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Michael Yin

Publications and source records attributed to Michael Yin.

10 recordsLinked to original sources

"It Felt a Bit Eerie": Exploring Humanlike Interactions During Collaborative Writing with an Artificial Agent

While human-AI collaboration systems have increasingly been built to increase efficiency or support creativity, little work has examined how the design of interactions shapes the social connection between human and artificial agent. We examine how the temporal and visual dimensions of collaboration shape the experience of a writing task. Specifically, we built three variants of an AI-assisted text editor along a spectrum of simulated humanlike interaction (synchronous and with a cursor) to machinelike interaction (asynchronous and without a cursor), and conducted a comparative user study (n=48). Our exploratory findings suggest that synchronous suggestions increased efficiency but led to contextual misalignment, while a visual cursor increased intent understanding but evoked feelings of surveillance. Taken together, humanlike design of artificial agents can create positive social expectations but also elicit social costs, especially without the alignment present in human-human collaboration. We extend our findings into design implications and ethical considerations when building human-AI collaboration systems.

cs.HC

"I Don't Have Faith in the Developers to Use My Feedback": Understanding Player Values and Expectancy for Reporting Systems in Video Games

Reporting systems in multiplayer video games allow players to express their dissatisfaction with others and combat in-game toxicity. In this work, we examined the act of reporting through the lens of expectancy-value theory. Using a distributed survey (n = 98) and follow-up interviews (n = 19), we explored the value players place on reporting, their desired outcomes, and their expectations that these outcomes will be achieved. Our findings revealed that reporting is motivated by both altruistic and retributive factors, with players seeking short-term revenge while also looking to foster an improved long-term community. Yet, players felt that reporting may not always meet these goals, with belief in the system being mediated by factors such as developer reputation, reporting transparency, and alignment with the community. By understanding the value and expectancy of reporting systems, we discuss their implications on broader digital moderation and consider current and potential future designs of reporting systems.

cs.HC

Exploring Instant Photography using Generative AI: A Design Probe with the UnReality Camera

Generative AI has increasingly been used for artistic creation, but little work has explored how it shapes the experiential meaning of practice. We consider how generative AI might transform the embodied and tangible process of instant photography through the UnReality Camera, an AI-mediated instant camera. The UnReality Camera prints a photo of the environment augmented by a user's spoken words as generative input. In a design probe, we explored how generative AI shapes people's perceptions of both photographic output and the broader photographic process. Although users valued artistic control, they also appreciated the creativity afforded by stochastic unpredictability. The waiting period for an unpredictable output elicited anticipatory suspense, and the camera's physical form evoked ownership and connection despite artificial generation. We discuss how people make sense of instant photography's experiential qualities when generative AI is embedded, and how their opposing affordances reshape interpretations of each other's experiential meaning.

cs.HC

Reflective Motion and a Physical Canvas: Exploring Embodied Journaling in Virtual Reality

In traditional journaling practices, authors express and process their thoughts by writing them down. We propose a somaesthetic-inspired alternative that uses the human body, rather than written words, as the medium of expression. We coin this embodied journaling, as people's isolated body movements and spoken words become the canvas of reflection. We implemented embodied journaling in virtual reality and conducted a within-subject user study (n=20) to explore the emergent behaviours from the process and to compare its expressive and reflective qualities to those of written journaling. When writing-based norms and affordances were absent, we found that participants defaulted towards unfiltered emotional expression, often forgoing words altogether. Rather, subconscious body motion and paralinguistic acoustic qualities unveiled deeper, sometimes hidden feelings, prompting reflection that happens after emotional expression rather than during it. We discuss both the capabilities and pitfalls of embodied journaling, ultimately challenging the idea that reflection culminates in linguistic reasoning.

cs.HC

The Words That Can't Be Shared: Exploring the Design of Unsent Messages

People often have things they want to say but hold back in conversations, fearing vulnerability or social consequences. Online, this restraint can take a distinctive form: even when such thoughts are written out - in moments of anger, guilt, or longing - people may choose to withhold them, leaving them unsent. This process is underexamined; we investigate the experience of writing such messages within people's digital communications. We find that unsent messages become expressive containers for suppressed feelings, where the act of writing creates a pause for reflection on the relationship and oneself. Building on these insights, we probe into how the design of the writing platforms of unsent messages affects people's experiences and motivations. Speculating with participants on nine evocative variants of a note-taking platform, we highlight how design shapes the emotional, temporal, and ritualistic qualities of unsent messages, revealing subtle tensions between people's social desires and communicative actions.

cs.HC

Dissolving a Digital Relationship: A Critical Examination of Digital Severance Behaviours in Close Relationships

Fulfilling social connections are crucial for human well-being and belonging, but not all relationships last forever. As interactions increasingly move online, the act of digitally severing a relationship - e.g. through blocking or unfriending - has become progressively more common as well. This study considers actions of "digital severance" through interviews with 30 participants with experience as the initiator and/or recipient of such situations. Through a critical interpretative lens, we explore how people perceive and interpret their severance experience and how the online setting of social media shapes these dynamics. We develop themes that position digital severance as being intertwined with power and control, and we highlight (im)balances between an individual's desires that can lead to feelings of disempowerment and ambiguous loss for both parties. We discuss the implications of our research, outlining three key tensions and four open questions regarding digital relationships, meaning-making, and design outcomes for future exploration.

cs.HC

Entertainers Between Real and Virtual -- Investigating Viewer Interaction, Engagement, and Relationships with Avatarized Virtual Livestreamers

Virtual YouTubers (VTubers) are avatar-based livestreamers that are voiced and played by human actors. VTubers have been popular in East Asia for years and have more recently seen widespread international growth. Despite their emergent popularity, research has been scarce into the interactions and relationships that exist between avatarized VTubers and their viewers, particularly in contrast to non-avatarized streamers. To address this gap, we performed in-depth interviews with self-reported VTuber viewers (n=21). Our findings first reveal that the avatarized nature of VTubers fosters new forms of theatrical engagement, as factors of the virtual blend with the real to create a mixture of fantasy and realism in possible livestream interactions. Avatarization furthermore results in a unique audience perception regarding the identity of VTubers - an identity which comprises a dynamic, distinct mix of the real human (the voice actor/actress) and the virtual character. Our findings suggest that each of these dual identities both individually and symbiotically affect viewer interactions and relationships with VTubers. Whereas the performer's identity mediates social factors such as intimacy, relatability, and authenticity, the virtual character's identity offers feelings of escapism, novelty in interactions, and a sense of continuity beyond the livestream. We situate our findings within existing livestreaming literature to highlight how avatarization drives unique, character-based interactions as well as reshapes the motivations and relationships that viewers form with livestreamers. Finally, we provide suggestions and recommendations for areas of future exploration to address the challenges involved in present livestreamed avatarized entertainment.

cs.HC

VIBES: Exploring Viewer Spatial Interactions as Direct Input for Livestreamed Content

Livestreaming has rapidly become a popular online pastime, with real-time interaction between streamer and viewer being a key motivating feature. However, viewers have traditionally had limited opportunity to directly influence the streamed content; even when such interactions are possible, it has been reliant on text-based chat. We investigate the potential of spatial interaction on the livestreamed video content as a form of direct, real-time input for livestreamed applications. We developed VIBES, a flexible digital system that registers viewers' mouse interactions on the streamed video, i.e., clicks or movements, and transmits it directly into the streamed application. We used VIBES as a technology probe; first designing possible demonstrative interactions and using these interactions to explore streamers' perception of viewer influence and possible challenges and opportunities. We then deployed applications built using VIBES in two livestreams to explore its effects on audience engagement and investigate their relationships with the stream, the streamer, and fellow audience members. The use of spatial interactions enhances engagement and participation and opens up new avenues for both streamer-viewer and viewer-viewer participation. We contextualize our findings around a broader understanding of motivations and engagement in livestreaming, and we propose design guidelines and extensions for future research.

cs.HC

VirtualNexus: Enhancing 360-Degree Video AR/VR Collaboration with Environment Cutouts and Virtual Replicas

Asymmetric AR/VR collaboration systems bring a remote VR user to a local AR user's physical environment, allowing them to communicate and work within a shared virtual/physical space. Such systems often display the remote environment through 3D reconstructions or 360-degree videos. While 360-degree cameras stream an environment in higher quality, they lack spatial information, making them less interactable. We present VirtualNexus, an AR/VR collaboration system that enhances 360-degree video AR/VR collaboration with environment cutouts and virtual replicas. VR users can define cutouts of the remote environment to interact with as a world-in-miniature, and their interactions are synchronized to the local AR perspective. Furthermore, AR users can rapidly scan and share 3D virtual replicas of physical objects using neural rendering. We demonstrated our system's utility through 3 example applications and evaluated our system in a dyadic usability test. VirtualNexus extends the interaction space of 360-degree telepresence systems, offering improved physical presence, versatility, and clarity in interactions.

cs.HC

Multi-District School Choice: Playing on Several Fields

We extend the seminal model of Pathak and S\"onmez (2008) to a setting with multiple school districts, each running its own separate centralized match, and focus on the case of two districts. In our setting, in addition to each student being either sincere or sophisticated, she is also either constrained - able to apply only to schools within her own district of residence - or unconstrained - able to choose any single district within which to apply. We show that several key results from Pathak and S\"onmez (2008) qualitatively flip: A sophisticated student may prefer for a sincere student to become sophisticated, and a sophisticated student may prefer for her own district to use Deferred Acceptance over the Boston Mechanism, irrespective of the mechanism used by the other district. We furthermore investigate the preferences of students over the constraint levels of other students. Many of these phenomena appear abundantly in large random markets.

cs.GT