huashen218/convxai-cia-dataset huggingface dataset:
Title: Constructing Embodied Algebra by Sketching
Authors: family: Saquib
given: Nazmus; family: Kazi
given: Rubaiat Habib; family: Wei
given: Li-yi; family: Mark
given: Gloria; family: Roy
given: Deb
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: embodied cognition, embodied math, sketching, math modeling

Abstract: Mathematical models and expressions traditionally evolved as symbolic representations, with cognitively arbitrary rules of symbol manipulation. The embodied mathematics philosophy posits that abstract math concepts are layers of metaphors grounded in our intuitive arithmetic capabilities, such as categorizing objects and part-whole analysis. We introduce a design framework that facilitates the construction and exploration of embodied representations for algebraic expressions, using interactions inspired by innate arithmetic capabilities. We instantiated our design in a sketch interface that enables construction of visually interpretable compositions that are directly mappable to algebraic expressions and explorable through a ladder of abstraction [47]. The emphasis is on bottom-up construction, with the user sketching pictures while the system generates corresponding algebra. We present diverse examples created by our prototype system. A coverage of the US Common Core curriculum and playtesting studies with children point to the future direction and potential for a sketch-based design paradigm for mathematics.
Title: Unmaking: Enabling and Celebrating the Creative Material of Failure, Destruction, Decay, and Deformation
Authors: family: Song
given: Katherine W; family: Paulos
given: Eric
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: digital fabrication, making, unmaking, destruction, sustainability, temporality, interaction design, art, materiality

Abstract: The access and growing ubiquity of digital fabrication has ushered in a celebration of creativity and “making.” However, the focus is often on the resulting static artifact or the creative process and tools to design it. We envision a post-making process that extends past these final static objects — not just in their making but in their “unmaking.” By drawing from artistic movements such as Auto-Destructive Art, intentionally inverting well-established engineering principles of structurally sound designs, and safely misusing unstable materials, we demonstrate an important extension to making — unmaking. In this paper, we provide designers with a new vocabulary of unmaking operations within standard 3D modeling tools. We demonstrate how such designs can be realized using a novel multi-material 3D printing process. Finally, we detail how unmaking allows designs to change over time, is an ally to sustainability and re-usability, and captures themes of “aura,” emotionality, and personalization.
Title: Picturing It!: The Effect of Image Styles on User Perceptions of Personas
Authors: family: Salminen
given: Joni; family: Jung
given: Soon-Gyo; family: M. Santos
given: João; family: Mohamed Sayed Kamel
given: Ahmed; family: J. Jansen
given: Bernard
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: anthropomorphism, pictures, Persona design, realism

Abstract: Though photographs of real people are typically used to portray personas, there is little research into the potential advantages or disadvantages of using such images, relative to other image styles. We conducted an experiment with 149 participants, testing the effects of six different image styles on user perceptions and personality traits that are attributed to personas by the participants. Results show that perceptions of clarity, completeness, consistency, credibility, and empathy for a persona increase with picture realism. Personas with more realistic pictures are also perceived as more agreeable, open, and emotionally stable, with higher confidence in these assessments. We also find evidence of the uncanny valley effect, with realistic cartoon personas experiencing a decrease in the user perception scores.
Title: How Digital Tools Impact Convergent and Divergent Thinking in Design Ideation
Authors: family: Frich
given: Jonas; family: Nouwens
given: Midas; family: Halskov
given: Kim; family: Dalsgaard
given: Peter
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Convergent Thinking, Creativity, Creativity Support Tools, Divergent thinking

Abstract: Digital tools that support creative activities are ubiquitous in the design industry, yet practitioners appear to prefer pen and paper for design ideation. To better understand this exception, we conducted a comparative study between analog and digital tools and their impact on the divergent and convergent thinking patterns of groups of designers. We analysed how 24 participants solved comparable design ideation tasks in two conditions using linkographic protocol analysis – a notation method that focuses on identifying and linking small steps in the design process called moves. Our findings suggest that digital ideation tools yield more convergent thinking compared to analog tools, with no discernible impact on general productivity or divergent thinking.
Title: FlexTruss: A Computational Threading Method for Multi-material, Multi-form and Multi-use Prototyping
Authors: family: Sun
given: Lingyun; family: Li
given: Jiaji; family: Chen
given: Yu; family: Yang
given: Yue; family: Yu
given: Zhi; family: Luo
given: Danli; family: Gu
given: Jianzhe; family: Yao
given: Lining; family: Tao
given: Ye; family: Wang
given: Guanyun
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Personal fabrication, Shape-changing interfaces, Euler path, 3D printing, Mesh structures

Abstract: 3D printing, as a rapid prototyping technique, usually fabricates objects that are difficult to modify physically. This paper presents FlexTruss, a design and construction pipeline based on the assembly of modularized truss-shaped objects fabricated with conventional 3D printers and assembled by threading. To create an end-to-end system, a parametric design tool with an optimal Euler path calculation method is developed, which can support both inverse and forward design workflow and multi-material construction of modular parts. In addition, the assembly of truss modules by threading is evaluated with a series of application cases to demonstrate the affordance of FlexTruss. We believe that FlexTruss extends the design space of 3D printing beyond typically hard and fixed forms, and it will provide new capabilities for designers and researchers to explore the use of such flexible truss structures in human-object interaction.
Title: ShrinCage: 4D Printing Accessories that Self-Adapt
Authors: family: Sun
given: Lingyun; family: Yang
given: Yue; family: Chen
given: Yu; family: Li
given: Jiaji; family: Luo
given: Danli; family: Liu
given: Haolin; family: Yao
given: Lining; family: Tao
given: Ye; family: Wang
given: Guanyun
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Shape-changing interfaces, Design tool, Do-It-Yourself, 3D printing, Self-adaptation, 4D printing

Abstract: 3D printing technology makes Do-It-Yourself and reforming everyday objects a reality. However, designing and fabricating attachments that can seamlessly adapt existing objects to extended functionality is a laborious process, which requires accurate measuring, modeling, manufacturing, and assembly. This paper presents ShrinCage, a 4D printing system that allows novices to easily create shrinkable adaptations to fit and fasten existing objects. Specifically, the design tool presented in this work aid in the design of attachment that adapts to irregular morphologies, which accommodates the variations in measurements and fabrication, subsequently simplifying the modeling and assembly processes. We further conduct mechanical tests and user studies to evaluate the availability and feasibility of this method. Numerous application examples created by ShrinCage prove that it can be adopted by aesthetic modification, assistive technology, repair, upcycling, and augmented 3D printing.
Title: Exquisite Fabrication: Exploring Turn-taking between Designers and Digital Fabrication Machines
Authors: family: Goveia da Rocha
given: Bruna; family: van der Kolk
given: Johannes M. L.; family: Andersen
given: Kristina
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Digital Craftsmanship, Prototyping, Fabrication, Turn-taking

Abstract: Digital fabrication and craftsmanship is entering into a new phase with increasing levels of complexity and a renewed desire for composites and cross-material experimentation. However, allowing work to travel from machine to machine, remains a challenge in terms of workflow, communication, orientation and material. Based on an exploration to combine embroidery and 3D printing in the pursuit of inflatable solutions, we propose the metaphor of the drawing game Exquisite Corpse to outline the three emerging concerns: turn taking, orientation and trade-offs. We propose a set of guidelines that suggest ways in which, we may allow different digital fabrication machines to be used in sequence, as a method for adding complexity to the things we make and the ways our machines may talk to one another.
Title: Limited Control Over the Body as Intriguing Play Design Resource
Authors: family: 'Floyd' Mueller
given: Florian; family: Patibanda
given: Rakesh; family: Byrne
given: Richard; family: Li
given: Zhuying; family: Wang
given: Yan; family: Andres
given: Josh; family: Li
given: Xiang; family: Marquez
given: Jonathan; family: Greuter
given: Stefan; family: Duckworth
given: Jonathan; family: Marshall
given: Joe
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: whole-body interaction, control, Bodily play, play, games, exertion

Abstract: Interest in combining interactive play and the human body, using “bodily play” systems, is increasing. While these systems primarily prioritize a player's control over their bodily actions, we see intriguing possibilities in the pursuit of “limited control over the body” as an intriguing design resource for bodily play systems. In this paper, we use three of our bodily play systems to illustrate how designers can engage with limited control over the body by varying the player's degree of indirect control (for instance, via other bodily activity and external triggers). We also propose four strategies for employing limited control over the body: Exploration, Reflection, Learning and Embracement. We hope our own work and the strategies developed from it will assist designers to employ limited control over the body, ultimately helping people benefit from engaging their bodies through play.
Title: Tabletop Games in the Age of Remote Collaboration: Design Opportunities for a Socially Connected Game Experience
Authors: family: Yuan
given: Ye; family: Cao
given: Jan; family: Wang
given: Ruotong; family: Yarosh
given: Svetlana
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Tabletop games, Social connectedness, Remote play

Abstract: Prior research has highlighted opportunities for technology to better support the tabletop game experience in offline and online settings, but little work has focused on the social aspect of tabletop gaming. We investigated the social and collaborative aspects of tabletop gaming in the unique context of “social distancing” during the 2020 COVID-19 pandemic to shed light on the experience of remote tabletop gaming. With a multi-method qualitative approach (including digital ethnography and in-depth interviews), we empirically studied how people appropriate existing technologies and adapt their offline practices to play tabletop games remotely. We identify three themes that describe people's game and social experience during remote play: creating a shared tabletop environment (shared space), enabling a collective understanding (shared information and awareness), and facilitating a communal temporal experience (shared time). We reflect on challenges and design opportunities for a better experience in the age of remote collaboration.
Title: Flag and Flaggability in Automated Moderation: The Case of Reporting Toxic Behavior in an Online Game Community
Authors: family: Kou
given: Yubo; family: Gui
given: Xinning
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: flag, Report, League of Legends, governance, regulation, toxic behavior, toxicity, toxic meritocracy, moderation, online community, competitive gaming

Abstract: Online platforms rely upon users or automated tools to flag toxic behaviors, the very first step in online moderation. While much recent research has examined online moderation, the role of flag remains poorly understood. This question becomes even more urgent in automated moderation, where flagging becomes a primary source of human judgment. We conducted a qualitative study of flagging practices in League of Legends (LoL), a popular eSports game. We found stark differences between how flag is designed to identify toxicity, and flaggability, or how players use and appropriate flag. Players distrust flag, but also appropriate flag for instrumental purposes. Thus, flaggability diverges decidedly from the conception of toxicity, and must be understood within the highly competitive gaming context of LoL. These findings help shed light on the situated nature of flaggability, the role of flag in online moderation, as well as implications for designing flag and moderation.
Title: Don’t You Know That You’re Toxic: Normalization of Toxicity in Online Gaming
Authors: family: Beres
given: Nicole A; family: Frommel
given: Julian; family: Reid
given: Elizabeth; family: Mandryk
given: Regan L; family: Klarkowski
given: Madison
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: normalization, games, toxicity, toxic, moral disengagement

Abstract: Video game toxicity, endemic to online play, represents a pervasive and complex problem. Antisocial behaviours in online play directly harm player wellbeing, enjoyment, and retention—but research has also revealed that some players normalize toxicity as an inextricable and acceptable element of the competitive video game experience. In this work, we explore perceptions of toxicity and how they are predicted by player traits, demonstrating that participants reporting a higher tendency towards Conduct Reconstrual, Distorting Consequences, Dehumanization, and Toxic Online Disinhibition perceive online game interactions as less toxic. Through a thematic analysis on willingness to report, we also demonstrate that players abstain from reporting toxic content because they view it as acceptable, typical of games, as banter, or as not their concern. We propose that these traits and themes represent contributing factors to the cyclical normalization of toxicity. These findings further highlight the multifaceted nature of toxicity in online video games.
Title: Effect of Gameplay Uncertainty, Display Type, and Age on Virtual Reality Exergames
Authors: family: Xu
given: Wenge; family: Liang
given: Hai-Ning; family: Yu
given: Kangyou; family: Baghaei
given: Nilufar
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: exergame, virtual reality, middle-aged adults, young adults, uncertainty

Abstract: Uncertainty is widely acknowledged as an engaging gameplay element but rarely used in exergames. In this research, we explore the role of uncertainty in exergames and introduce three uncertain elements (false-attacks, misses, and critical hits) to an exergame. We conducted a study under two conditions (uncertain and certain), with two display types (virtual reality and large display) and across young and middle-aged adults to measure their effect on game performance, experience, and exertion. Results show that (1) our designed uncertain elements are instrumental in increasing exertion levels; (2) when playing a motion-based first-person perspective exergame, virtual reality can improve performance, while maintaining the same motion sickness level as a large display; and (3) exergames for middle-aged adults should be designed with age-related declines in mind, similar to designing for elderly adults. We also framed two design guidelines for exergames that have similar features to the game used in this research.
Title: Physical Warm-up Games: Exploring the Potential of Play and Technology Design
Authors: family: Márquez Segura
given: Elena; family: Turmo Vidal
given: Laia; family: Waern
given: Annika; family: Duval
given: Jared; family: Parrilla Bel
given: Luis; family: Altarriba Bertran
given: Ferran
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems

Abstract: Warm-up games are widespread practices in multiple activities across domains, yet little scholarly work can be found about their role in physical training. Here, we study potential goals and benefits of warm-up games, and explore opportunities for technology inclusion through investigating a collection of warm-up games gathered: online, from a survey of online warm-up games curated, described, and used by Physical Education teachers; and in person, from an ongoing design research work as part of a technology-supported circus training course. Further, in the context of the latter, we conducted explorative design interventions, augmenting a range of the warm-up games with wearable technology. Our work surfaces major goals and benefits of warm-up games, which can be broadly classified as preparing participants physically, socially, and mentally. We also show how the inclusion of open-ended technology can support these goals and discuss broader opportunities for technology inclusion in warm-up games.
Title: Restraints as a Mechanic for Bodily Play
Authors: family: Petersen Matjeka
given: Louise; family: Hobye
given: Mads; family: Larsen
given: Henrik Svarrer
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Game Design, Interaction Design, Body Games, Bodily Play Experiences, Bodily Play, Restraints, Phenomenology, Movement-Based Games

Abstract: This paper presents restraints - directly imposed restrictions on players' bodily movements, as a mechanic for bodily play in HCI. While this is a familiar mechanic in non-digital movement-based games, its potential in designing bodily play experiences in HCI has been scarcely explored. Three types of restraints observed in non-digital movement-based games, are explored here: fixating body parts, excluding body parts and depriving/manipulating bodily senses. Then, we investigate the experiential dynamics of restraints as a bodily play mechanic bridging a phenomenological perspective on bodily movement with theories on play. These investigations form the theoretical framework for the subsequent analysis of five digital body game examples. Building on this analysis and theoretical framework, we formulate five design strategies for implementing restraints as a mechanic for bodily play in HCI. We propose restraints as a generative resource for researchers and designers interested in understanding and designing bodily play experiences in HCI.
Title: Exploring the Design Space of Immersive Social Fitness Games: The ImSoFit Games Model
Authors: family: Márquez Segura
given: Elena; family: Rogers
given: Katja; family: Martin-Niedecken
given: Anna Lisa; family: Niedecken
given: Stephan; family: Vidal
given: Laia Turmo
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: embodied sketching, mixed reality, social immersion, multiplayer, exergame, fitness game, design space

Abstract: The design space of social exergames remains narrow despite the many benefits of playing and exercising together. Towards opening this design space, we followed a Research through Design (RtD) approach focused on exergames that can be fun and immersive social training experiences. Through embodied sketching activities with designers and 10 pairs of players, we explored future games for the ExerCube, an immersive exergame platform. Our work contributes with forms of intermediate-level knowledge: a design space model (the Immersive Social Fitness—ImSoFit—Games model); and a novel design vocabulary including new bodily orientations in co-located physical interaction. We illustrate their use and value scrutinizing three of our games and applying three analytical lenses to 1) understand how design choices impact how players move together; 2) evaluate design expectations and analyze players’ behavior in relation to design choices; and 3) potentially extend the design space of immersive co-located social fitness games.
Title: Feels like Team Spirit: Biometric and Strategic Interdependence in Asymmetric Multiplayer VR Games
Authors: family: Karaosmanoglu
given: Sukran; family: Rogers
given: Katja; family: Wolf
given: Dennis; family: Rukzio
given: Enrico; family: Steinicke
given: Frank; family: Nacke
given: Lennart E.
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: strategic, biometric, multiplayer, interdependence, VR, asymmetry, virtual reality

Abstract: Virtual reality (VR) multiplayer games increasingly use asymmetry (e.g., differences in a person’s capability or the user interface) and resulting interdependence between players to create engagement even when one player has no access to a head-mounted display (HMD). Previous work shows this enhances player experience (PX). Until now, it remains unclear whether and how an asymmetric game design with interdependences creates comparably enjoyable PX for both an HMD and a non-HMD player. In this work, we designed and implemented an asymmetric VR game (different in its user interface) with two types of interdependence: strategic (difference in game information/player capability) and biometric (difference in player’s biometric influence). Our mixed-methods user study (N=30) shows that asymmetries positively impact PX for both player roles, that interdependence strongly affects players’ perception of agency, and that biometric feedback—while subjective—is a valuable game mechanic.
Title: Towards the Next Generation of Gaming Wearables
Authors: family: Buruk
given: Oğuz 'Oz'; family: Salminen
given: Mikko; family: Xi
given: Nannan; family: Nummenmaa
given: Timo; family: Hamari
given: Juho
Venue: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Keywords: Costuming, LARP, Movement-Based Games, Social Interaction, Virtual Reality, Bioadaptive, Game Research, Role Playing, Game Controllers, RPG, Wearables

Abstract: Recent studies on gaming wearables show that wearables can contribute to the gaming experience by bolstering performativity, facilitating social interaction, and accommodating distinct interaction modalities. Still, these studies focused on contexts such as role-playing, casual, or festival games. Stakeholder-oriented research that explores the integration of wearables for mainstream gaming platforms such as game consoles is scarce. To fill this gap, we have conducted an exploratory study through 6 participatory design workshops focusing on different aspects of wearables with 33 participants from different stakeholders. As a result, we have created fifteen design themes and three gaming wearable concepts that led to seven actionable design implications which can be adopted by designers and researchers for designing gaming wearables.