CHI 2017 is the premier international conference for the field of Human-Computer Interaction (HCI). This year it was held in Denver, bordering the beautiful Rocky Mountain region in the U.S., and reflected in our logo. The CHI 2017 conference began with two days of workshops and symposia, followed by four days of a technical program with 17 parallel sessions of provocative papers, panels, case studies, SIGs (Special Interest Groups), courses, and the popular student research, design, and game competitions. The growing alt.chi forum, now in its twelfth year, presented stimulating new ideas in HCI. The Interactivity forum showcased cutting-edge technology. For its second year, the CHI Art Exhibit merged art and technology in fascinating ways.
This innovative work can be found in the Proceedings and Extended Abstracts, archived in the ACM Digital Library. For papers, the conference received 2400 submissions which were rigorously reviewed, resulting in 600 accepted papers. To ensure a better fit with reviewers, new subcommittees were created. Across all tracks, CHI received nearly 5000 submissions and accepted over 1000.
Our conference theme this year, Explore, Innovate, Inspire, informed our planning process. A new venue held this year was CHI Stories. We generally know little of the personalities that drive the research presented at CHI. CHI Stories is a chance for CHI community members to share personal stories of inspiration, challenge, successes and failures, and grit. We also focused on inclusion this year. Hundreds of CHI attendees volunteered their skills in a Day of Service partnering with non-profit organizations. Inclusion was also manifest throughout the conference, for example, in the Diversity and Inclusion Lunch and by using telepresence robots to enable people with disabilities to participate remotely in the conference. Our keynote speakers were chosen to reflect our conference theme. The speakers were Neri Oxman, who combines computational design, digital fabrication, materials science and synthetic biology; Ben Shneiderman a founder of the CHI conference who, along with some key CHI personalities, gave a perspective on CHI's history and future; Wael Ghonim, credited with starting the Arab Spring and nominated for the Nobel Peace Prize; and best-selling author Nicholas Carr who challenges us to examine the unforeseen impacts of technology, particularly with automation.
The world has experienced a dramatic change this past year. We live in extraordinary times and this calls for extraordinary thinking, something that the CHI community excels at. One of the challenges the community faced this year was responding to a U.S. executive order to ban citizens of certain countries from entering the country to attend CHI. As CHI is committed to inclusion, we decided to hold events at the conference to discuss and plan how we can continue our commitment to inclusion. The conference held a panel to discuss impacts of current political events on science, and hastily organized a panel to promote a conversation of civil liberties in science and a SIG on how the CHI community can participate in change. We are proud to have expanded telepresence options through the use of robots to enable people to participate in the conference remotely if they were physically unable to enter the country. We had a keynote speaker who inspired us on the topic of Internet activism. Our art exhibit, I'll Be Watching You, examined the contemporary issue of surveillance.
Low-cost gaze tracking systems are in great demand due to their wide range of application. Commonly, extra devices are needed (for instance, head mounted cameras); however, in this investigation gaze tracking is performed in real-time based on the video stream from an infrared video camera. A comparative analysis of the existing analogues was executed and the main features of gaze tracking systems were highlighted and prioritized. These features are price, tracking accuracy, angle error, flexibility, and usability.
A methodology was developed which allows to calculate a gaze direction vector according to the relative position of eye center and corneal reflection from an infrared diode. The centers of an eye and reflection are estimated using the vector field of image gradients and additional weighting. CUDA technology is used to accelerate the developed algorithms.
The main advantage of the developed algorithm is the ability to detect and continuously track pupils’ centers, regardless of the head position, which significantly extends the scope of the gaze tracking system under consideration.
Cosmetic items do not provide functional advantages in games, but, nevertheless, they play an important role in the overall player experience. Possessing predominantly socially-constructed dimensions of value, cosmetic items are chosen, discussed, assessed, and valuated in an ongoing iterative collaborative process by communities of players. In our study, we explore the case of Dota 2 and apply Topic Modeling to community-discussions data gathered from Reddit.com. We describe social experiences related to the valuation of cosmetic items in interaction and collision of various logics, including artificial scarcity, decomposition of visual effects, and connectedness to the game lore. Our findings connect the collective experience of players in the game and on online community platforms, suggesting that non-utility-based social value construction becomes an important part of game experience.
In this paper, we present our current research regarding information interaction strategies of students of minor specialization in Data Science. We employed an online platform, consisted of a third-party and our software, to provide students with means of learning and analyse their learning activity. We developed several indicators to estimate their activity: coding activity, friends network size, and Q&A activity. We show that high-achieving and low-achieving students use resources in different ways, with substantial inequality in resource access/use. Based on the research, we propose two features that supposedly would provoke students to participate in a Q&A activity decreasing inequality in the use of these resources.
Understanding the mechanisms of visual perception is important in the context of both media research and its applications in design practice. Within the functional approach to interface design, eye tracking is an established method to analyze interface efficacy. At the same time, in today's media design, many rules have been established by practitioners and remain untested. In this mixed-method study, we combine web crawling, web analytics and heat map analysis based on eye tracking, and qualitative usability analysis of composite-graphic model of a website. We check whether eye tracking test results (numeric data and heat map analysis) correlate to usability of key pages of a large website, as measured qualitatively according to recommendations of leading design literature. Among large web spaces, university website clusters represent a special type and suit well for our analysis, as they unite very different publics and are multi-task. We elaborate and pre-test the methodology on three sites of leading universities in the USA and Russia (Harvard University, Moscow State University and St.Petersburg State University). Our results suggest that there is no direct link between design-based elements of page usability and numeric eye tracking data, but heat maps show correlation with design quality; this means we need to continue checking the suggested methodology on larger number of assessors.
The article represents author’s recollection of his discussions with Vladimir Petrovich Zinchenko about the issues of psychology of thought. The objects of discussion are considered by approaching to think about such questions as ‘What the thought is?’ and ‘How does the thought relate to word in G.G. Shpet’s and L.S. Vigotsky’s understanding?’. Zinchenko’s and author’s point of views on given issues are represented. By citing V.P. Zinchenko’s works it is shown the width and profoundness of his consideration for those issues, the witticism of his polemic language, freedom and independence of his thinking.
The distractive effects on attentional task performance in different paradigms are analyzed in this paper. I demonstrate how distractors may negatively affect (interference effect), positively (redundancy effect) or neutrally (null effect). Distractor effects described in literature are classified in accordance with their hypothetical source. The general rule of the theory is also introduced. It contains the formal prediction of the particular distractor effect, based on entropy and redundancy measures from the mathematical theory of communication (Shannon, 1948). Single- vs dual-process frameworks are considered for hypothetical mechanisms which underpin the distractor effects. Distractor profiles (DPs) are also introduced for the formalization and simple visualization of experimental data concerning the distractor effects. Typical shapes of DPs and their interpretations are discussed with examples from three frequently cited experiments. Finally, the paper introduces hierarchical hypothesis that states the level-fashion modulating interrelations between distractor effects of different classes.
This article describes the expierence of studying factors influencing the social well-being of educational migrants as mesured by means of a psychological well-being scale (A. Perrudet-Badoux, G.A. Mendelsohn, J.Chiche, 1988) previously adapted for Russian by M.V. Sokolova. A statistical analysis of the scale's reliability is performed. Trends in dynamics of subjective well-being are indentified on the basis the correlations analysis between the condbtbions of adaptation and its success rate, and potential mechanisms for developing subjective well-being among student migrants living in student hostels are described. Particular attention is paid to commuting as a factor of adaptation.