Need for Trust Calibration in Takeover request Performance in Level 3 Automated vehiclesTrust is a critical human factor influencing driver interaction with autonomous vehicles (AVs), particularly during takeover requests (TORs). Despite growing interest in trust calibration and TOR performance, no comprehensive review exists that synthesizes findings across these domains. This paper aims to address this gap by systematically reviewing the relationship between trust and TORs in Level 3 AVs. We examine how factors such as TOR timing, warning modalities, environmental conditions, driver traits, and system malfunctions impact trust dynamics and takeover performance. Additionally, we explore the role of trust calibration, its formation, miscalibration (overtrust or undertrust), and recovery mechanisms, in shaping effective human-automation interaction. By integrating insights from existing studies, we identify research gaps, including the need for adaptive TOR strategies based on real-time trust monitoring and individual differences. This review provides actionable recommendations for designing AV systems that optimize trust calibration, enhance safety, and improve user acceptance of automated driving technologies.2025JJJulakha Jahan Jui et al.Automated Driving Interface & Takeover DesignAutoUI
Understanding VR Accessibility Practices of VR Professionals Accessibility is a crucial concept in Virtual Reality (VR), pivotal for meeting the needs of users, including those with disabilities. In recent years, there is an increasing focus of VR products on enhancing the accessibility of a diverse range of digital content. Despite this growing attention from the VR community, there is a serious lack of empirical research on how VR practitioners consider VR accessibility. This includes their understanding of and insights into VR accessibility challenges and practices in the VR software development life cycle. In this paper, we aim to address these gaps using a mixed-methods approach. Specifically, we conducted interviews with 21 VR practitioners (incl. 3D modelers, developers, technical directors, and product managers), and surveyed 202 VR practitioner respondents from VR related industries. Our findings outline their insights and challenges they face concerning VR accessibility practices in the software development life cycle. Furthermore, our findings shed light on the challenges faced by practitioners concerning VR accessibility and the reasons why it often goes unconsidered. As far as we know, this is the first comprehensive report about the understanding of accessibility for VR software from the practitioner's perspective. We hope this paper will help VR professionals to better understand the issues and challenges in VR accessibility, and the potential solutions.2025YWYi Wang et al.Deakin University, School of Information TechnologySocial & Collaborative VRGame AccessibilityCHI
Educator Perceptions of XRAuthor: An Accessible Tool for Authoring Learning Content with Different Immersion LevelsThe promise of Extended Reality (XR) in education is significant but one size does not fit all learning contexts and student preferences. Varied content with different immersion levels is hence beneficial, but creating XR content remains daunting for educators using conventional tools. This paper introduces XRAuthor, a web-based authoring tool designed to empower educators to create varying immersive learning content - ranging from conventional video to interactive animations and full-fledged VR - all from a single authoring experience with a webcam. Through online one-to-one workshops with 14 educators, we found strong endorsement for the new authoring workflow enabled by XRAuthor. Participants also found that the varied interactive exercises automatically generated by the tool aligned well with effective pedagogical practices. High ease of use and efficiency were identified as crucial attributes of XRAuthor. The design knowledge facilitated by XRAuthor underscores the potential of such tool designs to democratize XR content creation for learning.2025SSSongjia Shen et al.Singapore Institute of Technology, Centre for ImmersificationMixed Reality WorkspacesOnline Learning & MOOC PlatformsCHI
Nudging with Narrative Visualization: Communicating to a Young Adult Audience in the PandemicEffective narrative visualization communicates information by integrating story-telling and data visualization in a comprehensible, compelling manner. The compelling aspect of effective narrative visualization consequentially results in the potential to shift the attitude of an audience. However, there is much to understand about how narrative visualization can best be designed to influence target audiences. This paper focuses on an empirical experiment where we examined the effects of two communication strategies - anthropomorphism and personal identification - on a young adult audience. In particular, we wanted to understand which strategy, when integrated into narrative visualization, can nudge a specific audience’s attitude towards greater consideration in the context of the COVID-19 pandemic. Our results indicated that the personal identification communication strategy was the most successful in nudging participants. This study contributes a better grasp of how technologies such as narrative visualization, using different communication strategies, can deliver more targeted messaging.2024NENina Errey et al.Session 3d: Teens in the Digital Age: Safety, Creativity, and Well-BeingCSCW
Computational Trichromacy Reconstruction: Empowering the Color-Vision Deficient to Recognize Colors Using Augmented RealityWe propose an assistive technology that helps individuals with Color Vision Deficiencies (CVD) to recognize/name colors. A dichromat's color perception is a reduced two-dimensional (2D) subset of a normal trichromat's three dimensional color (3D) perception, leading to confusion when visual stimuli that appear identical to the dichromat are referred to by different color names. Using our proposed system, CVD individuals can interactively induce distinct perceptual changes to originally confusing colors via a computational color space transformation. By combining their original 2D precepts for colors with the discriminative changes, a three dimensional color space is reconstructed, where the dichromat can learn to resolve color name confusions and accurately recognize colors. Our system is implemented as an Augmented Reality (AR) interface on smartphones, where users interactively control the rotation through swipe gestures and observe the induced color shifts in the camera view or in a displayed image. Through psychophysical experiments and a longitudinal user study, we demonstrate that such rotational color shifts have discriminative power (initially confusing colors become distinct under rotation) and exhibit structured perceptual shifts dichromats can learn with modest training. The AR App is also evaluated in two real-world scenarios (building with lego blocks and interpreting artistic works); users all report positive experience in using the App to recognize object colors that they otherwise could not.2024YZYuhao Zhu et al.AR Navigation & Context AwarenessVisual Impairment Technologies (Screen Readers, Tactile Graphics, Braille)UIST
Volumetric Hybrid Workspaces: Interactions with Objects in Remote and Co-located Telepresence Volumetric telepresence aims to create a shared space, allowing people in local and remote settings to collaborate seamlessly. Prior telepresence examples typically have asymmetrical designs, with volumetric capture in one location and objects in one format. In this paper, we present a volumetric telepresence mixed reality system that supports real-time, symmetrical, multi-user, partially distributed interactions, using objects in multiple formats, across multiple locations. We align two volumetric environments around a common spatial feature to create a shared workspace for remote and co-located people using objects in three formats: physical, virtual, and volumetric. We conducted a study with 18 participants over 6 sessions, evaluating how telepresence workspaces support spatial coordination and hybrid communication for co-located and remote users undertaking collaborative tasks. Our findings demonstrate the successful integration of remote spaces, effective use of proxemics and deixis to support negotiation, and strategies to manage interactivity in hybrid workspaces.2024AIAndrew Irlitti et al.University of MelbourneMixed Reality WorkspacesTeleoperation & TelepresenceCHI
Crafting with a Robot Assistant: Use Social Cues to Inform Adaptive Handovers in Human-Robot CollaborationWe study human-robot handovers in a naturalistic collaboration scenario, where a mobile manipulator robot assists a person during a crafting session by providing and retrieving objects used for wooden piece assembly (functional activities) and painting (creative activities). We collect quantitative and qualitative data from 20 participants in a Wizard-of-Oz study, generating the Functional And Creative Tasks Human-Robot Collaboration dataset (the FACT HRC dataset), available to the research community. This work illustrates how social cues and task context inform the temporal-spatial coordination in human-robot handovers, and how human-robot collaboration is shaped by and in turn influences people's functional and creative activities.2023LTLeimin Tian et al.Human-Robot Collaboration (HRC)HRI
Enabling Digital Parenting Interventions to Promote Empathic Partnerships among Parents, Educators, and Adolescents Targeting School RefusalSchool refusal is a complex issue which typically develops in adolescence, often in the context of anxiety and depressive disorders. While parents and educators play a critical role in supporting these adolescents, they need guidance to work together to overcome the problem. Our study explores how technology can be designed to help parents and educators work together in supporting adolescents who refuse school. We first conducted 14 interviews with parents which highlighted that empathic understanding and communication between parents and the educators is key to supporting adolescents with school refusal. Subsequently, we conducted co-design workshops with three parents, three adolescents and five educators. Our workshop findings show that reactive and problem-focused communication can undermine trust-building and progress towards supporting the adolescent. Drawing on these findings, we formulate design implications that can enable empathic parent-adolescent-educator partnerships, provide holistic support for parents, and facilitate individual tailoring for diverse parent-adolescent journeys.2023ASAnna Smout et al.Turner Institute for Brain and Mental Health, Monash UniversityCognitive Impairment & Neurodiversity (Autism, ADHD, Dyslexia)Collaborative Learning & Peer TeachingParticipatory DesignCHI
Be Our Guest: Intercultural Heritage Exchange through Augmented Reality (AR)This paper explores how interactive applications can help mitigate the adversity of facing cultural differences between migrants and the host community, and between migrants of diverse backgrounds to foster intercultural exchange. Based on literature about situated cognition, immersive theater, and affordance, we designed and built \textit{Be Our Guest}: an augmented reality application where a user is invited to the houses of people from different cultures and is asked to help with one of their cultural rituals around simple everyday objects. We detail the various phases we took to collect the cultural stories and construct the application. We then report the results of a user study with the developed application. Our findings show that participants were easily immersed in the augmented space due to the app's narrative, visuals, and interactive nature. Moreover, they enjoyed exploring cultural rituals, including their own, and felt more confident connecting with people from other cultures.2023DSDina Sabie et al.University of TorontoAR Navigation & Context AwarenessMuseum & Cultural Heritage DigitizationInteractive Narrative & Immersive StorytellingCHI
Volumetric Mixed Reality Telepresence for Real-time Cross Modality CollaborationMixed-reality telepresence allows local and remote users feel as if they are present together in the same space. In this paper we report on a mixed-reality volumetric telepresence system that is adaptable, multi-user and cross-modal, i.e. combining augmented and virtual reality technologies with face-to-face interactions. The system extends state-of-art by creating full-body and environmental volumetric renderings in real-time over local enterprise networks. We report findings of an evaluation in a training scenario which was adapted for remote delivery and led by an industry professional. Analysis of interviews and observed behaviours identify varying attitudes towards virtually mediated full-body experiences and highlight the impact of volumetric mixed-reality telepresence to facilitate personal experiences of co-presence and to ground communication with interlocutors.2023AIAndrew Irlitti et al.University of MelbourneMixed Reality WorkspacesImmersion & Presence ResearchTeleoperation & TelepresenceCHI
Avatar-Mediated Communication in Social VR: An In-depth Exploration of Older Adult Interaction in an Emerging Communication PlatformWhile HCI researchers have begun designing personalised VR experiences for older adults, there has been limited research examining the use of social VR - where users interact via avatars in a virtual environment. Avatar-mediated communication (AMC) is a crucial component of the social VR experience, but older users’ experience with AMC is poorly understood. We conducted a five-month study with 16 older adults evaluating a co-designed social VR prototype. Results show that AMC in social VR was seen as medium that supported introverted users to express themselves and was viewed as offering advantages when discussing sensitive topics. Our study provides new insights into how older adults view AMC in social VR as a communication medium and we contribute six design reflections, based on our results, that highlight the steps that can be taken to ensure that AMC in social VR can meet the communication needs of older users.2021SBSteven Baker et al.Griffith UniversitySocial & Collaborative VRIdentity & Avatars in XRCHI
Limited control over the body as intriguing play design resourceInterest in combining interactive play and the human body, using “bodily play” systems, is increasing. While these systems primarily prioritize a player’s control over their bodily actions, we see intriguing possibilities in the pursuit of “limited control over the body” as an intriguing design resource for bodily play systems. In this paper, we use three of our bodily play systems to illustrate how designers can engage with limited control over the body by varying the player’s degree of indirect control (for instance, via other bodily activity and external triggers). We also propose four strategies for employing limited control over the body: Exploration, Reflection, Learning and Embracement. We hope our own work and the strategies developed from it will assist designers to employ limited control over the body, ultimately helping people benefit from engaging their bodies through play.2021FMFlorian Floyd Mueller et al.Monash UniversityFull-Body Interaction & Embodied InputCHI
School's Back: Scaffolding Reminiscence in Social Virtual Reality with Older AdultsSocial virtual reality (social VR) is an emerging technology that has the potential to support unique social experiences for groups of older adults. In this paper we explore the use of social VR to support group reminiscence, an activity that has been shown to have a positive impact on the lives of older adults. We developed School Days, a bespoke social VR application that enables groups of geographically dispersed older adults to meet in a virtual environment to reminisce about their school experiences. We conducted a user study over the course of 5 months with 16 participants aged 70-81 to evaluate how School Days supported reminiscence. In this paper, we focus on how the use of reminiscence scaffolding features in School Days impacted on the older adults’ ability to participate more fully in the reminiscence activities. Our results illustrate the value of social VR for connecting older adults over distance, and contribute new knowledge of how virtual environments can be designed to scaffold reminiscence; how techniques such as 3D conversation starters and individual artefacts can be used to scaffold reminiscence; and how pre-recorded holographic stories (Avacasts) can be used to introduce new perspectives and prompt self-reflection. We contribute five design reflections aimed at guiding the design of future reminiscence tools in social VR2020SBSteven Baker et al.Videos, Live Streaming, and VRCSCW
InsideOut: Towards an Understanding of Designing Playful Experiences with Imaging CapsulesImaging capsules are ingestible sensors that capture the video of one's gastrointestinal tract for medical diagnosis. We believe that the capsule’s experiential perspective is often overlooked by associated medical applications. This work explores the design of this experiential perspective through combining imaging capsules with digital play. We designed a playful wearable system called "InsideOut", where users play with the real-time video of their gastrointestinal tract captured by an imaging capsule. Based on an in-the-wild study, we derived four themes articulating the play experiences and discussed key design implications to guide future playful designs using imaging capsules. Our research highlights the opportunity of using medical imaging technologies to enable intriguing bodily play experiences. Furthermore, such experiences can deepen the players’ engagement with and understanding of their bodies, ultimately contributing to a more playful and humanized health care agenda.2020ZLZhuying Li et al.Vibrotactile Feedback & Skin StimulationSerious & Functional GamesDIS
Next Steps for Human-Computer IntegrationHuman-Computer Integration (HInt) is an emerging paradigm in which computational and human systems are closely interwoven. Integrating computers with the human body is not new. however, we believe that with rapid technological advancements, increasing real-world deployments, and growing ethical and societal implications, it is critical to identify an agenda for future research. We present a set of challenges for HInt research, formulated over the course of a five-day workshop consisting of 29 experts who have designed, deployed and studied HInt systems. This agenda aims to guide researchers in a structured way towards a more coordinated and conscientious future of human-computer integration.2020FMFlorian Floyd Mueller et al.Monash UniversityBrain-Computer Interface (BCI) & NeurofeedbackTechnology Ethics & Critical HCIUser Research Methods (Interviews, Surveys, Observation)CHI
Interrogating Social Virtual Reality as a Communication Medium for Older AdultsA growing body of research is examining the way that virtual reality (VR) technology might enrich the lives of older adults. However, no studies have yet examined how this technology–combining head mounted displays, motion tracking, avatars, and virtual environments–might contribute to older adult wellbeing by facilitating greater social participation (social VR). To address this gap, we conducted three workshops in which 25 older adults aged 70 to 81 explored the utility of social VR as a medium for communicating with other older adults. Participants first created embodied avatars that were controlled through natural gestures, and subsequently used these avatars in two high-fidelity social VR prototypes. Findings from the workshops provide insight into older adults' design motivations when creating embodied avatars for social VR; their acceptance of social VR as a communication tool; and their views on how social VR might play a beneficial role in their lives. Outcomes from the workshops also illustrate the critical importance our participants placed on behavioural anthropomorphism–the embodied avatars' ability to speak, move, and act in a human-like manner–alongside translational factors, which encapsulate issues relating to the way physical movements are mapped to the embodied avatar and the way in which errors in these mappings may invoke ageing stereotypes. Findings demonstrate the critical role that these characteristics might play in the success of future social VR applications targeting older users. We translate our findings into a set of design considerations for developing social VR systems for older adults, and we reflect on how our participants' experiences can inform future research on social virtual reality.2019SBSteven Baker et al.VR and immersive interfacesCSCW
"What's Happening at that Hip?": Evaluating an On-body Projection based Augmented Reality System for Physiotherapy ClassroomWe present two studies to discuss the design, usability analysis, and educational outcome resulting from our system Augmented Body in physiotherapy classroom. We build on prior user-centric design work that investigates existing teaching methods and discuss opportunities for intervention. We present the design and implementation of a hybrid system for physiotherapy education combining an on-body projection based virtual anatomy supplemented by pen-based tablets to create real-time annotations. We conducted a usability evaluation of this system, comparing with projection only and traditional teaching conditions. Finally, we focus on a comparative study to evaluate learning outcome among students in actual classroom settings. Our studies showed increased usage of visual representation techniques in students'11 note taking behavior and statistically significant improvement in some learning aspects. We discuss challenges for designing augmented reality systems for education, including minimizing attention split, addressing text-entry issues, and digital annotations on a moving physical body.2019HFHasan Shahid Ferdous et al.University of MelbourneAR Navigation & Context AwarenessEarly Childhood Education TechnologySTEM Education & Science CommunicationCHI
HeatCraft: Designing Playful Experiences with Ingestible Sensors via Localized Thermal StimuliIngestible sensors are pill-like sensors that people swallow mainly for medical purposes. We propose that ingestible sensors also offer unique opportunities to facilitate intriguing bodily experiences in a playful manner. To explore this, we present "HeatCraft", a two-player system that translates the user's body temperature measured by an ingestible sensor to localized thermal stimuli delivered through a waist belt equipped with heating pads. We conducted a study with 16 participants. The study revealed three design themes (Integration of body and technology, Integration of internal body and outside world, and Integration of play and life) along with some open challenges. In summary, this work contributes knowledge to the future design of playful experiences with ingestible sensors.2019ZLZhuying Li et al.RMIT UniversitySleep & Stress MonitoringBiosensors & Physiological MonitoringCHI
SketCHI: Hands-On Special Interest Group on Sketching in HCISketching is of great value as a process, input, output and tool in HCI, but can be confined to individual ideation or note-taking, as few researchers have the confidence to document events, studies and workshops under the public gaze. The recent surge in interest in this sometimes-overlooked skill has manifested itself in courses, workshops and live-scribing of high-profile events – and a renewed enthusiasm for freehand sketching as a formal part of the research process at all levels. SketCHI aims to address both research interests and sketching practice in a combined approach to define, discuss and deliver theory and methods to a broad audience. As well as structuring high level discussions and collating information and resources, this SIG will allow attendees to practice and explore observational sketching on location around the conference, with feedback and encouragement from industry professionals. Finally, attendees will be encouraged to collaborate and form a research community around sketching in HCI.2018MLMakayla Lewis et al.Brunel UniversityAging-Friendly Technology DesignKnowledge Worker Tools & WorkflowsPrototyping & User TestingCHI