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://chi2024.acm.org/)

5
Unlocking Understanding: An Investigation of Multimodal Communication in Virtual Reality Collaboration
Ryan Ghamandi (University of Central Florida, Orlando, Florida, United States)Ravi Kiran Kattoju (University of Central Florida, Orlando, Florida, United States)Yahya Hmaiti (University of Central Florida, Orlando, Florida, United States)Mykola Maslych (University of Central Florida, Orlando, Florida, United States)Eugene Matthew. Taranta (University of Central Florida, Orlando, Florida, United States)Ryan P. McMahan (University of Central Florida, Orlando, Florida, United States)Joseph LaViola (University of Central Florida, Orlando, Florida, United States)
Communication in collaboration, especially synchronous, remote communication, is crucial to the success of task-specific goals. Insufficient or excessive forms of communication may lead to detrimental effects on task performance while increasing mental fatigue. However, identifying which combinations of communication modalities provide the most efficient transfer of information in collaborative settings will greatly improve collaboration. To investigate this, we developed a remote, synchronous, asymmetric VR collaborative assembly task application, where users play the role of either mentor or mentee, and were exposed to different combinations of three communication modalities: voice, gestures, and gaze. Through task-based experiments with 25 pairs of participants (50 individuals), we evaluated quantitative and qualitative data and found that gaze did not differ significantly from multiple combinations of communication modalities. Our qualitative results indicate that mentees experienced more difficulty and frustration in completing tasks than mentors, with both types of users preferring all three modalities to be present.
4
Tagnoo: Enabling Smart Room-Scale Environments with RFID-Augmented Plywood
Yuning Su (Simon Fraser University, Burnaby, British Columbia, Canada)Tingyu Zhang (Simon Fraser University, Burnaby, British Columbia, Canada)Jiuen Feng (University of Science and Technology of China, Hefei, Anhui, China)Yonghao Shi (Simon Fraser University, Burnaby, British Columbia, Canada)Xing-Dong Yang (Simon Fraser University, Burnaby, British Columbia, Canada)Te-Yen Wu (Florida State University, Tallahassee, Florida, United States)
Tagnoo is a computational plywood augmented with RFID tags, aimed at empowering woodworkers to effortlessly create room-scale smart environments. Unlike existing solutions, Tagnoo does not necessitate technical expertise or disrupt established woodworking routines. This battery-free and cost-effective solution seamlessly integrates computation capabilities into plywood, while preserving its original appearance and functionality. In this paper, we explore various parameters that can influence Tagnoo's sensing performance and woodworking compatibility through a series of experiments. Additionally, we demonstrate the construction of a small office environment, comprising a desk, chair, shelf, and floor, all crafted by an experienced woodworker using conventional tools such as a table saw and screws while adhering to established construction workflows. Our evaluation confirms that the smart environment can accurately recognize 18 daily objects and user activities, such as a user sitting on the floor or a glass lunchbox placed on the desk, with over 90% accuracy.
4
Using the Visual Language of Comics to Alter Sensations in Augmented Reality
Arpit Bhatia (University of Copenhagen, Copenhagen, Denmark)Henning Pohl (Aalborg University, Aalborg, Denmark)Teresa Hirzle (University of Copenhagen, Copenhagen, Denmark)Hasti Seifi (Arizona State University, Tempe, Arizona, United States)Kasper Hornbæk (University of Copenhagen, Copenhagen, Denmark)
Augmented Reality (AR) excels at altering what we see but non-visual sensations are difficult to augment. To augment non-visual sensations in AR, we draw on the visual language of comic books. Synthesizing comic studies, we create a design space describing how to use comic elements (e.g., onomatopoeia) to depict non-visual sensations (e.g., hearing). To demonstrate this design space, we built eight demos, such as speed lines to make a user think they are faster and smell lines to make a scent seem stronger. We evaluate these elements in a qualitative user study (N=20) where participants performed everyday tasks with comic elements added as augmentations. All participants stated feeling a change in perception for at least one sensation, with perceived changes detected by between four participants (touch) and 15 participants (hearing). The elements also had positive effects on emotion and user experience, even when participants did not feel changes in perception.
4
Signs of the Smart City: Exploring the Limits and Opportunities of Transparency
Eric Corbett (Google Research, New York, New York, United States)Graham Dove (New York University, New York, New York, United States)
This paper reports on a research through design (RtD) inquiry into public perceptions of transparency of Internet of Things (IoT) sensors increasingly deployed within urban neighborhoods as part of smart city programs. In particular, we report on the results of three participatory design workshops during which 40 New York City residents used physical signage as a medium for materializing transparency concerns about several sensors. We found that people’s concerns went beyond making sensors more transparent but instead sought to reveal the technology’s interconnected social, political, and economic processes. Building from these findings, we highlight the opportunities to move from treating transparency as an object to treating it as an ongoing activity. We argue that this move opens opportunities for designers and policy-makers to provide meaningful and actionable transparency of smart cities.
4
MOSion: Gaze Guidance with Motion-triggered Visual Cues by Mosaic Patterns
Arisa Kohtani (Tokyo Institute of Technology, Tokyo, Japan)Shio Miyafuji (Tokyo Institute of Technology, Tokyo, Japan)Keishiro Uragaki (Aoyama Gakuin University, Tokyo, Japan)Hidetaka Katsuyama (Tokyo Institute of Technology, Tokyo, Japan)Hideki Koike (Tokyo Institute of Technology, Tokyo, Japan)
We propose a gaze-guiding method called MOSion to adjust the guiding strength reacted to observers’ motion based on a high-speed projector and the afterimage effect in the human vision system. Our method decomposes the target area into mosaic patterns to embed visual cues in the perceived images. The patterns can only direct the attention of the moving observers to the target area. The stopping observer can see the original image with little distortion because of light integration in the visual perception. The pre computation of the patterns provides the adaptive guiding effect without tracking devices and computational costs depending on the movements. The evaluation and the user study show that the mosaic decomposition enhances the perceived saliency with a few visual artifacts, especially in moving conditions. Our method embedded in white lights works in various situations such as planar posters, advertisements, and curved objects.
4
Personalizing Privacy Protection With Individuals' Regulatory Focus: Would You Preserve or Enhance Your Information Privacy?
Reza Ghaiumy Anaraky (New York University, New York City, New York, United States)Yao Li (University of Central Florida, Orlando, Florida, United States)Hichang Cho (National University of Singapore, Singapore, Singapore)Danny Yuxing Huang (New York University, New York, New York, United States)Kaileigh Angela Byrne (Clemson University, Clemson, South Carolina, United States)Bart Knijnenburg (Clemson University, Clemson, South Carolina, United States)Oded Nov (New York University, New York, New York, United States)
In this study, we explore the effectiveness of persuasive messages endorsing the adoption of a privacy protection technology (IoT Inspector) tailored to individuals' regulatory focus (promotion or prevention). We explore if and how regulatory fit (i.e., tuning the goal-pursuit mechanism to individuals' internal regulatory focus) can increase persuasion and adoption. We conducted a between-subject experiment (N = 236) presenting participants with the IoT Inspector in gain ("Privacy Enhancing Technology"---PET) or loss ("Privacy Preserving Technology"---PPT) framing. Results show that the effect of regulatory fit on adoption is mediated by trust and privacy calculus processes: prevention-focused users who read the PPT message trust the tool more. Furthermore, privacy calculus favors using the tool when promotion-focused individuals read the PET message. We discuss the contribution of understanding the cognitive mechanisms behind regulatory fit in privacy decision-making to support privacy protection.
4
Predicting the Noticeability of Dynamic Virtual Elements in Virtual Reality
Zhipeng Li (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)Yi Fei Cheng (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)Yukang Yan (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)David Lindlbauer (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)
While Virtual Reality (VR) systems can present virtual elements such as notifications anywhere, designing them so they are not missed by or distracting to users is highly challenging for content creators. To address this challenge, we introduce a novel approach to predict the noticeability of virtual elements. It computes the visual saliency distribution of what users see, and analyzes the temporal changes of the distribution with respect to the dynamic virtual elements that are animated. The computed features serve as input for a long short-term memory (LSTM) model that predicts whether a virtual element will be noticed. Our approach is based on data collected from 24 users in different VR environments performing tasks such as watching a video or typing. We evaluate our approach (n = 12), and show that it can predict the timing of when users notice a change to a virtual element within 2.56 sec compared to a ground truth, and demonstrate the versatility of our approach with a set of applications. We believe that our predictive approach opens the path for computational design tools that assist VR content creators in creating interfaces that automatically adapt virtual elements based on noticeability.
4
Observer Effect in Social Media Use
Koustuv Saha (University of Illinois at Urbana-Champaign, Urbana, Illinois, United States)Pranshu Gupta (Georgia Institute of Technology, Atlanta, Georgia, United States)Gloria Mark (University of California, Irvine, Irvine, California, United States)Emre Kiciman (Microsoft Research, Redmond, Washington, United States)Munmun De Choudhury (Georgia Institute of Technology, Atlanta, Georgia, United States)
While social media data is a valuable source for inferring human behavior, its in-practice utility hinges on extraneous factors. Notable is the ``observer effect,'' where awareness of being monitored can alter people's social media use. We present a causal-inference study to examine this phenomenon on the longitudinal Facebook use of 300+ participants who voluntarily shared their data spanning an average of 82 months before and 5 months after study enrollment. We measured deviation from participants' expected social media use through time series analyses. Individuals with high cognitive ability and low neuroticism decreased posting immediately after enrollment, and those with high openness increased posting. The sharing of self-focused content decreased, while diverse topics emerged. We situate the findings within theories of self-presentation and self-consciousness. We discuss the implications of correcting observer effect in social media data-driven measurements, and how this phenomenon shines light on the ethics of these measurements.
4
The Social Journal: Investigating Technology to Support and Reflect on Social Interactions
Sophia Sakel (LMU Munich, Munich, Germany)Tabea Blenk (LMU Munich, Munich, Germany)Albrecht Schmidt (LMU Munich, Munich, Germany)Luke Haliburton (LMU Munich, Munich, Germany)
Social interaction is a crucial part of what it means to be human. Maintaining a healthy social life is strongly tied to positive outcomes for both physical and mental health. While we use personal informatics data to reflect on many aspects of our lives, technology-supported reflection for social interactions is currently under-explored. To address this, we first conducted an online survey (N=124) to understand how users want to be supported in their social interactions. Based on this, we designed and developed an app for users to track and reflect on their social interactions and deployed it in the wild for two weeks (N=25). Our results show that users are interested in tracking meaningful in-person interactions that are currently untraced and that an app can effectively support self-reflection on social interaction frequency and social load. We contribute insights and concrete design recommendations for technology-supported reflection for social interaction.
4
Me, My Health, and My Watch: How Children with ADHD Understand Smartwatch Health Data
Elizabeth Ankrah (University of California, Irvine, Irvine, California, United States)Franceli L.. Cibrian (Chapman University, Orange, California, United States)Lucas M.. Silva (University of California, Irvine, Irvine, California, United States)Arya Tavakoulnia (University of California Irvine, Irvine, California, United States)Jesus Armando. Beltran (UCI, Irvine, California, United States)Sabrina Schuck (University of California Irvine, Irvine, California, United States)Kimberley D. Lakes (University of California Riverside, Riverside, California, United States)Gillian R. Hayes (University of California, Irvine, Irvine, California, United States)
Children with ADHD can experience a wide variety of challenges related to self-regulation, which can lead to poor educational, health, and wellness outcomes. Technological interventions, such as mobile and wearable health systems, can support data collection and reflection about health status. However, little is known about how ADHD children interpret such data. We conducted a deployment study with 10 children, aged 10 to 15, for six weeks, during which they used a smartwatch in their homes. Results from observations and interviews during this study indicate that children with ADHD can interpret their own health data, particularly at the moment. However, as ADHD children develop more autonomy, smartwatch systems may require alternatives for data reflection that are interpretable and actionable for them. This work contributes to the scholarly discourse around health data visualization, particularly in considering implications for the design of health technologies for children with ADHD.
4
Robot-Assisted Decision-Making: Unveiling the Role of Uncertainty Visualisation and Embodiment
Sarah Schömbs (The University of Melbourne, Melbourne, VIC, Australia)Saumya Pareek (University of Melbourne, Melbourne, Victoria, Australia)Jorge Goncalves (University of Melbourne, Melbourne, Australia)Wafa Johal (University of Melbourne, Melbourne, VIC, Australia)
Robots are embodied agents that act under several sources of uncertainty. When assisting humans in a collaborative task, robots need to communicate their uncertainty to help inform decisions. In this study, we examine the use of visualising a robot’s uncertainty in a high-stakes assisted decision-making task. In particular, we explore how different modalities of uncertainty visualisations (graphical display vs. the robot’s embodied behaviour) and confidence levels (low, high, 100%) conveyed by a robot affect the human decision-making and perception during a collaborative task. Our results show that these visualisations significantly impact how participants arrive to their decision as well as how they perceive the robot’s transparency across the different confidence levels. We highlight potential trade-offs and offer implications for robot-assisted decision-making. Our work contributes empirical insights on how humans make use of uncertainty visualisations conveyed by a robot in a critical robot-assisted decision-making scenario.
4
DiaryMate: Understanding User Perceptions and Experience in Human-AI Collaboration for Personal Journaling
Taewan Kim (KAIST, Daejeon, Korea, Republic of)Donghoon Shin (University of Washington, Seattle, Washington, United States)Young-Ho Kim (NAVER AI Lab, Seongnam, Gyeonggi, Korea, Republic of)Hwajung Hong (KAIST, Deajeon, Korea, Republic of)
With their generative capabilities, large language models (LLMs) have transformed the role of technological writing assistants from simple editors to writing collaborators. Such a transition emphasizes the need for understanding user perception and experience, such as balancing user intent and the involvement of LLMs across various writing domains in designing writing assistants. In this study, we delve into the less explored domain of personal writing, focusing on the use of LLMs in introspective activities. Specifically, we designed DiaryMate, a system that assists users in journal writing with LLM. Through a 10-day field study (N=24), we observed that participants used the diverse sentences generated by the LLM to reflect on their past experiences from multiple perspectives. However, we also observed that they are over-relying on the LLM, often prioritizing its emotional expressions over their own. Drawing from these findings, we discuss design considerations when leveraging LLMs in a personal writing practice.
3
Visual Noise Cancellation: Exploring Visual Discomfort and Opportunities for Vision Augmentations
Junlei Hong (University of Otago, Dunedin, New Zealand)Tobias Langlotz (University of Otago, Dunedin, New Zealand)Jonathan Sutton (University of Otago, Dunedin, New Zealand)Holger Regenbrecht (University of Otago, Dunedin, Otago, New Zealand)
Acoustic noise control or cancellation (ANC) is a commonplace component of modern audio headphones. ANC aims to actively mitigate disturbing environmental noise for a quieter and improved listening experience. ANC is digitally controlling frequency and amplitude characteristics of sound. Much less explored is visual noise and active visual noise control, which we address here. We first explore visual noise and scenarios in which visual noise arises based on findings from four workshops we conducted. We then introduce the concept of visual noise cancellation (VNC) and how it can be used to reduce identified effects of visual noise. In addition, we developed head-worn demonstration prototypes to practically explore the concept of active VNC with selected scenarios in a user study. Finally, we discuss the application of VNC, including vision augmentations that moderate the user's view of the environment to address perceptual needs and to provide augmented reality content.
3
Decide Yourself or Delegate - User Preferences Regarding the Autonomy of Personal Privacy Assistants in Private IoT-Equipped Environments
Karola Marky (Ruhr-University Bochum, Bochum, Germany)Alina Stöver (Technische Universität Darmstadt, Darmstadt, Germany)Sarah Prange (University of the Bundeswehr Munich, Munich, Germany)Kira Bleck (TU Darmstadt, Darmstadt, Germany)Paul Gerber (Technische Universität Darmstadt, Darmstadt, Germany)Verena Zimmermann (ETH Zürich, Zürich, Switzerland)Florian Müller (LMU Munich, Munich, Germany)Florian Alt (University of the Bundeswehr Munich, Munich, Germany)Max Mühlhäuser (TU Darmstadt, Darmstadt, Germany)
Personalized privacy assistants (PPAs) communicate privacy-related decisions of their users to Internet of Things (IoT) devices. There are different ways to implement PPAs by varying the degree of autonomy or decision model. This paper investigates user perceptions of PPA autonomy models and privacy profiles - archetypes of individual privacy needs - as a basis for PPA decisions in private environments (e.g., a friend's home). We first explore how privacy profiles can be assigned to users and propose an assignment method. Next, we investigate user perceptions in 18 usage scenarios with varying contexts, data types and number of decisions in a study with 1126 participants. We found considerable differences between the profiles in settings with few decisions. If the number of decisions gets high (> 1/h), participants exclusively preferred fully autonomous PPAs. Finally, we discuss implications and recommendations for designing scalable PPAs that serve as privacy interfaces for future IoT devices.
3
"It's a Fair Game", or Is It? Examining How Users Navigate Disclosure Risks and Benefits When Using LLM-Based Conversational Agents
Zhiping Zhang (Khoury College of Computer Sciences, Boston, Massachusetts, United States)Michelle Jia (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)Hao-Ping (Hank) Lee (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)Bingsheng Yao (Rensselaer Polytechnic Institute, Troy, New York, United States)Sauvik Das (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)Ada Lerner (Northeastern University, Boston, Massachusetts, United States)Dakuo Wang (Northeastern University, Boston, Massachusetts, United States)Tianshi Li (Northeastern University, Boston, Massachusetts, United States)
The widespread use of Large Language Model (LLM)-based conversational agents (CAs), especially in high-stakes domains, raises many privacy concerns. Building ethical LLM-based CAs that respect user privacy requires an in-depth understanding of the privacy risks that concern users the most. However, existing research, primarily model-centered, does not provide insight into users' perspectives. To bridge this gap, we analyzed sensitive disclosures in real-world ChatGPT conversations and conducted semi-structured interviews with 19 LLM-based CA users. We found that users are constantly faced with trade-offs between privacy, utility, and convenience when using LLM-based CAs. However, users' erroneous mental models and the dark patterns in system design limited their awareness and comprehension of the privacy risks. Additionally, the human-like interactions encouraged more sensitive disclosures, which complicated users' ability to navigate the trade-offs. We discuss practical design guidelines and the needs for paradigm shifts to protect the privacy of LLM-based CA users.
3
A Robot Jumping the Queue: Expectations About Politeness and Power During Conflicts in Everyday Human-Robot Encounters
Franziska Babel (Linköping University, Linköping, Sweden)Robin Welsch (Aalto University, Espoo, Finland)Linda Miller (Ulm University, Ulm, Germany)Philipp Hock (Linköping University, Linköping, Sweden)Sam Thellman (Linköping University, Linköping, Sweden)Tom Ziemke (Linköping University, Linköping, Sweden)
Increasing encounters between people and autonomous service robots may lead to conflicts due to mismatches between human expectations and robot behaviour. This interactive online study (N = 335) investigated human-robot interactions at an elevator, focusing on the effect of communication and behavioural expectations on participants' acceptance and compliance. Participants evaluated a humanoid delivery robot primed as either submissive or assertive. The robot either matched or violated these expectations by using a command or appeal to ask for priority and then entering either first or waiting for the next ride. The results highlight that robots are less accepted if they violate expectations by entering first or using a command. Interactions were more effective if participants expected an assertive robot which then asked politely for priority and entered first. The findings emphasize the importance of power expectations in human-robot conflicts for the robot's evaluation and effectiveness in everyday situations.
3
Technology-Mediated Non-pharmacological Interventions for Dementia: Needs for and Challenges in Professional, Personalized and Multi-Stakeholder Collaborative Interventions
Yuling Sun (East China Normal University, Shanghai, China)Zhennan Yi (Beijing Normal University, Beijing, China)Xiaojuan Ma (Hong Kong University of Science and Technology, Hong Kong, Hong Kong)JUNYAN MAO (East China Normal University, Shanghai, China)Xin Tong (Duke Kunshan University, Kunshan, Suzhou, China)
Designing and using technologies to support Non-Pharmacological Interventions (NPI) for People with Dementia (PwD) has drawn increasing attention in HCI, with the potential expectations of higher user engagement and positive outcomes. Yet, technologies for NPI can only be valuable if practitioners successfully incorporate them into their ongoing intervention practices beyond a limited research period. Currently, we know little about how practitioners experience and perceive these technologies in practical NPI for PwD. In this paper, we investigate this question through observations of five in-person NPI activities and interviews with 11 therapists and 5 caregivers. Our findings elaborate the practical NPI workflow process and characteristics, and practitioners’ attitudes, experiences, and perceptions to technology-mediated NPI in practice. Generally, our participants emphasized practical NPI is a complex and professional practice, needing fine-grained, personalized evaluation and planning, and the practical executing process is situated, and multi-stakeholder collaborative. Yet, existing technologies often fail to consider these specific characteristics, which leads to limitations in practical effectiveness or sustainable use. Drawing on our findings, we discuss the possible implications for designing more useful and practical NPI intervention technologies.
3
Investigating Contextual Notifications to Drive Self-Monitoring in mHealth Apps for Weight Maintenance
Yu-Peng Chen (University of Florida, Gainesville, Florida, United States)Julia Woodward (University of South Florida , Tampa, Florida, United States)Dinank Bista (University of Florida, Gainesville, Florida, United States)Xuanpu Zhang (Department of CISE, University of Florida, Gainesville, Florida, United States)Ishvina Singh (University of Florida , Gainesville, Florida, United States)Oluwatomisin Obajemu (University of Florida, Gainesville, Florida, United States)Meena N. Shankar (University of Florida, Gainesville, Florida, United States)Kathryn M.. Ross (University of Florida, Gainesville, Florida, United States)Jaime Ruiz (University of Florida, Gainesville, Florida, United States)Lisa Anthony (University of Florida, Gainesville, Florida, United States)
Mobile health applications for weight maintenance offer self-monitoring as a tool to empower users to achieve health goals (e.g., losing weight); yet maintaining consistent self-monitoring over time proves challenging for users. These apps use push notifications to help increase users’ app engagement and reduce long-term attrition, but they are often ignored by users due to appearing at inopportune moments. Therefore, we analyzed whether delivering push notifications based on time alone or also considering user context (e.g., current activity) affected users’ engagement in a weight maintenance app, in a 4-week in-the-wild study with 30 participants. We found no difference in participants’ overall (across the day) self-monitoring frequency between the two conditions, but in the context-based condition, participants responded faster and more frequently to notifications, and logged their data more timely (as eating/exercising occurs). Our work informs the design of notifications in weight maintenance apps to improve their efficacy in promoting self-monitoring.
3
Mnemosyne - Supporting Reminiscence for Individuals with Dementia in Residential Care Settings
Andrea Baumann (Lancaster University, Lancaster, United Kingdom)Peter Shaw (Lancaster University, Lancaster, United Kingdom)Ludwig Trotter (Lancaster University, Lancaster, Lancashire, United Kingdom)Sarah Clinch (The University of Manchester, Manchester, United Kingdom)Nigel Davies (Lancaster University, Lancaster, United Kingdom)
Reminiscence is known to play an important part in helping to mitigate the effects of dementia. Within the HCI community, work has typically focused on supporting reminiscence at an individual or social level but less attention has been given to supporting reminiscence in residential care settings. This lack of research became particularly apparent during the COVID pandemic when traditional forms of reminiscence involving physical artefacts and face-to-face interactions became especially challenging. In this paper we report on the design, development and evaluation of a reminiscence system, deployed in a residential care home over a two-year-period that included the pandemic. Mnemosyne comprises a pervasive display network and a browser-based application whose adoption and use we explored using a mixed methods approach. Our findings offer insights that will help shape the development and evaluation of future systems, particularly those that use pervasive displays to support unsupervised reminiscence.
3
Understanding Users' Interaction with Login Notifications
Philipp Markert (Ruhr University Bochum, Bochum, Germany)Leona Lassak (Ruhr University Bochum, Bochum, Germany)Maximilian Golla (CISPA Helmholtz Center for Information Security, Saarbrücken, Germany)Markus Dürmuth (Leibniz University Hannover, Hannover, Germany)
Login notifications intend to inform users about sign-ins and help them protect their accounts from unauthorized access. Notifications are usually sent if a login deviates from previous ones, potentially indicating malicious activity. They contain information like the location, date, time, and device used to sign in. Users are challenged to verify whether they recognize the login (because it was them or someone they know) or to protect their account from unwanted access. In a user study, we explore users' comprehension, reactions, and expectations of login notifications. We utilize two treatments to measure users' behavior in response to notifications sent for a login they initiated or based on a malicious actor relying on statistical sign-in information. We find that users identify legitimate logins but need more support to halt malicious sign-ins. We discuss the identified problems and give recommendations for service providers to ensure usable and secure logins for everyone.
3
MindfulDiary: Harnessing Large Language Model to Support Psychiatric Patients' Journaling
Taewan Kim (KAIST, Daejeon, Korea, Republic of)Seolyeong Bae (Gwangju Institute of Science and Technology, Gwangju, Korea, Republic of)Hyun AH Kim (NAVER Cloud, Gyeonggi-do, Korea, Republic of)Su-woo Lee (Wonkwang university hospital, iksan-si, Korea, Republic of)Hwajung Hong (KAIST, Deajeon, Korea, Republic of)Chanmo Yang (Wonkwang University Hospital, Wonkwang University, Iksan, Jeonbuk, Korea, Republic of)Young-Ho Kim (NAVER AI Lab, Seongnam, Gyeonggi, Korea, Republic of)
Large Language Models (LLMs) offer promising opportunities in mental health domains, although their inherent complexity and low controllability elicit concern regarding their applicability in clinical settings. We present MindfulDiary, an LLM-driven journaling app that helps psychiatric patients document daily experiences through conversation. Designed in collaboration with mental health professionals, MindfulDiary takes a state-based approach to safely comply with the experts' guidelines while carrying on free-form conversations. Through a four-week field study involving 28 patients with major depressive disorder and five psychiatrists, we examined how MindfulDiary facilitates patients' journaling practice and clinical care. The study revealed that MindfulDiary supported patients in consistently enriching their daily records and helped clinicians better empathize with their patients through an understanding of their thoughts and daily contexts. Drawing on these findings, we discuss the implications of leveraging LLMs in the mental health domain, bridging the technical feasibility and their integration into clinical settings.
3
Metaphors in Voice User Interfaces: A Slippery Fish
Smit Desai (University of Illinois, Urbana-Champaign, Champaign, Illinois, United States)Michael Bernard. Twidale (University of Illinois at Urbana-Champaign, Urbana, Illinois, United States)
We explore a range of different metaphors used for Voice User Interfaces (VUIs) by designers, end-users, manufacturers, and researchers using a novel framework derived from semi-structured interviews and a literature review. We focus less on the well-established idea of metaphors as a way for interface designers to help novice users learn how to interact with novel technology, and more on other ways metaphors can be used. We find that metaphors people use are contextually fluid, can change with the mode of conversation, and can reveal differences in how people perceive VUIs compared to other devices. Not all metaphors are helpful, and some may be offensive. Analyzing this broader class of metaphors can help understand, perhaps even predict problems. Metaphor analysis can be a low-cost tool to inspire design creativity and facilitate complex discussions about sociotechnical issues, enabling us to spot potential opportunities and problems in the situated use of technologies.
2
Sweating the Details: Emotion Recognition and the Influence of Physical Exertion in Virtual Reality Exergaming
Dominic Potts (University of Bath, Bath, United Kingdom)Zoe Broad (University of Bath, Bath, United Kingdom)Tarini Sehgal (University of Bath , Bath, United Kingdom)Joseph Hartley (University of Bath, Bath, United Kingdom)Eamonn O'Neill (University of Bath, Bath, United Kingdom)Crescent Jicol (University of Bath, Bath, United Kingdom)Christopher Clarke (University of Bath, Bath, United Kingdom)Christof Lutteroth (University of Bath, Bath, United Kingdom)
There is great potential for adapting Virtual Reality (VR) exergames based on a user's affective state. However, physical activity and VR interfere with physiological sensors, making affect recognition challenging. We conducted a study (n=72) in which users experienced four emotion inducing VR exergaming environments (happiness, sadness, stress and calmness) at three different levels of exertion (low, medium, high). We collected physiological measures through pupillometry, electrodermal activity, heart rate, and facial tracking, as well as subjective affect ratings. Our validated virtual environments, data, and analyses are openly available. We found that the level of exertion influences the way affect can be recognised, as well as affect itself. Furthermore, our results highlight the importance of data cleaning to account for environmental and interpersonal factors interfering with physiological measures. The results shed light on the relationships between physiological measures and affective states and inform design choices about sensors and data cleaning approaches for affective VR.
2
Narrating Fitness: Leveraging Large Language Models for Reflective Fitness Tracker Data Interpretation
Konstantin R.. Strömel (Osnabrück University, Osnabrück, Germany)Stanislas Henry (ENSEIRB-MATMECA Bordeaux, Bordeaux, France)Tim Johansson (Chalmers University of Technology, Gothenburg, Sweden)Jasmin Niess (University of Oslo, Oslo, Norway)Paweł W. Woźniak (Chalmers University of Technology, Gothenburg, Sweden)
While fitness trackers generate and present quantitative data, past research suggests that users often conceptualise their wellbeing in qualitative terms. This discrepancy between numeric data and personal wellbeing perception may limit the effectiveness of personal informatics tools in encouraging meaningful engagement with one’s wellbeing. In this work, we aim to bridge the gap between raw numeric metrics and users’ qualitative perceptions of wellbeing. In an online survey with $n=273$ participants, we used step data from fitness trackers and compared three presentation formats: standard charts, qualitative descriptions generated by an LLM (Large Language Model), and a combination of both. Our findings reveal that users experienced more reflection, focused attention and reward when presented with the generated qualitative data compared to the standard charts alone. Our work demonstrates how automatically generated data descriptions can effectively complement numeric fitness data, fostering a richer, more reflective engagement with personal wellbeing information.
2
Spatial Gaze Markers: Supporting Effective Task Switching in Augmented Reality
Mathias N.. Lystbæk (Aarhus University, Aarhus, Denmark)Ken Pfeuffer (Aarhus University, Aarhus, Denmark)Tobias Langlotz (University of Otago, Dunedin, New Zealand)Jens Emil Sloth. Grønbæk (Aarhus University, Aarhus, Denmark)Hans Gellersen (Lancaster University, Lancaster, United Kingdom)
Task switching can occur frequently in daily routines with physical activity. In this paper, we introduce Spatial Gaze Markers, an augmented reality tool to support users in immediately returning to the last point of interest after an attention shift. The tool is task-agnostic, using only eye-tracking information to infer distinct points of visual attention and to mark the corresponding area in the physical environment. We present a user study that evaluates the effectiveness of Spatial Gaze Markers in simulated physical repair and inspection tasks against a no-marker baseline. The results give insights into how Spatial Gaze Markers affect user performance, task load, and experience of users with varying levels of task type and distractions. Our work is relevant to assist physical workers with simple AR techniques and render task switching faster with less effort.
2
LegacySphere: Facilitating Intergenerational Communication Through Perspective-Taking and Storytelling in Embodied VR
Chenxinran Shen (University of British Columbia, Vancouver, British Columbia, Canada)Joanna McGrenere (University of British Columbia, Vancouver, British Columbia, Canada)Dongwook Yoon (University of British Columbia, Vancouver, British Columbia, Canada)
Intergenerational communication can enhance well-being and family cohesion, but stereotypes and low empathy can be barriers to achieving effective communication. VR perspective-taking is a potential approach that is known to enhance understanding and empathy toward others by allowing a user to take another's viewpoint. In this study, we introduce LegacySphere, a novel VR perspective-taking experience leveraging the combination of embodiment, role-play, and storytelling. To explore LegacySphere's design and impact, we conducted an observational study involving five dyads with a one-generation gap. We found that LegacySphere promotes empathetic and reflexive intergenerational dialogue. Specifically, avatar embodiment encourages what we term "relationship cushioning,'' fostering a trustful, open environment for genuine communications. The blending of real and embodied identities prompts insightful questions, merging both perspectives. The experience also nurtures a sense of unity and stimulates reflections on aging. Our work highlights the potential of immersive technologies for enhancing empathetic intergenerational relationships.
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ARCADIA: A Gamified Mixed Reality System for Emotional Regulation and Self-Compassion
José Luis Soler-Domínguez (Instituto Tecnológico de Informática, Valencia, Spain)Samuel Navas-Medrano (Instituto Tecnológico de Informática, Valencia, Spain)Patricia Pons (Instituto Tecnológico de Informática, Valencia, Spain)
Mental health and wellbeing have become one of the significant challenges in global society, for which emotional regulation strategies hold the potential to offer a transversal approach to addressing them. However, the persistently declining adherence of patients to therapeutic interventions, coupled with the limited applicability of current technological interventions across diverse individuals and diagnoses, underscores the need for innovative solutions. We present ARCADIA, a Mixed-Reality platform strategically co-designed with therapists to enhance emotional regulation and self-compassion. ARCADIA comprises several gamified therapeutic activities, with a strong emphasis on fostering patient motivation. Through a dual study involving therapists and mental health patients, we validate the fully functional prototype of ARCADIA. Encouraging results are observed in terms of system usability, user engagement, and therapeutic potential. These findings lead us to believe that the combination of Mixed Reality and gamified therapeutic activities could be a significant tool in the future of mental health.
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A Systematic Review and Meta-analysis of the Effectiveness of Body Ownership Illusions in Virtual Reality
Aske Mottelson (IT University of Copenhagen, Copenhagen, Denmark)Andreea Muresan (University of Copenhagen, Copenhagen, Denmark)Kasper Hornbæk (University of Copenhagen, Copenhagen, Denmark)Guido Makransky (University of Copenhagen, Copenhagen, Denmark)
Body ownership illusions (BOIs) occur when participants experience that their actual body is replaced by a body shown in virtual reality (VR). Based on a systematic review of the cumulative evidence on BOIs from 111 research articles published in 2010 to 2021, this article summarizes the findings of empirical studies of BOIs. Following the PRISMA guidelines, the review points to diverse experimental practices for inducing and measuring body ownership. The two major components of embodiment measurement, body ownership and agency, are examined. The embodiment of virtual avatars generally leads to modest body ownership and slightly higher agency. We also find that BOI research lacks statistical power and standardization across tasks, measurement instruments, and analysis approaches. Furthermore, the reviewed studies showed a lack of clarity in fundamental terminology, constructs, and theoretical underpinnings. These issues restrict scientific advances on the major components of BOIs, and together impede scientific rigor and theory-building.
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Designing Haptic Feedback for Sequential Gestural Inputs
Shan Xu (Meta, Redmond, Washington, United States)Sarah Sykes (Meta, Redmond, Washington, United States)Parastoo Abtahi (Meta, Toronto, Ontario, Canada)Tovi Grossman (University of Toronto, Toronto, Ontario, Canada)Daylon Walden (Meta, Redmond, Washington, United States)Michael Glueck (Meta, Toronto, Ontario, Canada)Carine Rognon (Meta, Redmond, Washington, United States)
This work seeks to design and evaluate haptic feedback for sequential gestural inputs, where mid-air hand gestures are used to express system commands. Nine haptic patterns are first designed leveraging metaphors. To pursue efficient interaction, we examine the trade-off between pattern duration and recognition accuracy and find that durations as short as 0.3s-0.5s achieve roughly 80\%-90\% accuracy. We then examine the haptic design for sequential inputs, where we vary when the feedback for each gesture is provided, along with pattern duration, gesture sequence length, and age. Results show that providing haptic patterns right after detected hand gestures leads to significantly more efficient interaction compared with concatenating all haptic patterns after the gesture sequence. Moreover, the number of gestures had little impact on performance, but age is a significant predictor. Our results suggest that immediate feedback with 0.3s and 0.5s pattern duration would be recommended for younger and older users respectively.
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Understanding User Acceptance of Electrical Muscle Stimulation in Human-Computer Interaction
Sarah Faltaous (University Duisburg-Essen , Essen, Germany)Julie R.. Williamson (University of Glasgow, Glasgow, United Kingdom)Marion Koelle (OFFIS - Institute for Information Technology, Oldenburg, Germany)Max Pfeiffer (Aldi Sued, Muelheim a.d.R., NRW, Germany)Jonas Keppel (University of Duisburg-Essen, Essen, Germany)Stefan Schneegass (University of Duisburg-Essen, Essen, NRW, Germany)
Electrical Muscle Stimulation (EMS) has unique capabilities that can manipulate users' actions or perceptions, such as actuating user movement while walking, changing the perceived texture of food, and guiding movements for a user learning an instrument. These applications highlight the potential utility of EMS, but such benefits may be lost if users reject EMS. To investigate user acceptance of EMS, we conducted an online survey (N=101). We compared eight scenarios, six from HCI research applications and two from the sports and health domain. To gain further insights, we conducted in-depth interviews with a subset of the survey respondents (N=10). The results point to the challenges and potential of EMS regarding social and technological acceptance, showing that there is greater acceptance of applications that manipulate action than those that manipulate perception. The interviews revealed safety concerns and user expectations for the design and functionality of future EMS applications.
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Uncovering and Addressing Blink-Related Challenges in Using Eye Tracking for Interactive Systems
Jesse W. Grootjen (LMU Munich, Munich, Germany)Henrike Weingärtner (LMU Munich, Munich , Germany)Sven Mayer (LMU Munich, Munich, Germany)
Currently, interactive systems use physiological sensing to enable advanced functionalities. While eye tracking is a promising means to understand the user, eye tracking data inherently suffers from missing data due to blinks, which may result in reduced system performance. We conducted a literature review to understand how researchers deal with this issue. We uncovered that researchers often implemented their use-case-specific pipeline to overcome the issue, ranging from ignoring missing data to artificial interpolation. With these first insights, we run a large-scale analysis on 11 publicly available datasets to understand the impact of the various approaches on data quality and accuracy. By this, we highlight the pitfalls in data processing and which methods work best. Based on our results, we provide guidelines for handling eye tracking data for interactive systems. Further, we propose a standard data processing pipeline that allows researchers and practitioners to pre-process and standardize their data efficiently.
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Interactive Shape Sonification for Tumor Localization in Breast Cancer Surgery
Laura Schütz (Technical University of Munich, Munich, Germany)Trishia El Chemaly (Stanford University, Stanford, California, United States)Emmanuelle Weber (Stanford University, Stanford, California, United States)Anh Thien Doan (Stanford University, Stanford, California, United States)Jacqueline Tsai (Stanford University, Stanford, California, United States)Christoph Leuze (Stanford University, Stanford, California, United States)Bruce Daniel (Stanford University, Stanford, California, United States)Nassir Navab (Technische Universität München, Garching bei München, Germany)
About 20 percent of patients undergoing breast-conserving surgery require reoperation due to cancerous tissue remaining inside the breast. Breast cancer localization systems utilize auditory feedback to convey the distance between a localization probe and a small marker (seed) implanted into the breast tumor prior to surgery. However, no information on the location of the tumor margin is provided. To reduce the reoperation rate by improving the usability and accuracy of the surgical task, we developed an auditory display using shape sonification to assist with tumor margin localization. Accuracy and usability of the interactive shape sonification were determined on models of the female breast in three user studies with both breast surgeons and non-clinical participants. The comparative studies showed a significant increase in usability (p<0.05) and localization accuracy (p<0.001) of the shape sonification over the auditory feedback currently used in surgery.
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EchoWrist: Continuous Hand Pose Tracking and Hand-Object Interaction Recognition Using Low-Power Active Acoustic Sensing On a Wristband
Chi-Jung Lee (Cornell University, Ithaca, New York, United States)Ruidong Zhang (Cornell University, Ithaca, New York, United States)Devansh Agarwal (Cornell University, Ithaca, New York, United States)Tianhong Catherine. Yu (Cornell University, Ithaca, New York, United States)Vipin Gunda (Cornell University, Ithaca, New York, United States)Oliver Lopez (Cornell University, Ithaca, New York, United States)James Kim (Cornell University, Ithaca, New York, United States)Sicheng Yin (Cornell university, Ithaca, New York, United States)Boao Dong (Cornell University, Ithaca, New York, United States)Ke Li (Cornell University, Ithaca, New York, United States)Mose Sakashita (Cornell University, Ithaca, New York, United States)Francois Guimbretiere (Cornell , Ithaca, New York, United States)Cheng Zhang (Cornell University, Ithaca, New York, United States)
Our hands serve as a fundamental means of interaction with the world around us. Therefore, understanding hand poses and interaction contexts is critical for human-computer interaction (HCI). We present EchoWrist, a low-power wristband that continuously estimates 3D hand poses and recognizes hand-object interactions using active acoustic sensing. EchoWrist is equipped with two speakers emitting inaudible sound waves toward the hand. These sound waves interact with the hand and its surroundings through reflections and diffractions, carrying rich information about the hand's shape and the objects it interacts with. The information captured by the two microphones goes through a deep learning inference system that recovers hand poses and identifies various everyday hand activities. Results from the two 12-participant user studies show that EchoWrist is effective and efficient at tracking 3D hand poses and recognizing hand-object interactions. Operating at 57.9 mW, EchoWrist can continuously reconstruct 20 3D hand joints with MJEDE of 4.81 mm and recognize 12 naturalistic hand-object interactions with 97.6% accuracy.
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Implementation of Virtual Reality Motivated Physical Activity via Omnidirectional Treadmill in a Supported Living Facility for Older Adults: A Mixed-Methods Evaluation.
Hannah Louise. Bradwell (University of Plymouth, Plymouth, Devon, United Kingdom)Leonie Cooper (University of Plymouth, Plymouth, United Kingdom)Rory Baxter (University of Plymouth, Plymouth, United Kingdom)Simone Tomaz (University of Stirling, Stirling, United Kingdom)Katie Jane Edwards (University of Plymouth, Plymouth, United Kingdom)Anna C. Whittaker (University of Stirling, Stirling, United Kingdom)Ray Jones (University of Plymouth, Plymouth, United Kingdom)
Virtual reality (VR) can support healthy ageing, but few devices have been trialed with frail older adults to increase physical activity. We conducted a preliminary mixed-methods implementation evaluation of an omnidirectional VR treadmill and a static VR experience with seven older adults over a six-week period in a supported living facility. Frequency of use and pre-post physical functioning measures were collected, mainly to establish technology suitability based on person characteristics. Diary entries following technology use, resident focus group and staff interview revealed technology acceptance and perceived potential for increasing physical activity, health and wellbeing through accessing virtual environments, which motivated continued activity. Results demonstrated technology suitability for a range of older adults with various mobility and physical impairments. However, residents noted interest in a seated treadmill for physical activity without perceived risks of falls with standing treadmills. Staff raised considerations around care home implementations including usability, cost and space.
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Thermal Masking: When the Illusion Takes Over the Real
Haokun Wang (University of Texas at Dallas, Richardson, Texas, United States)Yatharth Singhal (University of Texas at Dallas, Richardson, Texas, United States)Hyunjae Gil (University of Texas at Dallas, Richardson, Texas, United States)Jin Ryong Kim (University of Texas at Dallas, Richardson, Texas, United States)
This paper reports on a thermal illusion called thermal masking. Thermal masking is a phenomenon induced by thermal referral to completely mask the original thermal sensation, providing thermal sensation only at the tactile site. Three experiments are conducted using thermal and vibrotactile actuators to investigate the nature of thermal masking on human arms. The first experiment investigates the effects of different temperatures on masking. The results show a higher percentage of thermal masking occurs in warm than hot or cold conditions. The second experiment examines how far the thermal masking can be perceived. The results show that masking can reach up to 24 cm from the thermal site. The third experiment explores the interaction space by placing the tactile actuators on the opposite side of the thermal actuator. The results confirm that thermal masking can reach the other side of the arm, and the performance was higher in warm conditions.
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The RayHand Navigation: A Virtual Navigation Method with Relative Position between Hand and Gaze-Ray
Sei Kang (Chonnam National University, Gwangju, Korea, Republic of)Jaejoon Jeong (Chonnam National University, Gwangju, Korea, Republic of)Gun A.. Lee (University of South Australia, Adelaide, SA, Australia)Soo-Hyung Kim (Chonnam National University, Gwangju, Korea, Republic of)Hyung-Jeong Yang (Chonnam National University, Gwangju, Korea, Republic of)Seungwon Kim (Chonnam National University, Gwangju, Korea, Republic of)
In this paper, we introduce a novel Virtual Reality (VR) navigation method using gaze ray and hand, named RayHand navigation. It supports controlling navigation speed and direction by quickly indicating the initial direction using gaze and then using dexterous hand movement for controlling the speed and direction based on the relative position between the gaze ray and user’s hand. We conducted a user study comparing our approach to the head-hand and torso-leaning-based navigation methods, and also evaluated their learning effect. The results showed that the RayHand and head-hand navigations were less physically demanding than the torso-leaning navigation, and the RayHand supported rich navigation experience with high hedonic quality and solved the issue of the user unintentionally stepping out from the designated interaction area. In addition, our approach showed a significant improvement over time with a learning effect.
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PhoneInVR: An Evaluation of Spatial Anchoring and Interaction Techniques for Smartphone Usage in Virtual Reality
Fengyuan Zhu (University of Toronto, Toronto, Ontario, Canada)Mauricio Sousa (University of Toronto, Toronto, Ontario, Canada)Ludwig Sidenmark (University of Toronto, Toronto, Ontario, Canada)Tovi Grossman (University of Toronto, Toronto, Ontario, Canada)
When users wear a virtual reality (VR) headset, they lose access to their smartphone and accompanying apps. Past work has proposed smartphones as enhanced VR controllers, but little work has explored using existing smartphone apps and performing traditional smartphone interactions while in VR. In this paper, we consider three potential spatial anchorings for rendering smartphones in VR: On top of a tracked physical smartphone which the user holds (Phone-locked), on top of the user’s empty hand, as if holding a virtual smartphone (Hand-locked), or in a static position in front of the user (World-locked). We conducted a comparative study of target acquisition, swiping, and scrolling tasks across these anchorings using direct Touch or above-the-surface Pinch. Our findings indicate that physically holding a smartphone with Touch improves accuracy and speed for all tasks, and Pinch performed better with virtual smartphones. These findings provide a valuable foundation to enable smartphones in VR.
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LaCir: A multilayered laser-cuttable material to co-fabricate circuitry and structural components.
Niels Christian. Buch (University of Copenhagen, Copenhagen, Denmark)Carlos Tejada (University of Copenhagen, Copenhagen, Denmark)Daniel Ashbrook (University of Copenhagen, Copenhagen, Denmark)Valkyrie Savage (University of Copenhagen, Copenhagen, Denmark)
Rapid prototyping is an important tool for designers, but many fabrication techniques are slow and create bulky components requiring multiple machines and processes to achieve desired device shape and electronic functionality. Prior work explored ways to ease fabricating shapes or designing electronics, but we focus on creating shape and electrical pathways at the same time from a single material and machine. LaCir leverages a three-layered, laser-cuttable material to incorporate circuits into the structural substrate of the design using laser cutters. Our substrate features a layer of conductive material sandwiched between thermoplastic sheets, allowing designers to cut electrical traces and assembleable, 3D object geometry in a single pass. We evaluate different composite materials, weighing their cuttability, ease of assembly, and conductivity; we also show using fully laser-cut joints as structural and electrical connections. We demonstrate LaCir's flexibility through several example artifacts.
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Glanceable Data Visualizations for Older Adults: Establishing Thresholds and Examining Disparities Between Age Groups
Zack While (University of Massachusetts Amherst, Amherst, Massachusetts, United States)Tanja Blascheck (University of Stuttgart, Stuttgart, Germany)Yujie Gong (Smith College, Northampton, Massachusetts, United States)Petra Isenberg (Université Paris-Saclay, CNRS, Orsay, France)Ali Sarvghad (University of Massachusetts Amherst, Amherst, Massachusetts, United States)
We present results of a replication study on smartwatch visualizations with adults aged 65 and older. The older adult population is rising globally, coinciding with their increasing interest in using small wearable devices, such as smartwatches, to track and view data. Smartwatches, however, pose challenges to this population: fonts and visualizations are often small and meant to be seen at a glance. How concise design on smartwatches interacts with aging-related changes in perception and cognition, however, is not well understood. We replicate a study that investigated how visualization type and number of data points affect glanceable perception. We observe strong evidence of differences for participants aged 75 and older, sparking interesting questions regarding the study of visualization and older adults. We discuss first steps toward better understanding and supporting an older population of smartwatch wearers and reflect on our experiences working with this population. Supplementary materials are available at \url{https://osf.io/7x4hq/}.
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A Design Framework for Reflective Play
Josh Aaron Miller (Northeastern University, Boston, Massachusetts, United States)Kutub Gandhi (Northeastern University, Boston, Massachusetts, United States)Matthew Alexander. Whitby (University of York, York, Yorkshire, United Kingdom)Mehmet Kosa (Art + Design, Boston, Massachusetts, United States)Seth Cooper (Northeastern University, Boston, Massachusetts, United States)Elisa D.. Mekler (IT University of Copenhagen, Copenhagen, Denmark)Ioanna Iacovides (University of York, York, United Kingdom)
Recent research has begun exploring games as a medium for reflection due to their affordances as interactive systems of challenge. However, little effort has been put into (1) synthesizing insights across studies and disciplines and (2) translating the academic work on reflective play into practical takeaways for game developers. This article takes the first steps toward summarizing existing work on reflective play and translating insights for practical implementation by identifying key game elements present in games that evoke reflection. We divide these elements into five approaches: Disruptions, Slowdowns, Questioning, Revisiting, and Enhancers. Finally, we provide an actionable supplement for practicing game developers to apply these concepts to their games.
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DirectGPT: A Direct Manipulation Interface to Interact with Large Language Models
Damien Masson (University of Waterloo, Waterloo, Ontario, Canada)Sylvain Malacria (Univ. Lille, Inria, CNRS, Centrale Lille, UMR 9189 CRIStAL, Lille, France)Géry Casiez (Univ. Lille, CNRS, Inria, Centrale Lille, UMR 9189 CRIStAL, Lille, France)Daniel Vogel (University of Waterloo, Waterloo, Ontario, Canada)
We characterize and demonstrate how the principles of direct manipulation can improve interaction with large language models. This includes: continuous representation of generated objects of interest; reuse of prompt syntax in a toolbar of commands; manipulable outputs to compose or control the effect of prompts; and undo mechanisms. This idea is exemplified in DirectGPT, a user interface layer on top of ChatGPT that works by transforming direct manipulation actions to engineered prompts. A study shows participants were 50% faster and relied on 50% fewer and 72% shorter prompts to edit text, code, and vector images compared to baseline ChatGPT. Our work contributes a validated approach to integrate LLMs into traditional software using direct manipulation. Data, code, and demo available at https://osf.io/3wt6s.
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Design Space Exploration for Board-level Circuits: Exploring Alternatives in Component-based Design
Richard Lin (University of California, Los Angeles, Los Angeles, California, United States)Rohit Ramesh (University of California, Berkeley, Berkeley, California, United States)Parth Nitin. Pandhare (University of California, Los Angeles, Los Angeles, California, United States)Kai Jun Tay (University of California, Los Angeles, Los Angeles, California, United States)Prabal Dutta (University of California, Berkeley, Berkeley, California, United States)Bjoern Hartmann (University of California, Berkeley, Berkeley, California, United States)Ankur Mehta (University of California, Los Angeles, Los Angeles, California, United States)
While recent work explores novel tools to make electronics and device design easier and more accessible, these tend to be either highly automated (great for novices, but limiting for more advanced users) or highly manual (suitable for experts, but imposes a higher skill barrier to entry). In this work, we examine a middle ground: user-guided design space exploration to bridge an intuitive-but-ambiguous high-level representation to a fully-specified, fabrication-ready circuit. Our system helps users understand and make design choices by sweeping the design space of alternatives for electronics parts (e.g., choice of microcontroller), marking invalid options, and plotting points to visualize trade-offs (e.g., for power and size). We discuss the overall system and its structure, report on the results of a small but in-depth user study with participants from a wide range of electronics backgrounds, and draw insights on future directions for improving electronics design for everyone.
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Improving Electromyographic Muscle Response Times through Visual and Tactile Prior Stimulation in Virtual Reality
Jessica Sehrt (Frankfurt University of Applied Sciences, Frankfurt, Germany)Leonardo Leite Ferreira (Frankfurt University of Applied Sciences, Frankfurt, Germany)Karsten Weyers (Frankfurt University of Applied Sciences, Frankfurt, Germany)Amir Mahmood (Frankfurt University of Applied Sciences, Frankfurt, Germany)Thomas Kosch (HU Berlin, Berlin, Germany)Valentin Schwind (Frankfurt University of Applied Sciences, Frankfurt, Germany)
Electromyography (EMG) enables hands-free interactions by detecting muscle activity at different human body locations. Previous studies have demonstrated that input performance based on isometric contractions is muscle-dependent and can benefit from synchronous biofeedback. However, it remains unknown whether stimulation before interaction can help to localize and tense a muscle faster. In a response-based VR experiment (N=21), we investigated whether prior stimulation using visual or tactile cues at four different target muscles (biceps, triceps, upper leg, calf) can help reduce the time to perform isometric muscle contractions. The results show that prior stimulation decreases EMG reaction times with visual, vibrotactile, and electrotactile cues. Our experiment also revealed important findings regarding learning and fatigue at the different body locations. We provide qualitative insights into the participants' perceptions and discuss potential reasons for the improved interaction. We contribute with implications and use cases for prior stimulated muscle activation.
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Independent Validation of the Player Experience Inventory: Findings from a Large Set of Video Game Players
Sebastian A. C.. Perrig (University of Basel, Basel, Switzerland)Nicolas Scharowski (University of Basel, Basel, Switzerland)Florian Brühlmann (University of Basel, Basel, Switzerland)Nick von Felten (University of Basel, Basel, Switzerland)Klaus Opwis (University of Basel, Basel, Switzerland)Lena Fanya. Aeschbach (University of Basel, Basel, Switzerland)
Measuring the subjective experience of digital game players is essential to player experience research. Recently, the Player Experience Inventory (PXI) was developed, which assesses both functional and psychosocial consequences of digital gameplay. We present a pre-registered independent online study with a large sample to provide additional evidence of psychometric quality for the PXI. Responses from 1518 participants were collected, rating a recent or memorable experience playing a digital game using the PXI and related measures. While our results from standard psychometric reliability and validity analyses generally favored the PXI, we also identified challenges with the immersion construct. Further, we find a ten-factor model, or alternatively, an 11-factor should enjoyment be measured, to fit our collected data best. In sum, the PXI is a valuable tool to measure a variety of constructs central to player experience.
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SplitBody: Reducing Mental Workload while Multitasking via Muscle Stimulation
Romain Nith (University of Chicago, Chicago, Illinois, United States)Yun Ho (University of Chicago, Chicago, Illinois, United States)Pedro Lopes (University of Chicago, Chicago, Illinois, United States)
Techniques like electrical muscle stimulation (EMS) offer promise in assisting physical tasks by automating movements, e.g., shaking a spray-can or tapping a button. However, existing actuation systems improve the performance of a task that users are already focusing on (e.g., users are already focused on using the spray-can). Instead, we investigate whether these interactive-actuation systems (e.g., EMS) offer any benefits if they automate a task that happens in the background of the user's focus. Thus, we explored whether automating a repetitive movement via EMS would reduce mental workload while users perform parallel tasks (e.g., focusing on writing an essay while EMS stirs a pot of soup). In our study, participants performed a cognitively-demanding multitask aided by EMS (SplitBody condition) or performed by themselves (baseline). We found that with SplitBody performance increased (35% on both tasks, 18% on the non-EMS-automated task), physical-demand decreased (31%), and mental-workload decreased (26%).
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Real-time 3D Target Inference via Biomechanical Simulation
Hee-Seung Moon (Aalto University, Espoo, Finland)Yi-Chi Liao (Aalto University, Helsinki, Finland)Chenyu Li (Aalto University, Espoo, Finland)Byungjoo Lee (Yonsei University, Seoul, Korea, Republic of)Antti Oulasvirta (Aalto University, Helsinki, Finland)
Selecting a target in a 3D environment is often challenging, especially with small/distant targets or when sensor noise is high. To facilitate selection, target-inference methods must be accurate, fast, and account for noise and motor variability. However, traditional data-free approaches fall short in accuracy since they ignore variability. While data-driven solutions achieve higher accuracy, they rely on extensive human datasets so prove costly, time-consuming, and transfer poorly. In this paper, we propose a novel approach that leverages biomechanical simulation to produce synthetic motion data, capturing a variety of movement-related factors, such as limb configurations and motor noise. Then, an inference model is trained with only the simulated data. Our simulation-based approach improves transfer and lowers cost; variety-rich data can be produced in large quantities for different scenarios. We empirically demonstrate that our method matches the accuracy of human-data-driven approaches using data from seven users. When deployed, the method accurately infers intended targets in challenging 3D pointing conditions within 5–10 milliseconds, reducing users' target-selection error by 71% and completion time by 35%.
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AI-Assisted Causal Pathway Diagram for Human-Centered Design
Ruican Zhong (Human Centered Design and Engineering, University of Washington, Seattle, Washington, United States)Donghoon Shin (University of Washington, Seattle, Washington, United States)Rosemary Meza (Kaiser Permanente Washington Health Research Institute, Seattle, Washington, United States)Predrag Klasnja (University of Michigan, Ann Arbor, Michigan, United States)Lucas Colusso (Microsoft, Seattle, Washington, United States)Gary Hsieh (University of Washington, Seattle, Washington, United States)
This paper explores the integration of causal pathway diagrams (CPD) into human-centered design (HCD), investigating how these diagrams can enhance the early stages of the design process. A dedicated CPD plugin for the online collaborative whiteboard platform Miro was developed to streamline diagram creation and offer real-time AI-driven guidance. Through a user study with designers ($N=20$), we found that CPD's branching and its emphasis on causal connections supported both divergent and convergent processes during design. CPD can also facilitate communication among stakeholders. Additionally, we found our plugin significantly reduces designers' cognitive workload and increases their creativity during brainstorming, highlighting the implications of AI-assisted tools in supporting creative work and evidence-based designs.
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Loopsense: low-scale, unobtrusive, and minimally invasive knitted force sensors for multi-modal input, enabled by selective loop-meshing
Roland Aigner (University of Applied Sciences Upper Austria, Hagenberg, Austria)Mira Alida. Haberfellner (University of Applied Sciences Upper Austria, Hagenberg, Austria)Michael Haller (Free University of Bozen-Bolzano, Bolzano, Italy)
Integrating sensors into knitted input devices traditionally comes with considerable constraints for textile and UI design freedom. In this work, we demonstrate a novel, minimally invasive method for fabricating knitted sensors that overcomes this limitation. We integrate copper wire with piezoresistive enamel directly into the fabric using weft knitting to establish strain and pressure sensing cells that consist only of single pairs of intermeshed loops. The result is unobtrusive and potentially invisible, which provides tremendous latitude for visual and haptic design. Furthermore, we present several variations of stitch compositions, resulting in loop meshes that feature distinct response with respect to direction of exerting force. Utilizing this property, we are able to infer actuation modalities and considerably expand the device's input space. In particular, we discern strain directions and surface pressure. Moreover, we provide an in-depth description of our fabrication method, and demonstrate our solution's versatility on three exemplary use cases.
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Art or Artifice? Large Language Models and the False Promise of Creativity
Tuhin Chakrabarty (Columbia University, New York, New York, United States)Philippe Laban (Salesforce Research, New York, New York, United States)Divyansh Agarwal (Salesforce Research, New York, New York, United States)Smaranda Muresan (Columbia University, New York, New York, United States)Chien-Sheng Wu (Salesforce AI, Palo Alto, California, United States)
Researchers have argued that large language models (LLMs) exhibit high-quality writing capabilities from blogs to stories. However, evaluating objectively the creativity of a piece of writing is challenging. Inspired by the Torrance Test of Creative Thinking (TTCT), which measures creativity as a process, we use the Consensual Assessment Technique and propose Torrance Test of Creative Writing (TTCW) to evaluate creativity as product. TTCW consists of 14 binary tests organized into the original dimensions of Fluency, Flexibility, Originality, and Elaboration. We recruit 10 creative writers and implement a human assessment of 48 stories written either by professional authors or LLMs using TTCW. Our analysis shows that LLM-generated stories pass 3-10X less TTCW tests than stories written by professionals. In addition, we explore the use of LLMs as assessors to automate the TTCW evaluation, revealing that none of the LLMs positively correlate with the expert assessments.
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Stick&Slip: Altering Fingerpad Friction via Liquid Coatings
Alex Mazursky (University of Chicago, Chicago, Illinois, United States)Jacob Serfaty (University of Chicago, Chicago, Illinois, United States)Pedro Lopes (University of Chicago, Chicago, Illinois, United States)
We present Stick&Slip, a novel approach that alters friction between the fingerpad & surfaces by depositing liquid droplets that coat the fingerpad. The liquid coating modifies the finger’s coefficient of friction, allowing users to feel surfaces up to ±60% more slippery or sticky. We selected our fluids to rapidly evaporate so that the surface returns to its original friction. Unlike traditional friction-feedback, such as electroadhesion or vibration, our approach: (1) alters friction on a wide range of surfaces and geometries, making it possible to modulate nearly any non-absorbent surface; (2) scales to many objects without requiring instrumenting the target surfaces (e.g., with conductive electrode coatings or vibromotors); and (3) both in/decreases friction via a single device. We identified nine liquids and characterized their practicality by measuring evaporation rates, etc. To illustrate the applicability of our approach, we demonstrate how it enables friction in virtual/mixed-reality or, even, while using everyday objects/tools.