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Xiaojuan Ma

Publications and source records attributed to Xiaojuan Ma.

At least 73 records · Page 4Linked to original sources

CoMesh: Fully-Decentralized Control for Sense-Trigger-Actuate Routines in Edge Meshes

While mesh networking for edge settings (e.g., smart buildings, farms, battlefields, etc.) has received much attention, the layer of control over such meshes remains largely centralized and cloud-based. This paper focuses on applications with sense-trigger-actuate (STA) workloads -- these are similar to the abstraction of routines popular in smart homes, but applied to larger-scale edge IoT deployments. We present CoMesh, which tackles the challenge of building local, non-cloud, and decentralized solutions for control of sense-trigger-actuate applications. At its core CoMesh uses an abstraction called k-groups to spread in a fine-grained way, the load of STA actions. Coordination within the k-group uses selective fast and cheap mechanisms rather than expensive off-the-shelf solutions. k-group selection is proactively dynamic, and occurs by using a combination of zero-message-exchange mechanisms (to reduce load) and locality sensitive hashing (to be aware of physical layout of devices). We analyze and theoretically prove the safety of CoMesh's mechanisms. Our evaluations using both simulation and Raspberry Pi lab deployments show that CoMesh is load-balanced, fast, and fault-tolerant.

cs.DC↗

PopBlends: Strategies for Conceptual Blending with Large Language Models

Pop culture is an important aspect of communication. On social media people often post pop culture reference images that connect an event, product or other entity to a pop culture domain. Creating these images is a creative challenge that requires finding a conceptual connection between the users' topic and a pop culture domain. In cognitive theory, this task is called conceptual blending. We present a system called PopBlends that automatically suggests conceptual blends. The system explores three approaches that involve both traditional knowledge extraction methods and large language models. Our annotation study shows that all three methods provide connections with similar accuracy, but with very different characteristics. Our user study shows that people found twice as many blend suggestions as they did without the system, and with half the mental demand. We discuss the advantages of combining large language models with knowledge bases for supporting divergent and convergent thinking.

cs.HC↗

Competent but Rigid: Identifying the Gap in Empowering AI to Participate Equally in Group Decision-Making

Existing research on human-AI collaborative decision-making focuses mainly on the interaction between AI and individual decision-makers. There is a limited understanding of how AI may perform in group decision-making. This paper presents a wizard-of-oz study in which two participants and an AI form a committee to rank three English essays. One novelty of our study is that we adopt a speculative design by endowing AI equal power to humans in group decision-making.We enable the AI to discuss and vote equally with other human members. We find that although the voice of AI is considered valuable, AI still plays a secondary role in the group because it cannot fully follow the dynamics of the discussion and make progressive contributions. Moreover, the divergent opinions of our participants regarding an "equal AI" shed light on the possible future of human-AI relations.

cs.HC↗

Telling Stories from Computational Notebooks: AI-Assisted Presentation Slides Creation for Presenting Data Science Work

Creating presentation slides is a critical but time-consuming task for data scientists. While researchers have proposed many AI techniques to lift data scientists' burden on data preparation and model selection, few have targeted the presentation creation task. Based on the needs identified from a formative study, this paper presents NB2Slides, an AI system that facilitates users to compose presentations of their data science work. NB2Slides uses deep learning methods as well as example-based prompts to generate slides from computational notebooks, and take users' input (e.g., audience background) to structure the slides. NB2Slides also provides an interactive visualization that links the slides with the notebook to help users further edit the slides. A follow-up user evaluation with 12 data scientists shows that participants believed NB2Slides can improve efficiency and reduces the complexity of creating slides. Yet, participants questioned the future of full automation and suggested a human-AI collaboration paradigm.

cs.HC↗

Who Should I Trust: AI or Myself? Leveraging Human and AI Correctness Likelihood to Promote Appropriate Trust in AI-Assisted Decision-Making

In AI-assisted decision-making, it is critical for human decision-makers to know when to trust AI and when to trust themselves. However, prior studies calibrated human trust only based on AI confidence indicating AI's correctness likelihood (CL) but ignored humans' CL, hindering optimal team decision-making. To mitigate this gap, we proposed to promote humans' appropriate trust based on the CL of both sides at a task-instance level. We first modeled humans' CL by approximating their decision-making models and computing their potential performance in similar instances. We demonstrated the feasibility and effectiveness of our model via two preliminary studies. Then, we proposed three CL exploitation strategies to calibrate users' trust explicitly/implicitly in the AI-assisted decision-making process. Results from a between-subjects experiment (N=293) showed that our CL exploitation strategies promoted more appropriate human trust in AI, compared with only using AI confidence. We further provided practical implications for more human-compatible AI-assisted decision-making.

cs.HC↗

RoleSeer: Understanding Informal Social Role Changes in MMORPGs via Visual Analytics

Massively multiplayer online role-playing games create virtual communities that support heterogeneous "social roles" determined by gameplay interaction behaviors under a specific social context. For all social roles, formal roles are pre-defined, obvious, and explicitly ascribed to the people holding the roles, whereas informal roles are not well-defined and unspoken. Identifying the informal roles and understanding their subtle changes are critical to designing sociability mechanisms. However, it is nontrivial to understand the existence and evolution of such roles due to their loosely defined, interconvertible, and dynamic characteristics. We propose a visual analytics system, RoleSeer, to investigate informal roles from the perspectives of behavioral interactions and depict their dynamic interconversions and transitions. Two cases, experts' feedback, and a user study suggest that RoleSeer helps interpret the identified informal roles and explore the patterns behind role changes. We see our approach's potential in investigating informal roles in a broader range of social games.

cs.HC↗

VFLens: Co-design the Modeling Process for Efficient Vertical Federated Learning via Visualization

As a decentralized training approach, federated learning enables multiple organizations to jointly train a model without exposing their private data. This work investigates vertical federated learning (VFL) to address scenarios where collaborating organizations have the same set of users but with different features, and only one party holds the labels. While VFL shows good performance, practitioners often face uncertainty when preparing non-transparent, internal/external features and samples for the VFL training phase. Moreover, to balance the prediction accuracy and the resource consumption of model inference, practitioners require to know which subset of prediction instances is genuinely needed to invoke the VFL model for inference. To this end, we co-design the VFL modeling process by proposing an interactive real-time visualization system, VFLens, to help practitioners with feature engineering, sample selection, and inference. A usage scenario, a quantitative experiment, and expert feedback suggest that VFLens helps practitioners boost VFL efficiency at a lower cost with sufficient confidence.

cs.HC↗

Bias-Aware Design for Informed Decisions: Raising Awareness of Self-Selection Bias in User Ratings and Reviews

People often take user ratings and reviews into consideration when shopping for products or services online. However, such user-generated data contains self-selection bias that could affect people decisions and it is hard to resolve this issue completely by algorithms. In this work, we propose to raise the awareness of the self-selection bias by making three types of information concerning user ratings and reviews transparent. We distill these three pieces of information (reviewers experience, the extremity of emotion, and reported aspects) from the definition of self-selection bias and exploration of related literature. We further conduct an online survey to assess the perceptions of the usefulness of such information and identify the exact facets people care about in their decision process. Then, we propose a visual design to make such details behind user reviews transparent and integrate the design into an experimental website for evaluation. The results of a between-subjects study demonstrate that our bias-aware design significantly increases the awareness of bias and their satisfaction with decision-making. We further offer a series of design implications for improving information transparency and awareness of bias in user-generated content.

cs.HC↗

RankAxis: Towards a Systematic Combination of Projection and Ranking in Multi-Attribute Data Exploration

Projection and ranking are frequently used analysis techniques in multi-attribute data exploration. Both families of techniques help analysts with tasks such as identifying similarities between observations and determining ordered subgroups, and have shown good performances in multi-attribute data exploration. However, they often exhibit problems such as distorted projection layouts, obscure semantic interpretations, and non-intuitive effects produced by selecting a subset of (weighted) attributes. Moreover, few studies have attempted to combine projection and ranking into the same exploration space to complement each other's strengths and weaknesses. For this reason, we propose RankAxis, a visual analytics system that systematically combines projection and ranking to facilitate the mutual interpretation of these two techniques and jointly support multi-attribute data exploration. A real-world case study, expert feedback, and a user study demonstrate the efficacy of RankAxis.

cs.DB↗

Know it to Defeat it: Exploring Health Rumor Characteristics and Debunking Efforts on Chinese Social Media during COVID-19 Crisis

Health-related rumors spreading online during a public crisis may pose a serious threat to people's well-being. Existing crisis informatics research lacks in-depth insights into the characteristics of health rumors and the efforts to debunk them on social media in a pandemic. To fill this gap, we conduct a comprehensive analysis of four months of rumor-related online discussion during COVID-19 on Weibo, a Chinese microblogging site. Results suggest that the dread (cause fear) type of health rumors provoked significantly more discussions and lasted longer than the wish (raise hope) type. We further explore how four kinds of social media users (i.e., government, media, organization, and individual) combat health rumors, and identify their preferred way of sharing debunking information and the key rhetoric strategies used in the process. We examine the relationship between debunking and rumor discussions using a Granger causality approach, and show the efficacy of debunking in suppressing rumor discussions, which is time-sensitive and varies across rumor types and debunkers. Our results can provide insights into crisis informatics and risk management on social media in pandemic settings.

cs.SI↗

Evaluating the Effect of Enhanced Text-Visualization Integration on Combating Misinformation in Data Story

Misinformation has disruptive effects on our lives. Many researchers have looked into means to identify and combat misinformation in text or data visualization. However, there is still a lack of understanding of how misinformation can be introduced when text and visualization are combined to tell data stories, not to mention how to improve the lay public's awareness of possible misperceptions about facts in narrative visualization. In this paper, we first analyze where misinformation could possibly be injected into the production-consumption process of data stories through a literature survey. Then, as a first step towards combating misinformation in data stories, we explore possible defensive design methods to enhance the reader's awareness of information misalignment when data facts are scripted and visualized. More specifically, we conduct a between-subjects crowdsourcing study to investigate the impact of two design methods enhancing text-visualization integration, i.e., explanatory annotation and interactive linking, on users' awareness of misinformation in data stories. The study results show that although most participants still can not find misinformation, the two design methods can significantly lower the perceived credibility of the text or visualizations. Our work informs the possibility of fighting an infodemic through defensive design methods.

cs.HC↗

ASCEND: A Spontaneous Chinese-English Dataset for Code-switching in Multi-turn Conversation

Code-switching is a speech phenomenon occurring when a speaker switches language during a conversation. Despite the spontaneous nature of code-switching in conversational spoken language, most existing works collect code-switching data from read speech instead of spontaneous speech. ASCEND (A Spontaneous Chinese-English Dataset) is a high-quality Mandarin Chinese-English code-switching corpus built on spontaneous multi-turn conversational dialogue sources collected in Hong Kong. We report ASCEND's design and procedure for collecting the speech data, including annotations. ASCEND consists of 10.62 hours of clean speech, collected from 23 bilingual speakers of Chinese and English. Furthermore, we conduct baseline experiments using pre-trained wav2vec 2.0 models, achieving a best performance of 22.69\% character error rate and 27.05% mixed error rate.

cs.CL↗

Persua: A Visual Interactive System to Enhance the Persuasiveness of Arguments in Online Discussion

Persuading people to change their opinions is a common practice in online discussion forums on topics ranging from political campaigns to relationship consultation. Enhancing people's ability to write persuasive arguments could not only practice their critical thinking and reasoning but also contribute to the effectiveness and civility in online communication. It is, however, not an easy task in online discussion settings where written words are the primary communication channel. In this paper, we derived four design goals for a tool that helps users improve the persuasiveness of arguments in online discussions through a survey with 123 online forum users and interviews with five debating experts. To satisfy these design goals, we analyzed and built a labeled dataset of fine-grained persuasive strategies (i.e., logos, pathos, ethos, and evidence) in 164 arguments with high ratings on persuasiveness from ChangeMyView, a popular online discussion forum. We then designed an interactive visual system, Persua, which provides example-based guidance on persuasive strategies to enhance the persuasiveness of arguments. In particular, the system constructs portfolios of arguments based on different persuasive strategies applied to a given discussion topic. It then presents concrete examples based on the difference between the portfolios of user input and high-quality arguments in the dataset. A between-subjects study shows suggestive evidence that Persua encourages users to submit more times for feedback and helps users improve more on the persuasiveness of their arguments than a baseline system. Finally, a set of design considerations was summarized to guide future intelligent systems that improve the persuasiveness in text.

cs.HC↗

How to Save Lives with Microblogs? Lessons From the Usage of Weibo for Requests for Medical Assistance During COVID-19

During recent crises like COVID-19, microblogging platforms have become popular channels for affected people seeking assistance such as medical supplies and rescue operations from emergency responders and the public. Despite this common practice, the affordances of microblogging services for help-seeking during crises that needs immediate attention are not well understood. To fill this gap, we analyzed 8K posts from COVID-19 patients or caregivers requesting urgent medical assistance on Weibo, the largest microblogging site in China. Our mixed-methods analyses suggest that existing microblogging functions need to be improved in multiple aspects to sufficiently facilitate help-seeking in emergencies, including capabilities of search and tracking requests, ease of use, and privacy protection. We also find that people tend to stick to certain well-established functions for publishing requests, even after better alternatives emerge. These findings have implications for designing microblogging tools to better support help requesting and responding during crises.

cs.CY↗

When Gamification Spoils Your Learning: A Qualitative Case Study of Gamification Misuse in a Language-Learning App

More and more learning apps like Duolingo are using some form of gamification (e.g., badges, points, and leaderboards) to enhance user learning. However, they are not always successful. Gamification misuse is a phenomenon that occurs when users become too fixated on gamification and get distracted from learning. This undesirable phenomenon wastes users' precious time and negatively impacts their learning performance. However, there has been little research in the literature to understand gamification misuse and inform future gamification designs. Therefore, this paper aims to fill this knowledge gap by conducting the first extensive qualitative research on gamification misuse in a popular learning app called Duolingo. Duolingo is currently the world's most downloaded learning app used to learn languages. This study consists of two phases: (I) a content analysis of data from Duolingo forums (from the past nine years) and (II) semi-structured interviews with 15 international Duolingo users. Our research contributes to the Human-Computer Interaction (HCI) and Learning at Scale (L@S) research communities in three ways: (1) elaborating the ramifications of gamification misuse on user learning, well-being, and ethics, (2) identifying the most common reasons for gamification misuse (e.g., competitiveness, overindulgence in playfulness, and herding), and (3) providing designers with practical suggestions to prevent (or mitigate) the occurrence of gamification misuse in their future designs of gamified learning apps.

cs.HC↗

Fantastic Questions and Where to Find Them: FairytaleQA -- An Authentic Dataset for Narrative Comprehension

Question answering (QA) is a fundamental means to facilitate assessment and training of narrative comprehension skills for both machines and young children, yet there is scarcity of high-quality QA datasets carefully designed to serve this purpose. In particular, existing datasets rarely distinguish fine-grained reading skills, such as the understanding of varying narrative elements. Drawing on the reading education research, we introduce FairytaleQA, a dataset focusing on narrative comprehension of kindergarten to eighth-grade students. Generated by educational experts based on an evidence-based theoretical framework, FairytaleQA consists of 10,580 explicit and implicit questions derived from 278 children-friendly stories, covering seven types of narrative elements or relations. Our dataset is valuable in two folds: First, we ran existing QA models on our dataset and confirmed that this annotation helps assess models' fine-grained learning skills. Second, the dataset supports question generation (QG) task in the education domain. Through benchmarking with QG models, we show that the QG model trained on FairytaleQA is capable of asking high-quality and more diverse questions.

cs.CL↗

CI-AVSR: A Cantonese Audio-Visual Speech Dataset for In-car Command Recognition

With the rise of deep learning and intelligent vehicle, the smart assistant has become an essential in-car component to facilitate driving and provide extra functionalities. In-car smart assistants should be able to process general as well as car-related commands and perform corresponding actions, which eases driving and improves safety. However, there is a data scarcity issue for low resource languages, hindering the development of research and applications. In this paper, we introduce a new dataset, Cantonese In-car Audio-Visual Speech Recognition (CI-AVSR), for in-car command recognition in the Cantonese language with both video and audio data. It consists of 4,984 samples (8.3 hours) of 200 in-car commands recorded by 30 native Cantonese speakers. Furthermore, we augment our dataset using common in-car background noises to simulate real environments, producing a dataset 10 times larger than the collected one. We provide detailed statistics of both the clean and the augmented versions of our dataset. Moreover, we implement two multimodal baselines to demonstrate the validity of CI-AVSR. Experiment results show that leveraging the visual signal improves the overall performance of the model. Although our best model can achieve a considerable quality on the clean test set, the speech recognition quality on the noisy data is still inferior and remains as an extremely challenging task for real in-car speech recognition systems. The dataset and code will be released at https://github.com/HLTCHKUST/CI-AVSR.

cs.CL↗

TalkTive: A Conversational Agent Using Backchannels to Engage Older Adults in Neurocognitive Disorders Screening

Conversational agents (CAs) have the great potential in mitigating the clinicians' burden in screening for neurocognitive disorders among older adults. It is important, therefore, to develop CAs that can be engaging, to elicit conversational speech input from older adult participants for supporting assessment of cognitive abilities. As an initial step, this paper presents research in developing the backchanneling ability in CAs in the form of a verbal response to engage the speaker. We analyzed 246 conversations of cognitive assessments between older adults and human assessors, and derived the categories of reactive backchannels (e.g. "hmm") and proactive backchannels (e.g. "please keep going"). This is used in the development of TalkTive, a CA which can predict both timing and form of backchanneling during cognitive assessments. The study then invited 36 older adult participants to evaluate the backchanneling feature. Results show that proactive backchanneling is more appreciated by participants than reactive backchanneling.

cs.HC↗