ABSTRACT
Every Hanukkah, the Jewish Festival of Lights, our team gathers with our grandparents, Fred and Marlene, to celebrate by lighting candles together. This is an interactive experience, where participants pass the Shamash candle to each other to light the next of 8 candles. During the COVID-19 pandemic, social distancing prohibits the close contact required for this interaction;therefore, we designed a pair of robotic menorahs (candelabras with 9 candle-holders) connected via Bluetooth to enable candle lighting across a distance during Hanukkah 2020. Our design incorporates existing menorahs and candles with electronic components to enable a traditional, yet socially distant experience.
ABSTRACT
The Robots for Learning workshop series aims at advancing the research topics related to the use of social robots in educational contexts. This year's half-day workshop follows on previous events in Human-Robot Interaction conferences focusing on efforts to discuss potential benchmarks in design, methodology and evaluation of new robotics systems that help learners. In this 6th edition of the workshop, we will be investigating in particular methods from technologies for education and online learning. Since the past few months, online and remote learning has been put in place in several countries to cope with the health and safety measures due to the Covid-19 pandemic. In this workshop, we aim to discuss strategies to design robotics system able to provide embodied assistance to the remote learners and to demonstrate long-term learning effects.
ABSTRACT
DNA-based molecular communication is a novel paradigm for nanoscale computation and communication that uses self-assembling DNA message molecules. Due to their design, these message molecules can compute mathematical operations while self-assembling. They can be used in DNA-based nanonetworks to detect DNA sequences and compute information for releasing either medication or other molecules. This paradigm avoids many limitations that electromagnetic nanonetworks currently face. This paper presents a variety of novel advantages and use cases for DNA-based molecular communication. For many of those, no feasible solution exists today. DNA-based molecular communication can even detect and consider multiple different DNA sequences for decision-making. Furthermore, it allows for adjustable error correction, immediate treatments, bio-compatibility, and the use of already available materials.
ABSTRACT
Loneliness threatens public mental wellbeing during COVID-19. In response, YouTube creators participated in the #StayHome #WithMe movement (SHWM) and made myriad videos for people experiencing loneliness or boredom at home. User-shared videos generate parasocial attachment and virtual connectedness. However, there is limited knowledge of how creators contributed videos during disasters to provide social provisions as disaster-relief. Grounded on Weiss's loneliness theory, this work analyzed 1488 SHWM videos to examine video sharing as a pathway to social provisions. Findings suggested that skill and knowledge sharing, entertaining arts, homelife activities, live chatting, and gameplay were the most popular video styles. YouTubers utilized parasocial relationships to form a space for staying away from the disaster. SHWM YouTubers provided friend-like, mentor-like, and family-like provisions through videos in different styles. Family-like provisions led to the highest overall viewer engagement. Based on the findings, design implications for supporting viewers' mental wellbeing in disasters are discussed.
ABSTRACT
Unprecedented maker efforts arose in response to COVID-19 medical supply gaps worldwide. Makers in the U.S., participated in peer-production activities to manufacture personal protective equipment (PPE). Whereas, medical makers, who innovate exclusively for points of care, pivoted towards safer, reliable PPE. What were their efforts to pivot medical maker infrastructure towards reliable production of safe equipment at higher volumes? We interviewed 13 medical makers as links between institutions, maker communities, and wider regional industry networks. These medical makers organized stopgap manufacturing in institutional spaces to resolve acute shortages (March-May) and chronic shortages (May-July). They act as intermediaries in efforts to prototype and produce devices under regulatory, material, and human constraints of a pandemic. We re-frame their making efforts as repair work to offer an alternate critical view of optimism around making for crisis. We contribute an understanding of these efforts to inform infrastructure design for making with purpose and safety leading to opportunities for community production of safe devices at scale.
ABSTRACT
In response to COVID-19, a vast number of visualizations have been created to communicate information to the public. Information exposure in a public health crisis can impact people's attitudes towards and responses to the crisis and risks, and ultimately the trajectory of a pandemic. As such, there is a need for work that documents, organizes, and investigates what COVID-19 visualizations have been presented to the public. We address this gap through an analysis of 668 COVID-19 visualizations. We present our findings through a conceptual framework derived from our analysis, that examines who, (uses) what data, (to communicate) what messages, in what form, under what circumstances in the context of COVID-19 crisis visualizations. We provide a set of factors to be considered within each component of the framework. We conclude with directions for future crisis visualization research.
ABSTRACT
Data attained through crowdsourcing have an essential role in the development of computer vision algorithms. Crowdsourced data might include reporting biases, since crowdworkers usually describe what is "worth saying" in addition to images' content. We explore how the unprecedented events of 2020, including the unrest surrounding racial discrimination, and the COVID-19 pandemic, might be reflected in responses to an open-ended annotation task on people images, originally executed in 2018 and replicated in 2020. Analyzing themes of Identity and Health conveyed in workers' tags, we find evidence that supports the potential for temporal sensitivity in crowdsourced data. The 2020 data exhibit more race-marking of images depicting non-Whites, as well as an increase in tags describing Weight. We relate our findings to the emerging research on crowdworkers' moods. Furthermore, we discuss the implications of (and suggestions for) designing tasks on proprietary platforms, having demonstrated the possibility for additional, unexpected variation in crowdsourced data due to significant events.
ABSTRACT
Performers acutely need but lack tools to remotely rehearse and create live theatre, particularly due to global restrictions on social interactions during the Covid-19 pandemic. No studies, however, have heretofore examined how remote video-collaboration affects performance. This paper presents the findings of a field study with 16 domain experts over six weeks investigating how tele-immersion affects the rehearsal and performance of improvisational theatre. To conduct the study, an original media server was developed for co-locating remote performers into shared virtual 3D environments which were accessed through popular video conferencing software. The results of this qualitative study indicate that tele-immersive environments uniquely provide performers with a strong sense of co- presence, feelings of physical connection, and an increased ability to enter the social-flow states required for improvisational theatre. Based on our observations, we put forward design recommendations for video collaboration tools tailored to the unique demands of live performance.
ABSTRACT
There is an open call for technology to be more playful [5, 79] and for tech design to be more inclusive of people with disabilities [80]. In the era of COVID19, it is often unsafe for the public in general and people with disabilities, in particular, to engage in in-person design exercises using traditional methods. This presents a missed opportunity as these populations are already sharing playful content rich with tacit design knowledge that can be used to inspire the design of playful everyday technology. We present our process of scraping play potentials [4] from TikTok from content creators with disabilities to generate design concepts that may inspire future technology design. We share 7 emerging themes from the scraped content, a catalog of design concepts that may inspire designers, and discuss the relevance of the emerging themes and possible implications for the design concepts.
ABSTRACT
Online exams have become widely used to evaluate students' performance in mastering knowledge in recent years, especially during the pandemic of COVID-19. However, it is challenging to conduct proctoring for online exams due to the lack of face-to-face interaction. Also, prior research has shown that online exams are more vulnerable to various cheating behaviors, which can damage their credibility. This paper presents a novel visual analytics approach to facilitate the proctoring of online exams by analyzing the exam video records and mouse movement data of each student. Specifically, we detect and visualize suspected head and mouse movements of students in three levels of detail, which provides course instructors and teachers with convenient, efficient and reliable proctoring for online exams. Our extensive evaluations, including usage scenarios, a carefully-designed user study and expert interviews, demonstrate the effectiveness and usability of our approach.
ABSTRACT
Crowdwork can enable invaluable opportunities for people with disabilities, not least the work flexibility and the ability to work from home, especially during the current Covid-19 pandemic. This paper investigates how engagement in crowdwork tasks is affected by individual disabilities and the resulting implications for HCI. We first surveyed 1,000 Amazon Mechanical Turk (AMT) workers to identify demographics of crowdworkers who identify as having various disabilities within the AMT ecosystem including vision, hearing, cognition/mental, mobility, reading and motor impairments. Through a second focused survey and follow-up interviews, we provide insights into how respondents cope with crowdwork tasks. We found that standard task factors, such as task completion time and presentation, often do not account for the needs of users with disabilities, resulting in anxiety and a feeling of depression on occasion. We discuss how to alleviate barriers to enable effective interaction for crowdworkers with disabilities.
ABSTRACT
In Japanese idol culture, meet-and-greet events where fans were allowed to handshake with an idol member for several seconds were regarded as its essential component until the spread of COVID-19. Now, idol groups are struggling in the transition of such events to computer-mediated communication because these events had emphasized meeting face-to-face over communicating, as we can infer from their length of time. I anticipated that investigating this emerging transition would provide implications because their communication has a unique characteristic that is distinct from well-studied situations, such as workplace communication and intimate relationships. Therefore, I first conducted a quantitative survey to develop a precise understanding of the transition, and based on its results, had semi-structured interviews with idol fans about their perceptions of the transition. The survey revealed distinctive approaches, including one where fans gathered at a venue but were isolated from the idol member by an acrylic plate and talked via a video call. Then the interviews not only provided answers to why such an approach would be reasonable but also suggested the existence of a large gap between conventional offline events and emerging online events in their perceptions. Based on the results, I discussed how we can develop interaction techniques to support this transition and how we can apply it to other situations outside idol culture, such as computer-mediated performing arts.
ABSTRACT
Controversial understandings of the coronavirus pandemic have turned data visualizations into a battleground. Defying public health officials, coronavirus skeptics on US social media spent much of 2020 creating data visualizations showing that the government's pandemic response was excessive and that the crisis was over. This paper investigates how pandemic visualizations circulated on social media, and shows that people who mistrust the scientific establishment often deploy the same rhetorics of data-driven decision-making used by experts, but to advocate for radical policy changes. Using a quantitative analysis of how visualizations spread on Twitter and an ethnographic approach to analyzing conversations about COVID data on Facebook, we document an epistemological gap that leads pro- and anti-mask groups to draw drastically different inferences from similar data. Ultimately, we argue that the deployment of COVID data visualizations reflect a deeper sociopolitical rift regarding the place of science in public life.
ABSTRACT
This paper describes results from a study examining how musicians have been affected by the restrictive environments imposed by the COVID-19 pandemic, and the corresponding technological implications. Through a survey of 29 musicians and additional interviews with 7 professional improvisation musicians, we observe the challenges musicians face in 1) finding the technological infrastructure and shared spaces necessary for dynamic, remote creative collaborations, 2) producing the mindset, free time, and sources of inspiration necessary for initiating creativity during times of stress, and 3) maintaining (and potentially expanding) the social connections and creative community vital to creative practice. We also report on how some musicians have creatively leveraged the radical changes in their lives to drive new artistic practices and styles of music. Collectively, these data illustrate the resilience of certain existing remote collaboration and creative tools, while suggesting ways other digital tools could more flexibly accommodate new use cases. The data also suggest the value of tools and services that help people creatively cope with radical changes to their lives and livelihoods.
ABSTRACT
Understanding how and why people share negative emotions and thoughts on social media has received much scholarly attention. Scholars have identified a variety of factors that affect disclosure behavior, but as platforms offer a wider range of affordances that enable more diverse user behaviors and nuanced audience segmentation, these influencing factors are increasingly intertwined. However, little is known about the interrelatedness of platform, affordance, and audience. Drawing on survey data of 470 American adults during the COVID-19 pandemic, this study examines the interplay and relative strength of the factors influencing distress disclosure on social media. We introduce the concept of social media disclosure ecology as an analytical lens to understand online disclosure. The results suggest that perceived affordances (i.e., anonymity, persistence, visibility control) and relational closeness to audience separately and interactively predict the depth of distress disclosure, which in turn affects satisfaction with disclosure. This study contributes to the literature on online-disclosure and privacy, while providing implications for the design of social media to better support people in distress.
ABSTRACT
There has been growing interest in the application of AI for Social Good, motivated by scarce and unequal resources globally. We focus on the case of AI in frontline health, a Social Good domain that is increasingly a topic of significant attention. We offer a thematic discourse analysis of scientific and grey literature to identify prominent applications of AI in frontline health, motivations driving this work, stakeholders involved, and levels of engagement with the local context. We then uncover design considerations for these systems, drawing from data from three years of ethnographic fieldwork with women frontline health workers and women from marginalized communities in Delhi (India). Finally, we outline an agenda for AI systems that target Social Good, drawing from literature on HCI4D, post-development critique, and transnational feminist theory. Our paper thus offers a critical and ethnographic perspective to inform the design of AI systems that target social impact.
ABSTRACT
Online symptom checkers (OSC) are widely used intelligent systems in health contexts such as primary care, remote healthcare, and epidemic control. OSCs use algorithms such as machine learning to facilitate self-diagnosis and triage based on symptoms input by healthcare consumers. However, intelligent systems' lack of transparency and comprehensibility could lead to unintended consequences such as misleading users, especially in high-stakes areas such as healthcare. In this paper, we attempt to enhance diagnostic transparency by augmenting OSCs with explanations. We first conducted an interview study (N=25) to specify user needs for explanations from users of existing OSCs. Then, we designed a COVID-19 OSC that was enhanced with three types of explanations. Our lab-controlled user study (N=20) found that explanations can significantly improve user experience in multiple aspects. We discuss how explanations are interwoven into conversation flow and present implications for future OSC designs.
ABSTRACT
In 2020, the rapid spread of COVID-19 forced many people to self-isolate, resulting in struggles with mental health [60], and an increase in gaming [3]. In this paper, we seek to examine how individuals used digital games during the quarantine. We conducted a two-tier qualitative study where we used a thematic analysis of tweets to derive questions for an online survey that we distributed. Results of thematic analysis of survey responses identified 15 themes. Some themes confirm previous works' findings, particularly how games are used to increase social connection or distract oneself from unpleasant situations. We also found new themes unique to the quarantine, such as interactions with non-player characters used as a surrogate for real-world interaction and using in-game routines as a substitute to real-world routines lost due to the pandemic. This work discusses the use of games during the pandemic and can be seeds for future studies.
ABSTRACT
During a global pandemic such as COVID-19, laypeople bear a large burden of responsibility for assessing risks associated with COVID-19 and taking action to manage risks in their everyday lives, yet epidemic-related information is characterized by uncertainty and ambiguity. People perceive risks based on partial, changing information. We draw on crisis informatics research to examine the multiple types of risk people perceive in relation to the COVID-19 pandemic, the information sources that inform perceptions of COVID-19 risks, and the challenges that people have in getting the information they need to understand risks, using qualitative interviews with individuals across the United States. Participants describe multiple pandemic-related threats, including illness, secondary health conditions, economic, socio-behavioral, and institutional risks. We further uncover how people draw on multiple information sources from technological infrastructures, people, and spaces to inform the types of their risk perceptions, uncovering deep challenges to acquiring needed risk information.
ABSTRACT
The COVID-19 pandemic and subsequent closure of schools forced families across the globe to transition to school at home. This unprecedented context is likely to have a lasting impact on the practice of schooling and the role of online, digital platforms within school contexts. In this paper we present a contextual inquiry of an 'emergency home school context', detailing how nine young families in Melbourne, Australia adapted to the unexpected introduction of school to the home following the government-directed closure of schools. Through an online interview and photo-journal study, we develop an emplaced understanding of the context detailing how the relations between people and places around the home evolved over time. We present fve design considerations for digital platforms to support the emergency home school context, placing focus on the fuid roles, relationships and evolving sense of place.