Featured Researches

Human Computer Interaction

Hack.VR: A Programming Game in Virtual Reality

In this article we describe Hack.VR, an object-oriented programming game in virtual reality. Hack.VR uses a VR programming language in which nodes represent functions and node connections represent data flow. Using this programming framework, players reprogram VR objects such as elevators, robots, and switches. Hack.VR has been designed to be highly interactable both physically and semantically.

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Human Computer Interaction

Hallmarks of Human-Machine Collaboration: A framework for assessment in the DARPA Communicating with Computers Program

There is a growing desire to create computer systems that can communicate effectively to collaborate with humans on complex, open-ended activities. Assessing these systems presents significant challenges. We describe a framework for evaluating systems engaged in open-ended complex scenarios where evaluators do not have the luxury of comparing performance to a single right answer. This framework has been used to evaluate human-machine creative collaborations across story and music generation, interactive block building, and exploration of molecular mechanisms in cancer. These activities are fundamentally different from the more constrained tasks performed by most contemporary personal assistants as they are generally open-ended, with no single correct solution, and often no obvious completion criteria. We identified the Key Properties that must be exhibited by successful systems. From there we identified "Hallmarks" of success -- capabilities and features that evaluators can observe that would be indicative of progress toward achieving a Key Property. In addition to being a framework for assessment, the Key Properties and Hallmarks are intended to serve as goals in guiding research direction.

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Human Computer Interaction

Hardhats and Bungaloos: Comparing Crowdsourced Design Feedback with Peer Design Feedback in the Classroom

Feedback is an important aspect of design education, and crowdsourcing has emerged as a convenient way to obtain feedback at scale. In this paper, we investigate how crowdsourced design feedback compares to peer design feedback within a design-oriented HCI class and across two metrics: perceived quality and perceived fairness. We also examine the perceived monetary value of crowdsourced feedback, which provides an interesting contrast to the typical requester-centric view of the value of labor on crowdsourcing platforms. Our results reveal that the students (N=106) perceived the crowdsourced design feedback as inferior to peer design feedback in multiple ways. However, they also identified various positive aspects of the online crowds that peers cannot provide. We discuss the meaning of the findings and provide suggestions for teachers in HCI and other researchers interested in crowd feedback systems on using crowds as a potential complement to peers.

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Human Computer Interaction

Having a Bad Day? Detecting the Impact of Atypical Life Events Using Wearable Sensors

Life events can dramatically affect our psychological state and work performance. Stress, for example, has been linked to professional dissatisfaction, increased anxiety, and workplace burnout. We explore the impact of positive and negative life events on a number of psychological constructs through a multi-month longitudinal study of hospital and aerospace workers. Through causal inference, we demonstrate that positive life events increase positive affect, while negative events increase stress, anxiety and negative affect. While most events have a transient effect on psychological states, major negative events, like illness or attending a funeral, can reduce positive affect for multiple days. Next, we assess whether these events can be detected through wearable sensors, which can cheaply and unobtrusively monitor health-related factors. We show that these sensors paired with embedding-based learning models can be used ``in the wild'' to capture atypical life events in hundreds of workers across both datasets. Overall our results suggest that automated interventions based on physiological sensing may be feasible to help workers regulate the negative effects of life events.

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Human Computer Interaction

Hear Her Fear: Data Sonification for Sensitizing Society on Crime Against Women in India

Data sonification is a means of representing data through sound and has been utilized in a variety of applications. Crime against women has been a rising concern in India. We explore the potential of data sonification to provide an immersive engagement with sensitive data on crime against women in Indian states. The data for nine crime categories covering thirty-five Indian states over a period of twelve years is acquired from National records. Sonification techniques of parameter mapping and auditory icons are adopted: sound parameters such as frequencies, amplitudes and timbres are incorporated to represent the crime data, and audio sounds of women screams are employed as auditory icons to emphasize the traumatic experience. Higher crime rates are assigned higher frequencies, harsher scream textures and larger amplitudes. A user-friendly interface is developed with multiple options for sequential and comparative data sonification. Through the interface, a user can evaluate and compare the extent of crime against women in different states, years or crime categories. Sound spatialization is used to immerse the listener in the sound and further intensify the sonification experience. To assess and validate effectiveness, a user study on twenty participants is conducted with feedback obtained through questionnaires. The responses indicate that the participants could comprehend trends in the data easily and found the data sonification experience impactful. Sonification may therefore prove to be a valuable tool for data representation in fields related to social and human studies.

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Human Computer Interaction

Hit by the Data: a visual data analysis regarding the effects of traffic public policies

The availability of Open Government Data (OGD) provides means for citizens to understand and follow governmental policies and decisions, showing evidence of how the latter have contributed to both the place they live in and their lives. In such a scenario, one of the proposals is the use of visualizations to support the process of data analysis and interpretation. Herein, we present the use of three different visualization tools, a commercial one and two academic ones, applied to two specific Brazilian cases: the implementation of the Drink Driving Law and the construction of a new overpass in an important city avenue. Our focus was on the analysis of how visualization could help in the identification of the effects of such traffic public policies. As our main contributions, we present details on the effects of the observed policies, as well as new cases showing how visualization tools can assist users to interpret OGD.

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Human Computer Interaction

How Fake News Affect Trust in the Output of a Machine Learning System for News Curation

People are increasingly consuming news curated by machine learning (ML) systems. Motivated by studies on algorithmic bias, this paper explores which recommendations of an algorithmic news curation system users trust and how this trust is affected by untrustworthy news stories like fake news. In a study with 82 vocational school students with a background in IT, we found that users are able to provide trust ratings that distinguish trustworthy recommendations of quality news stories from untrustworthy recommendations. However, a single untrustworthy news story combined with four trustworthy news stories is rated similarly as five trustworthy news stories. The results could be a first indication that untrustworthy news stories benefit from appearing in a trustworthy context. The results also show the limitations of users' abilities to rate the recommendations of a news curation system. We discuss the implications of this for the user experience of interactive machine learning systems.

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Human Computer Interaction

How Researchers Use Diagrams in Communicating Neural Network Systems

Neural networks are a prevalent and effective machine learning component, and their application is leading to significant scientific progress in many domains. As the field of neural network systems is fast growing, it is important to understand how advances are communicated. Diagrams are key to this, appearing in almost all papers describing novel systems. This paper reports on a study into the use of neural network system diagrams, through interviews, card sorting, and qualitative feedback structured around ecologically-derived examples. We find high diversity of usage, perception and preference in both creation and interpretation of diagrams, examining this in the context of existing design, information visualisation, and user experience guidelines. Considering the interview data alongside existing guidance, we propose guidelines aiming to improve the way in which neural network system diagrams are constructed.

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Human Computer Interaction

How Useful Are the Machine-Generated Interpretations to General Users? A Human Evaluation on Guessing the Incorrectly Predicted Labels

Explaining to users why automated systems make certain mistakes is important and challenging. Researchers have proposed ways to automatically produce interpretations for deep neural network models. However, it is unclear how useful these interpretations are in helping users figure out why they are getting an error. If an interpretation effectively explains to users how the underlying deep neural network model works, people who were presented with the interpretation should be better at predicting the model's outputs than those who were not. This paper presents an investigation on whether or not showing machine-generated visual interpretations helps users understand the incorrectly predicted labels produced by image classifiers. We showed the images and the correct labels to 150 online crowd workers and asked them to select the incorrectly predicted labels with or without showing them the machine-generated visual interpretations. The results demonstrated that displaying the visual interpretations did not increase, but rather decreased, the average guessing accuracy by roughly 10%.

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Human Computer Interaction

How Visualization PhD Students Cope with Paper Rejections

We conducted a questionnaire study aimed towards PhD students in the field of visualization research to understand how they cope with paper rejections. We collected responses from 24 participants and performed a qualitative analysis of the data in relation to the provided support by collaborators, resubmission strategies, handling multiple rejects, and personal impression of the reviews. The results indicate that the PhD students in the visualization community generally cope well with the negative reviews and, with experience, learn how to act accordingly to improve and resubmit their work. Our results reveal the main coping strategies that can be applied for constructively handling rejected visualization papers. The most prominent strategies include: discussing reviews with collaborators and making a resubmission plan, doing a major revision to improve the work, shortening the work, and seeing rejection as a positive learning experience.

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