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Xiaojuan Ma

Publications and source records attributed to Xiaojuan Ma.

At least 37 records · Page 2Linked to original sources

InkIdeator: Supporting Chinese-Style Visual Design Ideation via AI-Infused Exploration of Chinese Paintings

Visual designers often seek inspiration from Chinese paintings when tasked with creating Chinese-style illustrations, posters, etc. Our formative study (N=10) reveals that during ideation, designers learn the cultural symbols, emotions, compositions, and styles in Chinese paintings but face challenges in searching, analyzing, and integrating these dimensions. This paper leverages multi-modal large models to annotate the value of each dimension in 16,315 Chinese paintings, built on which we propose InkIdeator, an ideation support system for Chinese-style visual designs. InkIdeator suggests cultural symbols associated with the task theme, provides dimensional keywords to help analyze Chinese paintings, and generates visual examples integrating user-selected keywords. Our within-subjects study (N=12) using a baseline system without extracted dimensional keywords, along with two extended use cases by Chinese painters, indicates InkIdeator's effectiveness in creative ideation support, helping users efficiently explore cultural dimensions in Chinese paintings and visualize their ideas. We discuss implications for supporting culture-related visual design ideation with generative AI.

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Legitimizing, Developing, and Sustaining Feminist HCI in East Asia: Challenges and Opportunities

Feminist HCI has been rapidly developing in East Asian contexts in recent years. The region's unique cultural and political backgrounds have contributed valuable, situated knowledge, revealing topics such as localized digital feminism practices, or women's complex navigation among social expectations. However, the very factors that ground these perspectives also create significant survival challenges for researchers in East Asia. These include a scarcity of dedicated funding, the stigma of being perceived as less valuable than productivity-oriented technologies, and the lack of senior researchers and established, resilient communities. Grounded in these challenges and our prior collective practices, we propose this meet-up with two focused goals: (1) to provide a legitimized channel for Feminist HCI researchers to connect and build community, and (2) to facilitate an action-oriented dialogue on how to legitimize, develop, and sustain Feminist HCI in the East Asian context. The website for this meet-up is: https://feminist-hci.github.io/

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Mixed Reality Scenic Live Streaming for Cultural Heritage: Visual Interactions in a Historic Landscape

Scenic Live Streams (SLS), capturing real-world scenic sites from fixed cameras without streamers, have gained increasing popularity recently. They afford unique real-time lenses into remote sites for viewers' synchronous and collective engagement. Foregrounding its lack of dynamism and interactivity, we aim to maximize the potential of SLS by making it interactive. Namely MRSLS, we overlaid plain SLS with interactive Mixed Reality content that matches the site's geographical structures and local cultural backgrounds. We further highlight the substantial benefit of MRSLS to cultural heritage site interactions, and we demonstrate this design proposal with an MRSLS prototype at a UNESCO-listed heritage site in China. The design process includes an interview (N=6) to pinpoint local scenery and culture, as well as two iterative design studies (N=15, 14). A mixed-methods, between-subjects study (N=43, 37) shows that MRSLS affords immersive scenery appreciation, effective cultural imprints, and vivid shared experience. With its balance between cultural, participatory, and authentic attributes, we appeal for more HCI attention to (MR)SLS as an under-explored design space.

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From Platform Migration to Cultural Integration: the Ingress and Diffusion of #wlw from TikTok to RedNote in Queer Women Communities

Hashtags serve as identity markers and connection tools in online queer communities. Recently, the Western-origin #wlw (women-loving-women) hashtag has risen in the Chinese lesbian community on RedNote, coinciding with user migration triggered by the temporary US TikTok ban. This event provides a unique lens to study cross-cultural hashtag ingress and diffusion through the populations' responsive behaviors in cyber-migration. In this paper, we conducted a two-phase content analysis of 418 #wlw posts from January and April, examining different usage patterns during the hashtag's ingress and diffusion. Results indicate that the successful introduction of #wlw was facilitated by TikTok immigrants' bold importation, both populations' mutual interpretation, and RedNote natives' discussions. In current manifestation of diffusion, #wlw becomes a RedNote-recognized queer hashtag for sharing queer life, and semantically expands to support feminism discourse. Our findings provide empirical insights for enhancing the marginalized communities' cross-cultural communication.

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OceanVive: An Immersive Visualization System for Communicating Complex Oceanic Phenomena

Communicating the complexity of oceanic phenomena-such as hypoxia and acidification-poses a persistent challenge for marine science. Despite advances in sensing technologies and computational models, conventional formats like static visualizations and text-based reports often fall short in conveying the dynamics of ocean changes. To address this gap, we present OceanVive, an immersive and interactive visualization system that transforms complex ocean datasets into navigable spatial narratives. OceanVive incorporates an exploratory panel on a table-sized tablet for managing immersive content on a large screen and integrates adaptive visual encodings, contextual storytelling, and intuitive navigation pathways to support effective communication. We validate the system through expert interviews, demonstrating its potential to enhance science communication and promote deeper public understanding.

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PaperBridge: Crafting Research Narratives through Human-AI Co-Exploration

Researchers frequently need to synthesize their own publications into coherent narratives that demonstrate their scholarly contributions. To suit diverse communication contexts, exploring alternative ways to organize one's work while maintaining coherence is particularly challenging, especially in interdisciplinary fields like HCI where individual researchers' publications may span diverse domains and methodologies. In this paper, we present PaperBridge, a human-AI co-exploration system informed by a formative study and content analysis. PaperBridge assists researchers in exploring diverse perspectives for organizing their publications into coherent narratives. At its core is a bi-directional analysis engine powered by large language models, supporting iterative exploration through both top-down user intent (e.g., determining organization structure) and bottom-up refinement on narrative components (e.g., thematic paper groupings). Our user study (N=12) demonstrated PaperBridge's usability and effectiveness in facilitating the exploration of alternative research narratives. Our findings also provided empirical insights into how interactive systems can scaffold academic communication tasks.

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Signaling Human Intentions to Service Robots: Understanding the Use of Social Cues during In-Person Conversations

As social service robots become commonplace, it is essential for them to effectively interpret human signals, such as verbal, gesture, and eye gaze, when people need to focus on their primary tasks to minimize interruptions and distractions. Toward such a socially acceptable Human-Robot Interaction, we conducted a study ($N=24$) in an AR-simulated context of a coffee chat. Participants elicited social cues to signal intentions to an anthropomorphic, zoomorphic, grounded technical, or aerial technical robot waiter when they were speakers or listeners. Our findings reveal common patterns of social cues over intentions, the effects of robot morphology on social cue position and conversational role on social cue complexity, and users' rationale in choosing social cues. We offer insights into understanding social cues concerning perceptions of robots, cognitive load, and social context. Additionally, we discuss design considerations on approaching, social cue recognition, and response strategies for future service robots.

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Rethinking Technological Solutions for Community-Based Older Adult Care: Insights from 'Older Partners' in China

Aging in place refers to the enabling of individuals to age comfortably and securely within their own homes and communities. Aging in place relies on robust infrastructure, prompting the development and implementation of both human-led care services and information and communication technologies to provide support. Through a long-term ethnographic study that includes semi-structured interviews with 24 stakeholders, we consider these human- and technology-driven care infrastructures for aging in place, examining their origins, deployment, interactions with older adults, and challenges. In doing so, we reconsider the value of these different forms of older adult care, highlighting the various issues associated with using, for instance, health monitoring technology or appointment scheduling systems to care for older adults aging in place. We suggest that technology should take a supportive, not substitutive role in older adult care infrastructure. Furthermore, we note that designing for aging in place should move beyond a narrow focus on independence in one's home to instead encompass the broader community and its dynamics.

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Characterizing LLM-Empowered Personalized Story-Reading and Interaction for Children: Insights from Multi-Stakeholder Perspectives

Personalized interaction is highly valued by parents in their story-reading activities with children. While AI-empowered story-reading tools have been increasingly used, their abilities to support personalized interaction with children are still limited. Recent advances in large language models (LLMs) show promise in facilitating personalized interactions, but little is known about how to effectively and appropriately use LLMs to enhance children's personalized story-reading experiences. This work explores this question through a design-based study. Drawing on a formative study, we designed and developed StoryMate, an LLM-empowered personalized interactive story-reading tool for children, following an empirical study with children, parents, and education experts. Our participants valued the personalized features in StoryMate, and also highlighted the need to support personalized content, guiding mechanisms, reading context variations, and interactive interfaces. Based on these findings, we propose a series of design recommendations for better using LLMs to empower children's personalized story reading and interaction.

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Towards Human-AI Deliberation: Design and Evaluation of LLM-Empowered Deliberative AI for AI-Assisted Decision-Making

In AI-assisted decision-making, humans often passively review AI's suggestion and decide whether to accept or reject it as a whole. In such a paradigm, humans are found to rarely trigger analytical thinking and face difficulties in communicating the nuances of conflicting opinions to the AI when disagreements occur. To tackle this challenge, we propose Human-AI Deliberation, a novel framework to promote human reflection and discussion on conflicting human-AI opinions in decision-making. Based on theories in human deliberation, this framework engages humans and AI in dimension-level opinion elicitation, deliberative discussion, and decision updates. To empower AI with deliberative capabilities, we designed Deliberative AI, which leverages large language models (LLMs) as a bridge between humans and domain-specific models to enable flexible conversational interactions and faithful information provision. An exploratory evaluation on a graduate admissions task shows that Deliberative AI outperforms conventional explainable AI (XAI) assistants in improving humans' appropriate reliance and task performance. Based on a mixed-methods analysis of participant behavior, perception, user experience, and open-ended feedback, we draw implications for future AI-assisted decision tool design.

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DBox: Scaffolding Algorithmic Programming Learning through Learner-LLM Co-Decomposition

Decomposition is a fundamental skill in algorithmic programming, requiring learners to break down complex problems into smaller, manageable parts. However, current self-study methods, such as browsing reference solutions or using LLM assistants, often provide excessive or generic assistance that misaligns with learners' decomposition strategies, hindering independent problem-solving and critical thinking. To address this, we introduce Decomposition Box (DBox), an interactive LLM-based system that scaffolds and adapts to learners' personalized construction of a step tree through a "learner-LLM co-decomposition" approach, providing tailored support at an appropriate level. A within-subjects study (N=24) found that compared to the baseline, DBox significantly improved learning gains, cognitive engagement, and critical thinking. Learners also reported a stronger sense of achievement and found the assistance appropriate and helpful for learning. Additionally, we examined DBox's impact on cognitive load, identified usage patterns, and analyzed learners' strategies for managing system errors. We conclude with design implications for future AI-powered tools to better support algorithmic programming education.

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"AI Afterlife" as Digital Legacy: Perceptions, Expectations, and Concerns

The rise of generative AI technology has sparked interest in using digital information to create AI-generated agents as digital legacy. These agents, often referred to as "AI Afterlives", present unique challenges compared to traditional digital legacy. Yet, there is limited human-centered research on "AI Afterlife" as digital legacy, especially from the perspectives of the individuals being represented by these agents. This paper presents a qualitative study examining users' perceptions, expectations, and concerns regarding AI-generated agents as digital legacy. We identify factors shaping people's attitudes, their perceived differences compared with the traditional digital legacy, and concerns they might have in real practices. We also examine the design aspects throughout the life cycle and interaction process. Based on these findings, we situate "AI Afterlife" in digital legacy, and delve into design implications for maintaining identity consistency and balancing intrusiveness and support in "AI Afterlife" as digital legacy.

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Understanding Screenwriters' Practices, Attitudes, and Future Expectations in Human-AI Co-Creation

With the rise of AI technologies and their growing influence in the screenwriting field, understanding the opportunities and concerns related to AI's role in screenwriting is essential for enhancing human-AI co-creation. Through semi-structured interviews with 23 screenwriters, we explored their creative practices, attitudes, and expectations in collaborating with AI for screenwriting. Based on participants' responses, we identified the key stages in which they commonly integrated AI, including story structure & plot development, screenplay text, goal & idea generation, and dialogue. Then, we examined how different attitudes toward AI integration influence screenwriters' practices across various workflow stages and their broader impact on the industry. Additionally, we categorized their expected assistance using four distinct roles of AI: actor, audience, expert, and executor. Our findings provide insights into AI's impact on screenwriting practices and offer suggestions on how AI can benefit the future of screenwriting.

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InteRecon: Towards Reconstructing Interactivity of Personal Memorable Items in Mixed Reality

Digital capturing of memorable personal items is a key way to archive personal memories. Although current digitization methods (e.g., photos, videos, 3D scanning) can replicate the physical appearance of an item, they often cannot preserve its real-world interactivity. We present Interactive Digital Item (IDI), a concept of reconstructing both the physical appearance and, more importantly, the interactivity of an item. We first conducted a formative study to understand users' expectations of IDI, identifying key physical interactivity features, including geometry, interfaces, and embedded content of items. Informed by these findings, we developed InteRecon, an AR prototype enabling personal reconstruction functions for IDI creation. An exploratory study was conducted to assess the feasibility of using InteRecon and explore the potential of IDI to enrich personal memory archives. Results show that InteRecon is feasible for IDI creation, and the concept of IDI brings new opportunities for augmenting personal memory archives.

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CoKnowledge: Supporting Assimilation of Time-synced Collective Knowledge in Online Science Videos

Danmaku, a system of scene-aligned, time-synced, floating comments, can augment video content to create 'collective knowledge'. However, its chaotic nature often hinders viewers from effectively assimilating the collective knowledge, especially in knowledge-intensive science videos. With a formative study, we examined viewers' practices for processing collective knowledge and the specific barriers they encountered. Building on these insights, we designed a processing pipeline to filter, classify, and cluster danmaku, leading to the development of CoKnowledge - a tool incorporating a video abstract, knowledge graphs, and supplementary danmaku features to support viewers' assimilation of collective knowledge in science videos. A within-subject study (N=24) showed that CoKnowledge significantly enhanced participants' comprehension and recall of collective knowledge compared to a baseline with unprocessed live comments. Based on our analysis of user interaction patterns and feedback on design features, we presented design considerations for developing similar support tools.

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Be There, Be Together, Be Streamed! AR Scenic Live-Streaming for an Interactive and Collective Experience

Scenic Live-Streaming (SLS), capturing real-world scenic sites from fixed cameras without streamers, combines scene immersion and the social and real-time characteristics of live-streaming into a unique experience. However, existing SLS affords limited audience interactions to engage them in a collective experience compared to many other live-streaming genres. It is also difficult for SLS to recreate important but intangible constituents of in-person trip experiences, such as cultural activities. To offer a more interactive, engaging, and meaningful experience, we propose ARSLS (Augmented Reality Scenic Live-Streaming). Culturally grounded AR objects with awareness of the live-streamed environment can be overlaid over camera views to provide additional interactive features while maintaining consistency with the live-streamed scene. To explore the design space of this new medium, we developed an ARSLS prototype for a famous landscape in China. A preliminary study (N=15) provided initial insights for ARSLS design.

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What Really is Commonsense Knowledge?

Commonsense datasets have been well developed in Natural Language Processing, mainly through crowdsource human annotation. However, there are debates on the genuineness of commonsense reasoning benchmarks. In specific, a significant portion of instances in some commonsense benchmarks do not concern commonsense knowledge. That problem would undermine the measurement of the true commonsense reasoning ability of evaluated models. It is also suggested that the problem originated from a blurry concept of commonsense knowledge, as distinguished from other types of knowledge. To demystify all of the above claims, in this study, we survey existing definitions of commonsense knowledge, ground into the three frameworks for defining concepts, and consolidate them into a multi-framework unified definition of commonsense knowledge (so-called consolidated definition). We then use the consolidated definition for annotations and experiments on the CommonsenseQA and CommonsenseQA 2.0 datasets to examine the above claims. Our study shows that there exists a large portion of non-commonsense-knowledge instances in the two datasets, and a large performance gap on these two subsets where Large Language Models (LLMs) perform worse on commonsense-knowledge instances.

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Educational Question Generation of Children Storybooks via Question Type Distribution Learning and Event-Centric Summarization

Generating educational questions of fairytales or storybooks is vital for improving children's literacy ability. However, it is challenging to generate questions that capture the interesting aspects of a fairytale story with educational meaningfulness. In this paper, we propose a novel question generation method that first learns the question type distribution of an input story paragraph, and then summarizes salient events which can be used to generate high-cognitive-demand questions. To train the event-centric summarizer, we finetune a pre-trained transformer-based sequence-to-sequence model using silver samples composed by educational question-answer pairs. On a newly proposed educational question answering dataset FairytaleQA, we show good performance of our method on both automatic and human evaluation metrics. Our work indicates the necessity of decomposing question type distribution learning and event-centric summary generation for educational question generation.

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