How People Prompt Generative AI to Create Interactive VR ScenesGenerative AI tools can provide people with the ability to create virtual environments and scenes with natural language prompts. Yet, \textit{how} people will formulate such prompts is unclear---particularly when they inhabit the environment that they are designing. For instance, it is likely that a person might say, ``Put a chair here,'' while pointing at a location. If such linguistic and embodied features are common to people's prompts, we need to tune models to accommodate them. In this work, we present a Wizard of Oz elicitation study with 22 participants, where we studied people's implicit expectations when verbally prompting such programming agents to create interactive VR scenes. Our findings show when people prompted the agent, they had several implicit expectations of these agents: (1) they should have an embodied knowledge of the environment; (2) they should understand embodied prompts by users; (3) they should recall previous states of the scene and the conversation, and that (4) they should have a commonsense understanding of objects in the scene. Further, we found that participants prompted differently when they were prompting \textit{in situ} (i.e. within the VR environment) versus \textit{ex situ} (i.e. viewing the VR environment from the outside). To explore how these lessons could be applied, we designed and built Ostaad, a conversational programming agent that allows non-programmers to design interactive VR experiences that they inhabit. Based on these explorations, we outline new opportunities and challenges for conversational programming agents that create VR environments.2024SMSetareh Aghel Manesh et al.Social & Collaborative VRGenerative AI (Text, Image, Music, Video)Human-LLM CollaborationDIS
Grand challenges in WaterHCIRecent combinations of interactive technology, humans, and water have resulted in “WaterHCI”. WaterHCI design seeks to complement the many benefits of engagement with the aquatic domain, by offering, for example, augmented reality systems for snorkelers, virtual reality in floatation tanks, underwater musical instruments for artists, robotic systems for divers, and wearables for swimmers. We conducted a workshop in which WaterHCI experts articulated the field’s grand challenges, aiming to contribute towards a systematic WaterHCI research agenda and ultimately advance the field.2024FMFlorian Floyd Mueller et al.Monash UniversityDigital Art Installations & Interactive PerformanceDance & Body Movement ComputingCHI
Leveraging Idle Games to Incentivize Intermittent and Frequent Practice of Deep BreathingThe need for frequent and brief practice in deep breathing presents challenges in maintaining motivation and consistency. While persuasive technologies have been shown to improve engagement in therapeutic exercises, there is a lack of insight into specific motivational strategies for such intermittent activities. We investigate how idle games can incentivize behaviors like deep breathing and identify specific mechanics for fostering an optimal practice cycle. We illustrate this approach in a game called \textit{BreathPurr-suade}. After validating the physiological efficacy of the embedded breathing guide, our four-week study revealed idle games are more effective in maintaining deep breathing adherence than a standard breathing guide. Our work highlights the capacity of idle games to foster deep breathing, revealing their efficacy in subtle persuasive game designs that encourage intermittent therapeutic practices.2024BSBook Sadprasid et al.University of TorontoSerious & Functional GamesGamification DesignMental Health Apps & Online Support CommunitiesCHI
Investigating the Impact of Gender Stereotypes in Authority on Avatar RobotsWe investigate how gender stereotypes in authority influence the perceptions and behavior of avatar robots operators and their interlocutors. Gender stereotypes, which typically place men in more authoritative positions than women, are present in not only inter-human but also human-robot interaction. As avatar robots become more integrated into our lives and serve for diverse usages, they may be utilized in positions in which require authority. We study how avatar robot gender and operator gender affect expressions and perception of gender stereotypes in a customer service scenario with 41 pairs of participants. Operators controlled binary gendered avatar robots one at a time, acting as shopkeepers that had to assert authority over customers behaving improperly. Our operators perceived their authority to be higher with male avatar robots compared to female ones, regardless of operator gender. We did not detect an effect on customer's perception of the shopkeeper's authority. While about half of operators and customers perceived authority for reasons related to traditional gender stereotypes, others observed behaviors that did not align with stereotypes. Avatar embodiment may also help operators assert authority safely due to being physically hidden from the customers.2024YCYuan-Chia Chang et al.Agent Personality & AnthropomorphismIdentity & Avatars in XRGender & Race Issues in HCIHRI
A Framework and Call to Action for the Future Development of EMG-Based Input in HCIElectromyography (EMG) has been explored as an HCI input modality following a long history of success for prosthesis control. While EMG has the potential to address a range of hands-free interaction needs, it has yet to be widely accepted outside of prosthetics due to a perceived lack of robustness and intuitiveness. To understand how EMG input systems can be better designed, we sampled the ACM digital library to identify limitations in the approaches taken. Leveraging these works in combination with our research group's extensive interdisciplinary experience in this field, four themes emerged (1) interaction design, (2) model design, (3) system evaluation, and (4) reproducibility. Using these themes, we provide a step-by-step framework for designing EMG-based input systems to strengthen the foundation on which EMG-based interactions are built. Additionally, we provide a call-to-action for researchers to unlock the hidden potential of EMG as a widely applicable and highly usable input modality.2023EEEthan Eddy et al.University of New BrunswickElectrical Muscle Stimulation (EMS)Prototyping & User TestingCHI
Understanding the Design and Effectiveness of Peripheral Breathing Guide Use During Information WorkPeripheral breathing guides – tools designed to influence breathing while completing another primary task – have been proposed to provide physiological benefits during information work. While research has shown that guides can influence breathing rates under ideal conditions, there is little evidence that they can lead to underlying markers of physiological benefit under interrupted work conditions. Further, even if guides are effective during work tasks, it is unclear how personal and workplace factors affect peoples' willingness to adopt them for everyday use. In this paper, we present the results of a comparative, mixed-methods study of five different peripheral breathing guides. Our findings show that peripheral breathing guides are viable and can provide physiological markers of benefit during interrupted work. Further, we show that guides are effective – even when use is intermittent due to workplace distractions. Finally, we contribute guidelines to support the design of breathing guides for everyday information work.2021ATAaron Tabor et al.University of New BrunswickNotification & Interruption ManagementWorkplace Wellbeing & Work StressCHI
Healthy Lies: The Effects of Misrepresenting Player Health Data on Experience, Behavior, and PerformanceGame designers use a variety of techniques that mislead players with the goal of inducing play experience. For example, designers may manipulate data displays of player health—showing they have less health than they actually do—to induce tension. While commonly used, players make decisions based on in-game data displays, raising the question of how misrepresentations impact behavior and performance, and whether this might have unintended consequences. To provide a better understanding of how data misrepresentation impacts play, we compare two versions of a game: one that displays health accurately and one that misrepresents health. Our results suggest that even subtle manipulations to data displays can have a measurable effect on behavior and performance, and these changes can help explain differences in experience. We show that data misrepresentations need to be designed carefully to avoid unintended effects. Our work provides new directions for research into the design of misrepresentation in games.2019JWJason Wuertz et al.University of New BrunswickGame UX & Player BehaviorSerious & Functional GamesCHI
A Design Framework for Awareness Cues in Distributed Multiplayer GamesIn the physical world, teammates develop situation awareness about each other's location, status, and actions through cues such as gaze direction and ambient noise. To support situation awareness, distributed multiplayer games provide awareness cues - information that games automatically make available to players to support cooperative gameplay. The design of awareness cues can be extremely complex, impacting how players experience games and work with teammates. Despite the importance of awareness cues, designers have little beyond experiential knowledge to guide their design. In this work, we describe a design framework for awareness cues, providing insight into what information they provide, how they communicate this information, and how design choices can impact play experience. Our research, based on a grounded theory analysis of current games, is the first to provide a characterization of awareness cues, providing a palette for game designers to improve design practice and a starting point for deeper research into collaborative play.2018JWJason Wuertz et al.University of New BrunswickMultiplayer & Social GamesCollaborative Learning & Peer TeachingKnowledge Management & Team AwarenessCHI