Searcharxiv⌕ Search

arXiv subjects

Andrés Monroy-Hernández

Publications and source records attributed to Andrés Monroy-Hernández.

At least 55 records · Page 3Linked to original sources

Towards Inclusive Avatars: Disability Representation in Avatar Platforms

Digital avatars are an important part of identity representation, but there is little work on understanding how to represent disability. We interviewed 18 people with disabilities and related identities about their experiences and preferences in representing their identities with avatars. Participants generally preferred to represent their disability identity if the context felt safe and platforms supported their expression, as it was important for feeling authentically represented. They also utilized avatars in strategic ways: as a means to signal and disclose current abilities, access needs, and to raise awareness. Some participants even found avatars to be a more accessible way to communicate than alternatives. We discuss how avatars can support disability identity representation because of their easily customizable format that is not strictly tied to reality. We conclude with design recommendations for creating platforms that better support people in representing their disability and other minoritized identities.

cs.HC↗

PokAR: Facilitating Poker Play Through Augmented Reality

We introduce PokAR, an augmented reality (AR) application to facilitate poker play. PokAR aims to alleviate three difficulties of traditional poker by leveraging AR technology: (1) need to have physical poker chips, (2) complex rules of poker, (3) slow game pace caused by laborious tasks. Despite the potential benefits of AR in poker, not much research has been done in the field. In fact, PokAR is the first application to enable AR poker on a mobile device without requiring extra costly equipment. This has been done by creating a Snapchat Lens which can be used on most mobile devices. We evaluated this application by instructing 4 participant dyads to use PokAR to engage in poker play and respond to survey questions about their experience. We found that most PokAR features were positively received, AR did not significantly improve nor hinder socialization, PokAR slightly increased the game pace, and participants had an overall enjoyable experience with the Lens. These findings led to three major conclusions: (1) AR has the potential to augment and simplify traditional table games, (2) AR should not be used to replace traditional experiences, only augment them, (3) Future work includes additional features like increased tactility and statistical annotations.

cs.HC↗

Exploring Immersive Interpersonal Communication via AR

A central challenge of social computing research is to enable people to communicate expressively with each other remotely. Augmented reality has great promise for expressive communication since it enables communication beyond texts and photos and towards immersive experiences rendered in recipients' physical environments. Little research, however, has explored AR's potential for everyday interpersonal communication. In this work, we prototype an AR messaging system, ARwand, to understand people's behaviors and perceptions around communicating with friends via AR messaging. We present our findings under four themes observed from a user study with 24 participants, including the types of immersive messages people choose to send to each other, which factors contribute to a sense of immersiveness, and what concerns arise over this new form of messaging. We discuss important implications of our findings on the design of future immersive communication systems.

cs.HC↗

Understanding Teenage Perceptions and Configurations of Privacy on Instagram

As teenage use of social media platform continues to proliferate, so do concerns about teenage privacy and safety online. Prior work has established that privacy on networked publics, such as social media, is complex, requiring users to navigate not only the technical affordances on the platform but also interpersonal relationships and social norms. We investigate how teenagers think about privacy on the popular image-sharing platform, Instagram. We draw on an online survey (N=144) and semi-structured interviews (N=21) with teenagers, ages 13-19, to gain a better understanding how teenagers configure privacy on the popular image-sharing platform Instagram and why they make these privacy decisions. Finally, based on our findings, we provide design recommendations towards the design of better privacy controls for promoting teenage safety online.

cs.HC↗

CaminAR: Supporting Walk-and-talk Experiences for Remote Dyads using Augmented Reality on Smart Glasses

In this paper, we propose CaminAR, an augmented reality (AR) system for remote social walking among dyads. CaminAR enables two people who are physically away from one another to synchronously see and hear each other while going on a walk. The system shows a partner's avatar superimposed onto the physical world using smart glasses while walking and talking. Using a combination of visual and auditory augments, CaminAR simulates the experience of co-located walking when dyads are apart.

cs.HC↗

Auggie: Encouraging Effortful Communication through Handcrafted Digital Experiences

Digital communication is often brisk and automated. From auto-completed messages to "likes," research has shown that such lightweight interactions can affect perceptions of authenticity and closeness. On the other hand, effort in relationships can forge emotional bonds by conveying a sense of caring and is essential in building and maintaining relationships. To explore effortful communication, we designed and evaluated Auggie, an iOS app that encourages partners to create digitally handcrafted Augmented Reality (AR) experiences for each other. Auggie is centered around crafting a 3D character with photos, animated movements, drawings, and audio for someone else. We conducted a two-week-long field study with 30 participants (15 pairs), who used Auggie with their partners remotely. Our qualitative findings show that Auggie participants engaged in meaningful effort through the handcrafting process, and felt closer to their partners, although the tool may not be appropriate in all situations. We discuss design implications and future directions for systems that encourage effortful communication.

cs.HC↗

Understanding AR Activism: An Interview Study with Creators of Augmented Reality Experiences for Social Change

The rise of consumer augmented reality (AR) technology has opened up new possibilities for interventions intended to disrupt and subvert cultural conventions. From defacing corporate logos to erecting geofenced digital monuments, more and more people are creating AR experiences for social causes. We sought to understand this new form of activism, including why people use AR for these purposes, opportunities and challenges in using it, and how well it can support activist goals. We conducted semi-structured interviews with twenty people involved in projects that used AR for a social cause across six different countries. We found that AR can overcome physical world limitations of activism to convey immersive, multilayered narratives that aim to reveal invisible histories and perspectives. At the same time, people experienced challenges in creating, maintaining, and distributing their AR experiences to audiences. We discuss open questions and opportunities for creating AR tools and experiences for social change.

cs.HC↗

Fast Parallel Hypertree Decompositions in Logarithmic Recursion Depth

Modern trends in data collection are bringing current mainstream techniques for database query processing to their limits. Consequently, various novel approaches for efficient query processing are being actively studied. One such approach is based on hypertree decompositions (HDs), which have been shown to carry great potential to process complex queries more efficiently and with stronger theoretical guarantees. However, using HDs for query execution relies on the difficult task of computing decompositions of the query structure, which guides the efficient execution of the query. From theoretical results we know that the performance of purely sequential methods is inherently limited, yet the problem is susceptible to parallelisation. In this paper we propose the first algorithm for computing hypertree decompositions that is well-suited for parallelisation. The proposed algorithm log-k-decomp requires only a logarithmic number of recursion levels and additionally allows for highly parallelised pruning of the search space by restriction to balanced separators. We provide detailed experimental evaluation over the HyperBench benchmark and demonstrate that our approach is highly effective especially for complex queries.

cs.DB↗

Project IRL: Playful Co-Located Interactions with Mobile Augmented Reality

We present Project IRL (In Real Life), a suite of five mobile apps we created to explore novel ways of supporting in-person social interactions with augmented reality. In recent years, the tone of public discourse surrounding digital technology has become increasingly critical, and technology's influence on the way people relate to each other has been blamed for making people feel "alone together," diverting their attention from truly engaging with one another when they interact in person. Motivated by this challenge, we focus on an under-explored design space: playful co-located interactions. We evaluated the apps through a deployment study that involved interviews and participant observations with 101 people. We synthesized the results into a series of design guidelines that focus on four themes: (1) device arrangement (e.g., are people sharing one phone, or does each person have their own?), (2) enablers (e.g., should the activity focus on an object, body part, or pet?), (3) affordances of modifying reality (i.e., features of the technology that enhance its potential to encourage various aspects of social interaction), and (4) co-located play (i.e., using technology to make in-person play engaging and inviting). We conclude by presenting our design guidelines for future work on embodied social AR.

cs.HC↗

Understanding the Role of Context in Creating Enjoyable Co-Located Interactions

In recent years, public discourse has blamed digital technologies for making people feel "alone together," distracting us from engaging with one another, even when we are interacting in-person. We argue that in order to design technologies that foster and augment co-located interactions, we need to first understand the context in which enjoyable co-located socialization takes place. We address this gap by surveying and interviewing over 1,000 U.S.-based participants to understand what, where, with whom, how, and why people enjoy spending time in-person. Our findings suggest that people enjoy engaging in everyday activities with individuals with whom they have strong social ties because it helps enable nonverbal cues, facilitate spontaneity, support authenticity, encourage undivided attention, and leverage the physicality of their bodies and the environment. We conclude by providing a set of recommendations for designers interested in creating co-located technologies that encourage social engagement and relationship building.

cs.HC↗

SceneAR: Scene-based Micro Narratives for Sharing and Remixing in Augmented Reality

Short-form digital storytelling has become a popular medium for millions of people to express themselves. Traditionally, this medium uses primarily 2D media such as text (e.g., memes), images (e.g., Instagram), gifs (e.g., Giphy), and videos (e.g., TikTok, Snapchat). To expand the modalities from 2D to 3D media, we present SceneAR, a smartphone application for creating sequential scene-based micro narratives in augmented reality (AR). What sets SceneAR apart from prior work is the ability to share the scene-based stories as AR content -- no longer limited to sharing images or videos, these narratives can now be experienced in people's own physical environments. Additionally, SceneAR affords users the ability to remix AR, empowering them to build-upon others' creations collectively. We asked 18 people to use SceneAR in a 3-day study. Based on user interviews, analysis of screen recordings, and the stories they created, we extracted three themes. From those themes and the study overall, we derived six strategies for designers interested in supporting short-form AR narratives.

cs.HC↗

Significant Otter: Understanding the Role of Biosignals in Communication

With the growing ubiquity of wearable devices, sensed physiological responses provide new means to connect with others. While recent research demonstrates the expressive potential for biosignals, the value of sharing these personal data remains unclear. To understand their role in communication, we created Significant Otter, an Apple Watch/iPhone app that enables romantic partners to share and respond to each other's biosignals in the form of animated otter avatars. In a one-month study with 20 couples, participants used Significant Otter with biosignals sensing OFF and ON. We found that while sensing OFF enabled couples to keep in touch, sensing ON enabled easier and more authentic communication that fostered social connection. However, the addition of biosignals introduced concerns about autonomy and agency over the messages they sent. We discuss design implications and future directions for communication systems that recommend messages based on biosignals.

cs.HC↗

Social App Accessibility for Deaf Signers

Social media platforms support the sharing of written text, video, and audio. All of these formats may be inaccessible to people who are deaf or hard of hearing (DHH), particularly those who primarily communicate via sign language, people who we call Deaf signers. We study how Deaf signers engage with social platforms, focusing on how they share content and the barriers they face. We employ a mixed-methods approach involving seven in-depth interviews and a survey of a larger population (n = 60). We find that Deaf signers share the most in written English, despite their desire to share in sign language. We further identify key areas of difficulty in consuming content (e.g., lack of captions for spoken content in videos) and producing content (e.g., captioning signed videos, signing into a phone camera) on social media platforms. Our results both provide novel insights into social media use by Deaf signers and reinforce prior findings on DHH communication more generally, while revealing potential ways to make social media platforms more accessible to Deaf signers.

cs.HC↗

Sifter: A Hybrid Workflow for Theme-based Video Curation at Scale

User-generated content platforms curate their vast repositories into thematic compilations that facilitate the discovery of high-quality material. Platforms that seek tight editorial control employ people to do this curation, but this process involves time-consuming routine tasks, such as sifting through thousands of videos. We introduce Sifter, a system that improves the curation process by combining automated techniques with a human-powered pipeline that browses, selects, and reaches an agreement on what videos to include in a compilation. We evaluated Sifter by creating 12 compilations from over 34,000 user-generated videos. Sifter was more than three times faster than dedicated curators, and its output was of comparable quality. We reflect on the challenges and opportunities introduced by Sifter to inform the design of content curation systems that need subjective human judgments of videos at scale.

cs.HC↗

Blocks: Collaborative and Persistent Augmented Reality Experiences

We introduce Blocks, a mobile application that enables people to co-create AR structures that persist in the physical environment. Using Blocks, end users can collaborate synchronously or asynchronously, whether they are colocated or remote. Additionally, the AR structures can be tied to a physical location or can be accessed from anywhere. We evaluated how people used Blocks through a series of lab and field deployment studies with over 160 participants, and explored the interplay between two collaborative dimensions: space and time. We found that participants preferred creating structures synchronously with colocated collaborators. Additionally, they were most active when they created structures that were not restricted by time or place. Unlike most of today's AR experiences, which focus on content consumption, this work outlines new design opportunities for persistent and collaborative AR experiences that empower anyone to collaborate and create AR content.

cs.HC↗

Animo: Sharing Biosignals on a Smartwatch for Lightweight Social Connection

We present Animo, a smartwatch app that enables people to share and view each other's biosignals. We designed and engineered Animo to explore new ground for smartwatch-based biosignals social computing systems: identifying opportunities where these systems can support lightweight and mood-centric interactions. In our work we develop, explore, and evaluate several innovative features designed for dyadic communication of heart rate. We discuss the results of a two-week study (N=34), including new communication patterns participants engaged in, and outline the design landscape for communicating with biosignals on smartwatches.

cs.HC↗

Analyzing the Use of Camera Glasses in the Wild

Camera glasses enable people to capture point-of-view videos using a common accessory, hands-free. In this paper, we investigate how, when, and why people used one such product: Spectacles. We conducted 39 semi-structured interviews and surveys with 191 owners of Spectacles. We found that the form factor elicits sustained usage behaviors, and opens opportunities for new use-cases and types of content captured. We provide a usage typology, and highlight societal and individual factors that influence the classification of behaviors.

cs.HC↗

Laying the Groundwork for a Worker-Centric Peer Economy

The "gig economy" has transformed the ways in which people work, but in many ways these markets stifle the growth of workers and the autonomy and protections that workers have grown to expect. We explored the viability of a "worker centric peer economy"--a system wherein workers benefit as well as consumers-- and conducted ethnographic field work across fields ranging from domestic labor to home health care. We discovered seven facets that system designers ought to consider when designing a labor market for "gig workers," consisting principally of the following: constructive feedback, assigning work fairly, managing customer expectations, protecting vulnerable workers, reconciling worker identities, assessing worker qualifications, & communicating worker quality. We discuss these considerations and provide guidance toward the design of a mutually beneficial market for gig workers.

cs.HC↗