注目の論文一覧

各カテゴリ上位30論文までを表示しています

The ACM CHI Conference on Human Factors in Computing Systems (https://chi2023.acm.org/)

15
FakeForward: Using Deepfake Technology for Feedforward Learning
Christopher Clarke (University of Bath, Bath, United Kingdom)Jingnan Xu (University of Bath, Bath, United Kingdom)Ye Zhu (University of Bath, Bath, United Kingdom)Karan Dharamshi (University of Bath, Bath, United Kingdom)Harry McGill (University of Bath, Bath, United Kingdom)Stephen Black (University of Bath, Bath, United Kingdom)Christof Lutteroth (University of Bath, Bath, United Kingdom)
Videos are commonly used to support learning of new skills, to improve existing skills, and as a source of motivation for training. Video self-modelling (VSM) is a learning technique that improves performance and motivation by showing a user a video of themselves performing a skill at a level they have not yet achieved. Traditional VSM is very data and labour intensive: a lot of video footage needs to be collected and manually edited in order to create an effective self-modelling video. We address this by presenting FakeForward -- a method which uses deepfakes to create self-modelling videos from videos of other people. FakeForward turns videos of better-performing people into effective, personalised training tools by replacing their face with the user’s. We investigate how FakeForward can be effectively applied and demonstrate its efficacy in rapidly improving performance in physical exercises, as well as confidence and perceived competence in public speaking.
13
PunchPrint: Creating Composite Fiber-Filament Craft Artifacts by Integrating Punch Needle Embroidery and 3D Printing
Ashley Del Valle (University of California Santa Barbara, Santa Barbara, California, United States)Mert Toka (University of California Santa Barbara, Santa Barbara, California, United States)Alejandro Aponte (University of California Santa Barbara, Santa Barbara, California, United States)Jennifer Jacobs (University of California Santa Barbara, Santa Barbara, California, United States)
New printing strategies have enabled 3D-printed materials that imitate traditional textiles. These filament-based textiles are easy to fabricate but lack the look and feel of fiber textiles. We seek to augment 3D-printed textiles with needlecraft to produce composite materials that integrate the programmability of additive fabrication with the richness of traditional textile craft. We present PunchPrint: a technique for integrating fiber and filament in a textile by combining punch needle embroidery and 3D printing. Using a toolpath that imitates textile weave structure, we print a flexible fabric that provides a substrate for punch needle production. We evaluate our material’s robustness through tensile strength and needle compatibility tests. We integrate our technique into a parametric design tool and produce functional artifacts that show how PunchPrint broadens punch needle craft by reducing labor in small, detailed artifacts, enabling the integration of openings and multiple yarn weights, and scaffolding soft 3D structures.
8
Imprimer: Computational Notebooks for CNC Milling
Jasper Tran O'Leary (University of Washington, Seattle, Washington, United States)Gabrielle Benabdallah (University of Washington, Seattle, Washington, United States)Nadya Peek (University of Washington, Seattle, Washington, United States)
Digital fabrication in industrial contexts involves standardized procedures that prioritize precision and repeatability. However, fabrication machines are now available for practitioners who focus instead on experimentation. In this paper, we reframe hobbyist CNC milling as writing literate programs which interleave documentation, interactive graphics, and source code for machine control. To test this approach, we present Imprimer, a machine infrastructure for a CNC mill and an associated library for a computational notebook. Imprimer lets makers learn experimentally, prototype new interactions for making, and understand physical processes by writing and debugging code. We demonstrate three experimental milling workflows as computational notebooks, conduct a user study with practitioners with a range of backgrounds, and discuss literate programming as a future vision for digital fabrication altogether.
6
Augmenting Human Cognition with an AI-Mediated Intelligent Visual Feedback
Songlin Xu (University of California, San Diego, San Diego, California, United States)Xinyu Zhang (University of California San Diego, San Diego, California, United States)
In this paper, we introduce an AI-mediated framework that can provide intelligent feedback to augment human cognition. Specifically, we leverage deep reinforcement learning (DRL) to provide adaptive time pressure feedback to improve user performance in a math arithmetic task. Time pressure feedback could either improve or deteriorate user performance by regulating user attention and anxiety. Adaptive time pressure feedback controlled by a DRL policy according to users' real-time performance could potentially solve this trade-off problem. However, the DRL training and hyperparameter tuning may require large amounts of data and iterative user studies. Therefore, we propose a dual-DRL framework that trains a regulation DRL agent to regulate user performance by interacting with another simulation DRL agent that mimics user cognition behaviors from an existing dataset. Our user study demonstrates the feasibility and effectiveness of the dual-DRL framework in augmenting user performance, in comparison to the baseline group.
6
3D Printable Play-Dough: New Biodegradable Materials and Creative Possibilities for Digital Fabrication
Leah Buechley (University of New Mexico, Albuquerque, New Mexico, United States)Ruby Ta (University of New Mexico, Albuquerque, New Mexico, United States)
Play-dough is a brightly-colored, easy-to-make, and familiar material. We have developed and tested custom play-dough materials that can be employed in 3D printers designed for clay. This paper introduces a set of recipes for 3D printable play-dough along with an exploration of these materials' print characteristics. We explore the design potential of play-dough as a sustainable fabrication material, highlighting its recyclability, compostability, and repairability. We demonstrate how custom-color prints can be designed and constructed and describe how play-dough can be used as a support material for clay 3D prints. We also present a set of example artifacts made from play-dough and discuss opportunities for future research.
5
Understanding Moderators' Conflict and Conflict Management Strategies with Streamers in Live Streaming Communities
Jie Cai (Penn State University, University Park, Pennsylvania, United States)Donghee Yvette Wohn (New Jersey Institute of Technology, Newark , New Jersey, United States)
As each micro community centered around the streamer attempts to set its own guidelines in live streaming communities, it is common for volunteer moderators (mods) and the streamer to disagree on how to handle various situations. In this study, we conducted an online survey (N=240) with live streaming mods to explore their commitment to the streamer to grow the micro community and the different styles in which they handle conflicts with the streamer. We found that 1) mods apply more active and cooperative styles than passive and assertive styles to manage conflicts, but they might be forced to do so, and 2) mods with strong commitments to the streamer would like to apply styles showing either high concerns for the streamer or low concerns for themselves. We reflect on how these results can affect micro community development and recommend designs to mitigate conflict and strengthen commitment.
5
CiteSee: Augmenting Citations in Scientific Papers with Persistent and Personalized Historical Context
Joseph Chee Chang (Allen Institute for AI, Seattle, Washington, United States)Amy X.. Zhang (University of Washington, Seattle, Washington, United States)Jonathan Bragg (Allen Institute for Artificial Intelligence, Seattle, Washington, United States)Andrew Head (University of Pennsylvania, Philadelphia, Pennsylvania, United States)Kyle Lo (Allen Institute for Artificial Intelligence, Seattle, Washington, United States)Doug Downey (Allen Institute for Artificial Intelligence, Seattle, Washington, United States)Daniel S. Weld (Allen Institute for Artificial Intelligence, Seattle, Washington, United States)
When reading a scholarly article, inline citations help researchers contextualize the current article and discover relevant prior work. However, it can be challenging to prioritize and make sense of the hundreds of citations encountered during literature reviews. This paper introduces CiteSee, a paper reading tool that leverages a user's publishing, reading, and saving activities to provide personalized visual augmentations and context around citations. First, CiteSee connects the current paper to familiar contexts by surfacing known citations a user had cited or opened. Second, CiteSee helps users prioritize their exploration by highlighting relevant but unknown citations based on saving and reading history. We conducted a lab study that suggests CiteSee is significantly more effective for paper discovery than three baselines. A field deployment study shows CiteSee helps participants keep track of their explorations and leads to better situational awareness and increased paper discovery via inline citation when conducting real-world literature reviews.
5
Co-Writing with Opinionated Language Models Affects Users' Views
Maurice Jakesch (Cornell University, Ithaca, New York, United States)Advait Bhat (Microsoft Research India, Bangalore, India)Daniel Buschek (University of Bayreuth, Bayreuth, Germany)Lior Zalmanson (Tel Aviv University, Tel Aviv, Tel Aviv District, Israel)Mor Naaman (Cornell Tech, New York, New York, United States)
If large language models like GPT-3 preferably produce a particular point of view, they may influence people's opinions on an unknown scale. This study investigates whether a language-model-powered writing assistant that generates some opinions more often than others impacts what users write -- and what they think. In an online experiment, we asked participants (N=1,506) to write a post discussing whether social media is good for society. Treatment group participants used a language-model-powered writing assistant configured to argue that social media is good or bad for society. Participants then completed a social media attitude survey, and independent judges (N=500) evaluated the opinions expressed in their writing. Using the opinionated language model affected the opinions expressed in participants' writing and shifted their opinions in the subsequent attitude survey. We discuss the wider implications of our results and argue that the opinions built into AI language technologies need to be monitored and engineered more carefully.
5
“Should I Follow the Human, or Follow the Robot?” — Robots in Power Can Have More Influence Than Humans on Decision-Making
Yoyo Tsung-Yu. Hou (Cornell University, Ithaca, New York, United States)Wen-Ying Lee (Cornell University, Ithaca, New York, United States)Malte F. Jung (Cornell University, Ithaca, New York, United States)
Artificially intelligent (AI) agents such as robots are increasingly delegated power in work settings, yet it remains unclear how power functions in interactions with both humans and robots, especially when they directly compete for influence. Here we present an experiment where every participant was matched with one human and one robot to perform decision-making tasks. By manipulating who has power, we created three conditions: human as leader, robot as leader, and a no-power-difference control. The results showed that the participants were significantly more influenced by the leader, regardless of whether the leader was a human or a robot. However, they generally held a more positive attitude toward the human than the robot, although they considered whichever was in power as more competent. This study illustrates the importance of power for future Human-Robot Interaction (HRI) and Human-AI Interaction (HAI) research, as it addresses pressing concerns of society about AI-powered intelligent agents.
4
“I Won't Go Speechless”: Design Exploration on a Real-Time Text-To-Speech Speaking Tool for Videoconferencing
Wooseok Kim (KAIST, Daejeon, Korea, Republic of)Jian Jun (KAIST, Daejeon, Korea, Republic of)Minha Lee (KAIST, Daejeon, Korea, Republic of)Sangsu Lee (KAIST, Daejeon, Korea, Republic of)
The COVID-19 pandemic has shifted many business activities to non-face-to-face activities, and videoconferencing has become a new paradigm. However, conference spaces isolated from surrounding interferences are not always readily available. People frequently participate in public places with unexpected crowds or acquaintances, such as cafés, living rooms, and shared offices. These environments have surrounding limitations that potentially cause challenges in speaking up during videoconferencing. To alleviate these issues and support the users in speaking-restrained spatial contexts, we propose a text-to-speech (TTS) speaking tool as a new speaking method to support active videoconferencing participation. We derived the possibility of a TTS speaking tool and investigated the empirical challenges and user expectations of a TTS speaking tool using a technology probe and participatory design methodology. Based on our findings, we discuss the need for a TTS speaking tool and suggest design considerations for its application in videoconferencing.
4
Birds of a Feather Video-Flock Together: Design and Evaluation of an Agency-Based Parrot-to-Parrot Video-Calling System for Interspecies Ethical Enrichment
Rebecca Kleinberger (Northeastern University, Boston, Massachusetts, United States)Jennifer Cunha (Parrot Kindergarten, Jupiter, Florida, United States)Megha M. Vemuri (Massachusetts Institute of Technology, Cambridge, Massachusetts, United States)Ilyena Hirskyj-Douglas (The University of Glasgow, Glasgow, United Kingdom)
Over 20 million parrots are kept as pets in the US, often lacking appropriate stimuli to meet their high social, cognitive, and emotional needs. After reviewing bird perception and agency literature, we developed an approach to allow parrots to engage in video-calling other parrots. Following a pilot experiment and expert survey, we ran a three-month study with 18 pet birds to evaluate the potential value and usability of a parrot-parrot video-calling system. We assessed the system in terms of perception, agency, engagement, and overall perceived benefits. With 147 bird-triggered calls, our results show that 1) every bird used the system, 2) most birds exhibited high motivation and intentionality, and 3) all caretakers reported perceived benefits, some arguably life-transformative, such as learning to forage or even to fly by watching others. We report on individual insights and propose considerations regarding ethics and the potential of parrot video-calling for enrichment.
4
A Human-Computer Collaborative Editing Tool for Conceptual Diagrams
Lihang Pan (Tsinghua University, Beijing, China)Chun Yu (Tsinghua University, Beijing, China)Zhe He (Tsinghua University, Beijing, Beijing, China)Yuanchun Shi (Tsinghua University, Beijing, China)
Editing (e.g., editing conceptual diagrams) is a typical office task that requires numerous tedious GUI operations, resulting in poor interaction efficiency and user experience, especially on mobile devices. In this paper, we present a new type of human-computer collaborative editing tool (CET) that enables accurate and efficient editing with little interaction effort. CET divides the task into two parts, and the human and the computer focus on their respective specialties: the human describes high-level editing goals with multimodal commands, while the computer calculates, recommends, and performs detailed operations. We conducted a formative study (N = 16) to determine the concrete task division and implemented the tool on Android devices for the specific tasks of editing concept diagrams. The user study (N = 24 + 20) showed that it increased diagram editing speed by 32.75% compared with existing state-of-the-art commercial tools and led to better editing results and user experience.
4
Feel the Force, See the Force: Exploring Visual-tactile Associations of Deformable Surfaces with Colours and Shapes
Cameron Steer (University of Bath, Bath, United Kingdom)Teodora Dinca (University of Bath, Bath, United Kingdom)Crescent Jicol (University of Bath, Bath, United Kingdom)Michael J. Proulx (University of Bath, Bath, United Kingdom)Jason Alexander (University of Bath, Bath, United Kingdom)
Deformable interfaces provide unique interaction potential for force input, for example, when users physically push into a soft display surface. However, there remains limited understanding of which visual-tactile design elements signify the presence and stiffness of such deformable force-input components. In this paper, we explore how people correspond surface stiffness to colours, graphical shapes, and physical shapes. We conducted a cross-modal correspondence (CC) study, where 30 participants associated different surface stiffnesses with colours and shapes. Our findings evidence the CCs between stiffness levels for a subset of the 2D/3D shapes and colours used in the study. We distil our findings in three design recommendations: (1) lighter colours should be used to indicate soft surfaces, and darker colours should indicate stiff surfaces; (2) rounded shapes should be used to indicate soft surfaces, while less-curved shapes should be used to indicate stiffer surfaces, and; (3) longer 2D drop-shadows should be used to indicate softer surfaces, while shorter drop-shadows should be used to indicate stiffer surfaces.
4
UndoPort: Exploring the Influence of Undo-Actions for Locomotion in Virtual Reality on the Efficiency, Spatial Understanding and User Experience
Florian Müller (LMU Munich, Munich, Germany)Arantxa Ye (LMU Munich, Munich, Germany)Dominik Schön (TU Darmstadt, Darmstadt, Germany)Julian Rasch (LMU Munich, Munich, Germany)
When we get lost in Virtual Reality (VR) or want to return to a previous location, we use the same methods of locomotion for the way back as for the way forward. This is time-consuming and requires additional physical orientation changes, increasing the risk of getting tangled in the headsets' cables. In this paper, we propose the use of undo actions to revert locomotion steps in VR. We explore eight different variations of undo actions as extensions of point\&teleport, based on the possibility to undo position and orientation changes together with two different visualizations of the undo step (discrete and continuous). We contribute the results of a controlled experiment with 24 participants investigating the efficiency and orientation of the undo techniques in a radial maze task. We found that the combination of position and orientation undo together with a discrete visualization resulted in the highest efficiency without increasing orientation errors.
4
UEyes: Understanding Visual Saliency across User Interface Types
Yue Jiang (Aalto University, Espoo, Finland)Luis A.. Leiva (University of Luxembourg, Esch-sur-Alzette, Luxembourg)Hamed Rezazadegan Tavakoli (Nokia Technologies, Espoo, Finland)Paul R. B. Houssel (University of Luxembourg, Esch-sur-Alzette, Luxembourg)Julia Kylmälä (Aalto University, Espoo, Finland)Antti Oulasvirta (Aalto University, Helsinki, Finland)
While user interfaces (UIs) display elements such as images and text in a grid-based layout, UI types differ significantly in the number of elements and how they are displayed. For example, webpage designs rely heavily on images and text, whereas desktop UIs tend to feature numerous small images. To examine how such differences affect the way users look at UIs, we collected and analyzed a large eye-tracking-based dataset, \textit{UEyes} (62 participants and 1,980 UI screenshots), covering four major UI types: webpage, desktop UI, mobile UI, and poster. We analyze its differences in biases related to such factors as color, location, and gaze direction. We also compare state-of-the-art predictive models and propose improvements for better capturing typical tendencies across UI types. Both the dataset and the models are publicly available.
4
ChameleonControl: Teleoperating Real Human Surrogates through Mixed Reality Gestural Guidance for Remote Hands-on Classrooms
Mehrad Faridan (University of Calgary, Calgary, Alberta, Canada)Bheesha Kumari (University of Calgary, Calgary, Alberta, Canada)Ryo Suzuki (University of Calgary, Calgary, Alberta, Canada)
We present ChameleonControl, a real-human teleoperation system for scalable remote instruction in hands-on classrooms. In contrast to existing video or AR/VR-based remote hands-on education, ChameleonControl uses a real human as a surrogate of a remote instructor. Building on existing human-based telepresence approaches, we contribute a novel method to teleoperate a human surrogate through synchronized mixed reality hand gestural navigation and verbal communication. By overlaying the remote instructor's virtual hands in the local user's MR view, the remote instructor can guide and control the local user as if they were physically present. This allows the local user/surrogate to synchronize their hand movements and gestures with the remote instructor, effectively teleoperating a real human. We deploy and evaluate our system in classrooms of physiotherapy training, as well as other application domains such as mechanical assembly, sign language and cooking lessons. The study results confirm that our approach can increase engagement and the sense of co-presence, showing potential for the future of remote hands-on classrooms.
4
Short-Form Videos Degrade Our Capacity to Retain Intentions: Effect of Context Switching On Prospective Memory
Francesco Chiossi (LMU Munich, Munich, Germany)Luke Haliburton (LMU Munich, Munich, Germany)Changkun Ou (LMU Munich, Munich, Germany)Andreas Martin. Butz (LMU Munich, Munich, Germany)Albrecht Schmidt (LMU Munich, Munich, Germany)
Social media platforms use short, highly engaging videos to catch users' attention. While the short-form video feeds popularized by TikTok are rapidly spreading to other platforms, we do not yet understand their impact on cognitive functions. We conducted a between-subjects experiment (N=60) investigating the impact of engaging with TikTok, Twitter, and YouTube while performing a Prospective Memory task (i.e., executing a previously planned action). The study required participants to remember intentions over interruptions. We found that the TikTok condition significantly degraded the users’ performance in this task. As none of the other conditions (Twitter, YouTube, no activity) had a similar effect, our results indicate that the combination of short videos and rapid context-switching impairs intention recall and execution. We contribute a quantified understanding of the effect of social media feed format on Prospective Memory and outline consequences for media technology designers to not harm the users’ memory and wellbeing.
3
Facilitating Experiential Training for Counselors using a Real-time Annotation Tool
Tianying Chen (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)Michael Xieyang Liu (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)Emily Ding (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)Emma O'Neil (University of Pennsylvania, Philadelphia, Pennsylvania, United States)Mansi Agarwal (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)Robert E. Kraut (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)Laura Dabbish (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)
Experiential training, where mental health professionals practice their learned skills, remains the most costly component of therapeutic training. We introduce Pin-MI, a video-call-based tool that supports experiential learning of counseling skills used in motivational interviewing (MI) through interactive role-play as client and counselor. In Pin-MI, counselors annotate, or "pin" the important moments in their role-play sessions in real-time. The pins are then used post-session to facilitate a reflective learning process, in which both client and counselor can provide feedback about what went well or poorly during each pinned moment. We discuss the design of Pin-MI and a qualitative evaluation with a set of healthcare professionals learning MI. Our evaluation suggests that Pin-MI helped users develop empathy, be more aware of their skill usage, guaranteed immediate and targeted feedback, and helped users correct misconceptions about their performance. We discuss implications for the design of experiential training tools for learning counseling skills.
3
Smartphone-derived Virtual Keyboard Dynamics Coupled with Accelerometer Data as a Window into Understanding Brain Health
Emma Ning (University of Illinois at Chicago, Chicago, Illinois, United States)Andrea T. Cladek (University of Illinois at Chicago, Chicago, Illinois, United States)Mindy K. Ross (University of Illinois at Chicago, Chicago, Illinois, United States)Sarah Kabir (University of Illinois at Chicago, Chicago, Illinois, United States)Amruta Barve (University of Illinois at Chicago, Chicago, Illinois, United States)Ellyn Kennelly (Wayne State University, Detroit, Michigan, United States)Faraz Hussain (University of Illinois at Chicago, Chicago, Illinois, United States)Jennifer Duffecy (University of Illinois at Chicago, Chicago, Illinois, United States)Scott Langenecker (University of Utah, Salt Lake City, Utah, United States)Theresa Nguyen (University of Illinois at Chicago, Chicago, Illinois, United States)Theja Tulabandhula (University of Illinois at Chicago, Chicago, Illinois, United States)John Zulueta (University of Illinois at Chicago, Chicago, Illinois, United States)Olusola A. Ajilore (University of Illinois, Chicago (UIC), Chicago, Illinois, United States)Alexander P. Demos (University of Illinois at Chicago, Chicago, Illinois, United States)Alex Leow (University of Illinois, Chicago (UIC), Chicago, Illinois, United States)
We examine the feasibility of using accelerometer data exclusively collected during typing on a custom smartphone keyboard to study whether typing dynamics are associated with daily variations in mood and cognition. As part of an ongoing digital mental health study involving mood disorders, we collected data from a well-characterized clinical sample (N = 85) and classified accelerometer data per typing session into orientation (upright vs. not) and motion (active vs. not). The mood disorder group showed lower cognitive performance despite mild symptoms (depression/mania). There were also diurnal pattern differences with respect to cognitive performance: individuals with higher cognitive performance typed faster and were less sensitive to time of day. They also exhibited more well-defined diurnal patterns in smartphone keyboard usage: they engaged with the keyboard more during the day and tapered their usage more at night compared to those with lower cognitive performance, suggesting a healthier usage of their phone.
3
Evaluating Large Language Models in Generating Synthetic HCI Research Data: a Case Study
Perttu Hämäläinen (Aalto University, Espoo, Finland)Mikke Tavast (Aalto University, Espoo, Finland)Anton Kunnari (University of Helsinki, Helsinki, Finland)
Collecting data is one of the bottlenecks of Human-Computer Interaction (HCI) research. Motivated by this, we explore the potential of large language models (LLMs) in generating synthetic user research data. We use OpenAI’s GPT-3 model to generate open-ended questionnaire responses about experiencing video games as art, a topic not tractable with traditional computational user models. We test whether synthetic responses can be distinguished from real responses, analyze errors of synthetic data, and investigate content similarities between synthetic and real data. We conclude that GPT-3 can, in this context, yield believable accounts of HCI experiences. Given the low cost and high speed of LLM data generation, synthetic data should be useful in ideating and piloting new experiments, although any findings must obviously always be validated with real data. The results also raise concerns: if employed by malicious users of crowdsourcing services, LLMs may make crowdsourcing of self-report data fundamentally unreliable.
3
MR.Brick: Designing A Mixed-reality Educational Game System for Promoting Children's Remote Social & Collaborative Skill
Yudan Wu (Tsinghua University, Beijing, China)Shanhe You (Tsinghua University, Beijing, China)Zixuan Guo (Tsinghua University, Beijing, China)Xiangyang Li (Tsinghua University, Beijing, China)Guyue Zhou (Tsinghua University, Beijing, China)Jiangtao Gong (Tsinghua University, Beijing, China)
Children are one of the groups most influenced by COVID-19-related social distancing, and a lack of contact with peers can limit their opportunities to develop social and collaborative skills. However, remote socialization and collaboration as an alternative approach is still a great challenge for children. This paper presents MR.Brick, a Mixed Reality (MR) educational game system that helps children adapt to remote collaboration. A controlled experimental study involving 24 children aged six to ten was conducted to compare MR.Brick with the traditional video game by measuring their social and collaborative skills and analyzing their multi-modal playing behaviours. The results showed that MR.Brick was more conducive to children's remote collaboration experience than the traditional video game. Given the lack of training systems designed for children to collaborate remotely, this study may inspire interaction design and educational research in related fields.
3
Exploring Challenges and Opportunities to Support Designers in Learning to Co-create with AI-based Manufacturing Design Tools
Frederic Gmeiner (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)Humphrey Yang (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)Lining Yao (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)Kenneth Holstein (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)Nikolas Martelaro (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)
AI-based design tools are proliferating in professional software to assist engineering and industrial designers in complex manufacturing and design tasks. These tools take on more agentic roles than traditional computer-aided design tools and are often portrayed as “co-creators.” Yet, working effectively with such systems requires different skills than working with complex CAD tools alone. To date, we know little about how engineering designers learn to work with AI-based design tools. In this study, we observed trained designers as they learned to work with two AI-based tools on a realistic design task. We find that designers face many challenges in learning to effectively co-create with current systems, including challenges in understanding and adjusting AI outputs and in communicating their design goals. Based on our findings, we highlight several design opportunities to better support designer-AI co-creation.
3
Memory Manipulations in Extended Reality
Elise Bonnail (Institut Polytechnique de Paris, Paris, France)Wen-Jie Tseng (Institut Polytechnique de Paris, Paris, France)Mark McGill (University of Glasgow, Glasgow, Lanarkshire, United Kingdom)Eric Lecolinet (Institut Polytechnique de Paris, Paris, France)Samuel Huron (Télécom Paris, Institut Polytechnique de Paris, Palaiseau, ile de France, France)Jan Gugenheimer (TU-Darmstadt, Darmstadt, Germany)
Human memory has notable limitations (e.g., forgetting) which have necessitated a variety of memory aids (e.g., calendars). As we grow closer to mass adoption of everyday Extended Reality (XR), which is frequently leveraging perceptual limitations (e.g., redirected walking), it becomes pertinent to consider how XR could leverage memory limitations (forgetting, distorting, persistence) to induce memory manipulations. As memories highly impact our self-perception, social interactions, and behaviors, there is a pressing need to understand XR Memory Manipulations (XRMMs). We ran three speculative design workshops (n=12), with XR and memory researchers creating 48 XRMM scenarios. Through thematic analysis, we define XRMMs, present a framework of their core components and reveal three classes (at encoding, pre-retrieval, at retrieval). Each class differs in terms of technology (AR, VR) and impact on memory (influencing quality of memories, inducing forgetting, distorting memories). We raise ethical concerns and discuss opportunities of perceptual and memory manipulations in XR.
3
The Walking Talking Stick: Understanding Automated Note-Taking in Walking Meetings
Luke Haliburton (LMU Munich, Munich, Germany)Natalia Bartłomiejczyk (Lodz University of Technology, Lodz, Poland)Albrecht Schmidt (LMU Munich, Munich, Germany)Paweł W. Woźniak (Chalmers University of Technology, Gothenburg, Sweden)Jasmin Niess (University of St. Gallen, St. Gallen, Switzerland)
While walking meetings offer a healthy alternative to sit-down meetings, they also pose practical challenges. Taking notes is difficult while walking, which limits the potential of walking meetings. To address this, we designed the Walking Talking Stick---a tangible device with integrated voice recording, transcription, and a physical highlighting button to facilitate note-taking during walking meetings. We investigated our system in a three-condition between-subjects user study with thirty pairs of participants (N=60) who conducted 15-minute outdoor walking meetings. Participants either used clip-on microphones, the prototype without the button, or the prototype with the highlighting button. We found that the tangible device increased task focus, and the physical highlighting button facilitated turn-taking and resulted in more useful notes. Our work demonstrates how interactive artifacts can incentivize users to hold meetings in motion and enhance conversation dynamics. We contribute insights for future systems which support conducting work tasks in mobile environments
3
"I Am a Mirror Dweller": Probing the Unique Strategies Users Take to Communicate in the Context of Mirrors in Social Virtual Reality
Kexue Fu (Hongshen Honors School, Choingqing, China)Yixin Chen (University Of Aberdeen, Aberdeen, United Kingdom)Jiaxun Cao (Duke Kunshan University, Kunshan, Jiangsu, China)Xin Tong (Duke Kunshan University, Kunshan, Suzhou, China)RAY LC (City University of Hong Kong, Hong Kong, Hong Kong)
Increasingly popular social virtual reality (VR) platforms like VRChat created new ways for people to interact with each other, generating dedicated user communities with unique idioms of socializing in an alternative world. In VRChat, users frequently gather in front of mirrors en masse during online interactions. Understanding how user communities deal with the mirror's unique interactions can generate insights for supporting communication in social VR. In this study, we investigated the mirror’s synergistic effect with avatars on behaviors and dedicated user conversational performance. Qualitative findings indicate that avatar-mediated communication through mirrors provides functions like ensuring synchronization of incarnations, increasing immersion, and enhancing idealized embodiment to express bolder behaviors anonymously. Quantitative studies show that while mirrors improve self-perception, it has a potentially adverse effect on conversational performance, similar to the role of self-viewing in video conferencing. Studying how users interact with mirrors in an immersive environment allows us to explore how digital environments affect spatialized interactions when transported from physical to digital domains.
3
"We Speak Visually" : User-generated Icons for Better Video-Mediated Mixed Group Communications Between Deaf and Hearing Participants
Yeon Soo Kim (KAIST, Daejeon, Korea, Republic of)Hyeonjeong Im (Industrial Design, KAIST, Daejeon, Korea, Republic of)Sunok Lee (KAIST, Daejeon, Korea, Republic of)Haena Cho (Industrial Design, KAIST, Daejeon, Korea, Republic of)Sangsu Lee (Industrial Design, KAIST, Daejeon, Korea, Republic of)
Since the outbreak of the COVID-19 pandemic, videoconferencing technology has been widely adopted as a convenient, powerful, and fundamental tool that has simplified many day-to-day tasks. However, video communication is dependent on audible conversation and can be strenuous for those who are Hard of Hearing. Communication methods used by the Deaf and Hard of Hearing community differ significantly from those used by the hearing community, and a distinct language gap is evident in workspaces that accommodate workers from both groups. Therefore, we integrated users in both groups to explore ways to alleviate obstacles in mixed-group videoconferencing by implementing user-generated icons. A participatory design methodology was employed to investigate how the users overcome language differences. We observed that individuals utilized icons within video-mediated meetings as a universal language to reinforce comprehension. Herein, we present design implications from these findings, along with recommendations for future icon systems to enhance and support mixed-group conversations.
3
Don’t Just Tell Me, Ask Me: AI Systems that Intelligently Frame Explanations as Questions Improve Human Logical Discernment Accuracy over Causal AI explanations
Valdemar Danry (MIT, CAMBRIDGE, Massachusetts, United States)Pat Pataranutaporn (MIT, Boston, Massachusetts, United States)Yaoli Mao (Columbia University, New York, New York, United States)Pattie Maes (MIT Media Lab, Cambridge, Massachusetts, United States)
Critical thinking is an essential human skill. Despite the importance of critical thinking, research reveals that our reasoning ability suffers from personal biases and cognitive resource limitations, leading to potentially dangerous outcomes. This paper presents the novel idea of AI-framed Questioning that turns information relevant to the AI classification into questions to actively engage users' thinking and scaffold their reasoning process. We conducted a study with 204 participants comparing the effects of AI-framed Questioning on a critical thinking task; discernment of logical validity of socially divisive statements. Our results show that compared to no feedback and even causal AI explanations of an always correct system, AI-framed Questioning significantly increase human discernment of logically flawed statements. Our experiment exemplifies a future style of Human-AI co-reasoning system, where the AI becomes a critical thinking stimulator rather than an information teller.
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Not all spacings are created equal: The Effect of Text Spacings in On-the-go Reading Using Optical See-Through Head-Mounted Displays
Chen Zhou (National University of Singapore, Singapore, Singapore)Katherine Fennedy (National University of Singapore, Singapore, Singapore)Felicia Fang-Yi. Tan (National University of Singapore, Singapore, Singapore)Shengdong Zhao (National University of Singapore, Singapore, Singapore)Yurui Shao (National University of Singapore , Singapore, Singapore , Singapore)
The emergent Optical Head-Mounted Display (OHMD) platform has made mobile reading possible by superimposing digital text onto users’ view of the environment. However, mobile reading through OHMD needs to be effectively balanced with the user's environmental awareness. Hence, a series of studies were conducted to explore how text spacing strategies facilitate such balance. Through these studies, it was found that increasing spacing within the text can significantly enhance mobile reading on OHMDs in both simple and complex navigation scenarios and that such benefits mainly come from increasing the inter-line spacing, but not inter-word spacing. Compared with existing positioning strategies, increasing inter-line spacing improves mobile OHMD information reading in terms of reading speed (11.9% faster), walking speed (3.7% faster), and switching between reading and navigation (106.8% more accurate and 33% faster).
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Bias-Aware Systems: Exploring Indicators for the Occurrences of Cognitive Biases when Facing Different Opinions
Nattapat Boonprakong (University of Melbourne, Parkville, Victoria, Australia)Xiuge Chen (The University of Melbourne, Melbourne, Victoria, Australia)Catherine Davey (University of Melbourne, Parkville, Victoria, Australia)Benjamin Tag (University of Melbourne, Melbourne, Victoria, Australia)Tilman Dingler (University of Melbourne, Melbourne, Victoria, Australia)
Cognitive biases have been shown to play a critical role in creating echo chambers and spreading misinformation. They undermine our ability to evaluate information and can influence our behaviour without our awareness. To allow the study of occurrences and effects of biases on information consumption behaviour, we explore indicators for cognitive biases in physiological and interaction data. Therefore, we conducted two experiments investigating how people experience statements that are congruent or divergent from their own ideological stance. We collected interaction data, eye tracking data, hemodynamic responses, and electrodermal activity while participants were exposed to ideologically tainted statements. Our results indicate that people spend more time processing statements that are incongruent with their own opinion. We detected differences in blood oxygenation levels between congruent and divergent opinions, a first step towards building systems to detect and quantify cognitive biases.
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The Intricacies of Social Robots: Secondary Analysis of Fictional Documentaries to Explore the Benefits and Challenges of Robots in Complex Social Settings
Judith Dörrenbächer (University of Siegen, Siegen, Germany)Ronda Ringfort-Felner (University of Siegen, Siegen, Germany)Marc Hassenzahl (University of Siegen, Siegen, Germany)
In the design of social robots, the focus is often on the robot itself rather than on the intricacies of possible application scenarios. In this paper, we examine eight fictional documentaries about social robots, such as SEYNO, a robot that promotes respect between passengers in trains, or PATO, a robot to watch movies with. Overall, robots were conceptualized either (1) to substitute humans in relationships or (2) to mediate relationships (human-human-robot-interaction). While the former is basis of many current approaches to social robotics, the latter is less common, but particularly interesting. For instance, the mediation perspective fundamentally impacts the role a robot takes (e.g., role model, black sheep, ally, opponent, moralizer) and thus its potential function and form. From the substitution perspective, robots are expected to mimic human emotions; from the mediation perspective, robots can be positive precisely because they remain objective and are neither emotional nor empathic.
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Partially Blended Realities: Aligning Dissimilar Spaces for Distributed Mixed Reality Meetings
Jens Emil Sloth. Grønbæk (Aarhus University, Aarhus, Denmark)Ken Pfeuffer (Aarhus University, Aarhus, Denmark)Eduardo Velloso (University of Melbourne, Melbourne, Victoria, Australia)Morten Astrup (Aarhus University, Aarhus, Denmark)Melanie Isabel Sønderkær Pedersen (Aarhus University, Aarhus, Denmark)Martin Kjær (Aarhus University, Aarhus, Denmark)Germán Leiva (Aarhus University, Aarhus, Denmark)Hans Gellersen (Lancaster University, Lancaster, United Kingdom)
Mixed Reality allows for distributed meetings where people's local physical spaces are virtually aligned into blended interaction spaces. In many cases, people's physical rooms are dissimilar, making it challenging to design a coherent blended space. We introduce the concept of Partially Blended Realities (PBR) --- using Mixed Reality to support remote collaborators in partially aligning their physical spaces. As physical surfaces are central in collaborative work, PBR supports users in transitioning between different configurations of tables and whiteboard surfaces. In this paper, we 1) describe the design space of PBR, 2) present RealityBlender to explore interaction techniques for how users may configure and transition between blended spaces, and 3) provide insights from a study on how users experience transitions in a remote collaboration task. With this work, we demonstrate new potential for using partial solutions to tackle the alignment problem of dissimilar spaces in distributed Mixed Reality meetings.
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Supporting Piggybacked Co-Located Leisure Activities via Augmented Reality
Samantha Reig (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)Erica Principe Cruz (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)Melissa Powers (New York University, New York, New York, United States)Jennifer He (Stanford University, Stanford, California, United States)Timothy Chong (University of Washington, Seattle, Washington, United States)Yu Jiang Tham (Snap Inc., Seattle, Washington, United States)Sven Kratz (Snap, Inc., Seattle, Washington, United States)Ava Robinson (Northwestern University, Evanston, Illinois, United States)Brian A.. Smith (Columbia University, New York, New York, United States)Rajan Vaish (Snap Inc., Santa Monica, California, United States)Andrés Monroy-Hernández (Princeton University, Princeton, New Jersey, United States)
Technology, especially the smartphone, is villainized for taking meaning and time away from in-person interactions and secluding people into "digital bubbles''. We believe this is not an intrinsic property of digital gadgets, but evidence of a lack of imagination in technology design. Leveraging augmented reality (AR) toward this end allows us to create experiences for multiple people, their pets, and their environments. In this work, we explore the design of AR technology that "piggybacks'' on everyday leisure to foster co-located interactions among close ties (with other people and pets). We designed, developed, and deployed three such AR applications, and evaluated them through a 41-participant and 19-pet user study. We gained key insights about the ability of AR to spur and enrich interaction in new channels, the importance of customization, and the challenges of designing for the physical aspects of AR devices (e.g., holding smartphones). These insights guide design implications for the novel research space of co-located AR.
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“It can bring you in the right direction”: Episode-Driven Data Narratives to Help Patients Navigate Multidimensional Diabetes Data to Make Care Decisions
Shriti Raj (University of Michigan, Ann Arbor, Michigan, United States)Toshi Gupta (University of Michigan, Ann Arbor, Michigan, United States)Joyce Lee (University of Michigan, Ann Arbor, Michigan, United States)Matthew Kay (Northwestern University, Chicago, Illinois, United States)Mark W. Newman (U. of Michigan, Ann Arbor, Michigan, United States)
Engaging with multiple streams of personal health data to inform self-care of chronic health conditions remains a challenge. Existing informatics tools provide limited support for patients to make data actionable. To design better tools, we conducted two studies with Type 1 diabetes patients and their clinicians. In the first study, we observed data review sessions between patients and clinicians to articulate the tasks involved in assessing different types of data from diabetes devices to make care decisions. Drawing upon these tasks, we designed novel data interfaces called episode-driven data narratives and performed a task-driven evaluation. We found that as compared to the commercially available diabetes data reports, episode-driven data narratives improved engagement and decision-making with data. We discuss implications for designing data interfaces to support interaction with multidimensional health data to inform self-care.
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AngleKindling: Supporting Journalistic Angle Ideation with Large Language Models
Savvas Petridis (Columbia University, New York, New York, United States)Nicholas Diakopoulos (Northwestern University, Evanston, Illinois, United States)Kevin Crowston (Syracuse University, Syracuse, New York, United States)Mark Hansen (Columbia University, New York, New York, United States)Keren Henderson (Syracuse University, Syracuse, New York, United States)Stan Jastrzebski (Syracuse University, Syracuse, New York, United States)Jeffrey V. Nickerson (Stevens Institute of Technology, Hoboken, New Jersey, United States)Lydia B. Chilton (Columbia University, New York, New York, United States)
News media often leverage documents to find ideas for stories, while being critical of the frames and narratives present. Developing angles from a document such as a press release is a cognitively taxing process, in which journalists critically examine the implicit meaning of its claims. Informed by interviews with journalists, we developed AngleKindling, an interactive tool which employs the common sense reasoning of large language models to help journalists explore angles for reporting on a press release. In a study with 12 professional journalists, we show that participants found AngleKindling significantly more helpful and less mentally demanding to use for brainstorming ideas, compared to a prior journalistic angle ideation tool. AngleKindling helped journalists deeply engage with the press release and recognize angles that were useful for multiple types of stories. From our findings, we discuss how to help journalists customize and identify promising angles, and extending AngleKindling to other knowledge-work domains.
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Respecifying Phubbing: Video-Based Analysis of Smartphone Use in Co-Present Interactions
Iuliia Avgustis (University of Oulu, Oulu, Finland)
The concept of phubbing (generally defined as a practice of ignoring co-present others by focusing on one’s mobile device) is now widely used in studies aiming to understand the effects of smartphone use on co-present interactions. However, most of these studies are quantitative in nature and fail to grasp the interactional context of smartphone use. Drawing on video recordings and utilizing multimodal interaction analysis, the present study examines phubbing in naturally occurring interactions among young adults. Contrary to most previous research, the analysis reveals that disengagement often precedes self-initiated smartphone use rather than follows it. The study identifies factors that affect whether phubbing is reciprocated and whether it is oriented to as problematic. As a result of the analysis, an alternative conceptualization of phubbing is offered. By reflecting on participants’ ways of managing phubbing and its consequences, we discuss design solutions for supporting them in this task.
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Characteristics of Deep and Skim Reading on Smartphones vs. Desktop: A Comparative Study
Xiuge Chen (The University of Melbourne, Melbourne, Victoria, Australia)Namrata Srivastava (Monash University, Melbourne, Victoria, Australia)Rajiv Jain (Adobe Research, College Park, Maryland, United States)Jennifer Healey (Adobe Research, San Jose, California, United States)Tilman Dingler (University of Melbourne, Melbourne, Victoria, Australia)
Deep reading fosters text comprehension, memory, and critical thinking. The growing prevalance of digital reading on mobile interfaces raises concerns that deep reading is being replaced by skimming and sifting through information, but this is currently unmeasured. Traditionally, reading quality is assessed using comprehension tests, which require readers to explicitly answer a set of carefully composed questions. To quantify and understand reading behaviour in natural settings and at scale, however, implicit measures are needed of deep versus skim reading across desktop and mobile devices, the most prominent digital reading platforms. In this paper, we present an approach to systematically induce deep and skim reading and subsequently train classifiers to discriminate these two reading styles based on eye movement patterns and interaction data. Based on a user study with 29 participants, we created models that detect deep reading on both devices with up to 0.82 AUC. We present the characteristics of deep reading and discuss how our models can be used to measure the effect of reading UI design and monitor long-term changes in reading behaviours.
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Classifying Head Movements to Separate Head-Gaze and Head Gestures as Distinct Modes of Input
Baosheng James HOU (Lancaster University , Lancaster , United Kingdom)Joshua Newn (Lancaster University, Lancaster, Lancashire, United Kingdom)Ludwig Sidenmark (Lancaster University, Lancaster, United Kingdom)Anam Ahmad Khan (National University of Science and Technology, ISLAMABAD, Pakistan)Per Bækgaard (Technical University of Denmark, Kgs. Lyngby, Denmark)Hans Gellersen (Lancaster University, Lancaster, United Kingdom)
Head movement is widely used as a uniform type of input for human-computer interaction. However, there are fundamental differences between head movements coupled with gaze in support of our visual system, and head movements performed as gestural expression. Both Head-Gaze and Head Gestures are of utility for interaction but differ in their affordances. To facilitate the treatment of Head-Gaze and Head Gestures as separate types of input, we developed HeadBoost as a novel classifier, achieving high accuracy in classifying gaze-driven versus gestural head movement (F1-Score: 0.89). We demonstrate the utility of the classifier with three applications: gestural input while avoiding unintentional input by Head-Gaze; target selection with Head-Gaze while avoiding Midas Touch by head gestures; and switching of cursor control between Head-Gaze for fast positioning and Head Gesture for refinement. The classification of Head-Gaze and Head Gesture allows for seamless head-based interaction while avoiding false activation.
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Exploring Memory-Oriented Interactions with Digital Photos In and Across Time: A Field Study of Chronoscope
Amy Yo Sue Chen (Simon Fraser University, Surrey, British Columbia, Canada)William Odom (Simon Fraser University, Surrey, British Columbia, Canada)Carman Neustaedter (Simon Fraser University, Surrey, British Columbia, Canada)Ce Zhong (Simon Fraser University, Surrey, British Columbia, Canada)Henry Lin (Simon Fraser University, Surrey, British Columbia, Canada)
We describe a field study of Chronoscope, a tangible photo viewer that lets people revisit and explore their digital photos with the support of temporal metadata. Chronoscope offers different temporal modalities for organizing one’s personal digital photo archive, and for exploring possible connections in and across time, and among photos and memories. We deployed four Chronoscopes in four households for three months to understand participants’ experiences over time. Our goals are to investigate the reflective potential of temporal modalities as an alternative design approach for supporting memory-oriented photo exploration, and empirically explore conceptual propositions related to slow technology. Findings revealed that Chronoscope catalyzed a range of reflective experiences on their respective life histories and life stories. It opened up alternative ways of considering time and the potential longevity of personal photo archives. We conclude with implications to present opportunities for future HCI research and practice.
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Can Voice Assistants Be Microaggressors? Cross-Race Psychological Responses to Failures of Automatic Speech Recognition
Kimi Wenzel (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)Nitya Devireddy (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)Cam Davison (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)Geoff Kaufman (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)
Language technologies have a racial bias, committing greater errors for Black users than for white users. However, little work has evaluated what effect these disparate error rates have on users themselves. The present study aims to understand if speech recognition errors in human-computer interactions may mirror the same effects as misunderstandings in interpersonal cross-race communication. In a controlled experiment (N=108), we randomly assigned Black and white participants to interact with a voice assistant pre-programmed to exhibit a high versus low error rate. Results revealed that Black participants in the high error rate condition, compared to Black participants in the low error rate condition, exhibited significantly higher levels of self-consciousness, lower levels of self-esteem and positive affect, and less favorable ratings of the technology. White participants did not exhibit this disparate pattern. We discuss design implications and the diverse research directions to which this initial study aims to contribute.
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Speech-Augmented Cone-of-Vision for Exploratory Data Analysis
Riccardo Bovo (Imperial College London, London, United Kingdom)Daniele Giunchi (University College London, London, United Kingdom)Ludwig Sidenmark (Lancaster University, Lancaster, United Kingdom)Joshua Newn (Lancaster University, Lancaster, Lancashire, United Kingdom)Hans Gellersen (Aarhus University, Aarhus, Denmark)Enrico Costanza (UCL Interaction Centre, London, United Kingdom)Thomas Heinis (Imperial College, London, United Kingdom)
Mutual awareness of visual attention is crucial for successful collaboration. Previous research has explored various ways to represent visual attention, such as field-of-view visualizations and cursor visualizations based on eye-tracking, but these methods have limitations. Verbal communication is often utilized as a complementary strategy to overcome such disadvantages. This paper proposes a novel method that combines verbal communication with the Cone of Vision to improve gaze inference and mutual awareness in VR. We conducted a within-group study with pairs of participants who performed a collaborative analysis of data visualizations in VR. We found that our proposed method provides a better approximation of eye gaze than the approximation provided by head direction. Furthermore, we release the first collaborative head, eyes, and verbal behaviour dataset. The results of this study provide a foundation for investigating the potential of verbal communication as a tool for enhancing visual cues for joint attention.
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Take My Hand: Automated Hand-Based Spatial Guidance for the Visually Impaired
Adil Rahman (University of Virginia, Charlottesville, Virginia, United States)Md Aashikur Rahman Azim (University of Virginia, Charlottesville, Virginia, United States)Seongkook Heo (University of Virginia, Charlottesville, Virginia, United States)
Tasks that involve locating objects and then moving hands to those specific locations, such as using touchscreens or grabbing objects on a desk, are challenging for the visually impaired. Over the years, audio guidance and haptic feedback have been a staple in hand navigation based assistive technologies. However, these methods require the user to interpret the generated directional cues and then manually perform the hand motions. In this paper, we present automated hand-based spatial guidance to bridge the gap between guidance and execution, allowing visually impaired users to move their hands between two points automatically, without any manual effort. We implement this concept through FingerRover, an on-finger miniature robot that carries the user's finger to target points. We demonstrate the potential applications that can benefit from automated hand-based spatial guidance. Our user study shows the potential of our technique in improving the interaction capabilities of people with visual impairments.
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Amortized Inference with User Simulations
Hee-Seung Moon (Yonsei University, Incheon, Korea, Republic of)Antti Oulasvirta (Aalto University, Helsinki, Finland)Byungjoo Lee (Yonsei University, Seoul, Korea, Republic of)
There have been significant advances in simulation models predicting human behavior across various interactive tasks. One issue remains, however: identifying the parameter values that best describe an individual user. These parameters often express personal cognitive and physiological characteristics, and inferring their exact values has significant effects on individual-level predictions. Still, the high complexity of simulation models usually causes parameter inference to consume prohibitively large amounts of time, as much as days per user. We investigated amortized inference for its potential to reduce inference time dramatically, to mere tens of milliseconds. Its principle is to pre-train a neural proxy model for probabilistic inference, using synthetic data simulated from a range of parameter combinations. From examining the efficiency and prediction performance of amortized inference in three challenging cases that involve real-world data (menu search, point-and-click, and touchscreen typing), the paper demonstrates that an amortized inference approach permits analyzing large-scale datasets by means of simulation models. It also addresses emerging opportunities and challenges in applying amortized inference in HCI.
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Meeting Your Virtual Twin: Effects of Photorealism and Personalization on Embodiment, Self-Identification and Perception of Self-Avatars in Virtual Reality
Anca Salagean (University of Bath, Bath, United Kingdom)Eleanor Crellin (University of Bath, Bath, United Kingdom)Martin Parsons (University of Bath, Bath, United Kingdom)Darren Cosker (Microsoft Research, Cambridge, United Kingdom)Danaë Stanton Fraser (University of Bath, Bath, United Kingdom)
Embodying virtual twins – photorealistic and personalized avatars – will soon be easily achievable in consumer-grade VR. For the first time, we explored how photorealism and personalization impact self-identification, as well as embodiment, avatar perception and presence. Twenty participants were individually scanned and, in a two-hour session, embodied four avatars (high photorealism personalized, low photorealism personalized, high photorealism generic, low photorealism generic). Questionnaire responses revealed stronger mid-immersion body ownership for the high photorealism personalized avatars compared to all other avatar types, and stronger embodiment for high photorealism compared to low photorealism avatars and for personalized compared to generic avatars. In a self-other face distinction task, participants took significantly longer to pause the face morphing videos of high photorealism personalized avatars, suggesting a stronger self-identification bias with these avatars. Photorealism and personalization were perceptually positive features; how employing these avatars in VR applications impacts users over time requires longitudinal investigation.
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DAPIE: Interactive Step-by-Step Explanatory Dialogues to Answer Children’s Why and How Questions
Yoonjoo Lee (KAIST, Daejeon, Korea, Republic of)Tae Soo Kim (KAIST, Daejeon, Korea, Republic of)Sungdong Kim (NAVER AI Lab, Seongnam, Korea, Republic of)Yohan Yun (KAIST, Suwon, Gyeonggi, Korea, Republic of)Juho Kim (KAIST, Daejeon, Korea, Republic of)
Children acquire an understanding of the world by asking "why'' and "how'' questions. Conversational agents (CAs) like smart speakers or voice assistants can be promising respondents to children's questions as they are more readily available than parents or teachers. However, CAs' answers to "why'' and "how'' questions are not designed for children, as they can be difficult to understand and provide little interactivity to engage the child. In this work, we propose design guidelines for creating interactive dialogues that promote children's engagement and help them understand explanations. Applying these guidelines, we propose DAPIE, a system that answers children's questions through interactive dialogue by employing an AI-based pipeline that automatically transforms existing long-form answers from online sources into such dialogues. A user study (N=16) showed that, with DAPIE, children performed better in an immediate understanding assessment while also reporting higher enjoyment than when explanations were presented sentence-by-sentence.
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InfinitePaint: Painting in Virtual Reality with Passive Haptics Using Wet Brushes and a Physical Proxy Canvas
Andreas Rene. Fender (ETH Zürich, Zurich, Switzerland)Thomas Roberts (ETH Zürich, Zurich, Switzerland)Tiffany Luong (ETH Zürich, Zürich, Switzerland)Christian Holz (ETH Zürich, Zurich, Switzerland)
Digital painting interfaces require an input fidelity that preserves the artistic expression of the user. Drawing tablets allow for precise and low-latency sensing of pen motions and other parameters like pressure to convert them to fully digitized strokes. A drawback is that those interfaces are rigid. While soft brushes can be simulated in software, the haptic sensation of the rigid pen input device is different compared to using a soft wet brush on paper. We present InfinitePaint, a system that supports digital painting in Virtual Reality on real paper with a real wet brush. We use special paper that turns black wherever it comes into contact with water and turns blank again upon drying. A single camera captures those temporary strokes and digitizes them while applying properties like color or other digital effects. We tested our system with artists and compared the subjective experience with a drawing tablet.
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fAIlureNotes: Supporting Designers in Understanding the Limits of AI Models for Computer Vision Tasks
Steven Moore (Technical University Munich (TUM), Munich, Germany)Q. Vera Liao (Microsoft Research, Montreal, Quebec, Canada)Hariharan Subramonyam (Stanford University, Stanford, California, United States)
To design with AI models, user experience (UX) designers must assess the fit between the model and user needs. Based on user research, they need to contextualize the model's behavior and potential failures within their product-specific data instances and user scenarios. However, our formative interviews with ten UX professionals revealed that such a proactive discovery of model limitations is challenging and time-intensive. Furthermore, designers often lack technical knowledge of AI and accessible exploration tools, which challenges their understanding of model capabilities and limitations. In this work, we introduced a \textit{failure-driven design} approach to AI, a workflow that encourages designers to explore model behavior and failure patterns early in the design process. The implementation of \system, a designer-centered failure exploration and analysis tool, supports designers in evaluating models and identifying failures across diverse user groups and scenarios. Our evaluation with UX practitioners shows that \system outperforms today's interactive model cards in assessing context-specific model performance.
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Factors of Haptic Experience across multiple Haptic modalities
Ahmed Anwar (University of Waterloo, Waterloo, Ontario, Canada)Tianzheng Shi (University of Waterloo, Waterloo, Ontario, Canada)Oliver Schneider (University of Waterloo, Waterloo, Ontario, Canada)
Haptic Experience (HX) is a proposed set of quality criteria useful to haptics, with prior evidence for a 5-factor model with vibrotactile feedback. We report on an ongoing process of scale development to measure HX, and explore whether these criteria hold when applied to more diverse devices, including vibrotactile, force feedback, surface haptics, and mid-air haptics. From an in-person user study with 430 participants, exploratory factor analysis (EFA), and confirmatory factor analysis (CFA), we extract an 11-item and 4-factor model (Realism, Harmony, Involvement, Expressivity) with only a partial overlap to the previous model. We compare this model to the previous vibrotactile model, finding that the new 4-factor model is more generalized and can guide attributes or applications of new haptic systems. Our findings suggest that HX may vary depending on the modalities used in an application, but these four factors are general constructs that might overlap with modality-specific concepts of HX. These factors can inform designers about the right quality criteria to use when designing or evaluating haptic experiences for multiple modalities.
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What is Human-Centered about Human-Centered AI? A Map of the Research Landscape
Tara Capel (Queensland University of Technology, Brisbane, QLD, Australia)Margot Brereton (QUT, Brisbane, Brisbane, Australia)
The application of Artificial Intelligence (AI) across a wide range of domains comes with both high expectations of its benefits and dire predictions of misuse. While AI systems have largely been driven by a technology-centered design approach, the potential societal consequences of AI have mobilized both HCI and AI researchers towards researching human-centered artificial intelligence (HCAI). However, there remains considerable ambiguity about what it means to frame, design and evaluate HCAI. This paper presents a critical review of the large corpus of peer-reviewed literature emerging on HCAI in order to characterize what the community is defining as HCAI. Our review contributes an overview and map of HCAI research based on work that explicitly mentions the terms ‘human-centered artificial intelligence’ or ‘human-centered machine learning’ or their variations, and suggests future challenges and research directions. The map reveals the breadth of research happening in HCAI, established clusters and the emerging areas of Interaction with AI and Ethical AI. The paper contributes a new definition of HCAI, and calls for greater collaboration between AI and HCI research, and new HCAI constructs.
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Reality Rifts: Wonder-ful Interfaces by Disrupting Perceptual Causality
Lung-Pan Cheng (National Taiwan University, Taipei, Taiwan)Yi Chen (National Taiwan University, Taipei, Taiwan)Yi-Hao Peng (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)Christian Holz (ETH Zürich, Zurich, Switzerland)
Reality Rifts are interfaces between the physical and the virtual reality, where incoherent observations of physical behavior lead users to imagine comprehensive and plausible end-to-end dynamics. Reality Rifts emerge in interactive physical systems that lack one or more components that are central to their operation, yet where the physical end-to-end interaction persists with plausible outcomes. Even in the presence of a Reality Rift, users can still interact with a system—much like they would with the unaltered and complete counterpart—leading them to implicitly infer the existence and imagine the behavior of the lacking components from observable phenomena and outcomes. Therefore, dynamic systems with Reality Rifts trigger doubt, curiosity, and rumination—a sense of wonder that users experience when observing a Reality Rift due to their innate curiosity. In this paper, we explore how interactive systems can elicit and guide the user's imagination by integrating Reality Rifts. We outline the design process for opening a Reality Rift in interactive physical systems, describe the resulting design space, and explore it through six characteristic prototypes. To understand to what extent and with which qualities these prototypes indeed induce a sense of wonder during an interaction, we evaluated \projectName\ in the form of a field deployment with 50 participants. We discuss participants' behavior and derive factors for the implementation of future wonder-ful experiences.
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Subjective Probability Correction for Uncertainty Representations
Fumeng Yang (Northwestern University, Evanston, Illinois, United States)Maryam Hedayati (Northwestern University, Evanston, Illinois, United States)Matthew Kay (Northwestern University, Chicago, Illinois, United States)
We propose a new approach to uncertainty communication: we keep the uncertainty representation fixed, but adjust the distribution displayed to compensate for biases in people’s subjective probability in decision-making. To do so, we adopt a linear-in-probit model of subjective probability and derive two corrections to a Normal distribution based on the model’s intercept and slope: one correcting all right-tailed probabilities, and the other preserving the mode and one focal probability. We then conduct two experiments on U.S. demographically-representative samples. We show participants hypothetical U.S. Senate election forecasts as text or a histogram and elicit their subjective probabilities using a betting task. The first experiment estimates the linear-in-probit intercepts and slopes, and confirms the biases in participants’ subjective probabilities. The second, preregistered follow-up shows participants the bias-corrected forecast distributions. We find the corrections substantially improve participants’ decision quality by reducing the integrated absolute error of their subjective probabilities compared to the true probabilities. These corrections can be generalized to any univariate probability or confidence distribution, giving them broad applicability. Our preprint, code, data, and preregistration are available at https://doi.org/10.17605/osf.io/kcwxm.