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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
"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.
2
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.
2
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.
2
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.
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.
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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.
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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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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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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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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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Apple’s Knowledge Navigator: Why Doesn’t that Conversational Agent Exist Yet?
Amanda K.. Newendorp (Iowa State University, Ames, Iowa, United States)Mohammadamin Sanaei (Iowa State University, Ames, Iowa, United States)Arthur J. Perron (Iowa State University, Ames, Iowa, United States)Hila Sabouni (Iowa State University, Ames, Iowa, United States)Nikoo Javadpour (Iowa State University , AMES, Iowa, United States)Maddie Sells (Iowa State University , Ames, Iowa, United States)Katherine Nelson (Iowa State University, Ames, Iowa, United States)Michael Dorneich (Iowa State University, Ames, IA, Iowa, United States)Stephen B.. Gilbert (Iowa State University, Ames, Iowa, United States)
Apple’s 1987 Knowledge Navigator video contains a vision of a sophisticated digital personal assistant, but the natural human-agent conversational dialog shown does not currently exist. To investigate why, the authors analyzed the video using three theoretical frameworks: the DiCoT framework, the HAT Game Analysis framework, and the Flows of Power framework. These were used to codify the human-agent interactions and classify the agent’s capabilities. While some barriers to creating such agents are technological, other barriers arise from privacy, social and situational factors, trust, and the financial business case. The social roles and asymmetric interactions of the human and agent are discussed in the broader context of HAT research, along with the need for a new term for these agents that does not rely on a human social relationship metaphor. This research offers designers of conversational agents a research roadmap to build more highly capable and trusted non-human teammates.
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Stairway to Heaven: A Gamified VR Journey for Breath Awareness
Nathan Miner (Northeastern University, Boston, Massachusetts, United States)Amir Abdollahi (Northeastern University, Boston, Massachusetts, United States)Caleb P.. Myers (Northeastern University, Boston, Massachusetts, United States)Mehmet Kosa (Northeastern University, Boston, Massachusetts, United States)Hamid Ghaednia (Massachusetts General Hospital, Boston, Massachusetts, United States)Joseph Schwab (Massachusetts General Hospital , Boston, Massachusetts, United States)Casper Harteveld (Northeastern University, Boston, Massachusetts, United States)Giovanni M. Troiano (Northeastern University, Boston, Massachusetts, United States)
Gamification and virtual reality (VR) are increasingly being explored for their potential to enhance mindful practices and well-being. We further explore the potential of gamification and VR for breath awareness and mindfulness, and contribute Stairway to Heaven, a VR artifact that combines gamification with respiratory sensor biofeedback to cultivate mindful awareness of breathing. In our mixed-method study with 21 participants, we evaluated the usability and effectiveness of our artifact in promoting breathing frequencies between 4 and 10 breaths per minute (BPM). We integrate breath-driven teleportation as a virtual locomotion technique (VLT) using respiratory biofeedback to gamify progression through a virtual wilderness. Additionally, we supplement our design with a mindfulness audio guide. The results of our user study showcase the potential of combining actionable gamification and VR, guided mindfulness, and breath-driven VLT to foster slow breathing self-regulation successfully.
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EmoWear: Exploring Emotional Teasers for Voice Message Interaction on Smartwatches
Pengcheng An (Southern University of Science and Technology, Shenzhen, China)Jiawen Stefanie. Zhu (University of Waterloo, Waterloo, Ontario, Canada)Zibo Zhang (University of Waterloo, Waterloo, Ontario, Canada)Yifei Yin (University of Toronto Scarborough, Scarborough, Ontario, Canada)Qingyuan Ma (Chalmers University of Technology, Gothenburg, Sweden)Che Yan (Huawei Canada, Markham, Ontario, Canada)Linghao Du (Huawei, Markham, Ontario, Canada)Jian Zhao (University of Waterloo, Waterloo, Ontario, Canada)
Voice messages, by nature, prevent users from gauging the emotional tone without fully diving into the audio content. This hinders the shared emotional experience at the pre-retrieval stage. Research scarcely explored "Emotional Teasers"—pre-retrieval cues offering a glimpse into an awaiting message's emotional tone without disclosing its content. We introduce EmoWear, a smartwatch voice messaging system enabling users to apply 30 animation teasers on message bubbles to reflect emotions. EmoWear eases senders' choice by prioritizing emotions based on semantic and acoustic processing. EmoWear was evaluated in comparison with a mirroring system using color-coded message bubbles as emotional cues (N=24). Results showed EmoWear significantly enhanced emotional communication experience in both receiving and sending messages. The animated teasers were considered intuitive and valued for diverse expressions. Desirable interaction qualities and practical implications are distilled for future design. We thereby contribute both a novel system and empirical knowledge concerning emotional teasers for voice messaging.
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Wrist-bound Guanxi, Jiazu, and Kuolie: Unpacking Chinese Adolescent Smartwatch-Mediated Socialization
Lanjing Liu (Virginia Tech, Blacksburg, Virginia, United States)Chao Zhang (Cornell University, Ithaca, New York, United States)Zhicong Lu (City University of Hong Kong, Hong Kong, China)
Adolescent peer relationships, essential for their development, are increasingly mediated by digital technologies. As this trend continues, wearable devices, especially smartwatches tailored for adolescents, is reshaping their socialization. In China, smartwatches like XTC have gained wide popularity, introducing unique features such as "Bump-to-Connect'' and exclusive social platforms. Nonetheless, how these devices influence adolescents' peer experience remains unknown. Addressing this, we interviewed 18 Chinese adolescents (age: 11---16), discovering a smartwatch-mediated social ecosystem. Our findings highlight the ice-breaking role of smartwatches in friendship initiation and their use for secret messaging with local peers. Within the online smartwatch community, peer status is determined by likes and visibility, leading to diverse pursuit activities (eg., chu guanxi, jiazu, kuolie) and negative social dynamics. We discuss the core affordances of smartwatches and Chinese cultural factors that influence adolescent social behavior, and offer implications for designing future wearables that responsibly and safely support adolescent socialization.
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Jigsaw: Supporting Designers to Prototype Multimodal Applications by Chaining AI Foundation Models
David Chuan-En Lin (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)Nikolas Martelaro (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)
Recent advancements in AI foundation models have made it possible for them to be utilized off-the-shelf for creative tasks, including ideating design concepts or generating visual prototypes. However, integrating these models into the creative process can be challenging as they often exist as standalone applications tailored to specific tasks. To address this challenge, we introduce Jigsaw, a prototype system that employs puzzle pieces as metaphors to represent foundation models. Jigsaw allows designers to combine different foundation model capabilities across various modalities by assembling compatible puzzle pieces. To inform the design of Jigsaw, we interviewed ten designers and distilled design goals. In a user study, we showed that Jigsaw enhanced designers' understanding of available foundation model capabilities, provided guidance on combining capabilities across different modalities and tasks, and served as a canvas to support design exploration, prototyping, and documentation.
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A Survey On Measuring Presence in Mixed Reality
Tanh Quang. Tran (University of Otago, Dunedin, New Zealand)Tobias Langlotz (University of Otago, Dunedin, New Zealand)Holger Regenbrecht (University of Otago, Dunedin, Otago, New Zealand)
Presence is a defining element of virtual reality (VR), but it is also increasingly used when assessing mixed reality (MR) experiences. The increased interest in measuring presence in MR and recent works underpinning the specific nature of presence in MR raise the question of the current state and practice of assessing presence in MR. To address this question, we present an analysis of more than 320 studies that report on presence measurements in MR. Our analysis showed that questionnaires are the dominant measurement but also identify problematic trends that stem from the lack of a generally agreed-upon concept or measurement for presence in MR. More specifically, we show that using measurements that are not validated in MR or custom questionnaires limiting the comparability of results is commonplace and could contribute to a looming replication crisis in an increasingly relevant field.
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Beyond Numbers: Creating Analogies to Enhance Data Comprehension and Communication with Generative AI
Qing Chen (Tongji University, Shanghai, China)Wei Shuai (Tongji University, Shanghai, China)Jiyao Zhang (Tongji University, Shanghai, China)Zhida Sun (Shenzhen University, Shenzhen, China)Nan Cao (Tongji College of Design and Innovation, Shanghai, China)
Unfamiliar measurements usually hinder readers from grasping the scale of the numerical data, understanding the content, and feeling engaged with the context. To enhance data comprehension and communication, we leverage analogies to bridge the gap between abstract data and familiar measurements. In this work, we first conduct semi-structured interviews with design experts to identify design problems and summarize design considerations. Then, we collect an analogy dataset of 138 cases from various online sources. Based on the collected dataset, we characterize a design space for creating data analogies. Next, we build a prototype system, AnalogyMate, that automatically suggests data analogies, their corresponding design solutions, and generated visual representations powered by generative AI. The study results show the usefulness of AnalogyMate in aiding the creation process of data analogies and the effectiveness of data analogy in enhancing data comprehension and communication.
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Stretch your reach: Studying Self-Avatar and Controller Misalignment in Virtual Reality Interaction
Jose Luis Ponton (Universitat Politècnica de Catalunya, Barcelona, Spain)Reza Keshavarz (Università di Bologna, Bologna, Italy)Alejandro Beacco (Universitat Politècnica de Catalunya, Barcelona, Spain)Nuria Pelechano (Universitat Politècnica de Catalunya, Barcelona, Catalunya, Spain)
Immersive Virtual Reality typically requires a head-mounted display (HMD) to visualize the environment and hand-held controllers to interact with the virtual objects. Recently, many applications display full-body avatars to represent the user and animate the arms to follow the controllers. Embodiment is higher when the self-avatar movements align correctly with the user. However, having a full-body self-avatar following the user's movements can be challenging due to the disparities between the virtual body and the user's body. This can lead to misalignments in the hand position that can be noticeable when interacting with virtual objects. In this work, we propose five different interaction modes to allow the user to interact with virtual objects despite the self-avatar and controller misalignment and study their influence on embodiment, proprioception, preference, and task performance. We modify aspects such as whether the virtual controllers are rendered, whether controllers are rendered in their real physical location or attached to the user's hand, and whether stretching the avatar arms to always reach the real controllers. We evaluate the interaction modes both quantitatively (performance metrics) and qualitatively (embodiment, proprioception, and user preference questionnaires). Our results show that the stretching arms solution, which provides body continuity and guarantees that the virtual hands or controllers are in the correct location, offers the best results in embodiment, user preference, proprioception, and performance. Also, rendering the controller does not have an effect on either embodiment or user preference.
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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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Better to Ask Than Assume: Proactive Voice Assistants’ Communication Strategies That Respect User Agency in a Smart Home Environment
Jeesun Oh (KAIST, Daejeon, Korea, Republic of)Wooseok Kim (KAIST, Daejeon, Korea, Republic of)Sungbae Kim (KAIST, Daejeon, Korea, Republic of)Hyeonjeong Im (KAIST, Daejeon, Korea, Republic of)Sangsu Lee (KAIST, Daejeon, Korea, Republic of)
Proactive voice assistants (VAs) in smart homes predict users’ needs and autonomously take action by controlling smart devices and initiating voice-based features to support users’ various activities. Previous studies on proactive systems have primarily focused on determining action based on contextual information, such as user activities, physiological state, or mobile usage. However, there is a lack of research that considers user agency in VAs’ proactive actions, which empowers users to express their dynamic needs and preferences and promotes a sense of control. Thus, our study aims to explore verbal communication through which VAs can proactively take action while respecting user agency. To delve into communication between a proactive VA and a user, we used the Wizard of Oz method to set up a smart home environment, allowing controllable devices and unrestrained communication. This paper proposes design implications for the communication strategies of proactive VAs that respect user agency.
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MAF: Exploring Mobile Acoustic Field for Hand-to-Face Gesture Interactions
Yongjie Yang (University of Pittsburgh, Pittsburgh, Pennsylvania, United States)Tao Chen (University of Pittsburgh, Pittsburgh, Pennsylvania, United States)Yujing Huang (University of Pittsburgh, Pittsburgh, Pennsylvania, United States)Xiuzhen Guo (Zhejiang University, Hangzhou, China)Longfei Shangguan (University of Pittsburgh, Pittsburgh, Pennsylvania, United States)
We present MAF, a novel acoustic sensing approach that leverages the commodity hardware in bone conduction earphones for hand-to-face gesture interactions. Briefly, by shining audio signals with bone conduction earphones, we observe that these signals not only propagate along the surface of the human face but also dissipate into the air, creating an acoustic field that envelops the individual’s head. We conduct benchmark studies to understand how various hand-to-face gestures and human factors influence this acoustic field. Building on the insights gained from these initial studies, we then propose a deep neural network combined with signal preprocessing techniques. This combination empowers MAF to effectively detect, segment, and subsequently recognize a variety of hand-to-face gestures, whether in close contact with the face or above it. Our comprehensive evaluation based on 22 participants demonstrates that MAF achieves an average gesture recognition accuracy of 92% across ten different gestures tailored to users' preferences.
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Haptic Source-effector: Full-body Haptics via Non-invasive Brain Stimulation
Yudai Tanaka (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 propose a novel concept for haptics in which one centralized on-body actuator renders haptic effects on multiple body parts by stimulating the brain, i.e., the source of the nervous system—we call this a haptic source-effector, as opposed to the traditional wearables’ approach of attaching one actuator per body part (end-effectors). We implement our concept via transcranial-magnetic-stimulation (TMS)—a non-invasive technique from neuroscience/medicine in which electromagnetic pulses safely stimulate brain areas. Our approach renders ~15 touch/force-feedback sensations throughout the body (e.g., hands, arms, legs, feet, and jaw—which we found in our first user study), all by stimulating the user’s sensorimotor cortex with a single magnetic coil moved mechanically across the scalp. In our second user study, we probed into participants’ experiences while using our haptic display in VR. Finally, as the first implementation of full-body haptics based on non-invasive brain stimulation, we discuss the roadmap to extend its interactive opportunities.
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Selenite: Scaffolding Online Sensemaking with Comprehensive Overviews Elicited from Large Language Models
Michael Xieyang Liu (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)Tongshuang Wu (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)Tianying Chen (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)Franklin Mingzhe Li (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)Aniket Kittur (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)Brad A. Myers (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)
Sensemaking in unfamiliar domains can be challenging, demanding considerable user effort to compare different options with respect to various criteria. Prior research and our formative study found that people would benefit from reading an overview of an information space upfront, including the criteria others previously found useful. However, existing sensemaking tools struggle with the "cold-start" problem -- not only requiring significant input from previous users to generate and share these overviews, but also that such overviews may turn out to be biased and incomplete. In this work, we introduce a novel system, Selenite, which leverages Large Language Models (LLMs) as reasoning machines and knowledge retrievers to automatically produce a comprehensive overview of options and criteria to jumpstart users' sensemaking processes. Subsequently, Selenite also adapts as people use it, helping users find, read, and navigate unfamiliar information in a systematic yet personalized manner. Through three studies, we found that Selenite produced accurate and high-quality overviews reliably, significantly accelerated users' information processing, and effectively improved their overall comprehension and sensemaking experience.
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Find the Bot!: Gamifying Facial Emotion Recognition for Both Human Training and Machine Learning Data Collection
Yeonsun Yang (DGIST, Daegu, Korea, Republic of)Ahyeon Shin (DGIST, Daegu, Korea, Republic of)Nayoung Kim (DGIST, Daegu, Korea, Republic of)Huidam Woo (DGIST, Daegu, Korea, Republic of)John Joon Young. Chung (Midjourney, San Francisco, California, United States)Jean Y. Song (DGIST, Daegu, Korea, Republic of)
Facial emotion recognition (FER) constitutes an essential social skill for both humans and machines to interact with others. To this end, computer interfaces serve as valuable tools for training individuals to improve FER abilities, while also serving as tools for gathering labels to train FER machine learning datasets. However, existing tools have limitations on the scope and methods of training non-clinical populations and also on collecting labels for machines. In this study, we introduce Find the Bot!, an integrated game that effectively engages the general population to support not only human FER learning on spontaneous expressions but also the collection of reliable judgment-based labels. We incorporated design guidelines from gamification, education, and crowdsourcing literature to engage and motivate players. Our evaluation (N=59) shows that the game encourages players to learn emotional social norms on perceived facial expressions with a high agreement rate, facilitating effective FER learning and reliable label collection all while enjoying gameplay.
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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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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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Fair Machine Guidance to Enhance Fair Decision Making in Biased People
Mingzhe Yang (The University of Tokyo, Tokyo, Japan)Hiromi Arai (RIKEN, Tokyo, Japan)Naomi Yamashita (NTT, Keihanna, Japan)Yukino Baba (The University of Tokyo, Tokyo, Japan)
Teaching unbiased decision-making is crucial for addressing biased decision-making in daily life. Although both raising awareness of personal biases and providing guidance on unbiased decision-making are essential, the latter topics remains under-researched. In this study, we developed and evaluated an AI system aimed at educating individuals on making unbiased decisions using fairness-aware machine learning. In a between-subjects experimental design, 99 participants who were prone to bias performed personal assessment tasks. They were divided into two groups: a) those who received AI guidance for fair decision-making before the task and b) those who received no such guidance but were informed of their biases. The results suggest that although several participants doubted the fairness of the AI system, fair machine guidance prompted them to reassess their views regarding fairness, reflect on their biases, and modify their decision-making criteria. Our findings provide insights into the design of AI systems for guiding fair decision-making in humans.
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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.
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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.