huashen218/convxai-cia-dataset huggingface dataset:
Title: Putting the Value in VR: How to Systematically and Iteratively Develop a Value-Based VR Application with a Complex Target Group
Authors: family: Kip
given: Hanneke; family: Kelders
given: Saskia M.; family: Van Gemert-Pijnen
given: Lisette J.E.W.C
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: ehealth, forensic mental healthcare, value-based technology, virtual reality, formative evaluation, iterative development

Abstract: In development, implementation and evaluation of eHealth it is essential to account for stakeholders' perspectives, opinions and values, which are statements that specify what stakeholders want to achieve or improve via a technology. The use of values enables developers to systematically include stakeholders' perspectives and the context of use in an eHealth development process. However, there are relatively few papers that explain how to use values in technology development. Consequently, in this paper we show how we formulated values during the multi-method, interdisciplinary and iterative development process of a VR application for a complex setting: forensic mental healthcare. We report the main foundations for these values: the outcomes of an online questionnaire with patients, therapists and other stakeholders (n=146) and interviews with patients and therapists (n=18). We show how a multidisciplinary project team used these qualitative results to formulate and adapt values and create lo-fi prototypes of a VR application. We discuss the importance of a systematic development process with multiple formative evaluations for eHealth and reflect on the role of values within this.
Title: Navigating Ride-Sharing Regulations: How Regulations Changed the 'Gig' of Ride-Sharing for Drivers in Taiwan
Authors: family: Chen
given: Anita; family: Yuan
given: Chien-Wen; family: Ma
given: Ning F.; family: Hsu
given: Chi-Yang; family: Hanrahan
given: Benjamin V.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: regulation, uber, ride-sharing, on-demand work

Abstract: Ride-sharing platforms have rapidly spread and disrupted ride hailing markets, resulting in conflicts between ride-sharing and taxi drivers. Taxi drivers claim that their counterparts have unfair advantages in terms of lower prices and a more stable customer base, making it difficult to earn a living. Local government entities have dealt with this disruption and conflict in different ways, often looking towards some form of regulation. While there have been discussions about what the regulation should be, there has been less work looking at what impacts regulations have on ride-sharing drivers and their usage of the platforms. In this paper we present our interview study of ride-sharing drivers in Taiwan, who have gone through three distinct phases of regulation. Drivers felt that regulations legitimized their work, while having to navigate consequences related to regulated access to platforms and fundamental changes to the "gig'' of ride-sharing.
Title: What Happens After Disclosing Stigmatized Experiences on Identified Social Media: Individual, Dyadic, and Social/Network Outcomes
Authors: family: Andalibi
given: Nazanin
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: network-level reciprocal disclosure, miscarriage, stigma, reproductive health, reciprocal disclosure, mental health, pregnancy loss, social media, self-disclosure, social support

Abstract: Disclosing stigmatized experiences or identity facets on identified social media (e.g., Facebook) can be risky, inhibited, yet beneficial for the discloser. I investigate such disclosures' outcomes when they do happen on identified social media as perceived by the individuals who perform them. I draw on interviews with women who have experienced pregnancy loss and are social media users in the U.S. I document outcomes at the social/network, individual, and dyad levels. I highlight the powerful role of connecting with others with a similar experience within networks of known ties, how disclosures lead to relationship changes, how disclosers take on new social roles as mentors and support sources, and how helpful connections following disclosures originate from various kinds of ties via diverse communication channels. I emphasize reciprocal disclosures as an outcome contributing to further outcomes (e.g., destigmatizing pregnancy loss). I provide design implications related to facilitating being a support source and mentor, helpful reciprocal disclosures, and finding similar others within networks of known ties.
Title: How Guiding Questions Facilitate Feedback Exchange in Project-Based Learning
Authors: family: Cook
given: Amy; family: Hammer
given: Jessica; family: Elsayed-Ali
given: Salma; family: Dow
given: Steven
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: peer feedback systems, project-based learning

Abstract: Peer feedback is essential for learning in project-based disciplines. However, students often need guidance when acting as either a feedback provider or a feedback receiver, both to gain from peer feedback and to criticize their peers' work. This paper explores how to more effectively scaffold this exchange such that peers more deeply engage in the feedback process. Within a game design course, we introduced different processes for feedback receivers to write questions to guide peer feedback. Feedback receivers wrote four main types of guiding questions: improve, share, brainstorm, critique. We found that "improve'' questions tended to lead to better feedback (more specific, critical, and actionable) than other question types, but feedback receivers wrote improve questions least often. We offer insights on how best to scaffold the question-writing process to facilitate peer feedback exchange.
Title: Exploring the Plurality of Black Women's Gameplay Experiences
Authors: family: Rankin
given: Yolanda A.; family: Han
given: Na-eun
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: black women, intersectionality, gaming, gendered game studies

Abstract: Few gender-focused studies of video games explore the gameplay experiences of women of color, and those that do tend to only emphasize negative phenomena (i.e., racial or gender discrimination). In this paper, we conduct an exploratory case study attending to the motivations and gaming practices of Black college women. Questionnaire responses and focus group discussion illuminate the plurality of gameplay experiences for this specific population of Black college women. Sixty-five percent of this population enjoy the ubiquity of mobile games with casual and puzzle games being the most popular genres. However, academic responsibilities and competing recreational interests inhibit frequent gameplay. Consequently, this population of Black college women represent two types of casual gamers who report positive gameplay experiences, providing insights into creating a more inclusive gaming subculture.
Title: "If you want, I can store the encrypted password": A Password-Storage Field Study with Freelance Developers
Authors: family: Naiakshina
given: Alena; family: Danilova
given: Anastasia; family: Gerlitz
given: Eva; family: von Zezschwitz
given: Emanuel; family: Smith
given: Matthew
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: security developer study, usable security and privacy, developer password study, field study

Abstract: In 2017 and 2018, Naiakshina et al. (CCS'17, SOUPS'18) studied in a lab setting whether computer science students need to be told to write code that stores passwords securely. The authors' results showed that, without explicit prompting, none of the students implemented secure password storage. When asked about this oversight, a common answer was that they would have implemented secure storage - if they were creating code for a company. To shed light on this possible confusion, we conducted a mixed-methods field study with developers. We hired freelance developers online and gave them a similar password storage task followed by a questionnaire to gain additional insights into their work. From our research, we offer two contributions. First of all, we reveal that, similar to the students, freelancers do not store passwords securely unless prompted, they have misconceptions about secure password storage, and they use outdated methods. Secondly, we discuss the methodological implications of using freelancers and students in developer studies.
Title: Virtual Showdown: An Accessible Virtual Reality Game with Scaffolds for Youth with Visual Impairments
Authors: family: Wedoff
given: Ryan; family: Ball
given: Lindsay; family: Wang
given: Amelia; family: Khoo
given: Yi Xuan; family: Lieberman
given: Lauren; family: Rector
given: Kyle
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: spatial audio, haptics, virtual reality, low vision, blind, youth

Abstract: Virtual Reality (VR) is a growing source of entertainment, but people who are visually impaired have not been effectively included. Audio cues are motivated as a complement to visuals, making experiences more immersive, but are not a primary cue. To address this, we implemented a VR game called Virtual Showdown. We based Virtual Showdown on an accessible real-world game called Showdown, where people use their hearing to locate and hit a ball against an opponent. Further, we developed Verbal and Verbal/Vibration Scaffolds to teach people how to play Virtual Showdown. We assessed the acceptability of Virtual Showdown and compared our scaffolds in an empirical study with 34 youth who are visually impaired. Thirty-three participants wanted to play Virtual Showdown again, and we learned that participants scored higher with the Verbal Scaffold or if they had prior Showdown experience. Our empirical findings inform the design of future accessible VR experiences.
Title: Moderation Practices as Emotional Labor in Sustaining Online Communities: The Case of AAPI Identity Work on Reddit
Authors: family: Dosono
given: Bryan; family: Semaan
given: Bryan
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: moderation, bot, online communities, harassment, aapi, reddit, microaggressions, race, emotional labor, identity work

Abstract: We examine how and why Asian American and Pacific Islander (AAPI) moderators on Reddit shape the norms of their online communities through the analytic lens of emotional labor. We conduct interviews with 21 moderators who facilitate identity work discourse in AAPI subreddits and present a thematic analysis of their moderation practices. We report on their challenges to sustaining moderation, which include burning out from volunteer work, navigating hierarchical structures, and balancing unfulfilled expectations. We then describe strategies that moderators employ to manage emotional labor, which involve distancing away from drama, building solidarity from shared struggles, and integrating an ecology of tools for self-organized moderation. We provide recommendations for improving moderation in online communities centered around identity work and discuss implications of emotional labor in the design of Reddit and similar platforms.
Title: Multilayer Haptic Feedback for Pen-Based Tablet Interaction
Authors: family: Kruijff
given: Ernst; family: Biswas
given: Saugata; family: Trepkowski
given: Christina; family: Maiero
given: Jens; family: Ghinea
given: George; family: Stuerzlinger
given: Wolfgang
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: pen interaction, haptic feedback, multilayer interaction

Abstract: We present a novel, multilayer interaction approach that enables state transitions between spatially above-screen and 2D on-screen feedback layers. This approach supports the exploration of haptic features that are hard to simulate using rigid 2D screens. We accomplish this by adding a haptic layer above the screen that can be actuated and interacted with (pressed on) while the user interacts with on-screen content using pen input. The haptic layer provides variable firmness and contour feedback, while its membrane functionality affords additional tactile cues like texture feedback. Through two user studies, we look at how users can use the layer in haptic exploration tasks, showing that users can discriminate well between different firmness levels, and can perceive object contour characteristics. Demonstrated also through an art application, the results show the potential of multilayer feedback to extend on-screen feedback with additional widget, tool and surface properties, and for user guidance.
Title: In UX We Trust: Investigation of Aesthetics and Usability of Driver-Vehicle Interfaces and Their Impact on the Perception of Automated Driving
Authors: family: Frison
given: Anna-Katharina; family: Wintersberger
given: Philipp; family: Riener
given: Andreas; family: Schartmüller
given: Clemens; family: Boyle
given: Linda Ng; family: Miller
given: Erika; family: Weigl
given: Klemens
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: distrust, automated driving systems, aesthetic, ux, trust, user experience, sae j3016, reliability

Abstract: In the evolution of technical systems, freedom from error and early adoption plays a major role for market success and to maintain competitiveness. In the case of automated driving, we see that faulty systems are put into operation and users trust these systems, often without any restrictions. Trust and use are often associated with users' experience of the driver-vehicle interfaces and interior design. In this work, we present the results of our investigations on factors that influence the perception of automated driving. In a simulator study, N=48 participants had to drive a SAE level 2 vehicle with either perfect or faulty driving function. As a secondary activity, participants had to solve tasks on an infotainment system with varying aesthetics and usability (2x2). Results reveal that the interaction of conditions significantly influences trust and UX of the vehicle system. Our conclusion is that all aspects of vehicle design cumulate to system and trust perception.
Title: SottoVoce: An Ultrasound Imaging-Based Silent Speech Interaction Using Deep Neural Networks
Authors: family: Kimura
given: Naoki; family: Kono
given: Michinari; family: Rekimoto
given: Jun
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: speech interaction, human-ai integration, ultrasonic imaging, silent speech, deep neural networks

Abstract: The availability of digital devices operated by voice is expanding rapidly. However, the applications of voice interfaces are still restricted. For example, speaking in public places becomes an annoyance to the surrounding people, and secret information should not be uttered. Environmental noise may reduce the accuracy of speech recognition. To address these limitations, a system to detect a user's unvoiced utterance is proposed. From internal information observed by an ultrasonic imaging sensor attached to the underside of the jaw, our proposed system recognizes the utterance contents without the user's uttering voice. Our proposed deep neural network model is used to obtain acoustic features from a sequence of ultrasound images. We confirmed that audio signals generated by our system can control the existing smart speakers. We also observed that a user can adjust their oral movement to learn and improve the accuracy of their voice recognition.
Title: Assessing the Accuracy of Point & Teleport Locomotion with Orientation Indication for Virtual Reality using Curved Trajectories
Authors: family: Funk
given: Markus; family: Müller
given: Florian; family: Fendrich
given: Marco; family: Shene
given: Megan; family: Kolvenbach
given: Moritz; family: Dobbertin
given: Niclas; family: Günther
given: Sebastian; family: Mühlhäuser
given: Max
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: teleportation, virtual environments, locomotion, orientation indication, point & teleport, virtual reality

Abstract: Room-scale Virtual Reality (VR) systems have arrived in users' homes where tracked environments are set up in limited physical spaces. As most Virtual Environments (VEs) are larger than the tracked physical space, locomotion techniques are used to navigate in VEs. Currently, in recent VR games, point & teleport is the most popular locomotion technique. However, it only allows users to select the position of the teleportation and not the orientation that the user is facing after the teleport. This results in users having to manually correct their orientation after teleporting and possibly getting entangled by the cable of the headset. In this paper, we introduce and evaluate three different point & teleport techniques that enable users to specify the target orientation while teleporting. The results show that, although the three teleportation techniques with orientation indication increase the average teleportation time, they lead to a decreased need for correcting the orientation after teleportation.
Title: From Director's Cut to User's Cut: to Watch a Brain-Controlled Film is to Edit it
Authors: family: Ramchurn
given: Richard; family: Martindale
given: Sarah; family: Wilson
given: Max L.; family: Benford
given: Steve
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: film, eeg, control, bci, interactive cinema

Abstract: Introducing interactivity to films has proven a longstanding and difficult challenge due to their narrative-driven, linear and theatre-based nature. Previous research has suggested that Brain-Computer Interfaces (BCI) may be a promising approach but also revealed a tension between being immersed in the film and thinking about control. We report a performance-led and in-the-wild study of a BCI film called The MOMENT covering its design rationale and how it was experienced by the public as controllers, non-controllers and repeat viewers. Our findings suggest that BCI movies should be designed to be credibly controllable, generate personal versions, be watchable as linear films, encourage repeat viewing and fit the medium of cinema. They also reveal how viewers appreciated the sense of editing their own personal cuts, suggesting a new stance on introducing interactivity into lean-back media in which filmmakers release editorial control to users to make their own versions.
Title: The Invisible Potential of Facial Electromyography: A Comparison of EMG and Computer Vision when Distinguishing Posed from Spontaneous Smiles
Authors: family: Perusquía-Hernández
given: Monica; family: Ayabe-Kanamura
given: Saho; family: Suzuki
given: Kenji; family: Kumano
given: Shiro
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: electromyography, facial expression recognition, computer vision

Abstract: Positive experiences are a success metric in product and service design. Quantifying smiles is a method of assessing them continuously. Smiles are usually a cue of positive affect, but they can also be fabricated voluntarily. Automatic detection is a promising complement to human perception in terms of identifying the differences between smile types. Computer vision (CV) and facial distal electromyography (EMG) have been proven successful in this task. This is the first study to use a wearable EMG that does not obstruct the face to compare the performance of CV and EMG measurements in the task of distinguishing between posed and spontaneous smiles. The results showed that EMG has the advantage of being able to identify covert behavior not available through vision. Moreover, CV appears to be able to identify visible dynamic features that human judges cannot account for. This sheds light on the role of non-observable behavior in distinguishing affect-related smiles from polite positive affect displays.
Title: "Enable or Disable Gamification?": Analyzing the Impact of Choice in a Gamified Image Tagging Task
Authors: family: Lessel
given: Pascal; family: Altmeyer
given: Maximilian; family: Schmeer
given: Lea Verena; family: Krüger
given: Antonio
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: "bottom-up", self-tailoring, customization, decisions

Abstract: This paper investigates a simple form of customization: giving users the choice to enable or disable gamification. We present a study (N=77) in the context of image tagging, in which a gamification approach was shown to be effective in previous work. In our case, some participants could enable or disable gamification after they had experienced the task with and without it. Other participants had no choice and did the task with or without game elements. The results indicate that those who are not attracted by the elements can be motivated to tag more through this choice. In contrast, those that like the elements are not affected by it. This suggests that systems should provide the option to disable gamification in the absence of more sophisticated tailoring.
Title: "Pretty Close to a Must-Have": Balancing Usability Desire and Security Concern in Biometric Adoption
Authors: family: Wolf
given: Flynn; family: Kuber
given: Ravi; family: Aviv
given: Adam J.
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: authentication, mobile device, biometric adoption, security expertise

Abstract: We report on a qualitative inquiry among security-expert and non-expert mobile device users about the adoption of biometric authentication using semi-structured interviews(n=38, 19/19 expert/non-expert). Security experts more readily adopted biometrics than non-experts but also harbored greater distrust towards its use for sensitive transactions,feared biometric signature compromise, and in some cases distrusted newer facial recognition methods. Both groups harbored misconceptions, such as misunderstanding of the functional role of biometrics in authentication, and were about equally likely to have stopped using biometrics due to usability. Implications include the need for tailored training for security-informed advocates, better design for device sharing and co-registration, and consideration for usability needs in work environments. Refinement of these features would remove perceived obstacles to ubiquitous computing among the growing population of mobile technology users sensitized to security risk.
Title: r/science: Challenges and Opportunities in Online Science Communication
Authors: family: Jones
given: Ridley; family: Colusso
given: Lucas; family: Reinecke
given: Katharina; family: Hsieh
given: Gary
Venue: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Keywords: online discussion forums, reddit, science communication, outreach, r/science

Abstract: Online discussion websites, such as Reddit's r/science forum, have the potential to foster science communication between researchers and the general public. However, little is known about who participates, what is discussed, and whether such websites are successful in achieving meaningful science discussions. To find out, we conducted a mixed-methods study analyzing 11,859 r/science posts and conducting interviews with 18 community members. Our results show that r/science facilitates rich information exchange and that the comments section provides a unique science communication document that guides engagement with scientific research. However, this community-sourced science communication comes largely from a knowledgeable public. We conclude with design suggestions for a number of critical problems that we uncovered: addressing the problem of topic newsworthiness and balancing broader participation and rigor.