predicts multiple aspects of takeover behavior to ensure that the driver is able to safely take over the control when engaged in non-driving tasks. Using features from vehicle data, driver biometrics, and subjective measurements, DeepTake predicts the driver’s intention, time, and quality of takeover. We evaluate DeepTake performance using multiple evaluation metrics. Results show that DeepTake reliably predicts the takeover intention, time, and quality, with an accuracy of 96%, 93%, and 83%, respectively. Results also indicate that DeepTake outperforms previous state-of-the-art methods on predicting driver takeover time and quality. Our findings have implications for the algorithm development of driver monitoring and state detection.
Title: Integrating Machine Learning Data with Symbolic Knowledge from Collaboration Practices of Curators to Improve Conversational Systems
Authors: family: Pinhanez
given: Claudio Santos; family: Candello
given: Heloisa; family: Cavalin
given: Paulo; family: Pichiliani
given: Mauro Carlos; family: Appel
given: Ana Paula; family: Alves Ribeiro
given: Victor Henrique; family: Nogima
given: Julio; family: de Bayser
given: Maira; family: Guerra
given: Melina; family: Ferreira
given: Henrique; family: Malfatti
given: Gabriel
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Conversational Systems, Neuro-symbolic Systems, Curatorial Practices., Documentation

Abstract: This paper describes how machine learning training data and symbolic knowledge from curators of conversational systems can be used together to improve the accuracy of those systems and to enable better curatorial tools. This is done in the context of a real-world practice of curators of conversational systems who often embed taxonomically-structured meta-knowledge into their documentation. The paper provides evidence that the practice is quite common among curators, that is used as part of their collaborative practices, and that the embedded knowledge can be mined by algorithms. Further, this meta-knowledge can be integrated, using neuro-symbolic algorithms, to the machine learning-based conversational system, to improve its run-time accuracy and to enable tools to support curatorial tasks. Those results point towards new ways of designing development tools which explore an integrated use of code and documentation by machines.
Title: Falx: Synthesis-Powered Visualization Authoring
Authors: family: Wang
given: Chenglong; family: Feng
given: Yu; family: Bodik
given: Rastislav; family: Dillig
given: Isil; family: Cheung
given: Alvin; family: Ko
given: Amy J
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems

Abstract: Modern visualization tools aim to allow data analysts to easily create exploratory visualizations. When the input data layout conforms to the visualization design, users can easily specify visualizations by mapping data columns to visual channels of the design. However, when there is a mismatch between data layout and the design, users need to spend significant effort on data transformation. We propose Falx, a synthesis-powered visualization tool that allows users to specify visualizations in a similarly simple way but without needing to worry about data layout. In Falx, users specify visualizations using examples of how concrete values in the input are mapped to visual channels, and Falx automatically infers the visualization specification and transforms the data to match the design. In a study with 33 data analysts on four visualization tasks involving data transformation, we found that users can effectively adopt Falx to create visualizations they otherwise cannot implement.
Title: XRStudio: A Virtual Production and Live Streaming System for Immersive Instructional Experiences
Authors: family: Nebeling
given: Michael; family: Rajaram
given: Shwetha; family: Wu
given: Liwei; family: Cheng
given: Yifei; family: Herskovitz
given: Jaylin
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: virtual production, immersive instruction., mixed reality capture

Abstract: There is increased interest in using virtual reality in education, but it often remains an isolated experience that is difficult to integrate into current instructional experiences. In this work, we adapt virtual production techniques from filmmaking to enable mixed reality capture of instructors so that they appear to be standing directly in the virtual scene. We also capitalize on the growing popularity of live streaming software for video conferencing and live production. With XRStudio, we develop a pipeline for giving lectures in VR, enabling live compositing using a variety of presets and real-time output to traditional video and more immersive formats. We present interviews with media designers experienced in film and MOOC production that informed our design. Through walkthrough demonstrations of XRStudio with instructors experienced with VR, we learn how it could be used in a variety of domains. In end-to-end evaluations with students, we analyze and compare differences of traditional video vs. more immersive lectures with XRStudio.
Title: Automatic Generation of Two-Level Hierarchical Tutorials from Instructional Makeup Videos
Authors: family: Truong
given: Anh; family: Chi
given: Peggy; family: Salesin
given: David; family: Essa
given: Irfan; family: Agrawala
given: Maneesh
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Video Segmentation., Video Tutorials, Video Navigation

Abstract: We present a multi-modal approach for automatically generating hierarchical tutorials from instructional makeup videos. Our approach is inspired by prior research in cognitive psychology, which suggests that people mentally segment procedural tasks into event hierarchies, where coarse-grained events focus on objects while fine-grained events focus on actions. In the instructional makeup domain, we find that objects correspond to facial parts while fine-grained steps correspond to actions on those facial parts. Given an input instructional makeup video, we apply a set of heuristics that combine computer vision techniques with transcript text analysis to automatically identify the fine-level action steps and group these steps by facial part to form the coarse-level events. We provide a voice-enabled, mixed-media UI to visualize the resulting hierarchy and allow users to efficiently navigate the tutorial (e.g., skip ahead, return to previous steps) at their own pace. Users can navigate the hierarchy at both the facial-part and action-step levels using click-based interactions and voice commands. We demonstrate the effectiveness of segmentation algorithms and the resulting mixed-media UI on a variety of input makeup videos. A user study shows that users prefer following instructional makeup videos in our mixed-media format to the standard video UI and that they find our format much easier to navigate.
Title: Beyond Show of Hands: Engaging Viewers via Expressive and Scalable Visual Communication in Live Streaming
Authors: family: Chung
given: John Joon Young; family: Shin
given: Hijung Valentina; family: Xia
given: Haijun; family: Wei
given: Li-yi; family: Kazi
given: Rubaiat Habib
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: sketching, user engagement, live streaming, visualization

Abstract: Live streaming is gaining popularity across diverse application domains in recent years. A core part of the experience is streamer-viewer interaction, which has been mainly text-based. Recent systems explored extending viewer interaction to include visual elements with richer expression and increased engagement. However, understanding expressive visual inputs becomes challenging with many viewers, primarily due to the relative lack of structure in visual input. On the other hand, adding rigid structures can limit viewer interactions to narrow use cases or decrease the expressiveness of viewer inputs. To facilitate the sensemaking of many visual inputs while retaining the expressiveness or versatility of viewer interactions, we introduce a visual input management framework (VIMF) and a system, VisPoll, that help streamers specify, aggregate, and visualize many visual inputs. A pilot evaluation indicated that VisPoll can expand the types of viewer interactions. Our framework provides insights for designing scalable and expressive visual communication for live streaming.
Title: Prepare for Trouble and Make It Double: The Power Motive Predicts Pokémon Choices Based on Apparent Strength
Authors: family: Poeller
given: Susanne; family: Waldenmeier
given: Karla; family: Baumann
given: Nicola; family: Mandryk
given: Regan
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: gaming, motive disposition theory, power, player motivation, prosociality, affiliation, avatars, digital representation, digital games, dominance

Abstract: Two social motives are distinguished by Motive Disposition Theory: affiliation and power. Motives orient, select and energize our behaviour, suggesting that the choices of power-motivated individuals should be guided by power cues, such as the appearance of strength in a game character or avatar. In study 1 we demonstrate that participants were more likely to pick strong-looking Pokémon for a fight and cute Pokémon as a companion. In addition, we show that even when considering these contexts, the power motive predicts preferences for a powerful appearance, whereas affiliation does not. In study 2 we replicate the study 1 findings and distinguish between two ways to enact the power motive (prosocial and dominant power). We demonstrate that the dominance, but not the prosociality, facet drives the preference for strong-looking Pokémon. Our findings suggest that the need to influence others—the power motive—drives the choice for battle companions who symbolize strength.
Title: Unpacking “Boardgames with Apps”: The Hybrid Digital Boardgame Model
Authors: family: J. Rogerson
given: Melissa; family: A. Sparrow
given: Lucy; family: R. Gibbs
given: Martin
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: hybrid play, boardgames, hybrid digital boardgames

Abstract: Increasingly, modern boardgames incorporate digital apps and tools to deliver content in novel ways. Despite disparate approaches to incorporating digital tools in otherwise non-digital boardgames, there has to date been no detailed classification of the different roles that these tools play in supporting gameplay. In this paper, we present a model for understanding hybrid boardgame play as performing a set of discrete functions. Through a mixed-methods approach incorporating critical play sessions, a survey of 237 boardgame players, and interviews with 18 boardgame designers and publishers, we identified the key functions performed by the digital tools in these games. Using affinity mapping, we grouped these functions into eight core categories, which were tested and refined using a survey of 44 boardgame players and designers. This model defines and classifies the diverse functions that digital tools perform in hybrid digital boardgames, demonstrating their range and potential application for researchers and game designers.
Title: Better, Funner, Stronger: A Gameful Approach to Nudge People into Making Less Predictable Graphical Password Choices
Authors: family: Raptis
given: George E.; family: Katsini
given: Christina; family: Cen
given: Andrew Jian-lan; family: Arachchilage
given: Nalin Asanka Gamagedara; family: Nacke
given: Lennart E.
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: graphical passwords, behavior change, gamification, games and play

Abstract: Graphical user authentication (GUA) is a common alternative to text-based user authentication, where people are required to draw graphical passwords on background images. Such schemes are theoretically considered remarkably secure because they offer a large password space. However, people tend to create their passwords on salient image areas introducing high password predictability. Aiming to help people use the password space more effectively, we propose a gameful password creation process. In this paper, we present GamePass, a gamified mechanism that integrates the GUA password creation process. We provide the first evidence that it is possible to nudge people towards better password choices by gamifying the process. GamePass randomly guides participants’ attention to areas other than the salient areas of authentication images, makes the password creation process more fun, and people are more engaged. Gamifying the password creation process enables users to interact better and make less predictable graphical password choices instead of being forced to use a strict password policy.
Title: Serious Snacking: A Survival Analysis of how Snacking Mechanics Affect Attrition in a Mobile Serious Game
Authors: family: Alexandrovsky
given: Dmitry; family: Friehs
given: Maximilian Achim; family: Grittner
given: Jendrik; family: Putze
given: Susanne; family: Birk
given: Max V.; family: Malaka
given: Rainer; family: Mandryk
given: Regan L
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: blocking, missions, rewards, game mechanics, adherence, waiting, novelty, design, Game mechanics, snacking.

Abstract: Many serious games are most effective when played regularly; however, little is known about how individual game elements support player adherence over time. This work draws on evidence from existing frameworks and game design theories as well as from the design of casual games to investigate how individual game mechanics affect player attrition in a serious game. We implemented a math-learning game in which we could individually layer various game mechanics, and over the course of 3 weeks, 99 participants played one of six versions: Baseline, Rewards, Novelty, Completion, Waiting, or Blocking. We compared the game versions by analyzing the players’ performance as well as behaviour. Using survival analysis, we identified that the addition of Completion and Blocking mechanics facilitated the strongest sustained engagement. These findings are congruent with existing theories of player experience and promote the development of guidelines on designing for sustained engagement in serious games.
Title: Exploring Asymmetric Roles in Mixed-Ability Gaming
Authors: family: Gonçalves
given: David; family: Rodrigues
given: André; family: Richardson
given: Mike L.; family: de Sousa
given: Alexandra A.; family: Proulx
given: Michael J.; family: Guerreiro
given: Tiago
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: mixed-ability, inclusion, visual impairment, game accessibility, social gaming

Abstract: The landscape of digital games is segregated by player ability. For example, sighted players have a multitude of highly visual games at their disposal, while blind players may choose from a variety of audio games. Attempts at improving cross-ability access to any of those are often limited in the experience they provide, or disregard multiplayer experiences. We explore ability-based asymmetric roles as a design approach to create engaging and challenging mixed-ability play. Our team designed and developed two collaborative testbed games exploring asymmetric interdependent roles. In a remote study with 13 mixed-visual-ability pairs we assessed how roles affected perceptions of engagement, competence, and autonomy, using a mixed-methods approach. The games provided an engaging and challenging experience, in which differences in visual ability were not limiting. Our results underline how experiences unequal by design can give rise to an equitable joint experience.
Title: Off-Peak: An Examination of Ordinary Player Experience
Authors: family: Tyack
given: April; family: Mekler
given: Elisa D.
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: peak experience, player experience, ordinary experience, optimal experience, videogames

Abstract: Videogames’ increasing cultural relevance and suffusion into everyday use contexts suggests they can no longer be considered novelties. Broadly speaking, games research at CHI has concerned two forms of peak experience—historically, research aimed to support flow, or maximise enjoyment and positive emotions; more recently, scholarship engages with more varied experiences of intense emotion, such as emotional challenge. In different ways, both approaches emphasise extra-ordinary player experience (PX). Conversely, videogame play and PX have become more routine—indeed, more ordinary—as the medium’s cultural presence grows. In this paper, we argue that HCI games research is conceptually ill-equipped to investigate these increasingly common and often desirable experiences. We conceptualise “ordinary player experience” – as familiar, emotionally moderate, co-attentive, and abstractly memorable – articulating a phenomenon whose apparent mundanity has seen it elude description to date. We discuss opportunities to productively employ ordinary PX in HCI games research, alongside conceptual implications for PX and player wellbeing.
Title: Homecoming: Exploring Returns to Long-Term Single Player Games
Authors: family: Hammad
given: Noor; family: Brierley
given: Owen; family: McKendrick
given: Zachary; family: Somanath
given: Sowmya; family: Finn
given: Patrick; family: Hammer
given: Jessica; family: Sharlin
given: Ehud
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: autobiographical design, Pivot Point, long-term single player game

Abstract: We present an autobiographical design journey exploring the experience of returning to long-term single player games. Continuing progress from a previously saved game, particularly when substantial time has passed, is an understudied area in games research. To begin our exploration in this domain, we investigated what the return experience is like first-hand. By returning to four long-term single player games played extensively in the past, we revealed a phenomenon we call The Pivot Point, a ‘eureka’ moment in return gameplay. The pivot point anchors our design explorations, where we created prototypes to leverage the pivot point in reconnecting with the experience. These return experiences and subsequent prototyping iterations inform our understanding of how to design better returns to gameplay, which can benefit both producers and consumers of long-term single player games.
Title: A Chinese-Language Validation of the Video Game Demand Scale (VGDS-C): Measuring the Cognitive, Emotional, Physical, and Social Demands of Video Games
Authors: family: David Bowman
given: Nicholas; family: Lin
given: JihHsuan Tammy; family: Wu
given: Chieh
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems

Abstract: Video games are engaging multimedia experiences that require players’ cognitive, emotional, physical (in terms of controllers and exertion), and social faculties. Recent theorizing has suggested that these dimensions of demand can explain processes by which players engage with and respond to gameplay. A relatively new measure—the five-factor, 26-item Video Game Demand Scale (VGDS)—has been tested for dimensionality and measurement validity with English- and German-speaking players, but not for other play populations. Given the popularity of video games among Chinese-speaking players, this brief report demonstrates a successful translation of VGDS into Traditional Chinese (VGDS-C). A sample of N = 863 Chinese speakers in Taiwan were asked to recall and describe a recent gaming experience before completing the VGDS-C along with other gaming-related measures (tests of construct validity). VGDS-C was shown to be a reliable and valid way of assessing players’ perceptions of the myriad demands of video gaming.
Title: Gathering Self-Report Data in Games Through NPC Dialogues: Effects on Data Quality, Data Quantity, Player Experience, and Information Intimacy
Authors: family: Frommel
given: Julian; family: Phillips
given: Cody; family: Mandryk
given: Regan L.
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: NPC, GUR, non-player character, surveys, games user research, questionnaires, intimacy, self-reports, player experience

Abstract: Self-report assessment is important for research and game development, e.g., to gather data during play. Games can use dialogues with non-player characters (NPCs) to gather self-report data; however, players might respond differently to dialogues than questionnaires. Without guidance on how in-game assessment affects player perceptions and experiences, designers and researchers are in danger of making decisions that harm data quantity and quality, and perceptions of privacy. We conducted a user study to understand self-report collection from NPC dialogues and traditional in-game overlay questionnaires. Data quality and player experience measures autonomy, curiosity, immersion, and mastery did not differ significantly, although NPC dialogues enhanced meaning. NPC dialogues supported an increase in data quantity through voluntary 5-point scales but not via open responses; however, they also increased the perceived intimacy of shared information despite comparable objective intimacy. NPC dialogues are useful to gather quantitative self-report data. They enable a meaningful play experience but could facilitate negative effects related to privacy.
Title: Flow Encourages Task Focus, but Frustration Drives Task Switching: How Reward and Effort Combine to Influence Player Engagement in a Simple Video Game
Authors: family: David Bowman
given: Nicholas; family: Keene
given: Justin; family: Najera
given: Christina Jimenez
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: reward, effort, flow theory, interactivity-as-demand, video games

Abstract: The current study explores the relationship between perceived cognitive and physical demands of a simple video game, and the balance of reward and effort that results in flow states during gameplay. Cognitive demands and both exertion-based and controller-based physical demands were perceived as lowest in situations where reward was high and effort was low (boredom), moderate when reward and effort were balanced (flow), and highest when the reward was low and effort was high (frustration). Surprisingly, player response times to a secondary task showed the greatest improvement when playing the frustrating video game condition. We interpret this latter finding as evidence of an observed task-switching effect: players initially tried to master the game's over-challenging primary task before giving up and, instead, diverted attention toward a secondary in-game task that required less effort and thus, gave greater attentional rewards to the player. The implications of this cognitive offloading are discussed.