This case study involves: the design and evaluation of serious games; the use of longitudinal research and remote testing in an international setting. Current methods for cognitive assessment tend to be inconvenient, costly and infrequently performed. This is unfortunate because cognitive assessment is an important tool. In the young it can detect atypical development, and in older people it can detect cognitive decline. For both young and old, cognitive assessments can identify problems and trigger interventions for reducing harms (e.g., adverse reactions to drugs) or providing treatment. Serious games for cognitive assessment can potentially be self-administered and played on an on-going basis so as to track cognitive status over time, something that is not practical with current methods. Inspired by this opportunity the BrainTagger team has developed a suite of cognitive assessment games. Studies are being carried out to assess the validity of these games for measuring the cognitive functions that they target, but those studies don't address the issue of whether people will be willing to play the game repeatedly, without supervision, over an extended period of time. Thus we carried out a longitudinal study with BrainTagger. We report on the logistical challenges of running this study with an international team located in Canada and Japan during the COVID19 pandemic. We also report on how the perceived “fun” of games changed over time. Our games were all versions of Whack-a-mole games, with each game requiring a different cognitive function to distinguish between targets (moles to hit) and distractors (moles to avoid). While the basic Whack-a-mole game is fun to play, having to play the same games again and again over a larger time period appeared to be more challenging than anticipated and motivation and acceptance seemed to gradually decrease over the course of the study. We conclude that addition of gamification features, such as leaderboards and in-game rewards, are needed to sustain enjoyment of our BrainTagger games and likely other games as well.
{"title":"Monitoring Cognitive Performance with a Serious Game: A Longitudinal Case Study on Online Cognitive Assessment Using Serious Games","authors":"Jacqueline Urakami, Y. Hu, M. Chignell","doi":"10.1145/3411763.3443431","DOIUrl":"https://doi.org/10.1145/3411763.3443431","url":null,"abstract":"This case study involves: the design and evaluation of serious games; the use of longitudinal research and remote testing in an international setting. Current methods for cognitive assessment tend to be inconvenient, costly and infrequently performed. This is unfortunate because cognitive assessment is an important tool. In the young it can detect atypical development, and in older people it can detect cognitive decline. For both young and old, cognitive assessments can identify problems and trigger interventions for reducing harms (e.g., adverse reactions to drugs) or providing treatment. Serious games for cognitive assessment can potentially be self-administered and played on an on-going basis so as to track cognitive status over time, something that is not practical with current methods. Inspired by this opportunity the BrainTagger team has developed a suite of cognitive assessment games. Studies are being carried out to assess the validity of these games for measuring the cognitive functions that they target, but those studies don't address the issue of whether people will be willing to play the game repeatedly, without supervision, over an extended period of time. Thus we carried out a longitudinal study with BrainTagger. We report on the logistical challenges of running this study with an international team located in Canada and Japan during the COVID19 pandemic. We also report on how the perceived “fun” of games changed over time. Our games were all versions of Whack-a-mole games, with each game requiring a different cognitive function to distinguish between targets (moles to hit) and distractors (moles to avoid). While the basic Whack-a-mole game is fun to play, having to play the same games again and again over a larger time period appeared to be more challenging than anticipated and motivation and acceptance seemed to gradually decrease over the course of the study. We conclude that addition of gamification features, such as leaderboards and in-game rewards, are needed to sustain enjoyment of our BrainTagger games and likely other games as well.","PeriodicalId":265192,"journal":{"name":"Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121784857","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
You may feel special and believe that you are getting personalized care when your doctor remembers your name and your unique medical history. But, what if it is an AI doctor and not human? Since AI systems are driven by personalization algorithms, it is possible to design AI doctors that can individuate patients with great precision. Is this appreciated or perceived as eerie and intrusive, thereby negatively affecting doctor-patient interaction? We decided to find out by designing a healthcare chatbot that identified itself as AI, Human, or Human assisted by AI. In a user study assessing Covid-19 risk, participants interacted twice, 10 days apart, with a bot that either individuated them or not. Data show that individuation by an AI doctor lowers patient compliance. Surprisingly, a majority of participants in the human doctor condition thought that they chatted with an AI doctor. Findings provide implications for design of healthcare chat applications.
{"title":"Do You Feel Special When an AI Doctor Remembers You? Individuation Effects of AI vs. Human Doctors on User Experience","authors":"Jin Chen, Cheng Chen, J. Walther, S. Sundar","doi":"10.1145/3411763.3451735","DOIUrl":"https://doi.org/10.1145/3411763.3451735","url":null,"abstract":"You may feel special and believe that you are getting personalized care when your doctor remembers your name and your unique medical history. But, what if it is an AI doctor and not human? Since AI systems are driven by personalization algorithms, it is possible to design AI doctors that can individuate patients with great precision. Is this appreciated or perceived as eerie and intrusive, thereby negatively affecting doctor-patient interaction? We decided to find out by designing a healthcare chatbot that identified itself as AI, Human, or Human assisted by AI. In a user study assessing Covid-19 risk, participants interacted twice, 10 days apart, with a bot that either individuated them or not. Data show that individuation by an AI doctor lowers patient compliance. Surprisingly, a majority of participants in the human doctor condition thought that they chatted with an AI doctor. Findings provide implications for design of healthcare chat applications.","PeriodicalId":265192,"journal":{"name":"Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127760750","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Y. Rogers, M. Brereton, P. Dourish, J. Forlizzi, P. Olivier
This panel will provoke the audience into reflecting on the dark side of interaction design. It will ask what role the HCI community has played in the inception and rise of digital addiction, digital persuasion, data exploitation and dark patterns and what to do about this state of affairs. The panelists will present their views about what we have unleashed. They will examine how ‘stickiness’ came about and how we might give users control over their data that is sucked up in this process. Finally, they will be asked to consider the merits and prospects of an alternative agenda, that pushes for interaction design to be fairer, more ethically-grounded and more transparent, while at the same time addressing head-on the dark side of interaction design.
{"title":"The Dark Side of Interaction Design","authors":"Y. Rogers, M. Brereton, P. Dourish, J. Forlizzi, P. Olivier","doi":"10.1145/3411763.3450397","DOIUrl":"https://doi.org/10.1145/3411763.3450397","url":null,"abstract":"This panel will provoke the audience into reflecting on the dark side of interaction design. It will ask what role the HCI community has played in the inception and rise of digital addiction, digital persuasion, data exploitation and dark patterns and what to do about this state of affairs. The panelists will present their views about what we have unleashed. They will examine how ‘stickiness’ came about and how we might give users control over their data that is sucked up in this process. Finally, they will be asked to consider the merits and prospects of an alternative agenda, that pushes for interaction design to be fairer, more ethically-grounded and more transparent, while at the same time addressing head-on the dark side of interaction design.","PeriodicalId":265192,"journal":{"name":"Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128096262","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Interactive computing systems are able to receive, as inputs, activity generated by the user’s physiology (e.g., skin conductance, heart rate, brain potentials, and so forth). Besides health-related applications, this type of physiological sensing enables systems to infer users’ states (e.g., task engagement, anxiety, workload, and so forth). More recently, a number of techniques emerged that can also stimulate physiological activity (e.g., electrical muscle stimulation, galvanic vestibular stimulation, transcranial stimulation). These can serve as outputs of an interactive system to induce desired behavior in the user. Taken together, we envision systems that will close the loop between physiological input and output—interactive systems able to read and influence the user’s body. To realize this, we propose a Special Interest Group on Physiological I/O that will consolidate successful practices and identify research challenges to address as a community.
{"title":"Physiological I/O","authors":"Pedro Lopes, L. Chuang, P. Maes","doi":"10.1145/3411763.3450407","DOIUrl":"https://doi.org/10.1145/3411763.3450407","url":null,"abstract":"Interactive computing systems are able to receive, as inputs, activity generated by the user’s physiology (e.g., skin conductance, heart rate, brain potentials, and so forth). Besides health-related applications, this type of physiological sensing enables systems to infer users’ states (e.g., task engagement, anxiety, workload, and so forth). More recently, a number of techniques emerged that can also stimulate physiological activity (e.g., electrical muscle stimulation, galvanic vestibular stimulation, transcranial stimulation). These can serve as outputs of an interactive system to induce desired behavior in the user. Taken together, we envision systems that will close the loop between physiological input and output—interactive systems able to read and influence the user’s body. To realize this, we propose a Special Interest Group on Physiological I/O that will consolidate successful practices and identify research challenges to address as a community.","PeriodicalId":265192,"journal":{"name":"Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems","volume":"363 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132695182","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Ajit G. Pillai, A. B. Kocaballi, T. Leong, R. Calvo, Nassim Parvin, Katie Shilton, Jenny Waycott, Casey Fiesler, John C. Havens, N. Ahmadpour
Due to the evolving nature of technology and its impact on individuals, communities and society, practitioners and designers in Human-Computer Interaction (HCI) are expected to consider ethics in their work. This role has inspired the development of a number of resources for practice, such as tools, frameworks and methods to tackle ethical issues in HCI. But these suffer from low adoption rate potentially because they are not yet part of the standard body of knowledge. To mitigate the issue, we argue that there is an urgent need for ethics education in HCI. Beyond defining ethics, an ethics curriculum must enable practitioners to reflect and allow consideration of intended and unintended consequences of the technologies they create from the ground up, rather than as a fix or an afterthought. In this co-design workshop, we aim to build upon existing practices and knowledge of ethics in HCI and work with the CHI community to enrich ethics curriculum. We will scaffold our collective understandings of the existing resources and create guidelines that support interactive educational experiences to support HCI ethics curriculum.
{"title":"Co-designing Resources for Ethics Education in HCI","authors":"Ajit G. Pillai, A. B. Kocaballi, T. Leong, R. Calvo, Nassim Parvin, Katie Shilton, Jenny Waycott, Casey Fiesler, John C. Havens, N. Ahmadpour","doi":"10.1145/3411763.3441349","DOIUrl":"https://doi.org/10.1145/3411763.3441349","url":null,"abstract":"Due to the evolving nature of technology and its impact on individuals, communities and society, practitioners and designers in Human-Computer Interaction (HCI) are expected to consider ethics in their work. This role has inspired the development of a number of resources for practice, such as tools, frameworks and methods to tackle ethical issues in HCI. But these suffer from low adoption rate potentially because they are not yet part of the standard body of knowledge. To mitigate the issue, we argue that there is an urgent need for ethics education in HCI. Beyond defining ethics, an ethics curriculum must enable practitioners to reflect and allow consideration of intended and unintended consequences of the technologies they create from the ground up, rather than as a fix or an afterthought. In this co-design workshop, we aim to build upon existing practices and knowledge of ethics in HCI and work with the CHI community to enrich ethics curriculum. We will scaffold our collective understandings of the existing resources and create guidelines that support interactive educational experiences to support HCI ethics curriculum.","PeriodicalId":265192,"journal":{"name":"Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133652423","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The HCI community has largely failed to serve the millions of people in rural communities in the developed world. In part, I believe this is because our plural values do not match the more traditional, conservative values often found in rural communities. However, these rural communities, and in particular the marginalized populations within them, could greatly benefit from our work. I believe that one way to set the stage for deeper engagement with rural communities is by creating cultural micro-exposures—small brushes with the everyday realities of a culture or lived experience that is different from one’s own—using technology.
{"title":"Riding the Bus in Los Angeles: Creating Cultural Micro-Exposures via Technology","authors":"Sarah Cooney","doi":"10.1145/3411763.3450392","DOIUrl":"https://doi.org/10.1145/3411763.3450392","url":null,"abstract":"The HCI community has largely failed to serve the millions of people in rural communities in the developed world. In part, I believe this is because our plural values do not match the more traditional, conservative values often found in rural communities. However, these rural communities, and in particular the marginalized populations within them, could greatly benefit from our work. I believe that one way to set the stage for deeper engagement with rural communities is by creating cultural micro-exposures—small brushes with the everyday realities of a culture or lived experience that is different from one’s own—using technology.","PeriodicalId":265192,"journal":{"name":"Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132207633","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Eye tracking can be used to infer what is relevant to a user, and adapt the content and appearance of an application to support the user in their current task. A prerequisite for integrating such adaptive user interfaces into public terminals is robust gaze estimation. Commercial eye trackers are highly accurate, but require prior person-specific calibration and a relatively stable head position. In this paper, we collect data from 26 authentic customers of a fast food restaurant while interacting with a total of 120 products on a self-order terminal. From our observations during the experiment and a qualitative analysis of the collected gaze data, we derive best practice approaches regarding the integration of eye tracking software into self-service systems. We evaluate several implicit calibration strategies that derive the user’s true focus of attention either from the context of the user interface, or from their interaction with the system. Our results show that the original gaze estimates can be visibly improved by taking into account both contextual and interaction-based information.
{"title":"Conditioning Gaze-Contingent Systems for the Real World: Insights from a Field Study in the Fast Food Industry","authors":"Melanie Heck, Janick Edinger, Christian Becker","doi":"10.1145/3411763.3451658","DOIUrl":"https://doi.org/10.1145/3411763.3451658","url":null,"abstract":"Eye tracking can be used to infer what is relevant to a user, and adapt the content and appearance of an application to support the user in their current task. A prerequisite for integrating such adaptive user interfaces into public terminals is robust gaze estimation. Commercial eye trackers are highly accurate, but require prior person-specific calibration and a relatively stable head position. In this paper, we collect data from 26 authentic customers of a fast food restaurant while interacting with a total of 120 products on a self-order terminal. From our observations during the experiment and a qualitative analysis of the collected gaze data, we derive best practice approaches regarding the integration of eye tracking software into self-service systems. We evaluate several implicit calibration strategies that derive the user’s true focus of attention either from the context of the user interface, or from their interaction with the system. Our results show that the original gaze estimates can be visibly improved by taking into account both contextual and interaction-based information.","PeriodicalId":265192,"journal":{"name":"Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134478769","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Xiaoying Pu, M. Kay, S. Drucker, Jeffrey Heer, Dominik Moritz, Arvind Satyanarayan
Visualization grammars, often based on the Grammar of Graphics, are popular choices for specifying expressive visualizations and supporting visualization systems. However, there are still open questions about grammar design and evaluation not well-answered in visualization research. In this SIG, we propose to discuss what makes a grammar “good” and explore evaluation methodologies best suited for visualization grammars.
{"title":"Special Interest Group on Visualization Grammars","authors":"Xiaoying Pu, M. Kay, S. Drucker, Jeffrey Heer, Dominik Moritz, Arvind Satyanarayan","doi":"10.1145/3411763.3450406","DOIUrl":"https://doi.org/10.1145/3411763.3450406","url":null,"abstract":"Visualization grammars, often based on the Grammar of Graphics, are popular choices for specifying expressive visualizations and supporting visualization systems. However, there are still open questions about grammar design and evaluation not well-answered in visualization research. In this SIG, we propose to discuss what makes a grammar “good” and explore evaluation methodologies best suited for visualization grammars.","PeriodicalId":265192,"journal":{"name":"Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems","volume":"82 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133785823","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Ferran Altarriba Bertran, Soomin Kim, Minsuk Chang, Ella Dagan, Jared Duval, K. Isbister, Laia Turmo Turmo Vidal
In this workshop, we will explore the emergent methodological space of social media based HCI design and research. We will gather scholars and practitioners from different areas within HCI to discuss how social media platforms might support their practice. Through short presentations, open discussions, and design-led activities, we will examine the affordances of existing social media platforms and speculate future developments in this methodological space. The outcome of the workshop will be an interactive data visualization of existing social media platforms, their main characteristics, and their affordances for HCI design and research. Overall, we will begin to characterize the methodological space of social media based HCI design and research, setting the foundation for future developments in this space.
{"title":"Social Media as a Design and Research Site in HCI: Mapping Out Opportunities and Envisioning Future Uses","authors":"Ferran Altarriba Bertran, Soomin Kim, Minsuk Chang, Ella Dagan, Jared Duval, K. Isbister, Laia Turmo Turmo Vidal","doi":"10.1145/3411763.3441311","DOIUrl":"https://doi.org/10.1145/3411763.3441311","url":null,"abstract":"In this workshop, we will explore the emergent methodological space of social media based HCI design and research. We will gather scholars and practitioners from different areas within HCI to discuss how social media platforms might support their practice. Through short presentations, open discussions, and design-led activities, we will examine the affordances of existing social media platforms and speculate future developments in this methodological space. The outcome of the workshop will be an interactive data visualization of existing social media platforms, their main characteristics, and their affordances for HCI design and research. Overall, we will begin to characterize the methodological space of social media based HCI design and research, setting the foundation for future developments in this space.","PeriodicalId":265192,"journal":{"name":"Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115762382","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Ananya Ipsita, Hao Li, Runlin Duan, Yuanzhi Cao, Subramanian Chidambaram, Min Liu, K. Ramani
There is an increasing trend of Virtual-Reality (VR) applications found in education, entertainment, and industry. Many of them utilize real world tools, environments, and interactions as bases for creation. However, creating such applications is tedious, fragmented, and involves expertise in authoring VR using programming and 3D-modelling softwares. This hinders VR adoption by decoupling subject matter experts from the actual process of authoring while increasing cost and time. We present VRFromX, an in-situ Do-It-Yourself (DIY) platform for content creation in VR that allows users to create interactive virtual experiences. Using our system, users can select region(s) of interest (ROI) in scanned point cloud or sketch in mid-air using a brush tool to retrieve virtual models and then attach behavioral properties to them. We ran an exploratory study to evaluate usability of VRFromX and the results demonstrate feasibility of the framework as an authoring tool. Finally, we implemented three possible use-cases to showcase potential applications.
{"title":"VRFromX: From Scanned Reality to Interactive Virtual Experience with Human-in-the-Loop","authors":"Ananya Ipsita, Hao Li, Runlin Duan, Yuanzhi Cao, Subramanian Chidambaram, Min Liu, K. Ramani","doi":"10.1145/3411763.3451747","DOIUrl":"https://doi.org/10.1145/3411763.3451747","url":null,"abstract":"There is an increasing trend of Virtual-Reality (VR) applications found in education, entertainment, and industry. Many of them utilize real world tools, environments, and interactions as bases for creation. However, creating such applications is tedious, fragmented, and involves expertise in authoring VR using programming and 3D-modelling softwares. This hinders VR adoption by decoupling subject matter experts from the actual process of authoring while increasing cost and time. We present VRFromX, an in-situ Do-It-Yourself (DIY) platform for content creation in VR that allows users to create interactive virtual experiences. Using our system, users can select region(s) of interest (ROI) in scanned point cloud or sketch in mid-air using a brush tool to retrieve virtual models and then attach behavioral properties to them. We ran an exploratory study to evaluate usability of VRFromX and the results demonstrate feasibility of the framework as an authoring tool. Finally, we implemented three possible use-cases to showcase potential applications.","PeriodicalId":265192,"journal":{"name":"Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125638185","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}