text:
for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445433},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445433},
	abstract     = {A jury of one’s peers is a prominent way to adjudicate disputes and is increasingly used in participatory governance online. The fairness of this approach rests on the assumption that juries are consistent: that the same jury would hand down similar judgments to similar cases. However, prior literature suggests that social influence would instead cause early interactions to cascade into different judgments for similar cases. In this paper, we report an online experiment that changes participants’ pseudonyms as they appear to collaborators, temporarily masking a jury’s awareness that they have deliberated together before. This technique allows us to measure consistency by reconvening the same jury on similar cases. Counter to expectation, juries are equally consistent as individuals, a result that is “good for democracy.” But this consistency arises in part due to group polarization, as consensus develops by hardening initial majority opinions. Furthermore, we find that aggregating groups’ perspectives without deliberation erodes consistency.},
	articleno    = 142,
	numpages     = 16,
	keywords     = {Groups, Individuals, Governance, Deliberation, Juries}
}
@inproceedings{10.1145/3411764.3445424,
	title        = {Attitudes Surrounding an Imperfect AI Autograder},
	author       = {Hsu, Silas and Li, Tiffany Wenting and Zhang, Zhilin and Fowler, Max and Zilles, Craig and Karahalios, Karrie},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445424},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445424},
	abstract     = {Deployment of AI assessment tools in education is widespread, but work on students’ interactions and attitudes towards imperfect autograders is comparatively lacking. This paper presents students’ perceptions surrounding a ∼ 90% accurate automated short-answer grader that determined homework and exam credit in a college-level computer science course. Using surveys and interviews, we investigated students’ knowledge about the autograder and their attitudes. We observed that misalignment between folk theories about how the autograder worked and how it actually worked could lead to suboptimal answer construction strategies. Students overestimated the autograder’s probability of marking correct answers as wrong, and estimates of this probability were associated with dissatisfaction and perceptions of unfairness. Many participants expressed a need for additional instruction on how to cater to the autograder. From these findings, we propose guidelines for incorporating imperfect short answer autograders into classroom in a manner that is considerate of students’ needs.},
	articleno    = 681,
	numpages     = 15,
	keywords     = {perception and acceptance of AI, folk theories, imperfect AI, ASAG, EiPE, code reading, autograder, human-AI interaction, computer science education}
}
@inproceedings{10.1145/3411764.3445419,
	title        = {Beyond Show of Hands: Engaging Viewers via Expressive and Scalable Visual Communication in Live Streaming},
	author       = {Chung, John Joon Young and Shin, Hijung Valentina and Xia, Haijun and Wei, Li-yi and Kazi, Rubaiat Habib},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445419},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445419},
	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.},
	articleno    = 109,
	numpages     = 14,
	keywords     = {user engagement, live streaming, visualization, sketching}
}
@inproceedings{10.1145/3411764.3445418,
	title        = {Examining the Intersections of Race, Religion & Community Technologies: A Photovoice Study},
	author       = {O'Leary, Teresa K. and Stowell, Elizabeth and Hoffman, Jessica A. and Paasche-Orlow, Michael and Bickmore, Timothy and Parker, Andrea G.},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445418},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445418},
	abstract     = {Churches have historically played an important role in Black American communities, catalyzing the pursuit of aims such as social justice, community organization, and health promotion. However, researchers have rarely examined how technology can support an assets-based approach to these efforts, nor the implications of race, traditions, and history when creating such systems. Addressing this gap, we conducted research with two predominantly Black churches to explore health promotion design opportunities. We used photovoice, a research method where participants led their own data collection and analysis. Participants provided nuanced descriptions of the racial and ethnic identities of their communities, and how church history and aspirations for the future impacted these identities. Our findings characterize tensions between tradition and ‘modernization,’ implications for technology design, and the need for a temporal approach to understanding communities. We conclude with broader implications for studying the intersection of race and religion in community technology design.},
	articleno    = 698,
	numpages     = 19,
	keywords     = {assets-based approach, Community HCI, religion, photovoice, HCI, technospiritual practices, race}
}
@inproceedings{10.1145/3411764.3445410,
	title        = {“Can I Not Be Suicidal on a Sunday?”: Understanding Technology-Mediated Pathways to Mental Health Support},
	author       = {Pendse, Sachin R and Sharma, Amit and Vashistha, Aditya and De Choudhury, Munmun and Kumar, Neha},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445410},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445410},
	abstract     = {Individuals in distress adopt varied pathways in pursuit of care that aligns with their individual needs. Prior work has established that the first resource an individual leverages can influence later care and recovery, but less is understood about how the design of a point of care might interact with subsequent pathways to care. We investigate how the design of the Indian mental health helpline system interacts with complex sociocultural factors to marginalize caller needs. We draw on interviews with 18 helpline stakeholders, including individuals who have engaged with helplines in the past, shedding light on how they navigate both technological and structural barriers in pursuit of relief. Finally, we use a design justice framework rooted in Amartya Sen’s conceptualization of realization-focused justice to discuss implications and present recommendations towards the design of technology-mediated points of mental health support.},
	articleno    = 545,
	numpages     = 16,
	keywords     = {Social Justice, Pathways to Care, Mental Health, India, Realization-Focused Justice, Technology-Mediated Mental Health Support}
}
@inproceedings{10.1145/3411764.3445402,
	title        = {Designing Ground Truth and the Social Life of Labels},
	author       = {Muller, Michael and Wolf, Christine T. and Andres, Josh and Desmond, Michael and Joshi, Narendra Nath and Ashktorab, Zahra and Sharma, Aabhas and Brimijoin, Kristina and Pan, Qian and Duesterwald, Evelyn and Dugan, Casey},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445402},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445402},
	abstract     = {Ground-truth labeling is an important activity in machine learning. Many studies have examined how crowdworkers apply labels to records in machine learning datasets. However, there have been few studies that have examined the work of domain experts when their knowledge and expertise are needed to apply labels. We provide a grounded account of the work of labeling teams with domain experts, including the experiences of labeling, collaborative configurations and work-practices, and quality issues. We show three major patterns in the social design of ground truth data: Principled design, Iterative design, and Improvisational design. We interpret our results through theories of from Human Centered Data Science, and particularly work on human interventions in data science work through the design and creation of data.},
	articleno    = 94,
	numpages     = 16,
	keywords     = {Human centered data science, Critical computing, human centered machine learning}
}
@inproceedings{10.1145/3411764.3445393,
	title        = {Provocations from #vanlife: Investigating Life and Work in a Community Extensively Using Technology Not Designed for Them},
	author       = {Rizvi, Ali Haider and Morayko, Kateryna and Hancock, Mark and Song, Arden},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445393},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445393},
	abstract     = {Research on how lived experiences with technology intersect with home and work are core themes within HCI. Prior work has primarily focused on conventional life and work in Western countries. However, the unconventional is becoming conventional—several rising subcultures are coming into prominence due to socio-economic pressures, aided by social media. One example—#vanlife—is now practised by an estimated three million people in North America. #vanlife combines travel, home, and work by their occupants (vanlifers (vanlifers)) living full-time in cargo vans that they usually convert themselves into living spaces. We present a portrait of vanlifers’ current technology practices gleaned through ~200 hours of fieldwork and interviews. Following a thematic analysis of our data, we identified unique opportunities for integrating technology across culture, design, homesteading, offline organization, and gaming. We have distilled these opportunities into eleven provocations to inspire critical design and informed inquiry for technological interventions for #vanlife.},
	articleno    = 92,
	numpages     = 16,
	keywords     = {domestic technology, field study, domestichi, vanlife, work technology}
}
@inproceedings{10.1145/3411764.3445372,
	title        = {The Impact of Multiple Parallel Phrase Suggestions on Email Input and Composition Behaviour of Native and Non-Native English Writers},
	author       = {Buschek, Daniel and Z\"{u}rn, Martin and Eiband, Malin},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445372},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445372},
	abstract     = {We present an in-depth analysis of the impact of multi-word suggestion choices from a neural language model on user behaviour regarding input and text composition in email writing. Our study for the first time compares different numbers of parallel suggestions, and use by native and non-native English writers, to explore a trade-off of “efficiency vs ideation”, emerging from recent literature. We built a text editor prototype with a neural language model (GPT-2), refined in a prestudy with 30 people. In an online study (N=156), people composed emails in four conditions (0/1/3/6 parallel suggestions). Our results reveal (1) benefits for ideation, and costs for efficiency, when suggesting multiple phrases; (2) that non-native speakers benefit more from more suggestions; and (3) further insights into behaviour patterns. We discuss implications for research, the design of interactive suggestion systems, and the vision of supporting writers with AI instead of replacing them.},
	articleno    = 732,
	numpages     = 13,
	keywords     = {neural network, text suggestions, deep learning, dataset, typing, language model, Text entry}
}
@inproceedings{10.1145/3411764.3445364,
	title        = {Exploring a Makeup Support System for Transgender Passing Based on Automatic Gender Recognition},
	author       = {Chong, Toby and Maudet, Nolwenn and Harima, Katsuki and Igarashi, Takeo},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445364},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445364},
	abstract     = {How to handle gender with machine learning is a controversial topic. A growing critical body of research brought attention to the numerous issues transgender communities face with the adoption of current automatic gender recognition (AGR) systems. In contrast, we explore how such technologies could potentially be appropriated to support transgender practices and needs, especially in non-Western contexts like Japan. We designed a virtual makeup probe to assist transgender individuals with passing, that is to be perceived as the gender they identify as. To understand how such an application might support expressing transgender individuals gender identity or not, we interviewed 15 individuals in Tokyo and found that in the right context and under strict conditions, AGR based systems could assist transgender passing.},
	articleno    = 568,
	numpages     = 13,
	keywords     = {inclusivity, gender, transgender, machine learning, Automatic Gender Recognition}
}
@inproceedings{10.1145/3411764.3445360,
	title        = {Picturing It!: The Effect of Image Styles on User Perceptions of Personas},
	author       = {Salminen, Joni and Jung, Soon-Gyo and M. Santos, Jo\~{a}o and Mohamed Sayed Kamel, Ahmed and J. Jansen, Bernard},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445360},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445360},
	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.},
	articleno    = 430,
	numpages     = 16,
	keywords     = {anthropomorphism, realism, Persona design, pictures}
}
@inproceedings{10.1145/3411764.3445358,
	title        = {Improving Viewing Experiences of First-Person Shooter Gameplays with Automatically-Generated Motion Effects},
	author       = {Yun, Gyeore and Lee, Hyoseung and Han, Sangyoon and Choi, Seungmoon},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445358},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445358},
	abstract     = {In recent times, millions of people enjoy watching video gameplays at an eSports stadium or home. We seek a method that improves gameplay spectator or viewer experiences by presenting multisensory stimuli. Using a motion chair, we provide the motion effects automatically generated from the audiovisual stream to the viewers watching a first-person shooter (FPS) gameplay. The motion effects express the game character’s movement and gunfire action. We describe algorithms for the computation of such motion effects developed using computer vision techniques and deep learning. By a user study, we demonstrate that our method of providing motion effects significantly improves the viewing experiences of FPS gameplay. The contributions of this paper are with the motion synthesis algorithms integrated for FPS games and the empirical evidence for the benefits of experiencing multisensory gameplays.},
	articleno    = 320,
	numpages     = 14,
	keywords     = {motion effect, gameplay, game, viewing experience, automatic generation}
}
@inproceedings{10.1145/3411764.3445354,
	title        = {Leveraging Text-Chart Links to Support Authoring of Data-Driven Articles with VizFlow},
	author       = {Sultanum, Nicole and Chevalier, Fanny and Bylinskii, Zoya and Liu, Zhicheng},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445354},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445354},
	abstract     = {Data-driven articles—i.e., articles featuring text and supporting charts—play a key role in communicating information to the public. New storytelling formats like scrollytelling apply compelling dynamics to these articles to help walk readers through complex insights, but are challenging to craft. In this work, we investigate ways to support authors of data-driven articles using such storytelling forms via a text-chart linking strategy. From formative interviews with 6 authors and an assessment of 43 scrollytelling stories, we built VizFlow, a prototype system that uses text-chart links to support a range of dynamic layouts. We validate our text-chart linking approach via an authoring study with 12 participants using VizFlow, and a reading study with 24 participants comparing versions of the same article with different VizFlow intervention levels. Assessments showed our approach enabled a rapid and expressive authoring experience, and informed key design recommendations for future efforts in the space.},
	articleno    = 16,
	numpages     = 17,
	keywords     = {Data Stories, Data-Driven Articles, Text-Chart Links, Scrollytelling}
}
@inproceedings{10.1145/3411764.3445347,
	title        = {Toward Automatic Audio Description Generation for Accessible Videos},
	author       = {Wang, Yujia and Liang, Wei and Huang, Haikun and Zhang, Yongqi and Li, Dingzeyu and Yu, Lap-Fai},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445347},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445347},
	abstract     = {Video accessibility is essential for people with visual impairments. Audio descriptions describe what is happening on-screen, e.g., physical actions, facial expressions, and scene changes. Generating high-quality audio descriptions requires a lot of manual description generation [50]. To address this accessibility obstacle, we built a system that analyzes the audiovisual contents of a video and generates the audio descriptions. The system consisted of three modules: AD insertion time prediction, AD generation, and AD optimization. We evaluated the quality of our system on five types of videos by conducting qualitative studies with 20 sighted users and 12 users who were blind or visually impaired. Our findings revealed how audio description preferences varied with user types and video types. Based on our study’s analysis, we provided recommendations for the development of future audio description generation technologies.},
	articleno    = 277,
	numpages     = 12,
	keywords     = {audio description, video captioning, accessibility, sentence-level embedding, audio-visual consistency, video description}
}
@inproceedings{10.1145/3411764.3445346,
	title        = {Flower Jelly Printer: Slit Injection Printing for Parametrically Designed Flower Jelly},
	author       = {Miyatake, Mako and Narumi, Koya and Sekiya, Yuji and Kawahara, Yoshihiro},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445346},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445346},
	abstract     = {Flower jellies, a delicate dessert in which a flower-shaped jelly floats inside another clear jelly, fascinate people with both their beauty and elaborate construction. In efforts to simplify the challenging fabrication and enrich the design space of this dessert, we present Flower Jelly Printer: a printing device and design software for digitally fabricating flower jellies. Our design software lets users play with parameters and preview the resulting forms until achieving their desired shapes. We also developed slit injection printing that directly injects colored jelly into a base jelly, and shared several design examples to show the breadth of design possibilities. Finally, the user study with novice and experienced users demonstrates that our system benefits creators of all experience levels by iterative design and precise fabrication. We hope to enable more people to design and create their own flower jellies while expanding access and the design space for digitally fabricated foods.},
	articleno    = 425,
	numpages     = 10,
	keywords     = {fabrication techniques, interactive food, food-interaction design., Digital food fabrication, food 3D printer}
}
@inproceedings{10.1145/3411764.3445338,
	title        = {Voicemoji: Emoji Entry Using Voice for Visually Impaired People},
	author       = {Zhang, Mingrui Ray and Wang, Ruolin and Xu, Xuhai and Li, Qisheng and Sharif, Ather and Wobbrock, Jacob O.},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445338},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445338},
	abstract     = {Keyboard-based emoji entry can be challenging for people with visual impairments: users have to sequentially navigate emoji lists using screen readers to find their desired emojis, which is a slow and tedious process. In this work, we explore the design and benefits of emoji entry with speech input, a popular text entry method among people with visual impairments. After conducting interviews to understand blind or low vision (BLV) users’ current emoji input experiences, we developed Voicemoji, which (1) outputs relevant emojis in response to voice commands, and (2) provides context-sensitive emoji suggestions through speech output. We also conducted a multi-stage evaluation study with six BLV participants from the United States and six BLV participants from China, finding that Voicemoji significantly reduced entry time by 91.2% and was preferred by all participants over the Apple iOS keyboard. Based on our findings, we present Voicemoji as a feasible solution for voice-based emoji entry.},
	articleno    = 37,
	numpages     = 18,
	keywords     = {Voice-based emoji input, speech user interfaces, blind or low vision users, visual impairments., accessibility}
}
@inproceedings{10.1145/3411764.3445325,
	title        = {MetaMap: Supporting Visual Metaphor Ideation through Multi-Dimensional Example-Based Exploration},
	author       = {Kang, Youwen and Sun, Zhida and Wang, Sitong and Huang, Zeyu and Wu, Ziming and Ma, Xiaojuan},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445325},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445325},
	abstract     = {Visual metaphors, which are widely used in graphic design, can deliver messages in creative ways by fusing different objects. The keys to creating visual metaphors are diverse exploration and creative combinations, which is challenging with conventional methods like image searching. To streamline this ideation process, we propose to use a mind-map-like structure to recommend and assist users to explore materials. We present MetaMap, a supporting tool which inspires visual metaphor ideation through multi-dimensional example-based exploration. To facilitate the divergence and convergence of the ideation process, MetaMap provides 1) sample images based on keyword association and color filtering; 2) example-based exploration in semantics, color, and shape dimensions; and 3) thinking path tracking and idea recording. We conduct a within-subject study with 24 design enthusiasts by taking a Pinterest-like interface as the baseline. Our evaluation results suggest that MetaMap provides an engaging ideation process and helps participants create diverse and creative ideas.},
	articleno    = 427,
	numpages     = 15,
	keywords     = {Design, Visual Metaphor, Creativity Support Tool}
}
@inproceedings{10.1145/3411764.3445323,
	title        = {XRStudio: A Virtual Production and Live Streaming System for Immersive Instructional Experiences},
	author       = {Nebeling, Michael and Rajaram, Shwetha and Wu, Liwei and Cheng, Yifei and Herskovitz, Jaylin},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445323},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445323},
	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.},
	articleno    = 107,
	numpages     = 12,
	keywords     = {mixed reality capture, virtual production, immersive instruction.}
}
@inproceedings{10.1145/3411764.3445307,
	title        = {Player-AI Interaction: What Neural Network Games Reveal About AI as Play},
	author       = {Zhu, Jichen and Villareale, Jennifer and Javvaji, Nithesh and Risi, Sebastian and L\"{o}we, Mathias and Weigelt, Rush and Harteveld, Casper},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445307},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445307},
	abstract     = {The advent of artificial intelligence (AI) and machine learning (ML) bring human-AI interaction to the forefront of HCI research. This paper argues that games are an ideal domain for studying and experimenting with how humans interact with AI. Through a systematic survey of neural network games (n = 38), we identified the dominant interaction metaphors and AI interaction patterns in these games. In addition, we applied existing human-AI interaction guidelines to further shed light on player-AI interaction in the context of AI-infused systems. Our core finding is that AI as play can expand current notions of human-AI interaction, which are predominantly productivity-based. In particular, our work suggests that game and UX designers should consider flow to structure the learning curve of human-AI interaction, incorporate discovery-based learning to play around with the AI and observe the consequences, and offer users an invitation to play to explore new forms of human-AI interaction.},
	articleno    = 77,
	numpages     = 17,
	keywords     = {Neural Networks, Game Design, User Experience, Human-AI Interaction}
}
@inproceedings{10.1145/3411764.3445293,
	title        = {Empowering Resignation: There’s an App for That},
	author       = {Seberger, John S. and Llavore, Marissel and Wyant, Nicholas Nye and Shklovski, Irina and Patil, Sameer},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445293},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445293},
	abstract     = {“There’s an app for that” is perhaps the definitive rhetoric of our times. To understand how users navigate the trade-offs involved in using apps that support a variety of everyday activities, we conducted scenario-based semi-structured interviews (n = 25). Despite the technical and regulatory mechanisms that are supposedly meant to empower users to manage their privacy, we found that users express an overarching feeling of resignation regarding privacy matters. Because these apps provide convenience and other benefits, as one participant put it, “there is a very fine line” that marks the divide between feeling empowered in the use of technology and coping with the discomfort and creepiness arising from invasive app behavior. Participants consistently expressed being resigned to disclose data even as they accepted personal responsibility for their own privacy. We apply the findings to discuss the limits of empowerment as a design logic for privacy-oriented solutions.},
	articleno    = 552,
	numpages     = 18,
	keywords     = {discomfort, privacy management, conditional empowerment, empowerment, mobile apps, privacy preferences, smartphone apps, privacy, creepiness, hyperbolic scaling, power, usage scenarios, resignation, privacy controls}
}
@inproceedings{10.1145/3411764.3445281,
	title        = {Finding the Needle in a Haystack: On the Automatic Identification of Accessibility User Reviews},
	author       = {AlOmar, Eman Abdullah and Aljedaani, Wajdi and Tamjeed, Murtaza and Mkaouer, Mohamed Wiem and El-Glaly, Yasmine N.},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445281},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445281},
	abstract     = {In recent years, mobile accessibility has become an important trend with the goal of allowing all users the possibility of using any app without many limitations. User reviews include insights that are useful for app evolution. However, with the increase in the amount of received reviews, manually analyzing them is tedious and time-consuming, especially when searching for accessibility reviews. The goal of this paper is to support the automated identification of accessibility in user reviews, to help technology professionals in prioritizing their handling, and thus, creating more inclusive apps. Particularly, we design a model that takes as input accessibility user reviews, learns their keyword-based features, in order to make a binary decision, for a given review, on whether it is about accessibility or not. The model is evaluated using a total of 5,326 mobile app reviews. The findings show that (1) our model can accurately identify accessibility reviews, outperforming two baselines, namely keyword-based detector and a random classifier; (2) our model achieves an accuracy of 85% with relatively small training dataset; however, the accuracy improves as we increase the size of the training dataset.},
	articleno    = 387,
	numpages     = 15,
	keywords     = {accessibility, Mobile application, user review, machine learning.}
}
@inproceedings{10.1145/3411764.3445268,
	title        = {Community Supported Agriculture: The Concept of Solidarity in Mitigating Between Harvests and Needs},
	author       = {Landwehr, Marvin and Engelbutzeder, Philip and Wulf, Volker},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445268},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445268},
	abstract     = {There is a developing recognition of the social and economic costs entailed in global supply chains. In this paper, we report on efforts to provide alternative, more sustainable and resilient models of production. Community Supported Agricultures (CSAs) address this problem but require new means of exchange which, we suggest, offer a design opportunity for sustainable HCI research. This paper presents a two months participatory observation in a food movement, a German CSA which developed a distribution system involving their own currency. Based on our ethnographic observations, we focus our discussion on (1) the solidaristic principles upon which the movement is based and (2) techniques of mediating between consumers’ wishes and the constraints of local agricultural production. By relating to the continued development of CSAs, we identify three interrelated innovation gaps and discuss new software architectures aimed at resolving the problems which arise as the movement grows.},
	articleno    = 299,
	numpages     = 13,
	keywords     = {Solidarity, Community Supported Agriculture, Sustainable HCI, Trust, Distributed Ledger Technology, Food Sovereignty, Cooperative Work, Currency, Technological Sovereignty}
}
@inproceedings{10.1145/3411764.3445254,
	title        = {HapticSeer: A Multi-Channel, Black-Box, Platform-Agnostic Approach to Detecting Video Game Events for Real-Time Haptic Feedback},
	author       = {Lin, Yu-Hsin and Wang, Yu-Wei and Ku, Pin-Sung and Cheng, Yun-Ting and Hsu, Yuan-Chih and Tsai, Ching-Yi and Chen, Mike Y.},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445254},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445254},
	abstract     = {Haptic feedback significantly enhances virtual experiences. However, supporting haptics currently requires modifying the codebase, making it impractical to add haptics to popular, high-quality experiences such as best selling games, which are typically closed-source. We present HapticSeer, a multi-channel, black-box, platform-agnostic approach to detecting game events for real-time haptic feedback. The approach is based on two key insights: 1) all games have 3 types of data streams: video, audio, and controller I/O, that can be analyzed in real-time to detect game events, and 2) a small number of user interface design patterns are reused across most games, so that event detectors can be reused effectively. We developed an open-source HapticSeer framework and implemented several real-time event detectors for commercial PC and VR games. We validated system correctness and real-time performance, and discuss feedback from several haptics developers that used the HapticSeer framework to integrate research and commercial haptic devices.},
	articleno    = 418,
	numpages     = 14,
	keywords     = {Event detection framework, Haptics, Multi-modal}
}
@inproceedings{10.1145/3411764.3445252,
	title        = {No More Handshaking: How Have COVID-19 Pushed the Expansion of Computer-Mediated Communication in Japanese Idol Culture?},
	author       = {Yakura, Hiromu},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445252},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445252},
	abstract     = {In Japanese idol culture, meet-and-greet events where fans were allowed to handshake with an idol member for several seconds were regarded as its essential component until the spread of COVID-19. Now, idol groups are struggling in the transition of such events to computer-mediated communication because these events had emphasized meeting face-to-face over communicating, as we can infer from their length of time. I anticipated that investigating this emerging transition would provide implications because their communication has a unique characteristic that is distinct from well-studied situations, such as workplace communication and intimate relationships. Therefore, I first conducted a quantitative survey to develop a precise understanding of the transition, and based on its results, had semi-structured interviews with idol fans about their perceptions of the transition. The survey revealed distinctive approaches, including one where fans gathered at a venue but were isolated from the idol member by an acrylic plate and talked via a video call. Then the interviews not only provided answers to why such an approach would be reasonable but also suggested the existence of a large gap between conventional offline events and emerging online events in their perceptions. Based on the results, I discussed how we can develop interaction techniques to support this transition and how we can apply it to other situations outside idol culture, such as computer-mediated performing arts.},
	articleno    = 645,
	numpages     = 10,
	keywords     = {Japanese idol groups, COVID-19, Computer-mediated communication}
}
@inproceedings{10.1145/3411764.3445243,
	title        = {Large Scale Analysis of Multitasking Behavior During Remote Meetings},
	author       = {Cao, Hancheng and Lee, Chia-Jung and Iqbal, Shamsi and Czerwinski, Mary and Wong, Priscilla N Y and Rintel, Sean and Hecht, Brent and Teevan, Jaime and Yang, Longqi},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445243},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445243},
	abstract     = {Virtual meetings are critical for remote work because of the need for synchronous collaboration in the absence of in-person interactions. In-meeting multitasking is closely linked to people’s productivity and wellbeing. However, we currently have limited understanding of multitasking in remote meetings and its potential impact. In this paper, we present what we believe is the most comprehensive study of remote meeting multitasking behavior through an analysis of a large-scale telemetry dataset collected from February to May 2020 of U.S. Microsoft employees and a 715-person diary study. Our results demonstrate that intrinsic meeting characteristics such as size, length, time, and type, significantly correlate with the extent to which people multitask, and multitasking can lead to both positive and negative outcomes. Our findings suggest important best-practice guidelines for remote meetings (e.g., avoid important meetings in the morning) and design implications for productivity tools (e.g., support positive remote multitasking).},
	articleno    = 448,
	numpages     = 13,
	keywords     = {remote work, Multitasking, meeting, collaboration}
}
@inproceedings{10.1145/3411764.3445239,
	title        = {What Do Teens Make of Personal Informatics? Young People's Responses to Self-Tracking Practices for Self-Determined Motives},
	author       = {Potapov, Kyrill and Vasalou, Asimina and Lee, Victor and Marshall, Paul},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445239},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445239},
	abstract     = {Personal informatics (PI) technologies allow users to collect data about aspects of their lifestyle like mood or step count. Though teens increasingly encounter and use such technologies, little is known about how they ascribe meaning to their own PI activities. We report a qualitative study of the PI experiences of eighteen teens (aged 14 – 17). Following a learning phase focused on interpreting PI data, participants chose a personal goal that interested them and a PI tool to track it for 4-8 weeks in everyday contexts. Participants proved to be competent, flexible users of PI tools, tracking a range of meaningful life factors, from ‘worries’ to ‘exercise’; they valued learning about ‘natural patterns’ in their lives and were motivated to manage their emotions and evaluate whether they were doing the right thing. Our findings contribute to understanding how young people can engage in appropriation and interpretation of PI data – suggesting opportunities for educational interventions and design.},
	articleno    = 356,
	numpages     = 10,
	keywords     = {teen users, self-tracking, personal informatics, data interpretation}
}
@inproceedings{10.1145/3411764.3445235,
	title        = {AffectiveSpotlight: Facilitating the Communication of Affective Responses from Audience Members during Online Presentations},
	author       = {Murali, Prasanth and Hernandez, Javier and McDuff, Daniel and Rowan, Kael and Suh, Jina and Czerwinski, Mary},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445235},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445235},
	abstract     = {The ability to monitor audience reactions is critical when delivering presentations. However, current videoconferencing platforms offer limited solutions to support this. This work leverages recent advances in affect sensing to capture and facilitate communication of relevant audience signals. Using an exploratory survey (N=175), we assessed the most relevant audience responses such as confusion, engagement, and head-nods. We then implemented AffectiveSpotlight, a Microsoft Teams bot that analyzes facial responses and head gestures of audience members and dynamically spotlights the most expressive ones. In a within-subjects study with 14 groups (N=117), we observed that the system made presenters significantly more aware of their audience, speak for a longer period of time, and self-assess the quality of their talk more similarly to the audience members, compared to two control conditions (randomly-selected spotlight and default platform UI). We provide design recommendations for future affective interfaces for online presentations based on feedback from the study.},
	articleno    = 247,
	numpages     = 13,
	keywords     = {Intelligent User Interfaces, Public Speaking, Affective Computing, Videoconferencing}
}
@inproceedings{10.1145/3411764.3445224,
	title        = {“They Think It’s Totally Fine to Talk to Somebody on the Internet They Don’t Know”: Teachers’ Perceptions and Mitigation Strategies of Tweens’ Online Risks},
	author       = {Maqsood, Sana and Chiasson, Sonia},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445224},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445224},
	abstract     = {Teachers play a key role in educating children about digital security and privacy. They are often at the forefront, witnessing incidents, dealing with the consequences, and helping children handle the technology-related risks. However, little is reported about teachers’ lived classroom experiences and their challenges in this regard. We conducted semi-structured interviews with 21 Canadian elementary school teachers to understand the risks teachers witness children aged 10–13 facing on digital media, teachers’ mitigation strategies, and how prepared teachers are to help children. Our results show that teachers regularly help children deal with digital risks outside of teaching official curriculum, ranging from minor privacy violations to severe cases of cyberbullying. Most issues reported by teachers were the result of typical behaviours which became risky because they took place over digital media. We use the results to highlight implications for how elementary schools address digital security and privacy.},
	articleno    = 688,
	numpages     = 17,
	keywords     = {children, security and privacy risks, digital literacy, teachers}
}
@inproceedings{10.1145/3411764.3445213,
	title        = {Assessing MyData Scenarios: Ethics, Concerns, and the Promise},
	author       = {Alorwu, Andy and Kheirinejad, Saba and van Berkel, Niels and Kinnula, Marianne and Ferreira, Denzil and Visuri, Aku and Hosio, Simo},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445213},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445213},
	abstract     = {Public controversies around the unethical use of personal data are increasing, spotlighting data ethics as an increasingly important field of study. MyData is a related emerging vision that emphasizes individuals’ control of their personal data. In this paper, we investigate people’s perceptions of various data management scenarios by measuring the perceived ethicality and level of felt concern concerning the scenarios. We deployed a set of 96 unique scenarios to an online crowdsourcing platform for assessment and invited a representative sample of the participants to a second-stage questionnaire about the MyData vision and its potential in the field of healthcare. Our results provide a timely investigation into how topical data-related practices affect the perceived ethicality and the felt concern. The questionnaire analysis reveals great potential in the MyData vision. Through the combined quantitative and qualitative results, we contribute to the field of data ethics.},
	articleno    = 209,
	numpages     = 11,
	keywords     = {Crowdsourcing, Healthcare, Ethics, Privacy, MyData}
}
@inproceedings{10.1145/3411764.3445190,
	title        = {Designing CAST: A Computer-Assisted Shadowing Trainer for Self-Regulated Foreign Language Listening Practice},
	author       = {Reza, Mohi and Yoon, Dongwook},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445190},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445190},
	abstract     = {Shadowing, i.e., listening to recorded native speech and simultaneously vocalizing the words, is a popular language-learning technique that is known to improve listening skills. However, despite strong evidence for its efficacy as a listening exercise, existing shadowing systems do not adequately support listening-focused practice, especially in self-regulated learning environments with no external feedback. To bridge this gap, we introduce Computer-Assisted Shadowing Trainer (CAST), a shadowing system that makes self-regulation easy and effective through four novel design elements — (i) in-the-moment highlights for tracking and visualizing progress, (ii) contextual blurring for inducing self-reflection on misheard words, (iii) self-listening comparators for post-practice self-evaluation, and (iv) adjustable pause-handles for self-paced practice. We base CAST on a formative user study (N=15) that provides fresh empirical grounds on the needs and challenges of shadowers. We validate our design through a summative evaluation (N=12) that shows learners can successfully self-regulate their shadowing practice with CAST while retaining focus on listening.},
	articleno    = 679,
	numpages     = 13,
	keywords     = {self-regulated learning, speech shadowing, computer-assisted language learning, audio and speech interfaces, multimedia learning}
}
@inproceedings{10.1145/3411764.3445182,
	title        = {HulaMove: Using Commodity IMU for Waist Interaction},
	author       = {Xu, Xuhai and Li, Jiahao and Yuan, Tianyi and He, Liang and Liu, Xin and Yan, Yukang and Wang, Yuntao and Shi, Yuanchun and Mankoff, Jennifer and Dey, Anind K},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445182},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445182},
	abstract     = {We present HulaMove, a novel interaction technique that leverages the movement of the waist as a new eyes-free and hands-free input method for both the physical world and the virtual world. We first conducted a user study (N=12) to understand users’ ability to control their waist. We found that users could easily discriminate eight shifting directions and two rotating orientations, and quickly confirm actions by returning to the original position (quick return). We developed a design space with eight gestures for waist interaction based on the results and implemented an IMU-based real-time system. Using a hierarchical machine learning model, our system could recognize waist gestures at an accuracy of 97.5%. Finally, we conducted a second user study (N=12) for usability testing in both real-world scenarios and virtual reality settings. Our usability study indicated that HulaMove significantly reduced interaction time by 41.8% compared to a touch screen method, and greatly improved users’ sense of presence in the virtual world. This novel technique provides an additional input method when users’ eyes or hands are busy, accelerates users’ daily operations, and augments their immersive experience in the virtual world.},
	articleno    = 503,
	numpages     = 16,
	keywords     = {Waist interaction, on-device sensing}
}
@inproceedings{10.1145/3411764.3445181,
	title        = {Crowdsourcing More Effective Initializations for Single-Target Trackers Through Automatic Re-Querying},
	author       = {Lemmer, Stephan J. and Song, Jean Y. and Corso, Jason J.},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445181},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445181},
	abstract     = {In single-target video object tracking, an initial bounding box is drawn around a target object and propagated through a video. When this bounding box is provided by a careful human expert, it is expected to yield strong overall tracking performance that can be mimicked at scale by novice crowd workers with the help of advanced quality control methods. However, we show through an investigation of 900 crowdsourced initializations that such quality control strategies are inadequate for this task in two major ways: first, the high level of redundancy in these methods (e.g., averaging multiple responses to reduce error) is unnecessary, as 23% of crowdsourced initializations perform just as well as the gold-standard initialization. Second, even nearly perfect initializations can lead to degraded long-term performance due to the complexity of object tracking. Considering these findings, we evaluate novel approaches for automatically selecting bounding boxes to re-query, and introduce Smart Replacement, an efficient method that decides whether to use the crowdsourced replacement initialization.},
	articleno    = 391,
	numpages     = 13,
	keywords     = {single-target video object tracking, seed rejection, crowdsourcing, smart replacement, crowd-AI collaboration}
}
@inproceedings{10.1145/3411764.3445179,
	title        = {Learning to Automate Chart Layout Configurations Using Crowdsourced Paired Comparison},
	author       = {Wu, Aoyu and Xie, Liwenhan and Lee, Bongshin and Wang, Yun and Cui, Weiwei and Qu, Huamin},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445179},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445179},
	abstract     = {We contribute a method to automate parameter configurations for chart layouts by learning from human preferences. Existing charting tools usually determine the layout parameters using predefined heuristics, producing sub-optimal layouts. People can repeatedly adjust multiple parameters (e.g., chart size, gap) to achieve visually appealing layouts. However, this trial-and-error process is unsystematic and time-consuming, without a guarantee of improvement. To address this issue, we develop Layout Quality Quantifier (LQ2), a machine learning model that learns to score chart layouts from paired crowdsourcing data. Combined with optimization techniques, LQ2 recommends layout parameters that improve the charts’ layout quality. We apply LQ2 on bar charts and conduct user studies to evaluate its effectiveness by examining the quality of layouts it produces. Results show that LQ2 can generate more visually appealing layouts than both laypeople and baselines. This work demonstrates the feasibility and usages of quantifying human preferences and aesthetics for chart layouts.},
	articleno    = 14,
	numpages     = 13,
	keywords     = {Visualization, Machine Learning, Crowdsourced, Visual Design, Image Quality Assessment}
}
@inproceedings{10.1145/3411764.3445160,
	title        = {Physiological and Perceptual Responses to Athletic Avatars While Cycling in Virtual Reality},
	author       = {Kocur, Martin and Habler, Florian and Schwind, Valentin and Wo\'{z}niak, Pawe\l{} W. and Wolff, Christian and Henze, Niels},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445160},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445160},
	abstract     = {Avatars in virtual reality (VR) enable embodied experiences and induce the Proteus effect—a shift in behavior and attitude to mimic one’s digital representation. Previous work found that avatars associated with physical strength can decrease users’ perceived exertion when performing physical tasks. However, it is unknown if an avatar’s appearance can also influence the user’s physiological response to exercises. Therefore, we conducted an experiment with 24 participants to investigate the effect of avatars’ athleticism on heart rate and perceived exertion while cycling in VR following a standardized protocol. We found that the avatars’ athleticism has a significant and systematic effect on users’ heart rate and perceived exertion. We discuss potential moderators such as body ownership and users’ level of fitness. Our work contributes to the emerging area of VR exercise systems.},
	articleno    = 519,
	numpages     = 18,
	keywords     = {body ownership illusion, virtual reality, Proteus effect, perception of effort, VR cycling, virtual embodiment, health intervention}
}
@inproceedings{10.1145/3411764.3445159,
	title        = {Context-Based Interface Prototyping: Understanding the Effect of Prototype Representation on User Feedback},
	author       = {Hoggenm\"{u}ller, Marius and Tomitsch, Martin and Hespanhol, Luke and Tran, Tram Thi Minh and Worrall, Stewart and Nebot, Eduardo},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445159},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445159},
	abstract     = {The rise of autonomous systems in cities, such as automated vehicles (AVs), requires new approaches for prototyping and evaluating how people interact with those systems through context-based user interfaces, such as external human-machine interfaces (eHMIs). In this paper, we present a comparative study of three prototype representations (real-world VR, computer-generated VR, real-world video) of an eHMI in a mixed-methods study with 42 participants. Quantitative results show that while the real-world VR representation results in higher sense of presence, no significant differences in user experience and trust towards the AV itself were found. However, interview data shows that participants focused on different experiential and perceptual aspects in each of the prototype representations. These differences are linked to spatial awareness and perceived realism of the AV behaviour and its context, affecting in turn how participants assess trust and the eHMI. The paper offers guidelines for prototyping and evaluating context-based interfaces through simulations.},
	articleno    = 370,
	numpages     = 14,
	keywords     = {automated vehicles, user studies, prototyping, virtual reality, prototype representation, human-machine interfaces}
}
@inproceedings{10.1145/3411764.3445145,
	title        = {CorpSum: Towards an Enabling Tool-Design for Language Researchers to Explore, Analyze and Visualize Corpora},
	author       = {\c{C}etin, Asil and Moeller, Torsten and Torsney-Weir, Thomas},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445145},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445145},
	abstract     = {Linguists use annotated text collections to validate, refute and refine a hypothesis about the written language. This research requires the creation and analysis of complex queries which are often above the technical expertise of the domain users. In this paper, we present a tool-design which enables language researchers to easily query annotated text corpora and conduct a comparative multi-faceted analysis on a single screen. The results of the iterative design process, including requirement analysis, multiple prototyping and user evaluation sessions, and expert reviews, are documented in detail. Our tool, called CorpSum, shows a 43.12 point increase in the mean SUS score in a randomized within-subjects test and an improvement of 3.18 times in mean task completion duration compared to a conventional solution. Two detailed case studies with linguists demonstrate a significant improvement for solving the real-world problems of the domain users.},
	articleno    = 637,
	numpages     = 12,
	keywords     = {Visual Design, Prototyping/Implementation, Text/Speech/Language}
}
@inproceedings{10.1145/3411764.3445130,
	title        = {AI in Global Health: The View from the Front Lines},
	author       = {Ismail, Azra and Kumar, Neha},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445130},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445130},
	abstract     = {There has been growing interest in the application of AI for Social Good, motivated by scarce and unequal resources globally. We focus on the case of AI in frontline health, a Social Good domain that is increasingly a topic of significant attention. We offer a thematic discourse analysis of scientific and grey literature to identify prominent applications of AI in frontline health, motivations driving this work, stakeholders involved, and levels of engagement with the local context. We then uncover design considerations for these systems, drawing from data from three years of ethnographic fieldwork with women frontline health workers and women from marginalized communities in Delhi (India). Finally, we outline an agenda for AI systems that target Social Good, drawing from literature on HCI4D, post-development critique, and transnational feminist theory. Our paper thus offers a critical and ethnographic perspective to inform the design of AI systems that target social impact.},
	articleno    = 598,
	numpages     = 21,
	keywords     = {AI, Qualitative, HCI4D, Social Good, Healthcare, India}
}
@inproceedings{10.1145/3411764.3445084,
	title        = {Prepare for Trouble and Make It Double: The Power Motive Predicts Pok\'{e}mon Choices Based on Apparent Strength},
	author       = {Poeller, Susanne and Waldenmeier, Karla and Baumann, Nicola and Mandryk, Regan},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445084},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445084},
	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 Pok\'{e}mon for a fight and cute Pok\'{e}mon 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 Pok\'{e}mon. Our findings suggest that the need to influence others—the power motive—drives the choice for battle companions who symbolize strength.},
	articleno    = 110,
	numpages     = 12,
	keywords     = {prosociality, power, digital games, affiliation, player motivation, avatars, gaming, motive disposition theory, dominance, digital representation}
}
@inproceedings{10.1145/3411764.3445069,
	title        = {A Decade of Sustainable HCI: Connecting SHCI to the Sustainable Development Goals},
	author       = {Hansson, Lon \r{A}ke Erni Johannes and Cerratto Pargman, Teresa and Pargman, Daniel Sapiens},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445069},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445069},
	abstract     = {Sustainable HCI (SHCI) constitutes a relatively new research field within HCI. We have identified four literature reviews of the field conducted between 2009-2014. In this paper, we present and discuss the results of a systematic literature review of peer-reviewed conference and journal articles that have been published in the field during the last ten years (2010-2019). To this end, we apply the United Nations’ Sustainable Development Goals (SDGs) as a framework to classify and discern high-level goals SHCI researchers have worked towards during this period. This paper contributes to HCI by 1) identifying Sustainable Development Goals that SHCI researchers have worked towards, 2) discerning main research trends in the field during the last decade, 3) using the SDG framework generatively to enumerate and reflect on areas that this far have not been covered by SHCI research and 4) presenting takeaways and opportunities for further research by the larger HCI community.},
	articleno    = 300,
	numpages     = 19,
	keywords     = {SDG, Sustainable HCI, Sustainability, Systematic Literature Review, Sustainable Development Goals}
}
@inproceedings{10.1145/3411764.3445068,
	title        = {Can a Humorous Conversational Agent Enhance Learning Experience and Outcomes?},
	author       = {Ceha, Jessy and Lee, Ken Jen and Nilsen, Elizabeth and Goh, Joslin and Law, Edith},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445068},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445068},
	abstract     = {Previous studies have highlighted the benefits of pedagogical conversational agents using socially-oriented conversation with students. In this work, we examine the effects of a conversational agent’s use of affiliative and self-defeating humour — considered conducive to social well-being and enhancing interpersonal relationships — on learners’ perception of the agent and attitudes towards the task. Using a between-subjects protocol, 58 participants taught a conversational agent about rock classification using a learning-by-teaching platform, the Curiosity Notebook. While all agents were curious and enthusiastic, the style of humour was manipulated such that the agent either expressed an affiliative style, a self-defeating style, or no humour. Results demonstrate that affiliative humour can significantly increase motivation and effort, while self-defeating humour, although enhancing effort, negatively impacts enjoyment. Findings further highlight the importance of understanding learner characteristics when using humour.},
	articleno    = 685,
	numpages     = 14,
	keywords     = {Education, Humour, Learning Outcomes, Motivation, Conversational Agent, Learning Experience}
}
@inproceedings{10.1145/3411764.3445067,
	title        = {PriView– Exploring Visualisations to Support Users’ Privacy Awareness},
	author       = {Prange, Sarah and Shams, Ahmed and Piening, Robin and Abdelrahman, Yomna and Alt, Florian},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445067},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445067},
	abstract     = {We present PriView, a concept that allows privacy-invasive devices in the users’ vicinity to be visualised. PriView is motivated by an ever-increasing number of sensors in our environments tracking potentially sensitive data (e.g., audio and video). At the same time, users are oftentimes unaware of this, which violates their privacy. Knowledge about potential recording would enable users to avoid accessing such areas or not to disclose certain information. We built two prototypes: a) a mobile application capable of detecting smart devices in the environment using a thermal camera, and b) VR mockups of six scenarios where PriView might be useful (e.g., a rental apartment). In both, we included several types of visualisation. Results of our lab study (N=24) indicate that users prefer simple, permanent indicators while wishing for detailed visualisations on demand. Our exploration is meant to support future designs of privacy visualisations for varying smart environments.},
	articleno    = 69,
	numpages     = 18,
	keywords     = {Mobile Application, Smart Home, Thermal Camera, Smart Environments, Smart Devices, AR, Visualisation, Privacy, VR, IoT}
}
@inproceedings{10.1145/3411764.3445058,
	title        = {The Technology Is Enemy for Me at the Moment: How Smart Home Technologies Assert Control Beyond Intent},
	author       = {Ehrenberg, Nils and Keinonen, Turkka},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445058},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445058},
	abstract     = {Smart technology turns the home into an active agent, which shifts the power structure within the household. This paper examines how initiators of smart technology insert their vision of the good life into households, and how these technologies exert power over the residents. Through a thematic analysis of interviews with five households, we consider Foucault’s theory on disciplinary power to examine how smart home technologies shape the experience of the home by shifting the flow of information and thereby reify power structures. Results indicate that the implementation of smart technology can affect access to shared spaces, constrain interactions, and predefine practices thereby establishing hierarchies within the household. We turn the discussion towards ethical challenges concerning control, whose problems the smart home is concerned with, and how the smart home embeds itself in the household. We conclude with design considerations and future work.},
	articleno    = 407,
	numpages     = 11,
	keywords     = {relationships, control mechanisms, ethics, discipline, smart home}
}
@inproceedings{10.1145/3411764.3445057,
	title        = {Including Adults with Severe Intellectual Disabilities in Co-Design through Active Support},
	author       = {Bircanin, Filip and Brereton, Margot and Sitbon, Laurianne and Ploderer, Bernd and Azaabanye Bayor, Andrew and Koplick, Stewart},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445057},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445057},
	abstract     = {In recent work, design researchers have sought to ensure that people with disabilities are engaged as competent and valued contributors to co-design. Yet, little is known about how to achieve this with adults with severe intellectual disabilities. Navigating design in the context of complex care practices is challenging, charged with uncertainty, and requires sustained effort of methodological and affective adjustments. To establish a respectful co-design relationship and enrich participation, we turn to Active Support (AS), an evidence-based strategy for engaging adults with severe intellectual disabilities. We present a reflective account of long-term field work that utilized the four aspects of AS, a) every moment has potential; b) graded assistance; c) little and often; d) maximizing choice and control. We discuss how these principles contribute to deepening HCI methods by ensuring interactional turns for adults with severe disabilities, revealing their unique competences, thereby shaping design direction and providing design insight.},
	articleno    = 486,
	numpages     = 12,
	keywords     = {accessibility, adults with severe intellectual disabilities, Active Support, co-design}
}
@inproceedings{10.1145/3411764.3445048,
	title        = {NBSearch: Semantic Search and Visual Exploration of Computational Notebooks},
	author       = {Li, Xingjun and Wang, Yuanxin and Wang, Hong and Wang, Yang and Zhao, Jian},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445048},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445048},
	abstract     = {Code search is an important and frequent activity for developers using computational notebooks (e.g., Jupyter). The flexibility of notebooks brings challenges for effective code search, where classic search interfaces for traditional software code may be limited. In this paper, we propose, NBSearch, a novel system that supports semantic code search in notebook collections and interactive visual exploration of search results. NBSearch leverages advanced machine learning models to enable natural language search queries and intuitive visualizations to present complicated intra- and inter-notebook relationships in the returned results. We developed NBSearch through an iterative participatory design process with two experts from a large software company. We evaluated the models with a series of experiments and the whole system with a controlled user study. The results indicate the feasibility of our analytical pipeline and the effectiveness of NBSearch to support code search in large notebook collections.},
	articleno    = 308,
	numpages     = 14,
	keywords     = {computational notebooks, search result visualization, document and text analysis., Semantic code search}
}
@inproceedings{10.1145/3411764.3446866,
	title        = {Grand Challenges in Immersive Analytics},
	author       = {Ens, Barrett and Bach, Benjamin and Cordeil, Maxime and Engelke, Ulrich and Serrano, Marcos and Willett, Wesley and Prouzeau, Arnaud and Anthes, Christoph and B\"{u}schel, Wolfgang and Dunne, Cody and Dwyer, Tim and Grubert, Jens and Haga, Jason H. and Kirshenbaum, Nurit and Kobayashi, Dylan and Lin, Tica and Olaosebikan, Monsurat and Pointecker, Fabian and Saffo, David and Saquib, Nazmus and Schmalstieg, Dieter and Szafir, Danielle Albers and Whitlock, Matt and Yang, Yalong},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3446866},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3446866},
	abstract     = {Immersive Analytics is a quickly evolving field that unites several areas such as visualisation, immersive environments, and human-computer interaction to support human data analysis with emerging technologies. This research has thrived over the past years with multiple workshops, seminars, and a growing body of publications, spanning several conferences. Given the rapid advancement of interaction technologies and novel application domains, this paper aims toward a broader research agenda to enable widespread adoption. We present 17 key research challenges developed over multiple sessions by a diverse group of 24 international experts, initiated from a virtual scientific workshop at ACM CHI 2020. These challenges aim to coordinate future work by providing a systematic roadmap of current directions and impending hurdles to facilitate productive and effective applications for Immersive Analytics.},
	articleno    = 459,
	numpages     = 17,
	keywords     = {Immersive analytics, data visualisation, grand research challenges, augmented reality, virtual reality}
}
@inproceedings{10.1145/3411764.3446863,
	title        = {The Effects of Warmth and Competence Perceptions on Users' Choice of an AI System},
	author       = {Gilad, Zohar and Amir, Ofra and Levontin, Liat},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3446863},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3446863},
	abstract     = {People increasingly rely on Artificial Intelligence (AI) based systems to aid decision-making in various domains and often face a choice between alternative systems. We explored the effects of users' perception of AI systems' warmth (perceived intent) and competence (perceived ability) on their choices. In a series of studies, we manipulated AI systems' warmth and competence levels. We show that, similar to the judgments of other people, there is often primacy for warmth over competence. Specifically, when faced with a choice between a high-competence system and a high-warmth system, more participants preferred the high-warmth system. Moreover, the precedence of warmth persisted even when the high-warmth system was overtly deficient in its competence compared to an alternative high competence-low warmth system. The current research proposes that it may be vital for AI systems designers to consider and communicate the system's warmth characteristics to its potential users.},
	articleno    = 583,
	numpages     = 13,
	keywords     = {Artificial intelligence, Warmth, Competence}
}
@inproceedings{10.1145/3411764.3445782,
	title        = {Directed Diversity: Leveraging Language Embedding Distances for Collective Creativity in Crowd Ideation},
	author       = {Rhys Cox, Samuel and Wang, Yunlong and Abdul, Ashraf and von der Weth, Christian and Y. Lim, Brian},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445782},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445782},
	abstract     = {Crowdsourcing can collect many diverse ideas by prompting ideators individually, but this can generate redundant ideas. Prior methods reduce redundancy by presenting peers’ ideas or peer-proposed prompts, but these require much human coordination. We introduce Directed Diversity, an automatic prompt selection approach that leverages language model embedding distances to maximize diversity. Ideators can be directed towards diverse prompts and away from prior ideas, thus improving their collective creativity. Since there are diverse metrics of diversity, we present a Diversity Prompting Evaluation Framework consolidating metrics from several research disciplines to analyze along the ideation chain — prompt selection, prompt creativity, prompt-ideation mediation, and ideation creativity. Using this framework, we evaluated Directed Diversity in a series of a simulation study and four user studies for the use case of crowdsourcing motivational messages to encourage physical activity. We show that automated diverse prompting can variously improve collective creativity across many nuanced metrics of diversity.},
	articleno    = 393,
	numpages     = 35,
	keywords     = {Crowdsourcing, Motivational messaging, Diversity, Collective Intelligence, Creativity Support Tool, Ideation, Collective Creativity}
}
@inproceedings{10.1145/3411764.3445766,
	title        = {Gesture Knitter: A Hand Gesture Design Tool for Head-Mounted Mixed Reality Applications},
	author       = {Mo, George B. and Dudley, John J and Kristensson, Per Ola},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445766},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445766},
	abstract     = {Hand gestures are a natural and expressive input method enabled by modern mixed reality headsets. However, it remains challenging for developers to create custom gestures for their applications. Conventional strategies to bespoke gesture recognition involve either hand-crafting or data-intensive deep-learning. Neither approach is well suited for rapid prototyping of new interactions. This paper introduces a flexible and efficient alternative approach for constructing hand gestures. We present Gesture Knitter: a design tool for creating custom gesture recognizers with minimal training data. Gesture Knitter allows the specification of gesture primitives that can then be combined to create more complex gestures using a visual declarative script. Designers can build custom recognizers by declaring them from scratch or by providing a demonstration that is automatically decoded into its primitive components. Our developer study shows that Gesture Knitter achieves high recognition accuracy despite minimal training data and delivers an expressive and creative design experience.},
	articleno    = 291,
	numpages     = 13,
	keywords     = {gestures, augmented reality, virtual reality}
}
@inproceedings{10.1145/3411764.3445764,
	title        = {Evaluating an App to Promote a Better Visit Through Shared Activities for People Living with Dementia and Their Families},
	author       = {Mu\~{n}oz, Diego and Favilla, Stu and Pedell, Sonja and Murphy, Andrew and Beh, Jeanie and Petrovich, Tanya},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445764},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445764},
	abstract     = {This project aims to foster shared positive experiences between people living with moderate to advanced dementia and their visitors as they may struggle to find topics to talk about and engaging things to do together. To promote a better visit, we trialed a previously developed app that includes eight games with twenty-one residents and their partners or carers across four care centers for three months each. Through interviews and data logging, we found that residents preferred games that were closer to their interests and skills, and that gameplay and cooperation fostered meaningful and shared interactions between residents and their visitors. The contribution of this work is twofold: (1) insights and opportunities into dyadic interactions when using an app and into promoting positive social experiences through technology design, and (2) reflections on the challenges of evaluating the benefits of technology for people living with dementia.},
	articleno    = 485,
	numpages     = 13,
	keywords     = {person-centered care, dyadic interactions, dementia, app evaluation}
}
@inproceedings{10.1145/3411764.3445760,
	title        = {Pedagogical Agents in Educational VR: An in the Wild Study},
	author       = {Petersen, Gustav B\o{}g and Mottelson, Aske and Makransky, Guido},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445760},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445760},
	abstract     = {Pedagogical agents are theorized to increase humans’ effort to understand computerized instructions. Despite the pedagogical promises of VR, the usefulness of pedagogical agents in VR remains uncertain. Based on this gap, and inspired by global efforts to advance remote learning during the COVID-19 pandemic, we conducted an educational VR study in-the-wild (N = 161). With a 2 \texttimes{} 2 + 1 between subjects design, we manipulated the appearance and behavior of a virtual museum guide in an exhibition about viruses. Factual and conceptual learning outcomes as well as subjective learning experience measures were collected. In general, participants reported high enjoyment and had significant knowledge acquisition. We found that the agent’s appearance and behavior impacted factual knowledge gain. We also report an interaction effect between behavioral and visual realism for conceptual knowledge gain. Our findings nuance classical multimedia learning theories and provide directions for employing agents in immersive learning environments.},
	articleno    = 482,
	numpages     = 12,
	keywords     = {Educational Technology, Immersive Virtual Reality, Pedagogical Agents, Learning, Cognitive Load}
}
@inproceedings{10.1145/3411764.3445756,
	title        = {Surfacing the Voices of People with Dementia: Strategies for Effective Inclusion of Proxy Stakeholders in Qualitative Research},
	author       = {Dai, Jiamin and Moffatt, Karyn},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445756},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445756},
	abstract     = {Best practices for conducting HCI research on dementia care increasingly involve multiple stakeholders and incorporate diverse viewpoints. When done effectively, involving proxy stakeholders such as family members and professionals can help bring forward the voices of people with dementia. However, concrete practical guidance for navigating the challenges of integrating different perspectives is lacking. We critically reflect on our own recent qualitative fieldwork involving participants with dementia, family caregivers, and facilitators at a local social program for people with dementia, re-examining our interview transcripts and observation notes through content analysis. We illustrate practical approaches to prioritizing participants’ voices through concrete excerpts that demonstrate strategies for better managing dynamics, intervening effectively, and engaging all stakeholders in the research process. Our reflections and proposed guidelines can benefit HCI researchers and practitioners working with vulnerable populations. We hope this work will spur further discussion and critique to strengthen and improve research practices in this domain.},
	articleno    = 374,
	numpages     = 13,
	keywords     = {stakeholder, proxy, reflections on practice, dementia}
}
@inproceedings{10.1145/3411764.3445744,
	title        = {Limited Control Over the Body as Intriguing Play Design Resource},
	author       = {'Floyd' Mueller, Florian and Patibanda, Rakesh and Byrne, Richard and Li, Zhuying and Wang, Yan and Andres, Josh and Li, Xiang and Marquez, Jonathan and Greuter, Stefan and Duckworth, Jonathan and Marshall, Joe},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445744},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445744},
	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.},
	articleno    = 435,
	numpages     = 16,
	keywords     = {Bodily play, control, play, exertion, games, whole-body interaction}
}
@inproceedings{10.1145/3411764.3445729,
	title        = {Proxemics and Social Interactions in an Instrumented Virtual Reality Workshop},
	author       = {Williamson, Julie and Li, Jie and Vinayagamoorthy, Vinoba and Shamma, David A. and Cesar, Pablo},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445729},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445729},
	abstract     = {Virtual environments (VEs) can create collaborative and social spaces, which are increasingly important in the face of remote work and travel reduction. Recent advances, such as more open and widely available platforms, create new possibilities to observe and analyse interaction in VEs. Using a custom instrumented build of Mozilla Hubs to measure position and orientation, we conducted an academic workshop to facilitate a range of typical workshop activities. We analysed social interactions during a keynote, small group breakouts, and informal networking/hallway conversations. Our mixed-methods approach combined environment logging, observations, and semi-structured interviews. The results demonstrate how small and large spaces influenced group formation, shared attention, and personal space, where smaller rooms facilitated more cohesive groups while larger rooms made small group formation challenging but personal space more flexible. Beyond our findings, we show how the combination of data and insights can fuel collaborative spaces’ design and deliver more effective virtual workshops.},
	articleno    = 253,
	numpages     = 13,
	keywords     = {Interviews., Social Signal Processing, Virtual Environments, Virtual Meetings}
}
@inproceedings{10.1145/3411764.3445706,
	title        = {Living with Uncertainty and Stigma: Self-Experimentation and Support-Seeking around Polycystic Ovary Syndrome},
	author       = {Chopra, Shaan and Zehrung, Rachael and Shanmugam, Tamil Arasu and Choe, Eun Kyoung},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445706},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445706},
	abstract     = {Polycystic Ovary Syndrome (PCOS) is a condition that causes hormonal imbalance and infertility in women and people with female reproductive organs. PCOS causes different symptoms for different people, with no singular or universal cure. Being a stigmatized and enigmatic condition, it is challenging to discover, diagnose, and manage PCOS. This work aims to inform the design of inclusive health technologies through an understanding of people’s lived experiences and challenges with PCOS. We conducted semi-structured interviews with 10 women diagnosed with PCOS and analyzed a PCOS-specific subreddit forum. We report people’s support-seeking, sense-making, and self-experimentation practices, and find uncertainty and stigma to be key in shaping their unique experiences of the condition. We further identify potential avenues for designing technology to support their diverse needs, such as personalized and contextual tracking, accelerated self-discovery, and co-management, contributing to a growing body of HCI literature on stigmatized topics in women’s health and well-being.},
	articleno    = 202,
	numpages     = 18,
	keywords     = {Self-Management, Enigmatic, Women’s Health, Self-Tracking, Support, Self-Experimentation, Stigma, Chronic Condition, PCOS}
}
@inproceedings{10.1145/3411764.3445703,
	title        = {Super-Resolution Capacitive Touchscreens},
	author       = {Mayer, Sven and Xu, Xiangyu and Harrison, Chris},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445703},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445703},
	abstract     = {Capacitive touchscreens are near-ubiquitous in today’s touch-driven devices, such as smartphones and tablets. By using rows and columns of electrodes, specialized touch controllers are able to capture a 2D image of capacitance at the surface of a screen. For over a decade, capacitive “pixels” have been around 4 millimeters in size – a surprisingly low resolution that precludes a wide range of interesting applications. In this paper, we show how super-resolution techniques, long used in fields such as biology and astronomy, can be applied to capacitive touchscreen data. By integrating data from many frames, our software-only process is able to resolve geometric details finer than the original sensor resolution. This opens the door to passive tangibles with higher-density fiducials and also recognition of every-day metal objects, such as keys and coins. We built several applications to illustrate the potential of our approach and report the findings of a multipart evaluation.},
	articleno    = 12,
	numpages     = 10,
	keywords     = {Tracking, Tangibles, Capacitive sensing, Touch input, Super-resolution}
}
@inproceedings{10.1145/3411764.3445700,
	title        = {The Design Space of Wearables for Sports and Fitness Practices},
	author       = {Turmo Vidal, Laia and Zhu, Hui and Waern, Annika and M\'{a}rquez Segura, Elena},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445700},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445700},
	abstract     = {The growing interest in wearables for sports and fitness calls for design knowledge and conceptualizations that can help shape future designs. Towards that end, we present and discuss a design space of wearables for these practices, based on a survey of previous work. Through a thematic analysis of 47 research publications in the domain, we surface core design decisions concerning wearability, technology design, and wearable use in practice. Building on these, we show how the design space takes into account the goals of introducing technology, that design decisions can be either directly designed, or left open for appropriation by end-users; and the social organization of the practice. We characterize prior work based on the design space elements, which yields trends and opportunities for design. Our contributions can help designers think about key design decisions, exploit trends and explore new areas in the domain of wearables for sports and fitness practices.},
	articleno    = 267,
	numpages     = 14,
	keywords     = {sports, fitness, wearables, social wearables, movement, design space}
}
@inproceedings{10.1145/3411764.3445697,
	title        = {Radi-Eye: Hands-Free Radial Interfaces for 3D Interaction Using Gaze-Activated Head-Crossing},
	author       = {Sidenmark, Ludwig and Potts, Dominic and Bapisch, Bill and Gellersen, Hans},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445697},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445697},
	abstract     = {Eye gaze and head movement are attractive for hands-free 3D interaction in head-mounted displays, but existing interfaces afford only limited control. Radi-Eye is a novel pop-up radial interface designed to maximise expressiveness with input from only the eyes and head. Radi-Eye provides widgets for discrete and continuous input and scales to support larger feature sets. Widgets can be selected with Look & Cross, using gaze for pre-selection followed by head-crossing as trigger and for manipulation. The technique leverages natural eye-head coordination where eye and head move at an offset unless explicitly brought into alignment, enabling interaction without risk of unintended input. We explore Radi-Eye in three augmented and virtual reality applications, and evaluate the effect of radial interface scale and orientation on performance with Look & Cross. The results show that Radi-Eye provides users with fast and accurate input while opening up a new design space for hands-free fluid interaction.},
	articleno    = 740,
	numpages     = 11,
	keywords     = {Augmented Reality, Eye-Head Coordination, Virtual Reality, Eye tracking, Gaze interaction, Radial Interface}
}
@inproceedings{10.1145/3411764.3445690,
	title        = {AccessibleCircuits: Adaptive Add-On Circuit Components for People with Blindness or Low Vision},
	author       = {Chang, Ruei-Che and Wang, Wen-Ping and Chiang, Chi-Huan and Wu, Te-Yen and Xu, Zheer and Luo, Justin and Chen, Bing-Yu and Yang, Xing-Dong},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445690},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445690},
	abstract     = {In this paper, we propose the designs for low cost and 3D-printable add-on components to adapt existing breadboards, circuit components and electronics tools for blind or low vision (BLV) users. Through an initial user study, we identified several barriers to entry for beginners with BLV in electronics and circuit prototyping. These barriers guided the design and development of our add-on components. We focused on developing adaptations that provide additional information about the specific component pins and breadboard holes, modify tools to make them easier to use for users with BLV, and expand non-visual feedback (e.g., audio, tactile) for tasks that require vision. Through a second user study, we demonstrated that our adaptations can effectively overcome the accessibility barriers in breadboard circuit prototyping for users with BLV.},
	articleno    = 670,
	numpages     = 14,
	keywords     = {Circuit Prototyping, Accessibility, Universal Design, Education Tools, Tangible User Interfaces}
}
@inproceedings{10.1145/3411764.3445673,
	title        = {The Development and Validation of the Technology-Supported Reflection Inventory},
	author       = {Bentvelzen, Marit and Niess, Jasmin and Wo\'{z}niak, Miko\l{}aj P. and Wo\'{z}niak, Pawe\l{} W.},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445673},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445673},
	abstract     = {Reflection is an often addressed design goal in Human-Computer Interaction (HCI) research. An increasing number of artefacts for reflection have been developed in recent years. However, evaluating if and how an interactive technology helps a user reflect is still complex. This makes it difficult to compare artefacts (or prototypes) for reflection, impeding future design efforts. To address this issue, we developed the Technology-Supported Reflection Inventory (TSRI), which is a scale that evaluates how effectively a system supports reflection. We first created a list of possible scale items based on past work in defining reflection. The items were then reviewed by experts. Next, we performed exploratory factor analysis to reduce the scale to its final length of nine items. Subsequently, we confirmed test-retest validity of our instrument, as well as its construct validity. The TSRI enables researchers and practitioners to compare prototypes designed to support reflection.},
	articleno    = 366,
	numpages     = 8,
	keywords     = {reflection, construal, personal informatics, tracking}
}
@inproceedings{10.1145/3411764.3445662,
	title        = {Avoiding Reactions Outside the Home: Challenges, Strategies, and Opportunities to Enhance Dining Out Experiences of People with Food Hypersensitivities},
	author       = {Nunes, Francisco and Almeida, Jo\~{a}o and Chung, Chia-Fang and Verdezoto, Nervo},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445662},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445662},
	abstract     = {People with food hypersensitivities experience adverse reactions when eating certain foods and thus need to adapt their diet. When dining out, the challenge is greater as people entrust the care of their allergy, intolerance, or celiac disease, in the hands of staff who might not have enough knowledge to appropriately care for them. This interview study explored how people with food hypersensitivities avoid reactions while eating out, to inspire future digital technology design. Our findings show the social and emotional impact of food hypersensitivities and how people practically cope by investigating restaurants’ safety precautions, correcting orders, or even educating restaurants’ staff. We discuss our findings against the experiences of other people living with chronic conditions and offer design opportunities for digital technologies to enhance dining out experiences of people with food hypersensitivities.},
	articleno    = 208,
	numpages     = 16,
	keywords     = {health, dining out, food allergies, food intolerance, self-care, qualitative research, Food hypersensitivities, avoiding reactions}
}
@inproceedings{10.1145/3411764.3445657,
	title        = {The Medical Authority of AI: A Study of AI-Enabled Consumer-Facing Health Technology},
	author       = {You, Yue and Kou, Yubo and Ding, Xianghua(Sharon) and Gui, Xinning},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445657},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445657},
	abstract     = {Recently, consumer-facing health technologies such as Artificial Intelligence (AI)-based symptom checkers (AISCs) have sprung up in everyday healthcare practice. AISCs solicit symptom information from users and provide medical suggestions and possible diagnoses, a responsibility that people usually entrust with real-person authorities such as physicians and expert patients. Thus, the advent of AISCs begs a question of whether and how they transform the notion of medical authority in people's everyday healthcare practice. To answer this question, we conducted an interview study with thirty AISC users. We found that users assess the medical authority of AISCs using various factors including AISCs’ automated decisions and interaction design patterns, associations with established medical authorities like hospitals, and comparisons with other health technologies. We reveal how AISCs are used in healthcare delivery, discuss how AI transforms conventional understandings of medical authority, and derive implications for designing AI-enabled health technology.},
	articleno    = 207,
	numpages     = 16,
	keywords     = {Medical authority, Consumer-facing health technology, Artificial intelligence, Symptom checkers}
}
@inproceedings{10.1145/3411764.3445648,
	title        = {Augmenting Scientific Papers with Just-in-Time, Position-Sensitive Definitions of Terms and Symbols},
	author       = {Head, Andrew and Lo, Kyle and Kang, Dongyeop and Fok, Raymond and Skjonsberg, Sam and Weld, Daniel S. and Hearst, Marti A.},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445648},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445648},
	abstract     = {Despite the central importance of research papers to scientific progress, they can be difficult to read. Comprehension is often stymied when the information needed to understand a passage resides somewhere else—in another section, or in another paper. In this work, we envision how interfaces can bring definitions of technical terms and symbols to readers when and where they need them most. We introduce ScholarPhi, an augmented reading interface with four novel features: (1) tooltips that surface position-sensitive definitions from elsewhere in a paper, (2) a filter over the paper that “declutters” it to reveal how the term or symbol is used across the paper, (3) automatic equation diagrams that expose multiple definitions in parallel, and (4) an automatically generated glossary of important terms and symbols. A usability study showed that the tool helps researchers of all experience levels read papers. Furthermore, researchers were eager to have ScholarPhi’s definitions available to support their everyday reading.},
	articleno    = 413,
	numpages     = 18,
	keywords     = {scientific papers, reading interfaces, nonce words, interactive documents, definitions}
}
@inproceedings{10.1145/3411764.3445633,
	title        = {The Role of Social Presence for Cooperation in Augmented Reality on Head Mounted Devices: A Literature Review},
	author       = {Osmers, Niklas and Prilla, Michael and Blunk, Oliver and George Brown, Gordon and Jan\ss{}en, Marc and Kahrl, Nicolas},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445633},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445633},
	abstract     = {With growing interest regarding cooperation support using Augmented Reality (AR), social presence has become a popular measure of its quality. While this concept is established throughout cooperation research, its role in AR is still unclear: Some work uses social presence as an indicator for support quality, while others found no impact at all. To clarify this role, we conducted a literature review of recent publications that empirically investigated social presence in cooperative AR. After a thorough selection procedure, we analyzed 19 publications according to factors influencing social presence and the impact of social presence on cooperation support. We found that certain interventions support social presence better than others, that social presence has an influence on user's preferences and that the relation between social presence and cooperation quality may depend on the symmetry of the cooperation task. This contributes to existing research by clarifying the role of social presence for cooperative AR and deriving corresponding design recommendations.},
	articleno    = 457,
	numpages     = 17,
	keywords     = {Cooperation, Head Mounted Devices, Presence Questionnaire, Augmented Reality, Literature Review, Social Presence, User Study}
}
@inproceedings{10.1145/3411764.3445426,
	title        = {Remote and Collaborative Virtual Reality Experiments via Social VR Platforms},
	author       = {Saffo, David and Di Bartolomeo, Sara and Yildirim, Caglar and Dunne, Cody},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445426},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445426},
	abstract     = {Virtual reality (VR) researchers struggle to conduct remote studies. Previous work has focused on working around limitations imposed by traditional crowdsourcing methods. However, the potential for leveraging social VR platforms for HCI evaluations is largely unexplored. These platforms have large VR-ready user populations, distributed synchronous virtual environments, and support for user-generated content. We demonstrate how social VR platforms can be used to practically and ethically produce valid research results by replicating two studies using one such platform (VRChat): a quantitative study on Fitts’ Law and a qualitative study on tabletop collaboration. Our replication studies exhibited analogous results to the originals, indicating the research validity of this approach. Moreover, we easily recruited experienced VR users with their own hardware for synchronous, remote, and collaborative participation. We further provide lessons learned for future researchers experimenting using social VR platforms. This paper and all supplemental materials are available at osf.io/c2amz.},
	articleno    = 523,
	numpages     = 15,
	keywords     = {Crowdsourcing, Virtual Reality, Qualitative study, Social VR, Transferability Study, Quantitative Study, Replication Study}
}
@inproceedings{10.1145/3411764.3445421,
	title        = {Data@Hand: Fostering Visual Exploration of Personal Data on Smartphones Leveraging Speech and Touch Interaction},
	author       = {Kim, Young-Ho and Lee, Bongshin and Srinivasan, Arjun and Choe, Eun Kyoung},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445421},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445421},
	abstract     = {Most mobile health apps employ data visualization to help people view their health and activity data, but these apps provide limited support for visual data exploration. Furthermore, despite its huge potential benefits, mobile visualization research in the personal data context is sparse. This work aims to empower people to easily navigate and compare their personal health data on smartphones by enabling flexible time manipulation with speech. We designed and developed Data@Hand, a mobile app that leverages the synergy of two complementary modalities: speech and touch. Through an exploratory study with 13 long-term Fitbit users, we examined how multimodal interaction helps participants explore their own health data. Participants successfully adopted multimodal interaction (i.e., speech and touch) for convenient and fluid data exploration. Based on the quantitative and qualitative findings, we discuss design implications and opportunities with multimodal interaction for better supporting visual data exploration on mobile devices.},
	articleno    = 462,
	numpages     = 17,
	keywords     = {data visualization, speech, multimodal interaction, smartphone, Personal informatics}
}
@inproceedings{10.1145/3411764.3445415,
	title        = {How Should AI Systems Talk to Users When Collecting Their Personal Information? Effects of Role Framing and Self-Referencing on Human-AI Interaction},
	author       = {Liao, Mengqi and Sundar, S. Shyam},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445415},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445415},
	abstract     = {AI systems collect our personal information in order to provide personalized services, raising privacy concerns and making users leery. As a result, systems have begun emphasizing overt over covert collection of information by directly asking users. This poses an important question for ethical interaction design, which is dedicated to improving user experience while promoting informed decision-making: Should the interface tout the benefits of information disclosure and frame itself as a help-provider? Or, should it appear as a help-seeker? We decided to find out by creating a mockup of a news recommendation system called Mindz and conducting an online user study (N=293) with the following four variations: AI system as help seeker vs. help provider vs. both vs. neither. Data showed that even though all participants received the same recommendations, power users tended to trust a help-seeking Mindz more whereas non-power users favored one that is both help-seeker and help-provider.},
	articleno    = 151,
	numpages     = 14,
	keywords     = {social presence of AI, social cues, Human-AI Interaction, power usage}
}
@inproceedings{10.1145/3411764.3445413,
	title        = {Isolation in Coordination: Challenges of Caregivers in the USA},
	author       = {Schurgin, Mark and Schlager, Mark and Vardoulakis, Laura and Pina, Laura R. and Wilcox, Lauren},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       = {CHI '21},
	doi          = {10.1145/3411764.3445413},
	isbn         = 9781450380966,
	url          = {https://doi.org/10.1145/3411764.3445413},
	abstract     = {As the global population ages and the prevalence of chronic conditions and acute infections rise, it is becoming imperative to understand the many forms of caregiving labor and create sociotechnical systems that support them. In this paper, we report results of a large survey study with 2000 informal caregivers in the USA, highlighting the fundamental challenges that different types of caregivers face when coordinating care with others. Our findings support previous findings on caregivers’ coordination challenges, while also offering insights into the situational, mediating factors that influence the extent to which care coordination challenges are felt. These mediating factors include caregivers’ relationships, access to a variety of resources including physical, social, and financial support, and physical and mental barriers. We discuss these challenges and mediating factors, and conclude with a discussion on how they can be considered in the design of future sociotechnical systems.},
	articleno    = 652,
	numpages     = 14,
	keywords     = {Well-being, Care Coordination, Care Communication, Health, Caregiving}
}
@inproceedings{10.1145/3411764.3445396,
	title        = {ConceptScope: Organizing and Visualizing Knowledge in Documents Based on Domain Ontology},
	author       = {Zhang, Xiaoyu and Chandrasegaran, Senthil and Ma, Kwan-Liu},
	year         = 2021,
	booktitle    = {Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems},
	location     = {Yokohama, Japan},
	publisher    = {Association for Computing Machinery},
	address      = {New York, NY, USA},
	series       =

license: MIT

license_type: permissive

branch_name: refs/heads/master

extension: bib