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
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
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
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.
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
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
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
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
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
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
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
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.
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
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
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
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.
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
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
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
"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
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.
2
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.
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
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.
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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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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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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.
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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 Unobtrusive Modulated Electrotactile Feedback on Fingertip Edge to Assist Blind and Low Vision (BLV) People in Comprehending Charts
Chutian Jiang (Computational Media and Arts Thrust, Guangzhou, China)Yinan FAN (The Hong Kong University of Science and Technology (Guangzhou), Guangzhou, China)Junan Xie (The Hong Kong University of Science and Technology (Guangzhou), Guangzhou, China)Emily Kuang (Rochester Institute of Technology, Rochester, New York, United States)Kaihao Zhang (The Hong Kong University of Science and Technology, Guangzhou, China)Mingming Fan (The Hong Kong University of Science and Technology (Guangzhou), Guangzhou, China)
Charts are crucial in conveying information across various fields but are inaccessible to blind and low vision (BLV) people without assistive technology. Chart comprehension tools leveraging haptic feedback have been used widely but are often bulky, expensive, and static, rendering them inefficient for conveying chart data. To increase device portability, enable multitasking, and provide efficient assistance in chart comprehension, we introduce a novel system that delivers unobtrusive modulated electrotactile feedback directly to the fingertip edge. Our three-part study with twelve participants confirmed the effectiveness of this system, demonstrating that electrotactile feedback, when applied for 0.5 seconds with a 0.12-second interval, provides the most accurate position and direction recognition. Furthermore, our electrotactile device has proven valuable in assisting BLV participants in comprehending four commonly used charts: line charts, scatterplots, bar charts, and pie charts. We also delve into the implications of our findings on recognition enhancement, presentation modes, and function synergy.
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SoniWeight Shoes: Investigating Effects and Personalization of a Wearable Sound Device for Altering Body Perception, Behavior and Emotion
Amar D'Adamo (Universidad Carlos III de Madrid, Madrid, Spain)Marte Roel Lesur (Universidad Carlos III de Madrid, Madrid, Spain)Laia Turmo Vidal (Universidad Carlos III de Madrid, Madrid, Spain)Mohammad Mahdi Dehshibi (Universidad Carlos III de Madrid, Madrid, Spain)Daniel De La Prida (Universidad Carlos III de Madrid, Madrid, Spain)Joaquin R.. Diaz Duran (Universidad Carlos III de Madrid, Madrid, Spain)Luis Antonio Azpicueta-Ruiz (Universidad Carlos III de Madrid, Madrid, Spain)Aleksander Väljamäe (University of Tartu, Tartu, Estonia)Ana Tajadura-Jiménez (Universidad Carlos III de Madrid, Leganés, Madrid, Spain)
Changes in body perception influence behavior and emotion and can be induced through multisensory feedback. Auditory feedback to one's actions can trigger such alterations; however, it is unclear which individual factors modulate these effects. We employ and evaluate SoniWeight Shoes, a wearable device based on literature for altering one's weight perception through manipulated footstep sounds. In a healthy population sample across a spectrum of individuals (n=84) with varying degrees of eating disorder symptomatology, physical activity levels, body concerns, and mental imagery capacities, we explore the effects of three sound conditions (low-frequency, high-frequency and control) on extensive body perception measures (demographic, behavioral, physiological, psychological, and subjective). Analyses revealed an impact of individual differences in each of these dimensions. Besides replicating previous findings, we reveal and highlight the role of individual differences in body perception, offering avenues for personalized sonification strategies. Datasets, technical refinements, and novel body map quantification tools are provided.
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Paired-EMS: Enhancing Electrical Muscle Stimulation (EMS)-based Force Feedback Experience by Stimulating Both Muscles in Antagonistic Pairs
Chia-Yu Cheng (National Taiwan University, Taipei, Taiwan)Yu Chen (National Taiwan University, Taipei, Taiwan)Sitaresmi Wahyu. Handani (National Taiwan University, Taipei, Taiwan)Avijit Balabantaray (National Taiwan University , Taipei, Taiwan)Mike Y.. Chen (National Taiwan University, Taipei, Taiwan)
Electrical Muscle Stimulation (EMS) has emerged as a key wearable haptic feedback technology capable of simulating a wide range of force feedback, such as the impact force of boxing punches, the weight of virtual objects, and the reaction force from pushing on a wall. To simulate these external forces, EMS stimulates the muscles that oppose (i.e. antagonistic to) the actual muscles that users activate, causing involuntary muscle contraction and haptic sensations that differ from real-world experiences. In this work, we propose Paired-EMS which simultaneously stimulates both the muscles that users activate and that prior EMS stimulates (i.e. antagonistic muscle pairs) to enhance the external force feedback experience. We first conducted a small formative study (n=8) to help design the stimulation intensity of muscle pairs, then conducted a user experience study to evaluate Paired-EMS vs. prior EMS approaches for both isometric and isotonic user actions. Study results (n=32) showed that Paired-EMS significantly improved realism, harmony, and entertainment (p<.05) with similar comfort (p>.36), and was overall preferred by 78% of participants (p<.01).
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How Gaze Visualization Facilitates Initiation of Informal Communication in 3D Virtual Spaces
Junko Ichino (Tokyo City University, Yokohama, Japan)Masahiro Ide (Tokyo City University, Yokohama, Japan)Takehito Yoshiki (TIS Inc., Shinjuku, Tokyo, Japan)Hitomi Yokoyama (Okayama University of Science, Okayama, Japan)Hirotoshi Asano (Kogakuin University, Shinjyuku, Tokyo, Japan)Hideo Miyachi (Tokyo City University, Yokohama, Japan)daisuke okabe (Tokyo City University, Yokohama, Kanagawa, Japan)
This study explores how gaze visualization in virtual spaces facilitates the initiation of informal communication. Three styles of gaze cue visualization (arrow, bubbles, and miniature avatar) with two types of gaze behavior (one-sided gaze and joint gaze) were evaluated. 96 participants used either a non-visualized gaze cue or one of the three visualized gaze cues. The results showed that all visualized gaze cues facilitated the initiation of informal communication more effectively than the non-visualized gaze cue. For one-sided gaze, overall, bubbles had more positive effects on the gaze receiver’s behaviors and experiences than the other two visualized gaze cues, although the only statistically significant difference was in the verbal reaction rates. For joint gaze, all three visualized gaze cues had positive effects on the receiver’s behaviors and experiences. The design implications of the gaze visualization and the confederate-based evaluation method contribute to research on informal communication and social virtual reality.
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Expressive, Scalable, Mid-Air Haptics with Synthetic Jets
Vivian Shen (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)Chris Harrison (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)Craig Shultz (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)
Non-contact, mid-air haptic devices have been utilized for a wide variety of experiences, including those in extended reality, public displays, medical, and automotive domains. In this work, we explore the use of synthetic jets as a promising and under-explored mid-air haptic feedback method. We show how synthetic jets can scale from compact, low-powered devices, all the way to large, long-range, and steerable devices. We built seven functional prototypes targeting different application domains, in order to illustrate the broad applicability of our approach. These example devices are capable of rendering complex haptic effects, varying in both time and space. We quantify the physical performance of our designs using spatial pressure and wind flow measurements, and validate their compelling effect on users with stimuli recognition and qualitative studies.
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Waiting Time Perceptions for Faster Count-downs/ups Are More Sensitive Than Slower Ones: Experimental Investigation and Its Application
Takanori Komatsu (Meiji University, Tokyo, Japan)Chenxi Xie (Meiji University, Japan, Tokyo, Japan)Seiji Yamada (National Institute of Informatics, Tokyo, Japan)
Countdowns and count-ups are very useful displays that explicitly show how long users should wait and also show the current processing states of a given task. Most countdowns or count-ups decrease or increase their digit every one second exactly, and most users have an implicit assumption that the digit changes every one second exactly. However, there are no studies that investigate how users perceive wait times with these countdowns and count-ups and that consider changing users' perception of time passing as shorter than the actual passage of time by means of countdowns and count-ups while taking into account such user assumptions. To clarify these issues, we first investigated how users perceive countdowns "from 3/5/10 to 0" and count-ups "from 0 to 3/5/10" that have different lengths of intervals from 800 to 1200 msec (Experiment 1). Next, on the basis of the results of Experiment 1, we explored a novel method for presenting countdowns to make users perceive the wait time as being shorter than the actual wait time (Experiment 2) and investigated whether such countdowns can be used in realistic applications or not (Experiment 3). As a result, we found that countdowns and count-ups that were "from 250 msec shorter to 10% longer" than 3, 5, or 10 sec were perceived as 3, 5, or 10 sec, respectively, and those "from 5 to 0" (their lengths were 5 sec) that first displayed extremely shorter intervals were perceived as being shorter than their actual length (5 sec). Finally, we confirmed the applicability and effectiveness of such displays in a realistic application. Thus, we strongly argue that these findings could become indispensable knowledge for researchers in this research field to reduce users' cognitive load during wait times.
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E-Acrylic: Electronic-Acrylic Composites for Making Interactive Artifacts
Bo Han (National University of Singapore, Singapore, Singapore)Xin Liu (National University of Singapore, Singapore, Singapore)Ching Chiuan Yen (National University of Singapore, Singapore, Singapore, Singapore)Clement Zheng (National University of Singapore, Singapore, Singapore)
Electronic composites incorporate computing into physical materials, expanding the materiality of interactive systems for designers. In this research, we investigated acrylic as a substrate for electronics. Acrylic is valued for its visual and structural properties and is used widely in industrial design. We propose e-acrylic, an electronic composite that incorporates electronic circuits with acrylic sheets. Our approach to making this composite is centered on acrylic making practices that industrial designers are familiar with. We outline this approach systematically, including leveraging laser cutting to embed circuits into acrylic sheets, as well as different ways to shape e-acrylic into 3D objects. With this approach, we explored using e-acrylic to design interactive artifacts. We reflect on these applications to surface a design space of tangible interactive artifacts possible with this composite. We also discuss the implications of aligning electronics to an existing making practice, and working with the holistic materiality that e-acrylic embodies.
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A Game of Love for Women: Social Support in Otome Game Mr. Love: Queen’s Choice in China
Qinyuan Lei (City University of Hong Kong, Hong Kong, Hong Kong)Ran Tang (University of Washington, Seattle, Washington, United States)Hiu Man Ho (The Hong Kong Polytechnic University, HKSAR, China)Han Zhou (University of Wisconsin–Madison, Madison, Wisconsin, United States)Jingyi Guo (The Pennsylvania State University, State College, Pennsylvania, United States)Zilu Tang (Southern University of Science and Technology, Shenzhen, China)
Otome games (also known as romantic video games, or RVGs) are story-based video games that are designed for young women, simulating the experience of a romantic relationship. Players are invited to adopt the female avatar’s perspective in the story and date one or more of the male characters. Our empirical study focuses on the different types of social support among the players of the Chinese otome game Mr. Love: Queen’s Choice. We discovered that although the game was initially designed to be a consumer product aiming to profit from a largely marginalized and stigmatized group of gamers, i.e., young female gamers, the game has created a gaming community in which the players seek and provide each other with social support. We primarily use ethnographic methods, including participant observation and in-depth interviews. Our study contributes to HCI research on mediated social support in game.
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Who Should Hold Control? Rethinking Empowerment in Home Automation among Cohabitants through the Lens of Co-Design
Xiao XUE (Tsinghua University, Beijing, China)Xinyang Li (Tsinghua University, Beijing, China)Boyang Jia (Tsinghua University, Beijing, China)Jiachen Du (The Future Laboratory, Tsinghua University, Beijing, China)Xinyi Fu (Tsinghua University, Beijing, China)
Recent HCI research has highlighted home automation's potential in providing residents with technology-enhanced domestic autonomy. However, in the cohabitation context, the prevalent solutionist paradigm of automated systems introduces challenges to non-experts, paradoxically marginalizing specific members. This paper reports a co-creation initiative involving cohabitants, exploring a new understanding of empowerment in home automation. Participants collaborated to construct Trigger-Action Program (TAP) schemes using card-based tools during workshops. Our findings showcase how cohabitants engaged in collective ideations and embodied different negotiation patterns, which reveals the significance of more perceptible and participatory design. We frame home automation as "problematic co-design", arguing the universal overlook of collaborative resources. Furthermore, we examine how automation systems act as obstacles and sources of empowerment through the co-design lens. The paper concludes with pragmatic recommendations for designers and researchers, emphasizing the need to foster contestability for cohabitants in the evolving home automation landscape.
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Integrating measures of replicability into scholarly search: Challenges and opportunities
Chuhao Wu (The Pennsylvania State University, State College, Pennsylvania, United States)Tatiana Chakravorti (The Pennsylvania State University, State College, Pennsylvania, United States)John M.. Carroll (Pennsylvania State University, University Park, Pennsylvania, United States)Sarah Rajtmajer (The Pennsylvania State University, State College, Pennsylvania, United States)
Challenges to reproducibility and replicability have gained widespread attention, driven by large replication projects with lukewarm success rates. A nascent work has emerged developing algorithms to estimate the replicability of published findings. The current study explores ways in which AI-enabled signals of confidence in research might be integrated into the literature search. We interview 17 PhD researchers about their current processes for literature search and ask them to provide feedback on a replicability estimation tool. Our findings suggest that participants tend to confuse replicability with generalizability and related concepts. Information about replicability can support researchers throughout the research design processes. However, the use of AI estimation is debatable due to the lack of explainability and transparency. The ethical implications of AI-enabled confidence assessment must be further studied before such tools could be widely accepted. We discuss implications for the design of technological tools to support scholarly activities and advance replicability.
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VeeR: Exploring the Feasibility of Deliberately Designing VR Motion that Diverges from Mundane, Everyday Physical Motion to Create More Entertaining VR Experiences
Pin Chun Lu (National Taiwan University, Taipei, Taiwan)Che Wei Wang (National Taiwan University, Taipei, Taiwan)Yu Lun Hsu (National Taiwan University, Taipei, Taiwan)Alvaro Lopez (National Taiwan University, Taipei, Taiwan)Ching-Yi Tsai (National Taiwan University, Taipei, Taiwan)Chiao-Ju Chang (National Taiwan University, Taipei, Taiwan)Wei Tian Mireille Tan (University of Illinois Urbana-Champaign, Champaign, Illinois, United States)LI-CHUN LU (National Taiwan University , Taipei , Taiwan)Mike Y.. Chen (National Taiwan University, Taipei, Taiwan)
This paper explores the feasibility of deliberately designing VR motion that diverges from users’ physical movements to turn mundane, everyday transportation motion (e.g., metros, trains, and cars) into more entertaining VR motion experiences, in contrast to prior car-based VR approaches that synchronize VR motion to physical car movement exactly. To gain insight into users’ preferences for veering rate and veering direction for turning (left/right) and pitching (up/down) during the three phases of acceleration (accelerating, cruising, and decelerating), we conducted a formative, perceptual study (n=24) followed by a VR experience evaluation (n=18), all conducted on metro trains moving in a mundane, straight-line motion. Results showed that participants preferred relatively high veering rates, and preferred pitching upward during acceleration and downward during deceleration. Furthermore, while veering decreased comfort as expected, it significantly enhanced immersion (p<.01) and entertainment (p<.001) and the overall experience, with comfort being considered, was preferred by 89% of participants.
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Füpop: "Real Food" Flavor Delivery via Focused Ultrasound
Katherine W. Song (UC Berkeley, Berkeley, California, United States)Szu Ting Tung (UC Berkeley, Berkeley, California, United States)Alexis Kim (UC Berkeley, Berkeley, California, United States)Eric Paulos (UC Berkeley, Berkeley, California, United States)
Food and flavors are integral to our existence in the world. Nonetheless, taste remains an under-explored sense in interaction design. We present Füpop, a technical platform for delivering in-mouth flavors that leverages advances in electronics and molecular gastronomy. Füpop comprises a fully edible pouch placed inside the mouth against a cheek that programmatically releases different flavors when wirelessly triggered by a focused ultrasound transducer from outside the cheek. Füpop does not interfere with activities such as chewing and drinking, and its electronics may be integrated into devices already used near the cheek, such as mobile phones, audio headphones, and head-mounted displays. Füpop's flavors are from "real foods," not ones imitated with synthetic reagents, providing authentic, nutritive flavors. We envision that with Füpop, flavors may be synced to music, a phone call, or events in virtual reality to enhance a user's experience of their food and the world.
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Simulating Emotions With an Integrated Computational Model of Appraisal and Reinforcement Learning
Jiayi Eurus. Zhang (University of Jyväskylä, JYVÄSKYLÄ, Finland)Bernhard Hilpert (Leiden University, Leiden, Netherlands)Joost Broekens (Leiden University, Leiden, Netherlands)Jussi P. P.. Jokinen (University of Jyväskylä, Jyväskylä, Finland)
Predicting users' emotional states during interaction is a long-standing goal of affective computing. However, traditional methods based on sensory data alone fall short due to the interplay between users' latent cognitive states and emotional responses. To address this, we introduce a computational cognitive model that simulates emotion as a continuous process, rather than a static state, during interactive episodes. This model integrates cognitive-emotional appraisal mechanisms with computational rationality, utilizing value predictions from reinforcement learning. Experiments with human participants demonstrate the model's ability to predict and explain the emergence of emotions such as happiness, boredom, and irritation during interactions. Our approach opens the possibility of designing interactive systems that adapt to users' emotional states, thereby improving user experience and engagement. This work also deepens our understanding of the potential of modeling the relationship between reward processing, reinforcement learning, goal-directed behavior, and appraisal.
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Tunnel Runner: a Proof-of-principle for the Feasibility and Benefits of Facilitating Players' Sense of Control in Cognitive Assessment Games
Benny Markovitch (Eindhoven University of Technology, Eindhoven, Netherlands)Panos Markopoulos (Eindhoven University of Technology, Eindhoven, Netherlands)Max V.. Birk (Eindhoven University of Technology, Eindhoven, Netherlands)
Cognitive assessment games attempt to improve cognitive assessment's experience and data quality by implementing game-like features, e.g., points and narratives. However, cognitive games maintain the repetitiveness and restricted control common in traditional cognitive assessment tasks, which thwart players' sense of control and impair their motivation and experience. Leading to only modest improvements over traditional tasks. To demonstrate the value of designing cognitive games that facilitate a sense of control, we created and evaluated the infinite runner game Tunnel Runner. In two studies ($n_1$=117, $n_2$=121), we assessed the validity of the game’s cognitive measurements (inhibitory control, decision-making) against traditional cognitive tasks. Our results demonstrate Tunnel Runner’s valid and reliable cognitive measurements alongside substantial improvements to players’ experience and sense of control compared to the cognitive tasks, showcasing the feasibility and benefits of cognitive games designed to facilitate players’ sense of control.
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‘A Teaspoon of Authenticity’: Exploring How Young Adults BeReal on Social Media
Ananya Reddy (Pennsylvania State University , University Park, Pennsylvania, United States)Priya C.. Kumar (Pennsylvania State University, University Park, Pennsylvania, United States)
BeReal is the latest social media platform to tout itself as a more authentic space for connection. The app notifies users at a random time each day and gives users two minutes to post an image from their smartphone’s front- and back-facing cameras. While prior work has theorized authenticity on social media and studied how various user populations enact authenticity, more research is needed to understand whether and how specific design features afford authenticity. We conducted a walkthrough of the BeReal app and interviewed 31 young adults about their experiences on BeReal. We found that participants approached authenticity in two ways—as extemporaneous interaction and as comprehensive self-presentation—and that BeReal harnesses the affordances of visibility, editability, availability, and persistence in a way that enables the former more than the latter. Based on our findings, we offer four recommendations for designers and researchers who seek to support authenticity online.
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Maintaining Continuing Bonds in Bereavement: A Participatory Design Process of Be.side
Jieun Kim (Keio University Graduate School of Media Design, Yokohama, Japan)Daisuke Uriu (Shibaura Institute of Technology, Tokyo, Japan)Giulia Barbareschi (Keio University, Yokohama, Japan)Youichi Kamiyama (Keio University Graduate School of Media Design, Yokohama, Japan)Kouta Minamizawa (Keio University Graduate School of Media Design, Yokohama, Japan)
During the grieving process, physical objects often serve as catalysts for remembering and honouring the relationship with departed loved ones. Leveraging a participatory design approach, we created Be.side, a fully customisable multi-modal artefact that incorporates scent, sound, and heartbeat stimulation and acts as a touch-point between the deceased and the bereaved. We conducted a four-week study with three participants to understand how the artefact, continuously attuned to each participant, helped to continue bonds with the deceased. Our results show that Be.side’s bespoke elements helped participants to evoke memories of the deceased. Participants created personalised rituals for remembrance. They sustained bonds by not only interacting with Be.side but also participating in the research. Finally, highlighting that remembrance can both provide comfort and deepen sadness, we discuss future design considerations.
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Beyond the Blink: Investigating Combined Saccadic & Blink-Suppressed Hand Redirection in Virtual Reality
André Zenner (Saarland University, Saarland Informatics Campus, Saarbrücken, Germany)Chiara Karr (Saarland University, Saarland Informatics Campus, Saarbrücken, Germany)Martin Feick (German Research Center for Artificial Intelligence (DFKI), Saarland Informatics Campus, Saarbrücken, Germany)Oscar Ariza (Universität Hamburg, Hamburg, Germany)Antonio Krüger (Saarland University, Saarland Informatics Campus, Saarbrücken, Germany)
In pursuit of hand redirection techniques that are ever more tailored to human perception, we propose the first algorithm for hand redirection in virtual reality that makes use of saccades, i.e., fast ballistic eye movements that are accompanied by the perceptual phenomenon of change blindness. Our technique combines the previously proposed approaches of gradual hand warping and blink-suppressed hand redirection with the novel approach of saccadic redirection in one unified yet simple algorithm. We compare three variants of the proposed Saccadic & Blink-Suppressed Hand Redirection (SBHR) technique with the conventional approach to redirection in a psychophysical study (N=25). Our results highlight the great potential of our proposed technique for comfortable redirection by showing that SBHR allows for significantly greater magnitudes of unnoticeable redirection while being perceived as significantly less intrusive and less noticeable than commonly employed techniques that only use gradual hand warping.
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Authors' Values and Attitudes Towards AI-bridged Scalable Personalization of Creative Language Arts
Taewook Kim (Northwestern University, Evanston, Illinois, United States)Hyomin Han (Northwestern University, Evanston, Illinois, United States)Eytan Adar (University of Michigan, Ann Arbor, Michigan, United States)Matthew Kay (Northwestern University, Chicago, Illinois, United States)John Joon Young. Chung (University of Michigan, Ann Arbor, Michigan, United States)
Generative AI has the potential to create a new form of interactive media: AI-bridged creative language arts (CLA), which bridge the author and audience by personalizing the author's vision to the audience's context and taste at scale. However, it is unclear what the authors' values and attitudes would be regarding AI-bridged CLA. To identify these values and attitudes, we conducted an interview study with 18 authors across eight genres (e.g., poetry, comics) by presenting speculative but realistic AI-bridged CLA scenarios. We identified three benefits derived from the dynamics between author, artifact, and audience: those that 1) authors get from the process, 2) audiences get from the artifact, and 3) authors get from the audience. We found how AI-bridged CLA would either promote or reduce these benefits, along with authors' concerns. We hope our investigation hints at how AI can provide intriguing experiences to CLA audiences while promoting authors' values.
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Exploring the Impact of Interconnected External Interfaces in Autonomous Vehicles on Pedestrian Safety and Experience
Tram Thi Minh. Tran (School of Architecture, Design and Planning, The University of Sydney, Sydney, NSW, Australia)Callum Parker (University of Sydney, Sydney, NSW, Australia)Marius Hoggenmüller (School of Architecture, Design and Planning, The University of Sydney, Sydney, NSW, Australia)Yiyuan Wang (The University of Sydney, Sydney, Australia)Martin Tomitsch (University of Technology Sydney, Sydney, NSW, Australia)
Policymakers advocate for the use of external Human-Machine Interfaces (eHMIs) to allow autonomous vehicles (AVs) to communicate their intentions or status. Nonetheless, scalability concerns in complex traffic scenarios arise, such as potentially increasing pedestrian cognitive load or conveying contradictory signals. Building upon precursory works, our study explores 'interconnected eHMIs,' where multiple AV interfaces are interconnected to provide pedestrians with clear and unified information. In a virtual reality study (N=32), we assessed the effectiveness of this concept in improving pedestrian safety and their crossing experience. We compared these results against two conditions: no eHMIs and unconnected eHMIs. Results indicated interconnected eHMIs enhanced safety feelings and encouraged cautious crossings. However, certain design elements, such as the use of the colour red, led to confusion and discomfort. Prior knowledge slightly influenced perceptions of interconnected eHMIs, underscoring the need for refined user education. We conclude with practical implications and future eHMI design research directions.