huashen218/convxai-cia-dataset huggingface dataset:
Title: (Re)discovering the Physical Body Online: Strategies and Challenges to Approach Non-Cisgender Identity in Social Virtual Reality
Authors: family: Freeman
given: Guo; family: Maloney
given: Divine; family: Acena
given: Dane; family: Barwulor
given: Catherine
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: non-cisgender, social virtual reality, gender presentation online, embodied interaction

Abstract: The contemporary understanding of gender continues to highlight the complexity and variety of gender identities beyond a binary dichotomy regarding one’s biological sex assigned at birth. The emergence and popularity of various online social spaces also makes the digital presentation of gender even more sophisticated. In this paper, we use non-cisgender as an umbrella term to describe diverse gender identities that do not match people’s sex assigned at birth, including Transgender, Genderfluid, and Non-binary. We especially explore non-cisgender individuals’ identity practices and their challenges in novel social Virtual Reality (VR) spaces where they can present, express, and experiment their identity in ways that traditional online social spaces cannot provide. We provide one of the first empirical evidence of how social VR platforms may introduce new and novel phenomena and practices of approaching diverse gender identities online. We also contribute to re-conceptualizing technology-supported identity practices by highlighting the role of (re)discovering the physical body online and informing the design of the emerging metaverse for supporting diverse gender identities in the future.
Title: Unpacking Invisible Work Practices, Constraints, and Latent Power Relationships in Child Welfare through Casenote Analysis
Authors: family: Saxena
given: Devansh; family: Moon
given: Seh Young; family: Shehata
given: Dahlia; family: Guha
given: Shion
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: invisible labor, topic modeling, child-welfare system, human discretion, worker-centered design, computational text analysis, casenotes

Abstract: Caseworkers are trained to write detailed narratives about families in Child-Welfare (CW) which informs collaborative high-stakes decision-making. Unlike other administrative data, these narratives offer a more credible source of information with respect to workers’ interactions with families as well as underscore the role of systemic factors in decision-making. SIGCHI researchers have emphasized the need to understand human discretion at the street-level to be able to design human-centered algorithms for the public sector. In this study, we conducted computational text analysis of casenotes at a child-welfare agency in the midwestern United States and highlight patterns of invisible street-level discretionary work and latent power structures that have direct implications for algorithm design. Casenotes offer a unique lens for policymakers and CW leadership towards understanding the experiences of on-the-ground caseworkers. As a result of this study, we highlight how street-level discretionary work needs to be supported by sociotechnical systems developed through worker-centered design. This study offers the first computational inspection of casenotes and introduces them to the SIGCHI community as a critical data source for studying complex sociotechnical systems.
Title: “It’s common and a part of being a content creator”: Understanding How Creators Experience and Cope with Hate and Harassment Online
Authors: family: Thomas
given: Kurt; family: Kelley
given: Patrick Gage; family: Consolvo
given: Sunny; family: Samermit
given: Patrawat; family: Bursztein
given: Elie
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Security and privacy, hate, content moderation, harassment, creators

Abstract: Content creators—social media personalities with large audiences on platforms like Instagram, TikTok, and YouTube—face a heightened risk of online hate and harassment. We surveyed 135 creators to understand their personal experiences with attacks (including toxic comments, impersonation, stalking, and more), the coping practices they employ, and gaps they experience with existing solutions (such as moderation or reporting). We find that while a majority of creators view audience interactions favorably, nearly every creator could recall at least one incident of hate and harassment, and attacks are a regular occurrence for one in three creators. As a result of hate and harassment, creators report self-censoring their content and leaving platforms. Through their personal stories, their attitudes towards platform-provided tools, and their strategies for coping with attacks and harms, we inform the broader design space for how to better protect people online from hate and harassment.
Title: A Large-Scale Measurement of Cybercrime Against Individuals
Authors: family: Breen
given: Casey; family: Herley
given: Cormac; family: Redmiles
given: Elissa M.
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: cybercrime, digitial inequity, network scale-up

Abstract: We know surprisingly little about the prevalence and severity of cybercrime in the U.S. Yet, in order to prioritize the development and distribution of advice and technology to protect end users, we require empirical evidence regarding cybercrime. Measuring crime, including cybercrime, is a challenging problem that relies on a combination of direct crime reports to the government – which have known issues of under-reporting – and assessment via carefully-designed self-report surveys. We report on the first large-scale, nationally representative academic survey (n=11,953) of consumer cybercrime experiences in the U.S. Our analysis answers four research questions: (1) What is the prevalence and (2) the monetary impact of these cybercrimes we measure in the U.S.?, (3) Do inequities exist in victimization?, and (4) Can we improve cybercrime measurement by leveraging social-reporting techniques used to measure physical crime? Our analysis also offers insight toward improving future measurement of cybercrime and protecting users.
Title: Care Infrastructures for Digital Security in Intimate Partner Violence
Authors: family: Tseng
given: Emily; family: Sabet
given: Mehrnaz; family: Bellini
given: Rosanna; family: Sodhi
given: Harkiran Kaur; family: Ristenpart
given: Thomas; family: Dell
given: Nicola
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: intimate partner violence, gender-based violence, computer security and privacy, care

Abstract: Survivors of intimate partner violence (IPV) face complex threats to their digital privacy and security. Prior work has established protocols for directly helping them mitigate these harms; however, there remains a need for flexible and pluralistic systems that can support survivors’ long-term needs. This paper describes the design and development of sociotechnical infrastructure that incorporates feminist notions of care to connect IPV survivors experiencing technology abuse with volunteer computer security consultants. We present findings from a mixed methods study that draws on data from an 8-month, real-world deployment, as well as interviews with 7 volunteer technology consultants and 18 IPV professionals. Our findings illuminate emergent challenges in safely and adaptively providing computer security advice as care. We discuss implications of these findings for feminist approaches to computer security and privacy, and provide broader lessons for interventions that aim to directly assist at-risk and marginalized people experiencing digital insecurity.
Title: How to get away with cyberattacks: An argumentative approach to cyberattacks’ legitimization by common users
Authors: family: Spagnolli
given: Anna; family: Masotina
given: Mariavittoria; family: Scarcia
given: Annalorena; family: Zuffi
given: Beatrice; family: Gamberini
given: Luciano
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Cybersecurity, Human factors, Argumentation, Persuasion, Cyber-attacks

Abstract: The possibility that common users are successfully recruited in cyberattacks represents a considerable vulnerability because it implies that citizens can legitimize cyberattacks instead of condemning them. We propose to adopt an argumentative approach to identify which premises allow such legitimization. To showcase this approach, we created four short narratives describing cyberattacks involving generic users and covering different motives for the attacks: profit, recreation, revenge, and ideology. A sample of 16 participants read the four narratives and was afterward interviewed to express their position on the attacks described. All interview transcripts were then analyzed with an argumentative approach, and 15 premises were found to account for the different positions taken. We describe the premises, their distribution across the four narratives, and discuss the implications of this approach for cybersecurity.
Title: Templates and Trust-o-meters: Towards a widely deployable indicator of trust in Wikipedia
Authors: family: Kuznetsov
given: Andrew; family: Novotny
given: Margeigh; family: Klein
given: Jessica; family: Saez-Trumper
given: Diego; family: Kittur
given: Aniket
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Interfaces, User Trust, Wikipedia

Abstract: The success of Wikipedia and other user-generated content communities has been driven by the openness of recruiting volunteers globally, but this openness has also led to a persistent lack of trust in its content. Despite several attempts at developing trust indicators to help readers more quickly and accurately assess the quality of content, challenges remain for practical deployment to general consumers. In this work we identify and address three key challenges: empirically determining which metrics from prior and existing community approaches most impact reader trust; 2) validating indicator placements and designs that are both compact yet noticed by readers; and 3) demonstrating that such indicators can not only lower trust but also increase perceived trust in the system when appropriate. By addressing these, we aim to provide a foundation for future tools that can practically increase trust in user generated content and the sociotechnical systems that generate and maintain them.
Title: ARMY’s Magic Shop: Understanding the Collaborative Construction of Playful Places in Online Communities
Authors: family: Ringland
given: Kathryn E.; family: Bhattacharya
given: Arpita; family: Weatherwax
given: Kevin; family: Eagle
given: Tessa; family: Wolf
given: Christine T.
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Live streaming, Creativity, Fandom, Play, Social media, Online communities

Abstract: Play is an essential part of the human experience and can be found throughout the lifespan. While play has long been of interest to the HCI community, research has often focused on the technologies supporting game play, the potential outcomes of play (e.g., skill-building, health improvements), or play among children. This paper explores what play looks like in online communities that are not specifically game-based and consist primarily of adults. From online ethnographic work of the ARMY (i.e., Adorable Representative M.C. for Youth), fandom of the South Korean musical group BTS, we explore how BTS and ARMY collaboratively construct a playful social environment using various social media platforms. A contribution of this work is to expand our conceptualization of how adults create playful places that are not specifically game-based and highlights the role of socio-technical systems in their community building.
Title: Re-imagining the Power of Priming and Framing Effects in the Context of Political Crowdfunding Campaigns
Authors: family: Dey
given: Sanorita; family: Duff
given: Brittany R.L.; family: Karahalios
given: Karrie
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: political crowdfunding, framing technique, charitable crowdfunding, priming effect

Abstract: In recent years, political crowdfunding campaigns have emerged through which politicians raise money to fund their election campaigns. Divisive issues discussed in these campaigns may not only motivate donations but also could have a broader priming effect on people’s social opinions. In the U.S., more than one-third of the population with moderate opinions show a tendency to swing their opinion based on recent and more accessible events. In this paper, we ask: can such campaigns further prime people’s responses to partisan topics, even when we discuss those topics in a non-political context? To answer this question, we analyzed the influence of exposure to a political candidate’s crowdfunding campaign on responses to a subsequently seen, unrelated scientific topic that is not inherently political but is seen as partisan in the U.S. (climate change). We found that exposure to an attitude-inconsistent political candidate’s crowdfunding campaign (a campaign that is counter to someone’s existing political beliefs) can have a significant priming effect on subsequently seen politically charged topics. This effect may occur due to the activation of in-group identity by the candidate’s partisan campaign. Guided by these findings, we investigated elements that can mitigate this self-categorization effect. We found that carefully designed content following framing techniques such as schema framing and threat/safety framing can mitigate people’s sense of self-categorization toward non-political topics.
Title: The social embeddedness of peer production: A comparative qualitative analysis of three Indian language Wikipedia editions
Authors: family: Khatri
given: Sejal; family: Shaw
given: Aaron; family: Dasgupta
given: Sayamindu; family: Hill
given: Benjamin Mako
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: social computing, Indian Wikipedias, Wikipedia, online communities, social embeddedness, community engagement, peer production, knowledge equity, underrepresented languages

Abstract: Why do some peer production projects do a better job at engaging potential contributors than others? We address this question by comparing three Indian language Wikipedias, namely, Malayalam, Marathi, and Kannada. We found that although the three projects share goals, technological infrastructure, and a similar set of challenges, Malayalam Wikipedia’s community engages language speakers in contributing at a much higher rate than the others. Drawing from a grounded theory analysis of interviews with 18 community participants from the three projects, we found that experience with participatory governance and free/open-source software in the Malayalam community supported high engagement of contributors. Counterintuitively, we found that financial resources intended to increase participation in the Marathi and Kannada communities hindered the growth of these communities. Our findings underscore the importance of social and cultural context in the trajectories of peer production communities.
Title: Compete, Collaborate, Investigate: Exploring the Social Structures of Open Source Intelligence Investigations
Authors: family: Belghith
given: Yasmine; family: Venkatagiri
given: Sukrit; family: Luther
given: Kurt
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: competition, experts, OSINT, crowdsourcing, investigation, collaboration, open source intelligence

Abstract: Online investigations are increasingly conducted by individuals with diverse skill levels and experiences, with mixed results. Novice investigations often result in vigilantism or doxxing, while expert investigations have greater success rates and fewer mishaps. Many of these experts are involved in a community of practice known as Open Source Intelligence (OSINT), with an ethos and set of techniques for conducting investigations using only publicly available data. Through semi-structured interviews with 14 expert OSINT investigators from nine different organizations, we examine the social dynamics of this community, including the collaboration and competition patterns that underlie their investigations. We also describe investigators’ use of and challenges with existing OSINT tools, and implications for the design of social computing systems to better support crowdsourced investigations.
Title: ProGesAR: Mobile AR Prototyping for Proxemic and Gestural Interactions with Real-world IoT Enhanced Spaces
Authors: family: Ye
given: Hui; family: Fu
given: Hongbo
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Gestural interaction, AR prototyping, Mobile augmented reality, Proxemic interaction

Abstract: Real-world IoT enhanced spaces involve diverse proximity- and gesture-based interactions between users and IoT devices/objects. Prototyping such interactions benefits various applications like the conceptual design of ubicomp space. AR (Augmented Reality) prototyping provides a flexible way to achieve early-stage designs by overlaying digital contents on real objects or environments. However, existing AR prototyping approaches have focused on prototyping AR experiences or context-aware interactions from the first-person view instead of full-body proxemic and gestural (pro-ges for short) interactions of real users in the real world. In this work, we conducted interviews to figure out the challenges of prototyping pro-ges interactions in real-world IoT enhanced spaces. Based on the findings, we present ProGesAR, a mobile AR tool for prototyping pro-ges interactions of a subject in a real environment from a third-person view, and examining the prototyped interactions from both the first- and third- person views. Our interface supports the effects of virtual assets dynamically triggered by a single subject, with the triggering events based on four features: location, orientation, gesture, and distance. We conduct a preliminary study by inviting participants to prototype in a freeform manner using ProGesAR. The early-stage findings show that with ProGesAR, users can easily and quickly prototype their design ideas about pro-ges interactions.
Title: ExposAR: Bringing Augmented Reality to the Computational Thinking Agenda through a Collaborative Authoring Tool
Authors: family: Lunding
given: Mille Skovhus; family: Grønbæk
given: Jens Emil Sloth; family: Bilstrup
given: Karl-Emil Kjær; family: Sørensen
given: Marie-Louise Stisen Kjerstein; family: Petersen
given: Marianne Graves
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Augmented reality, interactive learning system, education, computational thinking

Abstract: There is a growing focus on computational thinking (CT) in terms of supporting children’s understanding of everyday technologies. But unlike other technologies, Augmented Reality (AR) has received limited attention. In this paper, we present ExposAR – a collaborative cross-device AR system enabling children to create, use, and reflect on AR technologies through the co-creation of a simple AR application. With ExposAR, we explore three core design principles: 1) reify computational concepts, 2) support collaborative cross-device authoring, and 3) incorporate the user’s own world. These principles were developed through a co-design process with teachers and evaluated with 46 primary school students. We found that the collaborative authoring process with ExposAR supported students in understanding AR concepts and challenged their perspectives on AR. With these results, we bring AR to the CT agenda and contribute novel design principles for exposing the underlying mechanisms and implications of AR.
Title: The Normal Natural Troubles of Virtual Reality in Mixed-Reality Performances
Authors: family: Rostami
given: Asreen; family: McMillan
given: Donald
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: Virtual Reality, Artistic Interaction, Mixed-reality performance

Abstract: Performing with technology is a complex and challenging task. Artists who use novel technologies, such as Virtual Reality, have to develop strategies of monitoring, maintenance, and recovery from errors with as minimal impact on the ongoing performance as possible. In this paper we draw on two case studies of mixed-reality performances and document strategies of Stage Managing VR Performance, Choreographing for Cables, Consistency & Charging, Improvising Interventions, and Priming Participants. We discuss how these practices expose areas ripe with potential for tool development, and how they can also be used to inform the design of interaction with other technologies, such as the Internet of Things.
Title: Virtual Transcendent Dream: Empowering People through Embodied Flying in Virtual Reality
Authors: family: Liu
given: Pinyao; family: Stepanova
given: Ekaterina R.; family: Kitson
given: Alexandra; family: Schiphorst
given: Thecla; family: Riecke
given: Bernhard E.
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: gravity imagery, Dreaming, transcendent dream, vection, self-transcendence, empowerment, flight simulation, virtual reality

Abstract: Flying dreams have the potential to evoke a feeling of empowerment (or self-efficacy, confidence in our ability to succeed) and self-transcendent experience (STE), which have been shown to contribute to an individual’s overall well-being. However, these exceptional dreaming experiences remain difficult to induce at will. Inspired by the potential of Virtual Reality (VR) to support profound emotional experiences, we explored if a VR flying interface with more embodied self-motion cues could contribute to the benefits associated with flying dreams (i.e., STE and empowerment). Our results indicated that a flying interface with more self-motion cues indeed better supported STE and empowerment. We derived several design considerations: obscurity, extraordinary light and supportive setting. Our results contribute to the discourse around design guidelines for self-transcendence and empowerment in VR, which may further be applied to the improvement of mental well-being.
Title: Accessibility for Color Vision Deficiencies: Challenges and Findings of a Large Scale Study on Paper Figures
Authors: family: Angerbauer
given: Katrin; family: Rodrigues
given: Nils; family: Cutura
given: Rene; family: Öney
given: Seyda; family: Pathmanathan
given: Nelusa; family: Morariu
given: Cristina; family: Weiskopf
given: Daniel; family: Sedlmair
given: Michael
Venue: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Keywords: crowdsourcing, visualization, accessibility, color vision deficiency

Abstract: We present an exploratory study on the accessibility of images in publications when viewed with color vision deficiencies (CVDs). The study is based on 1,710 images sampled from a visualization dataset (VIS30K) over five years. We simulated four CVDs on each image. First, four researchers (one with a CVD) identified existing issues and helpful aspects in a subset of the images. Based on the resulting labels, 200 crowdworkers provided  30,000 ratings on present CVD issues in the simulated images. We analyzed this data for correlations, clusters, trends, and free text comments to gain a first overview of paper figure accessibility. Overall, about 60 % of the images were rated accessible. Furthermore, our study indicates that accessibility issues are subjective and hard to detect. On a meta-level, we reflect on our study experience to point out challenges and opportunities of large-scale accessibility studies for future research directions.